Files
spice2x.github.io/src/spice2x/api/modules/lights.cpp
T
bicarus-dev 6de122c9f8 api: allow lights.read() to be filtered by light names (#271)
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/179

## Description of change
Previously, lights.read() did not accept any parameters, instead it
returned all lights implemented by the current game.
Problem is that this is too large for some embedded implementations;
also just inefficient.

Add code to accept light names as strings and only return those in the
result.
For performance, use `robin_hood::unordered_map` to speed up the lookup
operation, which was previously a linear search.
Add this to Python wrapper library. Did not bother with others.

Also, as a bonus - update lights.write_reset() to also accept a flat
list of strings, as opposed to array containing a string, which was
silly.

## Compiling
 

## Testing
Tested using spiceremote and writing a short Python program.
2025-03-22 21:50:51 -07:00

220 lines
6.2 KiB
C++

#include "lights.h"
#include <functional>
#include <cfg/configurator.h>
#include "external/rapidjson/document.h"
#include "misc/eamuse.h"
#include "cfg/light.h"
#include "launcher/launcher.h"
#include "games/io.h"
#include "util/utils.h"
using namespace std::placeholders;
using namespace rapidjson;
namespace api::modules {
Lights::Lights() : Module("lights") {
functions["read"] = std::bind(&Lights::read, this, _1, _2);
functions["write"] = std::bind(&Lights::write, this, _1, _2);
functions["write_reset"] = std::bind(&Lights::write_reset, this, _1, _2);
this->lights = games::get_lights(eamuse_get_game());
for (auto &light : *this->lights) {
this->lights_by_names.emplace(light.getName(), light);
}
}
/**
* read()
* read(name: str, ...)
*/
void Lights::read(api::Request &req, Response &res) {
// check light cache
if (!this->lights) {
return;
}
// all lights for this game
if (req.params.Size() == 0) {
// add state for each light
for (auto &light : *this->lights) {
get_light(light, res);
}
return;
}
// specified light names
for (Value &param : req.params.GetArray()) {
// check params
if (!param.IsString()) {
error_type(res, "name", "string");
return;
}
const auto name = param.GetString();
if (this->lights_by_names.contains(name)) {
get_light(this->lights_by_names.at(name).get(), res);
}
}
}
void Lights::get_light(Light &light, Response &res) {
Value state(kArrayType);
Value light_name(light.getName().c_str(), res.doc()->GetAllocator());
Value light_state(GameAPI::Lights::readLight(RI_MGR, light));
Value light_enabled(light.override_enabled);
state.PushBack(light_name, res.doc()->GetAllocator());
state.PushBack(light_state, res.doc()->GetAllocator());
state.PushBack(light_enabled, res.doc()->GetAllocator());
res.add_data(state);
}
/**
* write([name: str, state: float], ...)
*/
void Lights::write(Request &req, Response &res) {
// check light cache
if (!this->lights) {
return;
}
// loop parameters
for (Value &param : req.params.GetArray()) {
// check params
if (!param.IsArray()) {
error(res, "parameters must be arrays");
return;
}
if (param.Size() < 2) {
error_params_insufficient(res);
continue;
}
if (!param[0].IsString()) {
error_type(res, "name", "string");
continue;
}
if (!param[1].IsFloat() && !param[1].IsInt()) {
error_type(res, "state", "float");
continue;
}
// get params
auto light_name = param[0].GetString();
auto light_state = param[1].GetFloat();
// write light state
if (!this->write_light(light_name, light_state)) {
error_unknown(res, "light", light_name);
continue;
}
}
}
/**
* write_reset()
* write_reset(name: str, ...)
* write_reset([name: str], ...)
*/
void Lights::write_reset(Request &req, Response &res) {
// check light cache
if (!this->lights) {
return;
}
// get params
auto params = req.params.GetArray();
// write_reset()
if (params.Size() == 0) {
if (lights != nullptr) {
for (auto &light : *this->lights) {
if (light.override_enabled) {
if (cfg::CONFIGURATOR_STANDALONE) {
GameAPI::Lights::writeLight(RI_MGR, light, light.last_state);
}
light.override_enabled = false;
}
}
}
return;
}
// loop parameters
for (Value &param : req.params.GetArray()) {
const char* light_name = nullptr;
// check params
if (param.IsArray()) {
if (param.Size() < 1) {
error_params_insufficient(res);
continue;
}
if (!param[0].IsString()) {
error_type(res, "name", "string");
continue;
}
// get params
light_name = param[0].GetString();
} else if (param.IsString()) {
light_name = param.GetString();
} else {
error(res, "parameters must be arrays or strings");
}
// write analog state
if (light_name && !this->write_light_reset(light_name)) {
error_unknown(res, "analog", light_name);
continue;
}
}
}
bool Lights::write_light(std::string name, float state) {
// check light cache
if (!this->lights) {
return false;
}
// find light
if (this->lights_by_names.contains(name)) {
auto &light = this->lights_by_names.at(name).get();
light.override_state = CLAMP(state, 0.f, 1.f);
light.override_enabled = true;
if (cfg::CONFIGURATOR_STANDALONE) {
GameAPI::Lights::writeLight(RI_MGR, light, state);
}
return true;
} else {
// unknown light
return false;
}
}
bool Lights::write_light_reset(std::string name) {
// check light cache
if (!this->lights) {
return false;
}
// find light
if (this->lights_by_names.contains(name)) {
auto &light = this->lights_by_names.at(name).get();
light.override_enabled = false;
return true;
} else {
// unknown light
return false;
}
}
}