pc: add polaris chord button lights (#377)

## Link to GitHub Issue, if one exists
n/a

## Description of change
Add lights output for the buttons lamp array. Only implemented the top
row of lights and not all of them, this is good enough.

## Testing
Tested with a Nostroller and also spiceremote.py.
This commit is contained in:
bicarus-dev
2025-09-20 16:37:39 -07:00
committed by GitHub
parent 3ef1b3ecaa
commit 5f7580b69e
3 changed files with 187 additions and 3 deletions
+89 -2
View File
@@ -415,6 +415,19 @@ namespace games::pc {
}
}
struct PolarisChordLight {
int data_index;
games::pc::Lights::pc_lights_t light;
PolarisChordLight(
int data_index, games::pc::Lights::pc_lights_t light) :
data_index(data_index), light(light) {}
};
static void set_led_value(games::pc::Lights::pc_lights_t light, uint8_t value) {
auto &lights = games::pc::get_lights();
GameAPI::Lights::writeLight(RI_MGR, lights.at(light), value / 255.f);
}
void __fastcall aioIob2Bi2xAC1_SetTapeLedDataPart(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_TapeLedCh,
uint32_t i_Offset, uint8_t *i_pData,
uint32_t i_cntTapeLed, bool i_bReverse) {
@@ -422,8 +435,82 @@ namespace games::pc {
return aioIob2Bi2xAC1_SetTapeLedDataPart_orig(i_pNodeCtl, i_TapeLedCh, i_Offset, i_pData, i_cntTapeLed, i_bReverse);
}
// TODO implement tape led
// there are >200 lights in total, adding each one separately probably isn't the best idea...
// log_info(
// "pc",
// "lamp [{}] [{}] = {},{},{}, cnt={}",
// i_TapeLedCh,
// i_Offset,
// i_pData[0], i_pData[1], i_pData[2],
// i_cntTapeLed);
// [channel 0]
// these are button lamps; there are 12 buttons (columns) with this layout:
//
// 0 5 8 11 14 16 | 18 20 22 25 28 31
// 1 6 9 12 15 17 | 19 21 23 26 29 32
// 2 7 10 13 | 24 27 30 33
// 3 | 34
// 4 | 35
//
// 36 RGB lamps * 3 = 108 LEDs
// each value ranges from [0, 255]
// (we only care about the top row)
static PolarisChordLight button_lights_mapping[] = {
{(0 * 3) + 0, games::pc::Lights::pc_lights_t::Button1_R},
{(0 * 3) + 1, games::pc::Lights::pc_lights_t::Button1_G},
{(0 * 3) + 2, games::pc::Lights::pc_lights_t::Button1_B},
{(5 * 3) + 0, games::pc::Lights::pc_lights_t::Button2_R},
{(5 * 3) + 1, games::pc::Lights::pc_lights_t::Button2_G},
{(5 * 3) + 2, games::pc::Lights::pc_lights_t::Button2_B},
{(8 * 3) + 0, games::pc::Lights::pc_lights_t::Button3_R},
{(8 * 3) + 1, games::pc::Lights::pc_lights_t::Button3_G},
{(8 * 3) + 2, games::pc::Lights::pc_lights_t::Button3_B},
{(11 * 3) + 0, games::pc::Lights::pc_lights_t::Button4_R},
{(11 * 3) + 1, games::pc::Lights::pc_lights_t::Button4_G},
{(11 * 3) + 2, games::pc::Lights::pc_lights_t::Button4_B},
{(14 * 3) + 0, games::pc::Lights::pc_lights_t::Button5_R},
{(14 * 3) + 1, games::pc::Lights::pc_lights_t::Button5_G},
{(14 * 3) + 2, games::pc::Lights::pc_lights_t::Button5_B},
{(16 * 3) + 0, games::pc::Lights::pc_lights_t::Button6_R},
{(16 * 3) + 1, games::pc::Lights::pc_lights_t::Button6_G},
{(16 * 3) + 2, games::pc::Lights::pc_lights_t::Button6_B},
{(18 * 3) + 0, games::pc::Lights::pc_lights_t::Button7_R},
{(18 * 3) + 1, games::pc::Lights::pc_lights_t::Button7_G},
{(18 * 3) + 2, games::pc::Lights::pc_lights_t::Button7_B},
{(20 * 3) + 0, games::pc::Lights::pc_lights_t::Button8_R},
{(20 * 3) + 1, games::pc::Lights::pc_lights_t::Button8_G},
{(20 * 3) + 2, games::pc::Lights::pc_lights_t::Button8_B},
{(22 * 3) + 0, games::pc::Lights::pc_lights_t::Button9_R},
{(22 * 3) + 1, games::pc::Lights::pc_lights_t::Button9_G},
{(22 * 3) + 2, games::pc::Lights::pc_lights_t::Button9_B},
{(25 * 3) + 0, games::pc::Lights::pc_lights_t::Button10_R},
{(25 * 3) + 1, games::pc::Lights::pc_lights_t::Button10_G},
{(25 * 3) + 2, games::pc::Lights::pc_lights_t::Button10_B},
{(28 * 3) + 0, games::pc::Lights::pc_lights_t::Button11_R},
{(28 * 3) + 1, games::pc::Lights::pc_lights_t::Button11_G},
{(28 * 3) + 2, games::pc::Lights::pc_lights_t::Button11_B},
{(31 * 3) + 0, games::pc::Lights::pc_lights_t::Button12_R},
{(31 * 3) + 1, games::pc::Lights::pc_lights_t::Button12_G},
{(31 * 3) + 2, games::pc::Lights::pc_lights_t::Button12_B},
};
if (i_TapeLedCh == 0 && i_Offset == 0 && i_cntTapeLed == 108) {
for (const auto &map : button_lights_mapping) {
set_led_value(map.light, i_pData[map.data_index]);
}
}
}
void __fastcall aioIob2Bi2x_SetTapeLedDataGroup(AIO_IOB2_BI2X_AC1* i_pNodeCtl, uint32_t i_bfGroup) {