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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Windows.Media;
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using System.Windows.Threading;
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using SMXJSON;
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namespace smx_config
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{
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// Track whether we're configuring one pad or both at once.
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static class ActivePad
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{
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public enum SelectedPad {
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P1,
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P2,
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Both,
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};
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// The actual pad selection. This defaults to both, and doesn't change if
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// only one pad is selected. We don't actually show "both" in the dropdown
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// unless two pads are connected, but the underlying setting remains.
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public static SelectedPad selectedPad = SelectedPad.Both;
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// A shortcut for when a LoadFromConfigDelegateArgs isn't available:
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public static IEnumerable<Tuple<int, SMX.SMXConfig>> ActivePads()
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{
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// In case we're called in design mode, just return an empty list.
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if(CurrentSMXDevice.singleton == null)
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return new List<Tuple<int, SMX.SMXConfig>>();
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return ActivePads(CurrentSMXDevice.singleton.GetState());
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}
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// Yield each connected pad which is currently active for configuration.
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public static IEnumerable<Tuple<int, SMX.SMXConfig>> ActivePads(LoadFromConfigDelegateArgs args)
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{
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bool Pad1Connected = args.controller[0].info.connected;
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bool Pad2Connected = args.controller[1].info.connected;
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// If both pads are connected and a single pad is selected, ignore the deselected pad.
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if(Pad1Connected && Pad2Connected)
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{
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if(selectedPad == SelectedPad.P1)
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Pad2Connected = false;
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if(selectedPad == SelectedPad.P2)
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Pad1Connected = false;
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}
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if(Pad1Connected)
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yield return Tuple.Create(0, args.controller[0].config);
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if(Pad2Connected)
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yield return Tuple.Create(1, args.controller[1].config);
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}
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// We know the selected pads are synced if there are two active, and when refreshing a
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// UI we just want one of them to set the UI to. For convenience, return the first one.
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public static SMX.SMXConfig GetFirstActivePadConfig(LoadFromConfigDelegateArgs args)
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{
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foreach(Tuple<int,SMX.SMXConfig> activePad in ActivePads(args))
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return activePad.Item2;
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// There aren't any pads connected. Just return a dummy config, since the UI
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// isn't visible.
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return new SMX.SMXConfig();
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}
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public static SMX.SMXConfig GetFirstActivePadConfig()
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{
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return GetFirstActivePadConfig(CurrentSMXDevice.singleton.GetState());
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}
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}
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static class Helpers
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{
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// Return true if we're in debug mode.
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public static bool GetDebug()
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{
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foreach(string arg in Environment.GetCommandLineArgs())
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{
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if(arg == "-d")
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return true;
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}
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return false;
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}
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// Return the last Win32 error as a string.
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public static string GetLastWin32ErrorString()
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{
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int error = Marshal.GetLastWin32Error();
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if(error == 0)
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return "";
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return new System.ComponentModel.Win32Exception(error).Message;
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}
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// Work around Enumerable.SequenceEqual not checking if the arrays are null.
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public static bool SequenceEqual<TSource>(this IEnumerable<TSource> first, IEnumerable<TSource> second)
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{
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if(first == second)
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return true;
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if(first == null || second == null)
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return false;
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return Enumerable.SequenceEqual(first, second);
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}
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public static Color ColorFromFloatRGB(double r, double g, double b)
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{
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byte R = (byte) Math.Max(0, Math.Min(255, r * 255));
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byte G = (byte) Math.Max(0, Math.Min(255, g * 255));
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byte B = (byte) Math.Max(0, Math.Min(255, b * 255));
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return Color.FromRgb(R, G, B);
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}
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// Return a Color as an HTML color code.
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public static string ColorToString(Color color)
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{
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// WPF's Color.ToString() returns #AARRGGBB, which is just wrong. Alpha is always
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// last in HTML color codes. We don't need alpha, so just strip it off.
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return "#" + color.ToString().Substring(3);
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}
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// Parse #RRGGBB and return a Color, or white if the string isn't in the correct format.
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public static Color ParseColorString(string s)
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{
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// We only expect "#RRGGBB".
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if(s.Length != 7 || !s.StartsWith("#"))
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return Color.FromRgb(255,255,255);
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try {
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return (Color) ColorConverter.ConvertFromString(s);
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}
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catch(System.FormatException)
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{
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return Color.FromRgb(255,255,255);
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}
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}
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// Light values are actually in the range 0-170 and not 0-255, since higher values aren't
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// any brighter and just draw more power. The auto-lighting colors that we're configuring
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// need to be scaled to this range too, but show full range colors in the UI.
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readonly static double LightsScaleFactor = 0.666666f;
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static public Byte ScaleColor(Byte c)
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{
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return (Byte) Math.Round(c * LightsScaleFactor);
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}
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static public Byte UnscaleColor(Byte c)
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{
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Byte result = (Byte) Math.Round(Math.Min(255, c / LightsScaleFactor));
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// The color values we output are quantized, since we're scaling an 8-bit value.
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// This doesn't have any real effect, but it causes #FFFFFF in the settings export
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// file to be written out as #FDFDFD (which has the same value in hardware). Just
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// so the common value of white is clean, snap these values to 0xFF. The end result
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// will be the same.
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if(result >= 0xFD)
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return 0xFF;
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return result;
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}
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static public Color ScaleColor(Color c)
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{
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return Color.FromRgb(ScaleColor(c.R), ScaleColor(c.G), ScaleColor(c.B));
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}
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static public Color UnscaleColor(Color c)
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{
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return Color.FromRgb(UnscaleColor(c.R), UnscaleColor(c.G), UnscaleColor(c.B));
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}
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public static Color FromHSV(double H, double S, double V)
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{
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H = H % 360;
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S = Math.Max(0, Math.Min(1, S));
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V = Math.Max(0, Math.Min(1, V));
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if(H < 0)
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H += 360;
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H /= 60;
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if( S < 0.0001f )
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return ColorFromFloatRGB(V, V, V);
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double C = V * S;
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double X = C * (1 - Math.Abs((H % 2) - 1));
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Color ret;
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switch( (int) Math.Round(Math.Floor(H)) )
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{
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case 0: ret = ColorFromFloatRGB(C, X, 0); break;
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case 1: ret = ColorFromFloatRGB(X, C, 0); break;
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case 2: ret = ColorFromFloatRGB(0, C, X); break;
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case 3: ret = ColorFromFloatRGB(0, X, C); break;
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case 4: ret = ColorFromFloatRGB(X, 0, C); break;
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default: ret = ColorFromFloatRGB(C, 0, X); break;
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}
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ret -= ColorFromFloatRGB(C-V, C-V, C-V);
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return ret;
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}
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public static void ToHSV(Color c, out double h, out double s, out double v)
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{
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h = s = v = 0;
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if( c.R == 0 && c.G == 0 && c.B == 0 )
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return;
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double r = c.R / 255.0;
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double g = c.G / 255.0;
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double b = c.B / 255.0;
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double m = Math.Min(Math.Min(r, g), b);
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double M = Math.Max(Math.Max(r, g), b);
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double C = M - m;
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if( Math.Abs(r-g) < 0.0001f && Math.Abs(g-b) < 0.0001f ) // grey
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h = 0;
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else if( Math.Abs(r-M) < 0.0001f ) // M == R
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h = ((g - b)/C) % 6;
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else if( Math.Abs(g-M) < 0.0001f ) // M == G
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h = (b - r)/C + 2;
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else // M == B
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h = (r - g)/C + 4;
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h *= 60;
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if( h < 0 )
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h += 360;
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s = C / M;
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v = M;
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}
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// Read path. If an error is encountered, return "".
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public static string ReadFile(string path)
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{
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try {
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return System.IO.File.ReadAllText(path);
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}
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catch(System.IO.IOException)
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{
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return "";
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}
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}
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}
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// This class just makes it easier to assemble binary command packets.
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public class CommandBuffer
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{
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public void Write(string s)
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{
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char[] buf = s.ToCharArray();
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byte[] data = new byte[buf.Length];
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for(int i = 0; i < buf.Length; ++i)
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data[i] = (byte) buf[i];
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Write(data);
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}
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public void Write(byte[] s) { parts.AddLast(s); }
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public void Write(byte b) { Write(new byte[] { b }); }
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public void Write(char b) { Write((byte) b); }
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public byte[] Get()
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{
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int length = 0;
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foreach(byte[] part in parts)
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length += part.Length;
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byte[] result = new byte[length];
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int next = 0;
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foreach(byte[] part in parts)
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{
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Buffer.BlockCopy(part, 0, result, next, part.Length);
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next += part.Length;
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}
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return result;
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}
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private LinkedList<byte[]> parts = new LinkedList<byte[]>();
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};
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// When enabled, periodically set all lights to the current auto-lighting color. This
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// is enabled while manipulating the step color slider.
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class ShowAutoLightsColor
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{
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private DispatcherTimer LightsTimer;
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public ShowAutoLightsColor()
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{
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LightsTimer = new DispatcherTimer();
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// Run at 30fps.
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LightsTimer.Interval = new TimeSpan(0,0,0,0, 1000 / 33);
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LightsTimer.Tick += delegate(object sender, EventArgs e)
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{
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if(!LightsTimer.IsEnabled)
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return;
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AutoLightsColorRefreshColor();
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};
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}
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public void Start()
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{
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// To show the current color, send a lights command periodically. If we stop sending
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// this for a while the controller will return to auto-lights, which we won't want to
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// happen until AutoLightsColorEnd is called.
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if(LightsTimer.IsEnabled)
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return;
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// Don't wait for an interval to send the first update.
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//AutoLightsColorRefreshColor();
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LightsTimer.Start();
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}
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public void Stop()
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{
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LightsTimer.Stop();
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// Reenable auto-lights immediately, without waiting for lights to time out.
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SMX.SMX.ReenableAutoLights();
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}
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private void AutoLightsColorRefreshColor()
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{
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byte[] lights = new byte[864];
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CommandBuffer cmd = new CommandBuffer();
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for(int pad = 0; pad < 2; ++pad)
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{
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SMX.SMXConfig config;
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if(!SMX.SMX.GetConfig(pad, out config))
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continue;
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byte[] color = config.stepColor;
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for( int iPanel = 0; iPanel < 9; ++iPanel )
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{
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for( int i = 0; i < 16; ++i )
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{
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cmd.Write( color[iPanel*3+0] );
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cmd.Write( color[iPanel*3+1] );
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cmd.Write( color[iPanel*3+2] );
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}
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}
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}
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SMX.SMX.SetLights(cmd.Get());
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}
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};
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static class SMXHelpers
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{
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// Export configurable values in SMXConfig to a JSON string.
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public static string ExportSettingsToJSON(SMX.SMXConfig config)
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{
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Dictionary<string, Object> dict = new Dictionary<string, Object>();
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List<int> panelLowThresholds = new List<int>();
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panelLowThresholds.Add(config.panelThreshold0Low);
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panelLowThresholds.Add(config.panelThreshold1Low);
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panelLowThresholds.Add(config.panelThreshold2Low);
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panelLowThresholds.Add(config.panelThreshold3Low);
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panelLowThresholds.Add(config.panelThreshold4Low);
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panelLowThresholds.Add(config.panelThreshold5Low);
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panelLowThresholds.Add(config.panelThreshold6Low);
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panelLowThresholds.Add(config.panelThreshold7Low);
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panelLowThresholds.Add(config.panelThreshold8Low);
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dict.Add("panelLowThresholds", panelLowThresholds);
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List<int> panelHighThresholds = new List<int>();
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panelHighThresholds.Add(config.panelThreshold0High);
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panelHighThresholds.Add(config.panelThreshold1High);
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panelHighThresholds.Add(config.panelThreshold2High);
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panelHighThresholds.Add(config.panelThreshold3High);
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panelHighThresholds.Add(config.panelThreshold4High);
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panelHighThresholds.Add(config.panelThreshold5High);
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panelHighThresholds.Add(config.panelThreshold6High);
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panelHighThresholds.Add(config.panelThreshold7High);
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panelHighThresholds.Add(config.panelThreshold8High);
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dict.Add("panelHighThresholds", panelHighThresholds);
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// Store the enabled panel mask as a simple list of which panels are selected.
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bool[] enabledPanels = config.GetEnabledPanels();
|
|
|
|
List<int> enabledPanelList = new List<int>();
|
|
|
|
for(int panel = 0; panel < 9; ++panel)
|
|
|
|
{
|
|
|
|
if(enabledPanels[panel])
|
|
|
|
enabledPanelList.Add(panel);
|
|
|
|
}
|
|
|
|
dict.Add("enabledPanels", enabledPanelList);
|
|
|
|
|
|
|
|
// Store panel colors.
|
|
|
|
List<string> panelColors = new List<string>();
|
|
|
|
for(int PanelIndex = 0; PanelIndex < 9; ++PanelIndex)
|
|
|
|
{
|
|
|
|
// Scale colors from the hardware value back to the 0-255 value we use in the UI.
|
|
|
|
Color color = Color.FromRgb(config.stepColor[PanelIndex*3+0], config.stepColor[PanelIndex*3+1], config.stepColor[PanelIndex*3+2]);
|
|
|
|
color = Helpers.UnscaleColor(color);
|
|
|
|
panelColors.Add(Helpers.ColorToString(color));
|
|
|
|
}
|
|
|
|
dict.Add("panelColors", panelColors);
|
|
|
|
|
|
|
|
return SMXJSON.SerializeJSON.Serialize(dict);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Import a saved JSON configuration to an SMXConfig.
|
|
|
|
public static void ImportSettingsFromJSON(string json, ref SMX.SMXConfig config)
|
|
|
|
{
|
|
|
|
Dictionary<string, Object> dict = SMXJSON.ParseJSON.Parse<Dictionary<string, Object>>(json);
|
|
|
|
|
|
|
|
// Read the thresholds. If any values are missing, we'll leave the value in config alone.
|
|
|
|
List<Object> newPanelLowThresholds = dict.Get("panelLowThresholds", new List<Object>());
|
|
|
|
config.panelThreshold0Low = newPanelLowThresholds.Get(0, config.panelThreshold0Low);
|
|
|
|
config.panelThreshold1Low = newPanelLowThresholds.Get(1, config.panelThreshold1Low);
|
|
|
|
config.panelThreshold2Low = newPanelLowThresholds.Get(2, config.panelThreshold2Low);
|
|
|
|
config.panelThreshold3Low = newPanelLowThresholds.Get(3, config.panelThreshold3Low);
|
|
|
|
config.panelThreshold4Low = newPanelLowThresholds.Get(4, config.panelThreshold4Low);
|
|
|
|
config.panelThreshold5Low = newPanelLowThresholds.Get(5, config.panelThreshold5Low);
|
|
|
|
config.panelThreshold6Low = newPanelLowThresholds.Get(6, config.panelThreshold6Low);
|
|
|
|
config.panelThreshold7Low = newPanelLowThresholds.Get(7, config.panelThreshold7Low);
|
|
|
|
config.panelThreshold8Low = newPanelLowThresholds.Get(8, config.panelThreshold8Low);
|
|
|
|
|
|
|
|
List<Object> newPanelHighThresholds = dict.Get("panelHighThresholds", new List<Object>());
|
|
|
|
config.panelThreshold0High = newPanelHighThresholds.Get(0, config.panelThreshold0High);
|
|
|
|
config.panelThreshold1High = newPanelHighThresholds.Get(1, config.panelThreshold1High);
|
|
|
|
config.panelThreshold2High = newPanelHighThresholds.Get(2, config.panelThreshold2High);
|
|
|
|
config.panelThreshold3High = newPanelHighThresholds.Get(3, config.panelThreshold3High);
|
|
|
|
config.panelThreshold4High = newPanelHighThresholds.Get(4, config.panelThreshold4High);
|
|
|
|
config.panelThreshold5High = newPanelHighThresholds.Get(5, config.panelThreshold5High);
|
|
|
|
config.panelThreshold6High = newPanelHighThresholds.Get(6, config.panelThreshold6High);
|
|
|
|
config.panelThreshold7High = newPanelHighThresholds.Get(7, config.panelThreshold7High);
|
|
|
|
config.panelThreshold8High = newPanelHighThresholds.Get(8, config.panelThreshold8High);
|
|
|
|
|
|
|
|
List<Object> enabledPanelList = dict.Get<List<Object>>("enabledPanels", null);
|
|
|
|
if(enabledPanelList != null)
|
|
|
|
{
|
|
|
|
bool[] enabledPanels = new bool[9];
|
|
|
|
for(int i = 0; i < enabledPanelList.Count; ++i)
|
|
|
|
{
|
|
|
|
int panel = enabledPanelList.Get(i, 0);
|
|
|
|
|
|
|
|
// Sanity check:
|
|
|
|
if(panel < 0 || panel >= 9)
|
|
|
|
continue;
|
|
|
|
enabledPanels[panel] = true;
|
|
|
|
}
|
|
|
|
config.SetEnabledPanels(enabledPanels);
|
|
|
|
}
|
|
|
|
|
|
|
|
List<Object> panelColors = dict.Get<List<Object>>("panelColors", null);
|
|
|
|
if(panelColors != null)
|
|
|
|
{
|
|
|
|
for(int PanelIndex = 0; PanelIndex < 9 && PanelIndex < panelColors.Count; ++PanelIndex)
|
|
|
|
{
|
|
|
|
string colorString = panelColors.Get(PanelIndex, "#FFFFFF");
|
|
|
|
Color color = Helpers.ParseColorString(colorString);
|
|
|
|
color = Helpers.ScaleColor(color);
|
|
|
|
|
|
|
|
config.stepColor[PanelIndex*3+0] = color.R;
|
|
|
|
config.stepColor[PanelIndex*3+1] = color.G;
|
|
|
|
config.stepColor[PanelIndex*3+2] = color.B;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|