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LightingManager.cpp
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LightingManager.cpp
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//--------------------------------------------------------------------------------------
// LightingManager.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <vector>
#include <time.h>
#include <ppltasks.h>
using namespace Platform;
using namespace Windows::Foundation::Collections;
using namespace Windows::Foundation;
using namespace Windows::Devices::Lights;
using namespace Windows::Devices::Lights::Effects;
using namespace Windows::Devices::Enumeration;
using namespace Windows::UI;
using namespace Windows::System;
LightingManager^ LightingManager::s_instance = nullptr;
Microsoft::WRL::Wrappers::CriticalSection LightingManager::m_initLock;
// All Effects use Ticks; below multiplers transform units to Ticks.
constexpr uint32_t c_secondsMultiplier = 10'000'000;
constexpr uint32_t c_millisecondsMultiplier = 10'000;
LightingManager::LightingManager()
{
}
LightingManager::~LightingManager()
{
}
void LightingManager::Initialize()
{
srand((UINT)time(nullptr));
// Getting a reference to LightingManager the first time will initialize it.
LightingManager::GetInstance();
}
LightingManager^ LightingManager::GetInstance()
{
auto lock = m_initLock.Lock();
// Implementing the singleton pattern; only need one manager for any application.
if (s_instance == nullptr)
{
s_instance = ref new LightingManager();
s_instance->InitializeInternal();
}
return s_instance;
}
void LightingManager::InitializeInternal()
{
LampArray^ temp;
m_lampArrayWatcher = DeviceInformation::CreateWatcher(temp->GetDeviceSelector());
m_lampArrayWatcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>(this, &LightingManager::LampArrayAdded);
m_lampArrayWatcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>(this, &LightingManager::LampArrayRemoved);
m_lampArrayWatcher->EnumerationCompleted += ref new TypedEventHandler<DeviceWatcher^, Object^>(this, &LightingManager::LampArrayWatcherEnumerationCompleted);
m_lampArrayWatcher->Stopped += ref new TypedEventHandler<DeviceWatcher^, Object^>(this, &LightingManager::LampArrayWatcherStopped);
m_lampArrayWatcher->Start();
}
void LightingManager::LampArrayAdded(DeviceWatcher^ watcher, DeviceInformation^ lampArray)
{
{
auto lock = m_lock.Lock();
concurrency::create_task(LampArray::FromIdAsync(lampArray->Id)).then([this](LampArray ^ newDevice)
{
m_lampArrays.emplace_back(LampPair(newDevice, ref new LampArrayEffectPlaylist()));
});
}
}
void LightingManager::LampArrayRemoved(DeviceWatcher^ watcher, DeviceInformationUpdate^ args)
{
auto lock = m_lock.Lock();
for (auto instance = m_lampArrays.begin(); instance != m_lampArrays.end(); instance++)
{
if ((*instance).first->DeviceId == args->Id)
{
// Will only ever have a single instance with the same DeviceId (guaranteed by PNP)
m_lampArrays.erase(instance);
break;
}
}
}
void LightingManager::LampArrayWatcherEnumerationCompleted(DeviceWatcher^ watcher, Object^ args)
{
// Triggered when the watcher has finished enumerating all devices (currently attached).
// Don't care about this event as we'll trigger the same event whenever a device is plugged-in.
}
void LightingManager::LampArrayWatcherStopped(DeviceWatcher^ watcher, Object^ args)
{
// Triggered when watcher Stop() has completed.
// Always want to listen for LampArrays, don't care about stopped event completing
}
/// <summary>
/// Sets all Lamps on every known LampArray to desiredColor
/// </summary>
void LightingManager::SetLampArraysColor(Windows::UI::Color desiredColor)
{
auto lock = m_lock.Lock();
for (LampPair instance : m_lampArrays)
{
// Sets every Lamp on the LampArray to desiredColor.
instance.first->SetColor(desiredColor);
}
}
/// <summary>
/// Clears all known LampArrays (i.e. sets to black)
/// </summary>
void LightingManager::ClearLampArrays()
{
auto lock = m_lock.Lock();
for (SnakeEffect^ instance : m_snakeEffects)
{
instance->Stop();
}
for (SimpleBitmapEffect^ instance : m_bitmapEffects)
{
instance->Stop();
}
for (LampPair instance : m_lampArrays)
{
instance.second->Stop();
// Set all LampArrays to black/cleared.
instance.first->SetColor(Windows::UI::Colors::Black);
}
}
/// <summary>
/// Sets all control lamps on the left side of the LampArray to blue.
/// </summary>
void LightingManager::LeftControlLampsBlue()
{
auto lock = m_lock.Lock();
for (LampPair lampArray : m_lampArrays)
{
// LampArray Midpoint.
float midPoint = lampArray.first->BoundingBox.y / 2;
// Find all Lamps on the left-side of the device.
std::vector<int> leftLampIndexes;
for (int i = 0; i < lampArray.first->LampCount; i++)
{
LampInfo^ info = lampArray.first->GetLampInfo(i);
bool isControlLamp = !!((int)info->Purposes & (int)LampPurposes::Control);
if (isControlLamp && info->Position.x <= midPoint)
{
leftLampIndexes.push_back(i);
}
}
auto blueIndexes = ref new Platform::Array<int>(leftLampIndexes.data(), (int)leftLampIndexes.size());
lampArray.first->SetSingleColorForIndices({ 0xFF, 0x00, 0x00, 0xFF }, blueIndexes);
}
}
/// <summary>
/// Sets the WASD keys to red (for all keyboard LampArrays) and all other keys to blue.
/// </summary>
void LightingManager::WasdKeysRed()
{
auto lock = m_lock.Lock();
for (LampPair lampArray : m_lampArrays)
{
// Validate LampArray is bound to a keyboard
if (lampArray.first->LampArrayKind != LampArrayKind::Keyboard)
{
continue;
}
// Disable all lamps. Calls to SetColor now won't have any effect until LampArray re-enabled.
lampArray.first->IsEnabled = false;
// Sets the base color for all lamps to blue
lampArray.first->SetColor({ 0xFF, 0x00, 0x00, 0xFF });
// Set the WASD keys (if they exist) to red. This will override the blue set previously.
// Note: It's permissible for a key to have more than one lamp.
lampArray.first->SetColorsForKey({ 0xFF, 0xFF, 0x00, 0x00 }, Windows::System::VirtualKey::W);
lampArray.first->SetColorsForKey({ 0xFF, 0xFF, 0x00, 0x00 }, Windows::System::VirtualKey::A);
lampArray.first->SetColorsForKey({ 0xFF, 0xFF, 0x00, 0x00 }, Windows::System::VirtualKey::S);
lampArray.first->SetColorsForKey({ 0xFF, 0xFF, 0x00, 0x00 }, Windows::System::VirtualKey::D);
// Enabling all lamps. The effects from SetColor will now be seen.
lampArray.first->IsEnabled = true;
}
}
/// <summary>
/// Blink W, A, S, D keyboard keys blue, 5 times, on for 1second, off for 1second.
/// </summary>
void LightingManager::BlinkWasdKeys()
{
auto lock = m_lock.Lock();
Windows::Foundation::TimeSpan spanSecond;
spanSecond.Duration = c_secondsMultiplier;
Windows::Foundation::TimeSpan spanZero;
spanZero.Duration = 0;
for (LampPair lampArray : m_lampArrays)
{
// Only care about keyboards for the case. (Note: Any device is permitted to have keys associated with it)
if (lampArray.first->LampArrayKind != LampArrayKind::Keyboard)
{
continue;
}
std::vector<int> wasdKeys;
Platform::Array<int>^ lampIndexes = lampArray.first->GetIndicesForKey(Windows::System::VirtualKey::W);
wasdKeys.insert(wasdKeys.end(), lampIndexes->begin(), lampIndexes->end());
lampIndexes = lampArray.first->GetIndicesForKey(Windows::System::VirtualKey::A);
wasdKeys.insert(wasdKeys.end(), lampIndexes->begin(), lampIndexes->end());
lampIndexes = lampArray.first->GetIndicesForKey(Windows::System::VirtualKey::S);
wasdKeys.insert(wasdKeys.end(), lampIndexes->begin(), lampIndexes->end());
lampIndexes = lampArray.first->GetIndicesForKey(Windows::System::VirtualKey::D);
wasdKeys.insert(wasdKeys.end(), lampIndexes->begin(), lampIndexes->end());
auto blinkLampIndexes = ref new Platform::Array<int>(wasdKeys.data(), (int)wasdKeys.size());
// Properties of an effect are read-only after being Appended to a playlist.
// Calls to set() will result in an error.
auto blinkEffect = ref new LampArrayBlinkEffect(lampArray.first, blinkLampIndexes);
blinkEffect->Color = Windows::UI::Colors::Blue;
blinkEffect->ZIndex = 0;
blinkEffect->SustainDuration = spanSecond;
blinkEffect->DecayDuration = spanZero;
blinkEffect->RepetitionDelay = spanSecond;
blinkEffect->RepetitionMode = LampArrayRepetitionMode::Occurrences;
blinkEffect->Occurrences = 5;
// Create the playlist and Append the single effect to it.
lampArray.second = ref new LampArrayEffectPlaylist();
lampArray.second->RepetitionMode = LampArrayRepetitionMode::Occurrences;
lampArray.second->Occurrences = 1;
lampArray.second->EffectStartMode = LampArrayEffectStartMode::Simultaneous;
lampArray.second->Append(blinkEffect);
// Start the playlist.
// A reference to the playlist will be maintained by the system until it completes (or is stopped manually).
lampArray.second->Start();
}
}
/// <summary>
/// Plays a green solid effect for 5 seconds.
/// </summary>
void LightingManager::PlayGreenSolidEffect()
{
Windows::Foundation::TimeSpan span;
span.Duration = 5 * c_secondsMultiplier;
auto lock = m_lock.Lock();
for (LampPair lampArray : m_lampArrays)
{
auto allLampIndexes = ref new Platform::Array<int>(lampArray.first->LampCount);
for (int i = 0; i < lampArray.first->LampCount; i++)
{
allLampIndexes[i] = i;
}
auto greenEffect = ref new LampArraySolidEffect(lampArray.first, allLampIndexes);
greenEffect->Color = Windows::UI::Colors::Lime;
greenEffect->Duration = span;
lampArray.second = ref new LampArrayEffectPlaylist();
lampArray.second->Append(greenEffect);
lampArray.second->Start();
}
}
/// <summary>
/// Uses LampArrayColorRampEffect to seamlessly transition/blend between primary colors (Red/Yellow/Green/Blue)
/// </summary>
void LightingManager::CyclePrimaryColors()
{
auto lock = m_lock.Lock();
Windows::Foundation::TimeSpan span;
span.Duration = 500 * c_millisecondsMultiplier;
for (LampPair lampArray : m_lampArrays)
{
auto allLampIndexes = ref new Platform::Array<int>(lampArray.first->LampCount);
for (int i = 0; i < lampArray.first->LampCount; i++)
{
allLampIndexes[i] = i;
}
lampArray.second = ref new LampArrayEffectPlaylist();
lampArray.second->RepetitionMode = LampArrayRepetitionMode::Forever;
auto redColorRampEffect = ref new LampArrayColorRampEffect(lampArray.first, allLampIndexes);
redColorRampEffect->Color = Windows::UI::Colors::Red;
redColorRampEffect->ZIndex = 0;
redColorRampEffect->RampDuration = span;
redColorRampEffect->CompletionBehavior = LampArrayEffectCompletionBehavior::KeepState;
lampArray.second->Append(redColorRampEffect);
auto yellowColorRampEffect = ref new LampArrayColorRampEffect(lampArray.first, allLampIndexes);
yellowColorRampEffect->Color = Windows::UI::Colors::Yellow;
yellowColorRampEffect->ZIndex = 0;
yellowColorRampEffect->RampDuration = span;
yellowColorRampEffect->CompletionBehavior = LampArrayEffectCompletionBehavior::KeepState;
lampArray.second->Append(yellowColorRampEffect);
auto greenColorRampEffect = ref new LampArrayColorRampEffect(lampArray.first, allLampIndexes);
greenColorRampEffect->Color = Windows::UI::Colors::Lime;
greenColorRampEffect->ZIndex = 0;
greenColorRampEffect->RampDuration = span;
greenColorRampEffect->CompletionBehavior = LampArrayEffectCompletionBehavior::KeepState;
lampArray.second->Append(greenColorRampEffect);
auto blueColorRampEffect = ref new LampArrayColorRampEffect(lampArray.first, allLampIndexes);
blueColorRampEffect->Color = Windows::UI::Colors::Blue;
blueColorRampEffect->ZIndex = 0;
blueColorRampEffect->RampDuration = span;
blueColorRampEffect->CompletionBehavior = LampArrayEffectCompletionBehavior::KeepState;
lampArray.second->Append(blueColorRampEffect);
lampArray.second->Start();
}
}
/// <summary>
/// Blinks every Lamp in unison, each with a different random color.
/// </summary>
void LightingManager::BlinkRandomColors()
{
auto lock = m_lock.Lock();
Windows::Foundation::TimeSpan span;
for (LampPair lampArray : m_lampArrays)
{
lampArray.second = ref new LampArrayEffectPlaylist();
lampArray.second->RepetitionMode = LampArrayRepetitionMode::Forever;
lampArray.second->EffectStartMode = LampArrayEffectStartMode::Simultaneous;
for (int i = 0; i < lampArray.first->LampCount; i++)
{
auto blinkEffect = ref new LampArrayBlinkEffect(lampArray.first, ref new Platform::Array<int>{ i });
Windows::UI::Color randColor{ 0xFF, (byte)(rand() % 255), (byte)(rand() % 255), (byte)(rand() % 255) };
blinkEffect->Color = randColor;
blinkEffect->ZIndex = 0;
span.Duration = 300 * c_millisecondsMultiplier;
blinkEffect->AttackDuration = span;
span.Duration = 500 * c_millisecondsMultiplier;
blinkEffect->SustainDuration = span;
span.Duration = 800 * c_millisecondsMultiplier;
blinkEffect->DecayDuration = span;
span.Duration = 100 * c_millisecondsMultiplier;
blinkEffect->RepetitionDelay = span;
blinkEffect->RepetitionMode = LampArrayRepetitionMode::Forever;
lampArray.second->Append(blinkEffect);
}
lampArray.second->Start();
}
}
void LightingManager::PlaySnakeEffect()
{
auto lock = m_lock.Lock();
for (LampPair lampArray : m_lampArrays)
{
for (uint32_t i = 0; i < m_snakeEffects.size(); i++)
{
if (m_snakeEffects[i]->ContainsLampArray(lampArray.first))
{
m_snakeEffects.erase(m_snakeEffects.begin() + i);
// Can only ever be one; so skip the rest (additionally, the indexing will be off))
break;
}
}
// Creating a SnakeEffect will also start it.
m_snakeEffects.emplace_back(ref new SnakeEffect({ 0xFF, 0x00, 0x00, 0xFF }, 15, lampArray.first));
}
}
void LightingManager::PlaySimpleBitmapEffect()
{
auto lock = m_lock.Lock();
for (LampPair lampArray : m_lampArrays)
{
for (size_t i = 0; i < m_bitmapEffects.size(); i++)
{
if (m_bitmapEffects[i]->ContainsLampArray(lampArray.first))
{
m_bitmapEffects.erase(m_bitmapEffects.begin() + i);
// Can only ever be one; so skip the rest (additionally, the indexing will be off))
break;
}
}
// Creating a SimpleBitmapEffect will also start it.
m_bitmapEffects.emplace_back(ref new SimpleBitmapEffect(lampArray.first));
}
}