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effects.cpp
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effects.cpp
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//+--------------------------------------------------------------------------
//
// File: effects.cpp
//
// NightDriverStrip - (c) 2023 Plummer's Software LLC. All Rights Reserved.
//
// This file is part of the NightDriver software project.
//
// NightDriver is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// NightDriver is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nightdriver. It is normally found in copying.txt
// If not, see <https://www.gnu.org/licenses/>.
//
// Description:
//
// Initializer/loader and support functions/macros for effects
//
// History: Jul-14-2021 Davepl Split off from main.cpp
// Sep-26-2023 Rbergen Extracted EffectManager stuff
//---------------------------------------------------------------------------
#include "effectsupport.h"
// Include the effect classes we'll need later
#include "effects/strip/fireeffect.h" // fire effects
#include "effects/strip/paletteeffect.h" // palette effects
#include "effects/strip/doublepaletteeffect.h" // double palette effect
#include "effects/strip/meteoreffect.h" // meteor blend effect
#include "effects/strip/stareffect.h" // star effects
#include "effects/strip/bouncingballeffect.h" // bouncing ball effectsenable+
#include "effects/strip/tempeffect.h"
#include "effects/strip/stareffect.h"
#include "effects/strip/laserline.h"
#include "effects/strip/misceffects.h"
#include "effects/matrix/PatternClock.h" // No matrix dependencies
#if ENABLE_AUDIO
#include "effects/matrix/spectrumeffects.h" // Musis spectrum effects
#include "effects/strip/musiceffect.h" // Music based effects
#endif
#if FAN_SIZE
#include "effects/strip/faneffects.h" // Fan-based effects
#endif
//
// Externals
//
#if USE_HUB75
#include "ledmatrixgfx.h"
#include "effects/matrix/PatternSMStrobeDiffusion.h"
#include "effects/matrix/PatternSM2DDPR.h"
#include "effects/matrix/PatternSMStarDeep.h"
#include "effects/matrix/PatternSMAmberRain.h"
#include "effects/matrix/PatternSMBlurringColors.h"
#include "effects/matrix/PatternSMFire2021.h"
#include "effects/matrix/PatternSMNoise.h"
#include "effects/matrix/PatternSMPicasso3in1.h"
#include "effects/matrix/PatternSMSpiroPulse.h"
#include "effects/matrix/PatternSMTwister.h"
#include "effects/matrix/PatternSMMetaBalls.h"
#include "effects/matrix/PatternSMHolidayLights.h"
#include "effects/matrix/PatternSMGamma.h"
#include "effects/matrix/PatternSMFlowFields.h"
#include "effects/matrix/PatternSMSupernova.h"
#include "effects/matrix/PatternSMWalkingMachine.h"
#include "effects/matrix/PatternSMHypnosis.h"
#include "effects/matrix/PatternSMRainbowTunnel.h"
#include "effects/matrix/PatternSMRadialWave.h"
#include "effects/matrix/PatternSMRadialFire.h"
#include "effects/matrix/PatternSMSmoke.h"
#include "effects/matrix/PatternSerendipity.h"
#include "effects/matrix/PatternSwirl.h"
#include "effects/matrix/PatternPulse.h"
#include "effects/matrix/PatternWave.h"
#include "effects/matrix/PatternMaze.h"
#include "effects/matrix/PatternLife.h"
#include "effects/matrix/PatternSpiro.h"
#include "effects/matrix/PatternCube.h"
#include "effects/matrix/PatternCircuit.h"
#include "effects/matrix/PatternAlienText.h"
#include "effects/matrix/PatternRadar.h"
#include "effects/matrix/PatternPongClock.h"
#include "effects/matrix/PatternBounce.h"
#include "effects/matrix/PatternMandala.h"
#include "effects/matrix/PatternSpin.h"
#include "effects/matrix/PatternMisc.h"
#include "effects/matrix/PatternNoiseSmearing.h"
#include "effects/matrix/PatternQR.h"
#include "effects/matrix/PatternAnimatedGIF.h"
#if ENABLE_WIFI
#include "effects/matrix/PatternSubscribers.h"
#include "effects/matrix/PatternWeather.h"
#include "effects/matrix/PatternStocks.h"
#endif
#endif // USE_HUB75
#ifdef USE_WS281X
#include "ledstripgfx.h"
#endif
// Inform the linker which effects have setting specs, and in which class member
INIT_EFFECT_SETTING_SPECS(LEDStripEffect, _baseSettingSpecs);
#if USE_HUB75 && ENABLE_WIFI
INIT_EFFECT_SETTING_SPECS(PatternSubscribers, mySettingSpecs);
INIT_EFFECT_SETTING_SPECS(PatternStocks, mySettingSpecs);
#endif
// Effect factories for the StarryNightEffect - one per star type
std::map<int, JSONEffectFactory> g_JsonStarryNightEffectFactories =
{
{ EFFECT_STAR,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<Star>>(jsonObject); } },
{ EFFECT_STAR_BUBBLY,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<BubblyStar>>(jsonObject); } },
{ EFFECT_STAR_HOT_WHITE,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<HotWhiteStar>>(jsonObject); } },
{ EFFECT_STAR_LONG_LIFE_SPARKLE,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<LongLifeSparkleStar>>(jsonObject); } },
#if ENABLE_AUDIO
{ EFFECT_STAR_MUSIC,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<MusicStar>>(jsonObject); } },
#endif
{ EFFECT_STAR_QUIET,
[](const JsonObjectConst& jsonObject)->std::shared_ptr<LEDStripEffect> { return make_shared_psram<StarryNightEffect<QuietStar>>(jsonObject); } },
};
// Default and JSON factory functions + decoration for effects
DRAM_ATTR std::unique_ptr<EffectFactories> g_ptrEffectFactories = nullptr;
// This function sets up the effect factories for the effects for whatever project is being built. The ADD_EFFECT macro variations
// are provided and used for convenience.
void LoadEffectFactories()
{
// Check if the factories have already been loaded
if (g_ptrEffectFactories)
return;
g_ptrEffectFactories = make_unique_psram<EffectFactories>();
// The EFFECT_SET_VERSION macro defines the "effect set version" for a project. This version
// is persisted to JSON with the effect objects, and compared to it when the effects JSON file
// is deserialized.
//
// If the persisted version and the one defined below don't match, the effects JSON is ignored
// and the default set is loaded. This means that a "reset" of a project's effect set on the
// boards running the project can be forced by bumping up the effect set version for that project.
// As the user may have customized their effect set config or order, this should be done with
// some hesitation - and increasingly so when the web UI starts offering more facilities for
// customizing one's effect setup.
//
// The effect set version defaults to 1, so a project only needs to define it if it's different
// than that; refer to MESMERIZER as an example. If the effect set version is defined to 0, the
// default set will be loaded at every startup.
//
// The following line can be uncommented to override the per-project effect set version.
// #define EFFECT_SET_VERSION 0
#if __has_include ("custom_effects.h")
#include "custom_effects.h"
// Fill effect factories
#elif M5DEMO
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 2 // Bump version if default set changes in a meaningful way
#endif
ADD_EFFECT(EFFECT_STRIP_FIRE, FireEffect, "Medium Fire", NUM_LEDS, 1, 3, 100, 3, 4, true, true);
ADD_EFFECT(EFFECT_STRIP_BOUNCING_BALL, BouncingBallEffect, 3, true, true, 1);
ADD_EFFECT(EFFECT_STRIP_BOUNCING_BALL, BouncingBallEffect, 8, true, true, 1);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 4, 4, 10, 2.0, 2.0);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 2, 4, 10, 2.0, 2.0);
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Red Twinkle Stars", RedColors_p, 1.0, 1, LINEARBLEND, 2.0); // Red Twinkle
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Green Twinkle Stars", GreenColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Green Twinkle
ADD_STARRY_NIGHT_EFFECT(Star, "Blue Sparkle Stars", BlueColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Rainbow Twinkle Stars", RainbowColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Rainbow Twinkle
ADD_STARRY_NIGHT_EFFECT(MusicStar, "RGB Music Blend Stars", RGBColors_p, 0.2, 1, NOBLEND, 5.0, 0.1, 2.0); // RGB Music Blur - Can You Hear Me Knockin'
ADD_EFFECT(EFFECT_STRIP_TWINKLE, TwinkleEffect, NUM_LEDS / 2, 20, 50);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, .25, 1, 0, 1.0, 0.0, LINEARBLEND, true, 1.0);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p);
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Twinkle Stars", RainbowColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 0.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Rainbow Twinkle
#elif LASERLINE
ADD_EFFECT(EFFECT_STRIP_LASER_LINE, LaserLineEffect, 500, 20);
#elif CHIEFTAIN
ADD_EFFECT(EFFECT_STRIP_LANTERN, LanternEffect);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, 2.0f, 0.1, 0.0, 1.0, 0.0, LINEARBLEND, true, 1.0);
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 10, 32);
#elif PDPGRID
ADD_EFFECT(EFFECT_MATRIX_PDPGRID, PDPGridEffect);
#elif LANTERN
ADD_EFFECT(EFFECT_STRIP_FIRE, FireEffect, "Calm Fire", NUM_LEDS, 40, 5, 50, 3, 3, true, true);
// ADD_EFFECT(EFFECT_STRIP_LANTERN, LanternEffect);
#elif MESMERIZER
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 6 // Bump version if default set changes in a meaningful way
#endif
ADD_EFFECT(EFFECT_MATRIX_SPECTRUMBAR, SpectrumBarEffect, "Audiograph", 16, 4, 0);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum", NUM_BANDS, spectrumAltColors, false, 0, 0, 1.6, 1.6);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "AudioWave", MATRIX_WIDTH, CRGB(0,0,40), 0, 1.25, 1.25, true);
ADD_EFFECT(EFFECT_MATRIX_SMRADIAL_WAVE, PatternSMRadialWave);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Fire Log", GIFIdentifier::Firelog);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Pacman", GIFIdentifier::Pacman);
ADD_EFFECT(EFFECT_MATRIX_PONG_CLOCK, PatternPongClock);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Colorball", GIFIdentifier::ColorSphere);
ADD_EFFECT(EFFECT_MATRIX_SMFIRE2021, PatternSMFire2021);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "GhostWave", 0, 30, false, 10);
ADD_EFFECT(EFFECT_MATRIX_SMGAMMA, PatternSMGamma);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Rings", GIFIdentifier::ThreeRings);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Atomic", GIFIdentifier::Atomic);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Bananaman", GIFIdentifier::Banana, true, CRGB::DarkBlue);
ADD_EFFECT(EFFECT_MATRIX_SMMETA_BALLS, PatternSMMetaBalls);
ADD_EFFECT(EFFECT_MATRIX_SMSUPERNOVA, PatternSMSupernova);
ADD_EFFECT(EFFECT_MATRIX_CUBE, PatternCube);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Tesseract", GIFIdentifier::Tesseract);
ADD_EFFECT(EFFECT_MATRIX_ANIMATEDGIF, PatternAnimatedGIF, "Nyancat", GIFIdentifier::Nyancat);
ADD_EFFECT(EFFECT_MATRIX_LIFE, PatternLife);
ADD_EFFECT(EFFECT_MATRIX_CIRCUIT, PatternCircuit);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "USA", NUM_BANDS, USAColors_p, true, 0, 0, 0.75, 0.75);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum 2", 32, spectrumBasicColors, false, 100, 0, 0.75, 0.75);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum++", NUM_BANDS, spectrumBasicColors, false, 0, 40, -1.0, 2.0);
ADD_EFFECT(EFFECT_MATRIX_WAVEFORM, WaveformEffect, "WaveIn", 8);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "WaveOut", 0, 0, true, 0);
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Stars", RainbowColors_p, 1.0, 1, LINEARBLEND, 2.0, 0.5, 10.0); // Rainbow Music Star
#if ENABLE_WIFI
ADD_EFFECT(EFFECT_MATRIX_STOCKS, PatternStocks);
ADD_EFFECT(EFFECT_MATRIX_SUBSCRIBERS, PatternSubscribers);
ADD_EFFECT(EFFECT_MATRIX_WEATHER, PatternWeather);
#endif
ADD_EFFECT(EFFECT_MATRIX_SMSMOKE, PatternSMSmoke);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "PlasmaWave", 0, 255, false);
ADD_EFFECT(EFFECT_MATRIX_SMNOISE, PatternSMNoise, "Shikon", PatternSMNoise::EffectType::Shikon_t);
ADD_EFFECT(EFFECT_MATRIX_SMRADIAL_FIRE, PatternSMRadialFire);
ADD_EFFECT(EFFECT_MATRIX_SMFLOW_FIELDS, PatternSMFlowFields);
ADD_EFFECT(EFFECT_MATRIX_SMBLURRING_COLORS, PatternSMBlurringColors);
ADD_EFFECT(EFFECT_MATRIX_SMWALKING_MACHINE, PatternSMWalkingMachine);
ADD_EFFECT(EFFECT_MATRIX_SMHYPNOSIS, PatternSMHypnosis);
ADD_EFFECT(EFFECT_MATRIX_SMSTARDEEP, PatternSMStarDeep);
ADD_EFFECT(EFFECT_MATRIX_SM2DDPR, PatternSM2DDPR);
ADD_EFFECT(EFFECT_MATRIX_SMPICASSO3IN1, PatternSMPicasso3in1, "Lines", 38);
ADD_EFFECT(EFFECT_MATRIX_SMPICASSO3IN1, PatternSMPicasso3in1, "Circles", 73);
ADD_EFFECT(EFFECT_MATRIX_SMAMBERRAIN, PatternSMAmberRain);
ADD_EFFECT(EFFECT_MATRIX_SMSTROBE_DIFFUSION,PatternSMStrobeDiffusion);
ADD_EFFECT(EFFECT_MATRIX_SMRAINBOW_TUNNEL, PatternSMRainbowTunnel);
ADD_EFFECT(EFFECT_MATRIX_SMSPIRO_PULSE, PatternSMSpiroPulse);
ADD_EFFECT(EFFECT_MATRIX_SMTWISTER, PatternSMTwister);
ADD_EFFECT(EFFECT_MATRIX_SMHOLIDAY_LIGHTS, PatternSMHolidayLights);
ADD_EFFECT(EFFECT_MATRIX_ROSE, PatternRose);
ADD_EFFECT(EFFECT_MATRIX_PINWHEEL, PatternPinwheel);
ADD_EFFECT(EFFECT_MATRIX_SUNBURST, PatternSunburst);
ADD_EFFECT(EFFECT_MATRIX_CLOCK, PatternClock);
ADD_EFFECT(EFFECT_MATRIX_ALIEN_TEXT, PatternAlienText);
ADD_EFFECT(EFFECT_MATRIX_PULSAR, PatternPulsar);
ADD_EFFECT(EFFECT_MATRIX_BOUNCE, PatternBounce);
ADD_EFFECT(EFFECT_MATRIX_WAVE, PatternWave);
ADD_EFFECT(EFFECT_MATRIX_SWIRL, PatternSwirl);
ADD_EFFECT(EFFECT_MATRIX_SERENDIPITY, PatternSerendipity);
ADD_EFFECT(EFFECT_MATRIX_MANDALA, PatternMandala);
ADD_EFFECT(EFFECT_MATRIX_MUNCH, PatternMunch);
ADD_EFFECT(EFFECT_MATRIX_MAZE, PatternMaze);
#elif UMBRELLA
ADD_EFFECT(EFFECT_STRIP_FIRE, FireEffect, "Calm Fire", NUM_LEDS, 2, 2, 75, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE, FireEffect, "Medium Fire", NUM_LEDS, 1, 5, 100, 3, 4, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Musical Red Fire", HeatColors_p, NUM_LEDS, 1, 8, 50, 1, 24, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Purple Fire", CRGBPalette16(CRGB::Black, CRGB::Purple, CRGB::MediumPurple, CRGB::LightPink), NUM_LEDS, 2, 3, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Purple Fire", CRGBPalette16(CRGB::Black, CRGB::Purple, CRGB::MediumPurple, CRGB::LightPink), NUM_LEDS, 1, 7, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Musical Purple Fire", CRGBPalette16(CRGB::Black, CRGB::Purple, CRGB::MediumPurple, CRGB::LightPink), NUM_LEDS, 1, 8, 50, 1, 24, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Blue Fire", CRGBPalette16(CRGB::Black, CRGB::DarkBlue, CRGB::Blue, CRGB::LightSkyBlue), NUM_LEDS, 2, 3, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Blue Fire", CRGBPalette16(CRGB::Black, CRGB::DarkBlue, CRGB::Blue, CRGB::LightSkyBlue), NUM_LEDS, 1, 7, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Musical Blue Fire", CRGBPalette16(CRGB::Black, CRGB::DarkBlue, CRGB::Blue, CRGB::LightSkyBlue), NUM_LEDS, 1, 8, 50, 1, 24, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Green Fire", CRGBPalette16(CRGB::Black, CRGB::DarkGreen, CRGB::Green, CRGB::LimeGreen), NUM_LEDS, 2, 3, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Green Fire", CRGBPalette16(CRGB::Black, CRGB::DarkGreen, CRGB::Green, CRGB::LimeGreen), NUM_LEDS, 1, 7, 150, 3, 10, true, false);
ADD_EFFECT(EFFECT_STRIP_MUSICAL_PALETTE_FIRE, MusicalPaletteFire, "Musical Green Fire", CRGBPalette16(CRGB::Black, CRGB::DarkGreen, CRGB::Green, CRGB::LimeGreen), NUM_LEDS, 1, 8, 50, 1, 24, true, false);
ADD_EFFECT(EFFECT_STRIP_BOUNCING_BALL, BouncingBallEffect);
ADD_EFFECT(EFFECT_STRIP_DOUBLE_PALETTE, DoublePaletteEffect);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 4, 4, 10, 2.0, 2.0);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 10, 1, 20, 1.5, 1.5);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 25, 1, 40, 1.0, 1.0);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 50, 1, 50, 0.5, 0.5);
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Rainbow Twinkle Stars", RainbowColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Rainbow Twinkle
ADD_STARRY_NIGHT_EFFECT(MusicStar, "RGB Music Blend Stars", RGBColors_p, 0.8, 1, NOBLEND, 15.0, 0.1, 10.0); // RGB Music Blur - Can You Hear Me Knockin'
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Music Stars", RainbowColors_p, 2.0, 2, LINEARBLEND, 5.0, 0.0, 10.0); // Rainbow Music Star
ADD_STARRY_NIGHT_EFFECT(BubblyStar,"Little Blooming Rainbow Stars", BlueColors_p, STARRYNIGHT_PROBABILITY, 4, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blooming Little Rainbow Stars
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Green Twinkle Stars", GreenColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Green Twinkle
ADD_STARRY_NIGHT_EFFECT(Star, "Blue Sparkle Stars", BlueColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(QuietStar, "Red Twinkle Stars", RedColors_p, 1.0, 1, LINEARBLEND, 2.0); // Red Twinkle
ADD_STARRY_NIGHT_EFFECT(Star, "Lava Stars", LavaColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Lava Stars
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, 1.0, 1.0);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, .25);
#elif TTGO
// Animate a simple rainbow palette by using the palette effect on the built-in rainbow palette
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Fade", 12, spectrumBasicColors, false, 50, 70, -1.0, 3.0);
#elif WROVERKIT
// Animate a simple rainbow palette by using the palette effect on the built-in rainbow palette
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, rainbowPalette, 256 / 16, .2, 0);
#elif XMASTREES
ADD_EFFECT(EFFECT_STRIP_COLOR_BEAT_OVER_RED, ColorBeatOverRed, "ColorBeatOverRed");
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, BottomUp, 6);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, BottomUp, 2);
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 48, 0);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, BottomUp, 3);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, BottomUp, 1);
ADD_STARRY_NIGHT_EFFECT(LongLifeSparkleStar, "Green Sparkle Stars", GreenColors_p, 2.0, 1, LINEARBLEND, 2.0, 0.0, 0.0, CRGB(0, 128, 0)); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(LongLifeSparkleStar, "Red Sparkle Stars", GreenColors_p, 2.0, 1, LINEARBLEND, 2.0, 0.0, 0.0, CRGB::Red); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(LongLifeSparkleStar, "Blue Sparkle Stars", GreenColors_p, 2.0, 1, LINEARBLEND, 2.0, 0.0, 0.0, CRGB::Blue); // Blue Sparkle
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, rainbowPalette, 256 / 16, .2, 0);
#elif INSULATORS
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, InsulatorSpectrumEffect, "Spectrum Effect", RainbowColors_p);
ADD_EFFECT(EFFECT_STRIP_NEW_MOLTEN_GLASS_ON_VIOLET_BKGND, NewMoltenGlassOnVioletBkgnd, "Molten Glass", RainbowColors_p);
ADD_STARRY_NIGHT_EFFECT(MusicStar, "RGB Music Blend Stars", RGBColors_p, 0.8, 1, NOBLEND, 15.0, 0.1, 10.0); // RGB Music Blur - Can You Hear Me Knockin'
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Music Stars", RainbowColors_p, 2.0, 2, LINEARBLEND, 5.0, 0.0, 10.0); // Rainbow Music Star
ADD_EFFECT(EFFECT_STRIP_PALETTE_REEL, PaletteReelEffect, "PaletteReelEffect");
ADD_EFFECT(EFFECT_STRIP_COLOR_BEAT_OVER_RED, ColorBeatOverRed, "ColorBeatOverRed");
ADD_EFFECT(EFFECT_STRIP_TAPE_REEL, TapeReelEffect, "TapeReelEffect");
#elif CUBE
// Simple rainbow pallette
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, rainbowPalette, 256 / 16, .2, 0);
ADD_EFFECT(EFFECT_STRIP_SPARKLY_SPINNING_MUSIC, SparklySpinningMusicEffect, "SparklySpinningMusical", RainbowColors_p);
ADD_EFFECT(EFFECT_STRIP_COLOR_BEAT_OVER_RED, ColorBeatOverRed, "ColorBeatOnRedBkgnd");
ADD_EFFECT(EFFECT_STRIP_SIMPLE_INSULATOR_BEAT2, SimpleInsulatorBeatEffect2, "SimpleInsulatorColorBeat");
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Music Stars", RainbowColors_p, 2.0, 2, LINEARBLEND, 5.0, 0.0, 10.0); // Rainbow Music Star
#elif BELT
// Yes, I made a sparkly LED belt and wore it to a party. Batteries too!
ADD_EFFECT(EFFECT_TWINKLE, TwinkleEffect, NUM_LEDS / 4, 10);
#elif MAGICMIRROR
ADD_EFFECT(EFFECT_STRIP_MOLTEN_GLASS_ON_VIOLET_BKGND, MoltenGlassOnVioletBkgnd, "MoltenGlass", RainbowColors_p);
#elif HELMET
ADD_EFFECT(EFFECT_MATRIX_SILON, SilonEffect);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", NUM_BANDS, spectrumAltColors, false, 0, 0, 0.5, 1.5);
#elif SPECTRUM
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", NUM_BANDS, spectrumAltColors, false, 0, 0, 0.5, 1.5);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", 24, spectrumAltColors, false, 0, 0, 1.25, 1.25);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", 24, spectrumAltColors, false, 0, 0, 0.25, 1.25);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", 16, spectrumAltColors, false, 0, 0, 1.0, 1.0);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", 48, CRGB(0,0,4), 0, 1.25, 1.25);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "GhostWave", 0, 16, false, 15);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum USA", 16, USAColors_p, true, 0);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "GhostWave Rainbow", 8);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Fade", 24, RainbowColors_p, false, 50, 70, -1.0, 2.0);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "GhostWave Blue", 0);
ADD_EFFECT(EFFECT_MATRIX_SPECTRUM_ANALYZER, SpectrumAnalyzerEffect, "Spectrum Standard", 24, RainbowColors_p, false);
ADD_EFFECT(EFFECT_MATRIX_GHOST_WAVE, GhostWave, "GhostWave One", 4);
//make_shared_psram<GhostWave>("GhostWave Rainbow", &rainbowPalette),
#elif ATOMLIGHT
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 2 // Bump version if default set changes in a meaningful way
#endif
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, CRGB::White, 1);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 2, 2, 200, 2, 5, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 1, 12, 400, 2, NUM_LEDS / 2, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 1, 10, 400, 2, NUM_LEDS / 2, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 1, 10, 400, 2, NUM_LEDS / 2, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, RainbowColors_p, NUM_LEDS, 1, 10, 400, 2, NUM_LEDS / 2, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 1, 10, 400, 2, NUM_LEDS / 2, Sequential, true, false, true);
ADD_EFFECT(EFFECT_STRIP_BOUNCING_BALL, BouncingBallEffect, 3, true, true, 1);
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 60, 0);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, Sequential);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, 4, 0.1, 0.0, 1.0, 0.0);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 20, 1, 25, .15, .05);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 12, 1, 25, .15, .08);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 6, 1, 25, .15, .12);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 1, 1, 5, .15, .25);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect); // Rainbow palette
#elif PLATECOVER
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 1
#endif
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, "Solid White", CRGB::White, 1);
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, "Solid Red", CRGB::Red, 1);
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, "Solid Amber", CRGB(255, 50, 0), 1);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 4, 5.0, 200, 8, 8, Sequential, true, true, true, 90);
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 16, 3, true);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 2, 1, 15, .75, .75);
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, "Off", CRGB::Black, 1);
#elif SPIRALLAMP
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 3
#endif
ADD_EFFECT(EFFECT_STRIP_VUMETER_VERTICAL, VUMeterVerticalEffect);
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect, 4, 4, 10, 1.0, 1.0);
ADD_EFFECT(EFFECT_STRIP_COLOR_FILL, ColorFillEffect, "Solid White", CRGB::White, 1);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 1, 2.5, 200, 2, 15, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 1, 2.5, 200, 2, 15, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 1, 2.5, 200, 2, 15, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, RainbowColors_p, NUM_LEDS, 1, 2.5, 200, 2, 15, Sequential, true, false);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 1, 2.5, 200, 2, 15, Sequential, true, false, true);
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 120, 0);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, 4, 0.1, 0.0, 1.0, 0.0);
ADD_EFFECT(EFFECT_STRIP_BOUNCING_BALL, BouncingBallEffect, 3, true, true, 8);
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Twinkle Stars", RainbowColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 0.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Rainbow Twinkle
ADD_STARRY_NIGHT_EFFECT(Star, "Rainbow Twinkle Stars", RainbowColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Rainbow Twinkle
ADD_STARRY_NIGHT_EFFECT(Star, "Red Sparkle Stars", RedColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Red Stars", RedColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR);
ADD_STARRY_NIGHT_EFFECT(Star, "Blue Sparkle Stars", BlueColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Blue Stars", BlueColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR);
ADD_STARRY_NIGHT_EFFECT(Star, "Green Sparkle Stars", GreenColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR); // Blue Sparkle
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Green Stars", GreenColors_p, STARRYNIGHT_PROBABILITY, 1, LINEARBLEND, 2.0, 0.0, STARRYNIGHT_MUSICFACTOR);
ADD_EFFECT(EFFECT_STRIP_TWINKLE, TwinkleEffect, NUM_LEDS / 2, 20, 50);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p, .25, 1, 0, 1.0, 0.0, LINEARBLEND, true, 1.0);
ADD_EFFECT(EFFECT_STRIP_PALETTE, PaletteEffect, RainbowColors_p);
#elif FANSET
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 24, 0);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, BottomUp);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, TopDown);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, LeftRight);
ADD_EFFECT(EFFECT_STRIP_COLOR_CYCLE, ColorCycleEffect, RightLeft);
ADD_EFFECT(EFFECT_STRIP_PALETTE_REEL, PaletteReelEffect, "PaletteReelEffect");
ADD_EFFECT(EFFECT_STRIP_METEOR, MeteorEffect);
ADD_EFFECT(EFFECT_STRIP_TAPE_REEL, TapeReelEffect, "TapeReelEffect");
ADD_STARRY_NIGHT_EFFECT(MusicStar, "RGB Music Blend Stars", RGBColors_p, 0.8, 1, NOBLEND, 15.0, 0.1, 10.0); // RGB Music Blur - Can You Hear Me Knockin'
ADD_STARRY_NIGHT_EFFECT(MusicStar, "Rainbow Music Stars", RainbowColors_p, 2.0, 2, LINEARBLEND, 5.0, 0.0, 10.0); // Rainbow Music Star
ADD_EFFECT(EFFECT_STRIP_FAN_BEAT, FanBeatEffect, "FanBeat");
ADD_STARRY_NIGHT_EFFECT(BubblyStar, "Little Blooming Rainbow Stars", BlueColors_p, 8.0, 4, LINEARBLEND, 2.0, 0.0, 1.0); // Blooming Little Rainbow Stars
ADD_STARRY_NIGHT_EFFECT(BubblyStar, "Big Blooming Rainbow Stars", RainbowColors_p, 2, 12, LINEARBLEND, 1.0); // Blooming Rainbow Stars
ADD_STARRY_NIGHT_EFFECT(BubblyStar, "Neon Bars", RainbowColors_p, 0.5, 64, NOBLEND, 0); // Neon Bars
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 3, 7, 400, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 3, 8, 600, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 2, 10, 800, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, GreenHeatColors_p, NUM_LEDS, 1, 12, 1000, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 3, 7, 400, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 3, 8, 600, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 2, 10, 800, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, BlueHeatColors_p, NUM_LEDS, 1, 12, 1000, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 3, 7, 400, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 3, 8, 600, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 2, 10, 800, 2, NUM_LEDS / 2, Sequential, false, true);
ADD_EFFECT(EFFECT_STRIP_FIRE_FAN, FireFanEffect, HeatColors_p, NUM_LEDS, 1, 12, 1000, 2, NUM_LEDS / 2, Sequential, false, true);
#elif HEXAGON
ADD_EFFECT(EFFECT_HEXAGON_OUTER_RING, OuterHexRingEffect);
//ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 24, 4);
#elif LEDSTRIP
ADD_EFFECT(EFFECT_STRIP_STATUS, StatusEffect, CRGB::White);
#else
ADD_EFFECT(EFFECT_STRIP_RAINBOW_FILL, RainbowFillEffect, 6, 2); // Simple effect if not otherwise defined above
#endif
// Set the effect set version to the default value of 1 if none was set yet
#ifndef EFFECT_SET_VERSION
#define EFFECT_SET_VERSION 1
#endif
// If this assert fires, you have not defined any effects in the table above. If adding a new config, you need to
// add the list of effects in this table as shown for the various other existing configs. You MUST have at least
// one effect even if it's the Status effect.
assert(!g_ptrEffectFactories->IsEmpty());
}
extern DRAM_ATTR size_t g_EffectsManagerJSONBufferSize;
// Load the effects JSON file and check if it's appropriate to use
std::optional<JsonObjectConst> LoadEffectsJSONFile(std::unique_ptr<AllocatedJsonDocument>& pJsonDoc)
{
// If the effect set version is defined to 0, we ignore whatever is persisted
if (EFFECT_SET_VERSION == 0)
return {};
if (!LoadJSONFile(EFFECTS_CONFIG_FILE, g_EffectsManagerJSONBufferSize, pJsonDoc))
return {};
auto jsonObject = pJsonDoc->as<JsonObjectConst>();
// Ignore JSON if it was persisted for a different project
if (jsonObject.containsKey(PTY_PROJECT)
&& jsonObject[PTY_PROJECT].as<String>() != PROJECT_NAME)
{
pJsonDoc->clear();
return {};
}
// Default to 1 if no effect set version was persisted
int jsonVersion = jsonObject.containsKey(PTY_EFFECTSETVER) ? jsonObject[PTY_EFFECTSETVER] : 1;
// Only return the JSON object if the persistent version matches the current one
if (jsonVersion == EFFECT_SET_VERSION)
return jsonObject;
pJsonDoc->clear();
return {};
}
// Load the default effect set. It's defined here because it uses EFFECT_SET_VERSION.
void EffectManager::LoadDefaultEffects()
{
_effectSetVersion = EFFECT_SET_VERSION;
for (const auto &numberedFactory : g_ptrEffectFactories->GetDefaultFactories())
ProduceAndLoadDefaultEffect(numberedFactory);
SetInterval(DEFAULT_EFFECT_INTERVAL, true);
construct(true);
}