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Controller state docs
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@ -1,13 +1,25 @@
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use parking_lot::Mutex;
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use std::{sync::Arc, time::Instant};
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/// Stores the input state of a slider controller, including ground touch pads,
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/// air strings and extra buttons.
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pub struct ControllerState {
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/// Represents touch pressure in 32 touch pads in a 2 tall and 16 wide grid.
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/// Each pressur is in a `u8` from 0 to 255. Pads are represented in order of
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/// bottom left, then top left, then flows from left to right.
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pub ground_state: [u8; 32],
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/// Represents air string state in 6 pads starting from bottom to top. 0 means
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/// uninterrupted, 1 means interrupted.
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pub air_state: [u8; 6],
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/// Represents extra button state, usually used for coin/test/card entry
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/// functions.
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pub extra_state: [u8; 3],
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}
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impl ControllerState {
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/// Make a blank input state.
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pub fn new() -> Self {
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Self {
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ground_state: [0; 32],
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@ -16,11 +28,13 @@ impl ControllerState {
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}
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}
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pub fn flat(&self, sensitivity: &u8) -> Vec<bool> {
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/// Converts an input state to a `Vec<bool>`, used for output simulation and
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/// visualisation.
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pub fn to_flat(&self, sensitivity: &u8) -> Vec<bool> {
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self
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.ground_state
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.iter()
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.map(|x| x > sensitivity)
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.map(|x| x >= sensitivity)
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.chain(
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self
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.air_state
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@ -31,6 +45,9 @@ impl ControllerState {
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.collect()
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}
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/// Flips the ground slider state vertically. Used when taking input for
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/// tasoller controllers as they report starting from top left (instead of
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/// botton left that is used internally).
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pub fn flip_vert(&mut self) {
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for i in 0..16 {
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self.ground_state.swap(i * 2, i * 2 + 1);
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@ -38,13 +55,21 @@ impl ControllerState {
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}
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}
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// Stores the lighting state of a slider controller.
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pub struct LedState {
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/// Represents the RGB pixel values of the slider controller from left to
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/// right. Alternates between 16 touch pad pixels and 15 divider pixels.
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pub led_state: [u8; 3 * 31],
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/// Internal dirty flag used to indicate that new lighting data is available.
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pub dirty: bool,
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/// To deprecate
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pub start: Instant,
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}
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impl LedState {
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/// Make a blank lighting state.
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pub fn new() -> Self {
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Self {
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led_state: [0; 3 * 31],
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@ -53,17 +78,25 @@ impl LedState {
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}
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}
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/// Apply a RGB color to some pixel in the lighting state.
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pub fn paint(&mut self, idx: usize, color: &[u8; 3]) {
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self.led_state[3 * idx..3 * (idx + 1)].copy_from_slice(color);
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}
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}
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/// Stores data required for a single slider controller. Data and lighting
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/// states are stored seperately in their own `Arc<Mutex<T>>` so that they can
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/// be locked independently.
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pub struct FullState {
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/// Input data for the slider controller.
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pub controller_state: Arc<Mutex<ControllerState>>,
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/// Lighting data for the slider controller.
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pub led_state: Arc<Mutex<LedState>>,
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}
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impl FullState {
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/// Creates a blank slider controller state
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pub fn new() -> Self {
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Self {
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controller_state: Arc::new(Mutex::new(ControllerState::new())),
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@ -71,14 +104,8 @@ impl FullState {
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}
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}
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pub fn clone_controller(&self) -> Arc<Mutex<ControllerState>> {
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Arc::clone(&self.controller_state)
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}
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pub fn clone_led(&self) -> Arc<Mutex<LedState>> {
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Arc::clone(&self.led_state)
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}
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/// Takes an instantaneous slider controller state (input + lighting) as a
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/// `Vec<u8>` that can be used for visualisation.
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pub fn snapshot(&self) -> Vec<u8> {
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let mut buf: Vec<u8> = vec![];
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{
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@ -99,8 +126,8 @@ impl FullState {
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impl Clone for FullState {
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fn clone(&self) -> Self {
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Self {
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controller_state: self.clone_controller(),
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led_state: self.clone_led(),
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controller_state: Arc::clone(&self.controller_state),
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led_state: Arc::clone(&self.led_state),
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}
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}
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}
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