cemu-DS4Windows/DS4Windows/DS4Control/DS4LightBar.cs
Travis Nickles 4e33578686 Remove some property usage and use explicit getter methods instead.
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.
2017-03-23 19:32:33 -07:00

244 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)
{
/*
* 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.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.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.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.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);
}
}
}