Where can I find documentation on all the functions for config?

Where can I find like basically an documentation for all the functions etc? I see them in the style editor in proffieconfig editor, but I want to see what each function does and how they work.

Like sort of an SDK docs or something.

i just open the .h files and read.

ProffieOS/functions.
All the files have a “Usage:” comment at the top.
Many are kinda cryptic, but you get used to it.
Glancing at the template descriptions and then playing in the editor is how to learn what they do.

I has started this way back in 2.8, maybe it helps a bit:

	1.	TEMPLATES SYNTAX SUMMARY: 
	2.	A compiled list of (mostly) all the style and transition templates in one place for easy reference. 
	3.	  
	4.	As of ProffieOS 2.8: 
	5.	  
	6.	Bump<BUMP_POSITION, BUMP_WIDTH_FRACTION> 
	7.	        // Returns different values for each LED, forming a bump shape. 
	8.	        // If BUMP_POSITION is 0, bump will be at the hilt. 
	9.	        // If BUMP_POSITION is 32768, the bump will be at the tip. 
	10.	        // If BUMP_WIDTH_FRACTION is 1, bump will be extremely narrow. 
	11.	        // If BUMP_WIDTH_FRACTION is 32768, it will fill up most/all of the blade. 
	12.	        // BUMP_POSITION, BUMP_WIDTH_FRACTION: INTEGER 
	13.	ChangeSlowly<F, SPEED> 
	14.	        // Changes F by no more than SPEED values per second. 
	15.	        // F, SPEED: INTEGER 
	16.	        // return value: INTEGER, same for all LEDs 
	17.	Ifon<A, B> 
	18.	        // Returns A if saber is on, B otherwise. 
	19.	        // A, B: INTEGER 
	20.	        // return value: INTEGER 
	21.	InOutFunc<OUT_MILLIS, IN_MILLIS> 
	22.	        // IN_MILLIS, OUT_MILLIS: a number 
	23.	        // RETURN VALUE: FUNCTION 
	24.	        // 0 when off, 32768 when on, takes OUT_MILLIS to go from 0 to 32768 
	25.	        // takes IN_MILLIS to go from 32768 to 0. 
	26.	Int<N> 
	27.	        // Returns N 
	28.	        // N: a number 
	29.	        // return value: INTEGER 
	30.	Scale<F, A, B> 
	31.	        // Changes values in range 0 - 32768 to A-B 
	32.	        // F, A, B: INTEGER 
	33.	        // return value: INTEGER 
	34.	Sin<RPM, LOW, HIGH> 
	35.	        // pulses between LOW - HIGH RPM times per minute 
	36.	        // LOW: INTEGER (defaults to Int<0>) 
	37.	        // HIGH: INTEGER (defaults to Int<32768>) 
	38.	        // RPM: INTEGER 
	39.	        // return value: INTEGER 
	40.	  
	41.	  
	42.	Trigger<EFFECT, FADE_IN_MILLIS, SUSTAIN_MILLIS, FADE_OUT_MILLIS> 
	43.	        // Normally returns 0, but when EFFECT occurs, it ramps up to 32768, 
	44.	        // stays there for SUSTAIN_MILLIS, then fades down to zero again. 
	45.	        // EFFECT: BladeEffectType 
	46.	        // FADE_IN_MILLIS: INTEGER 
	47.	        // SUSTAIN_MILLIS: INTEGER 
	48.	        // FADE_OUT_MILLIS: INTEGER 
	49.	        // return value: INTEGER 
	50.	  
	51.	—STYLES— 
	52.	  
	53.	AudioFlicker<colorA, colorB> 
	54.	        // blade modulated by current sound 
	55.	Blast<BASE, BLAST_COLOR, FADEOUT_MS(150), WAVE_SIZE(100), WAVE_MS(400)> 
	56.	        // blast with wave effect 
	57.	BlastFadeout<BASE, BLAST_COLOR, FADEOUT_MS> 
	58.	        // blast without wave effect, just like a full blade clash 
	59.	Blinking<colorA, colorB, BLINK_MILLIS, BLINK_PROMILLE(500)> 
	60.	        or: BlinkingX<colorA,colorB, BLINK_MILLIS_FUNC, BLINK_PROMILLE_FUNC> 
	61.	BrownNoiseFlicker<colorA, colorB, GRADE> 
	62.	    // Usage: BrownNoiseFlicker<A, B 
	63.	    // A, B: COLOR 
	64.	    // return value: COLOR 
	65.	    // Randomly selects between A and B, but keeps nearby 
	66.	    // pixels looking similar. 
	67.	ByteOrderStyle<BYTEORDER, COLOR> 
	68.	    // BYTEORDER: Color8::RGB, or one of the other byte orders 
	69.	    // COLOR: COLOR 
	70.	    // return value: COLOR 
	71.	    // This shuffles the RGB values around. It's meant to be used 
	72.	    // when you are mixing different kind of pixels on one string. 
	73.	    // While it's not recommended to do so, this should make it 
	74.	    // easier to compensate by re-ordering the channels.SimpleClash<BASE, CLASH_COLOR, CLASH_MILLIS> 
	75.	&style_charging 
	76.	    // return value: POINTER 
	77.	    // Charging blade style. 
	78.	    // Slowly pulsating battery indicator. 
	79.	  
	80.	ColorCycle<COLOR, PERCENT, RPM> 
	81.	        or: ColorCycle<COLOR, PERCENT, RPM, ON_COLOR, ON_PERCENT, ON_RPM, FADE_TIME_MILLIS> 
	82.	    // or: ColorCycle<COLOR, PERCENT, RPM, ON_COLOR, ON_PERCENT, ON_RPM, FADE_TIME_MILLIS> 
	83.	    // COLOR, ON_COLOR: COLOR 
	84.	    // RPM, PERCENT, ON_PERCENT, ON_RPM, FADE_TIME_MILLIS: a number 
	85.	    // return value: COLOR 
	86.	    // This is intended for a small ring of neopixels 
	87.	    // A section of the ring is lit at the specified color 
	88.	    // and rotates at the specified speed. The size of the 
	89.	    // lit up section is defined by "percentage". 
	90.	ColorSequence<MILLIS_PER_COLOR, COLOR1, COLOR2, ….> 
	91.	  
	92.	Cylon<COLOR, PERCENT, RPM> 
	93.	     or: ColorCycle<COLOR, PERCENT, RPM, ON_COLOR, ON_PERCENT, ON_RPM, FADE_TIME_MILLIS> 
	94.	    // COLOR, ON_COLOR: COLOR 
	95.	    // RPM, PERCENT, ON_PERCENT, ON_RPM, FADE_TIME_MILLIS: a number 
	96.	    // return value: COLOR 
	97.	    // Cylon/Knight Rider effect, a section of the strip is 
	98.	    // lit up and moves back and forth. Speed, color and fraction 
	99.	    // illuminated can be configured separately for on and off 
	100.	    // states. 
	101.	Gradient<colorA, colorB> 
	102.	        or: Gradient<colorA, colorB, colorC, …> 
	103.	HumpFlicker<colorA, colorB, HUMP_WIDTH> 
	104.	IgnitionDelay<DELAY_MILLIS, BASE> 
	105.	InOutHelperX<BASE, EXTENSION, RETRACTION,OFF_COLOR> 
	106.	InOutSparkTip<BASE, OUT_MILLIS, IN_MILLIS, SPARK_COLOR> 
	107.	LocalizedClash<Base, Clash_color, LENGTH_MILLIS, BLADE_PERCENTAGE> 
	108.	Lockup<BASE, LOCKUP_COLOR, DRAG_COLOR> 
	109.	Mix<colorA, colorB, F> 
	110.	        // mix between A and B using function F. 
	111.	        // F = 0 -> return A, F = 16384 -> return (A+B)/2, F = 32768 -> return B 
	112.	OnSpark<BASE, SPARK_COLOR, MILLIS> 
	113.	OriginalBlast<BASE, BLAST_COLOR> 
	114.	        // Blast with wave, but wave has BrownNoiseFlicker 
	115.	Pulsing<colorA, colorB, PULSE_MILLIS> 
	116.	        or: Pulsing<colorA, colorB, PULSE_MILLIS_FUNC> 
	117.	RandomBlink<MILLIHZ, COLOR1, COLOR2> 
	118.	        or: RandomBlinkX<MILLIHZ_CLASS, COLOR1, COLOR2> 
	119.	RandomFlicker<colorA, colorB> 
	120.	RandomPerLEDFlicker<colorA, colorB> 
	121.	RgbCycle (no arguments) 
	122.	        // return value: COLOR 
	123.	        // Very fast Red, Green, Blue cycle, result should essentially be white 
	124.	        // until you start swinging it around. 
	125.	Rgb<R, G, B> 
	126.	        return value: COLOR 
	127.	Sequence<COLOR1, COLOR2, int millis_per_bits, int bits, 0b0000000000000000, ....> 
	128.	SimpleClash<BASE, CLASH_COLOR, CLASH_MILLIS> 
	129.	    // BASE: COLOR 
	130.	    // CLASH_COLOR: COLOR (defaults to white) 
	131.	    // CLASH_MILLIS: a number (defaults to 40) 
	132.	    // return value: COLOR 
	133.	    // Turns the blade to CLASH_COLOR for CLASH_MILLIS millseconds 
	134.	    // when a clash occurs. 
	135.	Sparkle<BASE, SPARKLE_COLOR, SPARK_CHANCE_PROMILLE, SPARK_INTENSITY> 
	136.	Stripes<WIDTH, SPEED, COLOR1, COLOR2, ... > 
	137.	Strobe<BASE, STROBE_COLOR, STROBE_FREQUENCY, STROBE_MILLIS> 
	138.	        or: StrobeX<BASE, STROBE_COLOR, STROBE_FREQUENCY_FUNC, STROBE_MILLIS_FUNC> 
	139.	StylePtr<BLADE> 
	140.	        // blade style gets wrapped in this class 
	141.	  
	142.	  
	143.	As of ProffieOS 3.6 BETA: 
	144.	  
	145.	—STYLES— 
	146.	  
	147.	RetractionDelay<DELAY_MILLIS, BASE> 
	148.	ColorChange<TRANSITION, COLORS> 
	149.	RotateColorsX<ROTATION, COLOR> 
	150.	        // ROTATION specifies how much to rotate the color in HSV (color wheel) space. 
	151.	        //  0 = none, 32768 = 360degrees 
	152.	TransitionEffect<COLOR, EFFECT_COLOR, TRANSITION1, TRANSITION2, EFFECT> 
	153.	    // COLOR, EFFECT_COLOR: COLOR 
	154.	    // TRANSITION1, TRANSITION2 : TRANSITION 
	155.	    // EFFECT: effect type 
	156.	    // return value: COLOR 
	157.	    // When the specified EFFECT happens (clash/blast/etc.) transition from COLOR to 
	158.	    // EFFECT_COLOR using TRANSITION1. Then transition back using TRANSITION2. 
	159.	  
	160.	TransitionLoop<COLOR, TRANSITION> 
	161.	        // Continuously transitions COLOR to COLOR 
	162.	        // Makes more sense if TRANSITION is a TrConcat, as this will 
	163.	        // transition to/from the intermediate steps in a loop. 
	164.	  
	165.	—TRANSITIONS— (Insert these where it says TRANSITION in a template) (Not sure about how to integrate Functions) 
	166.	  
	167.	InOutTr<BASE, OUT_TRANSITION, IN_TRANSITION, OFF_COLOR> 
	168.	        // Similar to InOutHelper<>, but uses configurable transitions 
	169.	        // to go to and from the BASE to the OFF_COLOR. 
	170.	TrFadeX<MILLIS_FUNCTION, N> 
	171.	    or: TrFade<MILLIS, N> 
	172.	        // MILLIS_FUNCTION: FUNCTION 
	173.	        // MILLIS: a number 
	174.	        // N: a number 
	175.	        // Transitions back and forth between the two colors several times. (As specified by N). 
	176.	        // If N is 0, it's equal to TrFade. If N is 1 it transitions A-B-A-B, if N is 2, it is A-B-A-B-A-B, and so on. 
	177.	TrColorCycle<MILLIS, START_RPM, END_RPM> 
	178.	        // MILLS:  number 
	179.	        // START_RPM: a number (defaults to 0) 
	180.	        // END_RPM: a number (defaults to 6000) 
	181.	        // return value: COLOR 
	182.	        // Tron-like transition. 
	183.	TrConcat<TRANSITION, INTERMEDIATE, TRANSITION, ...> 
	184.	        // TRANSITION: TRANSITION 
	185.	        // INTERMEDIATE: COLOR 
	186.	        // Concatenates (combines) any number of transitions. In between each transition, 
	187.	        //we need an intermediate color to transition to. 
	188.	TrDelayX<MILLIS_FUNCTION> 
	189.	    or: TrDelay<MILLIS> 
	190.	        // MILLIS_FUNCTION: FUNCTION 
	191.	        // MILLIS: a number 
	192.	        // Waits for the specified number of milliseconds, then transitions 
	193.	        // to second color. Meant to be used with TrConcat 
	194.	TrFadeX<MILLIS_FUNCTION> 
	195.	    or: TrFade<MILLIS> 
	196.	        // MILLIS_FUNCTION: FUNCTION 
	197.	        // MILLIS: a number 
	198.	        // Linear fading between two colors in specified number of milliseconds. 
	199.	TrInstant 
	200.	        // Instant Transition 
	201.	TrJoin<TR1, TR2, ...> 
	202.	        // TR1, TR2: TRANSITION 
	203.	        // A little hard to explain, but all the specified transitions are run in parallel. 
	204.	        //Basically, we chain transitions like ((A TR1 B) TR2 B) 
	205.	TrJoinR<TR1, TR2, ...> 
	206.	        // Similar to TrJoin, but transitions are chained to the right instead of to the left. 
	207.	        // Like: (A TR2 (A TR1 B)) 
	208.	TrRandom<TR1, TR2, ...> 
	209.	        // TR1, TR2: TRANSITION 
	210.	        // Each time a new transition is started, a random transition is picked from 
	211.	        // the specified list of transitions. 
	212.	TrSmoothFadeX<MILLIS_FUNCTION>
	213.	
	⁃	// or: TrSmoothFade<MILLIS>
	⁃	// MILLIS_FUNCTION: FUNCTION
	⁃	// MILLIS: a number
	⁃	// return value: TRANSITION
	⁃	// Similar to TrFade, but uses a cubic fading function
	214.	// so fading starts slow, speeds up in the middle, then
	215.	// slows down at the end.
	216.	
	217.	TrWipeX<MILLIS_FUNCTION> 
	218.	    or: TrWipe<MILLIS> 
	219.	        // MILLIS_FUNCTION: FUNCTION 
	220.	        // MILLIS: a number 
	221.	        // Similar to saber ignition. In the beginning entire blade is color A, 
	222.	        // then color B starts at the base and extends up to the tip of the blade 
	223.	        // in the specified number of milliseconds. 
	224.	TrWipeInX<MILLIS_FUNCTION> 
	225.	    or: TrWipeIn<MILLIS> 
	226.	        // Like TrWipe, but from tip to base. 
	227.	 	  
	233.	  
	234.	  
	235.	—FUNCTIONS— 
	236.	  
	237.	SmoothStep<POS, WIDTH> 
	238.	        // POS, WIDTH: FUNCTION 
	239.	        // POS: specifies the middle of the smoothstep, 0 = base of blade, 32768=tip 
	240.	        // WIDTH: witdth of transition, 0 = no transition, 32768 = length of blade 
	241.	        // Example: SmoothStep<Int<16384>, Int<16384>> returns 0 up until 25% of the blade. 
	242.	        // From there it has a smooth transition to 32768, which will be reached at 75% of the blade. 
	243.	        // If WIDTH is negative, the transition will go the other way. 
	244.	SmoothSoundLevel 
	245.	        // Returns 0-32768 based on sound level. 
	246.	        // returned value: INTEGER 
	247.	NoisySoundLevel 
	248.	        // Returns 0-32768 based on sound level. 
	249.	        // returned value: INTEGER 
	250.	SwingSpeed<MAX> 
	251.	        // Returns 0-32768 based on swing speed 
	252.	        // returned value: INTEGER 
	253.	  
	254.	  
	255.	  
	256.	## Additional new Styles in sa22c CC fork release: 
	257.	  
	258.	- Flare<Base_color, Flare_color, Flare Width> 
	259.	- Stab<Base_color, Stab_Color(White), Stab_millis(500), Stab_width(50)> 
	260.	  
	261.	- LocalizedLockup<Base, Lockup_color, Drag_color, Block_color, Lockup Walk (200ms), Lockup Width (50% of blade), Block Walk (50ms), Block Width (20size), Drag Width (30%)> Localized Lockup and Force Lightning Lockup (Block) animation effects based on Fett263’s Dual Lockup mod in a single compact style to create a super easy implantation, greatly reducing style sizes – I really want to call attention to the work Matt did on this, this was a very complex and painstaking amount of work to create this excellent update to the effects. 
	262.	  
	263.	- ColorChange<COLORS...> = 
	264.	List as many colors (or effects) within the style and advance through list using "on-the-fly" change. 
	265.	Example = ColorChange<Red,Orange,Yellow,Green,DeepSkyBlue,Blue,Pink,Magenta> 
	266.	  
	267.	- ColorChangeFade<TRANSITION (ms), COLORS...> = 
	268.	List as many colors (or effects) within the style and advance through list using "on-the-fly" change. Each color will fade into the next over the TRANSITION TIME (ms). 
	269.	Example = ColorChangeFade<400,Red,Orange,Yellow,Green,DeepSkyBlue,Blue,Pink,Magenta> (fade will take 400ms per color) 
	270.	  
	271.	- EffectScroll<DISPLAY (ms), COLORS...> = 
	272.	List as many colors (or effects) within the style and advance through list using "scroll/select". To change colors/effects activate "Scroll Mode" and continously advance through the list with each item showing for DISPLAY (ms) until you "Select". Shorter display times will act as a quick menu, longer display times will allow the Scroll Mode to act like a DEMO Mode, which can be entered or exited at will. 
	273.	  
	274.	- ColorScroll<DISPLAY (ms), COLORS...> = 
	275.	List as many colors (or effects) within the style and advance through list using "on-the-fly" change OR "scroll/select". Each "on-the-fly" change will advance through the list one at a time OR activate "Scroll Mode" and continuously advance through the list with each item showing for DISPLAY (ms) until you "Select". Shorter display times will act as a quick menu, longer display times will allow the Scroll Mode to act like a DEMO Mode, which can be entered or exited at will. 
	276.	  
	277.	- ChangeSpark<Base, Spark_color, Transition (ms)> 
	278.	ChangeSpark allows a Color or Effect to be implemented with “on-the-fly” color change effects.  The Spark color/effect will display and fade over the Transition Time every time the Color Change Effect is activated to add additional “accents” to your color change styles. 
	279.	  
	280.	- EndSpark<Base, Spark_color, Transition (ms)> 
	281.	EndSpark allows a Color or Effect to be implemented anytime a Lockup is ended, the color/effect will display and fade over the Transition Time to mimic the blade normalizing or cooling off. 
	282.	  
	283.	- OffSpark<Base, Spark_color, Transition (ms)> 
	284.	OffSpark allows a Color or Effect to be implemented during blade retraction, the color/effect will display and fade over the Transition Time to mimic the blade normalizing or cooling off, when used with an InOutHelper you will want to allow adequate retraction time for the effect to display. 
	285.	  
	286.	- 
	287.	  
	288.	—————— 
	289.	  
	290.	undocumented yet: 
	291.	  
	292.	StyleFire 
	293.	many more…. 

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It’s been on my todo list for a while to add a page for each style to the POD:

At first, the info could just be copied from the .h files, but then we can add better explanations, examples and images or animations as well.

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Actually, I just found a more recent version(s) as of 7.13 that I did broken into functions, styles, and transitions:
https://www.dropbox.com/scl/fo/xr2p1aexsunptbzqezepa/AP7MqtjquLYx9LtfGRyFb1w?rlkey=fk275wgy7an30j2xthkr8ev5k&dl=0

Thank you guys, perfect! Didn’t realize all the code was commented. Exactly what I was looking for :slight_smile:

now we just need to get this stuff someplace visible / easy to access / rated on Google so searches find it.

I’ve also got this in the works

I am a mere commoner who does not have access to such things :laughing:

Neat that you’re working on that though. Maybe in the future there’ll be a way for people without licenses to use custom GPTs.

You can’t access that? It’s set to “Anyone with the link”

Nope. You have to have a paid account.

Not paid.
I’m just created a dummy account from scratch then once in, it works fine.

I have an OpenAI account (and am logged in). It gives a “sign up or log in” button which opens up an upgrade prompt once clicked.

In the feature list it has “Create and use custom GPTs” as a paid feature.