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Added FlashEffect
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<Compile Include="Devices\Keyboard\Brushes\RadialGradientBrush.cs" />
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<Compile Include="Devices\Keyboard\Brushes\RadialGradientBrush.cs" />
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<Compile Include="Devices\Keyboard\Brushes\RandomColorBrush.cs" />
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<Compile Include="Devices\Keyboard\Brushes\RandomColorBrush.cs" />
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<Compile Include="Devices\Keyboard\Brushes\SolidColorBrush.cs" />
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<Compile Include="Devices\Keyboard\Brushes\SolidColorBrush.cs" />
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<Compile Include="Devices\Keyboard\Effects\AbstractEffect.cs" />
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<Compile Include="Devices\Keyboard\Effects\FlashEffect.cs" />
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<Compile Include="Devices\Keyboard\Effects\IEffect.cs" />
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<Compile Include="Devices\Keyboard\Effects\IEffect.cs" />
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<Compile Include="Devices\Keyboard\Effects\EffectTimeContainer.cs" />
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<Compile Include="Devices\Keyboard\Effects\EffectTimeContainer.cs" />
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<Compile Include="Devices\Keyboard\Enums\CorsairLogicalKeyboardLayout.cs" />
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<Compile Include="Devices\Keyboard\Enums\CorsairLogicalKeyboardLayout.cs" />
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37
Devices/Keyboard/Effects/AbstractEffect.cs
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37
Devices/Keyboard/Effects/AbstractEffect.cs
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using System.Collections.Generic;
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using System.Linq;
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using CUE.NET.Devices.Keyboard.Brushes;
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using CUE.NET.Devices.Keyboard.Keys;
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namespace CUE.NET.Devices.Keyboard.Effects
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{
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public abstract class AbstractEffect : IEffect
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{
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#region Properties & Fields
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public abstract IBrush EffectBrush { get; }
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public IEnumerable<CorsairKey> KeyList { get; protected set; }
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public bool IsDone { get; protected set; }
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#endregion
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#region Methods
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public void SetTarget(IKeyGroup keyGroup)
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{
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KeyList = keyGroup.Keys.ToList();
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}
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public abstract void Update(float deltaTime);
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public virtual void OnAttach()
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{ }
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public virtual void OnDetach()
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{ }
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#endregion
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}
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}
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123
Devices/Keyboard/Effects/FlashEffect.cs
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123
Devices/Keyboard/Effects/FlashEffect.cs
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using System;
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using System.Drawing;
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using CUE.NET.Devices.Keyboard.Brushes;
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namespace CUE.NET.Devices.Keyboard.Effects
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{
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public class FlashEffect : AbstractEffect
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{
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#region Properties & Fields
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public override IBrush EffectBrush { get; }
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// Settings are close to a synthesizer envelope (sustain is different for consequent naming): https://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope
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public float Attack { get; set; } = 0.2f;
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public float Decay { get; set; } = 0f;
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public float Sustain { get; set; } = 0.3f;
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public float Release { get; set; } = 0.2f;
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public float SustainValue { get; set; } = 1f;
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public float AttackValue { get; set; } = 1f;
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public float Interval { get; set; } = 1f;
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public int Repetitions { get; set; } = 0;
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private ADSRPhase _currentPhase;
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private float _currentPhaseValue;
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private int _repetitionCount;
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#endregion
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#region Constructors
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public FlashEffect(Color flashColor)
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: this(new SolidColorBrush(flashColor))
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{ }
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public FlashEffect(IBrush effectBrush)
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{
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this.EffectBrush = effectBrush;
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}
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#endregion
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#region Methods
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public override void Update(float deltaTime)
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{
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_currentPhaseValue -= deltaTime;
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// Using ifs instead of a switch allows to skip phases with time 0.
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if (_currentPhase == ADSRPhase.Attack)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = Math.Min(1f, (Attack - _currentPhaseValue) / Attack) * AttackValue;
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else
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{
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_currentPhaseValue = Decay;
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_currentPhase = ADSRPhase.Decay;
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}
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if (_currentPhase == ADSRPhase.Decay)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = SustainValue + (Math.Min(1f, _currentPhaseValue / Decay) * (AttackValue - SustainValue));
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else
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{
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_currentPhaseValue = Sustain;
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_currentPhase = ADSRPhase.Sustain;
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}
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if (_currentPhase == ADSRPhase.Sustain)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = SustainValue;
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else
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{
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_currentPhaseValue = Release;
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_currentPhase = ADSRPhase.Release;
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}
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if (_currentPhase == ADSRPhase.Release)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = Math.Min(1f, _currentPhaseValue / Release) * SustainValue;
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else
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{
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_currentPhaseValue = Interval;
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_currentPhase = ADSRPhase.Pause;
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}
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if (_currentPhase == ADSRPhase.Pause)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = 0f;
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else
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{
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if (++_repetitionCount >= Repetitions && Repetitions > 0)
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IsDone = true;
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_currentPhaseValue = Attack;
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_currentPhase = ADSRPhase.Attack;
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}
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}
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public override void OnAttach()
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{
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base.OnAttach();
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_currentPhase = ADSRPhase.Attack;
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_currentPhaseValue = Attack;
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_repetitionCount = 0;
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EffectBrush.Opacity = 0f;
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}
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#endregion
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// ReSharper disable once InconsistentNaming
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private enum ADSRPhase
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{
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Attack,
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Decay,
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Sustain,
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Release,
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Pause,
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}
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}
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}
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