mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-23 01:39:17 +01:00
93936cf311
Revised shift modifier: each button/control has their own independent shift trigger instead of one universal one Select an action window: this window now highlights what said control is currently set to. Removed unused images, making the exe a meg smaller Completely revised how the code for custom mapping works Updated all translations, added partial Dutch/Nederlands Support
233 lines
11 KiB
C#
233 lines
11 KiB
C#
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)
|
|
{
|
|
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.Battery <= FlashAt[deviceNum] && !defualtLight && !device.Charging)
|
|
{
|
|
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.Charging || device.Battery >= 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 = (ProfilePath[deviceNum].ToLower().Contains("distance") || tempprofilename[deviceNum].ToLower().Contains("distance"));
|
|
if (distanceprofile && !defualtLight)
|
|
{ //Thing I did for Distance
|
|
float rumble = device.LeftHeavySlowRumble / 2.55f;
|
|
byte max = Max(color.red, Max(color.green, color.blue));
|
|
if (device.LeftHeavySlowRumble > 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.LeftHeavySlowRumble);
|
|
}
|
|
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.Battery <= FlashAt[deviceNum] && FlashType[deviceNum] == 0 && !defualtLight && !device.Charging)
|
|
{
|
|
int level = device.Battery / 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.LeftHeavySlowRumble > 155) //also part of Distance
|
|
{
|
|
haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = (byte)((-device.LeftHeavySlowRumble + 265));
|
|
haptics.LightBarExplicitlyOff = true;
|
|
}
|
|
else
|
|
{
|
|
//haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
|
|
haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 0;
|
|
haptics.LightBarExplicitlyOff = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
haptics.LightBarExplicitlyOff = true;
|
|
}
|
|
if (device.LightBarOnDuration != haptics.LightBarFlashDurationOn && device.LightBarOnDuration != 1 && haptics.LightBarFlashDurationOn == 0)
|
|
haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
|
|
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);
|
|
}
|
|
}
|
|
}
|