Beispiel #1
0
        /// <summary>
        /// Adds new layers to the overlay of the passed EffectFrame.
        /// </summary>
        public virtual void UpdateOverlayLights(EffectFrame frame)
        {
            var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state)));

            Application.UpdateEffectScripts(overlayLayers);
            frame.AddOverlayLayers(overlayLayers.ToArray());
        }
Beispiel #2
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            layers.Enqueue(new EffectLayer("Color Zones").DrawColorZones((this.Application.Profile as DesktopProfile).lighting_areas.ToArray()));

            //Scripts before interactive and shortcut assistant layers
            //ProfilesManager.DesktopProfile.UpdateEffectScripts(layers);

            if (Global.Configuration.time_based_dimming_enabled)
            {
                if (
                    Utils.Time.IsCurrentTimeBetween(Global.Configuration.time_based_dimming_start_hour, Global.Configuration.time_based_dimming_end_hour)
                    )
                {
                    layers.Clear();

                    EffectLayer time_based_dim_layer = new EffectLayer("Time Based Dim");
                    time_based_dim_layer.Fill(Color.Black);

                    layers.Enqueue(time_based_dim_layer);
                }
            }

            frame.AddLayers(layers.ToArray());
        }
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            GenericApplicationProfile settings = (GenericApplicationProfile)this.Application.Profile;

            ObservableCollection <Layer> timeLayers = settings.Layers;

            //Scripts
            //this.Application.UpdateEffectScripts(layers);

            if ((Global.Configuration.NighttimeEnabled &&
                 Utils.Time.IsCurrentTimeBetween(Global.Configuration.NighttimeStartHour, Global.Configuration.NighttimeStartMinute, Global.Configuration.NighttimeEndHour, Global.Configuration.NighttimeEndMinute)) ||
                settings._simulateNighttime
                )
            {
                timeLayers = settings.Layers_NightTime;
            }

            foreach (var layer in timeLayers.Reverse().ToArray())
            {
                if (layer.Enabled)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            frame.AddLayers(layers.ToArray());
        }
Beispiel #4
0
        public override void UpdateLights(EffectFrame frame, GameState new_game_state)
        {
            if (new_game_state is GameState_PD2)
            {
                _game_state = new_game_state;

                GameState_PD2 gs = (new_game_state as GameState_PD2);

                try
                {
                    SetPlayerState(gs.Players.LocalPlayer.State);
                    SetHealth(gs.Players.LocalPlayer.Health.Current);
                    SetHealthMax(gs.Players.LocalPlayer.Health.Max);
                    SetArmor(gs.Players.LocalPlayer.Armor.Current);
                    SetArmorMax(gs.Players.LocalPlayer.Armor.Max);
                    SetClip(gs.Players.LocalPlayer.Weapons.SelectedWeapon.Current_Clip);
                    SetClipMax(gs.Players.LocalPlayer.Weapons.SelectedWeapon.Max_Clip);
                    SetSuspicion(gs.Players.LocalPlayer.SuspicionAmount);
                    SetLevelPhase(gs.Level.Phase);
                    SetDownTime(gs.Players.LocalPlayer.DownTime);
                    SetSwanSong(gs.Players.LocalPlayer.IsSwanSong);
                    SetFlashbangAmount(gs.Players.LocalPlayer.FlashAmount);
                    SetNoReturnTimeleft(gs.Level.NoReturnTime);
                    SetGameState(gs.Game.State);

                    UpdateLights(frame);
                }
                catch (Exception e)
                {
                    Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error);
                    Global.logger.LogLine(gs.ToString(), Logging_Level.None);
                }
            }
        }
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            GenericApplicationSettings settings = (GenericApplicationSettings)this.Profile.Settings;

            ObservableCollection <Layer> timeLayers = settings.Layers;

            //Scripts
            this.Profile.UpdateEffectScripts(layers);

            if (HasProfile())
            {
                if ((Global.Configuration.nighttime_enabled &&
                     Utils.Time.IsCurrentTimeBetween(Global.Configuration.nighttime_start_hour, Global.Configuration.nighttime_start_minute, Global.Configuration.nighttime_end_hour, Global.Configuration.nighttime_end_minute)) ||
                    settings._simulateNighttime
                    )
                {
                    timeLayers = settings.Layers_NightTime;
                }
            }

            foreach (var layer in timeLayers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            frame.AddLayers(layers.ToArray());
        }
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            DishonoredProfile settings = (DishonoredProfile)this.Application.Profile;

            Process[] process_search = Process.GetProcessesByName("Dishonored");

            if (process_search.Length != 0)
            {
                using (MemoryReader memread = new MemoryReader(process_search[0]))
                {
                    (_game_state as GameState_Dishonored).Player.MaximumHealth = memread.ReadInt(pointers.MaximumHealth.baseAddress, pointers.MaximumHealth.pointers);
                    (_game_state as GameState_Dishonored).Player.CurrentHealth = memread.ReadInt(pointers.CurrentHealth.baseAddress, pointers.CurrentHealth.pointers);
                    (_game_state as GameState_Dishonored).Player.MaximumMana   = memread.ReadInt(pointers.MaximumMana.baseAddress, pointers.MaximumMana.pointers);
                    (_game_state as GameState_Dishonored).Player.CurrentMana   = memread.ReadInt(pointers.CurrentMana.baseAddress, pointers.CurrentMana.pointers);
                    (_game_state as GameState_Dishonored).Player.ManaPots      = memread.ReadInt(pointers.ManaPots.baseAddress, pointers.ManaPots.pointers);
                    (_game_state as GameState_Dishonored).Player.HealthPots    = memread.ReadInt(pointers.HealthPots.baseAddress, pointers.HealthPots.pointers);
                }
            }

            foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Application.UpdateEffectScripts(layers);

            frame.AddLayers(layers.ToArray());
        }
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            Borderlands2Profile settings = (Borderlands2Profile)this.Application.Profile;

            Process[] process_search = Process.GetProcessesByName("Borderlands2");

            if (process_search.Length != 0)
            {
                using (MemoryReader memread = new MemoryReader(process_search[0]))
                {
                    (_game_state as GameState_Borderlands2).Player.MaximumHealth = memread.ReadFloat(pointers.Health_maximum.baseAddress, pointers.Health_maximum.pointers);
                    (_game_state as GameState_Borderlands2).Player.CurrentHealth = memread.ReadFloat(pointers.Health_current.baseAddress, pointers.Health_current.pointers);
                    (_game_state as GameState_Borderlands2).Player.MaximumShield = memread.ReadFloat(pointers.Shield_maximum.baseAddress, pointers.Shield_maximum.pointers);
                    (_game_state as GameState_Borderlands2).Player.CurrentShield = memread.ReadFloat(pointers.Shield_current.baseAddress, pointers.Shield_current.pointers);
                }
            }

            foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Application.UpdateEffectScripts(layers);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #8
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            TERSettings settings = (TERSettings)this.Profile.Settings;

            foreach (var layer in settings.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Profile.UpdateEffectScripts(layers, _game_state);

            //ColorZones
            layers.Enqueue(new EffectLayer("TER - Color Zones").DrawColorZones((this.Profile.Settings as TERSettings).lighting_areas.ToArray()));

            frame.AddLayers(layers.ToArray());

            System.Diagnostics.Debug.WriteLine("\n=======================================");
            System.Diagnostics.Debug.WriteLine("UpdateLights() - 1");
            System.Diagnostics.Debug.WriteLine("=======================================\n");
        }
Beispiel #9
0
        public override sealed void UpdateLights(EffectFrame frame)
        {
            UpdateWrapperLights(frame);

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            if (this.Profile != null)
            {
                foreach (var layer in this.Profile.Settings.Layers.Reverse().ToArray())
                {
                    if (layer.Enabled && layer.LogicPass)
                    {
                        layers.Enqueue(layer.Render(_game_state));
                    }
                }

                //No need to repeat the code around this everytime this is inherited
                this.UpdateExtraLights(layers);

                //Scripts
                this.Profile.UpdateEffectScripts(layers, _game_state);
            }

            frame.AddLayers(layers.ToArray());
        }
Beispiel #10
0
        public override void UpdateLights(EffectFrame frame, GameState new_game_state)
        {
            if (new_game_state is GameState_GTA5)
            {
                _game_state = new_game_state;

                GameState_GTA5 newgs = (new_game_state as GameState_GTA5);

                try
                {
                    curr_state = newgs.CurrentState;
                    statecol   = newgs.StateColor;

                    have_cops         = newgs.HasCops;
                    left_siren_color  = newgs.LeftSirenColor;
                    right_siren_color = newgs.RightSirenColor;

                    if (have_cops && special_mode != newgs.Command_Data.custom_mode)
                    {
                        siren_keyframe++;
                    }

                    special_mode = newgs.Command_Data.custom_mode;
                }
                catch (Exception e)
                {
                    Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error);
                    Global.logger.LogLine(newgs.ToString(), Logging_Level.None);
                }

                UpdateLights(frame);
            }
        }
Beispiel #11
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            PD2Settings settings = (PD2Settings)this.Profile.Settings;

            foreach (var layer in settings.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Profile.UpdateEffectScripts(layers, _game_state);

            //ColorZones
            layers.Enqueue(new EffectLayer("PD2 - Color Zones").DrawColorZones((this.Profile.Settings as PD2Settings).lighting_areas.ToArray()));

            frame.AddLayers(layers.ToArray());

            System.Diagnostics.Debug.WriteLine("PD2 -- UpdateLights() - 1");

            StackTrace stackTrace = new StackTrace();

            System.Diagnostics.Debug.WriteLine(stackTrace.GetFrame(1).GetMethod().Name);
        }
Beispiel #12
0
        public override void UpdateLights(EffectFrame frame)
        {
            //if (Global.Configuration.volume_overlay_settings.enabled)
            //{
            if (defaultDevice == null)
            {
                defaultDevice = devEnum.GetDefaultAudioEndpoint(DataFlow.Render, Role.Console);
            }
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            if (Global.Configuration.volume_overlay_settings.dim_background)
            {
                layers.Enqueue(new EffectLayer("Overlay - Volume Base", Global.Configuration.volume_overlay_settings.dim_color));
            }

            EffectLayer   volume_bar    = new EffectLayer("Overlay - Volume Bar");
            float         currentVolume = defaultDevice.AudioEndpointVolume.MasterVolumeLevelScalar;
            ColorSpectrum volume_spec   = new ColorSpectrum(Global.Configuration.volume_overlay_settings.low_color, Global.Configuration.volume_overlay_settings.high_color);

            volume_spec.SetColorAt(0.75f, Global.Configuration.volume_overlay_settings.med_color);

            volume_bar.PercentEffect(volume_spec, Global.Configuration.volume_overlay_settings.sequence, currentVolume, 1.0f);

            layers.Enqueue(volume_bar);

            frame.AddOverlayLayers(layers.ToArray());
            //}
        }
Beispiel #13
0
 public virtual void UpdateOverlayLights(EffectFrame frame)
 {
     if (Disposed)
     {
         return;
     }
     Config.Event.UpdateOverlayLights(frame);
 }
Beispiel #14
0
        public override void UpdateLights(EffectFrame frame, IGameState new_game_state)
        {
            if (new_game_state is GameState_Dota2)
            {
                _game_state = new_game_state;

                UpdateLights(frame);
            }
        }
Beispiel #15
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            long time = Utils.Time.GetMillisecondsSinceEpoch();

            if (Global.Configuration.skype_overlay_settings.mm_enabled)
            {
                if (_missed_messages_count > 0)
                {
                    EffectLayer skype_missed_messages = new EffectLayer("Overlay - Skype Missed Messages");

                    ColorSpectrum mm_spec = new ColorSpectrum(Global.Configuration.skype_overlay_settings.mm_color_primary, Global.Configuration.skype_overlay_settings.mm_color_secondary, Global.Configuration.skype_overlay_settings.mm_color_primary);
                    Color         color   = Color.Orange;

                    if (Global.Configuration.skype_overlay_settings.mm_blink)
                    {
                        color = mm_spec.GetColorAt((time % 2000L) / 2000.0f);
                    }
                    else
                    {
                        color = mm_spec.GetColorAt(0);
                    }

                    skype_missed_messages.Set(Global.Configuration.skype_overlay_settings.mm_sequence, color);

                    layers.Enqueue(skype_missed_messages);
                }
            }

            if (Global.Configuration.skype_overlay_settings.call_enabled)
            {
                if (_is_calling)
                {
                    EffectLayer skype_ringing_call = new EffectLayer("Overlay - Skype Ringing Call");

                    ColorSpectrum mm_spec = new ColorSpectrum(Global.Configuration.skype_overlay_settings.call_color_primary, Global.Configuration.skype_overlay_settings.call_color_secondary, Global.Configuration.skype_overlay_settings.call_color_primary);
                    Color         color   = Color.Green;

                    if (Global.Configuration.skype_overlay_settings.call_blink)
                    {
                        color = mm_spec.GetColorAt((time % 2000L) / 2000.0f);
                    }
                    else
                    {
                        color = mm_spec.GetColorAt(0);
                    }

                    skype_ringing_call.Set(Global.Configuration.skype_overlay_settings.call_sequence, color);

                    layers.Enqueue(skype_ringing_call);
                }
            }


            frame.AddOverlayLayers(layers.ToArray());
        }
Beispiel #16
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            EffectLayer bitmap_layer = new EffectLayer("Overwatch - Bitmap");

            Devices.DeviceKeys[] allkeys = Enum.GetValues(typeof(Devices.DeviceKeys)).Cast <Devices.DeviceKeys>().ToArray();
            foreach (var key in allkeys)
            {
                if (key == Devices.DeviceKeys.LOGO && logo.Length == 4)
                {
                    int a, r, g, b;

                    b = logo[0];
                    g = logo[1];
                    r = logo[2];
                    a = logo[3];

                    bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b)));
                }
                else if (key == Devices.DeviceKeys.Peripheral && peripheral.Length == 4)
                {
                    int a, r, g, b;

                    b = peripheral[0];
                    g = peripheral[1];
                    r = peripheral[2];
                    a = peripheral[3];

                    bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b)));
                }
                else
                {
                    Devices.Logitech.Logitech_keyboardBitmapKeys logi_key = Devices.Logitech.LogitechDevice.ToLogitechBitmap(key);

                    if (logi_key != Devices.Logitech.Logitech_keyboardBitmapKeys.UNKNOWN)
                    {
                        int a, r, g, b;

                        b = bitmap[(int)logi_key];
                        g = bitmap[(int)logi_key + 1];
                        r = bitmap[(int)logi_key + 2];
                        a = bitmap[(int)logi_key + 3];

                        bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b)));
                    }
                }
            }

            layers.Enqueue(bitmap_layer);

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #17
0
 /// <summary>
 /// Adds new layers to the overlay of the passed EffectFrame.
 /// </summary>
 public virtual void UpdateOverlayLights(EffectFrame frame)
 {
     try
     {
         var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state)));
         Application.UpdateEffectScripts(overlayLayers);
         frame.AddOverlayLayers(overlayLayers.ToArray());
     }
     catch (Exception e)
     {
         Global.logger.Error("Error updating overlay layers: " + e);
     }
 }
        public override void UpdateLights(EffectFrame frame)
        {
            UpdateWrapperLights(frame);

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            //Scripts
            if (!String.IsNullOrWhiteSpace(profilename))
            {
                Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);
            }

            frame.AddLayers(layers.ToArray());
        }
Beispiel #19
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers   = new Queue <EffectLayer>();
            ApplicationProfile  settings = this.Application.Profile;

            foreach (var layer in Application.Profile.Layers.Reverse())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            frame.AddLayers(layers.ToArray());
        }
Beispiel #20
0
        public override void UpdateLights(EffectFrame frame)
        {
            //Queue<EffectLayer> layers = new Queue<EffectLayer>();

            //foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            //{
            //    if (layer.Enabled && layer.LogicPass)
            //        layers.Enqueue(layer.Render(_game_state));
            //}

            ////Scripts
            //this.Application.UpdateEffectScripts(layers);

            //frame.AddLayers(layers.ToArray());
            base.UpdateLights(frame);
        }
Beispiel #21
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            if (File.Exists(configFile))
            {
                if (configContent != null && isGameStateDirty)
                {
                    try
                    {
                        var data = GetUsefulData(configContent);
                        if (data != null)//if this is null, no useful data was found
                        {
                            var player = (_game_state as GameState_Witcher3).Player;

                            player.Toxicity      = GetInt(data, "Toxicity");
                            player.Stamina       = GetInt(data, "Stamina");
                            player.MaximumHealth = GetInt(data, "MaxHealth");
                            player.CurrentHealth = GetInt(data, "CurrHealth");
                            if (Enum.TryParse(data.FirstOrDefault(d => d.Contains("ActiveSign")).Split('=').Last().Replace("ST_", ""), out WitcherSign sign))
                            {
                                ;
                            }
                            player.ActiveSign = sign;    //tries to parse the sign text into the enum

                            isGameStateDirty = false;
                        }
                    }
                    catch
                    { }
                }
            }

            foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            {
                if (layer.Enabled)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Application.UpdateEffectScripts(layers);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #22
0
        public override void UpdateLights(EffectFrame frame)
        {
            //Update wrapper lighting
            UpdateWrapperLights(frame);

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            //ColorZones
            EffectLayer cz_layer = new EffectLayer("BF3 - Color Zones");

            cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as BF3Settings).lighting_areas.ToArray());
            layers.Enqueue(cz_layer);

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #23
0
        public override void UpdateLights(EffectFrame frame, IGameState new_game_state)
        {
            if (new_game_state is GameState_PD2)
            {
                _game_state = new_game_state;
                GameState_PD2 gs = (new_game_state as GameState_PD2);

                try
                {
                    UpdateLights(frame);
                }
                catch (Exception e)
                {
                    Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error);
                    Global.logger.LogLine(gs.ToString(), Logging_Level.None);
                }
            }
        }
Beispiel #24
0
        public override void UpdateLights(EffectFrame frame, GameState new_state)
        {
            if (new_state is State_SkypeOverlay)
            {
                State_SkypeOverlay state = (new_state as State_SkypeOverlay);

                try
                {
                    SetMissedMessagesCount(state.Data.MissedMessagesCount);
                    SetIsCalling(state.Data.IsCalled);
                }
                catch (Exception e)
                {
                    Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error);
                    Global.logger.LogLine(state.ToString(), Logging_Level.None);
                }
            }
        }
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            RocketLeagueProfile settings = (RocketLeagueProfile)this.Application.Profile;

            Process[] process_search = Process.GetProcessesByName("RocketLeague");

            if (process_search.Length != 0)
            {
                using (MemoryReader memread = new MemoryReader(process_search[0]))
                {
                    PlayerTeam parsed_team = PlayerTeam.Undefined;
                    if (Enum.TryParse <PlayerTeam>(memread.ReadInt(pointers.Team.baseAddress, pointers.Team.pointers).ToString(), out parsed_team))
                    {
                        (_game_state as GameState_RocketLeague).Player.Team = parsed_team;
                    }


                    // Goal explosion preperation
                    (_game_state as GameState_RocketLeague).Match.YourTeam_LastScore = parsed_team == PlayerTeam.Blue ? (_game_state as GameState_RocketLeague).Match.BlueTeam_Score
                                                                                                          : (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score;
                    (_game_state as GameState_RocketLeague).Match.EnemyTeam_LastScore = parsed_team == PlayerTeam.Orange ? (_game_state as GameState_RocketLeague).Match.BlueTeam_Score
                                                                                                                              : (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score;

                    (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score = memread.ReadInt(pointers.Orange_score.baseAddress, pointers.Orange_score.pointers);
                    (_game_state as GameState_RocketLeague).Match.BlueTeam_Score   = memread.ReadInt(pointers.Blue_score.baseAddress, pointers.Blue_score.pointers);
                    (_game_state as GameState_RocketLeague).Player.BoostAmount     = memread.ReadInt(pointers.Boost_amount.baseAddress, pointers.Boost_amount.pointers);
                }
            }

            foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Application.UpdateEffectScripts(layers);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #26
0
        public override void UpdateLights(EffectFrame frame)
        {
            //Update wrapper lighting
            UpdateWrapperLights(frame);

            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            //ColorZones
            if (!((Global.Configuration.ApplicationProfiles[profilename].Settings as LoLSettings).disable_cz_on_dark && last_fill_color.Equals(Color.Black)))
            {
                EffectLayer cz_layer = new EffectLayer("League - Color Zones");
                cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as LoLSettings).lighting_areas.ToArray());
                layers.Enqueue(cz_layer);
            }

            //Scripts
            Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state);

            frame.AddLayers(layers.ToArray());
        }
Beispiel #27
0
        public override void UpdateLights(EffectFrame frame, IGameState new_game_state)
        {
            if (new_game_state is GameState_TER)
            {
                _game_state = new_game_state;
                GameState_TER gs = (new_game_state as GameState_TER);

                try
                {
                    UpdateLights(frame);
                }
                catch (Exception e)
                {
                    Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error);
                    Global.logger.LogLine(gs.ToString(), Logging_Level.None);
                }
            }
            System.Diagnostics.Debug.WriteLine("\n=======================================");
            System.Diagnostics.Debug.WriteLine("UpdateLights() - 2");
            System.Diagnostics.Debug.WriteLine("=======================================\n");
        }
Beispiel #28
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers   = new Queue <EffectLayer>();
            Dota2Settings       settings = (Dota2Settings)this.Profile.Settings;

            foreach (var layer in settings.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Profile.UpdateEffectScripts(layers, _game_state);

            //ColorZones
            layers.Enqueue(new EffectLayer("Dota 2 - Color Zones").DrawColorZones((this.Profile.Settings as Dota2Settings).lighting_areas.ToArray()));

            frame.AddLayers(layers.ToArray());
        }
Beispiel #29
0
        public override void UpdateLights(EffectFrame frame)
        {
            Queue <EffectLayer> layers = new Queue <EffectLayer>();

            RocketLeagueSettings settings = (RocketLeagueSettings)this.Profile.Settings;

            Process[] process_search = Process.GetProcessesByName("RocketLeague");

            if (process_search.Length != 0)
            {
                using (MemoryReader memread = new MemoryReader(process_search[0]))
                {
                    PlayerTeam parsed_team = PlayerTeam.Undefined;
                    if (Enum.TryParse <PlayerTeam>(memread.ReadInt(pointers.Team.baseAddress, pointers.Team.pointers).ToString(), out parsed_team))
                    {
                        (_game_state as GameState_RocketLeague).Player.Team = parsed_team;
                    }

                    (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score = memread.ReadInt(pointers.Orange_score.baseAddress, pointers.Orange_score.pointers);
                    (_game_state as GameState_RocketLeague).Match.BlueTeam_Score   = memread.ReadInt(pointers.Blue_score.baseAddress, pointers.Blue_score.pointers);
                    (_game_state as GameState_RocketLeague).Player.BoostAmount     = memread.ReadFloat(pointers.Boost_amount.baseAddress, pointers.Boost_amount.pointers);
                }
            }

            foreach (var layer in this.Profile.Settings.Layers.Reverse().ToArray())
            {
                if (layer.Enabled && layer.LogicPass)
                {
                    layers.Enqueue(layer.Render(_game_state));
                }
            }

            //Scripts
            this.Profile.UpdateEffectScripts(layers);

            //ColorZones
            layers.Enqueue(new EffectLayer("Rocket League - Color Zones").DrawColorZones((this.Profile.Settings as RocketLeagueSettings).lighting_areas.ToArray()));

            frame.AddLayers(layers.ToArray());
        }
Beispiel #30
0
        public override void UpdateLights(EffectFrame frame)
        {
            var layers = new Queue <EffectLayer>(Application.Profile.Layers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state)));

            //Scripts before interactive and shortcut assistant layers
            //ProfilesManager.DesktopProfile.UpdateEffectScripts(layers);

            if (Global.Configuration.TimeBasedDimmingEnabled)
            {
                if (Utils.Time.IsCurrentTimeBetween(Global.Configuration.TimeBasedDimmingStartHour, Global.Configuration.TimeBasedDimmingEndHour))
                {
                    layers.Clear();

                    EffectLayer time_based_dim_layer = new EffectLayer("Time Based Dim");
                    time_based_dim_layer.Fill(Color.Black);

                    layers.Enqueue(time_based_dim_layer);
                }
            }

            frame.AddLayers(layers.ToArray());
        }