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[core] Rename ALWAYS_INLINE to ESPHOME_ALWAYS_INLINE (#6636)
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@ -15,11 +15,11 @@ class Rect {
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int16_t h; ///< Height of region
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Rect() : x(VALUE_NO_SET), y(VALUE_NO_SET), w(VALUE_NO_SET), h(VALUE_NO_SET) {} // NOLINT
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inline Rect(int16_t x, int16_t y, int16_t w, int16_t h) ALWAYS_INLINE : x(x), y(y), w(w), h(h) {}
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inline Rect(int16_t x, int16_t y, int16_t w, int16_t h) ESPHOME_ALWAYS_INLINE : x(x), y(y), w(w), h(h) {}
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inline int16_t x2() const { return this->x + this->w; }; ///< X coordinate of corner
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inline int16_t y2() const { return this->y + this->h; }; ///< Y coordinate of corner
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inline bool is_set() const ALWAYS_INLINE { return (this->h != VALUE_NO_SET) && (this->w != VALUE_NO_SET); }
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inline bool is_set() const ESPHOME_ALWAYS_INLINE { return (this->h != VALUE_NO_SET) && (this->w != VALUE_NO_SET); }
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void expand(int16_t horizontal, int16_t vertical);
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@ -11,54 +11,54 @@ class ESPColorCorrection {
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void set_max_brightness(const Color &max_brightness) { this->max_brightness_ = max_brightness; }
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void set_local_brightness(uint8_t local_brightness) { this->local_brightness_ = local_brightness; }
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void calculate_gamma_table(float gamma);
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inline Color color_correct(Color color) const ALWAYS_INLINE {
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inline Color color_correct(Color color) const ESPHOME_ALWAYS_INLINE {
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// corrected = (uncorrected * max_brightness * local_brightness) ^ gamma
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return Color(this->color_correct_red(color.red), this->color_correct_green(color.green),
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this->color_correct_blue(color.blue), this->color_correct_white(color.white));
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}
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inline uint8_t color_correct_red(uint8_t red) const ALWAYS_INLINE {
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inline uint8_t color_correct_red(uint8_t red) const ESPHOME_ALWAYS_INLINE {
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uint8_t res = esp_scale8(esp_scale8(red, this->max_brightness_.red), this->local_brightness_);
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return this->gamma_table_[res];
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}
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inline uint8_t color_correct_green(uint8_t green) const ALWAYS_INLINE {
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inline uint8_t color_correct_green(uint8_t green) const ESPHOME_ALWAYS_INLINE {
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uint8_t res = esp_scale8(esp_scale8(green, this->max_brightness_.green), this->local_brightness_);
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return this->gamma_table_[res];
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}
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inline uint8_t color_correct_blue(uint8_t blue) const ALWAYS_INLINE {
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inline uint8_t color_correct_blue(uint8_t blue) const ESPHOME_ALWAYS_INLINE {
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uint8_t res = esp_scale8(esp_scale8(blue, this->max_brightness_.blue), this->local_brightness_);
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return this->gamma_table_[res];
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}
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inline uint8_t color_correct_white(uint8_t white) const ALWAYS_INLINE {
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inline uint8_t color_correct_white(uint8_t white) const ESPHOME_ALWAYS_INLINE {
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uint8_t res = esp_scale8(esp_scale8(white, this->max_brightness_.white), this->local_brightness_);
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return this->gamma_table_[res];
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}
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inline Color color_uncorrect(Color color) const ALWAYS_INLINE {
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inline Color color_uncorrect(Color color) const ESPHOME_ALWAYS_INLINE {
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// uncorrected = corrected^(1/gamma) / (max_brightness * local_brightness)
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return Color(this->color_uncorrect_red(color.red), this->color_uncorrect_green(color.green),
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this->color_uncorrect_blue(color.blue), this->color_uncorrect_white(color.white));
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}
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inline uint8_t color_uncorrect_red(uint8_t red) const ALWAYS_INLINE {
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inline uint8_t color_uncorrect_red(uint8_t red) const ESPHOME_ALWAYS_INLINE {
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if (this->max_brightness_.red == 0 || this->local_brightness_ == 0)
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return 0;
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uint16_t uncorrected = this->gamma_reverse_table_[red] * 255UL;
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uint8_t res = ((uncorrected / this->max_brightness_.red) * 255UL) / this->local_brightness_;
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return res;
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}
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inline uint8_t color_uncorrect_green(uint8_t green) const ALWAYS_INLINE {
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inline uint8_t color_uncorrect_green(uint8_t green) const ESPHOME_ALWAYS_INLINE {
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if (this->max_brightness_.green == 0 || this->local_brightness_ == 0)
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return 0;
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uint16_t uncorrected = this->gamma_reverse_table_[green] * 255UL;
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uint8_t res = ((uncorrected / this->max_brightness_.green) * 255UL) / this->local_brightness_;
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return res;
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}
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inline uint8_t color_uncorrect_blue(uint8_t blue) const ALWAYS_INLINE {
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inline uint8_t color_uncorrect_blue(uint8_t blue) const ESPHOME_ALWAYS_INLINE {
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if (this->max_brightness_.blue == 0 || this->local_brightness_ == 0)
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return 0;
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uint16_t uncorrected = this->gamma_reverse_table_[blue] * 255UL;
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uint8_t res = ((uncorrected / this->max_brightness_.blue) * 255UL) / this->local_brightness_;
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return res;
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}
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inline uint8_t color_uncorrect_white(uint8_t white) const ALWAYS_INLINE {
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inline uint8_t color_uncorrect_white(uint8_t white) const ESPHOME_ALWAYS_INLINE {
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if (this->max_brightness_.white == 0 || this->local_brightness_ == 0)
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return 0;
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uint16_t uncorrected = this->gamma_reverse_table_[white] * 255UL;
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@ -24,11 +24,11 @@ struct ESPHSVColor {
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};
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uint8_t raw[3];
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};
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inline ESPHSVColor() ALWAYS_INLINE : h(0), s(0), v(0) { // NOLINT
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inline ESPHSVColor() ESPHOME_ALWAYS_INLINE : h(0), s(0), v(0) { // NOLINT
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}
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inline ESPHSVColor(uint8_t hue, uint8_t saturation, uint8_t value) ALWAYS_INLINE : hue(hue),
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saturation(saturation),
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value(value) {}
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inline ESPHSVColor(uint8_t hue, uint8_t saturation, uint8_t value) ESPHOME_ALWAYS_INLINE : hue(hue),
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saturation(saturation),
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value(value) {}
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Color to_rgb() const;
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};
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@ -31,19 +31,19 @@ struct Color {
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uint32_t raw_32;
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};
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inline Color() ALWAYS_INLINE : r(0), g(0), b(0), w(0) {} // NOLINT
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inline Color(uint8_t red, uint8_t green, uint8_t blue) ALWAYS_INLINE : r(red), g(green), b(blue), w(0) {}
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inline Color() ESPHOME_ALWAYS_INLINE : r(0), g(0), b(0), w(0) {} // NOLINT
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inline Color(uint8_t red, uint8_t green, uint8_t blue) ESPHOME_ALWAYS_INLINE : r(red), g(green), b(blue), w(0) {}
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inline Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t white) ALWAYS_INLINE : r(red),
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g(green),
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b(blue),
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w(white) {}
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inline explicit Color(uint32_t colorcode) ALWAYS_INLINE : r((colorcode >> 16) & 0xFF),
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g((colorcode >> 8) & 0xFF),
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b((colorcode >> 0) & 0xFF),
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w((colorcode >> 24) & 0xFF) {}
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inline Color(uint8_t red, uint8_t green, uint8_t blue, uint8_t white) ESPHOME_ALWAYS_INLINE : r(red),
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g(green),
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b(blue),
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w(white) {}
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inline explicit Color(uint32_t colorcode) ESPHOME_ALWAYS_INLINE : r((colorcode >> 16) & 0xFF),
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g((colorcode >> 8) & 0xFF),
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b((colorcode >> 0) & 0xFF),
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w((colorcode >> 24) & 0xFF) {}
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inline bool is_on() ALWAYS_INLINE { return this->raw_32 != 0; }
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inline bool is_on() ESPHOME_ALWAYS_INLINE { return this->raw_32 != 0; }
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inline bool operator==(const Color &rhs) { // NOLINT
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return this->raw_32 == rhs.raw_32;
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@ -57,31 +57,33 @@ struct Color {
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inline bool operator!=(uint32_t colorcode) { // NOLINT
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return this->raw_32 != colorcode;
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}
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inline uint8_t &operator[](uint8_t x) ALWAYS_INLINE { return this->raw[x]; }
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inline Color operator*(uint8_t scale) const ALWAYS_INLINE {
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inline uint8_t &operator[](uint8_t x) ESPHOME_ALWAYS_INLINE { return this->raw[x]; }
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inline Color operator*(uint8_t scale) const ESPHOME_ALWAYS_INLINE {
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return Color(esp_scale8(this->red, scale), esp_scale8(this->green, scale), esp_scale8(this->blue, scale),
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esp_scale8(this->white, scale));
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}
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inline Color operator~() const ALWAYS_INLINE { return Color(255 - this->red, 255 - this->green, 255 - this->blue); }
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inline Color &operator*=(uint8_t scale) ALWAYS_INLINE {
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inline Color operator~() const ESPHOME_ALWAYS_INLINE {
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return Color(255 - this->red, 255 - this->green, 255 - this->blue);
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}
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inline Color &operator*=(uint8_t scale) ESPHOME_ALWAYS_INLINE {
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this->red = esp_scale8(this->red, scale);
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this->green = esp_scale8(this->green, scale);
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this->blue = esp_scale8(this->blue, scale);
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this->white = esp_scale8(this->white, scale);
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return *this;
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}
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inline Color operator*(const Color &scale) const ALWAYS_INLINE {
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inline Color operator*(const Color &scale) const ESPHOME_ALWAYS_INLINE {
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return Color(esp_scale8(this->red, scale.red), esp_scale8(this->green, scale.green),
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esp_scale8(this->blue, scale.blue), esp_scale8(this->white, scale.white));
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}
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inline Color &operator*=(const Color &scale) ALWAYS_INLINE {
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inline Color &operator*=(const Color &scale) ESPHOME_ALWAYS_INLINE {
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this->red = esp_scale8(this->red, scale.red);
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this->green = esp_scale8(this->green, scale.green);
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this->blue = esp_scale8(this->blue, scale.blue);
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this->white = esp_scale8(this->white, scale.white);
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return *this;
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}
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inline Color operator+(const Color &add) const ALWAYS_INLINE {
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inline Color operator+(const Color &add) const ESPHOME_ALWAYS_INLINE {
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Color ret;
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if (uint8_t(add.r + this->r) < this->r)
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ret.r = 255;
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@ -101,10 +103,10 @@ struct Color {
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ret.w = this->w + add.w;
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return ret;
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}
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inline Color &operator+=(const Color &add) ALWAYS_INLINE { return *this = (*this) + add; }
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inline Color operator+(uint8_t add) const ALWAYS_INLINE { return (*this) + Color(add, add, add, add); }
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inline Color &operator+=(uint8_t add) ALWAYS_INLINE { return *this = (*this) + add; }
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inline Color operator-(const Color &subtract) const ALWAYS_INLINE {
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inline Color &operator+=(const Color &add) ESPHOME_ALWAYS_INLINE { return *this = (*this) + add; }
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inline Color operator+(uint8_t add) const ESPHOME_ALWAYS_INLINE { return (*this) + Color(add, add, add, add); }
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inline Color &operator+=(uint8_t add) ESPHOME_ALWAYS_INLINE { return *this = (*this) + add; }
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inline Color operator-(const Color &subtract) const ESPHOME_ALWAYS_INLINE {
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Color ret;
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if (subtract.r > this->r)
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ret.r = 0;
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@ -124,11 +126,11 @@ struct Color {
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ret.w = this->w - subtract.w;
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return ret;
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}
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inline Color &operator-=(const Color &subtract) ALWAYS_INLINE { return *this = (*this) - subtract; }
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inline Color operator-(uint8_t subtract) const ALWAYS_INLINE {
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inline Color &operator-=(const Color &subtract) ESPHOME_ALWAYS_INLINE { return *this = (*this) - subtract; }
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inline Color operator-(uint8_t subtract) const ESPHOME_ALWAYS_INLINE {
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return (*this) - Color(subtract, subtract, subtract, subtract);
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}
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inline Color &operator-=(uint8_t subtract) ALWAYS_INLINE { return *this = (*this) - subtract; }
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inline Color &operator-=(uint8_t subtract) ESPHOME_ALWAYS_INLINE { return *this = (*this) - subtract; }
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static Color random_color() {
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uint32_t rand = random_uint32();
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uint8_t w = rand >> 24;
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@ -24,7 +24,7 @@
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#define HOT __attribute__((hot))
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#define ESPDEPRECATED(msg, when) __attribute__((deprecated(msg)))
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#define ALWAYS_INLINE __attribute__((always_inline))
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#define ESPHOME_ALWAYS_INLINE __attribute__((always_inline))
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#define PACKED __attribute__((packed))
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// Various functions can be constexpr in C++14, but not in C++11 (because their body isn't just a return statement).
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