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#ifndef SMXPanelAnimation_h
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#define SMXPanelAnimation_h
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#include <vector>
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#include "SMXGif.h"
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enum SMX_LightsType
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{
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SMX_LightsType_Released, // animation while panels are released
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SMX_LightsType_Pressed, // animation while panel is pressed
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NUM_SMX_LightsType,
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};
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// SMXPanelAnimation holds an animation, with graphics for a single panel.
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class SMXPanelAnimation
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{
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public:
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void Load(const std::vector<SMXGif::SMXGifFrame> &frames, int panel);
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// The high-level animated GIF frames:
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std::vector<std::vector<SMXGif::Color>> m_aPanelGraphics;
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// The animation starts on frame 0. When it reaches the end, it loops
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// back to this frame.
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int m_iLoopFrame = 0;
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// The duration of each frame in seconds.
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std::vector<float> m_iFrameDurations;
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};
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// For SMX_API:
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#include "../SMX.h"
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// High-level interface for C# bindings:
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//
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// Load an animated GIF as a panel animation. pad is the pad this animation is for (0 or 1),
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// and type is which animation this is for. Any previously loaded animation will be replaced.
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// On error, false is returned and error is set to a plain-text error message which is valid
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// until the next call. On success, the animation can be uploaded to the pad if supported using
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// SMX_LightsUpload_BeginUpload, or used directly with SMX_LightsAnimation_SetAuto.
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SMX_API bool SMX_LightsAnimation_Load(const char *gif, int size, int pad, SMX_LightsType type, const char **error);
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// Enable or disable automatically handling lights animations. If enabled, any animations
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// loaded with SMX_LightsAnimation_Load will run automatically as long as the SDK is loaded.
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// This only has an effect if the platform doesn't handle animations directly. On newer firmware,
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// this has no effect (upload the animation to the panel instead).
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// XXX: should we automatically disable SMX_SetLights when this is enabled?
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SMX_API void SMX_LightsAnimation_SetAuto(bool enable);
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#endif
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