mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-23 09:49:16 +01:00
107d71ef04
DS4Tool.exe merged with it's dll's, now named DS4Windows.exe Settings tab - Hide DS4, Run at start up, Change update rate or disable it all together, turn off notifications and more there there When battery is low and starts flashing, it will not continue to flash when charging Possible fix for memory leak Small UI changes such as not being able to edit the text in combo boxes Spelling fixes Updater: Now doesn't need admin rights to run, DS4Windows will try to start the updater with admin permissions if DS4Windows is located in an admin folder like program files, also renamed DS4Updater.exe. The old updater will automatically be deleted
168 lines
7.6 KiB
C#
168 lines
7.6 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 DS4Library;
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namespace DS4Control
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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 void updateLightBar(DS4Device device, int deviceNum)
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{
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DS4Color color;
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if (!defualtLight)
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{
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if (Global.getRainbow(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 / Global.getRainbow(deviceNum);
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else
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counters[deviceNum] += 1.5 * 3 / Global.getRainbow(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 (Global.getLedAsBatteryIndicator(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 (Global.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 = new DS4Color
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{
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red = Global.loadColor(deviceNum).red,
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green = Global.loadColor(deviceNum).green,
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blue = Global.loadColor(deviceNum).blue
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};
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color = Global.loadLowColor(deviceNum);
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DS4Color lowColor = new DS4Color
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{
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red = color.red,
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green = color.green,
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blue = color.blue
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};
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color = Global.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 = Global.loadColor(deviceNum);
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}
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if (Global.getIdleDisconnectTimeout(deviceNum) > 0 && (!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(Global.getIdleDisconnectTimeout(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 = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 0 }, (uint)((ratio - 50) * 2));
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else if (ratio >= 100)
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color = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 0 }, 100);
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}
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if (device.Charging && device.Battery < 100)
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switch (Global.getChargingType(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 = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 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 = Global.loadChargingColor(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 (shuttingdown)
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color = new DS4Color { red = 0, green = 0, blue = 0};
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else
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color = new DS4Color { red = 32, green = 64, blue = 64 };
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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 (device.Battery <= Global.getFlashAt(deviceNum) && !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
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{
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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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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 { red = C, green = (byte)X, blue = 0 };
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else if (60 <= hue && hue < 120)
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return new DS4Color { red = (byte)X, green = C, blue = 0 };
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else if (120 <= hue && hue < 180)
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return new DS4Color { red = 0, green = C, blue = (byte)X };
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else if (180 <= hue && hue < 240)
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return new DS4Color { red = 0, green = (byte)X, blue = C };
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else if (240 <= hue && hue < 300)
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return new DS4Color { red = (byte)X, green = 0, blue = C };
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else if (300 <= hue && hue < 360)
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return new DS4Color { red = C, green = 0, blue = (byte)X };
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else
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return new DS4Color { red = 255, green = 0, blue = 0 };
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}
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}
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}
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