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180 lines
6.9 KiB
180 lines
6.9 KiB
#pragma once
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#include "olcPixelGameEngine.h"
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#include "SMX.h"
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#include <assert.h>
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using namespace olc;
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class PGEX_SMX : public PGEX{
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public:
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PGEX_SMX():PGEX(true){
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};
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//UP is 0x2
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//RIGHT is 0x20
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//DOWN is 0x80
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//LEFT is 0x08
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//Add these bytes together to get the combination (all 4 held down is 0xAA
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HWButton GetPanel(Key k,int pad=0)const{
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return panelState[k-UP][pad];
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};
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void EnableLogMessages(bool enabled){
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logMessages=enabled;
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}
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private:
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static bool logMessages;
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HWButton internal_panelState[4][2];
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HWButton panelState[4][2]; //We store the 4 main panel states, similar to how PGE does.
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double totalElapsedTime{0.};
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double nextLightUpdate{0.};
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//SMX "screen" is 12x21
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//Each panel is 4x7
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static void SMXStateChangedCallback(int pad, SMXUpdateCallbackReason reason, void *pUser)
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{
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PGEX_SMX *pSelf = (PGEX_SMX*) pUser;
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pSelf->SMXStateChanged( pad, reason );
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}
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static void SMXLogCallback(const char *log)
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{
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if(logMessages){
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printf("-> %s\n", log);
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}
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}
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//The key enums are UP, DOWN, LEFT, RIGHT.
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void SMXStateChanged(int pad, SMXUpdateCallbackReason reason)
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{
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if(logMessages){
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printf("Device %i state changed: %04x\n", pad, SMX_GetInputState(pad));
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printf("Device %i state changed: %04x\n", 1, SMX_GetInputState(1));
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}
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int16_t state(SMX_GetInputState(0));
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if(state&0x2&&!internal_panelState[UP-UP][0].bPressed){
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internal_panelState[UP-UP][0]={true,false,true};
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}else
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if(!(state&0x2)&&!internal_panelState[UP-UP][0].bReleased){
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internal_panelState[UP-UP][0]={false,true,false};
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}
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if(state&0x20&&!internal_panelState[RIGHT-UP][0].bPressed){
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internal_panelState[RIGHT-UP][0]={true,false,true};
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}else
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if(!(state&0x20)&&!internal_panelState[RIGHT-UP][0].bReleased){
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internal_panelState[RIGHT-UP][0]={false,true,false};
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}
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if(state&0x80&&!internal_panelState[DOWN-UP][0].bPressed){
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internal_panelState[DOWN-UP][0]={true,false,true};
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}else
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if(!(state&0x80)&&!internal_panelState[DOWN-UP][0].bReleased){
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internal_panelState[DOWN-UP][0]={false,true,false};
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}
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if(state&0x8&&!internal_panelState[LEFT-UP][0].bPressed){
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internal_panelState[LEFT-UP][0]={true,false,true};
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}else
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if(!(state&0x8)&&!internal_panelState[LEFT-UP][0].bReleased){
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internal_panelState[LEFT-UP][0]={false,true,false};
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}
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state=SMX_GetInputState(1);
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if(state&0x2&&!internal_panelState[UP-UP][1].bPressed){
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internal_panelState[UP-UP][1]={true,false,true};
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}else
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if(!(state&0x2)&&!internal_panelState[UP-UP][1].bReleased){
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internal_panelState[UP-UP][1]={false,true,false};
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}
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if(state&0x20&&!internal_panelState[RIGHT-UP][1].bPressed){
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internal_panelState[RIGHT-UP][1]={true,false,true};
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}else
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if(!(state&0x20)&&!internal_panelState[RIGHT-UP][1].bReleased){
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internal_panelState[RIGHT-UP][1]={false,true,false};
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}
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if(state&0x80&&!internal_panelState[DOWN-UP][1].bPressed){
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internal_panelState[DOWN-UP][1]={true,false,true};
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}else
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if(!(state&0x80)&&!internal_panelState[DOWN-UP][1].bReleased){
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internal_panelState[DOWN-UP][1]={false,true,false};
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}
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if(state&0x8&&!internal_panelState[LEFT-UP][1].bPressed){
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internal_panelState[LEFT-UP][1]={true,false,true};
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}else
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if(!(state&0x8)&&!internal_panelState[LEFT-UP][1].bReleased){
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internal_panelState[LEFT-UP][1]={false,true,false};
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}
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}
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virtual void OnAfterUserCreate()override{
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SMX_Start( SMXStateChangedCallback, this );
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};
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virtual bool OnBeforeUserUpdate(float& fElapsedTime){
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//We don't want the panel states changing in the middle of a frame, since the input polling is on a separate thread.
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//Copy over the internal button states to the current panel state.
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for(int pad=0;pad<2;pad++){
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for(int i=0;i<4;i++){
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panelState[i][pad]=internal_panelState[i][pad];
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internal_panelState[i][pad].bPressed=false;
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internal_panelState[i][pad].bReleased=false;
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}
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}
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return false;
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}
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virtual void OnAfterUserUpdate(float fElapsedTime)override{
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double previousTotalElapsedTime{totalElapsedTime};
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totalElapsedTime=fmod(totalElapsedTime+fElapsedTime,10000.);
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if(previousTotalElapsedTime>totalElapsedTime){
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//We are in the past, so reset lastLightUpdate to keep lights running.
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nextLightUpdate=totalElapsedTime;
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}
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if(nextLightUpdate>totalElapsedTime)return; //Ignore light updates if not enough time has passed. We can only send light updates at 30 FPS.
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for(int pad=0;pad<2;pad++){
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for(int i=0;i<4;i++){
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panelState[i][pad].bPressed=false;
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panelState[i][pad].bReleased=false;
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}
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}
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std::string lightData;
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//The light data for an SMX dance pad is outlined in the docs but the code used to transform the PGE's pixels to SMX pad's lights will be annotated here.
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//Both pads receive data sequentially, and for now we can mimic the data on both ends.
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for (int pad=0;pad<2;pad++){
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for(int i=0;i<9;i++){
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int row=0;
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for(int y=i/3*7;y<i/3*7+7;y+=2){
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int col=0;
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for(int x=i%3*4;x<i%3*4+4;x++){
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if(row%2==1&&col%4==0){
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col++;
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continue;
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}
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Pixel p(pge->GetDrawTarget()->GetPixel(x+12*pad,y));
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lightData.append(1,p.r);
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lightData.append(1,p.g);
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lightData.append(1,p.b);
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col++;
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}
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row+=2;
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}
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row=1;
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for(int y=i/3*7+1;y<i/3*7+7;y+=2){
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int col=0;
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for(int x=i%3*4;x<i%3*4+4;x++){
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if(row%2==1&&col%4==0){
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col++;
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continue;
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}
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Pixel p(pge->GetDrawTarget()->GetPixel(x+12*pad,y));
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lightData.append(1,p.r);
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lightData.append(1,p.g);
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lightData.append(1,p.b);
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col++;
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}
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row+=2;
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}
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}
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}
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if(lightData.size()!=1350)throw;
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nextLightUpdate=totalElapsedTime+1/30.f;
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SMX_SetLights2( lightData.data(), lightData.size() );
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}
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};
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bool PGEX_SMX::logMessages=false; |