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lighting.py
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lighting.py
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"""
lighting.py
This file contains functions and constants related to controlling lights on the controller.
Author: Miguel Guthridge [hdsq@outlook.com.au]
"""
IDLE_ANIMATION_SPEED = 1
IDLE_ANIMATION_STRETCH = 2
IDLE_ANIMATION_DO_TRAILS = True
IDLE_ANIMATION_TRAIL_SPEED_MODIFIER = 1
IDLE_ANIMATION_TRAIL_SPEED = 2
IDLE_ANIMATION_TRAIL_LENGTH = 6
IDLE_ANIMATION_TRAIL_INFREQUENCY = 37
IDLE_ANIMATION_TRAIL_Y_OFFSET = 13
import time
import internal
import eventconsts
import eventprocessor
import processorhelpers
import internal.consts
import config
import lightingconsts
class LightMap:
"""This object is sent through event processors to gather colours for UI redraws.
"""
def __init__(self):
"""Create instance
"""
self.reset()
def reset(self):
"""Resets all lights to transparent
"""
# indicates whether entire map is solidified
self.is_solid = False
# 0 = unfrozen, 1 = frozen
self.FrozenMap = [
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0]
]
# 0 = off, 1-127 = colour
self.PadColours = [
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0]
]
# 0 = off, 1 = on, 2 = pulse, negative = flash
self.PadStates = [
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0]
]
def setPadColour(self, x, y, colour, state = lightingconsts.MODE_DEFAULT, override = False):
"""Sets the colour of a pad
Args:
x (int): X coordinate
y (int): Y coordinate
colour (int): Colour (specified in lightingconsts)
state (int, optional): Lighting mode. Defaults to lightingconsts.MODE_DEFAULT. Can be:
- lightingconsts.MODE_OFF
- lightingconsts.MODE_ON
- lightingconsts.MODE_PULSE
- ColourL flash with that colour
- lightingconsts.MODE_DEFAULT
override (bool, optional): Whether to override the current pad option. Defaults to False.
Returns:
bool: Whether the assignment was successful.
"""
if self.FrozenMap[x][y] == 0 or override: # If pad available to map
self.PadColours[x][y] = colour
self.PadStates[x][y] = state
if colour != -1:
self.solidifyPad(x, y)
return True
else: return False
def setFromMatrix(self, map, state = lightingconsts.MODE_DEFAULT, override = False):
"""Set pad lights from a 2x8 matrix
Args:
map (matrix): 2D list structure containing light settings
state (int, optional): Lighting mode. Defaults to 3.
- 0 = off
- 1 = on
- 2 = pulse
- negative = flashing with abs(state)
- 3 = automatic
override (bool, optional): Whether to override the current pad option. Defaults to False.
"""
for x in range(len(self.FrozenMap) - 1): # Don't modify round pads
for y in range(len(self.FrozenMap[x])):
if self.FrozenMap[x][y] == 0 or override:
self.setPadColour(x, y, map[x][y], state, override)
return
def solidifyPad(self, x, y):
"""Prevent a pad from being overwritten
Args:
x (int): X coordinate
y (int): Y coordinate
"""
if self.FrozenMap[x][y] == 0: # If pad available to map
self.FrozenMap[x][y] = 1
def solidifyRow(self, y):
"""Prevent a row of lights from being overwritten (not including round pads)
Args:
y (int): Y coordinate
"""
for x in range(len(self.FrozenMap) - 1): # Don't solidify round pads
if self.FrozenMap[x][y] == 0: self.FrozenMap[x][y] = 1
def solidifyColumn(self, x):
"""Prevents a column from being overwritten
Args:
x (int): X coordinate
"""
for y in range(len(self.FrozenMap)):
if self.FrozenMap[x][y] == 0: self.FrozenMap[x][y] = 1
# Prevents all pads from being overwritten
def solidifyAll(self):
"""Prevents all pads from being overwritten (not including round pads). Call this at the end of your redraw functions
if you don't want other processors to possibly draw behind your UI.
"""
self.is_solid = True
for x in range(len(self.FrozenMap) - 1): # Don't solidify round pads
for y in range(len(self.FrozenMap[x])):
self.solidifyPad(x, y)
def isSolid(self):
"""Returns whether map has been solidified
Returns:
bool: Answer
"""
return self.is_solid
class Lights:
"""Manages the current state of lights.
"""
def __init__(self):
"""Create instance.
"""
# 0 = off, 1-127 = colour
self.PadColours = [
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0]
]
# 0 = off, 1 = on, 2 = pulse, negative = flash
self.PadStates = [
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0],
[0, 0]
]
def reset(self):
"""Reset all lights to off
"""
internal.sendMidiMessage(0xBF, 0x00, 0x00)
internal.debugLog("Sent lighting reset signal", internal.consts.DEBUG.LIGHTING_RESET)
internal.window.resetAnimationTick()
self.__init__()
def setPadColour(self, x, y, colour, state = lightingconsts.MODE_DEFAULT, override = False):
"""Set the colour of a pad
Args:
x (int): X coordinate
y (int): Y coordinate
colour (int): Colour option
state (int, optional): Light mode. Defaults to lightingconsts.MODE_DEFAULT.
override (bool, optional): Whether the event should be sent regardless of the
current state of that pad. Defaults to False.
"""
if internal.window.getAbsoluteTick() % config.LIGHTS_FULL_REDRAW_FREQUENCY == 0:
full_redraw = True
else:
full_redraw = False
# Handle light offs
if colour == 0 and state == lightingconsts.MODE_DEFAULT:
state = lightingconsts.MODE_OFF
# Set legacy state
elif state == lightingconsts.MODE_DEFAULT:
state = lightingconsts.MODE_ON
if state == lightingconsts.MODE_OFF:
colour = 0
# Check if pad is already in that state - don't bother with event if so
if self.PadColours[x][y] == colour and self.PadStates[x][y] == state and not override and not full_redraw:
return
# Set state variables
self.PadColours[x][y] = colour
self.PadStates[x][y] = state
status_a = 0x9
status_b = 0xF
if state == lightingconsts.MODE_OFF:
status_a = 0x8
elif state == lightingconsts.MODE_PULSE:
status_b = 0x2
elif state > 0:
status_b = 0xF
# Round pads in basic mode
if x == 8 and not internal.extendedMode.query(eventconsts.INCONTROL_PADS):
status_a = 0xB
# Calculate Status
status = (status_a << 4) + status_b
if internal.extendedMode.query(eventconsts.INCONTROL_PADS):
internal.sendMidiMessage(status, eventconsts.Pads[x][y], colour)
internal.debugLog("Sent lighting command [" + str(x) + ", " + str(y) + "] (InControl Enabled)", internal.consts.DEBUG.LIGHTING_MESSAGE)
else:
internal.sendMidiMessage(status, processorhelpers.convertPadMapping(eventconsts.Pads[x][y]), colour)
internal.debugLog("Sent lighting command [" + str(x) + ", " + str(y) + "] (InControl Disabled)", internal.consts.DEBUG.LIGHTING_MESSAGE)
if state > 0: # Send extra event to trigger flashing
status_b = 0x1
status = (status_a << 4) + status_b
if internal.extendedMode.query(eventconsts.INCONTROL_PADS):
internal.sendMidiMessage(status, eventconsts.Pads[x][y], state)
internal.debugLog("Sent light flash command [" + str(x) + ", " + str(y) + "] (InControl Enabled)", internal.consts.DEBUG.LIGHTING_MESSAGE)
else:
internal.sendMidiMessage(status, processorhelpers.convertPadMapping(eventconsts.Pads[x][y]), state)
internal.debugLog("Sent light flash command [" + str(x) + ", " + str(y) + "] (InControl Disabled)", internal.consts.DEBUG.LIGHTING_MESSAGE)
def setFromMap(self, map):
"""Set light colours from LightMap object
Args:
map (LightMap): What to set the lights to
"""
map.solidifyAll()
for x in range(len(self.PadColours)):
for y in range(len(self.PadColours[x])):
self.setPadColour(x, y, map.PadColours[x][y], map.PadStates[x][y])
return
def redraw(self):
"""Resends all lighting options from current state.
"""
for x in range(len(self.PadColours)):
for y in range(len(self.PadColours[x])):
self.setPadColour(x, y, self.PadColours[x][y], override=True)
state = Lights()
def initLightShow(lights):
if internal.state.SHARED_INIT_STATE == internal.consts.INIT_OK:
rainbowColours = lightingconsts.PALLETE_NORMAL
elif internal.state.SHARED_INIT_STATE == internal.consts.INIT_API_OUTDATED or internal.state.SHARED_INIT_STATE == internal.consts.INIT_PORT_MISMATCH:
rainbowColours = lightingconsts.PALLETE_INIT_FAIL
elif internal.state.SHARED_INIT_STATE == internal.consts.INIT_UPDATE_AVAILABLE:
rainbowColours = lightingconsts.PALLETE_UPDATE
else:
rainbowColours = lightingconsts.PALLETE_INIT_FAIL
x = internal.window.getAnimationTick()
if x > len(rainbowColours) + 8: return
# Group 1
if (x >= 0) and (x < len(rainbowColours)):
lights.setPadColour(0, 1, rainbowColours[x])
# Group 2
if (x >= 1) and (x < len(rainbowColours) + 1):
lights.setPadColour(1, 1, rainbowColours[x - 1])
lights.setPadColour(0, 0, rainbowColours[x - 1])
# Group 3
if (x >= 2) and (x < len(rainbowColours) + 2):
lights.setPadColour(2, 1, rainbowColours[x - 2])
lights.setPadColour(1, 0, rainbowColours[x - 2])
# Group 4
if (x >= 3) and (x < len(rainbowColours) + 3):
lights.setPadColour(3, 1, rainbowColours[x - 3])
lights.setPadColour(2, 0, rainbowColours[x - 3])
# Group 5
if (x >= 4) and (x < len(rainbowColours) + 4):
lights.setPadColour(4, 1, rainbowColours[x - 4])
lights.setPadColour(3, 0, rainbowColours[x - 4])
# Group 6
if (x >= 5) and (x < len(rainbowColours) + 5):
lights.setPadColour(5, 1, rainbowColours[x - 5])
lights.setPadColour(4, 0, rainbowColours[x - 5])
# Group 7
if (x >= 6) and (x < len(rainbowColours) + 6):
lights.setPadColour(6, 1, rainbowColours[x - 6])
lights.setPadColour(5, 0, rainbowColours[x - 6])
# Group 8
if (x >= 7) and (x < len(rainbowColours) + 7):
lights.setPadColour(7, 1, rainbowColours[x - 7])
lights.setPadColour(6, 0, rainbowColours[x - 7])
# Group 9
if (x >= 8) and (x < len(rainbowColours) + 8):
lights.setPadColour(7, 0, rainbowColours[x - 8])
lights.solidifyAll()
def idleLightshow(lights):
"""EVEN PRETTIER!!!!!!!!!!
Args:
lights (LightMap): LightMap object to draw to
"""
if internal.window.getIdleTick() > config.IDLE_WAIT_TIME and config.IDLE_LIGHTS_ENABLED:
tick_num = internal.window.getIdleTick() - int(config.IDLE_WAIT_TIME) + IDLE_ANIMATION_TRAIL_LENGTH * IDLE_ANIMATION_TRAIL_SPEED
for x in range(9):
for y in range(2):
# Generate colours
if IDLE_ANIMATION_DO_TRAILS:
animation_speed = IDLE_ANIMATION_SPEED * IDLE_ANIMATION_TRAIL_SPEED_MODIFIER
else:
animation_speed = IDLE_ANIMATION_SPEED
colour = ((tick_num // animation_speed) + x - y) // IDLE_ANIMATION_STRETCH % 128
light_mode = lightingconsts.MODE_ON
# Set off to on
if colour == 0:
colour = 1
if IDLE_ANIMATION_DO_TRAILS:
if not (((tick_num // IDLE_ANIMATION_TRAIL_SPEED) + x + IDLE_ANIMATION_TRAIL_Y_OFFSET*y) % IDLE_ANIMATION_TRAIL_INFREQUENCY < IDLE_ANIMATION_TRAIL_LENGTH):
colour = lightingconsts.colours["OFF"]
lights.setPadColour(x, y, colour, light_mode)
def idleLightshowActive():
"""Whether the idle lightshow is currently active
Returns:
bool: Whether it's active
"""
return internal.window.getIdleTick() > config.IDLE_WAIT_TIME and config.IDLE_LIGHTS_ENABLED
def triggerIdleLightshow():
"""Set idle tick number to tick required for lightshow to begin.
Call this to get that sweet sweet RGB going.
"""
internal.window.idle_tick_number = config.IDLE_WAIT_TIME