Add SMXPanelAnimation.
This commit is contained in:
parent
303283624a
commit
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14
sdk/SMX.h
14
sdk/SMX.h
@ -135,6 +135,13 @@ enum SMXUpdateCallbackReason {
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SMXUpdateCallback_FactoryResetCommandComplete
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};
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// Bits for SMXConfig::flags.
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enum SMXConfigFlags {
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// This is used to store whether SMXConfig is in GIF animation mode or
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// not. If set, SMXConfig will use animations.
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PlatformFlags_AutoLightingUsePressedAnimations = 1 << 0,
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};
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// The configuration for a connected controller. This can be retrieved with SMX_GetConfig
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// and modified with SMX_SetConfig.
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//
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@ -227,12 +234,15 @@ struct SMXConfig
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// This is disabled by default.
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uint16_t debounceDelayMs = 0;
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// Packed flags (currently only used by SMXConfig).
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uint8_t flags = 0;
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// Pad the struct to 250 bytes. This keeps this struct size from changing
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// as we add fields, so the ABI doesn't change. Applications should leave
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// any data in here unchanged when calling SMX_SetConfig.
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uint8_t padding[164];
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uint8_t padding[163];
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};
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static_assert(offsetof(SMXConfig, padding) == 86, "Expected 86 bytes"); // includes one padding byte
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static_assert(offsetof(SMXConfig, padding) == 87, "Expected 87 bytes"); // includes one padding byte
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static_assert(sizeof(SMXConfig) == 250, "Expected 250 bytes");
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// The values (except for Off) correspond with the protocol and must not be changed.
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@ -7,6 +7,7 @@
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#include "SMXManager.h"
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#include "SMXDevice.h"
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#include "SMXBuildVersion.h"
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#include "SMXPanelAnimation.h" // for SMX_LightsAnimation_SetAuto
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using namespace std;
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using namespace SMX;
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@ -41,6 +42,9 @@ SMX_API void SMX_Start(SMXUpdateCallback callback, void *pUser)
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SMX_API void SMX_Stop()
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{
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// If lights animation is running, shut it down first.
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SMX_LightsAnimation_SetAuto(false);
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SMXManager::g_pSMX.reset();
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}
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@ -22,6 +22,7 @@
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<ClInclude Include="SMXHelperThread.h" />
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<ClInclude Include="SMXManager.h" />
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<ClInclude Include="SMXThread.h" />
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<ClInclude Include="SMXPanelAnimation.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Helpers.cpp" />
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@ -34,6 +35,7 @@
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<ClCompile Include="SMXHelperThread.cpp" />
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<ClCompile Include="SMXManager.cpp" />
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<ClCompile Include="SMXThread.cpp" />
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<ClCompile Include="SMXPanelAnimation.cpp" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{C5FC0823-9896-4B7C-BFE1-B60DB671A462}</ProjectGuid>
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@ -40,6 +40,9 @@
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<ClInclude Include="SMXGif.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="SMXPanelAnimation.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="SMX.cpp">
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@ -72,5 +75,8 @@
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<ClCompile Include="SMXGif.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="SMXPanelAnimation.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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416
sdk/Windows/SMXPanelAnimation.cpp
Normal file
416
sdk/Windows/SMXPanelAnimation.cpp
Normal file
@ -0,0 +1,416 @@
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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)
|
||||
{
|
||||
if(!enable)
|
||||
{
|
||||
// If we're turning off, shut down the thread if it's running.
|
||||
if(PanelAnimationThread::g_pSingleton)
|
||||
PanelAnimationThread::g_pSingleton->Shutdown();
|
||||
PanelAnimationThread::g_pSingleton.reset();
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the animation thread if it's not already running.
|
||||
if(PanelAnimationThread::g_pSingleton)
|
||||
return;
|
||||
PanelAnimationThread::g_pSingleton.reset(new PanelAnimationThread());
|
||||
}
|
||||
|
||||
shared_ptr<PanelAnimationThread> PanelAnimationThread::g_pSingleton;
|
50
sdk/Windows/SMXPanelAnimation.h
Normal file
50
sdk/Windows/SMXPanelAnimation.h
Normal file
@ -0,0 +1,50 @@
|
||||
#ifndef SMXPanelAnimation_h
|
||||
#define SMXPanelAnimation_h
|
||||
|
||||
#include <vector>
|
||||
#include "SMXGif.h"
|
||||
|
||||
enum SMX_LightsType
|
||||
{
|
||||
SMX_LightsType_Released, // animation while panels are released
|
||||
SMX_LightsType_Pressed, // animation while panel is pressed
|
||||
NUM_SMX_LightsType,
|
||||
};
|
||||
|
||||
// SMXPanelAnimation holds an animation, with graphics for a single panel.
|
||||
class SMXPanelAnimation
|
||||
{
|
||||
public:
|
||||
// Return the animation loaded by SMX_LightsAnimation_Load.
|
||||
static SMXPanelAnimation GetLoadedAnimation(int pad, int panel, SMX_LightsType type);
|
||||
|
||||
void Load(const std::vector<SMXGif::SMXGifFrame> &frames, int panel);
|
||||
|
||||
// The high-level animated GIF frames:
|
||||
std::vector<std::vector<SMXGif::Color>> m_aPanelGraphics;
|
||||
|
||||
// The animation starts on frame 0. When it reaches the end, it loops
|
||||
// back to this frame.
|
||||
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
|
@ -21,6 +21,11 @@ namespace SMX
|
||||
private Byte dummy;
|
||||
};
|
||||
|
||||
// Bits for SMXConfig::flags.
|
||||
public enum SMXConfigFlags {
|
||||
SMXConfigFlags_AutoLightingUsePressedAnimations = 1 << 0,
|
||||
};
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack=1)]
|
||||
public struct SMXConfig {
|
||||
public Byte unused1, unused2;
|
||||
@ -60,8 +65,29 @@ namespace SMX
|
||||
public Byte panelThreshold6Low, panelThreshold6High;
|
||||
public Byte panelThreshold8Low, panelThreshold8High;
|
||||
|
||||
// Master delay debouncing (version >= 3). If enabled, this will add a
|
||||
// corresponding delay to inputs, which the game needs to compensate for.
|
||||
// This is disabled by default.
|
||||
public UInt16 debounceDelayMs;
|
||||
|
||||
// Packed flags (SMXConfigFlags).
|
||||
public Byte flags;
|
||||
|
||||
// It would be simpler to set flags to [MarshalAs(UnmanagedType.U8)], but
|
||||
// that doesn't work.
|
||||
public SMXConfigFlags configFlags {
|
||||
get {
|
||||
return (SMXConfigFlags) flags;
|
||||
}
|
||||
|
||||
set {
|
||||
flags = (Byte) value;
|
||||
}
|
||||
}
|
||||
|
||||
// Pad this struct to exactly 250 bytes.
|
||||
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 166)]
|
||||
|
||||
public Byte[] padding;
|
||||
|
||||
// enabledSensors is a mask of which panels are enabled. Return this as an array
|
||||
@ -248,11 +274,15 @@ namespace SMX
|
||||
private static extern bool SMX_GetTestData(int pad, out SMXSensorTestModeData data);
|
||||
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool SMX_SetLights(byte[] buf);
|
||||
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool SMX_ReenableAutoLights();
|
||||
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
|
||||
private static extern IntPtr SMX_Version();
|
||||
|
||||
public enum LightsType
|
||||
{
|
||||
LightsType_Released, // animation while panels are released
|
||||
LightsType_Pressed, // animation while panel is pressed
|
||||
};
|
||||
|
||||
public static string Version()
|
||||
{
|
||||
if(!DLLAvailable()) return "";
|
||||
@ -420,10 +450,38 @@ namespace SMX
|
||||
SMX_SetLights(buf);
|
||||
}
|
||||
|
||||
public static void ReenableAutoLights()
|
||||
// SMXPanelAnimation
|
||||
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
|
||||
[return:MarshalAs(UnmanagedType.I1)]
|
||||
private static extern bool SMX_LightsAnimation_Load(byte[] buf, int size, int pad, int type, out IntPtr error);
|
||||
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
|
||||
private static extern void SMX_LightsAnimation_SetAuto(bool enable);
|
||||
|
||||
public static bool LightsAnimation_Load(byte[] buf, int pad, LightsType type, out string error)
|
||||
{
|
||||
if(!DLLAvailable())
|
||||
{
|
||||
error = "SMX.DLL not available";
|
||||
return false;
|
||||
}
|
||||
|
||||
error = "";
|
||||
IntPtr error_pointer;
|
||||
bool result = SMX_LightsAnimation_Load(buf, buf.Length, pad, (int) type, out error_pointer);
|
||||
if(!result)
|
||||
{
|
||||
// SMX_LightsAnimation_Load takes a char **error, which is set to the error
|
||||
// string.
|
||||
error = Marshal.PtrToStringAnsi(error_pointer);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public static void LightsAnimation_SetAuto(bool enable)
|
||||
{
|
||||
if(!DLLAvailable()) return;
|
||||
SMX_ReenableAutoLights();
|
||||
SMX_LightsAnimation_SetAuto(enable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user