Beispiel #1
0
// ----------------------------------------------------------------------------
//
SceneColorFader* VenueReader::read( TiXmlElement* self, SceneColorFader* animation )
{
    animation = new SceneColorFader();

    animation->m_uid = (UID)read_dword_attribute( self, "uid" );
    animation->m_fader_effect = (FaderEffect)read_unsigned_attribute( self, "fader_effect", FaderEffect::FADER_EFFECT_ALL );
    animation->m_strobe_neg_color = read_rgbw_attribute( self, "strobe_neg_color" );
    animation->m_strobe_pos_ms = read_unsigned_attribute( self, "strobe_pos_ms" );
    animation->m_strobe_neg_ms = read_unsigned_attribute( self, "strobe_neg_ms"  );
    animation->m_strobe_flashes = read_unsigned_attribute(self, "strobe_flashes", 1 );

    animation->m_name = read_text_element( self, "name" );
    animation->m_description = read_text_element( self, "description" );

    TiXmlElement* signal_element = self->FirstChildElement( "signal" );
    if ( signal_element ) {
        AnimationSignal* signal = read( signal_element, (AnimationSignal*)NULL );
        animation->m_signal = *signal;
        delete signal;
    }

    read_uids( self, "pfuids", animation->m_actors );

    read_colors( self, "custom_colors", animation->m_custom_colors );

    return animation;
}
Beispiel #2
0
// ----------------------------------------------------------------------------
//
ScenePixelAnimator* VenueReader::read( TiXmlElement* self, ScenePixelAnimator* animation )
{
    animation = new ScenePixelAnimator();

    animation->m_uid = (UID)read_dword_attribute( self, "uid" );

    animation->m_name = read_text_element( self, "name" );
    animation->m_description = read_text_element( self, "description" );
    animation->m_effect = (PixelEffect)read_unsigned_attribute( self, "pixel_effect", 1 );
    animation->m_generations = read_unsigned_attribute( self, "generations", 1 );
    animation->m_num_pixels = read_unsigned_attribute( self, "pixels", 1 );
    animation->m_increment = read_unsigned_attribute( self, "increment", 1 );
    animation->m_color_fade = read_bool_attribute( self, "fade", 1 );
    animation->m_combine_fixtures = read_bool_attribute( self, "combine", 1 );
    animation->m_empty_color = read_rgbw_attribute( self, "pixel_off_color" );

    TiXmlElement* signal_element = self->FirstChildElement( "signal" );
    if ( signal_element ) {
        AnimationSignal* signal = read( signal_element, (AnimationSignal*)NULL );
        animation->m_signal = *signal;
        delete signal;
    }

    read_uids( self, "pfuids", animation->m_actors );

    read_colors( self, "custom_colors", animation->m_custom_colors );

    return animation;
}
Beispiel #3
0
// ----------------------------------------------------------------------------
//
SceneStrobeAnimator* VenueReader::read( TiXmlElement* self, SceneStrobeAnimator* animation )
{
    animation = new SceneStrobeAnimator();

    animation->m_uid = (UID)read_dword_attribute( self, "uid" );
    animation->m_strobe_neg_color = read_rgbw_attribute( self, "strobe_neg_color" );
    animation->m_strobe_pos_ms = read_unsigned_attribute( self, "strobe_pos_ms" );
    animation->m_strobe_neg_ms = read_unsigned_attribute( self, "strobe_neg_ms"  );

    animation->m_name = read_text_element( self, "name" );
    animation->m_description = read_text_element( self, "description" );

    TiXmlElement* signal_element = self->FirstChildElement( "signal" );
    if ( signal_element ) {
        AnimationSignal* signal = read( signal_element, (AnimationSignal*)NULL );
        animation->m_signal = *signal;
        delete signal;
    }

    read_uids( self, "pfuids", animation->m_actors );

    return animation;
}
Beispiel #4
0
// ----------------------------------------------------------------------------
//
Venue * VenueReader::read( TiXmlElement* self, Venue* venue ) {
    venue = new Venue();

    venue->m_scenes.clear();			// Kill the auto generated default scene

    venue->m_uid_pool = read_dword_attribute( self, "next_uid" );
    venue->m_current_scene = (UID)read_dword_attribute( self, "current_scene" );

    venue->m_name = read_text_element( self, "name" );
    venue->m_description = read_text_element( self, "description" );

    // Add all universes (up to the max, must be in correct order)
    std::vector<Universe *> universes = 
        read_xml_list<Universe>( self->FirstChildElement( "dmx_universes" ), "universe" );

    for ( std::vector<Universe *>::iterator it=universes.begin(); it != universes.end(); ++it ) {
        venue->addUniverse( (*it) );
    }

    TiXmlElement *dimmer = self->FirstChildElement( "dimmer" );
    if ( dimmer ) {
        venue->m_master_dimmer = (BYTE)read_int_attribute( dimmer, "master_dimmer" );
        venue->m_auto_backout_ms = read_dword_attribute( dimmer, "auto_blackout" );
        venue->m_whiteout_strobe_ms = read_unsigned_attribute( dimmer, "whiteout_strobe", venue->getWhiteoutStrobeMS() );
        venue->m_whiteout_color = read_rgbw_attribute( dimmer, "whiteout_color", RGBWA::WHITE );
        }

    TiXmlElement *audio = self->FirstChildElement( "audio" );
    if ( audio ) {
        venue->m_audio_capture_device = read_text_element( audio, "capture_device" );
        venue->m_audio_boost = (float)read_double_attribute( audio, "scale" );
        venue->m_audio_boost_floor = (float)read_double_attribute( audio, "floor" );
        venue->m_audio_sample_size = (UINT)read_unsigned_attribute( audio, "sample_size", 1024 );
    }

    venue->m_venue_layout = read_text_element( self, "venue_layout" );

    // Add all fixtures
    std::vector<Fixture *> fixtures = 
        read_xml_list<Fixture>( self->FirstChildElement( "fixtures" ), "fixture" );

    for ( std::vector<Fixture *>::iterator it=fixtures.begin(); it != fixtures.end(); ++it ) {
        venue->addFixture( *(*it) );
        delete (*it);
    }

    // Add scenes
    std::vector<Scene *> scenes = 
        read_xml_list<Scene>( self->FirstChildElement( "scenes" ), "scene" );

    for ( std::vector<Scene *>::iterator it=scenes.begin(); it != scenes.end(); ++it ) {
        venue->addScene( *(*it), (*it)->getNumber() == DEFAULT_SCENE_NUMBER);
        delete (*it);
    }

    // Add fixture groups
    std::vector<FixtureGroup *> fixture_groups = 
        read_xml_list<FixtureGroup>( self->FirstChildElement( "fixture_groups" ), "fixture_group" );

    for ( std::vector<FixtureGroup *>::iterator it=fixture_groups.begin(); it != fixture_groups.end(); ++it ) {
        venue->addFixtureGroup( *(*it) );
        delete (*it);
    }

    // Add chases
    std::vector<Chase *> chases = 
        read_xml_list<Chase>( self->FirstChildElement( "chases" ), "chase" );

    for ( std::vector<Chase *>::iterator it=chases.begin(); it != chases.end(); ++it ) {
        venue->addChase( *(*it) );
        delete (*it);
    }

    // Add music mappings
    TiXmlElement *music_scenes_element = self->FirstChildElement( "music_scenes" );
    if ( music_scenes_element ) {
        venue->m_music_scene_select_enabled = read_bool_attribute( music_scenes_element, "enabled" );
        std::vector<MusicSceneSelector *> music_scenes = 
            read_xml_list<MusicSceneSelector>( self->FirstChildElement( "music_scenes" ), "music_mapping" );

        for ( std::vector<MusicSceneSelector *>::iterator it=music_scenes.begin(); it != music_scenes.end(); ++it ) {
            venue->addMusicMapping( *(*it) );
            delete (*it);
        }
    }

    return venue;
}