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SimpleBitmapEffect.cpp
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//--------------------------------------------------------------------------------------
// SimpleBitmapEffect.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//
#include "pch.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::Xbox::Devices::Lights;
using namespace Windows::UI;
using namespace Windows::System;
// 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;
SimpleBitmapEffect::SimpleBitmapEffect(
Windows::Devices::Lights::LampArray^ lampArray) :
m_flipBitmap(false)
{
m_lampArray = lampArray;
m_allLampIndexes = ref new Platform::Array<int>(lampArray->LampCount);
for (int i = 0; i < lampArray->LampCount; i++)
{
m_allLampIndexes[i] = i;
}
Start();
}
SimpleBitmapEffect::~SimpleBitmapEffect()
{
}
void SimpleBitmapEffect::Start()
{
m_playList = ref new LampArrayEffectPlaylist();
m_playList->RepetitionMode = LampArrayRepetitionMode::Forever;
// This effect will apply to every Lamp on the device.
auto allLampIndexes = ref new Platform::Array<int>(m_lampArray->LampCount);
for (int i = 0; i < m_lampArray->LampCount; i++)
{
allLampIndexes[i] = i;
}
auto bitmapEffect = ref new LampArrayBitmapEffect(m_lampArray, allLampIndexes);
// Update handler is triggered; once the playlist starts the effect, at every UpdateInternal, when duration expires.
bitmapEffect->BitmapRequested += ref new TypedEventHandler<LampArrayBitmapEffect^, LampArrayBitmapRequestedEventArgs^>(this, &SimpleBitmapEffect::UpdateBitmap);
Windows::Foundation::TimeSpan span;
span.Duration = 1000LL * static_cast<long long>(c_secondsMultiplier);
bitmapEffect->Duration = span;
span.Duration = c_secondsMultiplier;
bitmapEffect->UpdateInterval = span;
m_playList = ref new LampArrayEffectPlaylist();
m_playList->RepetitionMode = LampArrayRepetitionMode::Forever;
m_playList->Append(bitmapEffect);
m_playList->Start();
}
void SimpleBitmapEffect::Stop()
{
if (m_playList)
{
m_playList->Stop();
}
}
bool SimpleBitmapEffect::ContainsLampArray(Windows::Devices::Lights::LampArray^ lampArray)
{
return lampArray->DeviceId == m_lampArray->DeviceId;
}
void SimpleBitmapEffect::UpdateBitmap(
LampArrayBitmapEffect^ effect,
LampArrayBitmapRequestedEventArgs^ args)
{
// Bitmap is an array of RGBA8 colors, so color is 4bytes. Array of this size MUST be passed for UpdateBitmap
uint32_t bitmapByteCount = (uint32_t)(effect->SuggestedBitmapSize.Height * effect->SuggestedBitmapSize.Width) * 4;
std::unique_ptr<uint8_t[]> bitmapBytes(new (std::nothrow) uint8_t[bitmapByteCount]);
// Set 'top' half of bitmap to blue, bottom to yellow
// Lamps that are 'in the middle' geometrically will be interpolated by averaging the surrounding colors.
for (uint32_t i = 0; i < bitmapByteCount; i += 4)
{
bool renderBlue = m_flipBitmap ^ (i < bitmapByteCount / 2);
if (renderBlue)
{
// Blue. All colors must be in RGBA8 format.
bitmapBytes[i] = 0x00; // R
bitmapBytes[i + 1] = 0x00; // G
bitmapBytes[i + 2] = 0xFF; // B
bitmapBytes[i + 3] = 0xFF; // A
}
else
{
// Yellow. All colors must be in RGBA8 format.
bitmapBytes[i] = 0xFF; // R
bitmapBytes[i + 1] = 0xFF; // G
bitmapBytes[i + 2] = 0x00; // B
bitmapBytes[i + 3] = 0xFF; // A
}
}
m_flipBitmap = !m_flipBitmap;
auto bitmap = ref new Platform::Array<unsigned char>(bitmapBytes.get(), bitmapByteCount);
args->UpdateBitmap(bitmap);
}