using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Windows; using System.Windows.Media; using System.Windows.Resources; using System.Windows.Threading; using SMXJSON; namespace smx_config { // Track whether we're configuring one pad or both at once. static class ActivePad { public enum SelectedPad { P1, P2, Both, }; // The actual pad selection. This defaults to both, and doesn't change if // only one pad is selected. We don't actually show "both" in the dropdown // unless two pads are connected, but the underlying setting remains. public static SelectedPad selectedPad = SelectedPad.Both; // A shortcut for when a LoadFromConfigDelegateArgs isn't available: public static IEnumerable> ActivePads() { // In case we're called in design mode, just return an empty list. if(CurrentSMXDevice.singleton == null) return new List>(); return ActivePads(CurrentSMXDevice.singleton.GetState()); } // Yield each connected pad which is currently active for configuration. public static IEnumerable> ActivePads(LoadFromConfigDelegateArgs args) { bool Pad1Connected = args.controller[0].info.connected; bool Pad2Connected = args.controller[1].info.connected; // If both pads are connected and a single pad is selected, ignore the deselected pad. if(Pad1Connected && Pad2Connected) { if(selectedPad == SelectedPad.P1) Pad2Connected = false; if(selectedPad == SelectedPad.P2) Pad1Connected = false; } if(Pad1Connected) yield return Tuple.Create(0, args.controller[0].config); if(Pad2Connected) yield return Tuple.Create(1, args.controller[1].config); } // We know the selected pads are synced if there are two active, and when refreshing a // UI we just want one of them to set the UI to. For convenience, return the first one. public static SMX.SMXConfig GetFirstActivePadConfig(LoadFromConfigDelegateArgs args) { foreach(Tuple activePad in ActivePads(args)) return activePad.Item2; // There aren't any pads connected. Just return a dummy config, since the UI // isn't visible. return SMX.SMXConfig.Create(); } public static SMX.SMXConfig GetFirstActivePadConfig() { return GetFirstActivePadConfig(CurrentSMXDevice.singleton.GetState()); } } static class Helpers { // Return true if arg is in the commandline. public static bool HasCommandlineArgument(string arg) { foreach(string s in Environment.GetCommandLineArgs()) { if(s == arg) return true; } return false; } // Return true if we're in debug mode. public static bool GetDebug() { return HasCommandlineArgument("-d"); } // Return true if we were launched on startup. public static bool LaunchedOnStartup() { return HasCommandlineArgument("-s"); } // Return the last Win32 error as a string. public static string GetLastWin32ErrorString() { int error = Marshal.GetLastWin32Error(); if(error == 0) return ""; return new System.ComponentModel.Win32Exception(error).Message; } // Work around Enumerable.SequenceEqual not checking if the arrays are null. public static bool SequenceEqual(this IEnumerable first, IEnumerable second) { if(first == second) return true; if(first == null || second == null) return false; return Enumerable.SequenceEqual(first, second); } public static Color ColorFromFloatRGB(double r, double g, double b) { byte R = (byte) Math.Max(0, Math.Min(255, r * 255)); byte G = (byte) Math.Max(0, Math.Min(255, g * 255)); byte B = (byte) Math.Max(0, Math.Min(255, b * 255)); return Color.FromRgb(R, G, B); } // Return a Color as an HTML color code. public static string ColorToString(Color color) { // WPF's Color.ToString() returns #AARRGGBB, which is just wrong. Alpha is always // last in HTML color codes. We don't need alpha, so just strip it off. return "#" + color.ToString().Substring(3); } // Parse #RRGGBB and return a Color, or white if the string isn't in the correct format. public static Color ParseColorString(string s) { // We only expect "#RRGGBB". if(s.Length != 7 || !s.StartsWith("#")) return Color.FromRgb(255,255,255); try { return (Color) ColorConverter.ConvertFromString(s); } catch(System.FormatException) { return Color.FromRgb(255,255,255); } } // Light values are actually in the range 0-170 and not 0-255, since higher values aren't // any brighter and just draw more power. The auto-lighting colors that we're configuring // need to be scaled to this range too, but show full range colors in the UI. readonly static double LightsScaleFactor = 0.666666f; static public Byte ScaleColor(Byte c) { return (Byte) Math.Round(c * LightsScaleFactor); } static public Byte UnscaleColor(Byte c) { Byte result = (Byte) Math.Round(Math.Min(255, c / LightsScaleFactor)); // The color values we output are quantized, since we're scaling an 8-bit value. // This doesn't have any real effect, but it causes #FFFFFF in the settings export // file to be written out as #FDFDFD (which has the same value in hardware). Just // so the common value of white is clean, snap these values to 0xFF. The end result // will be the same. if(result >= 0xFD) return 0xFF; return result; } static public Color ScaleColor(Color c) { return Color.FromRgb(ScaleColor(c.R), ScaleColor(c.G), ScaleColor(c.B)); } static public Color UnscaleColor(Color c) { return Color.FromRgb(UnscaleColor(c.R), UnscaleColor(c.G), UnscaleColor(c.B)); } public static Color FromHSV(double H, double S, double V) { H = H % 360; S = Math.Max(0, Math.Min(1, S)); V = Math.Max(0, Math.Min(1, V)); if(H < 0) H += 360; H /= 60; if( S < 0.0001f ) return ColorFromFloatRGB(V, V, V); double C = V * S; double X = C * (1 - Math.Abs((H % 2) - 1)); Color ret; switch( (int) Math.Round(Math.Floor(H)) ) { case 0: ret = ColorFromFloatRGB(C, X, 0); break; case 1: ret = ColorFromFloatRGB(X, C, 0); break; case 2: ret = ColorFromFloatRGB(0, C, X); break; case 3: ret = ColorFromFloatRGB(0, X, C); break; case 4: ret = ColorFromFloatRGB(X, 0, C); break; default: ret = ColorFromFloatRGB(C, 0, X); break; } ret -= ColorFromFloatRGB(C-V, C-V, C-V); return ret; } public static void ToHSV(Color c, out double h, out double s, out double v) { h = s = v = 0; if( c.R == 0 && c.G == 0 && c.B == 0 ) return; double r = c.R / 255.0; double g = c.G / 255.0; double b = c.B / 255.0; double m = Math.Min(Math.Min(r, g), b); double M = Math.Max(Math.Max(r, g), b); double C = M - m; if( Math.Abs(r-g) < 0.0001f && Math.Abs(g-b) < 0.0001f ) // grey h = 0; else if( Math.Abs(r-M) < 0.0001f ) // M == R h = ((g - b)/C) % 6; else if( Math.Abs(g-M) < 0.0001f ) // M == G h = (b - r)/C + 2; else // M == B h = (r - g)/C + 4; h *= 60; if( h < 0 ) h += 360; s = C / M; v = M; } // Return our settings directory, creating it if it doesn't exist. public static string GetSettingsDirectory() { string result = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "/StepManiaX/"; System.IO.Directory.CreateDirectory(result); return result; } public static byte[] ReadFileFromSettings(string filename) { string outputFilename = GetSettingsDirectory() + filename; try { return System.IO.File.ReadAllBytes(outputFilename); } catch { // If the file doesn't exist or can't be read for some other reason, just // return null. return null; } } public static void SaveFileToSettings(string filename, byte[] data) { string outputFilename = GetSettingsDirectory() + filename; string directory = System.IO.Path.GetDirectoryName(outputFilename); System.IO.Directory.CreateDirectory(directory); System.IO.File.WriteAllBytes(outputFilename, data); } // Read path. If an error is encountered, return "". public static string ReadFile(string path) { try { return System.IO.File.ReadAllText(path); } catch(System.IO.IOException) { return ""; } } // Read path. If an error is encountered, return null. public static byte[] ReadBinaryFile(string path) { try { return System.IO.File.ReadAllBytes(path); } catch(System.IO.IOException) { return null; } } public static Dictionary LightsTypeNames = new Dictionary() { { SMX.SMX.LightsType.LightsType_Pressed, "pressed" }, { SMX.SMX.LightsType.LightsType_Released, "released" }, }; // Load any saved animations from disk. If useDefault is true, load the default // animation even if there's a user animation saved. public static void LoadSavedPanelAnimations(bool useDefault=false) { for(int pad = 0; pad < 2; ++pad) { foreach(var it in LightsTypeNames) LoadSavedAnimationType(pad, it.Key, useDefault); } } public static void SaveAnimationToDisk(int pad, SMX.SMX.LightsType type, byte[] data) { string filename = LightsTypeNames[type] + ".gif"; string path = "Animations/Pad" + (pad+1) + "/" + filename; Helpers.SaveFileToSettings(path, data); } // Read a saved PanelAnimation. // // Data will always be returned. If the user hasn't saved anything, we'll return // our default animation. public static byte[] ReadSavedAnimationType(int pad, SMX.SMX.LightsType type, bool useDefault=false) { string filename = LightsTypeNames[type] + ".gif"; string path = "Animations/Pad" + (pad+1) + "/" + filename; byte[] gif = Helpers.ReadFileFromSettings(path); if(gif == null || useDefault) { // If the user has never loaded a file, load our default. Uri url = new Uri("pack://application:,,,/Resources/" + filename); StreamResourceInfo info = Application.GetResourceStream(url); gif = new byte[info.Stream.Length]; info.Stream.Read(gif, 0, gif.Length); } return gif; } // Load a PanelAnimation from disk. public static void LoadSavedAnimationType(int pad, SMX.SMX.LightsType type, bool useDefault=false) { byte[] gif = ReadSavedAnimationType(pad, type, useDefault); string error; SMX.SMX.LightsAnimation_Load(gif, pad, type, out error); } // Create a .lnk. public static void CreateShortcut(string outputFile, string targetPath, string arguments) { Type shellType = Type.GetTypeFromProgID("WScript.Shell"); dynamic shell = Activator.CreateInstance(shellType); dynamic shortcut = shell.CreateShortcut(outputFile); shortcut.TargetPath = targetPath; shortcut.Arguments = arguments; shortcut.WindowStyle = 0; shortcut.Save(); } [DllImport("user32.dll", CharSet = CharSet.Auto)] public static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam); } // This class just makes it easier to assemble binary command packets. public class CommandBuffer { public void Write(string s) { char[] buf = s.ToCharArray(); byte[] data = new byte[buf.Length]; for(int i = 0; i < buf.Length; ++i) data[i] = (byte) buf[i]; Write(data); } public void Write(byte[] s) { parts.AddLast(s); } public void Write(byte b) { Write(new byte[] { b }); } public void Write(char b) { Write((byte) b); } public byte[] Get() { int length = 0; foreach(byte[] part in parts) length += part.Length; byte[] result = new byte[length]; int next = 0; foreach(byte[] part in parts) { Buffer.BlockCopy(part, 0, result, next, part.Length); next += part.Length; } return result; } private LinkedList parts = new LinkedList(); }; // Manage launching on startup. static class LaunchOnStartup { public static string GetLaunchShortcutFilename() { string startupFolder = Environment.GetFolderPath(Environment.SpecialFolder.Startup); return startupFolder + "/StepManiaX.lnk"; } // Enable or disable launching on startup. public static bool Enable { get { return Properties.Settings.Default.LaunchOnStartup; } set { // Remember whether we want to be launched on startup. This is used as a sanity // check in case we're not able to remove our launch shortcut. Properties.Settings.Default.LaunchOnStartup = value; Properties.Settings.Default.Save(); string shortcutFilename = GetLaunchShortcutFilename(); if(value) { string filename = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName; Helpers.CreateShortcut(shortcutFilename, filename, "-s"); } else { try { System.IO.File.Delete(shortcutFilename); } catch { // If there's an error deleting the shortcut (most likely it doesn't exist), // don't do anything. } } } } }; // When enabled, periodically set all lights to the current auto-lighting color. This // is enabled while manipulating the step color slider. class ShowAutoLightsColor { private DispatcherTimer LightsTimer; public ShowAutoLightsColor() { LightsTimer = new DispatcherTimer(); // Run at 30fps. LightsTimer.Interval = new TimeSpan(0,0,0,0, 1000 / 33); LightsTimer.Tick += delegate(object sender, EventArgs e) { if(!LightsTimer.IsEnabled) return; AutoLightsColorRefreshColor(); }; } public void Start() { // To show the current color, send a lights command periodically. If we stop sending // this for a while the controller will return to auto-lights, which we won't want to // happen until AutoLightsColorEnd is called. if(LightsTimer.IsEnabled) return; // We normally leave lights animation control enabled while this application is // running. Turn it off temporarily while we're showing the lights sample, or the // two will fight. SMX.SMX.LightsAnimation_SetAuto(false); // Don't wait for an interval to send the first update. //AutoLightsColorRefreshColor(); LightsTimer.Start(); } public void Stop() { LightsTimer.Stop(); // Reenable pad auto-lighting. If we're running animations in SMXPanelAnimation, // this will be overridden by it once it sends lights. SMX.SMX.ReenableAutoLights(); // Turn lighting control back on. This will only do anything on pads without // support for animations. SMX.SMX.LightsAnimation_SetAuto(true); } private void AutoLightsColorRefreshColor() { CommandBuffer cmd = new CommandBuffer(); for(int pad = 0; pad < 2; ++pad) { // Use this panel's color. If a panel isn't connected, we still need to run the // loop below to insert data for the panel. byte[] color = new byte[9*3]; SMX.SMXConfig config; if(SMX.SMX.GetConfig(pad, out config)) color = config.stepColor; for( int iPanel = 0; iPanel < 9; ++iPanel ) { for( int i = 0; i < 25; ++i ) { // Auto-lights colors in the config packet are scaled so the firmware // doesn't have to do it, but here we're setting the panel color to // the auto-light color directly to preview the color. SetLights // will apply the scaling, so we need to remove it. cmd.Write( Helpers.UnscaleColor(color[iPanel*3+0]) ); cmd.Write( Helpers.UnscaleColor(color[iPanel*3+1]) ); cmd.Write( Helpers.UnscaleColor(color[iPanel*3+2]) ); } } } SMX.SMX.SetLights2(cmd.Get()); } }; static class SMXHelpers { // Export configurable values in SMXConfig to a JSON string. public static string ExportSettingsToJSON(SMX.SMXConfig config) { // The user only uses one of low or high thresholds. Only export the // settings the user is actually using. Dictionary dict = new Dictionary(); if(config.fsr()) { List fsrLowThresholds = new List(); for(int panel = 0; panel < 9; ++panel) fsrLowThresholds.Add(config.panelSettings[panel].fsrLowThreshold[0]); dict.Add("fsrLowThresholds", fsrLowThresholds); List fsrHighThresholds = new List(); for(int panel = 0; panel < 9; ++panel) fsrHighThresholds.Add(config.panelSettings[panel].fsrHighThreshold[0]); dict.Add("fsrHighThresholds", fsrHighThresholds); } else { List panelLowThresholds = new List(); for(int panel = 0; panel < 9; ++panel) panelLowThresholds.Add(config.panelSettings[panel].loadCellLowThreshold); dict.Add("panelLowThresholds", panelLowThresholds); List panelHighThresholds = new List(); for(int panel = 0; panel < 9; ++panel) panelLowThresholds.Add(config.panelSettings[panel].loadCellHighThreshold); dict.Add("panelHighThresholds", panelHighThresholds); } // Store the enabled panel mask as a simple list of which panels are selected. bool[] enabledPanels = config.GetEnabledPanels(); List enabledPanelList = new List(); for(int panel = 0; panel < 9; ++panel) { if(enabledPanels[panel]) enabledPanelList.Add(panel); } dict.Add("enabledPanels", enabledPanelList); // Store panel colors. List panelColors = new List(); for(int PanelIndex = 0; PanelIndex < 9; ++PanelIndex) { // Scale colors from the hardware value back to the 0-255 value we use in the UI. Color color = Color.FromRgb(config.stepColor[PanelIndex*3+0], config.stepColor[PanelIndex*3+1], config.stepColor[PanelIndex*3+2]); color = Helpers.UnscaleColor(color); panelColors.Add(Helpers.ColorToString(color)); } dict.Add("panelColors", panelColors); return SMXJSON.SerializeJSON.Serialize(dict); } // Import a saved JSON configuration to an SMXConfig. public static void ImportSettingsFromJSON(string json, ref SMX.SMXConfig config) { Dictionary dict = SMXJSON.ParseJSON.Parse>(json); // Read the thresholds. If any values are missing, we'll leave the value in config alone. if(config.fsr()) { List newPanelLowThresholds = dict.Get("fsrLowThresholds", new List()); List newPanelHighThresholds = dict.Get("fsrHighThresholds", new List()); for(int panel = 0; panel < 9; ++panel) { for(int sensor = 0; sensor < 4; ++sensor) { config.panelSettings[panel].fsrLowThreshold[sensor] = (byte) newPanelLowThresholds.Get(panel, (int) config.panelSettings[panel].fsrLowThreshold[sensor]); config.panelSettings[panel].fsrHighThreshold[sensor] = (byte) newPanelHighThresholds.Get(panel, (int) config.panelSettings[panel].fsrHighThreshold[sensor]); } } } else { List newPanelLowThresholds = dict.Get("panelLowThresholds", new List()); List newPanelHighThresholds = dict.Get("panelHighThresholds", new List()); for(int panel = 0; panel < 9; ++panel) { config.panelSettings[panel].loadCellLowThreshold = newPanelLowThresholds.Get(panel, config.panelSettings[panel].loadCellLowThreshold); config.panelSettings[panel].loadCellHighThreshold = newPanelHighThresholds.Get(panel, config.panelSettings[panel].loadCellHighThreshold); } } List enabledPanelList = dict.Get>("enabledPanels", null); if(enabledPanelList != null) { bool[] enabledPanels = new bool[9]; for(int i = 0; i < enabledPanelList.Count; ++i) { int panel = enabledPanelList.Get(i, 0); // Sanity check: if(panel < 0 || panel >= 9) continue; enabledPanels[panel] = true; } config.SetEnabledPanels(enabledPanels); } List panelColors = dict.Get>("panelColors", null); if(panelColors != null) { for(int PanelIndex = 0; PanelIndex < 9 && PanelIndex < panelColors.Count; ++PanelIndex) { string colorString = panelColors.Get(PanelIndex, "#FFFFFF"); Color color = Helpers.ParseColorString(colorString); color = Helpers.ScaleColor(color); config.stepColor[PanelIndex*3+0] = color.R; config.stepColor[PanelIndex*3+1] = color.G; config.stepColor[PanelIndex*3+2] = color.B; } } } }; }