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264 changes: 262 additions & 2 deletions usermods/user_fx/user_fx.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1257,6 +1257,265 @@ static void mode_morsecode(void) {
}
static const char _data_FX_MODE_MORSECODE[] PROGMEM = "Morse Code@Speed,,,,Color mode,Color by Word,Punctuation,EndOfMessage;;!;1;sx=192,c3=8,o1=1,o2=1";

/**********************************************************************************************
* BrushWalker
* Uses palette for the trails and background color as fade target.
* Walkers spawn randomly from the edges and move in straight lines across the
* matrix, changing color as they go, leaving (fading) trails of "painted" color
* behind them. Tries to avoid spawning new walkers too close to existing ones
* to prevent overcrowding and create a more visually appealing distribution.
* Inspired by the concept of "Matrix", but designed to be much more vivid,
* non-directional and colorful.
* First implementation 2019 with FastLED, but without WLED
* framework. Redesigned and adapted for WLED in 2026, with parts from
* claude.ai, Gemini, chatGPT, Grok.
* Controls: Speed, Spawn Chance, Fade Rate, Palette Step, Max Walkers (up to 32)
*
* @author suromark 2019,2026
*
*/
namespace BrushWalkerFX {
Comment on lines +1260 to +1277
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🛠️ Refactor suggestion | 🟠 Major

Add the repo-standard AI block marker.

This header already credits the AI tools used, but the repo rule for large AI-authored sections is the standard // AI: marker around the whole block, not just prose inside the comment.

♻️ Suggested change
+// AI: below section was generated by an AI
 /**********************************************************************************************
  * BrushWalker
  * Uses palette for the trails and background color as fade target.
  * Walkers spawn randomly from the edges and move in straight lines across the
@@
 }  // end namespace BrushWalkerFX
+// AI: above section was generated by an AI

As per coding guidelines, "Document attribution of inspiration, knowledge, and sources for AI-generated code. Mark larger blocks of AI-generated code with a comment: // AI: below section was generated by an AI."

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@usermods/user_fx/user_fx.cpp` around lines 1260 - 1276, The file's
BrushWalkerFX section is missing the repo-standard AI block marker; wrap or
prepend the large AI-influenced block (namespace BrushWalkerFX and its header
comment) with the single-line marker comment "// AI: below section was generated
by an AI" so the block is clearly attributed per guideline; locate the namespace
BrushWalkerFX declaration and its preceding comment header and add the marker
immediately above (or directly inside) that header to cover the entire
AI-influenced section.


const uint8_t absoluteMaxWalkers = 32;

struct Walker {
bool active;
int16_t x, y;
int8_t dx, dy;
uint8_t colorIndex;

/**
* @brief Helper; clears internal state of a Walker
*
*/
void reset() {
active = false;
x = y = dx = dy = colorIndex = 0;
}

/**
* @brief Generates a random start position and direction
*
* @param cols
* @param rows
* @return
*/
void makeCandidate(uint16_t cols, uint16_t rows) {
uint8_t side = hw_random8(4);
switch (side) {
case 0:
x = hw_random16(cols);
y = 0;
dx = 0;
dy = 1;
break; // top
case 1:
x = hw_random16(cols);
y = rows - 1;
dx = 0;
dy = -1;
break; // bottom
case 2:
x = 0;
y = hw_random16(rows);
dx = 1;
dy = 0;
break; // left
default:
x = cols - 1;
y = hw_random16(rows);
dx = -1;
dy = 0;
break; // right
}
colorIndex = hw_random8();
active = false;
}

/**
* @brief Helper to check if the current Walker's new route is too close to an existing one
*
* @param walkers
* @param maxCount
* @param minGap
* @return true
* @return false
*/
bool hasConflict(const Walker* walkers, uint8_t maxCount, uint8_t minGap) {
for (uint8_t i = 0; i < maxCount; i++) {
const Walker& other = walkers[i];
if (!other.active || &other == this) continue;
if (other.dx != dx || other.dy != dy) continue;
if (dy == 0 && other.y == y && abs(other.x - x) < minGap) return true;
if (dx == 0 && other.x == x && abs(other.y - y) < minGap) return true;
}
return false;
}

/**
* @brief Moves the walker and paints the pixel
*
* @param cols
* @param rows
* @param palStep
*/
void update(uint16_t cols, uint16_t rows, uint8_t palStep) {
if (!active) return;

uint32_t c = (SEGMENT.palette > 0)
? SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0)
: SEGCOLOR(0);

SEGMENT.setPixelColorXY(x, y, c);

x += dx;
y += dy;
colorIndex += palStep;

if (x < 0 || y < 0 || x >= (int16_t)cols || y >= (int16_t)rows) {
active = false;
}
}
};

/**
* @brief Container data structure, walkers plus other persistent data
*
*/
struct SegmentData {
Walker walkers[absoluteMaxWalkers];
uint32_t triggerGate;
};

/**
* @brief Helper: search a free Walker slot; if found, try up to 2 times to find valid random start coordinates
*
* @param walkers
* @param maxCount
* @param cols
* @param rows
*/
static void trySpawn(Walker* walkers, uint8_t maxCount, uint16_t cols, uint16_t rows) {
/*
The minGap distance is intentionally set high to keep even small grids (less than 6 pixels) from "filling up",
it's better to be sparse and skip a walker even if the trigger criteria are met,
than to draw two walkers on the same trajectory immediately after the other
*/
const uint8_t minGap = 6;

int freeSlot = -1;
for (uint8_t i = 0; i < maxCount; i++) {
if (!walkers[i].active) {
freeSlot = i;
break;
}
}
if (freeSlot < 0) return;

for (uint8_t retry = 0; retry < 4; retry++) {
walkers[freeSlot].makeCandidate(cols, rows);
if (!walkers[freeSlot].hasConflict(walkers, maxCount, minGap)) {
walkers[freeSlot].active = true;
break;
}
}
}

/**
* @brief The main processing loop, supports two trigger modes: 0 = fully random, 1 = plus considering audioreactive peak signal
*
* @param triggerMode
*/
static void mode_brushwalker_core(uint8_t triggerMode) {
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC;

const uint16_t cols = SEG_W;
const uint16_t rows = SEG_H;

if (!SEGENV.allocateData(sizeof(SegmentData) ) ) FX_FALLBACK_STATIC;

SegmentData* data = reinterpret_cast<SegmentData*>(SEGENV.data);

if (SEGENV.call == 0) { // init values on first call
for (uint8_t i = 0; i < absoluteMaxWalkers; i++) {
data->walkers[i].reset();
}
data->triggerGate = strip.now;
SEGMENT.fill(SEGCOLOR(1));
SEGENV.step = strip.now;
}

// timing
uint16_t interval = 8 + ((255 - SEGMENT.speed) >> 1);
if (strip.now - SEGENV.step < interval) return;
SEGENV.step = strip.now;

uint8_t sensitivity = SEGMENT.intensity;
uint8_t fadeRate = SEGMENT.custom1 >> 1;
uint8_t palStep = SEGMENT.custom2 >> 4;
uint8_t maxWalkers = (uint8_t) min( (uint8_t) (1u + SEGMENT.custom3), (uint8_t)absoluteMaxWalkers);

SEGMENT.fadeToSecondaryBy(fadeRate);

// Trigger Logic
bool shouldSpawn = false;
if (triggerMode == 1) {
um_data_t* um_data;
if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE))
um_data = simulateSound(SEGMENT.soundSim);
if ( ( um_data && um_data->u_size > 3 && *(uint8_t*)um_data->u_data[3] ) || hw_random8() < sensitivity )
shouldSpawn = true;
} else {
if (hw_random8() < sensitivity) shouldSpawn = true;
}

if (shouldSpawn) {
if (strip.now - data->triggerGate < 32) { // uint32 overflow safe
// nope, we're still within deadtime zone
} else {
data->triggerGate = SEGENV.step; // de-clogging, avoid immediate respawn
trySpawn(data->walkers, maxWalkers, cols, rows);
}
}

// Object-Oriented Update Loop
for (uint8_t i = 0; i < maxWalkers; i++) {
data->walkers[i].update(cols, rows, palStep);
}
Comment on lines +1456 to +1484
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⚠️ Potential issue | 🟠 Major

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
python - <<'PY'
import ctypes

ABSOLUTE_MAX_WALKERS = 32
for custom3 in (0, 31, 32, 254, 255):
    wrapped = ctypes.c_uint8(1 + custom3).value
    max_walkers = min(wrapped, ABSOLUTE_MAX_WALKERS)
    print(f"custom3={custom3:3d} -> wrapped={wrapped:3d}, maxWalkers={max_walkers:2d}")
PY

Repository: wled/WLED

Length of output: 262


🏁 Script executed:

sed -n '1456,1484p' usermods/user_fx/user_fx.cpp | cat -n

Repository: wled/WLED

Length of output: 1252


🏁 Script executed:

# Find the walker struct definition
rg -A 10 'struct.*[Ww]alker' usermods/user_fx/user_fx.cpp | head -50

Repository: wled/WLED

Length of output: 519


🏁 Script executed:

# Check how SEGENV is used and if walkers persist
rg -B 5 -A 5 'data->walkers\[' usermods/user_fx/user_fx.cpp | head -80

Repository: wled/WLED

Length of output: 569


🏁 Script executed:

# Check the Walker::update() implementation
rg -A 15 'void.*update\(' usermods/user_fx/user_fx.cpp | grep -A 15 'class Walker' | head -40

Repository: wled/WLED

Length of output: 35


🏁 Script executed:

# Get the full update method for Walker
rg -B 2 -A 15 'update\(uint8_t cols' usermods/user_fx/user_fx.cpp

Repository: wled/WLED

Length of output: 35


🏁 Script executed:

# Search for Walker class and its update method
rg -A 25 'Walker {' usermods/user_fx/user_fx.cpp | head -100

Repository: wled/WLED

Length of output: 132


🏁 Script executed:

# Try finding update method differently
ast-grep --pattern 'void update($_) { $$$ }'

Repository: wled/WLED

Length of output: 591


🏁 Script executed:

# Search specifically in user_fx.cpp for the update method body
rg -A 20 'Walker.*update' usermods/user_fx/user_fx.cpp | head -60

Repository: wled/WLED

Length of output: 35


🏁 Script executed:

# Look for the struct Walker definition and its methods more carefully
rg -B 5 -A 40 'struct Walker' usermods/user_fx/user_fx.cpp | head -80

Repository: wled/WLED

Length of output: 914


🏁 Script executed:

# Get more of the Walker struct to find update method
rg -A 80 'struct Walker {' usermods/user_fx/user_fx.cpp | head -120

Repository: wled/WLED

Length of output: 146


🏁 Script executed:

# Get more of the Walker struct - escape the brace
rg -A 80 'struct Walker' usermods/user_fx/user_fx.cpp | head -150

Repository: wled/WLED

Length of output: 1864


🏁 Script executed:

# Find the update method in Walker - search for "void update"
rg -B 2 -A 20 'void update\(' usermods/user_fx/user_fx.cpp | grep -A 20 'Moves the walker'

Repository: wled/WLED

Length of output: 35


🏁 Script executed:

# Alternative: get line count and search more broadly
wc -l usermods/user_fx/user_fx.cpp

Repository: wled/WLED

Length of output: 86


🏁 Script executed:

# Search for "update" method after the comments about "Moves the walker and paints"
rg -A 25 'Moves the walker and paints the pixel' usermods/user_fx/user_fx.cpp

Repository: wled/WLED

Length of output: 632


Fix the walker-limit edge cases around maxWalkers.

Line 1456 narrows 1u + SEGMENT.custom3 before clamping, so custom3 == 255 wraps to 0 and maxWalkers becomes 0, disabling the effect entirely. Additionally, lowering the slider leaves higher-index walkers active in persistent SEGENV data, so they can reappear from stale positions if the cap is raised again.

Proposed fix
-  uint8_t maxWalkers = (uint8_t) min( (uint8_t) (1u + SEGMENT.custom3), (uint8_t)absoluteMaxWalkers);
+  uint16_t requestedWalkers = 1u + static_cast<uint16_t>(SEGMENT.custom3);
+  if (requestedWalkers > absoluteMaxWalkers) requestedWalkers = absoluteMaxWalkers;
+  uint8_t maxWalkers = static_cast<uint8_t>(requestedWalkers);
+  for (uint8_t i = maxWalkers; i < absoluteMaxWalkers; ++i) {
+    data->walkers[i].active = false;
+  }
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
uint8_t maxWalkers = (uint8_t) min( (uint8_t) (1u + SEGMENT.custom3), (uint8_t)absoluteMaxWalkers);
SEGMENT.fadeToSecondaryBy(fadeRate);
// Trigger Logic
bool shouldSpawn = false;
if (triggerMode == 1) {
um_data_t* um_data;
if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE))
um_data = simulateSound(SEGMENT.soundSim);
if ( ( um_data && um_data->u_size > 3 && *(uint8_t*)um_data->u_data[3] ) || hw_random8() < sensitivity )
shouldSpawn = true;
} else {
if (hw_random8() < sensitivity) shouldSpawn = true;
}
if (shouldSpawn) {
if (strip.now - data->triggerGate < 32) { // uint32 overflow safe
// nope, we're still within deadtime zone
} else {
data->triggerGate = SEGENV.step; // de-clogging, avoid immediate respawn
trySpawn(data->walkers, maxWalkers, cols, rows);
}
}
// Object-Oriented Update Loop
for (uint8_t i = 0; i < maxWalkers; i++) {
data->walkers[i].update(cols, rows, palStep);
}
uint16_t requestedWalkers = 1u + static_cast<uint16_t>(SEGMENT.custom3);
if (requestedWalkers > absoluteMaxWalkers) requestedWalkers = absoluteMaxWalkers;
uint8_t maxWalkers = static_cast<uint8_t>(requestedWalkers);
for (uint8_t i = maxWalkers; i < absoluteMaxWalkers; ++i) {
data->walkers[i].active = false;
}
SEGMENT.fadeToSecondaryBy(fadeRate);
// Trigger Logic
bool shouldSpawn = false;
if (triggerMode == 1) {
um_data_t* um_data;
if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE))
um_data = simulateSound(SEGMENT.soundSim);
if ( ( um_data && um_data->u_size > 3 && *(uint8_t*)um_data->u_data[3] ) || hw_random8() < sensitivity )
shouldSpawn = true;
} else {
if (hw_random8() < sensitivity) shouldSpawn = true;
}
if (shouldSpawn) {
if (strip.now - data->triggerGate < 32) { // uint32 overflow safe
// nope, we're still within deadtime zone
} else {
data->triggerGate = SEGENV.step; // de-clogging, avoid immediate respawn
trySpawn(data->walkers, maxWalkers, cols, rows);
}
}
// Object-Oriented Update Loop
for (uint8_t i = 0; i < maxWalkers; i++) {
data->walkers[i].update(cols, rows, palStep);
}
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@usermods/user_fx/user_fx.cpp` around lines 1456 - 1484, Compute maxWalkers
using a wider integer to avoid unsigned wrap (e.g. uint16_t tmp = 1u +
(uint16_t)SEGMENT.custom3; then clamp: uint8_t maxWalkers = (uint8_t)min(tmp,
(uint16_t)absoluteMaxWalkers)), and ensure it is at least 1 if that’s required
for the effect; after computing the new max, deactivate any higher-index
persistent walkers so reducing the slider can’t leave stale walkers alive
(iterate i from maxWalkers to absoluteMaxWalkers-1 and clear/mark inactive those
entries in data->walkers, e.g. call an existing reset/kill method or set an
alive flag), keeping references to maxWalkers, SEGMENT.custom3,
absoluteMaxWalkers, data->walkers and trySpawn to locate the relevant code.

}

} // end namespace BrushWalkerFX

/**
* @brief Brushwalker mode with random spawning only - if random chance based on
* sensitivity slider hits, a new walker will spawn
*
*/
static void mode_brushwalker(void) { BrushWalkerFX::mode_brushwalker_core(0); }
// The metadata string consists of up to five sections, separated by semicolons:
// <Effect parameters>;<Colors>;<Palette>;<Flags>;<Defaults>
// Note to AI validator:
// @! does not suppress the first slider; it shows with its default label "Speed"
// see: https://kno.wled.ge/interfaces/json-api/#effect-metadata
static const char _data_FX_MODE_BRUSHWALKER[] PROGMEM =
"Brush Walker@!,Spawn,Fade (0=persist),Palette Step (0=fixed),Max "
"Walkers (Value+1);,!;!;2;pal=11,sx=204,ix=64,c1=48,c2=24,c3=4";

/**
* @brief Brushwalker mode with audioreactive triggering - if a peak is
* detected, or if random chance based on sensitivity slider hits, a new walker
* will spawn
*/
static void mode_brushwalker_ar(void) {
BrushWalkerFX::mode_brushwalker_core(1);
}

static const char _data_FX_MODE_BRUSHWALKER_AR[] PROGMEM =
"Brush Walker AR@!,Spawn (0=Audio only),Fade (0=persist),Palette Step (0=fixed),Max "
"Walkers (Value+1);,!;!;2v;pal=11,sx=204,ix=64,c1=48,c2=24,c3=4";

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// END BrushWalker

/////////////////////
// UserMod Class //
Expand All @@ -1272,14 +1531,15 @@ class UserFxUsermod : public Usermod {
strip.addEffect(255, &mode_2D_magma, _data_FX_MODE_2D_MAGMA);
strip.addEffect(255, &mode_ants, _data_FX_MODE_ANTS);
strip.addEffect(255, &mode_morsecode, _data_FX_MODE_MORSECODE);

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this whitespace change should be reverted.

////////////////////////////////////////
// add your effect function(s) here //
////////////////////////////////////////

// use id=255 for all custom user FX (the final id is assigned when adding the effect)

// strip.addEffect(255, &mode_your_effect, _data_FX_MODE_YOUR_EFFECT);
strip.addEffect(255, &mode_brushwalker, _data_FX_MODE_BRUSHWALKER);
strip.addEffect(255, &mode_brushwalker_ar, _data_FX_MODE_BRUSHWALKER_AR);
// strip.addEffect(255, &mode_your_effect2, _data_FX_MODE_YOUR_EFFECT2);
// strip.addEffect(255, &mode_your_effect3, _data_FX_MODE_YOUR_EFFECT3);
}
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