mirror of
https://github.com/DarthAffe/CUE.NET.git
synced 2025-12-12 16:58:29 +00:00
264 lines
11 KiB
C#
264 lines
11 KiB
C#
using System;
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using System.Drawing;
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using System.Threading;
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using System.Threading.Tasks;
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using CUE.NET;
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using CUE.NET.Devices.Generic.Enums;
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using CUE.NET.Devices.Keyboard;
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using CUE.NET.Devices.Keyboard.Brushes;
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using CUE.NET.Devices.Keyboard.Enums;
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using CUE.NET.Devices.Keyboard.Extensions;
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using CUE.NET.Devices.Keyboard.Keys;
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using CUE.NET.Exceptions;
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namespace SimpleDevTest
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{
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internal class Program
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{
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public static void Main(string[] args)
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{
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Console.WriteLine("Press any key to exit ...");
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Console.WriteLine();
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Task.Factory.StartNew(
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() =>
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{
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Console.ReadKey();
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Environment.Exit(0);
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});
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try
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{
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// Initialize CUE-SDK
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CueSDK.Initialize();
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// Get connected keyboard or throw exception if there is no light controllable keyboard connected
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CorsairKeyboard keyboard = CueSDK.KeyboardSDK;
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if (keyboard == null)
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throw new WrapperException("No keyboard found");
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// ---------------------------------------------------------------------------
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// First we'll look at some basic coloring
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Console.WriteLine("Basic color-test ...");
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// Ink all numbers on the keypad except the '5' purple, we want that to be gray
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ListKeyGroup purpleGroup = new RectangleKeyGroup(keyboard, CorsairKeyboardKeyId.Keypad7, CorsairKeyboardKeyId.Keypad3)
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{ Brush = new SolidColorBrush(Color.Purple) }
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.Exclude(CorsairKeyboardKeyId.Keypad5);
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keyboard[CorsairKeyboardKeyId.Keypad5].Led.Color = Color.Gray;
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// Ink the Keys 'r', 'g', 'b' in their respective color
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// The char access fails for everything except letters (SDK doesn't return a valid keyId)
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keyboard['R'].Led.Color = Color.Red;
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keyboard[CorsairKeyboardKeyId.G].Led.Color = Color.Green;
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keyboard['B'].Led.Color = Color.Blue;
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// Lock the 'r', 'g', 'b' keys. We want them to stay like this forever (commented since it looks quite stupid later, but feel free tu uncomment this)
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//keyboard['R'].Led.IsLocked = true;
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//keyboard['G'].Led.IsLocked = true;
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//keyboard['B'].Led.IsLocked = true;
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// Ink the letters of 'white' white
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ListKeyGroup whiteGroup = new ListKeyGroup(keyboard, CorsairKeyboardKeyId.W, CorsairKeyboardKeyId.H, CorsairKeyboardKeyId.I, CorsairKeyboardKeyId.T, CorsairKeyboardKeyId.E)
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{ Brush = new SolidColorBrush(Color.White) };
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// Ink the keys '1' to '0' yellow
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RectangleKeyGroup yellowGroup = new RectangleKeyGroup(keyboard, CorsairKeyboardKeyId.D1, CorsairKeyboardKeyId.D0)
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{ Brush = new SolidColorBrush(Color.Yellow) };
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// Update the keyboard to show the configured colors, (your CUE settings defines the rest)
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keyboard.UpdateLeds();
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Wait(3);
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// Remove all the groups we created above to clear the keyboard
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purpleGroup.Detach();
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whiteGroup.Detach();
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yellowGroup.Detach();
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// ---------------------------------------------------------------------------
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// Next we add a nice linear gradient brush over the keyboard and play around with the offset of one stop
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Console.WriteLine("gradient-brush-test");
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// Create our gradient stop to play with
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GradientStop moveableStop = new GradientStop(0, Color.FromArgb(0, 255, 0));
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// Create a basic (by default horizontal) brush ...
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LinearGradientBrush linearBrush = new LinearGradientBrush(new GradientStop(0, Color.Blue), moveableStop, new GradientStop(1f, Color.White));
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// ... and add it as the keyboard background
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keyboard.Brush = linearBrush;
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// Move the brush from left to right
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for (float offset = 0; offset <= 1f; offset += 0.02f)
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{
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moveableStop.Offset = offset;
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keyboard.UpdateLeds();
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Thread.Sleep(100);
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}
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// And back to center
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for (float offset = 1f; offset >= 0.5f; offset -= 0.02f)
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{
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moveableStop.Offset = offset;
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keyboard.UpdateLeds();
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Thread.Sleep(100);
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}
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// "Rotate" the brush (this is of course not the best implementation for this but you see the point)
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for (float rotateX = 0, rotateY = 0; rotateX <= 1f; rotateX += 0.02f, rotateY = 0.04f)
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{
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if (rotateY > 1f)
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rotateY = 1f - (rotateY - 1f);
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linearBrush.StartPoint = new PointF(rotateX, rotateY);
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linearBrush.EndPoint = new PointF(1f - rotateX, 1f - rotateY);
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keyboard.UpdateLeds();
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Thread.Sleep(100);
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}
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Wait(2);
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// ---------------------------------------------------------------------------
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// Time for an even better brush: rainbow
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Console.WriteLine("rainbow-test");
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// Create an simple horizontal rainbow containing two times the full spectrum
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RainbowBrush rainbowBrush = new RainbowBrush(0, 720);
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// Add the rainbow to the keyboard and perform an initial update
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keyboard.Brush = rainbowBrush;
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keyboard.UpdateLeds();
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// Let the rainbow move around for 10 secs
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for (int i = 0; i < 100; i++)
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{
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rainbowBrush.StartHue += 10f;
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rainbowBrush.EndHue += 10f;
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keyboard.UpdateLeds();
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Thread.Sleep(100);
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}
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Wait(2);
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// ---------------------------------------------------------------------------
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// Now let us move some points random over the keyboard
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// Something like this could become some sort of effect
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// Initialize needed stuff
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const float SPEED = 6f; // mm/tick
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Random random = new Random();
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// Flash whole keyboard three times to ... well ... just to make it happen
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for (int i = 0; i < 3; i++)
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{
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keyboard.Brush = new SolidColorBrush(Color.Aquamarine);
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keyboard.UpdateLeds();
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Thread.Sleep(160);
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keyboard.Brush = new SolidColorBrush(Color.Black);
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keyboard.UpdateLeds();
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Thread.Sleep(200);
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}
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// Set keyboard 'background' to black with low alpha (this will add a nice "fade" effect instead of just clearing the keyboard every frame)
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keyboard.Brush = new SolidColorBrush(Color.FromArgb(25, 0, 0, 0));
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// Define how many points we have
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const int NUM_POINTS = 6;
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// The points we want to draw (rectangle since circles are too hard to calculate :p)
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RectangleF[] points = new RectangleF[NUM_POINTS];
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// KeyGroups which represents our point on the keyboard
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RectangleKeyGroup[] pointGroups = new RectangleKeyGroup[NUM_POINTS];
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// Target of our movement
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PointF[] targets = new PointF[NUM_POINTS];
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// Initialize all the stuff
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for (int i = 0; i < NUM_POINTS; i++)
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{
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// Spawn our point in the top-left corner (right over G1 or on ESC depending on your keyboard)
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points[i] = new RectangleF(keyboard.KeyboardRectangle.X, keyboard.KeyboardRectangle.Y, 60, 60);
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pointGroups[i] = new RectangleKeyGroup(keyboard, points[i], 0.1f) { Brush = new SolidColorBrush(Color.White) };
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targets[i] = new PointF(points[i].X, points[i].Y);
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}
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// We set colors manually since white points are kinda boring (notice, that we use alpha values)
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pointGroups[0].Brush = new SolidColorBrush(Color.FromArgb(127, 255, 0, 0));
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pointGroups[1].Brush = new SolidColorBrush(Color.FromArgb(127, 0, 255, 0));
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pointGroups[2].Brush = new SolidColorBrush(Color.FromArgb(127, 0, 0, 255));
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pointGroups[3].Brush = new SolidColorBrush(Color.FromArgb(127, 255, 0, 255));
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pointGroups[4].Brush = new SolidColorBrush(Color.FromArgb(127, 255, 255, 0));
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pointGroups[5].Brush = new SolidColorBrush(Color.FromArgb(127, 0, 255, 255));
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while (true)
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{
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// Calculate all the points
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for (int i = 0; i < NUM_POINTS; i++)
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{
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// Choose new target if we arrived
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if (points[i].Contains(targets[i]))
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targets[i] = new PointF((float)(keyboard.KeyboardRectangle.X + (random.NextDouble() * keyboard.KeyboardRectangle.Width)),
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(float)(keyboard.KeyboardRectangle.Y + (random.NextDouble() * keyboard.KeyboardRectangle.Height)));
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else
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// Calculate movement
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points[i].Location = Interpolate(points[i].Location, targets[i], SPEED); // It would be better to calculate from the center of our rectangle but the easy way is enough here
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// Move our rectangle to the new position
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pointGroups[i].Rectangle = points[i];
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}
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// Update changed leds
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keyboard.UpdateLeds();
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// 20 updates per sec should be enought for this
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Thread.Sleep(50);
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}
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}
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catch (CUEException ex)
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{
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Console.WriteLine("CUE Exception! ErrorCode: " + Enum.GetName(typeof(CorsairError), ex.Error));
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}
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catch (WrapperException ex)
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{
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Console.WriteLine("Wrapper Exception! Message:" + ex.Message);
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}
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catch (Exception ex)
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{
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Console.WriteLine("Exception! Message:" + ex.Message);
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}
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while (true)
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Thread.Sleep(1000); // Don't exit after exception
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}
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private static void Wait(int sec)
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{
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for (int i = sec; i > 0; i--)
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{
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Console.WriteLine(i);
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Thread.Sleep(1000);
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}
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}
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private static PointF Interpolate(PointF p1, PointF p2, float length)
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{
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float distance = (float)(Math.Sqrt(Math.Pow(p2.X - p1.X, 2) + Math.Pow(p2.Y - p1.Y, 2)));
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if (distance > length)
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{
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float t = length / distance;
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float xt = (1 - t) * p1.X + (t * p2.X);
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float yt = (1 - t) * p1.Y + (t * p2.Y);
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return new PointF(xt, yt);
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}
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return p2;
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}
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}
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}
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