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503 lines
16 KiB
503 lines
16 KiB
// Handle playing GIF animations from inside SMXConfig.
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//
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// This can load two GIF animations, one for when panels are released
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// and one for when they're pressed, and play them automatically on the
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// pad in the background. Applications that control lights can do more
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// sophisticated things with the lights, but this gives an easy way for
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// people to create simple animations.
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//
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// If you're implementing the SDK in a game, you don't need this and should
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// use SMX.h instead.
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//
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// An animation is a single GIF with animations for all panels, in the
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// following layout:
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//
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// 0000|1111|2222
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// 0000|1111|2222
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// 0000|1111|2222
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// 0000|1111|2222
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// --------------
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// 3333|4444|5555
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// 3333|4444|5555
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// 3333|4444|5555
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// 3333|4444|5555
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// --------------
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// 6666|7777|8888
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// 6666|7777|8888
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// 6666|7777|8888
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// 6666|7777|8888
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// x-------------
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//
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// The - | regions are ignored and are only there to space out the animation
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// to make it easier to view.
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//
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// The extra bottom row is a flag row and should normally be black. The first
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// pixel (bottom-left) optionally marks a loop frame. By default, the animation
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// plays all the way through and then loops back to the beginning. If the loop
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// frame pixel is white, it marks a frame to loop to instead of the beginning.
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// This allows pressed animations to have a separate lead-in and loop.
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//
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// Each animation is for a single pad. You can load the same animation for both
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// pads or use different ones.
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#include "SMXPanelAnimation.h"
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#include "SMXManager.h"
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#include "SMXDevice.h"
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#include "SMXThread.h"
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using namespace std;
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using namespace SMX;
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namespace {
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Mutex g_Lock;
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}
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#define LIGHTS_PER_PANEL 25
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// XXX: go to sleep if there are no pads connected
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struct AnimationState
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{
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SMXPanelAnimation animation;
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// Seconds into the animation:
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float fTime = 0;
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// The currently displayed frame:
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int iCurrentFrame = 0;
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bool bPlaying = false;
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double m_fLastUpdateTime = -1;
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// Return the current animation frame.
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const vector<SMXGif::Color> &GetAnimationFrame() const
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{
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// If we're not playing, return an empty array. As a sanity check, do this
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// if the frame is out of bounds too.
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if(!bPlaying || iCurrentFrame >= animation.m_aPanelGraphics.size())
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{
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static vector<SMXGif::Color> dummy;
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return dummy;
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}
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return animation.m_aPanelGraphics[iCurrentFrame];
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}
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// Start the animation if it's not playing.
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void Play()
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{
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bPlaying = true;
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}
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// Stop and disable the animation.
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void Stop()
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{
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bPlaying = false;
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Rewind();
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}
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// Reset to the first frame.
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void Rewind()
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{
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fTime = 0;
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iCurrentFrame = 0;
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}
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// Advance the animation by fSeconds.
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void Update()
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{
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// fSeconds is the time since the last update:
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double fNow = SMX::GetMonotonicTime();
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double fSeconds = m_fLastUpdateTime == -1? 0: (fNow - m_fLastUpdateTime);
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m_fLastUpdateTime = fNow;
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if(!bPlaying || animation.m_aPanelGraphics.empty())
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return;
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// If the current frame is past the end, a new animation was probably
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// loaded.
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if(iCurrentFrame >= animation.m_aPanelGraphics.size())
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Rewind();
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// Advance time.
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fTime += fSeconds;
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// If we're still on this frame, we're done.
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float fFrameDuration = animation.m_iFrameDurations[iCurrentFrame];
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if(fTime - 0.00001f < fFrameDuration)
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return;
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// If we've passed the end of the frame, move to the next frame. Don't
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// skip frames if we're updating too quickly.
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fTime -= fFrameDuration;
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if(fTime > 0)
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fTime = 0;
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// Advance the frame.
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iCurrentFrame++;
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// If we're at the end of the frame, rewind to the loop frame.
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if(iCurrentFrame == animation.m_aPanelGraphics.size())
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iCurrentFrame = animation.m_iLoopFrame;
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}
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};
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struct AnimationStateForPad
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{
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// asLightsData is an array of lights data to send to the pad and graphic
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// is an animation graphic. Overlay graphic on top of the lights.
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void OverlayLights(char *asLightsData, const vector<SMXGif::Color> &graphic) const
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{
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// Stop if this graphic isn't loaded or is paused.
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if(graphic.empty())
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return;
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for(int i = 0; i < graphic.size(); ++i)
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{
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if(i >= LIGHTS_PER_PANEL)
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return;
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// If this color is transparent, leave the released animation alone.
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if(graphic[i].color[3] == 0)
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continue;
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asLightsData[i*3+0] = graphic[i].color[0];
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asLightsData[i*3+1] = graphic[i].color[1];
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asLightsData[i*3+2] = graphic[i].color[2];
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}
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}
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// Return the command to set the current animation state as pad lights.
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string GetLightsCommand(int iPadState, const SMXConfig &config) const
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{
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g_Lock.AssertLockedByCurrentThread();
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// If AutoLightingUsePressedAnimations is set, use lights animations.
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// If it's not (the config tool is set to step color), mimic the built-in
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// step color behavior instead of using pressed animations. Any released
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// animation will always be used.
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bool bUsePressedAnimations = config.flags & PlatformFlags_AutoLightingUsePressedAnimations;
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const int iBytesPerPanel = LIGHTS_PER_PANEL*3;
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const int iTotalLights = 9*iBytesPerPanel;
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string result(iTotalLights, 0);
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for(int panel = 0; panel < 9; ++panel)
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{
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// The portion of lights data for this panel:
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char *out = &result[panel*iBytesPerPanel];
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// Skip this panel if it's not in autoLightPanelMask.
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if(!(config.autoLightPanelMask & (1 << panel)))
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continue;
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// Add the released animation, then overlay the pressed animation if we're pressed.
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OverlayLights(out, animations[SMX_LightsType_Released][panel].GetAnimationFrame());
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bool bPressed = bool(iPadState & (1 << panel));
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if(bPressed && bUsePressedAnimations)
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OverlayLights(out, animations[SMX_LightsType_Pressed][panel].GetAnimationFrame());
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else if(bPressed && !bUsePressedAnimations)
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{
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// Light all LEDs on this panel using stepColor.
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double LightsScaleFactor = 0.666666f;
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const uint8_t *color = &config.stepColor[panel*3];
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for(int light = 0; light < LIGHTS_PER_PANEL; ++light)
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{
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for(int i = 0; i < 3; ++i)
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{
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// stepColor is scaled to the 0-170 range. Scale it back to the 0-255 range.
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// User applications don't need to worry about this since they normally don't
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// need to care about stepColor.
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uint8_t c = color[i];
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c = (uint8_t) lrintf(min(255.0f, c / LightsScaleFactor));
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out[light*3+i] = c;
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}
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}
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}
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}
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return result;
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}
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// State for both animations on each panel:
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AnimationState animations[NUM_SMX_LightsType][9];
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};
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namespace
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{
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// Animations and animation states for both pads.
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AnimationStateForPad pad_states[2];
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}
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namespace {
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// The X,Y positions of each possible panel.
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vector<pair<int,int>> graphic_positions = {
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{ 0,0 },
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{ 1,0 },
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{ 2,0 },
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{ 0,1 },
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{ 1,1 },
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{ 2,1 },
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{ 0,2 },
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{ 1,2 },
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{ 2,2 },
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};
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// Given a 14x15 graphic frame and a panel number, return an array of 16 colors, containing
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// each light in the order it's sent to the master controller.
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void ConvertToPanelGraphic16(const SMXGif::GIFImage &src, vector<SMXGif::Color> &dst, int panel)
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{
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dst.clear();
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// The top-left corner for this panel:
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int x = graphic_positions[panel].first * 5;
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int y = graphic_positions[panel].second * 5;
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// Add the 4x4 grid.
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for(int dy = 0; dy < 4; ++dy)
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for(int dx = 0; dx < 4; ++dx)
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dst.push_back(src.get(x+dx, y+dy));
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// These animations have no data for the 3x3 grid, so just set them to transparent.
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for(int dy = 0; dy < 3; ++dy)
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for(int dx = 0; dx < 3; ++dx)
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dst.push_back(SMXGif::Color(0,0,0,0));
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}
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// Given a 23x24 graphic frame and a panel number, return an array of 25 colors, containing
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// each light in the order it's sent to the master controller.
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void ConvertToPanelGraphic25(const SMXGif::GIFImage &src, vector<SMXGif::Color> &dst, int panel)
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{
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dst.clear();
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// The top-left corner for this panel:
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int x = graphic_positions[panel].first * 8;
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int y = graphic_positions[panel].second * 8;
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// Add the 4x4 grid first.
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for(int dy = 0; dy < 4; ++dy)
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for(int dx = 0; dx < 4; ++dx)
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dst.push_back(src.get(x+dx*2, y+dy*2));
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// Add the 3x3 grid.
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for(int dy = 0; dy < 3; ++dy)
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for(int dx = 0; dx < 3; ++dx)
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dst.push_back(src.get(x+dx*2+1, y+dy*2+1));
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}
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}
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// Load an array of animation frames as a panel animation. Each frame must
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// be 14x15 or 23x24.
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void SMXPanelAnimation::Load(const vector<SMXGif::SMXGifFrame> &frames, int panel)
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{
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m_aPanelGraphics.clear();
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m_iFrameDurations.clear();
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m_iLoopFrame = -1;
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for(int frame_no = 0; frame_no < frames.size(); ++frame_no)
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{
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const SMXGif::SMXGifFrame &gif_frame = frames[frame_no];
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// If the bottom-left pixel is white, this is the loop frame, which marks the
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// frame the animation should start at after a loop. This is global to the
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// animation, not specific to each panel.
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SMXGif::Color marker = gif_frame.frame.get(0, gif_frame.frame.height-1);
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if(marker.color[3] == 0xFF && marker.color[0] >= 0x80)
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{
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// We shouldn't see more than one of these. If we do, use the first.
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if(m_iLoopFrame == -1)
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m_iLoopFrame = frame_no;
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}
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// Extract this frame. If the graphic is 14x15 it's a 4x4 animation,
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// and if it's 23x24 it's 25-light.
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vector<SMXGif::Color> panel_graphic;
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if(frames[0].width == 14)
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ConvertToPanelGraphic16(gif_frame.frame, panel_graphic, panel);
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else
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ConvertToPanelGraphic25(gif_frame.frame, panel_graphic, panel);
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// GIFs have a very low-resolution duration field, with 10ms units.
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// The panels run at 30 FPS internally, or 33 1/3 ms, but GIF can only
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// represent 30ms or 40ms. Most applications will probably output 30,
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// but snap both 30ms and 40ms to exactly 30 FPS to make sure animations
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// that are meant to run at native framerate do.
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float seconds;
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if(gif_frame.milliseconds == 30 || gif_frame.milliseconds == 40)
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seconds = 1 / 30.0f;
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else
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seconds = gif_frame.milliseconds / 1000.0;
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m_aPanelGraphics.push_back(panel_graphic);
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m_iFrameDurations.push_back(seconds);
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}
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// By default, loop back to the first frame.
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if(m_iLoopFrame == -1)
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m_iLoopFrame = 0;
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}
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#include "SMXPanelAnimationUpload.h"
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// Load a GIF into SMXLoadedPanelAnimations::animations.
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bool SMX_LightsAnimation_Load(const char *gif, int size, int pad, SMX_LightsType type, const char **error)
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{
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// Parse the GIF.
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string buf(gif, size);
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vector<SMXGif::SMXGifFrame> frames;
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if(!SMXGif::DecodeGIF(buf, frames) || frames.empty())
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{
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*error = "The GIF couldn't be read.";
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return false;
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}
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// Check the dimensions of the image. We only need to check the first, the
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// others will always have the same size.
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if((frames[0].width != 14 || frames[0].height != 15) && (frames[0].width != 23 || frames[0].height != 24))
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{
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*error = "The GIF must be 14x15 or 23x24.";
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return false;
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}
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// Load the graphics into SMXPanelAnimations.
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SMXPanelAnimation animations[9];
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for(int panel = 0; panel < 9; ++panel)
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animations[panel].Load(frames, panel);
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// Set up the upload for this graphic.
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if(!SMX_LightsUpload_PrepareUpload(pad, type, animations, error))
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return false;
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// Lock while we access pad_states.
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g_Lock.AssertNotLockedByCurrentThread();
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LockMutex L(g_Lock);
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// Commit the animation to pad_states now that we know there are no errors.
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for(int panel = 0; panel < 9; ++panel)
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{
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SMXPanelAnimation &animation = pad_states[pad].animations[type][panel].animation;
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animation = animations[panel];
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}
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return true;
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}
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// A thread to handle setting light animations. We do this in a separate
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// thread rather than in the SMXManager thread so this can be treated as
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// if it's external application thread, and it's making normal threaded
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// calls to SetLights.
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class PanelAnimationThread: public SMXThread
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{
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public:
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static shared_ptr<PanelAnimationThread> g_pSingleton;
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PanelAnimationThread():
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SMXThread(g_Lock)
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{
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Start("SMX light animations");
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}
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private:
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void ThreadMain()
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{
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m_Lock.Lock();
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// Update lights at 30 FPS.
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const int iDelayMS = 33;
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while(!m_bShutdown)
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{
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// Run a single panel lights update.
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UpdateLights();
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// Wait up to 30 FPS, or until we're signalled. We can only be signalled
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// if we're shutting down, so we don't need to worry about partial frame
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// delays.
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m_Event.Wait(iDelayMS);
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}
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m_Lock.Unlock();
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}
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// Return lights for the given pad and pad state, using the loaded panel animations.
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bool GetCurrentLights(string &asLightsDataOut, int pad, int iPadState)
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{
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m_Lock.AssertLockedByCurrentThread();
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// Get this pad's configuration.
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SMXConfig config;
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if(!SMXManager::g_pSMX->GetDevice(pad)->GetConfig(config))
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return false;
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// If this controller handles animation itself, don't handle it here too. It can
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// lead to confusing situations if SMXConfig's animations don't match the ones stored
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// on the pad.
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if(config.masterVersion >= 4)
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return false;
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AnimationStateForPad &pad_state = pad_states[pad];
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// Make sure the correct animations are playing.
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for(int panel = 0; panel < 9; ++panel)
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{
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// The released animation is always playing.
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pad_state.animations[SMX_LightsType_Released][panel].Play();
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// The pressed animation only plays while the button is pressed,
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// and rewind when it's released.
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bool bPressed = iPadState & (1 << panel);
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if(bPressed)
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pad_state.animations[SMX_LightsType_Pressed][panel].Play();
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else
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pad_state.animations[SMX_LightsType_Pressed][panel].Stop();
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}
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// Set the current state.
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asLightsDataOut = pad_state.GetLightsCommand(iPadState, config);
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// Advance animations.
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for(int type = 0; type < NUM_SMX_LightsType; ++type)
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{
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for(int panel = 0; panel < 9; ++panel)
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pad_state.animations[type][panel].Update();
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}
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return true;
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}
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// Run a single light animation update.
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void UpdateLights()
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{
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string asLightsData[2];
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bool bHaveLights = false;
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for(int pad = 0; pad < 2; pad++)
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{
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int iPadState = SMXManager::g_pSMX->GetDevice(pad)->GetInputState();
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if(GetCurrentLights(asLightsData[pad], pad, iPadState))
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bHaveLights = true;
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}
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// Update lights.
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if(bHaveLights)
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SMXManager::g_pSMX->SetLights(asLightsData);
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}
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};
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void SMX_LightsAnimation_SetAuto(bool enable)
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{
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if(!enable)
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{
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// If we're turning off, shut down the thread if it's running.
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if(PanelAnimationThread::g_pSingleton)
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PanelAnimationThread::g_pSingleton->Shutdown();
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PanelAnimationThread::g_pSingleton.reset();
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return;
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}
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// Create the animation thread if it's not already running.
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if(PanelAnimationThread::g_pSingleton)
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return;
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PanelAnimationThread::g_pSingleton.reset(new PanelAnimationThread());
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}
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shared_ptr<PanelAnimationThread> PanelAnimationThread::g_pSingleton;
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