1
0
mirror of https://github.com/DarthAffe/CUE.NET.git synced 2025-12-13 00:58:31 +00:00

141 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Threading;
using System.Threading.Tasks;
using CUE.NET;
using CUE.NET.Devices.Generic.Enums;
using CUE.NET.Devices.Keyboard;
using CUE.NET.Devices.Keyboard.Enums;
using CUE.NET.Devices.Keyboard.Keys;
using CUE.NET.Exceptions;
namespace SimpleDevTest
{
internal class Program
{
public static void Main(string[] args)
{
Console.WriteLine("Press any key to exit ...");
Task.Factory.StartNew(
() =>
{
Console.ReadKey();
Environment.Exit(0);
});
try
{
// Initialize CUE-SDK
CueSDK.Initialize();
// Get connected keyboard or throw exception if there is no light controllable keyboard connected
CorsairKeyboard keyboard = CueSDK.KeyboardSDK;
if (keyboard == null)
throw new WrapperException("No keyboard found");
//Ink all numbers on the keypad purple
RectangleKeyGroup centerGroup = new RectangleKeyGroup(keyboard, CorsairKeyboardKeyId.Keypad7, CorsairKeyboardKeyId.Keypad3);
centerGroup.SetColor(Color.Purple);
// Ink the Keys 'r', 'g', 'b' in their respective color
keyboard[CorsairKeyboardKeyId.R].Led.Color = Color.Red;
keyboard[CorsairKeyboardKeyId.G].Led.Color = Color.Green;
keyboard[CorsairKeyboardKeyId.B].Led.Color = Color.Blue;
// Ink the letters of 'white' white
SimpleKeyGroup whiteGroup = new SimpleKeyGroup(keyboard, CorsairKeyboardKeyId.W, CorsairKeyboardKeyId.H, CorsairKeyboardKeyId.I, CorsairKeyboardKeyId.T, CorsairKeyboardKeyId.E);
whiteGroup.SetColor(Color.White);
// Ink the keys '1' to '0' yellow
RectangleKeyGroup numberGroup = new RectangleKeyGroup(keyboard, CorsairKeyboardKeyId.D1, CorsairKeyboardKeyId.D0);
numberGroup.SetColor(Color.Yellow);
// Update the keyboard to show the configured colors, the parameter 'true' overrides the whole keyboard (default: black),
// 'false' (or nothing) overrides only changed keys (your CUE settings defines the rest) - this default behaviour might change soon
keyboard.UpdateLeds(true);
// Wait 5 sec
for (int i = 5; i > 0; i--)
{
Console.WriteLine(i);
Thread.Sleep(1000);
}
// ---------------------------------------------------------------------------
// Now let us move a orange point random over the keyboard
// Something like this could become some sort of effect
// Initialize needed stuff
const float SPEED = 8f; // mm/tick
Random random = new Random();
// Cover whole keyboard as Group to be able to reset (I'll fix this tomorrow)
// Flash whole keyboard three times to ... well ... just to make it happen
for (int i = 0; i < 3; i++)
{
keyboard.SetColor(Color.Aquamarine);
keyboard.UpdateLeds();
Thread.Sleep(160);
keyboard.SetColor(Color.Black);
keyboard.UpdateLeds();
Thread.Sleep(200);
}
// Spawn our point (rectangle since circles are too hard to calculate :p) in the top-left corner (right over G1 or on ESC depending on your keyboard)
RectangleF point = new RectangleF(keyboard.KeyboardRectangle.X, keyboard.KeyboardRectangle.Y, 40, 40);
// Target of our movement
PointF target = new PointF(point.X, point.Y);
while (true)
{
// Choose new target if we arrived
if (point.Contains(target))
target = new PointF((float)(keyboard.KeyboardRectangle.X + (random.NextDouble() * keyboard.KeyboardRectangle.Width)),
(float)(keyboard.KeyboardRectangle.Y + (random.NextDouble() * keyboard.KeyboardRectangle.Height)));
else
point.Location = Interpolate(point.Location, target, SPEED); // It would be better to calculate from the center of our rectangle but the easy way is enough here
keyboard.SetColor(Color.Black);
IEnumerable<CorsairKey> keys = keyboard[point, 0.1f];
if (keys != null)
foreach (CorsairKey key in keys)
key.Led.Color = Color.Orange;
keyboard.UpdateLeds();
// 20 updates per sec should be enought for this
Thread.Sleep(50);
}
}
catch (CUEException ex)
{
Console.WriteLine("CUE Exception! ErrorCode: " + Enum.GetName(typeof(CorsairError), ex.Error));
}
catch (WrapperException ex)
{
Console.WriteLine("Wrapper Exception! Message:" + ex.Message);
}
catch (Exception ex)
{
Console.WriteLine("Exception! Message:" + ex.Message);
}
}
private static PointF Interpolate(PointF p1, PointF p2, float length)
{
float distance = (float)(Math.Sqrt(Math.Pow(p2.X - p1.X, 2) + Math.Pow(p2.Y - p1.Y, 2)));
if (distance > length)
{
float t = length / distance;
float xt = (1 - t) * p1.X + (t * p2.X);
float yt = (1 - t) * p1.Y + (t * p2.Y);
return new PointF(xt, yt);
}
return p2;
}
}
}