TetrixEffect
Source:
TetrixEffect.h
Tetris¶
src/light/effects/TetrixEffect.h:43Public Attributes¶
float pos = 0.0f
float speed = 0.0f
uint8_t col = 0
uint16_t brick = 0
uint16_t stack = 0
uint32_t step = 0
TetrixEffect¶
src/light/effects/TetrixEffect.h:24Inherits:
EffectBase
Tetris-style effect: falling, stacking blocks.
Public Attributes¶
uint8_t speedControl = 0
uint8_t widthControl = 0
bool oneColor =
Public Methods¶
virtual inline constchar * tags() const override
: Curated emoji tags for the module picker's chip filter — extras beyond the role chip (which the UI derives from role() on its own).
virtual inline Dim dimensions() const override
: Which axes the effect iterates — a claim, not a guarantee about the layer.
virtual inline void defineControls() override
: defineControls MUST be idempotent and pure: only controls_.clear() + controls_.addX().
virtual inline void prepare() override
: Tier-3 of the control-change split (see onControlChanged above): the module (re)allocates / recomputes whatever derived state it owns — an effect's heap, a Layer's mapping LUT, the Drivers output buffer.
virtual inline void tick() override