Closed TheJebForge closed 2 years ago
howdy thanks for the PR! definitely interested to see how the animation goes when you get there.
would it also work to have a from_raw(v: Vec<u8>)
function or do you need access to the underlying buffer? it probably doesn't make a big difference but, it'd be nice to in future think about improving the DeviceData
interface.
frow_raw would also work, i just need a way to be able to create DeviceImage struct beforehand and keep it in my collection, so for each frame, I just need to pass the reference to write_button_image. I managed to get 60fps gifs working on my local version of this library https://youtu.be/9-4eT0MoTaU just because i was able to do the processing once and keep passing reference to existing frames.
(Meant DeviceImage, I just have similar struct in my project, brainfart)
I managed to get 60fps gifs working on my local version of this library https://youtu.be/9-4eT0MoTaU just because i was able to do the processing once and keep passing reference to existing frames.
oh wow that's amazing!
frow_raw would also work, i just need a way to be able to create DeviceImage struct beforehand and keep it in my collection, so for each frame, I just need to pass the reference to write_button_image
if you're up for swapping this to from_raw
i'll get it merged and released?
Does this look good enough?
Looked around and from_raw usually means "from raw pointer", so from_bytes would be more explanatory.
looks great, thanks!
I'm currently trying to implement animated images with my project, but the whole overhead that set_button_image introduces makes it impossible. But write_button_image is also blocked since there's no way to construct DeviceImage struct outside of the crate. So I'm requesting this change, so projects like mine can manually prepare a valid byte buffer and push it to streamdeck with this library.