Add support for uploading animations to the panel, if it supports it.

master
Glenn Maynard 6 years ago
parent 0b3202ccff
commit 39cfc8cee0
  1. 7
      sdk/SMX.h
  2. 8
      sdk/Windows/Helpers.cpp
  3. 6
      sdk/Windows/Helpers.h
  4. 2
      sdk/Windows/SMX.vcxproj
  5. 6
      sdk/Windows/SMX.vcxproj.filters
  6. 5
      sdk/Windows/SMXManager.cpp
  7. 3
      sdk/Windows/SMXManager.h
  8. 428
      sdk/Windows/SMXPanelAnimationUpload.cpp
  9. 40
      sdk/Windows/SMXPanelAnimationUpload.h
  10. 1
      smx-config/App.xaml.cs
  11. 22
      smx-config/Helpers.cs
  12. 20
      smx-config/MainWindow.xaml
  13. 79
      smx-config/MainWindow.xaml.cs
  14. 58
      smx-config/SMX.cs

@ -137,8 +137,9 @@ enum SMXUpdateCallbackReason {
// Bits for SMXConfig::flags.
enum SMXConfigFlags {
// This is used to store whether SMXConfig is in GIF animation mode or
// not. If set, SMXConfig will use animations.
// If set, panels will use the pressed animation when pressed, and stepColor
// is ignored. If unset, panels will be lit solid using stepColor.
// masterVersion >= 4. Previous versions always use stepColor.
PlatformFlags_AutoLightingUsePressedAnimations = 1 << 0,
};
@ -234,7 +235,7 @@ struct SMXConfig
// This is disabled by default.
uint16_t debounceDelayMs = 0;
// Packed flags (currently only used by SMXConfig).
// Packed flags (masterVersion >= 4).
uint8_t flags = 0;
// Pad the struct to 250 bytes. This keeps this struct size from changing

@ -202,6 +202,14 @@ double SMX::GetMonotonicTime()
return iTime / 10000000.0;
}
const char *SMX::CreateError(string error)
{
// Store the string in a static so it doesn't get deallocated.
static string buf;
buf = error;
return buf.c_str();
}
SMX::AutoCloseHandle::AutoCloseHandle(HANDLE h)
{
handle = h;

@ -27,6 +27,12 @@ string BinaryToHex(const string &sString);
bool GetRandomBytes(void *pData, int iBytes);
double GetMonotonicTime();
// Create a char* string that will be valid until the next call to CreateError.
// This is used to return error messages to the caller.
const char *CreateError(string error);
#define arraylen(a) (sizeof(a) / sizeof((a)[0]))
// In order to be able to use smart pointers to fully manage an object, we need to get
// a shared_ptr to pass around, but also store a weak_ptr in the object itself. This
// lets the object create shared_ptrs for itself as needed, without keeping itself from

@ -23,6 +23,7 @@
<ClInclude Include="SMXManager.h" />
<ClInclude Include="SMXThread.h" />
<ClInclude Include="SMXPanelAnimation.h" />
<ClInclude Include="SMXPanelAnimationUpload.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Helpers.cpp" />
@ -36,6 +37,7 @@
<ClCompile Include="SMXManager.cpp" />
<ClCompile Include="SMXThread.cpp" />
<ClCompile Include="SMXPanelAnimation.cpp" />
<ClCompile Include="SMXPanelAnimationUpload.cpp" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{C5FC0823-9896-4B7C-BFE1-B60DB671A462}</ProjectGuid>

@ -43,6 +43,9 @@
<ClInclude Include="SMXPanelAnimation.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="SMXPanelAnimationUpload.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="SMX.cpp">
@ -78,5 +81,8 @@
<ClCompile Include="SMXPanelAnimation.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="SMXPanelAnimationUpload.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

@ -398,6 +398,11 @@ void SMX::SMXManager::SendLightUpdates()
m_aPendingCommands.erase(m_aPendingCommands.begin(), m_aPendingCommands.begin()+1);
}
void SMX::SMXManager::RunInHelperThread(function<void()> func)
{
m_UserCallbackThread.RunInThread(func);
}
// See if there are any new devices to connect to.
void SMX::SMXManager::AttemptConnections()
{

@ -46,6 +46,9 @@ public:
void SetLights(const string sLights[2]);
void ReenableAutoLights();
// Run a function in the user callback thread.
void RunInHelperThread(function<void()> func);
private:
static DWORD WINAPI ThreadMainStart(void *self_);
void ThreadMain();

@ -0,0 +1,428 @@
#include "SMXPanelAnimationUpload.h"
#include "SMXPanelAnimation.h"
#include "SMXGif.h"
#include "SMXManager.h"
#include "SMXDevice.h"
#include "Helpers.h"
#include <string>
#include <vector>
using namespace std;
using namespace SMX;
// This handles setting up commands to upload panel animations to the
// controller.
//
// This is only meant to be used by configuration tools to allow setting
// up animations that work while the pad isn't being controlled by the
// SDK. If you want to control lights for your game, this isn't what
// you want. Use SMX_SetLights instead.
//
// Panel animations are sent to the master controller one panel at a time, and
// each animation can take several commands to upload to fit in the protocol packet
// size. These commands are stateful.
// XXX: should be able to upload both pads in parallel
// XXX: we can only update all animations in one go, so save the last loaded animations
// so the user doesn't have to manually load both to change one of them
// do this in SMXConfig, not the SDK
namespace
{
// Panel names for error messages.
static const char *panel_names[] = {
"up-left", "up", "up-right",
"left", "center", "right",
"down-left", "down", "down-right",
};
}
// These structs are the protocol we use to send offline graphics to the pad.
// This isn't related to realtime lighting.
namespace PanelLightGraphic
{
// One 24-bit RGB color:
struct color_t {
uint8_t rgb[3];
};
// 4-bit palette, 15 colors. Our graphics are 4-bit. Color 0xF is transparent,
// so we don't have a palette entry for it.
struct palette_t {
color_t colors[15];
};
// A single 4-bit paletted graphic.
struct graphic_t {
uint8_t data[13];
};
struct panel_animation_data_t
{
// Our graphics and palettes. We can apply either palette to any graphic. Note that
// each graphic is 13 bytes and each palette is 45 bytes.
graphic_t graphics[64];
palette_t palettes[2];
};
struct animation_timing_t
{
// An index into frames[]:
uint8_t loop_animation_frame;
// A list of graphic frames to display, and how long to display them in
// 30 FPS frames. A frame index of 0xFF (or reaching the end) loops.
uint8_t frames[64];
uint8_t delay[64];
};
struct master_animation_data_t
{
animation_timing_t animation_timings[2];
};
// Commands to upload data:
struct upload_packet
{
// 'm' to upload master animation data.
uint8_t cmd = 'm';
// The panel this data is for. If this is 0xFF, it's for the master.
uint8_t panel = 0;
// For master uploads, the animation number to modify. Panels ignore this field.
uint8_t animation_idx = 0;
// True if this is the last upload packet. This lets the firmware know that
// this part of the upload is finished and it can update anything that might
// be affected by it, like resetting lights animations.
bool final_packet = false;
uint8_t offset = 0, size = 0;
uint8_t data[240];
};
// Make sure the packet fits in a command packet.
static_assert(sizeof(upload_packet) <= 0xFF, "");
}
// The GIFs can use variable framerates. The panels update at 30 FPS.
#define FPS 30
// Helpers for converting PanelGraphics to the packed sprite representation
// we give to the pad.
namespace ProtocolHelpers
{
// Return a color's index in palette. If the color isn't found, return 0.
// We can use a dumb linear search here since the graphics are so small.
uint8_t GetColorIndex(const PanelLightGraphic::palette_t &palette, const SMXGif::Color &color)
{
// Transparency is always palette index 15.
if(color.color[3] == 0)
return 15;
for(int idx = 0; idx < 15; ++idx)
{
PanelLightGraphic::color_t pad_color = palette.colors[idx];
if(pad_color.rgb[0] == color.color[0] &&
pad_color.rgb[1] == color.color[1] &&
pad_color.rgb[2] == color.color[2])
return idx;
}
return 0;
}
// Create a palette for an animation.
//
// We're loading from paletted GIFs, but we create a separate small palette
// for each panel's animation, so we don't use the GIF's palette.
bool CreatePalette(const SMXPanelAnimation &animation, PanelLightGraphic::palette_t &palette)
{
int next_color = 0;
for(const auto &panel_graphic: animation.m_aPanelGraphics)
{
for(const SMXGif::Color &color: panel_graphic)
{
// If this color is transparent, leave it out of the palette.
if(color.color[3] == 0)
continue;
// Check if this color is already in the palette.
uint8_t existing_idx = GetColorIndex(palette, color);
if(existing_idx < next_color)
continue;
// Return false if we're using too many colors.
if(next_color == 15)
return false;
// Add this color.
PanelLightGraphic::color_t pad_color;
pad_color.rgb[0] = color.color[0];
pad_color.rgb[1] = color.color[1];
pad_color.rgb[2] = color.color[2];
palette.colors[next_color] = pad_color;
next_color++;
}
}
return true;
}
// Return packed paletted graphics for each frame, using a palette created
// with CreatePalette. The palette must have fewer than 16 colors.
void CreatePackedGraphic(const vector<SMXGif::Color> &image, const PanelLightGraphic::palette_t &palette,
PanelLightGraphic::graphic_t &out)
{
int position = 0;
for(auto color: image)
{
// Transparency is always palette index 15.
uint8_t palette_idx = GetColorIndex(palette, color);
// Apply color scaling, in the same way SMXManager::SetLights does.
for(int i = 0; i < 3; ++i)
color.color[i] = uint8_t(color.color[i] * 0.6666f);
// If this is an odd index, put the palette index in the high 4
// bits. Otherwise, put it in the low 4 bits.
if(position & 1)
out.data[position/2] |= (palette_idx & 0xF0) << 4;
else
out.data[position/2] |= (palette_idx & 0xF0) << 0;
}
}
vector<uint8_t> get_frame_delays(const SMXPanelAnimation &animation)
{
vector<uint8_t> result;
int current_frame = 0;
int time_left_in_frame = animation.m_iFrameDurations[0];
result.push_back(0);
while(1)
{
// Advance time by 1/FPS seconds.
time_left_in_frame -= 1 / FPS;
result.back()++;
if(time_left_in_frame <= 0.00001)
{
// We've displayed this frame long enough, so advance to the next frame.
if(current_frame + 1 == animation.m_iFrameDurations.size())
break;
current_frame += 1;
result.push_back(0);
time_left_in_frame += animation.m_iFrameDurations[current_frame];
// If time_left_in_frame is still negative, the animation is too fast.
if(time_left_in_frame < 0.00001)
time_left_in_frame = 0;
}
}
return result;
}
// Create the master data. This just has timing information.
bool CreateMasterAnimationData(int pad, PanelLightGraphic::master_animation_data_t &master_data, const char **error)
{
// The second animation's graphic indices start where the first one's end.
int first_graphic = 0;
// XXX: It's possible to reuse graphics, which allows us to dedupe animation frames.
// We can store 64 total animation graphics shared across the pressed and released
// animation, and each animation can have up to 64 timed frames which point into
// the graphic list.
for(int type = 0; type < NUM_SMX_LightsType; ++type)
{
// All animations of each type have the same timing for all panels, since
// they come from the same GIF, so just look at the first frame.
const SMXPanelAnimation &animation = SMXPanelAnimation::GetLoadedAnimation(pad, 0, SMX_LightsType(type));
PanelLightGraphic::animation_timing_t &animation_timing = master_data.animation_timings[type];
// Check that we don't have more frames than we can fit in animation_timing.
// This is currently the same as the "too many frames" error below, but if
// we support longer delays (staying on the same graphic for multiple animation_timings)
// or deduping they'd be different.
if(animation.m_aPanelGraphics.size() > arraylen(animation_timing.frames))
{
*error = "The animation is too long.";
return false;
}
memset(&animation_timing.frames[0], 0xFF, sizeof(animation_timing.frames));
for(int i = 0; i < animation.m_aPanelGraphics.size(); ++i)
{
animation_timing.frames[i] = first_graphic;
first_graphic++;
}
// Set frame delays.
memset(&animation_timing.delay[0], 0, sizeof(animation_timing.delay));
vector<uint8_t> delays = get_frame_delays(animation);
for(int i = 0; i < delays.size() && i < 64; ++i)
animation_timing.delay[i] = delays[i];
// These frame numbers are relative to the animation, so don't add first_graphic.
// XXX: frame index, not source frame
animation_timing.loop_animation_frame = animation.m_iLoopFrame;
}
return true;
}
// Pack panel graphics.
bool CreatePanelAnimationData(PanelLightGraphic::panel_animation_data_t &panel_data,
int pad, int panel, const char **error)
{
// We have a single buffer of animation frames for each panel, which we pack
// both the pressed and released frames into. This is the index of the next
// frame.
int next_graphic_idx = 0;
for(int type = 0; type < NUM_SMX_LightsType; ++type)
{
const SMXPanelAnimation &animation = SMXPanelAnimation::GetLoadedAnimation(pad, panel, SMX_LightsType(type));
// Create this animation's 4-bit palette.
if(!ProtocolHelpers::CreatePalette(animation, panel_data.palettes[type]))
{
*error = SMX::CreateError(SMX::ssprintf("The %s panel uses too many colors.", panel_names[panel]));
return false;
}
// Create a small 4-bit paletted graphic with the 4-bit palette we created.
// These are the graphics we'll send to the controller.
for(const auto &panel_graphic: animation.m_aPanelGraphics)
{
if(next_graphic_idx > arraylen(panel_data.graphics))
{
*error = "The animation has too many frames.";
return false;
}
ProtocolHelpers::CreatePackedGraphic(panel_graphic, panel_data.palettes[type], panel_data.graphics[next_graphic_idx]);
next_graphic_idx++;
}
}
return true;
}
// Create upload packets to upload a block of data.
void CreateUploadPackets(vector<PanelLightGraphic::upload_packet> &packets,
const void *data_block, int size,
uint8_t panel, int animation_idx)
{
const uint8_t *buf = (const uint8_t *) &data_block;
for(int offset = 0; offset < size; )
{
PanelLightGraphic::upload_packet packet;
packet.panel = panel;
packet.animation_idx = animation_idx;
packet.offset = offset;
int bytes_left = size - offset;
packet.size = min(sizeof(PanelLightGraphic::upload_packet::data), bytes_left);
memcpy(packet.data, buf + offset, packet.size);
packets.push_back(packet);
offset += packet.size;
}
packets.back().final_packet = true;
}
}
namespace LightsUploadData
{
vector<string> commands[2];
}
// Prepare the loaded graphics for upload.
bool SMX_LightsUpload_PrepareUpload(int pad, const char **error)
{
// Check that all panel animations are loaded.
for(int type = 0; type < NUM_SMX_LightsType; ++type)
{
const SMXPanelAnimation &animation = SMXPanelAnimation::GetLoadedAnimation(pad, 0, SMX_LightsType(type));
if(animation.m_aPanelGraphics.empty())
{
*error = "Load all panel animations before preparing the upload.";
return false;
}
}
// Create master animation data.
PanelLightGraphic::master_animation_data_t master_data;
if(!ProtocolHelpers::CreateMasterAnimationData(pad, master_data, error))
return false;
// Create panel animation data.
PanelLightGraphic::panel_animation_data_t all_panel_data[9];
for(int panel = 0; panel < 9; ++panel)
{
if(!ProtocolHelpers::CreatePanelAnimationData(all_panel_data[panel], pad, panel, error))
return false;
}
// We successfully created the data, so there's nothing else that can fail from
// here on.
// Create upload packets.
vector<PanelLightGraphic::upload_packet> packets;
for(int type = 0; type < NUM_SMX_LightsType; ++type)
{
const auto &master_data_block = master_data.animation_timings[type];
ProtocolHelpers::CreateUploadPackets(packets, &master_data_block, sizeof(master_data_block), 0xFF, type);
for(int panel = 0; panel < 9; ++panel)
{
const auto &panel_data_block = all_panel_data[panel];
ProtocolHelpers::CreateUploadPackets(packets, &panel_data_block, sizeof(panel_data_block), panel, type);
}
}
// Make a list of strings containing the packets. We don't need the
// structs anymore, so this is all we need to keep around.
vector<string> &pad_commands = LightsUploadData::commands[pad];
pad_commands.clear();
for(const auto &packet: packets)
{
string command((char *) &packet, sizeof(packet));
pad_commands.push_back(command);
}
return true;
}
// Start sending a prepared upload.
//
// The commands to send to upload the data are in pad_commands[pad].
void SMX_LightsUpload_BeginUpload(int pad, SMX_LightsUploadCallback pCallback, void *pUser)
{
// XXX: should we disable panel lights while doing this?
shared_ptr<SMXDevice> pDevice = SMXManager::g_pSMX->GetDevice(pad);
vector<string> asCommands = LightsUploadData::commands[pad];
int iTotalCommands = asCommands.size();
// Queue all commands at once. As each command finishes, our callback
// will be called.
for(int i = 0; i < asCommands.size(); ++i)
{
const string &sCommand = asCommands[i];
pDevice->SendCommand(sCommand, [i, iTotalCommands, pCallback, pUser]() {
// Command #i has finished being sent.
//
// If this isn't the last command, make sure progress isn't 100.
// Once we send 100%, the callback is no longer valid.
int progress = (i*100) / (iTotalCommands-1);
if(i != iTotalCommands-1)
progress = min(progress, 99);
// We're currently in the SMXManager thread. Call the user thread from
// the user callback thread.
SMXManager::g_pSMX->RunInHelperThread([pCallback, pUser, progress]() {
pCallback(progress, pUser);
});
});
}
}

@ -0,0 +1,40 @@
#ifndef SMXPanelAnimationUpload_h
#define SMXPanelAnimationUpload_h
#include "SMXPanelAnimation.h"
// For SMX_API:
#include "../SMX.h"
// This is used to upload panel animations to the firmware. This is
// only needed for offline animations. For live animations, either
// use SMX_LightsAnimation_SetAuto, or to control lights directly
// (recommended), use SMX_SetLights.
//
// Before starting, load animations into SMXPanelAnimation.
//
// Prepare the currently loaded animations to be stored on the pad.
// Return false with an error message on error.
//
// All LightTypes must be loaded before beginning the upload.
//
// If a lights upload is already in progress, returns an error.
SMX_API bool SMX_LightsUpload_PrepareUpload(int pad, const char **error);
typedef void SMX_LightsUploadCallback(int progress, void *pUser);
// After a successful call to SMX_LightsUpload_Init, begin uploading data
// to the master controller for the given pad and animation type.
//
// The callback will be called as the upload progresses, with progress values
// from 0-100.
//
// callback will always be called exactly once with a progress value of 100.
// Once the 100% progress is called, the callback won't be accessed, so the
// caller can safely clean up. This will happen even if the pad disconnects
// partway through the upload.
//
// The callback will be called from the user callback helper thread.
SMX_API void SMX_LightsUpload_BeginUpload(int pad, SMX_LightsUploadCallback callback, void *pUser);
#endif

@ -58,6 +58,7 @@ namespace smx_config
// Load animations, and tell the SDK to handle auto-lighting as long as
// we're running.
Helpers.LoadSavedPanelAnimations();
Helpers.PrepareLoadedAnimations();
SMX.SMX.LightsAnimation_SetAuto(true);
CreateTrayIcon();

@ -345,6 +345,28 @@ namespace smx_config
SMX.SMX.LightsAnimation_Load(gif, pad, type, out error);
}
// Prepare all loaded animations for upload.
//
// We do this early, as soon as animations are loaded, so we know whether there are
// any errors preventing upload to display in the UI.
public static void PrepareLoadedAnimations()
{
PanelLoadErrors = null;
// Prepare animations for both pads.
for(int pad = 0; pad < 2; ++pad)
{
// Store the first error we get. Keep loading pad 1 even if pad 0 has
// an error.
string error;
if(!SMX.SMX.LightsUpload_PrepareUpload(pad, out error) && PanelLoadErrors == null)
PanelLoadErrors = error;
}
}
// If there was an error preparing animations, we store it here for display. Otherwise,
// this is null.
public static string PanelLoadErrors = null;
// Create a .lnk.
public static void CreateShortcut(string outputFile, string targetPath, string arguments)
{

@ -7,7 +7,7 @@
xmlns:controls="clr-namespace:smx_config"
mc:Ignorable="d"
x:Name="root"
Title="StepManiaX Platform Settings"
Title="StepManiaX Platform"
Icon="Resources/window icon.png"
Height="700" Width="525" ResizeMode="CanMinimize">
<Window.Resources>
@ -696,9 +696,27 @@ Use if the platform is too sensitive.</clr:String>
<Button Content="Load pressed GIF" Padding="5,2" Margin="5,10" Name="LoadPressed" Click="LoadGIF" />
</StackPanel>
<!-- We'll only show one of these. -->
<TextBlock Name="LeaveRunning" TextAlignment="Center">
Leave this application running to play animations.
</TextBlock>
<StackPanel Name="LeaveRunningOrUpload"
HorizontalAlignment="Center" Orientation="Vertical">
<TextBlock TextAlignment="Center">
Leave this application running to play animations, or upload
it to the pad.
</TextBlock>
<Button Content="Upload animation to pad" Padding="5,2" Margin="5,10"
Click="UploadGIFs" HorizontalAlignment="Center" />
</StackPanel>
<TextBlock Name="LeaveRunningCantUpload" TextAlignment="Center" Width="400" TextWrapping="Wrap">
<TextBlock>This animation is too big to upload it to the pad:</TextBlock>
<LineBreak/>
<TextBlock Name="UploadErrorReason"></TextBlock>.
<LineBreak/>
<TextBlock Margin="0,5,0,0">However, you can leaving this application running to use it.</TextBlock>
</TextBlock>
</StackPanel>
<StackPanel

@ -19,9 +19,11 @@ namespace smx_config
LoadUIFromConfig(args);
});
// If we're controlling GIF animations, confirm exiting, since you can minimize
// If we're controlling GIF animations and the firmware doesn't support
// doing animations internally, confirm exiting, since you can minimize
// to tray to keep playing animations. If we're not controlling animations,
// don't bug the user with a prompt.
// or the firmware supports doing them automatically, don't bug the user
// with a prompt.
Closing += delegate(object sender, System.ComponentModel.CancelEventArgs e)
{
LoadFromConfigDelegateArgs args = CurrentSMXDevice.singleton.GetState();
@ -36,6 +38,13 @@ namespace smx_config
if(!SMX.SMX.GetConfig(pad, out config))
continue;
// If the firmware is version 4 or higher, it supports animations directly.
// The user can upload GIF animations and doesn't need to leave us running
// for them to work. You can still use this tool to drive animations, but
// don't confirm exiting.
if(config.masterVersion >= 4)
continue;
// If AutoLightingUsePressedAnimations isn't set, the panel is using step
// coloring instead of pressed animations. All firmwares support this.
// Don't confirm exiting for this mode.
@ -167,6 +176,7 @@ namespace smx_config
}
RefreshConnectedPadList(args);
RefreshUploadPadText(args);
// If a second controller has connected and we're on Both, see if we need to prompt
// to sync configs. We only actually need to do this if a controller just connected.
@ -174,6 +184,28 @@ namespace smx_config
CheckConfiguringBothPads(args);
}
// Update which of the "Leave this application running", etc. blocks to display.
private void RefreshUploadPadText(LoadFromConfigDelegateArgs args)
{
foreach(Tuple<int, SMX.SMXConfig> activePad in ActivePad.ActivePads())
{
SMX.SMXConfig config = activePad.Item2;
bool uploadsSupported = config.masterVersion >= 4;
bool uploadPossible = Helpers.PanelLoadErrors == null;
LeaveRunning.Visibility = uploadsSupported? Visibility.Collapsed:Visibility.Visible;
LeaveRunningOrUpload.Visibility = uploadsSupported && uploadPossible? Visibility.Visible:Visibility.Collapsed;
LeaveRunningCantUpload.Visibility = uploadsSupported && !uploadPossible? Visibility.Visible:Visibility.Collapsed;
// If we have an error reason, set it. This is only visible when
// we're showing LeaveRunningCantUpload.
if(Helpers.PanelLoadErrors != null)
UploadErrorReason.Text = Helpers.PanelLoadErrors;
break;
}
}
private void ConnectedPadList_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
ComboBoxItem selection = ConnectedPadList.SelectedItem as ComboBoxItem;
@ -384,9 +416,52 @@ namespace smx_config
// Save the GIF to disk so we can load it quickly later.
Helpers.SaveAnimationToDisk(pad, type, buf);
// Try to prepare animations for upload. This updates Helpers.PanelLoadErrors.
Helpers.PrepareLoadedAnimations();
// Refresh after loading a GIF to update the "Leave this application running" text.
CurrentSMXDevice.singleton.FireConfigurationChanged(null);
}
}
// The "Upload animation to pad" button was clicked.
private void UploadGIFs(object sender, RoutedEventArgs e)
{
// Create a progress window. Center it on top of the main window.
ProgressWindow dialog = new ProgressWindow();
dialog.Left = (Left + Width/2) - (dialog.Width/2);
dialog.Top = (Top + Height/2) - (dialog.Height/2);
dialog.Title = "Storing animations on pad...";
int[] CurrentProgress = new int[] { 0, 0 };
// Upload graphics for all connected pads. If two pads are connected
// we can start both of these simultaneously, and they'll be sent in
// parallel.
int total = 0;
foreach(Tuple<int,SMX.SMXConfig> activePad in ActivePad.ActivePads())
{
int pad = activePad.Item1;
SMX.SMX.LightsUpload_BeginUpload(pad, delegate(int progress) {
// This is called from a thread, so dispatch back to the main thread.
Dispatcher.Invoke(delegate() {
// Store progress, so we can sum both pads.
CurrentProgress[pad] = progress;
dialog.SetProgress(CurrentProgress[0] + CurrentProgress[1]);
if(progress == 100)
dialog.Close();
});
});
// Each pad that we start uploading to is 100 units of progress.
total += 100;
dialog.SetTotal(total);
}
// Show the progress window as a modal dialog. This function won't return
// until we call dialog.Close above.
dialog.ShowDialog();
}
}
}

@ -483,5 +483,63 @@ namespace SMX
if(!DLLAvailable()) return;
SMX_LightsAnimation_SetAuto(enable);
}
// SMXPanelAnimationUpload
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
[return:MarshalAs(UnmanagedType.I1)]
private static extern bool SMX_LightsUpload_PrepareUpload(int pad, out IntPtr error);
[DllImport("SMX.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
private static extern void SMX_LightsUpload_BeginUpload(int pad,
[MarshalAs(UnmanagedType.FunctionPtr)] InternalLightsUploadCallback callback,
IntPtr user);
public static bool LightsUpload_PrepareUpload(int pad, out string error)
{
if(!DLLAvailable())
{
error = "SMX.DLL not available";
return false;
}
error = "";
IntPtr error_pointer;
bool result = SMX_LightsUpload_PrepareUpload(pad, 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 delegate void LightsUploadCallback(int progress);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void InternalLightsUploadCallback(int reason, IntPtr user);
public static void LightsUpload_BeginUpload(int pad, LightsUploadCallback callback)
{
if(!DLLAvailable())
return;
GCHandle handle = new GCHandle();
InternalLightsUploadCallback wrapper = delegate(int progress, IntPtr user)
{
try {
callback(progress);
} finally {
// When progress = 100, this is the final call and we can release this
// object to GC.
if(progress == 100)
handle.Free();
}
};
// Pin the callback until we get the last call.
handle = GCHandle.Alloc(wrapper);
SMX_LightsUpload_BeginUpload(pad, wrapper, IntPtr.Zero);
}
}
}

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