Files
klubhaus-doorbell/libraries/FastLED/src/crgb.h
2026-02-12 00:45:31 -08:00

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37 KiB
C++

/// @file crgb.h
/// Defines the red, green, and blue (RGB) pixel struct
#pragma once
#include "fl/stdint.h"
#include "fl/int.h"
#include "chsv.h"
#include "fl/namespace.h"
#include "color.h"
#include "lib8tion/types.h"
#include "fl/force_inline.h"
#include "fl/type_traits.h"
#include "hsv2rgb.h"
#include "fl/ease.h"
namespace fl {
class string;
class XYMap;
struct HSV16;
}
FASTLED_NAMESPACE_BEGIN
// Whether to allow HD_COLOR_MIXING
#ifndef FASTLED_HD_COLOR_MIXING
#ifdef __AVR__
// Saves some memory on these constrained devices.
#define FASTLED_HD_COLOR_MIXING 0
#else
#define FASTLED_HD_COLOR_MIXING 1
#endif // __AVR__
#endif // FASTLED_HD_COLOR_MIXING
struct CRGB;
/// HSV conversion function selection based on compile-time defines
/// This allows users to configure which HSV conversion algorithm to use
/// by setting one of the following defines:
/// - FASTLED_HSV_CONVERSION_SPECTRUM: Use spectrum conversion
/// - FASTLED_HSV_CONVERSION_FULL_SPECTRUM: Use full spectrum conversion
/// - FASTLED_HSV_CONVERSION_RAINBOW: Use rainbow conversion (explicit)
/// - Default (no define): Use rainbow conversion (backward compatibility)
/// Array-based HSV conversion function selection using the same compile-time defines
/// @param phsv CHSV array to convert to RGB
/// @param prgb CRGB array to store the result of the conversion (will be modified)
/// @param numLeds the number of array values to process
FASTLED_FORCE_INLINE void hsv2rgb_dispatch( const struct CHSV* phsv, struct CRGB * prgb, int numLeds)
{
#if defined(FASTLED_HSV_CONVERSION_SPECTRUM)
hsv2rgb_spectrum(phsv, prgb, numLeds);
#elif defined(FASTLED_HSV_CONVERSION_FULL_SPECTRUM)
hsv2rgb_fullspectrum(phsv, prgb, numLeds);
#elif defined(FASTLED_HSV_CONVERSION_RAINBOW)
hsv2rgb_rainbow(phsv, prgb, numLeds);
#else
// Default to rainbow for backward compatibility
hsv2rgb_rainbow(phsv, prgb, numLeds);
#endif
}
FASTLED_FORCE_INLINE void hsv2rgb_dispatch( const struct CHSV& hsv, struct CRGB& rgb)
{
#if defined(FASTLED_HSV_CONVERSION_SPECTRUM)
hsv2rgb_spectrum(hsv, rgb);
#elif defined(FASTLED_HSV_CONVERSION_FULL_SPECTRUM)
hsv2rgb_fullspectrum(hsv, rgb);
#elif defined(FASTLED_HSV_CONVERSION_RAINBOW)
hsv2rgb_rainbow(hsv, rgb);
#else
hsv2rgb_rainbow(hsv, rgb);
#endif
}
/// Representation of an RGB pixel (Red, Green, Blue)
struct CRGB {
union {
struct {
union {
fl::u8 r; ///< Red channel value
fl::u8 red; ///< @copydoc r
};
union {
fl::u8 g; ///< Green channel value
fl::u8 green; ///< @copydoc g
};
union {
fl::u8 b; ///< Blue channel value
fl::u8 blue; ///< @copydoc b
};
};
/// Access the red, green, and blue data as an array.
/// Where:
/// * `raw[0]` is the red value
/// * `raw[1]` is the green value
/// * `raw[2]` is the blue value
fl::u8 raw[3];
};
static CRGB blend(const CRGB& p1, const CRGB& p2, fract8 amountOfP2);
static CRGB blendAlphaMaxChannel(const CRGB& upper, const CRGB& lower);
/// Downscale an CRGB matrix (or strip) to the smaller size.
static void downscale(const CRGB* src, const fl::XYMap& srcXY, CRGB* dst, const fl::XYMap& dstXY);
static void upscale(const CRGB* src, const fl::XYMap& srcXY, CRGB* dst, const fl::XYMap& dstXY);
// Are you using WS2812 (or other RGB8 LEDS) to display video?
// Does it look washed out and under-saturated?
//
// Have you tried gamma correction but hate how it decimates the color into 8 colors per component?
//
// This is an alternative to gamma correction that preserves the hue but boosts the saturation.
//
// decimating the color from 8 bit -> gamma -> 8 bit (leaving only 8 colors for each component).
// work well with WS2812 (and other RGB8) led displays.
// This function converts to HSV16, boosts the saturation, and converts back to RGB8.
// Note that when both boost_saturation and boost_contrast are true the resulting
// pixel will be nearly the same as if you had used gamma correction pow = 2.0.
CRGB colorBoost(fl::EaseType saturation_function = fl::EASE_NONE, fl::EaseType luminance_function = fl::EASE_NONE) const;
static void colorBoost(const CRGB* src, CRGB* dst, size_t count, fl::EaseType saturation_function = fl::EASE_NONE, fl::EaseType luminance_function = fl::EASE_NONE);
// Want to do advanced color manipulation in HSV and write back to CRGB?
// You want to use HSV16, which is much better at preservering the color
// space than CHSV.
fl::HSV16 toHSV16() const;
/// Array access operator to index into the CRGB object
/// @param x the index to retrieve (0-2)
/// @returns the CRGB::raw value for the given index
FASTLED_FORCE_INLINE fl::u8& operator[] (fl::u8 x)
{
return raw[x];
}
/// Array access operator to index into the CRGB object
/// @param x the index to retrieve (0-2)
/// @returns the CRGB::raw value for the given index
FASTLED_FORCE_INLINE const fl::u8& operator[] (fl::u8 x) const
{
return raw[x];
}
#if defined(__AVR__)
// Saves a surprising amount of memory on AVR devices.
CRGB() = default;
#else
/// Default constructor
FASTLED_FORCE_INLINE CRGB() {
r = 0;
g = 0;
b = 0;
}
#endif
/// Allow construction from red, green, and blue
/// @param ir input red value
/// @param ig input green value
/// @param ib input blue value
constexpr CRGB(fl::u8 ir, fl::u8 ig, fl::u8 ib) noexcept
: r(ir), g(ig), b(ib)
{
}
/// Allow construction from 32-bit (really 24-bit) bit 0xRRGGBB color code
/// @param colorcode a packed 24 bit color code
constexpr CRGB(fl::u32 colorcode) noexcept
: r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
{
}
constexpr fl::u32 as_uint32_t() const noexcept {
return fl::u32(0xff000000) |
(fl::u32{r} << 16) |
(fl::u32{g} << 8) |
fl::u32{b};
}
/// Allow construction from a LEDColorCorrection enum
/// @param colorcode an LEDColorCorrect enumeration value
constexpr CRGB(LEDColorCorrection colorcode) noexcept
: r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
{
}
/// Allow construction from a ColorTemperature enum
/// @param colorcode an ColorTemperature enumeration value
constexpr CRGB(ColorTemperature colorcode) noexcept
: r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
{
}
/// Allow copy construction
FASTLED_FORCE_INLINE CRGB(const CRGB& rhs) = default;
/// Allow construction from a CHSV color
FASTLED_FORCE_INLINE CRGB(const CHSV& rhs)
{
hsv2rgb_dispatch( rhs, *this);
}
/// Allow construction from a fl::HSV16 color
/// Enables automatic conversion from HSV16 to CRGB
CRGB(const fl::HSV16& rhs);
/// Allow assignment from one RGB struct to another
FASTLED_FORCE_INLINE CRGB& operator= (const CRGB& rhs) = default;
/// Allow assignment from 32-bit (really 24-bit) 0xRRGGBB color code
/// @param colorcode a packed 24 bit color code
FASTLED_FORCE_INLINE CRGB& operator= (const fl::u32 colorcode)
{
r = (colorcode >> 16) & 0xFF;
g = (colorcode >> 8) & 0xFF;
b = (colorcode >> 0) & 0xFF;
return *this;
}
/// Allow assignment from red, green, and blue
/// @param nr new red value
/// @param ng new green value
/// @param nb new blue value
FASTLED_FORCE_INLINE CRGB& setRGB (fl::u8 nr, fl::u8 ng, fl::u8 nb)
{
r = nr;
g = ng;
b = nb;
return *this;
}
/// Allow assignment from hue, saturation, and value
/// @param hue color hue
/// @param sat color saturation
/// @param val color value (brightness)
FASTLED_FORCE_INLINE CRGB& setHSV (fl::u8 hue, fl::u8 sat, fl::u8 val)
{
hsv2rgb_dispatch( CHSV(hue, sat, val), *this);
return *this;
}
/// Allow assignment from just a hue.
/// Saturation and value (brightness) are set automatically to max.
/// @param hue color hue
FASTLED_FORCE_INLINE CRGB& setHue (fl::u8 hue)
{
hsv2rgb_dispatch( CHSV(hue, 255, 255), *this);
return *this;
}
/// Allow assignment from HSV color
FASTLED_FORCE_INLINE CRGB& operator= (const CHSV& rhs)
{
hsv2rgb_dispatch( rhs, *this);
return *this;
}
/// Allow assignment from 32-bit (really 24-bit) 0xRRGGBB color code
/// @param colorcode a packed 24 bit color code
FASTLED_FORCE_INLINE CRGB& setColorCode (fl::u32 colorcode)
{
r = (colorcode >> 16) & 0xFF;
g = (colorcode >> 8) & 0xFF;
b = (colorcode >> 0) & 0xFF;
return *this;
}
/// Add one CRGB to another, saturating at 0xFF for each channel
CRGB& operator+= (const CRGB& rhs);
/// Add a constant to each channel, saturating at 0xFF.
/// @note This is NOT an operator+= overload because the compiler
/// can't usefully decide when it's being passed a 32-bit
/// constant (e.g. CRGB::Red) and an 8-bit one (CRGB::Blue)
FASTLED_FORCE_INLINE CRGB& addToRGB (fl::u8 d);
/// Subtract one CRGB from another, saturating at 0x00 for each channel
FASTLED_FORCE_INLINE CRGB& operator-= (const CRGB& rhs);
/// Subtract a constant from each channel, saturating at 0x00.
/// @note This is NOT an operator+= overload because the compiler
/// can't usefully decide when it's being passed a 32-bit
/// constant (e.g. CRGB::Red) and an 8-bit one (CRGB::Blue)
FASTLED_FORCE_INLINE CRGB& subtractFromRGB(fl::u8 d);
/// Subtract a constant of '1' from each channel, saturating at 0x00
FASTLED_FORCE_INLINE CRGB& operator-- ();
/// @copydoc operator--
FASTLED_FORCE_INLINE CRGB operator-- (int );
/// Add a constant of '1' from each channel, saturating at 0xFF
FASTLED_FORCE_INLINE CRGB& operator++ ();
/// @copydoc operator++
FASTLED_FORCE_INLINE CRGB operator++ (int );
/// Divide each of the channels by a constant
FASTLED_FORCE_INLINE CRGB& operator/= (fl::u8 d )
{
r /= d;
g /= d;
b /= d;
return *this;
}
/// Right shift each of the channels by a constant
FASTLED_FORCE_INLINE CRGB& operator>>= (fl::u8 d)
{
r >>= d;
g >>= d;
b >>= d;
return *this;
}
/// Multiply each of the channels by a constant,
/// saturating each channel at 0xFF.
FASTLED_FORCE_INLINE CRGB& operator*= (fl::u8 d);
/// Scale down a RGB to N/256ths of it's current brightness using
/// "video" dimming rules. "Video" dimming rules means that unless the scale factor
/// is ZERO each channel is guaranteed NOT to dim down to zero. If it's already
/// nonzero, it'll stay nonzero, even if that means the hue shifts a little
/// at low brightness levels.
/// @see nscale8x3_video
FASTLED_FORCE_INLINE CRGB& nscale8_video (fl::u8 scaledown);
/// %= is a synonym for nscale8_video(). Think of it is scaling down
/// by "a percentage"
FASTLED_FORCE_INLINE CRGB& operator%= (fl::u8 scaledown);
/// fadeLightBy is a synonym for nscale8_video(), as a fade instead of a scale
/// @param fadefactor the amount to fade, sent to nscale8_video() as (255 - fadefactor)
FASTLED_FORCE_INLINE CRGB& fadeLightBy (fl::u8 fadefactor );
/// Scale down a RGB to N/256ths of its current brightness, using
/// "plain math" dimming rules. "Plain math" dimming rules means that the low light
/// levels may dim all the way to 100% black.
/// @see nscale8x3
CRGB& nscale8 (fl::u8 scaledown );
/// Scale down a RGB to N/256ths of its current brightness, using
/// "plain math" dimming rules. "Plain math" dimming rules means that the low light
/// levels may dim all the way to 100% black.
/// @see ::scale8
FASTLED_FORCE_INLINE CRGB& nscale8 (const CRGB & scaledown );
constexpr CRGB nscale8_constexpr (const CRGB scaledown ) const;
/// Return a CRGB object that is a scaled down version of this object
FASTLED_FORCE_INLINE CRGB scale8 (fl::u8 scaledown ) const;
/// Return a CRGB object that is a scaled down version of this object
FASTLED_FORCE_INLINE CRGB scale8 (const CRGB & scaledown ) const;
/// fadeToBlackBy is a synonym for nscale8(), as a fade instead of a scale
/// @param fadefactor the amount to fade, sent to nscale8() as (255 - fadefactor)
CRGB& fadeToBlackBy (fl::u8 fadefactor );
/// "or" operator brings each channel up to the higher of the two values
FASTLED_FORCE_INLINE CRGB& operator|= (const CRGB& rhs )
{
if( rhs.r > r) r = rhs.r;
if( rhs.g > g) g = rhs.g;
if( rhs.b > b) b = rhs.b;
return *this;
}
/// @copydoc operator|=
FASTLED_FORCE_INLINE CRGB& operator|= (fl::u8 d )
{
if( d > r) r = d;
if( d > g) g = d;
if( d > b) b = d;
return *this;
}
/// "and" operator brings each channel down to the lower of the two values
FASTLED_FORCE_INLINE CRGB& operator&= (const CRGB& rhs )
{
if( rhs.r < r) r = rhs.r;
if( rhs.g < g) g = rhs.g;
if( rhs.b < b) b = rhs.b;
return *this;
}
/// @copydoc operator&=
FASTLED_FORCE_INLINE CRGB& operator&= (fl::u8 d )
{
if( d < r) r = d;
if( d < g) g = d;
if( d < b) b = d;
return *this;
}
/// This allows testing a CRGB for zero-ness
constexpr explicit operator bool() const
{
return r || g || b;
}
/// Converts a CRGB to a 32-bit color having an alpha of 255.
constexpr explicit operator fl::u32() const
{
return fl::u32(0xff000000) |
(fl::u32{r} << 16) |
(fl::u32{g} << 8) |
fl::u32{b};
}
/// Invert each channel
constexpr CRGB operator-() const
{
return CRGB(255 - r, 255 - g, 255 - b);
}
#if (defined SmartMatrix_h || defined SmartMatrix3_h)
/// Convert to an rgb24 object, used with the SmartMatrix library
/// @see https://github.com/pixelmatix/SmartMatrix
operator rgb24() const {
rgb24 ret;
ret.red = r;
ret.green = g;
ret.blue = b;
return ret;
}
#endif
fl::string toString() const;
/// Get the "luma" of a CRGB object. In other words, roughly how much
/// light the CRGB pixel is putting out (from 0 to 255).
fl::u8 getLuma() const;
/// Get the average of the R, G, and B values
FASTLED_FORCE_INLINE fl::u8 getAverageLight() const;
/// Maximize the brightness of this CRGB object.
/// This makes the individual color channels as bright as possible
/// while keeping the same value differences between channels.
/// @note This does not keep the same ratios between channels,
/// just the same difference in absolute values.
FASTLED_FORCE_INLINE void maximizeBrightness( fl::u8 limit = 255 ) {
fl::u8 max = red;
if( green > max) max = green;
if( blue > max) max = blue;
// stop div/0 when color is black
if(max > 0) {
fl::u16 factor = ((fl::u16)(limit) * 256) / max;
red = (red * factor) / 256;
green = (green * factor) / 256;
blue = (blue * factor) / 256;
}
}
/// Calculates the combined color adjustment to the LEDs at a given scale, color correction, and color temperature
/// @param scale the scale value for the RGB data (i.e. brightness)
/// @param colorCorrection color correction to apply
/// @param colorTemperature color temperature to apply
/// @returns a CRGB object representing the adjustment, including color correction and color temperature
static CRGB computeAdjustment(fl::u8 scale, const CRGB & colorCorrection, const CRGB & colorTemperature);
/// Return a new CRGB object after performing a linear interpolation between this object and the passed in object
CRGB lerp8( const CRGB& other, fract8 amountOf2) const;
/// @copydoc lerp8
FASTLED_FORCE_INLINE CRGB lerp16( const CRGB& other, fract16 frac) const;
/// Returns 0 or 1, depending on the lowest bit of the sum of the color components.
FASTLED_FORCE_INLINE fl::u8 getParity()
{
fl::u8 sum = r + g + b;
return (sum & 0x01);
}
/// Adjusts the color in the smallest way possible
/// so that the parity of the coloris now the desired value.
/// This allows you to "hide" one bit of information in the color.
///
/// Ideally, we find one color channel which already
/// has data in it, and modify just that channel by one.
/// We don't want to light up a channel that's black
/// if we can avoid it, and if the pixel is 'grayscale',
/// (meaning that R==G==B), we modify all three channels
/// at once, to preserve the neutral hue.
///
/// There's no such thing as a free lunch; in many cases
/// this "hidden bit" may actually be visible, but this
/// code makes reasonable efforts to hide it as much
/// as is reasonably possible.
///
/// Also, an effort is made to make it such that
/// repeatedly setting the parity to different values
/// will not cause the color to "drift". Toggling
/// the parity twice should generally result in the
/// original color again.
///
FASTLED_FORCE_INLINE void setParity( fl::u8 parity)
{
fl::u8 curparity = getParity();
if( parity == curparity) return;
if( parity ) {
// going 'up'
if( (b > 0) && (b < 255)) {
if( r == g && g == b) {
++r;
++g;
}
++b;
} else if( (r > 0) && (r < 255)) {
++r;
} else if( (g > 0) && (g < 255)) {
++g;
} else {
if( r == g && g == b) {
r ^= 0x01;
g ^= 0x01;
}
b ^= 0x01;
}
} else {
// going 'down'
if( b > 1) {
if( r == g && g == b) {
--r;
--g;
}
--b;
} else if( g > 1) {
--g;
} else if( r > 1) {
--r;
} else {
if( r == g && g == b) {
r ^= 0x01;
g ^= 0x01;
}
b ^= 0x01;
}
}
}
/// Predefined RGB colors
typedef enum {
AliceBlue=0xF0F8FF, ///< @htmlcolorblock{F0F8FF}
Amethyst=0x9966CC, ///< @htmlcolorblock{9966CC}
AntiqueWhite=0xFAEBD7, ///< @htmlcolorblock{FAEBD7}
Aqua=0x00FFFF, ///< @htmlcolorblock{00FFFF}
Aquamarine=0x7FFFD4, ///< @htmlcolorblock{7FFFD4}
Azure=0xF0FFFF, ///< @htmlcolorblock{F0FFFF}
Beige=0xF5F5DC, ///< @htmlcolorblock{F5F5DC}
Bisque=0xFFE4C4, ///< @htmlcolorblock{FFE4C4}
Black=0x000000, ///< @htmlcolorblock{000000}
BlanchedAlmond=0xFFEBCD, ///< @htmlcolorblock{FFEBCD}
Blue=0x0000FF, ///< @htmlcolorblock{0000FF}
BlueViolet=0x8A2BE2, ///< @htmlcolorblock{8A2BE2}
Brown=0xA52A2A, ///< @htmlcolorblock{A52A2A}
BurlyWood=0xDEB887, ///< @htmlcolorblock{DEB887}
CadetBlue=0x5F9EA0, ///< @htmlcolorblock{5F9EA0}
Chartreuse=0x7FFF00, ///< @htmlcolorblock{7FFF00}
Chocolate=0xD2691E, ///< @htmlcolorblock{D2691E}
Coral=0xFF7F50, ///< @htmlcolorblock{FF7F50}
CornflowerBlue=0x6495ED, ///< @htmlcolorblock{6495ED}
Cornsilk=0xFFF8DC, ///< @htmlcolorblock{FFF8DC}
Crimson=0xDC143C, ///< @htmlcolorblock{DC143C}
Cyan=0x00FFFF, ///< @htmlcolorblock{00FFFF}
DarkBlue=0x00008B, ///< @htmlcolorblock{00008B}
DarkCyan=0x008B8B, ///< @htmlcolorblock{008B8B}
DarkGoldenrod=0xB8860B, ///< @htmlcolorblock{B8860B}
DarkGray=0xA9A9A9, ///< @htmlcolorblock{A9A9A9}
DarkGrey=0xA9A9A9, ///< @htmlcolorblock{A9A9A9}
DarkGreen=0x006400, ///< @htmlcolorblock{006400}
DarkKhaki=0xBDB76B, ///< @htmlcolorblock{BDB76B}
DarkMagenta=0x8B008B, ///< @htmlcolorblock{8B008B}
DarkOliveGreen=0x556B2F, ///< @htmlcolorblock{556B2F}
DarkOrange=0xFF8C00, ///< @htmlcolorblock{FF8C00}
DarkOrchid=0x9932CC, ///< @htmlcolorblock{9932CC}
DarkRed=0x8B0000, ///< @htmlcolorblock{8B0000}
DarkSalmon=0xE9967A, ///< @htmlcolorblock{E9967A}
DarkSeaGreen=0x8FBC8F, ///< @htmlcolorblock{8FBC8F}
DarkSlateBlue=0x483D8B, ///< @htmlcolorblock{483D8B}
DarkSlateGray=0x2F4F4F, ///< @htmlcolorblock{2F4F4F}
DarkSlateGrey=0x2F4F4F, ///< @htmlcolorblock{2F4F4F}
DarkTurquoise=0x00CED1, ///< @htmlcolorblock{00CED1}
DarkViolet=0x9400D3, ///< @htmlcolorblock{9400D3}
DeepPink=0xFF1493, ///< @htmlcolorblock{FF1493}
DeepSkyBlue=0x00BFFF, ///< @htmlcolorblock{00BFFF}
DimGray=0x696969, ///< @htmlcolorblock{696969}
DimGrey=0x696969, ///< @htmlcolorblock{696969}
DodgerBlue=0x1E90FF, ///< @htmlcolorblock{1E90FF}
FireBrick=0xB22222, ///< @htmlcolorblock{B22222}
FloralWhite=0xFFFAF0, ///< @htmlcolorblock{FFFAF0}
ForestGreen=0x228B22, ///< @htmlcolorblock{228B22}
Fuchsia=0xFF00FF, ///< @htmlcolorblock{FF00FF}
Gainsboro=0xDCDCDC, ///< @htmlcolorblock{DCDCDC}
GhostWhite=0xF8F8FF, ///< @htmlcolorblock{F8F8FF}
Gold=0xFFD700, ///< @htmlcolorblock{FFD700}
Goldenrod=0xDAA520, ///< @htmlcolorblock{DAA520}
Gray=0x808080, ///< @htmlcolorblock{808080}
Grey=0x808080, ///< @htmlcolorblock{808080}
Green=0x008000, ///< @htmlcolorblock{008000}
GreenYellow=0xADFF2F, ///< @htmlcolorblock{ADFF2F}
Honeydew=0xF0FFF0, ///< @htmlcolorblock{F0FFF0}
HotPink=0xFF69B4, ///< @htmlcolorblock{FF69B4}
IndianRed=0xCD5C5C, ///< @htmlcolorblock{CD5C5C}
Indigo=0x4B0082, ///< @htmlcolorblock{4B0082}
Ivory=0xFFFFF0, ///< @htmlcolorblock{FFFFF0}
Khaki=0xF0E68C, ///< @htmlcolorblock{F0E68C}
Lavender=0xE6E6FA, ///< @htmlcolorblock{E6E6FA}
LavenderBlush=0xFFF0F5, ///< @htmlcolorblock{FFF0F5}
LawnGreen=0x7CFC00, ///< @htmlcolorblock{7CFC00}
LemonChiffon=0xFFFACD, ///< @htmlcolorblock{FFFACD}
LightBlue=0xADD8E6, ///< @htmlcolorblock{ADD8E6}
LightCoral=0xF08080, ///< @htmlcolorblock{F08080}
LightCyan=0xE0FFFF, ///< @htmlcolorblock{E0FFFF}
LightGoldenrodYellow=0xFAFAD2, ///< @htmlcolorblock{FAFAD2}
LightGreen=0x90EE90, ///< @htmlcolorblock{90EE90}
LightGrey=0xD3D3D3, ///< @htmlcolorblock{D3D3D3}
LightPink=0xFFB6C1, ///< @htmlcolorblock{FFB6C1}
LightSalmon=0xFFA07A, ///< @htmlcolorblock{FFA07A}
LightSeaGreen=0x20B2AA, ///< @htmlcolorblock{20B2AA}
LightSkyBlue=0x87CEFA, ///< @htmlcolorblock{87CEFA}
LightSlateGray=0x778899, ///< @htmlcolorblock{778899}
LightSlateGrey=0x778899, ///< @htmlcolorblock{778899}
LightSteelBlue=0xB0C4DE, ///< @htmlcolorblock{B0C4DE}
LightYellow=0xFFFFE0, ///< @htmlcolorblock{FFFFE0}
Lime=0x00FF00, ///< @htmlcolorblock{00FF00}
LimeGreen=0x32CD32, ///< @htmlcolorblock{32CD32}
Linen=0xFAF0E6, ///< @htmlcolorblock{FAF0E6}
Magenta=0xFF00FF, ///< @htmlcolorblock{FF00FF}
Maroon=0x800000, ///< @htmlcolorblock{800000}
MediumAquamarine=0x66CDAA, ///< @htmlcolorblock{66CDAA}
MediumBlue=0x0000CD, ///< @htmlcolorblock{0000CD}
MediumOrchid=0xBA55D3, ///< @htmlcolorblock{BA55D3}
MediumPurple=0x9370DB, ///< @htmlcolorblock{9370DB}
MediumSeaGreen=0x3CB371, ///< @htmlcolorblock{3CB371}
MediumSlateBlue=0x7B68EE, ///< @htmlcolorblock{7B68EE}
MediumSpringGreen=0x00FA9A, ///< @htmlcolorblock{00FA9A}
MediumTurquoise=0x48D1CC, ///< @htmlcolorblock{48D1CC}
MediumVioletRed=0xC71585, ///< @htmlcolorblock{C71585}
MidnightBlue=0x191970, ///< @htmlcolorblock{191970}
MintCream=0xF5FFFA, ///< @htmlcolorblock{F5FFFA}
MistyRose=0xFFE4E1, ///< @htmlcolorblock{FFE4E1}
Moccasin=0xFFE4B5, ///< @htmlcolorblock{FFE4B5}
NavajoWhite=0xFFDEAD, ///< @htmlcolorblock{FFDEAD}
Navy=0x000080, ///< @htmlcolorblock{000080}
OldLace=0xFDF5E6, ///< @htmlcolorblock{FDF5E6}
Olive=0x808000, ///< @htmlcolorblock{808000}
OliveDrab=0x6B8E23, ///< @htmlcolorblock{6B8E23}
Orange=0xFFA500, ///< @htmlcolorblock{FFA500}
OrangeRed=0xFF4500, ///< @htmlcolorblock{FF4500}
Orchid=0xDA70D6, ///< @htmlcolorblock{DA70D6}
PaleGoldenrod=0xEEE8AA, ///< @htmlcolorblock{EEE8AA}
PaleGreen=0x98FB98, ///< @htmlcolorblock{98FB98}
PaleTurquoise=0xAFEEEE, ///< @htmlcolorblock{AFEEEE}
PaleVioletRed=0xDB7093, ///< @htmlcolorblock{DB7093}
PapayaWhip=0xFFEFD5, ///< @htmlcolorblock{FFEFD5}
PeachPuff=0xFFDAB9, ///< @htmlcolorblock{FFDAB9}
Peru=0xCD853F, ///< @htmlcolorblock{CD853F}
Pink=0xFFC0CB, ///< @htmlcolorblock{FFC0CB}
Plaid=0xCC5533, ///< @htmlcolorblock{CC5533}
Plum=0xDDA0DD, ///< @htmlcolorblock{DDA0DD}
PowderBlue=0xB0E0E6, ///< @htmlcolorblock{B0E0E6}
Purple=0x800080, ///< @htmlcolorblock{800080}
Red=0xFF0000, ///< @htmlcolorblock{FF0000}
RosyBrown=0xBC8F8F, ///< @htmlcolorblock{BC8F8F}
RoyalBlue=0x4169E1, ///< @htmlcolorblock{4169E1}
SaddleBrown=0x8B4513, ///< @htmlcolorblock{8B4513}
Salmon=0xFA8072, ///< @htmlcolorblock{FA8072}
SandyBrown=0xF4A460, ///< @htmlcolorblock{F4A460}
SeaGreen=0x2E8B57, ///< @htmlcolorblock{2E8B57}
Seashell=0xFFF5EE, ///< @htmlcolorblock{FFF5EE}
Sienna=0xA0522D, ///< @htmlcolorblock{A0522D}
Silver=0xC0C0C0, ///< @htmlcolorblock{C0C0C0}
SkyBlue=0x87CEEB, ///< @htmlcolorblock{87CEEB}
SlateBlue=0x6A5ACD, ///< @htmlcolorblock{6A5ACD}
SlateGray=0x708090, ///< @htmlcolorblock{708090}
SlateGrey=0x708090, ///< @htmlcolorblock{708090}
Snow=0xFFFAFA, ///< @htmlcolorblock{FFFAFA}
SpringGreen=0x00FF7F, ///< @htmlcolorblock{00FF7F}
SteelBlue=0x4682B4, ///< @htmlcolorblock{4682B4}
Tan=0xD2B48C, ///< @htmlcolorblock{D2B48C}
Teal=0x008080, ///< @htmlcolorblock{008080}
Thistle=0xD8BFD8, ///< @htmlcolorblock{D8BFD8}
Tomato=0xFF6347, ///< @htmlcolorblock{FF6347}
Turquoise=0x40E0D0, ///< @htmlcolorblock{40E0D0}
Violet=0xEE82EE, ///< @htmlcolorblock{EE82EE}
Wheat=0xF5DEB3, ///< @htmlcolorblock{F5DEB3}
White=0xFFFFFF, ///< @htmlcolorblock{FFFFFF}
WhiteSmoke=0xF5F5F5, ///< @htmlcolorblock{F5F5F5}
Yellow=0xFFFF00, ///< @htmlcolorblock{FFFF00}
YellowGreen=0x9ACD32, ///< @htmlcolorblock{9ACD32}
// LED RGB color that roughly approximates
// the color of incandescent fairy lights,
// assuming that you're using FastLED
// color correction on your LEDs (recommended).
FairyLight=0xFFE42D, ///< @htmlcolorblock{FFE42D}
// If you are using no color correction, use this
FairyLightNCC=0xFF9D2A, ///< @htmlcolorblock{FFE42D}
// TCL Color Extensions - Essential additions for LED programming
// These colors provide useful grayscale levels and color variants
// Essential grayscale levels (0-100 scale for precise dimming)
Gray0=0x000000, ///< TCL grayscale 0% @htmlcolorblock{000000}
Gray10=0x1A1A1A, ///< TCL grayscale 10% @htmlcolorblock{1A1A1A}
Gray25=0x404040, ///< TCL grayscale 25% @htmlcolorblock{404040}
Gray50=0x7F7F7F, ///< TCL grayscale 50% @htmlcolorblock{7F7F7F}
Gray75=0xBFBFBF, ///< TCL grayscale 75% @htmlcolorblock{BFBFBF}
Gray100=0xFFFFFF, ///< TCL grayscale 100% @htmlcolorblock{FFFFFF}
// Alternative grey spellings
Grey0=0x000000, ///< TCL grayscale 0% @htmlcolorblock{000000}
Grey10=0x1A1A1A, ///< TCL grayscale 10% @htmlcolorblock{1A1A1A}
Grey25=0x404040, ///< TCL grayscale 25% @htmlcolorblock{404040}
Grey50=0x7F7F7F, ///< TCL grayscale 50% @htmlcolorblock{7F7F7F}
Grey75=0xBFBFBF, ///< TCL grayscale 75% @htmlcolorblock{BFBFBF}
Grey100=0xFFFFFF, ///< TCL grayscale 100% @htmlcolorblock{FFFFFF}
// Primary color variants (1-4 intensity levels)
Red1=0xFF0000, ///< TCL red variant 1 (brightest) @htmlcolorblock{FF0000}
Red2=0xEE0000, ///< TCL red variant 2 @htmlcolorblock{EE0000}
Red3=0xCD0000, ///< TCL red variant 3 @htmlcolorblock{CD0000}
Red4=0x8B0000, ///< TCL red variant 4 (darkest) @htmlcolorblock{8B0000}
Green1=0x00FF00, ///< TCL green variant 1 (brightest) @htmlcolorblock{00FF00}
Green2=0x00EE00, ///< TCL green variant 2 @htmlcolorblock{00EE00}
Green3=0x00CD00, ///< TCL green variant 3 @htmlcolorblock{00CD00}
Green4=0x008B00, ///< TCL green variant 4 (darkest) @htmlcolorblock{008B00}
Blue1=0x0000FF, ///< TCL blue variant 1 (brightest) @htmlcolorblock{0000FF}
Blue2=0x0000EE, ///< TCL blue variant 2 @htmlcolorblock{0000EE}
Blue3=0x0000CD, ///< TCL blue variant 3 @htmlcolorblock{0000CD}
Blue4=0x00008B, ///< TCL blue variant 4 (darkest) @htmlcolorblock{00008B}
// Useful warm color variants for LED ambience
Orange1=0xFFA500, ///< TCL orange variant 1 @htmlcolorblock{FFA500}
Orange2=0xEE9A00, ///< TCL orange variant 2 @htmlcolorblock{EE9A00}
Orange3=0xCD8500, ///< TCL orange variant 3 @htmlcolorblock{CD8500}
Orange4=0x8B5A00, ///< TCL orange variant 4 @htmlcolorblock{8B5A00}
Yellow1=0xFFFF00, ///< TCL yellow variant 1 @htmlcolorblock{FFFF00}
Yellow2=0xEEEE00, ///< TCL yellow variant 2 @htmlcolorblock{EEEE00}
Yellow3=0xCDCD00, ///< TCL yellow variant 3 @htmlcolorblock{CDCD00}
Yellow4=0x8B8B00, ///< TCL yellow variant 4 @htmlcolorblock{8B8B00}
// Popular LED colors for effects
Cyan1=0x00FFFF, ///< TCL cyan variant 1 @htmlcolorblock{00FFFF}
Cyan2=0x00EEEE, ///< TCL cyan variant 2 @htmlcolorblock{00EEEE}
Cyan3=0x00CDCD, ///< TCL cyan variant 3 @htmlcolorblock{00CDCD}
Cyan4=0x008B8B, ///< TCL cyan variant 4 @htmlcolorblock{008B8B}
Magenta1=0xFF00FF, ///< TCL magenta variant 1 @htmlcolorblock{FF00FF}
Magenta2=0xEE00EE, ///< TCL magenta variant 2 @htmlcolorblock{EE00EE}
Magenta3=0xCD00CD, ///< TCL magenta variant 3 @htmlcolorblock{CD00CD}
Magenta4=0x8B008B, ///< TCL magenta variant 4 @htmlcolorblock{8B008B}
// Additional useful colors for LED programming
VioletRed=0xD02090, ///< TCL violet red @htmlcolorblock{D02090}
DeepPink1=0xFF1493, ///< TCL deep pink variant 1 @htmlcolorblock{FF1493}
DeepPink2=0xEE1289, ///< TCL deep pink variant 2 @htmlcolorblock{EE1289}
DeepPink3=0xCD1076, ///< TCL deep pink variant 3 @htmlcolorblock{CD1076}
DeepPink4=0x8B0A50, ///< TCL deep pink variant 4 @htmlcolorblock{8B0A50}
Gold1=0xFFD700, ///< TCL gold variant 1 @htmlcolorblock{FFD700}
Gold2=0xEEC900, ///< TCL gold variant 2 @htmlcolorblock{EEC900}
Gold3=0xCDAD00, ///< TCL gold variant 3 @htmlcolorblock{CDAD00}
Gold4=0x8B7500 ///< TCL gold variant 4 @htmlcolorblock{8B7500}
} HTMLColorCode;
};
/// Check if two CRGB objects have the same color data
FASTLED_FORCE_INLINE bool operator== (const CRGB& lhs, const CRGB& rhs)
{
return (lhs.r == rhs.r) && (lhs.g == rhs.g) && (lhs.b == rhs.b);
}
/// Check if two CRGB objects do *not* have the same color data
FASTLED_FORCE_INLINE bool operator!= (const CRGB& lhs, const CRGB& rhs)
{
return !(lhs == rhs);
}
/// Check if two CHSV objects have the same color data
FASTLED_FORCE_INLINE bool operator== (const CHSV& lhs, const CHSV& rhs)
{
return (lhs.h == rhs.h) && (lhs.s == rhs.s) && (lhs.v == rhs.v);
}
/// Check if two CHSV objects do *not* have the same color data
FASTLED_FORCE_INLINE bool operator!= (const CHSV& lhs, const CHSV& rhs)
{
return !(lhs == rhs);
}
/// Check if the sum of the color channels in one CRGB object is less than another
FASTLED_FORCE_INLINE bool operator< (const CRGB& lhs, const CRGB& rhs)
{
fl::u16 sl, sr;
sl = lhs.r + lhs.g + lhs.b;
sr = rhs.r + rhs.g + rhs.b;
return sl < sr;
}
/// Check if the sum of the color channels in one CRGB object is greater than another
FASTLED_FORCE_INLINE bool operator> (const CRGB& lhs, const CRGB& rhs)
{
fl::u16 sl, sr;
sl = lhs.r + lhs.g + lhs.b;
sr = rhs.r + rhs.g + rhs.b;
return sl > sr;
}
/// Check if the sum of the color channels in one CRGB object is greater than or equal to another
FASTLED_FORCE_INLINE bool operator>= (const CRGB& lhs, const CRGB& rhs)
{
fl::u16 sl, sr;
sl = lhs.r + lhs.g + lhs.b;
sr = rhs.r + rhs.g + rhs.b;
return sl >= sr;
}
/// Check if the sum of the color channels in one CRGB object is less than or equal to another
FASTLED_FORCE_INLINE bool operator<= (const CRGB& lhs, const CRGB& rhs)
{
fl::u16 sl, sr;
sl = lhs.r + lhs.g + lhs.b;
sr = rhs.r + rhs.g + rhs.b;
return sl <= sr;
}
/// @copydoc CRGB::operator/=
FASTLED_FORCE_INLINE CRGB operator/( const CRGB& p1, fl::u8 d)
{
return CRGB( p1.r/d, p1.g/d, p1.b/d);
}
/// Combine two CRGB objects, taking the smallest value of each channel
FASTLED_FORCE_INLINE CRGB operator&( const CRGB& p1, const CRGB& p2)
{
return CRGB( p1.r < p2.r ? p1.r : p2.r,
p1.g < p2.g ? p1.g : p2.g,
p1.b < p2.b ? p1.b : p2.b);
}
/// Combine two CRGB objects, taking the largest value of each channel
FASTLED_FORCE_INLINE CRGB operator|( const CRGB& p1, const CRGB& p2)
{
return CRGB( p1.r > p2.r ? p1.r : p2.r,
p1.g > p2.g ? p1.g : p2.g,
p1.b > p2.b ? p1.b : p2.b);
}
/// @copydoc CRGB::operator+=
FASTLED_FORCE_INLINE CRGB operator+( const CRGB& p1, const CRGB& p2);
/// @copydoc CRGB::operator-=
FASTLED_FORCE_INLINE CRGB operator-( const CRGB& p1, const CRGB& p2);
/// @copydoc CRGB::operator*=
FASTLED_FORCE_INLINE CRGB operator*( const CRGB& p1, fl::u8 d);
/// Scale using CRGB::nscale8_video()
FASTLED_FORCE_INLINE CRGB operator%( const CRGB& p1, fl::u8 d);
/// @} PixelTypes
FASTLED_NAMESPACE_END