cemu-DS4Windows/DS4Control/DS4LightBar.cs
jays2kings b0edeb634e Version 1.4.24
New Special Action: Check Battery life, choose to see the battery via a
notification or via the lightbar with a gradient of your choice
Sixaxis tilting added to special action triggers
Added Special macros to be used by pressing the Load Presets button,
selecting Cycle Programs allows you to hold the button to cycle through
open programs, and edit the wait time to choose how long you hold the
button down to go to the next program
Can now add additional recordings between macros, click in the list
where you want to add
Can now delete actions in the macro by pressing delete
Fixed color by battery being inverted
Fixed bluetooth light being completely off when stopping/exiting
DS4Windows
Updated translation sheets (new items highlighted in 3rd column in green
for easier finding)
2015-02-12 14:36:40 -05:00

259 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
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 (Global.ShiftColorOn[deviceNum] && Global.ShiftModifier[deviceNum] > 0 && shiftMod(device, deviceNum, cState, eState, tp))
{
color = Global.ShiftColor[deviceNum];
}
else
{
if (Global.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 / Global.Rainbow[deviceNum];
else
counters[deviceNum] += 1.5 * 3 / Global.Rainbow[deviceNum];
}
if (counters[deviceNum] < 0)
counters[deviceNum] = 180000;
if (counters[deviceNum] > 180000)
counters[deviceNum] = 0;
if (Global.LedAsBatteryIndicator[deviceNum])
color = HuetoRGB((float)counters[deviceNum] % 360, (byte)(2.55 * device.Battery));
else
color = HuetoRGB((float)counters[deviceNum] % 360, 255);
}
else if (Global.LedAsBatteryIndicator[deviceNum])
{
//if (device.Charging == false || device.Battery >= 100) // when charged, don't show the charging animation
{
DS4Color fullColor = Global.MainColor[deviceNum];
DS4Color lowColor = Global.LowColor[deviceNum];
color = Global.getTransitionedColor(lowColor, fullColor, (uint)device.Battery);
}
}
else
{
color = Global.MainColor[deviceNum];
}
if (device.Battery <= Global.FlashAt[deviceNum] && !defualtLight && !device.Charging)
{
if (!(Global.FlashColor[deviceNum].red == 0 &&
Global.FlashColor[deviceNum].green == 0 &&
Global.FlashColor[deviceNum].blue == 0))
color = Global.FlashColor[deviceNum];
if (Global.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 = Global.getTransitionedColor(color, new DS4Color(0,0,0), fadetimer[deviceNum]);
}
}
if (Global.IdleDisconnectTimeout[deviceNum] > 0 && Global.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(Global.IdleDisconnectTimeout[deviceNum]).TotalMilliseconds;
double ratio = ((botratio / topratio) * 100);
if (ratio >= 50 && ratio <= 100)
color = Global.getTransitionedColor(color, new DS4Color(0, 0, 0), (uint)((ratio - 50) * 2));
else if (ratio >= 100)
color = Global.getTransitionedColor(color, new DS4Color(0, 0, 0), 100);
}
if (device.Charging && device.Battery < 100)
switch (Global.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 = Global.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 = Global.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 = (Global.ProfilePath[deviceNum].ToLower().Contains("distance") || Global.tempprofilename[deviceNum].ToLower().Contains("distance"));
if (distanceprofile && !defualtLight)
{ //Thing I did for Distance
float rumble = device.LeftHeavySlowRumble / 2.55f;
byte max = Math.Max(color.red, Math.Max(color.green, color.blue));
if (device.LeftHeavySlowRumble > 100)
color = Global.getTransitionedColor(new DS4Color(max, max, 0), new DS4Color(255, 0, 0), rumble);
else
color = Global.getTransitionedColor(color, Global.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 <= Global.FlashAt[deviceNum] && Global.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 bool shiftMod(DS4Device device, int deviceNum, DS4State cState, DS4StateExposed eState, Mouse tp)
{
bool shift;
switch (Global.ShiftModifier[deviceNum])
{
case 1: shift = Mapping.getBoolMapping(DS4Controls.Cross, cState, eState, tp); break;
case 2: shift = Mapping.getBoolMapping(DS4Controls.Circle, cState, eState, tp); break;
case 3: shift = Mapping.getBoolMapping(DS4Controls.Square, cState, eState, tp); break;
case 4: shift = Mapping.getBoolMapping(DS4Controls.Triangle, cState, eState, tp); break;
case 5: shift = Mapping.getBoolMapping(DS4Controls.Options, cState, eState, tp); break;
case 6: shift = Mapping.getBoolMapping(DS4Controls.Share, cState, eState, tp); break;
case 7: shift = Mapping.getBoolMapping(DS4Controls.DpadUp, cState, eState, tp); break;
case 8: shift = Mapping.getBoolMapping(DS4Controls.DpadDown, cState, eState, tp); break;
case 9: shift = Mapping.getBoolMapping(DS4Controls.DpadLeft, cState, eState, tp); break;
case 10: shift = Mapping.getBoolMapping(DS4Controls.DpadRight, cState, eState, tp); break;
case 11: shift = Mapping.getBoolMapping(DS4Controls.PS, cState, eState, tp); break;
case 12: shift = Mapping.getBoolMapping(DS4Controls.L1, cState, eState, tp); break;
case 13: shift = Mapping.getBoolMapping(DS4Controls.R1, cState, eState, tp); break;
case 14: shift = Mapping.getBoolMapping(DS4Controls.L2, cState, eState, tp); break;
case 15: shift = Mapping.getBoolMapping(DS4Controls.R2, cState, eState, tp); break;
case 16: shift = Mapping.getBoolMapping(DS4Controls.L3, cState, eState, tp); break;
case 17: shift = Mapping.getBoolMapping(DS4Controls.R3, cState, eState, tp); break;
case 18: shift = Mapping.getBoolMapping(DS4Controls.TouchLeft, cState, eState, tp); break;
case 19: shift = Mapping.getBoolMapping(DS4Controls.TouchUpper, cState, eState, tp); break;
case 20: shift = Mapping.getBoolMapping(DS4Controls.TouchMulti, cState, eState, tp); break;
case 21: shift = Mapping.getBoolMapping(DS4Controls.TouchRight, cState, eState, tp); break;
case 22: shift = Mapping.getBoolMapping(DS4Controls.GyroZNeg, cState, eState, tp); break;
case 23: shift = Mapping.getBoolMapping(DS4Controls.GyroZPos, cState, eState, tp); break;
case 24: shift = Mapping.getBoolMapping(DS4Controls.GyroXPos, cState, eState, tp); break;
case 25: shift = Mapping.getBoolMapping(DS4Controls.GyroXNeg, cState, eState, tp); 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(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);
}
}
}