mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-12-24 15:41:49 +01:00
332 lines
15 KiB
C#
332 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using static System.Math;
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using static DS4Windows.Global;
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using System.Diagnostics;
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namespace DS4Windows
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{
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public class DS4LightBar
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{
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private readonly static byte[/* Light On duration */, /* Light Off duration */] BatteryIndicatorDurations =
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{
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{ 0, 0 }, // 0 is for "charging" OR anything sufficiently-"charged"
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{ 28, 252 },
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{ 56, 224 },
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{ 84, 196 },
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{ 112, 168 },
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{ 140, 140 },
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{ 168, 112 },
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{ 196, 84 },
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{ 224, 56}, // on 80% of the time at 80, etc.
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{ 252, 28 } // on 90% of the time at 90
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};
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static double[] counters = new double[4] { 0, 0, 0, 0 };
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public static Stopwatch[] fadewatches = { new Stopwatch(), new Stopwatch(), new Stopwatch(), new Stopwatch() };
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static bool[] fadedirection = new bool[4] { false, false, false, false };
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static DateTime[] oldnow = { DateTime.UtcNow, DateTime.UtcNow, DateTime.UtcNow, DateTime.UtcNow };
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public static bool[] forcelight = new bool[4] { false, false, false, false };
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public static DS4Color[] forcedColor = new DS4Color[4];
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public static byte[] forcedFlash = new byte[4];
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internal const int PULSE_FLASH_DURATION = 2000;
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internal const int PULSE_CHARGING_DURATION = 4000;
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public static void updateLightBar(DS4Device device, int deviceNum, DS4State cState,
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DS4StateExposed eState, Mouse tp)
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{
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/*
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* TODO: Remove more property usage and use explicit getter methods instead.
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* Testing in proper optimized release builds shows that it is
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* still necessary to reduce lag.
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*/
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DS4Color color;
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if (!defaultLight && !forcelight[deviceNum])
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{
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if (getUseCustomLed(deviceNum))
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{
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if (getLedAsBatteryIndicator(deviceNum))
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{
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DS4Color fullColor = getCustomColor(deviceNum);
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DS4Color lowColor = getLowColor(deviceNum);
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color = getTransitionedColor(lowColor, fullColor, device.Battery);
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}
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else
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color = getCustomColor(deviceNum);
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}
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else
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{
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double rainbow = getRainbow(deviceNum);
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if (rainbow > 0)
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{
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// Display rainbow
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DateTime now = DateTime.UtcNow;
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if (now >= oldnow[deviceNum] + TimeSpan.FromMilliseconds(10)) //update by the millisecond that way it's a smooth transtion
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{
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oldnow[deviceNum] = now;
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if (device.isCharging())
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counters[deviceNum] -= 1.5 * 3 / rainbow;
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else
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counters[deviceNum] += 1.5 * 3 / rainbow;
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}
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if (counters[deviceNum] < 0)
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counters[deviceNum] = 180000;
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else if (counters[deviceNum] > 180000)
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counters[deviceNum] = 0;
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if (getLedAsBatteryIndicator(deviceNum))
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color = HuetoRGB((float)counters[deviceNum] % 360, (byte)(2.55 * device.getBattery()));
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else
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color = HuetoRGB((float)counters[deviceNum] % 360, 255);
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}
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else if (getLedAsBatteryIndicator(deviceNum))
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{
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//if (device.Charging == false || device.Battery >= 100) // when charged, don't show the charging animation
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{
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DS4Color fullColor = getMainColor(deviceNum);
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DS4Color lowColor = getLowColor(deviceNum);
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color = getTransitionedColor(lowColor, fullColor, (uint)device.getBattery());
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}
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}
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else
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{
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color = getMainColor(deviceNum);
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}
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}
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if (device.getBattery() <= getFlashAt(deviceNum) && !defaultLight && !device.isCharging())
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{
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DS4Color flashColor = getFlashColor(deviceNum);
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if (!(flashColor.red == 0 &&
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flashColor.green == 0 &&
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flashColor.blue == 0))
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color = flashColor;
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if (getFlashType(deviceNum) == 1)
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{
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double ratio = 0.0;
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if (!fadewatches[deviceNum].IsRunning)
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{
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bool temp = fadedirection[deviceNum];
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fadedirection[deviceNum] = !temp;
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fadewatches[deviceNum].Restart();
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ratio = temp ? 100.0 : 0.0;
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}
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else
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{
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long elapsed = fadewatches[deviceNum].ElapsedMilliseconds;
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if (fadedirection[deviceNum])
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{
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if (elapsed < PULSE_FLASH_DURATION)
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{
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ratio = 100.0 * (elapsed / (double)PULSE_FLASH_DURATION);
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}
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else
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{
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ratio = 100.0;
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fadewatches[deviceNum].Stop();
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}
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}
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else
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{
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if (elapsed < PULSE_FLASH_DURATION)
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{
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ratio = (0 - 100.0) * (elapsed / (double)PULSE_FLASH_DURATION) + 100.0;
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}
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else
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{
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ratio = 0.0;
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fadewatches[deviceNum].Stop();
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}
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}
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}
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), ratio);
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}
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}
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int idleDisconnectTimeout = getIdleDisconnectTimeout(deviceNum);
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if (idleDisconnectTimeout > 0 && getLedAsBatteryIndicator(deviceNum) &&
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(!device.isCharging() || device.getBattery() >= 100))
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{
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//Fade lightbar by idle time
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TimeSpan timeratio = new TimeSpan(DateTime.UtcNow.Ticks - device.lastActive.Ticks);
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double botratio = timeratio.TotalMilliseconds;
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double topratio = TimeSpan.FromSeconds(idleDisconnectTimeout).TotalMilliseconds;
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double ratio = 100.0 * (botratio / topratio);
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if (ratio >= 50.0 && ratio <= 100.0)
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), (uint)((ratio - 50) * 2));
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else if (ratio >= 100.0)
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), 100.0);
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}
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if (device.isCharging() && device.getBattery() < 100)
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{
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switch (getChargingType(deviceNum))
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{
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case 1:
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{
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double ratio = 0.0;
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if (!fadewatches[deviceNum].IsRunning)
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{
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bool temp = fadedirection[deviceNum];
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fadedirection[deviceNum] = !temp;
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fadewatches[deviceNum].Restart();
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ratio = temp ? 100.0 : 0.0;
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}
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else
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{
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long elapsed = fadewatches[deviceNum].ElapsedMilliseconds;
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if (fadedirection[deviceNum])
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{
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if (elapsed < PULSE_CHARGING_DURATION)
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{
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ratio = 100.0 * (elapsed / (double)PULSE_CHARGING_DURATION);
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}
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else
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{
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ratio = 100.0;
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fadewatches[deviceNum].Stop();
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}
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}
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else
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{
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if (elapsed < PULSE_CHARGING_DURATION)
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{
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ratio = (0 - 100.0) * (elapsed / (double)PULSE_CHARGING_DURATION) + 100.0;
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}
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else
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{
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ratio = 0.0;
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fadewatches[deviceNum].Stop();
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}
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}
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}
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), ratio);
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break;
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}
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case 2:
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{
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counters[deviceNum] += 0.167;
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color = HuetoRGB((float)counters[deviceNum] % 360, 255);
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break;
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}
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case 3:
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{
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color = getChargingColor(deviceNum);
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break;
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}
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default: break;
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}
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}
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}
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else if (forcelight[deviceNum])
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{
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color = forcedColor[deviceNum];
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}
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else if (shuttingdown)
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color = new DS4Color(0, 0, 0);
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else
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{
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if (device.getConnectionType() == ConnectionType.BT)
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color = new DS4Color(32, 64, 64);
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else
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color = new DS4Color(0, 0, 0);
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}
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bool distanceprofile = DistanceProfiles[deviceNum] || tempprofileDistance[deviceNum];
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//distanceprofile = (ProfilePath[deviceNum].ToLower().Contains("distance") || tempprofilename[deviceNum].ToLower().Contains("distance"));
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if (distanceprofile && !defaultLight)
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{
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// Thing I did for Distance
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float rumble = device.getLeftHeavySlowRumble() / 2.55f;
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byte max = Max(color.red, Max(color.green, color.blue));
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if (device.getLeftHeavySlowRumble() > 100)
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color = getTransitionedColor(new DS4Color(max, max, 0), new DS4Color(255, 0, 0), rumble);
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else
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color = getTransitionedColor(color, getTransitionedColor(new DS4Color(max, max, 0), new DS4Color(255, 0, 0), 39.6078f), device.getLeftHeavySlowRumble());
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}
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DS4HapticState haptics = new DS4HapticState
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{
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LightBarColor = color
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};
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if (haptics.IsLightBarSet())
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{
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if (forcelight[deviceNum] && forcedFlash[deviceNum] > 0)
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{
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)(25 - forcedFlash[deviceNum]);
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haptics.LightBarExplicitlyOff = true;
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}
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else if (device.getBattery() <= getFlashAt(deviceNum) && getFlashType(deviceNum) == 0 && !defaultLight && !device.isCharging())
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{
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int level = device.getBattery() / 10;
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if (level >= 10)
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level = 0; // all values of ~0% or >~100% are rendered the same
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haptics.LightBarFlashDurationOn = BatteryIndicatorDurations[level, 0];
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haptics.LightBarFlashDurationOff = BatteryIndicatorDurations[level, 1];
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}
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else if (distanceprofile && device.getLeftHeavySlowRumble() > 155) //also part of Distance
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{
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)((-device.getLeftHeavySlowRumble() + 265));
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haptics.LightBarExplicitlyOff = true;
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}
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else
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{
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//haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 0;
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haptics.LightBarExplicitlyOff = true;
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}
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}
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else
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{
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haptics.LightBarExplicitlyOff = true;
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}
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byte tempLightBarOnDuration = device.getLightBarOnDuration();
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if (tempLightBarOnDuration != haptics.LightBarFlashDurationOn && tempLightBarOnDuration != 1 && haptics.LightBarFlashDurationOn == 0)
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
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// Comment out code for now. This condition gets hit too often and bogs down the GUI
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//if (device.LightBarOnDuration == 1) //helps better reset the color
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// System.Threading.Thread.Sleep(5);
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device.pushHapticState(haptics);
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}
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public static bool defaultLight = false, shuttingdown = false;
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public static DS4Color HuetoRGB(float hue, byte sat)
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{
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byte C = sat;
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int X = (int)((C * (float)(1 - Math.Abs((hue / 60) % 2 - 1))));
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if (0 <= hue && hue < 60)
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return new DS4Color(C, (byte)X, 0);
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else if (60 <= hue && hue < 120)
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return new DS4Color((byte)X, C, 0);
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else if (120 <= hue && hue < 180)
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return new DS4Color(0, C, (byte)X);
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else if (180 <= hue && hue < 240)
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return new DS4Color(0, (byte)X, C);
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else if (240 <= hue && hue < 300)
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return new DS4Color((byte)X, 0, C);
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else if (300 <= hue && hue < 360)
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return new DS4Color(C, 0, (byte)X);
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else
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return new DS4Color(Color.Red);
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}
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}
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}
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