Publish LumaOps source
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/*---------------------------------------------------------*\
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| RGBController_SteelSeriesApex.cpp |
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| RGBController for SteelSeries Apex 7 |
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| Eric Samuelson (edbgon) 05 Jul 2020 |
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| This file is part of the OpenRGB project |
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| SPDX-License-Identifier: GPL-2.0-or-later |
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\*---------------------------------------------------------*/
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#include "RGBControllerKeyNames.h"
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#include "RGBController_SteelSeriesApex.h"
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#include "SteelSeriesApexRegions.h"
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static const char* zone_names[] =
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{
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ZONE_EN_KEYBOARD
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};
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static zone_type zone_types[] =
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{
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ZONE_TYPE_MATRIX
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};
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static const unsigned int zone_sizes[] =
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{
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sizeof(led_names)/sizeof(char*),
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};
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/**------------------------------------------------------------------*\
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@name Steel Series APEX
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@category Keyboard
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@type USB
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@save :x:
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@direct :white_check_mark:
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@effects :x:
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@detectors DetectSteelSeriesApex,DetectSteelSeriesApexM
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@comment
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\*-------------------------------------------------------------------*/
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RGBController_SteelSeriesApex::RGBController_SteelSeriesApex(SteelSeriesApexBaseController* controller_ptr)
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{
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controller = controller_ptr;
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name = controller->GetName();
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vendor = "SteelSeries";
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type = DEVICE_TYPE_KEYBOARD;
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description = "SteelSeries Apex RGB Device";
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location = controller->GetLocation();
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serial = controller->GetSerial();
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version = controller->GetVersion();
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proto_type = controller->proto_type;
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mode Direct;
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Direct.name = "Direct";
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Direct.value = 0x00;
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Direct.flags = MODE_FLAG_HAS_PER_LED_COLOR;
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Direct.color_mode = MODE_COLORS_PER_LED;
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modes.push_back(Direct);
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SetupZones();
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}
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RGBController_SteelSeriesApex::~RGBController_SteelSeriesApex()
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{
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/*---------------------------------------------------------*\
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| Delete the matrix map |
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\*---------------------------------------------------------*/
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for(unsigned int zone_index = 0; zone_index < zones.size(); zone_index++)
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{
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if(zones[zone_index].matrix_map != NULL)
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{
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free(zones[zone_index].matrix_map->map);
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delete zones[zone_index].matrix_map;
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}
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}
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delete controller;
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}
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void RGBController_SteelSeriesApex::SetupZones()
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{
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/*---------------------------------------------------------*\
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| Set up zones |
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\*---------------------------------------------------------*/
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/*---------------------------------------------------------*\
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| The first 5 chars are the SKU which we need to determine |
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| the region. |
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\*---------------------------------------------------------*/
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std::string sku = serial.substr(0, 5);
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unsigned int total_led_count = 0;
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for(unsigned int zone_idx = 0; zone_idx < 1; zone_idx++)
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{
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zone new_zone;
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new_zone.name = zone_names[zone_idx];
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new_zone.type = zone_types[zone_idx];
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if(zone_types[zone_idx] == ZONE_TYPE_MATRIX)
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{
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new_zone.matrix_map = new matrix_map_type;
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new_zone.matrix_map->map = (unsigned int *) malloc(matrix_mapsize*sizeof(unsigned int));
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if((proto_type == APEX) || (proto_type == APEX_M) || (proto_type == APEX_9_TKL) || (proto_type == APEX_9_MINI))
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{
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SetSkuRegion(*new_zone.matrix_map, sku);
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}
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}
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else
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{
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new_zone.matrix_map = NULL;
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}
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if((proto_type == APEX) || (proto_type == APEX_M) || (proto_type == APEX_9_TKL) || (proto_type == APEX_9_MINI))
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{
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new_zone.leds_min = zone_sizes[zone_idx];
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new_zone.leds_max = zone_sizes[zone_idx];
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new_zone.leds_count = zone_sizes[zone_idx];
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total_led_count += zone_sizes[zone_idx];
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}
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zones.push_back(new_zone);
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};
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SetSkuLedNames(leds, sku, total_led_count);
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SetupColors();
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}
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void RGBController_SteelSeriesApex::ResizeZone(int /*zone*/, int /*new_size*/)
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{
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/*---------------------------------------------------------*\
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| This device does not support resizing zones |
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\*---------------------------------------------------------*/
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}
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void RGBController_SteelSeriesApex::DeviceUpdateLEDs()
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{
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last_update_time = std::chrono::steady_clock::now();
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controller->SetLEDsDirect(colors);
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}
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void RGBController_SteelSeriesApex::UpdateZoneLEDs(int /*zone*/)
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{
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DeviceUpdateLEDs();
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}
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void RGBController_SteelSeriesApex::UpdateSingleLED(int /*led*/)
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{
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DeviceUpdateLEDs();
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}
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void RGBController_SteelSeriesApex::DeviceUpdateMode()
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{
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std::vector<RGBColor> temp_colors;
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controller->SetMode(modes[active_mode].value, temp_colors);
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}
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