Add preference to change PacDrive light ordering

The currently proposed light ordering presents a problem for those who have bought a LumenAR or have followed the OpenITG standard for wiring lights. With this change, the default ordering stays the same, but users have the option to define "openitg" or "lumenar" as their preferred light ordering in Preferences.ini under the newly defined "PacDriveLightOrdering" preference.
This commit is contained in:
Kevin Turner
2020-09-11 16:45:42 -04:00
committed by quietly-turning
parent a02ac246cf
commit 47d6d82962
+96 -51
View File
@@ -5,6 +5,7 @@
#include "LightsDriver_PacDrive.h"
#include "windows.h"
#include "RageUtil.h"
#include "Preference.h"
REGISTER_LIGHTS_DRIVER_CLASS(PacDrive);
@@ -18,6 +19,9 @@ PacShutdown* m_pacdone = nullptr;
typedef bool (WINAPI PacSetLEDStates)(int, short int);
PacSetLEDStates* m_pacset = nullptr;
//Adds new preference to allow for different light wiring setups
static Preference<RString> g_sPacDriveLightOrdering("PacDriveLightOrdering", "");
LightsDriver_PacDrive::LightsDriver_PacDrive()
{
@@ -30,77 +34,118 @@ LightsDriver_PacDrive::LightsDriver_PacDrive()
}
//Get the function pointers
m_pacinit = (PacInitialize*) GetProcAddress(PachDLL, "PacInitialize");
m_pacset = (PacSetLEDStates*) GetProcAddress(PachDLL, "PacSetLEDStates");
m_pacdone = (PacShutdown*) GetProcAddress(PachDLL, "PacShutdown");
m_pacinit = (PacInitialize*)GetProcAddress(PachDLL, "PacInitialize");
m_pacset = (PacSetLEDStates*)GetProcAddress(PachDLL, "PacSetLEDStates");
m_pacdone = (PacShutdown*)GetProcAddress(PachDLL, "PacShutdown");
int NumPacDrives = m_pacinit(); //initialize the pac drive
if( NumPacDrives == 0 )
if (NumPacDrives == 0)
{
PacDriveConnected = false; // set not connected
PacDriveConnected = false; // set not connected
MessageBox(nullptr, "Could not find connected PacDrive.", "ERROR", MB_OK);
return;
}
else
else
{
PacDriveConnected = true; // set connected
PacDriveConnected = true; // set connected
m_pacset(0, 0x0); // clear all lights for device i
}
}
LightsDriver_PacDrive::~LightsDriver_PacDrive()
{
if( PacDriveConnected )
if (PacDriveConnected)
m_pacset(0, 0x0); // clear all lights for device i
m_pacdone();
FreeLibrary( PachDLL );
FreeLibrary(PachDLL);
}
void LightsDriver_PacDrive::Set( const LightsState *ls )
void LightsDriver_PacDrive::Set(const LightsState *ls)
{
// Set the cabinet light values
short int outb=0;
std::string lightOrder = g_sPacDriveLightOrdering.Get();
short int outb = 0;
if (lightOrder.empty() || lightOrder.compare("minimaid") == 0) {
// Set the cabinet light values according to Minimaid order if no preference is set
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT]) outb|=BIT(0);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT]) outb|=BIT(1);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT]) outb|=BIT(2);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT]) outb|=BIT(3);
if (ls->m_bCabinetLights[LIGHT_BASS_LEFT] || ls->m_bCabinetLights[LIGHT_BASS_RIGHT]) outb|=BIT(4);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_LEFT]) outb|=BIT(5);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_RIGHT]) outb|=BIT(6);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_UP]) outb|=BIT(7);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_DOWN]) outb|=BIT(8);
if (ls->m_bGameButtonLights[GameController_1][GAME_BUTTON_START]) outb|=BIT(9);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_LEFT]) outb|=BIT(10);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_RIGHT]) outb|=BIT(11);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_UP]) outb|=BIT(12);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_DOWN]) outb|=BIT(13);
if (ls->m_bGameButtonLights[GameController_2][GAME_BUTTON_START]) outb|=BIT(14);
m_pacset(0,outb);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT]) outb |= BIT(0);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT]) outb |= BIT(1);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT]) outb |= BIT(2);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT]) outb |= BIT(3);
if (ls->m_bCabinetLights[LIGHT_BASS_LEFT] || ls->m_bCabinetLights[LIGHT_BASS_RIGHT]) outb |= BIT(4);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_LEFT]) outb |= BIT(5);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_RIGHT]) outb |= BIT(6);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_UP]) outb |= BIT(7);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_DOWN]) outb |= BIT(8);
if (ls->m_bGameButtonLights[GameController_1][GAME_BUTTON_START]) outb |= BIT(9);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_LEFT]) outb |= BIT(10);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_RIGHT]) outb |= BIT(11);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_UP]) outb |= BIT(12);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_DOWN]) outb |= BIT(13);
if (ls->m_bGameButtonLights[GameController_2][GAME_BUTTON_START]) outb |= BIT(14);
}
else if (lightOrder.compare("lumenar") == 0 || lightOrder.compare("openitg") == 0) {
//Sets the cabinet light values to follow LumenAR/OpenITG wiring standards
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_LEFT]) outb |= BIT(0);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_RIGHT]) outb |= BIT(1);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_UP]) outb |= BIT(2);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_DOWN]) outb |= BIT(3);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_LEFT]) outb |= BIT(4);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_RIGHT]) outb |= BIT(5);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_UP]) outb |= BIT(6);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_DOWN]) outb |= BIT(7);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT]) outb |= BIT(8);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT]) outb |= BIT(9);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT]) outb |= BIT(10);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT]) outb |= BIT(11);
if (ls->m_bGameButtonLights[GameController_1][GAME_BUTTON_START]) outb |= BIT(12);
if (ls->m_bGameButtonLights[GameController_2][GAME_BUTTON_START]) outb |= BIT(13);
if (ls->m_bCabinetLights[LIGHT_BASS_LEFT] || ls->m_bCabinetLights[LIGHT_BASS_RIGHT]) outb |= BIT(14);
}
else {
//If all else fails, falls back to Minimaid order
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT]) outb |= BIT(0);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT]) outb |= BIT(1);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT]) outb |= BIT(2);
if (ls->m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT]) outb |= BIT(3);
if (ls->m_bCabinetLights[LIGHT_BASS_LEFT] || ls->m_bCabinetLights[LIGHT_BASS_RIGHT]) outb |= BIT(4);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_LEFT]) outb |= BIT(5);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_RIGHT]) outb |= BIT(6);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_UP]) outb |= BIT(7);
if (ls->m_bGameButtonLights[GameController_1][DANCE_BUTTON_DOWN]) outb |= BIT(8);
if (ls->m_bGameButtonLights[GameController_1][GAME_BUTTON_START]) outb |= BIT(9);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_LEFT]) outb |= BIT(10);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_RIGHT]) outb |= BIT(11);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_UP]) outb |= BIT(12);
if (ls->m_bGameButtonLights[GameController_2][DANCE_BUTTON_DOWN]) outb |= BIT(13);
if (ls->m_bGameButtonLights[GameController_2][GAME_BUTTON_START]) outb |= BIT(14);
}
m_pacset(0, outb);
}
/* Modified 2015 Dave Barribeau for StepMania 5.09
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/