Struct glow_control_lib::led::pattern::Pattern
source · pub struct Pattern;Implementations§
source§impl Pattern
impl Pattern
pub fn random_discrete(probs: &[f64]) -> Result<usize>
pub fn random_poisson(lam: f64) -> Result<usize>
pub fn dim_color(rgb: (u8, u8, u8), prop: f64) -> (u8, u8, u8)
pub fn blend_colors( rgb1: (u8, u8, u8), rgb2: (u8, u8, u8), prop: f64 ) -> (u8, u8, u8)
pub fn random_color() -> (u8, u8, u8)
pub fn random_hsl_color_func<'a>( hue: Option<(f64, f64)>, sat: Option<(f64, f64)>, light: Option<(f64, f64)>, led_color: &'a LedColor ) -> Result<Box<dyn Fn() -> Result<(u8, u8, u8)> + 'a>>
pub fn sprinkle_pattern( &self, pat: &mut [(u8, u8, u8)], rgblst: &[(u8, u8, u8)], freq: f64 ) -> Result<()>
pub fn make_alternating_color_pattern( leds: usize, rgblst: &[(u8, u8, u8)] ) -> Vec<(u8, u8, u8)>
pub fn make_color_spectrum_pattern( leds: usize, offset: usize, lightness: f64, led_color: &LedColor ) -> Vec<(u8, u8, u8)>
pub fn make_random_select_color_pattern( leds: usize, rgblst: &[(u8, u8, u8)], probs: Option<&[f64]> ) -> Result<Vec<(u8, u8, u8)>>
pub fn make_random_blend_color_pattern( leds: usize, rgb1: (u8, u8, u8), rgb2: (u8, u8, u8) ) -> Vec<(u8, u8, u8)>
pub fn make_random_colors_pattern( leds: usize, lightness: f64, led_color: &LedColor ) -> Vec<(u8, u8, u8)>
pub fn make_random_lightness_pattern( leds: usize, hue: f64, led_color: &LedColor ) -> Vec<(u8, u8, u8)>
pub fn make_random_hsl_pattern( leds: usize, hue: Option<(f64, f64)>, sat: Option<(f64, f64)>, light: Option<(f64, f64)>, led_color: &LedColor ) -> Result<Vec<(u8, u8, u8)>>
Auto Trait Implementations§
impl Freeze for Pattern
impl RefUnwindSafe for Pattern
impl Send for Pattern
impl Sync for Pattern
impl Unpin for Pattern
impl UnwindSafe for Pattern
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source§impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for Swhere
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Convert the source color to the destination color using the bradford
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