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#include "SMXPanelAnimation.h" |
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#include "SMXManager.h" |
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#include "SMXDevice.h" |
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#include "SMXThread.h" |
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using namespace std; |
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using namespace SMX; |
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namespace { |
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Mutex g_Lock; |
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} |
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#define LIGHTS_PER_PANEL 16 |
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// XXX: go to sleep if there are no pads connected
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struct AnimationState |
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{ |
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SMXPanelAnimation animation; |
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// Seconds into the animation:
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float fTime = 0; |
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// The currently displayed frame:
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int iCurrentFrame = 0; |
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bool bPlaying = false; |
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double m_fLastUpdateTime = -1; |
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// Return the current animation frame.
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const vector<SMXGif::Color> &GetAnimationFrame() const |
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{ |
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// If we're not playing, return an empty array. As a sanity check, do this
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// if the frame is out of bounds too.
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if(!bPlaying || iCurrentFrame >= animation.m_aPanelGraphics.size()) |
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{ |
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static vector<SMXGif::Color> dummy; |
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return dummy; |
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} |
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return animation.m_aPanelGraphics[iCurrentFrame]; |
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} |
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// Start the animation if it's not playing.
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void Play() |
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{ |
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bPlaying = true; |
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} |
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// Stop and disable the animation.
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void Stop() |
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{ |
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bPlaying = false; |
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Rewind(); |
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} |
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// Reset to the first frame.
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void Rewind() |
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{ |
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fTime = 0; |
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iCurrentFrame = 0; |
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} |
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// Advance the animation by fSeconds.
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void Update() |
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{ |
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// fSeconds is the time since the last update:
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double fNow = SMX::GetMonotonicTime(); |
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double fSeconds = m_fLastUpdateTime == -1? 0: (fNow - m_fLastUpdateTime); |
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m_fLastUpdateTime = fNow; |
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if(!bPlaying || animation.m_aPanelGraphics.empty()) |
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return; |
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// If the current frame is past the end, a new animation was probably
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// loaded.
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if(iCurrentFrame >= animation.m_aPanelGraphics.size()) |
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Rewind(); |
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// Advance time.
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fTime += fSeconds; |
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// If we're still on this frame, we're done.
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float fFrameDuration = animation.m_iFrameDurations[iCurrentFrame]; |
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if(fTime - 0.00001f < fFrameDuration) |
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return; |
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// If we've passed the end of the frame, move to the next frame. Don't
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// skip frames if we're updating too quickly.
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fTime -= fFrameDuration; |
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if(fTime > 0) |
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fTime = 0; |
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// Advance the frame.
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iCurrentFrame++; |
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// If we're at the end of the frame, rewind to the loop frame.
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if(iCurrentFrame == animation.m_aPanelGraphics.size()) |
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iCurrentFrame = animation.m_iLoopFrame; |
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} |
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}; |
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struct AnimationStateForPad |
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{ |
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// asLightsData is an array of lights data to send to the pad and graphic
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// is an animation graphic. Overlay graphic on top of the lights.
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void OverlayLights(char *asLightsData, const vector<SMXGif::Color> &graphic) const |
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{ |
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// Stop if this graphic isn't loaded or is paused.
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if(graphic.empty()) |
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return; |
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for(int i = 0; i < graphic.size(); ++i) |
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{ |
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if(i >= LIGHTS_PER_PANEL) |
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return; |
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// If this color is transparent, leave the released animation alone.
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if(graphic[i].color[3] == 0) |
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continue; |
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asLightsData[i*3+0] = graphic[i].color[0]; |
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asLightsData[i*3+1] = graphic[i].color[1]; |
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asLightsData[i*3+2] = graphic[i].color[2]; |
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} |
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} |
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// Return the command to set the current animation state as pad lights.
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string GetLightsCommand(int iPadState, const SMXConfig &config) const |
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{ |
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g_Lock.AssertLockedByCurrentThread(); |
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// If AutoLightingUsePressedAnimations is set, use lights animations.
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// If it's not (the config tool is set to step color), mimic the built-in
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// step color behavior instead of using pressed animations. Any released
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// animation will always be used.
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bool bUsePressedAnimations = config.flags & PlatformFlags_AutoLightingUsePressedAnimations; |
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const int iBytesPerPanel = LIGHTS_PER_PANEL*3; |
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const int iTotalLights = 9*iBytesPerPanel; |
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string result(iTotalLights, 0); |
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for(int panel = 0; panel < 9; ++panel) |
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{ |
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// The portion of lights data for this panel:
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char *out = &result[panel*iBytesPerPanel]; |
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// Add the released animation, then overlay the pressed animation if we're pressed.
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OverlayLights(out, animations[panel][SMX_LightsType_Released].GetAnimationFrame()); |
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bool bPressed = bool(iPadState & (1 << panel)); |
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if(bPressed && bUsePressedAnimations) |
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OverlayLights(out, animations[panel][SMX_LightsType_Pressed].GetAnimationFrame()); |
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else if(bPressed && !bUsePressedAnimations) |
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{ |
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// Light all LEDs on this panel using stepColor.
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double LightsScaleFactor = 0.666666f; |
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const uint8_t *color = &config.stepColor[panel*3]; |
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for(int light = 0; light < LIGHTS_PER_PANEL; ++light) |
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{ |
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for(int i = 0; i < 3; ++i) |
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{ |
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// stepColor is scaled to the 0-170 range. Scale it back to the 0-255 range.
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// User applications don't need to worry about this since they normally don't
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// need to care about stepColor.
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uint8_t c = color[i]; |
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c = (uint8_t) lrintf(min(255.0f, c / LightsScaleFactor)); |
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out[light*3+i] = c; |
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} |
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} |
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} |
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} |
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return result; |
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} |
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// State for both animations on each panel:
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AnimationState animations[9][NUM_SMX_LightsType]; |
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}; |
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namespace |
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{ |
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// Animations and animation states for both pads.
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AnimationStateForPad pad_states[2]; |
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} |
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namespace { |
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// Given a 23x24 graphic frame and a panel number, return an array of 25 colors, containing
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// each light in the order it's sent to the master controller.
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void ConvertToPanelGraphic(const SMXGif::GIFImage &src, vector<SMXGif::Color> &dst, int panel) |
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{ |
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vector<pair<int,int>> graphic_positions = { |
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{ 0,0 }, |
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{ 1,0 }, |
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{ 2,0 }, |
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{ 0,1 }, |
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{ 1,1 }, |
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{ 2,1 }, |
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{ 0,2 }, |
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{ 1,2 }, |
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{ 2,2 }, |
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}; |
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dst.clear(); |
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// The top-left corner for this panel:
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int x = graphic_positions[panel].first * 8; |
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int y = graphic_positions[panel].second * 8; |
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// Add the 4x4 grid first.
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for(int dy = 0; dy < 4; ++dy) |
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for(int dx = 0; dx < 4; ++dx) |
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dst.push_back(src.get(x+dx*2, y+dy*2)); |
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// Add the 3x3 grid.
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for(int dy = 0; dy < 3; ++dy) |
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for(int dx = 0; dx < 3; ++dx) |
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dst.push_back(src.get(x+dx*2+1, y+dy*2+1)); |
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} |
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} |
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// Return the SMXPanelAnimation. The rest of the animation state is internal.
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SMXPanelAnimation SMXPanelAnimation::GetLoadedAnimation(int pad, int panel, SMX_LightsType type) |
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{ |
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g_Lock.AssertNotLockedByCurrentThread(); |
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LockMutex L(g_Lock); |
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return pad_states[pad].animations[panel][type].animation; |
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} |
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// Load an array of animation frames as a panel animation. Each frame must
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// be 14x15.
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void SMXPanelAnimation::Load(const vector<SMXGif::SMXGifFrame> &frames, int panel) |
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{ |
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m_aPanelGraphics.clear(); |
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m_iFrameDurations.clear(); |
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m_iLoopFrame = -1; |
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for(int frame_no = 0; frame_no < frames.size(); ++frame_no) |
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{ |
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const SMXGif::SMXGifFrame &gif_frame = frames[frame_no]; |
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// If the bottom-left pixel is opaque, this is the loop frame, which marks the
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// frame the animation should start at after a loop. This is global to the
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// animation, not specific to each panel.
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if(gif_frame.frame.get(0, gif_frame.frame.height-1).color[3] != 0) |
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{ |
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// We shouldn't see more than one of these. If we do, use the first.
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if(m_iLoopFrame != -1) |
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m_iLoopFrame = frame_no; |
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} |
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// Extract this frame.
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vector<SMXGif::Color> panel_graphic; |
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ConvertToPanelGraphic(gif_frame.frame, panel_graphic, panel); |
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m_aPanelGraphics.push_back(panel_graphic); |
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// GIFs have a very low-resolution duration field, with 10ms units.
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// The panels run at 30 FPS internally, or 33 1/3 ms, but GIF can only
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// represent 30ms or 40ms. Most applications will probably output 30,
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// but snap both 30ms and 40ms to exactly 30 FPS to make sure animations
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// that are meant to run at native framerate do.
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float seconds; |
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if(gif_frame.milliseconds == 30 || gif_frame.milliseconds == 40) |
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seconds = 1 / 30.0f; |
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else |
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seconds = gif_frame.milliseconds / 1000.0; |
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m_iFrameDurations.push_back(seconds); |
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} |
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// By default, loop back to the first frame.
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if(m_iLoopFrame == -1) |
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m_iLoopFrame = 0; |
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} |
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// Load a GIF into SMXLoadedPanelAnimations::animations.
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bool SMX_LightsAnimation_Load(const char *gif, int size, int pad, SMX_LightsType type, const char **error) |
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{ |
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// Parse the GIF.
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string buf(gif, size); |
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vector<SMXGif::SMXGifFrame> frames; |
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if(!SMXGif::DecodeGIF(buf, frames) || frames.empty()) |
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{ |
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*error = "The GIF couldn't be read."; |
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return false; |
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} |
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// Check the dimensions of the image. We only need to check the first, the
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// others will always have the same size.
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if(frames[0].width != 14 || frames[0].height != 15) |
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{ |
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*error = "The GIF must be 14x15."; |
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return false; |
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} |
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// Lock while we access pad_states.
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g_Lock.AssertNotLockedByCurrentThread(); |
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LockMutex L(g_Lock); |
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// Load the animation for each panel into SMXPanelAnimations.
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for(int panel = 0; panel < 9; ++panel) |
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{ |
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SMXPanelAnimation &animation = pad_states[pad].animations[panel][type].animation; |
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animation.Load(frames, panel); |
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} |
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return true; |
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} |
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// A thread to handle setting light animations. We do this in a separate
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// thread rather than in the SMXManager thread so this can be treated as
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// if it's external application thread, and it's making normal threaded
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// calls to SetLights.
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class PanelAnimationThread: public SMXThread |
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{ |
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public: |
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static shared_ptr<PanelAnimationThread> g_pSingleton; |
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PanelAnimationThread(): |
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SMXThread(g_Lock) |
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{ |
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Start("SMX light animations"); |
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} |
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private: |
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void ThreadMain() |
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{ |
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m_Lock.Lock(); |
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// Update lights at 30 FPS.
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const int iDelayMS = 33; |
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while(!m_bShutdown) |
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{ |
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// Run a single panel lights update.
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UpdateLights(); |
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// Wait up to 30 FPS, or until we're signalled. We can only be signalled
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// if we're shutting down, so we don't need to worry about partial frame
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// delays.
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m_Event.Wait(iDelayMS); |
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} |
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m_Lock.Unlock(); |
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} |
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// Return lights for the given pad and pad state, using the loaded panel animations.
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void GetCurrentLights(string &asLightsDataOut, int pad, int iPadState) |
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{ |
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m_Lock.AssertLockedByCurrentThread(); |
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// Get this pad's configuration.
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SMXConfig config; |
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if(!SMXManager::g_pSMX->GetDevice(pad)->GetConfig(config)) |
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return; |
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AnimationStateForPad &pad_state = pad_states[pad]; |
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// Make sure the correct animations are playing.
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for(int panel = 0; panel < 9; ++panel) |
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{ |
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// The released animation is always playing.
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pad_state.animations[panel][SMX_LightsType_Released].Play(); |
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// The pressed animation only plays while the button is pressed,
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// and rewind when it's released.
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bool bPressed = iPadState & (1 << panel); |
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if(bPressed) |
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pad_state.animations[panel][SMX_LightsType_Pressed].Play(); |
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else |
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pad_state.animations[panel][SMX_LightsType_Pressed].Stop(); |
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} |
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// Set the current state.
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asLightsDataOut = pad_state.GetLightsCommand(iPadState, config); |
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// Advance animations.
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for(int panel = 0; panel < 9; ++panel) |
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{ |
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for(auto &animation_state: pad_state.animations[panel]) |
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animation_state.Update(); |
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} |
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} |
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// Run a single light animation update.
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void UpdateLights() |
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{ |
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string asLightsData[2]; |
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for(int pad = 0; pad < 2; pad++) |
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{ |
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int iPadState = SMXManager::g_pSMX->GetDevice(pad)->GetInputState(); |
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GetCurrentLights(asLightsData[pad], pad, iPadState); |
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} |
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// Update lights.
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SMXManager::g_pSMX->SetLights(asLightsData); |
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} |
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}; |
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void SMX_LightsAnimation_SetAuto(bool enable) |
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{ |
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if(!enable) |
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{ |
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// If we're turning off, shut down the thread if it's running.
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if(PanelAnimationThread::g_pSingleton) |
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PanelAnimationThread::g_pSingleton->Shutdown(); |
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PanelAnimationThread::g_pSingleton.reset(); |
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return; |
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} |
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// Create the animation thread if it's not already running.
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if(PanelAnimationThread::g_pSingleton) |
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return; |
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PanelAnimationThread::g_pSingleton.reset(new PanelAnimationThread()); |
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} |
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shared_ptr<PanelAnimationThread> PanelAnimationThread::g_pSingleton; |
@ -0,0 +1,50 @@ |
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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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|
// Return the animation loaded by SMX_LightsAnimation_Load.
|
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|
static SMXPanelAnimation GetLoadedAnimation(int pad, int panel, SMX_LightsType type); |
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|
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|
void Load(const std::vector<SMXGif::SMXGifFrame> &frames, int panel); |
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|
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|
// The high-level animated GIF frames:
|
||||||
|
std::vector<std::vector<SMXGif::Color>> m_aPanelGraphics; |
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|
|
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|
// The animation starts on frame 0. When it reaches the end, it loops
|
||||||
|
// back to this frame.
|
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|
int m_iLoopFrame = 0; |
||||||
|
|
||||||
|
// The duration of each frame in seconds.
|
||||||
|
std::vector<float> m_iFrameDurations; |
||||||
|
}; |
||||||
|
|
||||||
|
// For SMX_API:
|
||||||
|
#include "../SMX.h" |
||||||
|
|
||||||
|
// High-level interface for C# bindings:
|
||||||
|
//
|
||||||
|
// Load an animated GIF as a panel animation. pad is the pad this animation is for (0 or 1),
|
||||||
|
// and type is which animation this is for. Any previously loaded animation will be replaced.
|
||||||
|
// On error, false is returned and error is set to a plain-text error message which is valid
|
||||||
|
// until the next call.
|
||||||
|
SMX_API bool SMX_LightsAnimation_Load(const char *gif, int size, int pad, SMX_LightsType type, const char **error); |
||||||
|
|
||||||
|
// Enable or disable automatically handling lights animations. If enabled, any animations
|
||||||
|
// loaded with SMX_LightsAnimation_Load will run automatically as long as the SDK is loaded.
|
||||||
|
// XXX: should we automatically disable SMX_SetLights when this is enabled?
|
||||||
|
SMX_API void SMX_LightsAnimation_SetAuto(bool enable); |
||||||
|
|
||||||
|
#endif |
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Reference in new issue