212 lines
5.4 KiB
C++
212 lines
5.4 KiB
C++
/*-----------------------------------------*\
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| RGBController_Aura.cpp |
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| Generic RGB Interface for OpenAuraSDK |
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| Asus Aura driver |
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| Adam Honse (CalcProgrammer1) 6/13/2019 |
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\*-----------------------------------------*/
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#include "RGBController_Aura.h"
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int RGBController_Aura::GetMode()
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{
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if (aura->AuraRegisterRead(AURA_REG_DIRECT))
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{
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return(0);
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}
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else
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{
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return(aura->AuraRegisterRead(AURA_REG_MODE) + 1);
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}
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}
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void RGBController_Aura::SetMode(int mode)
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{
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if (mode == 0)
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{
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aura->SetDirect(true);
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}
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else
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{
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aura->SetMode(mode - 1);
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aura->SetDirect(false);
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}
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}
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void RGBController_Aura::SetCustomMode()
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{
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aura->SetDirect(true);
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}
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void RGBController_Aura::SetAllLEDs(RGBColor color)
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{
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unsigned char red = RGBGetRValue(color);
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unsigned char grn = RGBGetGValue(color);
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unsigned char blu = RGBGetBValue(color);
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if (GetMode() == 0)
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{
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aura->SetAllColorsDirect(red, grn, blu);
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}
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else
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{
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aura->SetAllColorsEffect(red, grn, blu);
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}
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}
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void RGBController_Aura::SetAllZoneLEDs(int zone, RGBColor color)
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{
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unsigned char red = RGBGetRValue(color);
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unsigned char grn = RGBGetGValue(color);
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unsigned char blu = RGBGetBValue(color);
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for (int x = 0; x < zones[zone].map.size(); x++)
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{
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for (int y = 0; y < zones[zone].map[x].size(); y++)
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{
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if (GetMode() == 0)
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{
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aura->SetLEDColorDirect(zones[zone].map[x][y], red, grn, blu);
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}
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else
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{
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aura->SetLEDColorEffect(zones[zone].map[x][y], red, grn, blu);
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}
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}
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}
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}
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void RGBController_Aura::SetLED(int led, RGBColor color)
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{
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unsigned char red = RGBGetRValue(color);
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unsigned char grn = RGBGetGValue(color);
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unsigned char blu = RGBGetBValue(color);
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if (GetMode() == 0)
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{
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aura->SetLEDColorDirect(led, red, grn, blu);
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}
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else
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{
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aura->SetLEDColorEffect(led, red, grn, blu);
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}
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}
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void RGBController_Aura::UpdateLEDs()
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{
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for(int led = 0; led < colors.size(); led++)
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{
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unsigned char red = RGBGetRValue(colors[led]);
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unsigned char grn = RGBGetGValue(colors[led]);
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unsigned char blu = RGBGetBValue(colors[led]);
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if (GetMode() == 0)
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{
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aura->SetLEDColorDirect(led, red, grn, blu);
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}
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else
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{
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aura->SetLEDColorEffect(led, red, grn, blu);
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}
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}
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}
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RGBController_Aura::RGBController_Aura(AuraController * aura_ptr)
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{
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std::vector<unsigned char> aura_channels;
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aura = aura_ptr;
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name = aura->GetDeviceName();
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if((name.rfind("DRAM", 0) == 0) || (name.rfind("AUDA", 0) == 0) )
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{
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type = DEVICE_TYPE_DRAM;
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}
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else
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{
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type = DEVICE_TYPE_MOTHERBOARD;
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}
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mode aura_modes[AURA_NUMBER_MODES + 1];
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aura_modes[0].name = "Direct";
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aura_modes[1].name = "Off";
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aura_modes[2].name = "Static";
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aura_modes[3].name = "Breathing";
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aura_modes[4].name = "Flashing";
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aura_modes[5].name = "Spectrum Cycle";
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aura_modes[6].name = "Rainbow";
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aura_modes[7].name = "Spectrum Cycle Breathing";
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aura_modes[8].name = "Chase Fade";
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aura_modes[9].name = "Spectrum Cycle Chase Fade";
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aura_modes[10].name = "Chase";
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aura_modes[11].name = "Spectrum Cycle Chase";
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aura_modes[12].name = "Spectrum Cycle Wave";
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aura_modes[13].name = "Chase Rainbow Pulse";
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aura_modes[14].name = "Random Flicker";
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for (int i = 0; i < (AURA_NUMBER_MODES + 1); i++)
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{
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modes.push_back(aura_modes[i]);
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}
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for (int i = 0; i < aura->GetLEDCount(); i++)
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{
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aura_channels.push_back(aura->GetChannel(i));
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led* new_led = new led();
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new_led->name = aura->GetChannelName(i);
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leds.push_back(*new_led);
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colors.push_back(0x00000000);
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}
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std::vector<unsigned char> aura_zones;
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// Search through all LEDs and create zones for each channel type
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for (int i = 0; i < aura_channels.size(); i++)
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{
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bool matched = false;
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// Search through existing zones to make sure we don't create a duplicate zone
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for (int j = 0; j < aura_zones.size(); j++)
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{
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if (aura_channels[i] == aura_zones[j])
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{
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matched = true;
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}
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}
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// If zone does not already exist, create it
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if (matched == false)
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{
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zone* new_zone = new zone();
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std::vector<int>* zone_row = new std::vector<int>();
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// Set zone name to channel name
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new_zone->name = aura->GetChannelName(i);
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// Find all LEDs with this channel type and add them to zone
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for (int j = 0; j < aura->GetLEDCount(); j++)
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{
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if (aura->GetChannel(j) == aura_channels[i])
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{
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zone_row->push_back(j);
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}
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}
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// Aura devices can be either single or linear, never matrix
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// That means only one row is needed
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new_zone->map.push_back(*zone_row);
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// Save channel to aura_zones so we know not to create another zone with this channel
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aura_zones.push_back(aura_channels[i]);
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// Push new zone to zones vector
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zones.push_back(*new_zone);
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}
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}
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}
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