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https://github.com/cemu-project/DS4Windows.git
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4e33578686
This shouldn't have been necessary but testing with optimized release builds has shown that the overhead of using properties frequently introduces undesired input lag.
244 lines
11 KiB
C#
244 lines
11 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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/*
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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 (!defualtLight && !forcelight[deviceNum])
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{
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if (UseCustomLed[deviceNum])
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{
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if (LedAsBatteryIndicator[deviceNum])
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{
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DS4Color fullColor = CustomColor[deviceNum];
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DS4Color lowColor = LowColor[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 = 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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}
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if (device.getBattery() <= FlashAt[deviceNum] && !defualtLight && !device.isCharging())
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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.isCharging() || device.getBattery() >= 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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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 = 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 && !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.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 && !defualtLight && !device.isCharging())
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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.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 defualtLight = 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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