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#ifndef __INC_PIXELS_H
#define __INC_PIXELS_H

#include "FastLED.h"

#include <stdint.h>
#include "lib8tion.h"
#include "color.h"

FASTLED_NAMESPACE_BEGIN

struct CRGB;
struct CHSV;

///@defgroup Pixeltypes CHSV and CRGB type definitions
///@{

/// Forward declaration of hsv2rgb_rainbow here,
/// to avoid circular dependencies.
extern void hsv2rgb_rainbow( const CHSV& hsv, CRGB& rgb);

/// Representation of an HSV pixel (hue, saturation, value (aka brightness)).
struct CHSV {
    union {
		struct {
		    union {
		        uint8_t hue;
		        uint8_t h; };
		    union {
		        uint8_t saturation;
		        uint8_t sat;
		        uint8_t s; };
		    union {
		        uint8_t value;
		        uint8_t val;
		        uint8_t v; };
		};
		uint8_t raw[3];
	};

    /// Array access operator to index into the chsv object
	inline uint8_t& operator[] (uint8_t x) __attribute__((always_inline))
    {
        return raw[x];
    }

    /// Array access operator to index into the chsv object
    inline const uint8_t& operator[] (uint8_t x) const __attribute__((always_inline))
    {
        return raw[x];
    }

    /// default values are UNITIALIZED
    inline CHSV() __attribute__((always_inline)) = default;

    /// allow construction from H, S, V
    inline CHSV( uint8_t ih, uint8_t is, uint8_t iv) __attribute__((always_inline))
        : h(ih), s(is), v(iv)
    {
    }

    /// allow copy construction
    inline CHSV(const CHSV& rhs) __attribute__((always_inline)) = default;

    inline CHSV& operator= (const CHSV& rhs) __attribute__((always_inline)) = default;

    inline CHSV& setHSV(uint8_t ih, uint8_t is, uint8_t iv) __attribute__((always_inline))
    {
        h = ih;
        s = is;
        v = iv;
        return *this;
    }
};

/// Pre-defined hue values for HSV objects
typedef enum {
    HUE_RED = 0,
    HUE_ORANGE = 32,
    HUE_YELLOW = 64,
    HUE_GREEN = 96,
    HUE_AQUA = 128,
    HUE_BLUE = 160,
    HUE_PURPLE = 192,
    HUE_PINK = 224
} HSVHue;

/// Representation of an RGB pixel (Red, Green, Blue)
struct CRGB {
	union {
		struct {
            union {
                uint8_t r;
                uint8_t red;
            };
            union {
                uint8_t g;
                uint8_t green;
            };
            union {
                uint8_t b;
                uint8_t blue;
            };
        };
		uint8_t raw[3];
	};

    /// Array access operator to index into the crgb object
	inline uint8_t& operator[] (uint8_t x) __attribute__((always_inline))
    {
        return raw[x];
    }

    /// Array access operator to index into the crgb object
    inline const uint8_t& operator[] (uint8_t x) const __attribute__((always_inline))
    {
        return raw[x];
    }

    // default values are UNINITIALIZED
    inline CRGB() __attribute__((always_inline)) = default;

    /// allow construction from R, G, B
    inline CRGB( uint8_t ir, uint8_t ig, uint8_t ib)  __attribute__((always_inline))
        : r(ir), g(ig), b(ib)
    {
    }

    /// allow construction from 32-bit (really 24-bit) bit 0xRRGGBB color code
    inline CRGB( uint32_t colorcode)  __attribute__((always_inline))
    : r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
    {
    }

    /// allow construction from a LEDColorCorrection enum
    inline CRGB( LEDColorCorrection colorcode) __attribute__((always_inline))
    : r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
    {

    }

    /// allow construction from a ColorTemperature enum
    inline CRGB( ColorTemperature colorcode) __attribute__((always_inline))
    : r((colorcode >> 16) & 0xFF), g((colorcode >> 8) & 0xFF), b((colorcode >> 0) & 0xFF)
    {

    }

    /// allow copy construction
	inline CRGB(const CRGB& rhs) __attribute__((always_inline)) = default;
    /// allow construction from HSV color
	inline CRGB(const CHSV& rhs) __attribute__((always_inline))
    {
        hsv2rgb_rainbow( rhs, *this);
    }

    /// allow assignment from one RGB struct to another
	inline CRGB& operator= (const CRGB& rhs) __attribute__((always_inline)) = default;

    /// allow assignment from 32-bit (really 24-bit) 0xRRGGBB color code
	inline CRGB& operator= (const uint32_t colorcode) __attribute__((always_inline))
    {
        r = (colorcode >> 16) & 0xFF;
        g = (colorcode >>  8) & 0xFF;
        b = (colorcode >>  0) & 0xFF;
        return *this;
    }

    /// allow assignment from R, G, and B
	inline CRGB& setRGB (uint8_t nr, uint8_t ng, uint8_t nb) __attribute__((always_inline))
    {
        r = nr;
        g = ng;
        b = nb;
        return *this;
    }

    /// allow assignment from H, S, and V
	inline CRGB& setHSV (uint8_t hue, uint8_t sat, uint8_t val) __attribute__((always_inline))
    {
        hsv2rgb_rainbow( CHSV(hue, sat, val), *this);
        return *this;
    }

    /// allow assignment from just a Hue, saturation and value automatically at max.
	inline CRGB& setHue (uint8_t hue) __attribute__((always_inline))
    {
        hsv2rgb_rainbow( CHSV(hue, 255, 255), *this);
        return *this;
    }

    /// allow assignment from HSV color
	inline CRGB& operator= (const CHSV& rhs) __attribute__((always_inline))
    {
        hsv2rgb_rainbow( rhs, *this);
        return *this;
    }

    /// allow assignment from 32-bit (really 24-bit) 0xRRGGBB color code
	inline CRGB& setColorCode (uint32_t colorcode) __attribute__((always_inline))
    {
        r = (colorcode >> 16) & 0xFF;
        g = (colorcode >>  8) & 0xFF;
        b = (colorcode >>  0) & 0xFF;
        return *this;
    }


    /// add one RGB to another, saturating at 0xFF for each channel
    inline CRGB& operator+= (const CRGB& rhs )
    {
        r = qadd8( r, rhs.r);
        g = qadd8( g, rhs.g);
        b = qadd8( b, rhs.b);
        return *this;
    }

    /// add a contstant to each channel, saturating at 0xFF
    /// 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)
    inline CRGB& addToRGB (uint8_t d )
    {
        r = qadd8( r, d);
        g = qadd8( g, d);
        b = qadd8( b, d);
        return *this;
    }

    /// subtract one RGB from another, saturating at 0x00 for each channel
    inline CRGB& operator-= (const CRGB& rhs )
    {
        r = qsub8( r, rhs.r);
        g = qsub8( g, rhs.g);
        b = qsub8( b, rhs.b);
        return *this;
    }

    /// subtract a constant from each channel, saturating at 0x00
    /// 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)
    inline CRGB& subtractFromRGB(uint8_t d )
    {
        r = qsub8( r, d);
        g = qsub8( g, d);
        b = qsub8( b, d);
        return *this;
    }

    /// subtract a constant of '1' from each channel, saturating at 0x00
    inline CRGB& operator-- ()  __attribute__((always_inline))
    {
        subtractFromRGB(1);
        return *this;
    }

    /// subtract a constant of '1' from each channel, saturating at 0x00
    inline CRGB operator-- (int )  __attribute__((always_inline))
    {
        CRGB retval(*this);
        --(*this);
        return retval;
    }

    /// add a constant of '1' from each channel, saturating at 0xFF
    inline CRGB& operator++ ()  __attribute__((always_inline))
    {
        addToRGB(1);
        return *this;
    }

    /// add a constant of '1' from each channel, saturating at 0xFF
    inline CRGB operator++ (int )  __attribute__((always_inline))
    {
        CRGB retval(*this);
        ++(*this);
        return retval;
    }

    /// divide each of the channels by a constant
    inline CRGB& operator/= (uint8_t d )
    {
        r /= d;
        g /= d;
        b /= d;
        return *this;
    }

    /// right shift each of the channels by a constant
    inline CRGB& operator>>= (uint8_t d)
    {
        r >>= d;
        g >>= d;
        b >>= d;
        return *this;
    }

    /// multiply each of the channels by a constant,
    /// saturating each channel at 0xFF
    inline CRGB& operator*= (uint8_t d )
    {
        r = qmul8( r, d);
        g = qmul8( g, d);
        b = qmul8( b, d);
        return *this;
    }

    /// scale down a RGB to N 256ths of it's current brightness, using
    /// 'video' dimming rules, which 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.
    inline CRGB& nscale8_video (uint8_t scaledown )
    {
        nscale8x3_video( r, g, b, scaledown);
        return *this;
    }

    /// %= is a synonym for nscale8_video.  Think of it is scaling down
    /// by "a percentage"
    inline CRGB& operator%= (uint8_t scaledown )
    {
        nscale8x3_video( r, g, b, scaledown);
        return *this;
    }

    /// fadeLightBy is a synonym for nscale8_video( ..., 255-fadefactor)
    inline CRGB& fadeLightBy (uint8_t fadefactor )
    {
        nscale8x3_video( r, g, b, 255 - fadefactor);
        return *this;
    }

    /// scale down a RGB to N 256ths of it's current brightness, using
    /// 'plain math' dimming rules, which means that if the low light levels
    /// may dim all the way to 100% black.
    inline CRGB& nscale8 (uint8_t scaledown )
    {
        nscale8x3( r, g, b, scaledown);
        return *this;
    }

    /// scale down a RGB to N 256ths of it's current brightness, using
    /// 'plain math' dimming rules, which means that if the low light levels
    /// may dim all the way to 100% black.
    inline CRGB& nscale8 (const CRGB & scaledown )
    {
        r = ::scale8(r, scaledown.r);
        g = ::scale8(g, scaledown.g);
        b = ::scale8(b, scaledown.b);
        return *this;
    }

    /// return a CRGB object that is a scaled down version of this object
    inline CRGB scale8 (uint8_t scaledown ) const
    {
        CRGB out = *this;
        nscale8x3( out.r, out.g, out.b, scaledown);
        return out;
    }

    /// return a CRGB object that is a scaled down version of this object
    inline CRGB scale8 (const CRGB & scaledown ) const
    {
        CRGB out;
        out.r = ::scale8(r, scaledown.r);
        out.g = ::scale8(g, scaledown.g);
        out.b = ::scale8(b, scaledown.b);
        return out;
    }

    /// fadeToBlackBy is a synonym for nscale8( ..., 255-fadefactor)
    inline CRGB& fadeToBlackBy (uint8_t fadefactor )
    {
        nscale8x3( r, g, b, 255 - fadefactor);
        return *this;
    }

    /// "or" operator brings each channel up to the higher of the two values
    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;
    }

    /// "or" operator brings each channel up to the higher of the two values
    inline CRGB& operator|= (uint8_t 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
    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;
    }

    /// "and" operator brings each channel down to the lower of the two values
    inline CRGB& operator&= (uint8_t 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
    inline operator bool() const __attribute__((always_inline))
    {
        return r || g || b;
    }

    /// invert each channel
    inline CRGB operator- () const
    {
        CRGB retval;
        retval.r = 255 - r;
        retval.g = 255 - g;
        retval.b = 255 - b;
        return retval;
    }

#if (defined SmartMatrix_h || defined SmartMatrix3_h)
    operator rgb24() const {
        rgb24 ret;
        ret.red = r;
        ret.green = g;
        ret.blue = b;
        return ret;
    }
#endif

    /// Get the 'luma' of a CRGB object - aka roughly how much light the
    /// CRGB pixel is putting out (from 0 to 255).
    inline uint8_t getLuma ( )  const {
        //Y' = 0.2126 R' + 0.7152 G' + 0.0722 B'
        //     54            183       18 (!)

        uint8_t luma = scale8_LEAVING_R1_DIRTY( r, 54) + \
        scale8_LEAVING_R1_DIRTY( g, 183) + \
        scale8_LEAVING_R1_DIRTY( b, 18);
        cleanup_R1();
        return luma;
    }

    /// Get the average of the R, G, and B values
    inline uint8_t getAverageLight( )  const {
#if FASTLED_SCALE8_FIXED == 1
        const uint8_t eightyfive = 85;
#else
        const uint8_t eightyfive = 86;
#endif
        uint8_t avg = scale8_LEAVING_R1_DIRTY( r, eightyfive) + \
        scale8_LEAVING_R1_DIRTY( g, eightyfive) + \
        scale8_LEAVING_R1_DIRTY( b, eightyfive);
        cleanup_R1();
        return avg;
    }

    /// maximize the brightness of this CRGB object
    inline void maximizeBrightness( uint8_t limit = 255 )  {
        uint8_t max = red;
        if( green > max) max = green;
        if( blue > max) max = blue;

        // stop div/0 when color is black
        if(max > 0) {
            uint16_t factor = ((uint16_t)(limit) * 256) / max;
            red =   (red   * factor) / 256;
            green = (green * factor) / 256;
            blue =  (blue  * factor) / 256;
        }
    }

    /// return a new CRGB object after performing a linear interpolation between this object and the passed in object
    inline CRGB lerp8( const CRGB& other, fract8 frac) const
    {
        CRGB ret;

        ret.r = lerp8by8(r,other.r,frac);
        ret.g = lerp8by8(g,other.g,frac);
        ret.b = lerp8by8(b,other.b,frac);

        return ret;
    }

    /// return a new CRGB object after performing a linear interpolation between this object and the passed in object
    inline CRGB lerp16( const CRGB& other, fract16 frac) const
    {
        CRGB ret;

        ret.r = lerp16by16(r<<8,other.r<<8,frac)>>8;
        ret.g = lerp16by16(g<<8,other.g<<8,frac)>>8;
        ret.b = lerp16by16(b<<8,other.b<<8,frac)>>8;

        return ret;
    }

    /// getParity returns 0 or 1, depending on the
    /// lowest bit of the sum of the color components.
    inline uint8_t getParity()
    {
        uint8_t sum = r + g + b;
        return (sum & 0x01);
    }

    /// setParity adjusts the color in the smallest
    /// way possible so that the parity of the color
    /// is 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 have 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.
    ///
    inline void setParity( uint8_t parity)
    {
        uint8_t 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,
        Amethyst=0x9966CC,
        AntiqueWhite=0xFAEBD7,
        Aqua=0x00FFFF,
        Aquamarine=0x7FFFD4,
        Azure=0xF0FFFF,
        Beige=0xF5F5DC,
        Bisque=0xFFE4C4,
        Black=0x000000,
        BlanchedAlmond=0xFFEBCD,
        Blue=0x0000FF,
        BlueViolet=0x8A2BE2,
        Brown=0xA52A2A,
        BurlyWood=0xDEB887,
        CadetBlue=0x5F9EA0,
        Chartreuse=0x7FFF00,
        Chocolate=0xD2691E,
        Coral=0xFF7F50,
        CornflowerBlue=0x6495ED,
        Cornsilk=0xFFF8DC,
        Crimson=0xDC143C,
        Cyan=0x00FFFF,
        DarkBlue=0x00008B,
        DarkCyan=0x008B8B,
        DarkGoldenrod=0xB8860B,
        DarkGray=0xA9A9A9,
        DarkGrey=0xA9A9A9,
        DarkGreen=0x006400,
        DarkKhaki=0xBDB76B,
        DarkMagenta=0x8B008B,
        DarkOliveGreen=0x556B2F,
        DarkOrange=0xFF8C00,
        DarkOrchid=0x9932CC,
        DarkRed=0x8B0000,
        DarkSalmon=0xE9967A,
        DarkSeaGreen=0x8FBC8F,
        DarkSlateBlue=0x483D8B,
        DarkSlateGray=0x2F4F4F,
        DarkSlateGrey=0x2F4F4F,
        DarkTurquoise=0x00CED1,
        DarkViolet=0x9400D3,
        DeepPink=0xFF1493,
        DeepSkyBlue=0x00BFFF,
        DimGray=0x696969,
        DimGrey=0x696969,
        DodgerBlue=0x1E90FF,
        FireBrick=0xB22222,
        FloralWhite=0xFFFAF0,
        ForestGreen=0x228B22,
        Fuchsia=0xFF00FF,
        Gainsboro=0xDCDCDC,
        GhostWhite=0xF8F8FF,
        Gold=0xFFD700,
        Goldenrod=0xDAA520,
        Gray=0x808080,
        Grey=0x808080,
        Green=0x008000,
        GreenYellow=0xADFF2F,
        Honeydew=0xF0FFF0,
        HotPink=0xFF69B4,
        IndianRed=0xCD5C5C,
        Indigo=0x4B0082,
        Ivory=0xFFFFF0,
        Khaki=0xF0E68C,
        Lavender=0xE6E6FA,
        LavenderBlush=0xFFF0F5,
        LawnGreen=0x7CFC00,
        LemonChiffon=0xFFFACD,
        LightBlue=0xADD8E6,
        LightCoral=0xF08080,
        LightCyan=0xE0FFFF,
        LightGoldenrodYellow=0xFAFAD2,
        LightGreen=0x90EE90,
        LightGrey=0xD3D3D3,
        LightPink=0xFFB6C1,
        LightSalmon=0xFFA07A,
        LightSeaGreen=0x20B2AA,
        LightSkyBlue=0x87CEFA,
        LightSlateGray=0x778899,
        LightSlateGrey=0x778899,
        LightSteelBlue=0xB0C4DE,
        LightYellow=0xFFFFE0,
        Lime=0x00FF00,
        LimeGreen=0x32CD32,
        Linen=0xFAF0E6,
        Magenta=0xFF00FF,
        Maroon=0x800000,
        MediumAquamarine=0x66CDAA,
        MediumBlue=0x0000CD,
        MediumOrchid=0xBA55D3,
        MediumPurple=0x9370DB,
        MediumSeaGreen=0x3CB371,
        MediumSlateBlue=0x7B68EE,
        MediumSpringGreen=0x00FA9A,
        MediumTurquoise=0x48D1CC,
        MediumVioletRed=0xC71585,
        MidnightBlue=0x191970,
        MintCream=0xF5FFFA,
        MistyRose=0xFFE4E1,
        Moccasin=0xFFE4B5,
        NavajoWhite=0xFFDEAD,
        Navy=0x000080,
        OldLace=0xFDF5E6,
        Olive=0x808000,
        OliveDrab=0x6B8E23,
        Orange=0xFFA500,
        OrangeRed=0xFF4500,
        Orchid=0xDA70D6,
        PaleGoldenrod=0xEEE8AA,
        PaleGreen=0x98FB98,
        PaleTurquoise=0xAFEEEE,
        PaleVioletRed=0xDB7093,
        PapayaWhip=0xFFEFD5,
        PeachPuff=0xFFDAB9,
        Peru=0xCD853F,
        Pink=0xFFC0CB,
        Plaid=0xCC5533,
        Plum=0xDDA0DD,
        PowderBlue=0xB0E0E6,
        Purple=0x800080,
        Red=0xFF0000,
        RosyBrown=0xBC8F8F,
        RoyalBlue=0x4169E1,
        SaddleBrown=0x8B4513,
        Salmon=0xFA8072,
        SandyBrown=0xF4A460,
        SeaGreen=0x2E8B57,
        Seashell=0xFFF5EE,
        Sienna=0xA0522D,
        Silver=0xC0C0C0,
        SkyBlue=0x87CEEB,
        SlateBlue=0x6A5ACD,
        SlateGray=0x708090,
        SlateGrey=0x708090,
        Snow=0xFFFAFA,
        SpringGreen=0x00FF7F,
        SteelBlue=0x4682B4,
        Tan=0xD2B48C,
        Teal=0x008080,
        Thistle=0xD8BFD8,
        Tomato=0xFF6347,
        Turquoise=0x40E0D0,
        Violet=0xEE82EE,
        Wheat=0xF5DEB3,
        White=0xFFFFFF,
        WhiteSmoke=0xF5F5F5,
        Yellow=0xFFFF00,
        YellowGreen=0x9ACD32,

        // 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,
        // If you are using no color correction, use this
        FairyLightNCC=0xFF9D2A

    } HTMLColorCode;
};


inline __attribute__((always_inline)) bool operator== (const CRGB& lhs, const CRGB& rhs)
{
    return (lhs.r == rhs.r) && (lhs.g == rhs.g) && (lhs.b == rhs.b);
}

inline __attribute__((always_inline)) bool operator!= (const CRGB& lhs, const CRGB& rhs)
{
    return !(lhs == rhs);
}

inline __attribute__((always_inline)) bool operator< (const CRGB& lhs, const CRGB& rhs)
{
    uint16_t sl, sr;
    sl = lhs.r + lhs.g + lhs.b;
    sr = rhs.r + rhs.g + rhs.b;
    return sl < sr;
}

inline __attribute__((always_inline)) bool operator> (const CRGB& lhs, const CRGB& rhs)
{
    uint16_t sl, sr;
    sl = lhs.r + lhs.g + lhs.b;
    sr = rhs.r + rhs.g + rhs.b;
    return sl > sr;
}

inline __attribute__((always_inline)) bool operator>= (const CRGB& lhs, const CRGB& rhs)
{
    uint16_t sl, sr;
    sl = lhs.r + lhs.g + lhs.b;
    sr = rhs.r + rhs.g + rhs.b;
    return sl >= sr;
}

inline __attribute__((always_inline)) bool operator<= (const CRGB& lhs, const CRGB& rhs)
{
    uint16_t sl, sr;
    sl = lhs.r + lhs.g + lhs.b;
    sr = rhs.r + rhs.g + rhs.b;
    return sl <= sr;
}


__attribute__((always_inline))
inline CRGB operator+( const CRGB& p1, const CRGB& p2)
{
    return CRGB( qadd8( p1.r, p2.r),
                 qadd8( p1.g, p2.g),
                 qadd8( p1.b, p2.b));
}

__attribute__((always_inline))
inline CRGB operator-( const CRGB& p1, const CRGB& p2)
{
    return CRGB( qsub8( p1.r, p2.r),
                 qsub8( p1.g, p2.g),
                 qsub8( p1.b, p2.b));
}

__attribute__((always_inline))
inline CRGB operator*( const CRGB& p1, uint8_t d)
{
    return CRGB( qmul8( p1.r, d),
                 qmul8( p1.g, d),
                 qmul8( p1.b, d));
}

__attribute__((always_inline))
inline CRGB operator/( const CRGB& p1, uint8_t d)
{
    return CRGB( p1.r/d, p1.g/d, p1.b/d);
}


__attribute__((always_inline))
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);
}

__attribute__((always_inline))
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);
}

__attribute__((always_inline))
inline CRGB operator%( const CRGB& p1, uint8_t d)
{
    CRGB retval( p1);
    retval.nscale8_video( d);
    return retval;
}



/// RGB orderings, used when instantiating controllers to determine what
/// order the controller should send RGB data out in, RGB being the default
/// ordering.
enum EOrder {
	RGB=0012,
	RBG=0021,
	GRB=0102,
	GBR=0120,
	BRG=0201,
	BGR=0210
};

FASTLED_NAMESPACE_END
///@}

#endif