You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
484 lines
18 KiB
484 lines
18 KiB
#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.
|
|
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];
|
|
};
|
|
|
|
// Commands to upload data:
|
|
#pragma pack(push, 1)
|
|
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;
|
|
|
|
uint16_t offset = 0;
|
|
uint8_t size = 0;
|
|
uint8_t data[240];
|
|
};
|
|
#pragma pack(pop)
|
|
|
|
#pragma pack(push, 1)
|
|
struct delay_packet
|
|
{
|
|
// 'd' to ask the master to delay.
|
|
uint8_t cmd = 'd';
|
|
|
|
// How long to delay:
|
|
uint16_t milliseconds = 0;
|
|
};
|
|
#pragma pack(pop)
|
|
|
|
// 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 0xFF.
|
|
// 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 0xFF;
|
|
}
|
|
|
|
// 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 != 0xFF)
|
|
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;
|
|
memset(out.data, 0, sizeof(out.data));
|
|
for(auto color: image)
|
|
{
|
|
// Transparency is always palette index 15.
|
|
uint8_t palette_idx = GetColorIndex(palette, color);
|
|
if(palette_idx == 0xFF)
|
|
palette_idx = 0;
|
|
|
|
// If this is an odd index, put the palette index in the low 4
|
|
// bits. Otherwise, put it in the high 4 bits.
|
|
if(position & 1)
|
|
out.data[position/2] |= (palette_idx & 0x0F) << 0;
|
|
else
|
|
out.data[position/2] |= (palette_idx & 0x0F) << 4;
|
|
position++;
|
|
}
|
|
}
|
|
|
|
vector<uint8_t> get_frame_delays(const SMXPanelAnimation &animation)
|
|
{
|
|
vector<uint8_t> result;
|
|
int current_frame = 0;
|
|
|
|
float time_left_in_frame = animation.m_iFrameDurations[0];
|
|
result.push_back(0);
|
|
while(1)
|
|
{
|
|
// Advance time by 1/FPS seconds.
|
|
time_left_in_frame -= 1.0f / FPS;
|
|
result.back()++;
|
|
|
|
if(time_left_in_frame <= 0.00001f)
|
|
{
|
|
// 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(SMX_LightsType type,
|
|
const SMXPanelAnimation &animation,
|
|
PanelLightGraphic::animation_timing_t &animation_timing, const char **error)
|
|
{
|
|
// Released (idle) animations use frames 0-31, and pressed animations use 32-63.
|
|
int first_graphic = type == SMX_LightsType_Released? 0:32;
|
|
|
|
// 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] = i + 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.
|
|
animation_timing.loop_animation_frame = animation.m_iLoopFrame;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Pack panel graphics.
|
|
bool CreatePanelAnimationData(PanelLightGraphic::panel_animation_data_t &panel_data,
|
|
int pad, SMX_LightsType type, int panel, const SMXPanelAnimation &animation, 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 = type == SMX_LightsType_Released? 0:32;
|
|
|
|
// 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++;
|
|
}
|
|
|
|
// Apply color scaling to the palette, in the same way SMXManager::SetLights does.
|
|
// Do this after we've finished creating the graphic, so this is only applied to
|
|
// the final result and doesn't affect palettization.
|
|
for(PanelLightGraphic::color_t &color: panel_data.palettes[type].colors)
|
|
{
|
|
for(int i = 0; i < 3; ++i)
|
|
color.rgb[i] = uint8_t(color.rgb[i] * 0.6666f);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Create upload packets to upload a block of data.
|
|
void CreateUploadPackets(vector<PanelLightGraphic::upload_packet> &packets,
|
|
const void *data_block, int start, 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 = start + offset;
|
|
|
|
int bytes_left = size - offset;
|
|
packet.size = min(sizeof(PanelLightGraphic::upload_packet::data), bytes_left);
|
|
memcpy(packet.data, buf, packet.size);
|
|
packets.push_back(packet);
|
|
|
|
offset += packet.size;
|
|
buf += packet.size;
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace LightsUploadData
|
|
{
|
|
vector<string> commands[2];
|
|
}
|
|
|
|
// Prepare the loaded graphics for upload.
|
|
bool SMX_LightsUpload_PrepareUpload(int pad, SMX_LightsType type, const SMXPanelAnimation animations[9], const char **error)
|
|
{
|
|
// Create master animation data.
|
|
PanelLightGraphic::animation_timing_t master_animation_data;
|
|
memset(&master_animation_data, 0xFF, sizeof(master_animation_data));
|
|
|
|
// All animations of each type have the same timing for all panels, since
|
|
// they come from the same GIF, so just use the first frame to generate the
|
|
// master data.
|
|
if(!ProtocolHelpers::CreateMasterAnimationData(type, animations[0], master_animation_data, error))
|
|
return false;
|
|
|
|
// Create panel animation data.
|
|
PanelLightGraphic::panel_animation_data_t all_panel_data[9];
|
|
memset(&all_panel_data, 0xFF, sizeof(all_panel_data));
|
|
for(int panel = 0; panel < 9; ++panel)
|
|
{
|
|
if(!ProtocolHelpers::CreatePanelAnimationData(all_panel_data[panel], pad, type, panel, animations[panel], error))
|
|
return false;
|
|
}
|
|
|
|
// We successfully created the data, so there's nothing else that can fail from
|
|
// here on.
|
|
//
|
|
// A list of the final commands we'll send:
|
|
vector<string> &pad_commands = LightsUploadData::commands[pad];
|
|
pad_commands.clear();
|
|
|
|
// Add an upload packet to pad_commands:
|
|
auto add_packet_command = [&pad_commands](const PanelLightGraphic::upload_packet &packet) {
|
|
string command((char *) &packet, sizeof(packet));
|
|
pad_commands.push_back(command);
|
|
};
|
|
|
|
// Add a command to briefly delay the master, to give panels a chance to finish writing to EEPROM.
|
|
auto add_delay = [&pad_commands](int milliseconds) {
|
|
PanelLightGraphic::delay_packet packet;
|
|
packet.milliseconds = milliseconds;
|
|
|
|
string command((char *) &packet, sizeof(packet));
|
|
pad_commands.push_back(command);
|
|
};
|
|
|
|
// Create the packets we'll send, grouped by panel.
|
|
vector<PanelLightGraphic::upload_packet> packetsPerPanel[9];
|
|
for(int panel = 0; panel < 9; ++panel)
|
|
{
|
|
// Only upload the panel graphic data and the palette we're changing. If type
|
|
// is 0 (SMX_LightsType_Released), we're uploading the first 32 graphics and palette
|
|
// 0. If it's 1 (SMX_LightsType_Pressed), we're uploading the second 32 graphics
|
|
// and palette 1.
|
|
const auto &panel_data_block = all_panel_data[panel];
|
|
{
|
|
int first_graphic = type == SMX_LightsType_Released? 0:32;
|
|
const PanelLightGraphic::graphic_t *graphics = &panel_data_block.graphics[first_graphic];
|
|
int offset = offsetof(PanelLightGraphic::panel_animation_data_t, graphics[first_graphic]);
|
|
ProtocolHelpers::CreateUploadPackets(packetsPerPanel[panel], graphics, offset, sizeof(PanelLightGraphic::graphic_t) * 32, panel, type);
|
|
}
|
|
|
|
{
|
|
const PanelLightGraphic::palette_t *palette = &panel_data_block.palettes[type];
|
|
int offset = offsetof(PanelLightGraphic::panel_animation_data_t, palettes[type]);
|
|
ProtocolHelpers::CreateUploadPackets(packetsPerPanel[panel], palette, offset, sizeof(PanelLightGraphic::palette_t), panel, type);
|
|
}
|
|
}
|
|
|
|
// It takes 3.4ms per byte to write to EEPROM, and we need to avoid writing data
|
|
// to any single panel faster than that or data won't be written. However, we're
|
|
// writing each data separately to each panel, so we can write data to panel 1, then
|
|
// immediately write to panel 2 while panel 1 is busy doing the write. Taking advantage
|
|
// of this makes the upload go much faster. Panels will miss commands while they're
|
|
// writing data, but we don't care if panel 1 misses a command that's writing to panel
|
|
// 2 that it would ignore anyway.
|
|
//
|
|
// We write the first set of packets for each panel, then explicitly delay long enough
|
|
// for them to finish before writing the next set of packets.
|
|
|
|
while(1)
|
|
{
|
|
bool added_any_packets = false;
|
|
int max_size = 0;
|
|
for(int panel = 0; panel < 9; ++panel)
|
|
{
|
|
// Pull this panel's next packet. It doesn't actually matter what order we
|
|
// send the packets in.
|
|
// Add the next packet for each panel.
|
|
vector<PanelLightGraphic::upload_packet> &packets = packetsPerPanel[panel];
|
|
if(packets.empty())
|
|
continue;
|
|
|
|
PanelLightGraphic::upload_packet packet = packets.back();
|
|
packets.pop_back();
|
|
add_packet_command(packet);
|
|
max_size = max(max_size, packet.size);
|
|
added_any_packets = true;
|
|
}
|
|
|
|
// Delay long enough for the biggest write in this burst to finish. We do this
|
|
// by sending a command to the master to tell it to delay synchronously by the
|
|
// right amount.
|
|
int millisecondsToDelay = lrintf(max_size * 3.4);
|
|
add_delay(millisecondsToDelay);
|
|
|
|
// Stop if there were no more packets to add.
|
|
if(!added_any_packets)
|
|
break;
|
|
}
|
|
|
|
// Add the master data.
|
|
vector<PanelLightGraphic::upload_packet> masterPackets;
|
|
ProtocolHelpers::CreateUploadPackets(masterPackets, &master_animation_data, 0, sizeof(master_animation_data), 0xFF, type);
|
|
masterPackets.back().final_packet = true;
|
|
for(const auto &packet: masterPackets)
|
|
add_packet_command(packet);
|
|
|
|
return true;
|
|
}
|
|
|
|
// Start sending a prepared upload.
|
|
//
|
|
// The commands to send to upload the data are in LightsUploadData::commands[pad].
|
|
void SMX_LightsUpload_BeginUpload(int pad, SMX_LightsUploadCallback pCallback, void *pUser)
|
|
{
|
|
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](string response) {
|
|
// 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;
|
|
if(i != iTotalCommands-1)
|
|
progress = min((i*100) / (iTotalCommands - 1), 99);
|
|
else
|
|
progress = 100;
|
|
|
|
// 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);
|
|
});
|
|
});
|
|
}
|
|
}
|
|
|