mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-26 11:04:21 +01:00
8d9f69db44
Complete rehaul of the profile settings, bigger workspace to edit controls, and all the settings are on the side now Added option to change the lightbar color, regardless of the profile's lightbar setting (useful for using one profile on the same controller). to change click the colored button beside edit in the main tab Can now set the Gyro as an 1:1 absolute mouse, in this mode the mouse now moves as the controller is moved Removed the experimental exclusive connection button if on the newest Windows 10 build (1511/TH2) Finally updated all the translations and added some new ones (such as Chinese and Polish, the translations sheets have been merged to one so it's easier for me to update
264 lines
14 KiB
C#
264 lines
14 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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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 double[] fadetimer = new double[4] { 0, 0, 0, 0 };
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static bool[] fadedirection = new bool[4] { false, false, false, false };
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static DateTime oldnow = 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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public static void updateLightBar(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState, Mouse tp)
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{
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DS4Color color;
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if (!defualtLight && !forcelight[deviceNum])
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{
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if (ShiftColorOn[deviceNum] && ShiftModifier[deviceNum] > 0 && shiftMod(device, deviceNum, cState, eState, tp))
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{
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color = ShiftColor[deviceNum];
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}
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else if (UseCustomLed[deviceNum])
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{
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color = CustomColor[deviceNum];
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}
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else
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{
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if (Rainbow[deviceNum] > 0)
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{// Display rainbow
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DateTime now = DateTime.UtcNow;
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if (now >= oldnow + TimeSpan.FromMilliseconds(10)) //update by the millisecond that way it's a smooth transtion
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{
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oldnow = now;
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if (device.Charging)
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counters[deviceNum] -= 1.5 * 3 / Rainbow[deviceNum];
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else
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counters[deviceNum] += 1.5 * 3 / Rainbow[deviceNum];
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}
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if (counters[deviceNum] < 0)
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counters[deviceNum] = 180000;
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if (counters[deviceNum] > 180000)
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counters[deviceNum] = 0;
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if (LedAsBatteryIndicator[deviceNum])
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color = HuetoRGB((float)counters[deviceNum] % 360, (byte)(2.55 * device.Battery));
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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 (LedAsBatteryIndicator[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 = MainColor[deviceNum];
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DS4Color lowColor = LowColor[deviceNum];
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color = getTransitionedColor(lowColor, fullColor, (uint)device.Battery);
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}
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}
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else
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{
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color = MainColor[deviceNum];
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}
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if (device.Battery <= FlashAt[deviceNum] && !defualtLight && !device.Charging)
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{
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if (!(FlashColor[deviceNum].red == 0 &&
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FlashColor[deviceNum].green == 0 &&
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FlashColor[deviceNum].blue == 0))
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color = FlashColor[deviceNum];
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if (FlashType[deviceNum] == 1)
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{
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if (fadetimer[deviceNum] <= 0)
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fadedirection[deviceNum] = true;
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else if (fadetimer[deviceNum] >= 100)
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fadedirection[deviceNum] = false;
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if (fadedirection[deviceNum])
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fadetimer[deviceNum] += 1;
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else
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fadetimer[deviceNum] -= 1;
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color = getTransitionedColor(color, new DS4Color(0,0,0), fadetimer[deviceNum]);
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}
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}
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if (IdleDisconnectTimeout[deviceNum] > 0 && LedAsBatteryIndicator[deviceNum] && (!device.Charging || device.Battery >= 100))
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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[deviceNum]).TotalMilliseconds;
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double ratio = ((botratio / topratio) * 100);
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if (ratio >= 50 && ratio <= 100)
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), (uint)((ratio - 50) * 2));
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else if (ratio >= 100)
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), 100);
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}
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if (device.Charging && device.Battery < 100)
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switch (ChargingType[deviceNum])
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{
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case 1:
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if (fadetimer[deviceNum] <= 0)
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fadedirection[deviceNum] = true;
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else if (fadetimer[deviceNum] >= 105)
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fadedirection[deviceNum] = false;
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if (fadedirection[deviceNum])
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fadetimer[deviceNum] += .1;
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else
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fadetimer[deviceNum] -= .1;
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color = getTransitionedColor(color, new DS4Color(0, 0, 0), fadetimer[deviceNum]);
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break;
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case 2:
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counters[deviceNum] += .167;
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color = HuetoRGB((float)counters[deviceNum] % 360, 255);
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break;
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case 3:
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color = ChargingColor[deviceNum];
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break;
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default:
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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.ConnectionType == 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 = (ProfilePath[deviceNum].ToLower().Contains("distance") || tempprofilename[deviceNum].ToLower().Contains("distance"));
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if (distanceprofile && !defualtLight)
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{ //Thing I did for Distance
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float rumble = device.LeftHeavySlowRumble / 2.55f;
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byte max = Max(color.red, Max(color.green, color.blue));
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if (device.LeftHeavySlowRumble > 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.LeftHeavySlowRumble);
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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.Battery <= FlashAt[deviceNum] && FlashType[deviceNum] == 0 && !defualtLight && !device.Charging)
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{
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int level = device.Battery / 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.LeftHeavySlowRumble > 155) //also part of Distance
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{
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)((-device.LeftHeavySlowRumble + 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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if (device.LightBarOnDuration != haptics.LightBarFlashDurationOn && device.LightBarOnDuration != 1 && haptics.LightBarFlashDurationOn == 0)
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
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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 defualtLight = false, shuttingdown = false;
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public static bool shiftMod(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState, Mouse tp)
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{
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bool shift;
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switch (ShiftModifier[deviceNum])
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{
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case 1: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Cross, cState, eState, tp); break;
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case 2: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Circle, cState, eState, tp); break;
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case 3: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Square, cState, eState, tp); break;
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case 4: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Triangle, cState, eState, tp); break;
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case 5: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Options, cState, eState, tp); break;
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case 6: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.Share, cState, eState, tp); break;
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case 7: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.DpadUp, cState, eState, tp); break;
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case 8: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.DpadDown, cState, eState, tp); break;
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case 9: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.DpadLeft, cState, eState, tp); break;
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case 10: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.DpadRight, cState, eState, tp); break;
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case 11: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.PS, cState, eState, tp); break;
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case 12: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.L1, cState, eState, tp); break;
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case 13: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.R1, cState, eState, tp); break;
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case 14: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.L2, cState, eState, tp); break;
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case 15: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.R2, cState, eState, tp); break;
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case 16: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.L3, cState, eState, tp); break;
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case 17: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.R3, cState, eState, tp); break;
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case 18: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.TouchLeft, cState, eState, tp); break;
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case 19: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.TouchUpper, cState, eState, tp); break;
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case 20: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.TouchMulti, cState, eState, tp); break;
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case 21: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.TouchRight, cState, eState, tp); break;
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case 22: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.GyroZNeg, cState, eState, tp); break;
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case 23: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.GyroZPos, cState, eState, tp); break;
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case 24: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.GyroXPos, cState, eState, tp); break;
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case 25: shift = Mapping.getBoolMapping(deviceNum, DS4Controls.GyroXNeg, cState, eState, tp); break;
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case 26: shift = device.getCurrentState().Touch1; break;
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default: shift = false; break;
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}
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return shift;
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}
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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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