Add fado out effect to button presses
This commit is contained in:
@ -1,6 +1,6 @@
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use core::cmp::min;
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use embassy_time::{Duration, Timer};
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use embassy_time::{Duration, Instant, Timer};
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use futures::{select_biased, FutureExt};
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use crate::{util::wheel, ws2812::Rgb};
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@ -19,18 +19,41 @@ const IDLE_BRIGHTNESS_RAMPUP: Duration = Duration::from_secs(120);
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const MAX_IDLE_BRIGHTESS: f32 = 1.0;
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const MIN_IDLE_BRIGHTESS: f32 = 0.05;
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#[derive(Clone, Copy)]
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enum LightState {
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Solid(Rgb),
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SolidThenFade {
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color: Rgb,
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solid_until: Instant,
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fade_by: f32,
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},
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FadeBy(f32),
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None,
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}
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#[embassy_executor::task]
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pub(super) async fn task(mut events: KbEvents, state: &'static State) {
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let mut lights: [LightState; SWITCH_COUNT] = [LightState::None; SWITCH_COUNT];
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let mut next_frame = Instant::now();
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let mut idle_at = Instant::now() + UNTIL_IDLE;
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loop {
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select_biased! {
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event = events.recv().fuse() => handle_event(event, state).await,
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_ = Timer::after(UNTIL_IDLE).fuse() => {
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event = events.recv().fuse() => {
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handle_event(event, state, &mut lights).await;
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idle_at = Instant::now() + UNTIL_IDLE;
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}
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_ = Timer::at(next_frame).fuse() => {
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tick(state, &mut lights).await;
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next_frame = Instant::now() + Duration::from_millis(16);
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}
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_ = Timer::at(idle_at).fuse() => {
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select_biased! {
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event = events.recv().fuse() => {
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state.lights.update(|lights| {
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lights.iter_mut().for_each(|rgb| *rgb = Rgb::new(0, 0, 0));
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}).await;
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handle_event(event, state).await;
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handle_event(event, state, &mut lights).await;
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idle_at = Instant::now() + UNTIL_IDLE;
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}
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_ = idle_animation(state).fuse() => {}
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}
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@ -39,6 +62,44 @@ pub(super) async fn task(mut events: KbEvents, state: &'static State) {
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}
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}
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async fn tick(state: &'static State, lights: &mut [LightState; SWITCH_COUNT]) {
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let now = Instant::now();
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state
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.lights
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.update(|rgbs| {
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for (button, light) in lights.iter_mut().enumerate() {
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let Some(&led_id) = state.led_map.get(button) else { continue; };
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let Some(rgb) = rgbs.get_mut(led_id) else { continue; };
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match &*light {
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LightState::None => {}
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LightState::FadeBy(fade) => {
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let [r, g, b] = rgb
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.components()
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.map(|c| ((c as f32) * fade.clamp(0.0, 1.0)) as u8);
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*rgb = Rgb::new(r, g, b);
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if *rgb == Rgb::new(0, 0, 0) {
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*light = LightState::None;
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}
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}
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&LightState::Solid(color) => *rgb = color,
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&LightState::SolidThenFade {
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color,
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solid_until,
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fade_by,
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} => {
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*rgb = color;
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if now >= solid_until {
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*light = LightState::FadeBy(fade_by);
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}
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}
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}
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}
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})
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.await;
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}
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async fn idle_animation(state: &'static State) {
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for tick in 0.. {
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const FRAMETIME: Duration = Duration::from_millis(16);
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@ -56,7 +117,7 @@ async fn idle_animation(state: &'static State) {
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for (n, &i) in state.led_map.iter().enumerate() {
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let Some(light) = lights.get_mut(i) else { continue };
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let (r, g, b) = wheel(
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let [r, g, b] = wheel(
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(n as u64 * IDLE_ANIMATION_KEY_OFFSET + tick * IDLE_ANIMATION_SPEED) as u8,
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)
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.components();
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@ -74,35 +135,32 @@ async fn idle_animation(state: &'static State) {
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}
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}
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async fn handle_event(event: Event, state: &'static State) {
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let set_button_led = |color: Rgb| {
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let led_num = state.led_map.get(event.source_button).copied();
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move |leds: &mut [Rgb; SWITCH_COUNT]| {
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if event.source != state.half {
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return;
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}
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if let Some(led) = led_num.and_then(|i| leds.get_mut(i)) {
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*led = color;
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}
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}
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};
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async fn handle_event(
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event: Event,
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state: &'static State,
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lights: &mut [LightState; SWITCH_COUNT],
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) {
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match event.kind {
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EventKind::PressKey(_) => {
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state
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.lights
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.update(set_button_led(Rgb::new(0, 150, 0)))
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.await;
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if state.half != event.source {
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return;
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}
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let Some(light) = lights.get_mut(event.source_button) else { return; };
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*light = LightState::Solid(Rgb::new(0, 150, 0));
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}
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EventKind::PressModifier(_) => {
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state
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.lights
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.update(set_button_led(Rgb::new(0, 0, 150)))
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.await;
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if state.half != event.source {
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return;
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}
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let Some(light) = lights.get_mut(event.source_button) else { return; };
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*light = LightState::Solid(Rgb::new(0, 0, 150));
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}
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EventKind::ReleaseKey(_) | EventKind::ReleaseModifier(_) => {
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state.lights.update(set_button_led(Rgb::new(0, 0, 0))).await;
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if state.half != event.source {
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return;
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}
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let Some(light) = lights.get_mut(event.source_button) else { return; };
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*light = LightState::FadeBy(0.85);
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}
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EventKind::SetLayer(layer) => {
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let layer = min(layer, state.layers.len().saturating_sub(1) as u16);
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@ -124,29 +182,15 @@ async fn handle_event(event: Event, state: &'static State) {
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}
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};
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state
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.lights
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.update(|leds| {
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let solid_until = Instant::now() + Duration::from_millis(200);
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for &button in buttons_to_light_up {
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let Some(&led_id) = state.led_map.get(button) else { continue; };
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let Some(rgb) = leds.get_mut(led_id) else { continue; };
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*rgb = Rgb::new(100, 0, 100);
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}
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})
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.await;
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Timer::after(Duration::from_millis(200)).await;
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state
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.lights
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.update(|leds| {
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for &button in buttons_to_light_up {
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let Some(&led_id) = state.led_map.get(button) else { continue; };
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let Some(rgb) = leds.get_mut(led_id) else { continue; };
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*rgb = Rgb::new(0, 0, 0);
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}
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})
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.await;
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let Some(light) = lights.get_mut(button) else { continue; };
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*light = LightState::SolidThenFade {
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color: Rgb::new(120, 0, 120),
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solid_until,
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fade_by: 0.85,
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}
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}
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}
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}
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}
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@ -106,7 +106,7 @@ async fn uart_task(uart: BufferedUart<'static, UART0>, this_half: Half, mut even
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let tx_task = async {
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let mut buf = [0u8; 256 + HEADER_LEN];
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let mut counter = 1;
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let mut counter = 1u8;
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loop {
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// forward messages to the other keyboard half
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let event = events_rx.recv().await;
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@ -126,7 +126,7 @@ async fn uart_task(uart: BufferedUart<'static, UART0>, this_half: Half, mut even
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// add a "random" value to feed the crc
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let random = counter;
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counter += 1;
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counter = counter.wrapping_add(1);
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let len = serialized.len() as u8;
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@ -105,9 +105,9 @@ impl Rgb {
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/// Get the red, green, and blue components of this Rgb.
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#[inline(always)]
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pub const fn components(&self) -> (u8, u8, u8) {
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pub const fn components(&self) -> [u8; 3] {
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let [g, r, b, _] = self.0.to_be_bytes();
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(r, g, b)
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[r, g, b]
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}
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#[inline(always)]
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@ -119,7 +119,7 @@ impl Rgb {
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impl Debug for Rgb {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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let (r, g, b) = self.components();
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let [r, g, b] = self.components();
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f.debug_tuple("Rgb").field(&r).field(&g).field(&b).finish()
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}
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}
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@ -128,7 +128,7 @@ impl Div<u8> for Rgb {
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type Output = Rgb;
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fn div(self, d: u8) -> Self::Output {
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let (r, g, b) = self.components();
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let [r, g, b] = self.components();
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Rgb::new(r / d, g / d, b / d)
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}
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}
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