cemu-DS4Windows/DS4Control/DS4LightBar.cs
jays2kings f82a85c802 Option to only use Dinput, turn off X360 input and only use the DS4's native input: useful for games that can use the ds4 as is without 360 input needed, but still want to use the lightbar and touchpad.
Added custom color when flashing, just click on the "Flash at" text
lightbar turns off fully when going into sleep mode
PS+touchpad also disables scrolling now
Update to french translations
Fixes to text
2014-08-23 16:52:20 -04:00

219 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DS4Library;
namespace DS4Control
{
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 void updateLightBar(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState)
{
DS4Color color;
if (!defualtLight)
{
if (Global.getShiftColorOn(deviceNum) && Global.getShiftModifier(deviceNum) > 0 && shiftMod(device, deviceNum, cState, eState))
{
color = Global.loadShiftColor(deviceNum);
}
else
{
if (Global.getRainbow(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 / Global.getRainbow(deviceNum);
else
counters[deviceNum] += 1.5 * 3 / Global.getRainbow(deviceNum);
}
if (counters[deviceNum] < 0)
counters[deviceNum] = 180000;
if (Global.getLedAsBatteryIndicator(deviceNum))
color = HuetoRGB((float)counters[deviceNum] % 360, (byte)(2.55 * device.Battery));
else
color = HuetoRGB((float)counters[deviceNum] % 360, 255);
}
else if (Global.getLedAsBatteryIndicator(deviceNum))
{
//if (device.Charging == false || device.Battery >= 100) // when charged, don't show the charging animation
{
DS4Color fullColor = new DS4Color
{
red = Global.loadColor(deviceNum).red,
green = Global.loadColor(deviceNum).green,
blue = Global.loadColor(deviceNum).blue
};
color = Global.loadLowColor(deviceNum);
DS4Color lowColor = new DS4Color
{
red = color.red,
green = color.green,
blue = color.blue
};
color = Global.getTransitionedColor(lowColor, fullColor, (uint)device.Battery);
}
}
else
{
color = Global.loadColor(deviceNum);
}
if (device.Battery <= Global.getFlashAt(deviceNum) && !defualtLight && !device.Charging)
{
if (!(Global.loadFlashColor(deviceNum).red == 0 &&
Global.loadFlashColor(deviceNum).green == 0 &&
Global.loadFlashColor(deviceNum).blue == 0))
color = Global.loadFlashColor(deviceNum);
}
if (Global.getIdleDisconnectTimeout(deviceNum) > 0 && Global.getLedAsBatteryIndicator(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(Global.getIdleDisconnectTimeout(deviceNum)).TotalMilliseconds;
double ratio = ((botratio / topratio) * 100);
if (ratio >= 50 && ratio <= 100)
color = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 0 }, (uint)((ratio - 50) * 2));
else if (ratio >= 100)
color = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 0 }, 100);
}
if (device.Charging && device.Battery < 100)
switch (Global.getChargingType(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 = Global.getTransitionedColor(color, new DS4Color { red = 0, green = 0, blue = 0 }, fadetimer[deviceNum]);
break;
case 2:
counters[deviceNum] += .167;
color = HuetoRGB((float)counters[deviceNum] % 360, 255);
break;
case 3:
color = Global.loadChargingColor(deviceNum);
break;
default:
break;
}
}
}
else if (shuttingdown)
color = new DS4Color { red = 0, green = 0, blue = 0};
else
color = new DS4Color { red = 32, green = 64, blue = 64 };
DS4HapticState haptics = new DS4HapticState
{
LightBarColor = color
};
if (haptics.IsLightBarSet())
{
if (device.Battery <= Global.getFlashAt(deviceNum) && !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
{
//haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 0;
haptics.LightBarExplicitlyOff = true;
}
}
else
{
haptics.LightBarExplicitlyOff = true;
}
device.pushHapticState(haptics);
}
public static bool defualtLight = false, shuttingdown = false;
public static bool shiftMod(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState)
{
bool shift;
switch (Global.getShiftModifier(deviceNum))
{
case 1: shift = Mapping.getBoolMapping(DS4Controls.Cross, cState, eState); break;
case 2: shift = Mapping.getBoolMapping(DS4Controls.Circle, cState, eState); break;
case 3: shift = Mapping.getBoolMapping(DS4Controls.Square, cState, eState); break;
case 4: shift = Mapping.getBoolMapping(DS4Controls.Triangle, cState, eState); break;
case 5: shift = Mapping.getBoolMapping(DS4Controls.Options, cState, eState); break;
case 6: shift = Mapping.getBoolMapping(DS4Controls.Share, cState, eState); break;
case 7: shift = Mapping.getBoolMapping(DS4Controls.DpadUp, cState, eState); break;
case 8: shift = Mapping.getBoolMapping(DS4Controls.DpadDown, cState, eState); break;
case 9: shift = Mapping.getBoolMapping(DS4Controls.DpadLeft, cState, eState); break;
case 10: shift = Mapping.getBoolMapping(DS4Controls.DpadRight, cState, eState); break;
case 11: shift = Mapping.getBoolMapping(DS4Controls.PS, cState, eState); break;
case 12: shift = Mapping.getBoolMapping(DS4Controls.L1, cState, eState); break;
case 13: shift = Mapping.getBoolMapping(DS4Controls.R1, cState, eState); break;
case 14: shift = Mapping.getBoolMapping(DS4Controls.L2, cState, eState); break;
case 15: shift = Mapping.getBoolMapping(DS4Controls.R2, cState, eState); break;
case 16: shift = Mapping.getBoolMapping(DS4Controls.L3, cState, eState); break;
case 17: shift = Mapping.getBoolMapping(DS4Controls.R3, cState, eState); break;
case 18: shift = Mapping.getBoolMapping(DS4Controls.TouchLeft, cState, eState); break;
case 19: shift = Mapping.getBoolMapping(DS4Controls.TouchUpper, cState, eState); break;
case 20: shift = Mapping.getBoolMapping(DS4Controls.TouchMulti, cState, eState); break;
case 21: shift = Mapping.getBoolMapping(DS4Controls.TouchRight, cState, eState); break;
case 22: shift = Mapping.getBoolMapping(DS4Controls.GyroZNeg, cState, eState); break;
case 23: shift = Mapping.getBoolMapping(DS4Controls.GyroZPos, cState, eState); break;
case 24: shift = Mapping.getBoolMapping(DS4Controls.GyroXPos, cState, eState); break;
case 25: shift = Mapping.getBoolMapping(DS4Controls.GyroXNeg, cState, eState); break;
case 26: shift = device.getCurrentState().Touch1; break;
default: shift = false; break;
}
return shift;
}
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 { red = C, green = (byte)X, blue = 0 };
else if (60 <= hue && hue < 120)
return new DS4Color { red = (byte)X, green = C, blue = 0 };
else if (120 <= hue && hue < 180)
return new DS4Color { red = 0, green = C, blue = (byte)X };
else if (180 <= hue && hue < 240)
return new DS4Color { red = 0, green = (byte)X, blue = C };
else if (240 <= hue && hue < 300)
return new DS4Color { red = (byte)X, green = 0, blue = C };
else if (300 <= hue && hue < 360)
return new DS4Color { red = C, green = 0, blue = (byte)X };
else
return new DS4Color { red = 255, green = 0, blue = 0 };
}
}
}