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