Fix potential bug with sending too many updates too quickly. Add in input handling.

snowfall
sigonasr2 2 months ago
parent f4ac610bdd
commit ba3cbd401d
  1. 96
      sample/PGEX_SMX.h
  2. 158
      sample/PGEX_SMX_Example.cpp

@ -1,6 +1,7 @@
#pragma once #pragma once
#include "olcPixelGameEngine.h" #include "olcPixelGameEngine.h"
#include "SMX.h" #include "SMX.h"
#include <assert.h>
using namespace olc; using namespace olc;
@ -15,15 +16,17 @@ public:
//LEFT is 0x08 //LEFT is 0x08
//Add these bytes together to get the combination (all 4 held down is 0xAA //Add these bytes together to get the combination (all 4 held down is 0xAA
HWButton GetPanel(Key k,int pad=0)const{ HWButton GetPanel(Key k,int pad=0)const{
return panelState[k-UP]; return panelState[k-UP][pad];
}; };
void EnableLogMessages(bool enabled){ void EnableLogMessages(bool enabled){
logMessages=enabled; logMessages=enabled;
} }
private: private:
static bool logMessages; static bool logMessages;
HWButton internal_panelState[4]; HWButton internal_panelState[4][2];
HWButton panelState[4]; //We store the 4 main panel states, similar to how PGE does. HWButton panelState[4][2]; //We store the 4 main panel states, similar to how PGE does.
double totalElapsedTime{0.};
double nextLightUpdate{0.};
//SMX "screen" is 12x21 //SMX "screen" is 12x21
//Each panel is 4x7 //Each panel is 4x7
static void SMXStateChangedCallback(int pad, SMXUpdateCallbackReason reason, void *pUser) static void SMXStateChangedCallback(int pad, SMXUpdateCallbackReason reason, void *pUser)
@ -44,31 +47,57 @@ private:
{ {
if(logMessages){ if(logMessages){
printf("Device %i state changed: %04x\n", pad, SMX_GetInputState(pad)); printf("Device %i state changed: %04x\n", pad, SMX_GetInputState(pad));
printf("Device %i state changed: %04x\n", 1, SMX_GetInputState(1));
} }
int16_t state(SMX_GetInputState(pad)); int16_t state(SMX_GetInputState(0));
if(state&0x2&&!internal_panelState[UP-UP].bPressed){ if(state&0x2&&!internal_panelState[UP-UP][0].bPressed){
internal_panelState[UP-UP]={true,false,true}; internal_panelState[UP-UP][0]={true,false,true};
}else }else
if(!(state&0x2)&&!internal_panelState[UP-UP].bReleased){ if(!(state&0x2)&&!internal_panelState[UP-UP][0].bReleased){
internal_panelState[UP-UP]={false,true,false}; internal_panelState[UP-UP][0]={false,true,false};
} }
if(state&0x20&&!internal_panelState[RIGHT-UP].bPressed){ if(state&0x20&&!internal_panelState[RIGHT-UP][0].bPressed){
internal_panelState[RIGHT-UP]={true,false,true}; internal_panelState[RIGHT-UP][0]={true,false,true};
}else }else
if(!(state&0x20)&&!internal_panelState[RIGHT-UP].bReleased){ if(!(state&0x20)&&!internal_panelState[RIGHT-UP][0].bReleased){
internal_panelState[RIGHT-UP]={false,true,false}; internal_panelState[RIGHT-UP][0]={false,true,false};
} }
if(state&0x80&&!internal_panelState[DOWN-UP].bPressed){ if(state&0x80&&!internal_panelState[DOWN-UP][0].bPressed){
internal_panelState[DOWN-UP]={true,false,true}; internal_panelState[DOWN-UP][0]={true,false,true};
}else }else
if(!(state&0x80)&&!internal_panelState[DOWN-UP].bReleased){ if(!(state&0x80)&&!internal_panelState[DOWN-UP][0].bReleased){
internal_panelState[DOWN-UP]={false,true,false}; internal_panelState[DOWN-UP][0]={false,true,false};
} }
if(state&0x8&&!internal_panelState[LEFT-UP].bPressed){ if(state&0x8&&!internal_panelState[LEFT-UP][0].bPressed){
internal_panelState[LEFT-UP]={true,false,true}; internal_panelState[LEFT-UP][0]={true,false,true};
}else }else
if(!(state&0x8)&&!internal_panelState[LEFT-UP].bReleased){ if(!(state&0x8)&&!internal_panelState[LEFT-UP][0].bReleased){
internal_panelState[LEFT-UP]={false,true,false}; internal_panelState[LEFT-UP][0]={false,true,false};
}
state=SMX_GetInputState(1);
if(state&0x2&&!internal_panelState[UP-UP][1].bPressed){
internal_panelState[UP-UP][1]={true,false,true};
}else
if(!(state&0x2)&&!internal_panelState[UP-UP][1].bReleased){
internal_panelState[UP-UP][1]={false,true,false};
}
if(state&0x20&&!internal_panelState[RIGHT-UP][1].bPressed){
internal_panelState[RIGHT-UP][1]={true,false,true};
}else
if(!(state&0x20)&&!internal_panelState[RIGHT-UP][1].bReleased){
internal_panelState[RIGHT-UP][1]={false,true,false};
}
if(state&0x80&&!internal_panelState[DOWN-UP][1].bPressed){
internal_panelState[DOWN-UP][1]={true,false,true};
}else
if(!(state&0x80)&&!internal_panelState[DOWN-UP][1].bReleased){
internal_panelState[DOWN-UP][1]={false,true,false};
}
if(state&0x8&&!internal_panelState[LEFT-UP][1].bPressed){
internal_panelState[LEFT-UP][1]={true,false,true};
}else
if(!(state&0x8)&&!internal_panelState[LEFT-UP][1].bReleased){
internal_panelState[LEFT-UP][1]={false,true,false};
} }
} }
@ -79,18 +108,29 @@ private:
virtual bool OnBeforeUserUpdate(float& fElapsedTime){ virtual bool OnBeforeUserUpdate(float& fElapsedTime){
//We don't want the panel states changing in the middle of a frame, since the input polling is on a separate thread. //We don't want the panel states changing in the middle of a frame, since the input polling is on a separate thread.
//Copy over the internal button states to the current panel state. //Copy over the internal button states to the current panel state.
for(int i=0;i<4;i++){ for(int pad=0;pad<2;pad++){
panelState[i]=internal_panelState[i]; for(int i=0;i<4;i++){
internal_panelState[i].bPressed=false; panelState[i][pad]=internal_panelState[i][pad];
internal_panelState[i].bReleased=false; internal_panelState[i][pad].bPressed=false;
internal_panelState[i][pad].bReleased=false;
}
} }
return false; return false;
} }
virtual void OnAfterUserUpdate(float fElapsedTime)override{ virtual void OnAfterUserUpdate(float fElapsedTime)override{
for(int i=0;i<4;i++){ double previousTotalElapsedTime{totalElapsedTime};
panelState[i].bPressed=false; totalElapsedTime=fmod(totalElapsedTime+fElapsedTime,10000.);
panelState[i].bReleased=false; if(previousTotalElapsedTime>totalElapsedTime){
//We are in the past, so reset lastLightUpdate to keep lights running.
nextLightUpdate=totalElapsedTime;
}
if(nextLightUpdate>totalElapsedTime)return; //Ignore light updates if not enough time has passed. We can only send light updates at 30 FPS.
for(int pad=0;pad<2;pad++){
for(int i=0;i<4;i++){
panelState[i][pad].bPressed=false;
panelState[i][pad].bReleased=false;
}
} }
std::string lightData; std::string lightData;
//The light data for an SMX dance pad is outlined in the docs but the code used to transform the PGE's pixels to SMX pad's lights will be annotated here. //The light data for an SMX dance pad is outlined in the docs but the code used to transform the PGE's pixels to SMX pad's lights will be annotated here.
@ -131,6 +171,8 @@ private:
} }
} }
} }
if(lightData.size()!=1350)throw;
nextLightUpdate=totalElapsedTime+1/30.f;
SMX_SetLights2( lightData.data(), lightData.size() ); SMX_SetLights2( lightData.data(), lightData.size() );
} }
}; };

@ -20,13 +20,27 @@ public:
bool OnUserCreate() override bool OnUserCreate() override
{ {
// Called once at the start, so create things here // Called once at the start, so create things here
smx.EnableLogMessages(true);
return true; return true;
} }
std::vector<vf2d>snow; struct Snow{
std::vector<vf2d>backgroundSnow; vf2d pos;
int id;
};
float backgroundSnowIntervalTimer{0.03f}; struct ExpandCircle{
vi2d pos;
float radius;
Pixel col;
};
std::vector<Snow>snow;
std::vector<Snow>backgroundSnow;
std::vector<ExpandCircle>expandCircles;
const float backgroundSnowInterval{0.1f};
float backgroundSnowIntervalTimer{backgroundSnowInterval};
float backgroundSnowDirectionInterval{60.f}; float backgroundSnowDirectionInterval{60.f};
#define RIGHT true #define RIGHT true
@ -35,37 +49,157 @@ public:
float snowTimer{snowInterval}; float snowTimer{snowInterval};
const float snowIntervalChangeInterval{60.f}; const float snowIntervalChangeInterval{60.f};
float snowIntervalTimer{snowIntervalChangeInterval}; float snowIntervalTimer{snowIntervalChangeInterval};
double totalElapsedTime{}; double totalElapsedTime{0.};
float fallSpd{6.f}; float fallSpd{6.f};
float snowAmplitude{2.f}; float snowAmplitude{2.f};
std::map<std::pair<Key,int>,float>recreateCircleTimer{};
const float recreateCircleInterval{0.25f};
uint64_t SNOW_ID{0U};
bool OnUserUpdate(float fElapsedTime) override bool OnUserUpdate(float fElapsedTime) override
{ {
Clear({0,0,32}); Clear({0,0,32});
backgroundSnowIntervalTimer-=fElapsedTime; backgroundSnowIntervalTimer-=fElapsedTime;
snowTimer-=fElapsedTime; snowTimer-=fElapsedTime;
snowIntervalTimer-=fElapsedTime; snowIntervalTimer-=fElapsedTime;
for(auto&[KEY,time]:recreateCircleTimer){
recreateCircleTimer[KEY]-=fElapsedTime;
}
if(snowTimer<=0.f){ if(snowTimer<=0.f){
snow.emplace_back(util::random(ScreenWidth()),-2.f); snow.emplace_back(vf2d{util::random(ScreenWidth()),-2.f},SNOW_ID++);
snowTimer=snowInterval; snowTimer=snowInterval;
} }
if(backgroundSnowIntervalTimer<=0.f){ if(backgroundSnowIntervalTimer<=0.f){
backgroundSnowIntervalTimer=snowIntervalTimer*26.66666667f; int xOffset{int(util::random(ScreenWidth()))};
if(backgroundSnowDirection==RIGHT){
xOffset-=ScreenWidth()/2;
}else{
xOffset+=ScreenWidth()/2;
}
backgroundSnow.emplace_back(vf2d{float(xOffset),-2.f},SNOW_ID++);
backgroundSnowIntervalTimer=backgroundSnowInterval;
} }
if(snowIntervalTimer<=0.f){ if(snowIntervalTimer<=0.f){
snowInterval=util::random_range(0.1f,2.f); snowInterval=util::random_range(0.1f,2.f);
backgroundSnowDirection=!RIGHT;
if(rand()%2==0)backgroundSnowDirection=RIGHT;
snowIntervalTimer=snowIntervalChangeInterval; snowIntervalTimer=snowIntervalChangeInterval;
} }
for(int ind{0};vf2d&snow:snow){ for(Snow&backSnow:backgroundSnow){
snow.y+=fallSpd*fElapsedTime; srand(backSnow.id);
srand(ind); if(backgroundSnowDirection==RIGHT){
FillCircle(vi2d{int(snow.x+sin(totalElapsedTime+ind*0.5f*fallSpd)*snowAmplitude),int(snow.y)},rand()%2+1,{uint8_t(200+rand()%55),uint8_t(235+rand()%20),255}); backSnow.pos.x+=fElapsedTime*snowAmplitude;
ind++; }else{
backSnow.pos.x-=fElapsedTime*snowAmplitude;
}
backSnow.pos.y+=fallSpd*fElapsedTime/2.f;
uint8_t randCol{uint8_t(10+rand()%50)};
Draw(backSnow.pos,Pixel{randCol,randCol,randCol});
}
for(Snow&snow:snow){
srand(snow.id);
float fallSpdMult{(rand()%25)/100.f};
snow.pos.y+=(fallSpd*(1.f-fallSpdMult))*fElapsedTime;
FillCircle(vi2d{int(snow.pos.x+sin(totalElapsedTime+snow.id*0.5f*fallSpd)*snowAmplitude),int(snow.pos.y)},rand()%2+1,{uint8_t(150+rand()%105),uint8_t(190+rand()%65),uint8_t(190+rand()%65)});
} }
SetPixelMode(Pixel::ALPHA);
for(ExpandCircle&circle:expandCircles){
circle.radius+=fallSpd*fElapsedTime*6;
DrawCircle(circle.pos,circle.radius,circle.col);
}
std::erase_if(snow,[this](const Snow&snow){return snow.pos.y>ScreenHeight()+2;});
std::erase_if(backgroundSnow,[this](const Snow&backSnow){return backSnow.pos.y>ScreenHeight()+2;});
std::erase_if(expandCircles,[this](const ExpandCircle&circle){return circle.radius>24+2;});
double previousTotalElapsedTime{totalElapsedTime};
totalElapsedTime=fmod(totalElapsedTime+fElapsedTime,10000.); totalElapsedTime=fmod(totalElapsedTime+fElapsedTime,10000.);
#undef RIGHT
if(smx.GetPanel(RIGHT,0).bHeld){
FillRect({8,7},{3,6},{VERY_DARK_MAGENTA.r,VERY_DARK_MAGENTA.g,VERY_DARK_MAGENTA.b,64});
DrawRect({8,7},{3,6},VERY_DARK_MAGENTA);
if(recreateCircleTimer[{RIGHT,0}]<=0.f){
expandCircles.emplace_back(vi2d{8+1,7+3},1,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{8+1,7+3},0.5f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{8+1,7+3},0.f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
recreateCircleTimer[{RIGHT,0}]=recreateCircleInterval;
}
}
if(smx.GetPanel(UP,0).bHeld){
FillRect({4,0},{3,6},{VERY_DARK_MAGENTA.r,VERY_DARK_MAGENTA.g,VERY_DARK_MAGENTA.b,64});
DrawRect({4,0},{3,6},VERY_DARK_MAGENTA);
if(recreateCircleTimer[{UP,0}]<=0.f){
expandCircles.emplace_back(vi2d{4+1,0+3},1,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{4+1,0+3},0.5f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{4+1,0+3},0.f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
recreateCircleTimer[{UP,0}]=recreateCircleInterval;
}
}
if(smx.GetPanel(DOWN,0).bHeld){
FillRect({4,14},{3,6},{VERY_DARK_MAGENTA.r,VERY_DARK_MAGENTA.g,VERY_DARK_MAGENTA.b,64});
DrawRect({4,14},{3,6},VERY_DARK_MAGENTA);
if(recreateCircleTimer[{DOWN,0}]<=0.f){
expandCircles.emplace_back(vi2d{4+1,14+3},1,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{4+1,14+3},0.5f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{4+1,14+3},0.f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
recreateCircleTimer[{DOWN,0}]=recreateCircleInterval;
}
}
if(smx.GetPanel(LEFT,0).bHeld){
FillRect({0,7},{3,6},{VERY_DARK_MAGENTA.r,VERY_DARK_MAGENTA.g,VERY_DARK_MAGENTA.b,64});
DrawRect({0,7},{3,6},VERY_DARK_MAGENTA);
if(recreateCircleTimer[{LEFT,0}]<=0.f){
expandCircles.emplace_back(vi2d{0+1,7+3},1,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{0+1,7+3},0.5f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
expandCircles.emplace_back(vi2d{0+1,7+3},0.f,Pixel{DARK_MAGENTA.r,DARK_MAGENTA.g,DARK_MAGENTA.b,64});
recreateCircleTimer[{LEFT,0}]=recreateCircleInterval;
}
}
if(smx.GetPanel(RIGHT,1).bHeld){
FillRect({20,7},{3,6},{VERY_DARK_CYAN.r,VERY_DARK_CYAN.g,VERY_DARK_CYAN.b,64});
DrawRect({20,7},{3,6},VERY_DARK_CYAN);
if(recreateCircleTimer[{RIGHT,1}]<=0.f){
expandCircles.emplace_back(vi2d{20+1,7+3},1,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{20+1,7+3},0.5f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{20+1,7+3},0.f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
recreateCircleTimer[{RIGHT,1}]=recreateCircleInterval;
}
}
if(smx.GetPanel(UP,1).bHeld){
FillRect({16,0},{3,6},{VERY_DARK_CYAN.r,VERY_DARK_CYAN.g,VERY_DARK_CYAN.b,64});
DrawRect({16,0},{3,6},VERY_DARK_CYAN);
if(recreateCircleTimer[{UP,1}]<=0.f){
expandCircles.emplace_back(vi2d{16+1,3+3},1,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{16+1,3+3},0.5f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{16+1,3+3},0.f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
recreateCircleTimer[{UP,1}]=recreateCircleInterval;
}
}
if(smx.GetPanel(DOWN,1).bHeld){
FillRect({16,14},{3,6},{VERY_DARK_CYAN.r,VERY_DARK_CYAN.g,VERY_DARK_CYAN.b,64});
DrawRect({16,14},{3,6},VERY_DARK_CYAN);
if(recreateCircleTimer[{DOWN,1}]<=0.f){
expandCircles.emplace_back(vi2d{16+1,14+3},1,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{16+1,14+3},0.5f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{16+1,14+3},0.f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
recreateCircleTimer[{DOWN,1}]=recreateCircleInterval;
}
}
if(smx.GetPanel(LEFT,1).bHeld){
FillRect({12,7},{3,6},{VERY_DARK_CYAN.r,VERY_DARK_CYAN.g,VERY_DARK_CYAN.b,64});
DrawRect({12,7},{3,6},VERY_DARK_CYAN);
if(recreateCircleTimer[{LEFT,1}]<=0.f){
expandCircles.emplace_back(vi2d{12+1,3+3},1,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{12+1,3+3},0.5f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
expandCircles.emplace_back(vi2d{12+1,3+3},0.f,Pixel{DARK_CYAN.r,DARK_CYAN.g,DARK_CYAN.b,64});
recreateCircleTimer[{LEFT,1}]=recreateCircleInterval;
}
}
SetPixelMode(Pixel::MASK);
return true; return true;
} }
@ -75,7 +209,7 @@ public:
int main() int main()
{ {
SMX_PGE demo; SMX_PGE demo;
if (demo.Construct(24, 21, 50, 50)) if (demo.Construct(24, 21, 50, 50,false,true))
demo.Start(); demo.Start();
return 0; return 0;

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