using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using static System.Math; using static DS4Windows.Global; namespace DS4Windows { public class DS4LightBar { private readonly static byte[/* Light On duration */, /* Light Off duration */] BatteryIndicatorDurations = { { 0, 0 }, // 0 is for "charging" OR anything sufficiently-"charged" { 28, 252 }, { 56, 224 }, { 84, 196 }, { 112, 168 }, { 140, 140 }, { 168, 112 }, { 196, 84 }, { 224, 56}, // on 80% of the time at 80, etc. { 252, 28 } // on 90% of the time at 90 }; static double[] counters = new double[4] { 0, 0, 0, 0 }; public static double[] fadetimer = new double[4] { 0, 0, 0, 0 }; static bool[] fadedirection = new bool[4] { false, false, false, false }; static DateTime oldnow = DateTime.UtcNow; public static bool[] forcelight = new bool[4] { false, false, false, false }; public static DS4Color[] forcedColor = new DS4Color[4]; public static byte[] forcedFlash = new byte[4]; public static void updateLightBar(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState, Mouse tp) { /* * TODO: Remove more property usage and use explicit getter methods instead. * Testing in proper optimized release builds shows that it is * still necessary to reduce lag. */ DS4Color color; if (!defualtLight && !forcelight[deviceNum]) { if (UseCustomLed[deviceNum]) { if (LedAsBatteryIndicator[deviceNum]) { DS4Color fullColor = CustomColor[deviceNum]; DS4Color lowColor = LowColor[deviceNum]; color = getTransitionedColor(lowColor, fullColor, device.Battery); } else color = CustomColor[deviceNum]; } else { if (Rainbow[deviceNum] > 0) {// Display rainbow DateTime now = DateTime.UtcNow; if (now >= oldnow + TimeSpan.FromMilliseconds(10)) //update by the millisecond that way it's a smooth transtion { oldnow = now; if (device.Charging) counters[deviceNum] -= 1.5 * 3 / Rainbow[deviceNum]; else counters[deviceNum] += 1.5 * 3 / Rainbow[deviceNum]; } if (counters[deviceNum] < 0) counters[deviceNum] = 180000; if (counters[deviceNum] > 180000) counters[deviceNum] = 0; if (LedAsBatteryIndicator[deviceNum]) color = HuetoRGB((float)counters[deviceNum] % 360, (byte)(2.55 * device.Battery)); else color = HuetoRGB((float)counters[deviceNum] % 360, 255); } else if (LedAsBatteryIndicator[deviceNum]) { //if (device.Charging == false || device.Battery >= 100) // when charged, don't show the charging animation { DS4Color fullColor = MainColor[deviceNum]; DS4Color lowColor = LowColor[deviceNum]; color = getTransitionedColor(lowColor, fullColor, (uint)device.Battery); } } else { color = MainColor[deviceNum]; } } if (device.getBattery() <= FlashAt[deviceNum] && !defualtLight && !device.isCharging()) { if (!(FlashColor[deviceNum].red == 0 && FlashColor[deviceNum].green == 0 && FlashColor[deviceNum].blue == 0)) color = FlashColor[deviceNum]; if (FlashType[deviceNum] == 1) { if (fadetimer[deviceNum] <= 0) fadedirection[deviceNum] = true; else if (fadetimer[deviceNum] >= 100) fadedirection[deviceNum] = false; if (fadedirection[deviceNum]) fadetimer[deviceNum] += 1; else fadetimer[deviceNum] -= 1; color = getTransitionedColor(color, new DS4Color(0, 0, 0), fadetimer[deviceNum]); } } if (IdleDisconnectTimeout[deviceNum] > 0 && LedAsBatteryIndicator[deviceNum] && (!device.isCharging() || device.getBattery() >= 100)) {//Fade lightbar by idle time TimeSpan timeratio = new TimeSpan(DateTime.UtcNow.Ticks - device.lastActive.Ticks); double botratio = timeratio.TotalMilliseconds; double topratio = TimeSpan.FromSeconds(IdleDisconnectTimeout[deviceNum]).TotalMilliseconds; double ratio = ((botratio / topratio) * 100); if (ratio >= 50 && ratio <= 100) color = getTransitionedColor(color, new DS4Color(0, 0, 0), (uint)((ratio - 50) * 2)); else if (ratio >= 100) color = getTransitionedColor(color, new DS4Color(0, 0, 0), 100); } if (device.Charging && device.Battery < 100) switch (ChargingType[deviceNum]) { case 1: if (fadetimer[deviceNum] <= 0) fadedirection[deviceNum] = true; else if (fadetimer[deviceNum] >= 105) fadedirection[deviceNum] = false; if (fadedirection[deviceNum]) fadetimer[deviceNum] += .1; else fadetimer[deviceNum] -= .1; color = getTransitionedColor(color, new DS4Color(0, 0, 0), fadetimer[deviceNum]); break; case 2: counters[deviceNum] += .167; color = HuetoRGB((float)counters[deviceNum] % 360, 255); break; case 3: color = ChargingColor[deviceNum]; break; default: break; } } else if (forcelight[deviceNum]) { color = forcedColor[deviceNum]; } else if (shuttingdown) color = new DS4Color(0, 0, 0); else { if (device.ConnectionType == ConnectionType.BT) color = new DS4Color(32, 64, 64); else color = new DS4Color(0, 0, 0); } bool distanceprofile = DistanceProfiles[deviceNum] || tempprofileDistance[deviceNum]; //distanceprofile = (ProfilePath[deviceNum].ToLower().Contains("distance") || tempprofilename[deviceNum].ToLower().Contains("distance")); if (distanceprofile && !defualtLight) { //Thing I did for Distance float rumble = device.getLeftHeavySlowRumble() / 2.55f; byte max = Max(color.red, Max(color.green, color.blue)); if (device.getLeftHeavySlowRumble() > 100) color = getTransitionedColor(new DS4Color(max, max, 0), new DS4Color(255, 0, 0), rumble); else color = getTransitionedColor(color, getTransitionedColor(new DS4Color(max, max, 0), new DS4Color(255, 0, 0), 39.6078f), device.getLeftHeavySlowRumble()); } DS4HapticState haptics = new DS4HapticState { LightBarColor = color }; if (haptics.IsLightBarSet()) { if (forcelight[deviceNum] && forcedFlash[deviceNum] > 0) { haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)(25 - forcedFlash[deviceNum]); haptics.LightBarExplicitlyOff = true; } else if (device.getBattery() <= getFlashAt(deviceNum) && getFlashType(deviceNum) == 0 && !defualtLight && !device.isCharging()) { int level = device.getBattery() / 10; //if (level >= 10) //level = 0; // all values of ~0% or >~100% are rendered the same haptics.LightBarFlashDurationOn = BatteryIndicatorDurations[level, 0]; haptics.LightBarFlashDurationOff = BatteryIndicatorDurations[level, 1]; } else if (distanceprofile && device.getLeftHeavySlowRumble() > 155) //also part of Distance { haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)((-device.getLeftHeavySlowRumble() + 265)); haptics.LightBarExplicitlyOff = true; } else { //haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1; haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 0; haptics.LightBarExplicitlyOff = true; } } else { haptics.LightBarExplicitlyOff = true; } byte tempLightBarOnDuration = device.getLightBarOnDuration(); if (tempLightBarOnDuration != haptics.LightBarFlashDurationOn && tempLightBarOnDuration != 1 && haptics.LightBarFlashDurationOn == 0) haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1; // Comment out code for now. This condition gets hit too often and bogs down the GUI //if (device.LightBarOnDuration == 1) //helps better reset the color // System.Threading.Thread.Sleep(5); device.pushHapticState(haptics); } public static bool defualtLight = false, shuttingdown = false; public static DS4Color HuetoRGB(float hue, byte sat) { byte C = sat; int X = (int)((C * (float)(1 - Math.Abs((hue / 60) % 2 - 1)))); if (0 <= hue && hue < 60) return new DS4Color(C, (byte)X, 0); else if (60 <= hue && hue < 120) return new DS4Color((byte)X, C, 0); else if (120 <= hue && hue < 180) return new DS4Color(0, C, (byte)X); else if (180 <= hue && hue < 240) return new DS4Color(0, (byte)X, C); else if (240 <= hue && hue < 300) return new DS4Color((byte)X, 0, C); else if (300 <= hue && hue < 360) return new DS4Color(C, 0, (byte)X); else return new DS4Color(Color.Red); } } }