Implement panel checking.
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e4ae22e9e5
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033f6edff5
@ -4,15 +4,26 @@
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using namespace olc;
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class PGEX_SMX : public PGEX{
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public:
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PGEX_SMX():PGEX(true){};
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HWButton GetPanel(Key k,int pad)const{
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std::cout<<SMX_GetInputState(pad);
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PGEX_SMX():PGEX(true){
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};
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//UP is 0x2
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//RIGHT is 0x20
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//DOWN is 0x80
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//LEFT is 0x08
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//Add these bytes together to get the combination (all 4 held down is 0xAA
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HWButton GetPanel(Key k,int pad)const{
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return panelState[k-UP];
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};
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void EnableLogMessages(bool enabled){
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logMessages=enabled;
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}
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private:
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static bool logMessages;
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HWButton internal_panelState[4];
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HWButton panelState[4]; //We store the 4 main panel states, similar to how PGE does.
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//SMX "screen" is 12x21
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//Each panel is 4x7
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static void SMXStateChangedCallback(int pad, SMXUpdateCallbackReason reason, void *pUser)
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@ -23,20 +34,64 @@ private:
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static void SMXLogCallback(const char *log)
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{
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printf("-> %s\n", log);
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if(logMessages){
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printf("-> %s\n", log);
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}
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}
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//The key enums are UP, DOWN, LEFT, RIGHT.
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void SMXStateChanged(int pad, SMXUpdateCallbackReason reason)
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{
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printf("Device %i state changed: %04x\n", pad, SMX_GetInputState(pad));
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if(logMessages){
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printf("Device %i state changed: %04x\n", pad, SMX_GetInputState(pad));
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}
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int16_t state(SMX_GetInputState(pad));
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if(state&0x2&&!internal_panelState[UP-UP].bPressed){
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internal_panelState[UP-UP]={true,false,true};
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}else
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if(!(state&0x2)&&!internal_panelState[UP-UP].bReleased){
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internal_panelState[UP-UP]={false,true,false};
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}
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if(state&0x20&&!internal_panelState[RIGHT-UP].bPressed){
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internal_panelState[RIGHT-UP]={true,false,true};
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}else
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if(!(state&0x20)&&!internal_panelState[RIGHT-UP].bReleased){
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internal_panelState[RIGHT-UP]={false,true,false};
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}
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if(state&0x80&&!internal_panelState[DOWN-UP].bPressed){
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internal_panelState[DOWN-UP]={true,false,true};
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}else
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if(!(state&0x80)&&!internal_panelState[DOWN-UP].bReleased){
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internal_panelState[DOWN-UP]={false,true,false};
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}
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if(state&0x8&&!internal_panelState[LEFT-UP].bPressed){
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internal_panelState[LEFT-UP]={true,false,true};
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}else
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if(!(state&0x8)&&!internal_panelState[LEFT-UP].bReleased){
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internal_panelState[LEFT-UP]={false,true,false};
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}
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}
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virtual void OnAfterUserCreate()override{
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SMX_Start( SMXStateChangedCallback, this );
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};
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virtual bool OnBeforeUserUpdate(float& fElapsedTime){
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//We don't want the panel states changing in the middle of a frame, since the input polling is on a separate thread.
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//Copy over the internal button states to the current panel state.
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for(int i=0;i<4;i++){
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panelState[i]=internal_panelState[i];
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internal_panelState[i].bPressed=false;
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internal_panelState[i].bReleased=false;
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}
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return true;
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}
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virtual void OnAfterUserUpdate(float fElapsedTime)override{
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for(int i=0;i<4;i++){
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panelState[i].bPressed=false;
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panelState[i].bReleased=false;
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}
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std::string lightData;
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//The light data for an SMX dance pad is outlined in the docs but the code used to transform the PGE's pixels to SMX pad's lights will be annotated here.
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//Both pads receive data sequentially, and for now we can mimic the data on both ends.
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@ -79,3 +134,5 @@ private:
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SMX_SetLights2( lightData.data(), lightData.size() );
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}
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};
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bool PGEX_SMX::logMessages=false;
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@ -21,7 +21,6 @@ public:
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bool OnUserUpdate(float fElapsedTime) override
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{
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smx.GetPanel(RIGHT,0).bHeld;
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// called once per frame
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for (int x = 0; x < ScreenWidth(); x++)
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for (int y = 0; y < ScreenHeight(); y++)
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