Start on VX4S Implementation

This commit is contained in:
2021-06-18 01:24:32 -05:00
parent f75a18a95e
commit fb5990c9d0
+446 -231
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@@ -1,6 +1,7 @@
-- Plugin for Lightware Devices by Solo Works London
-- Plugin for NovaStar Video Wall controllers
-- Built in Lua
-- For source, contact https://soloworks.co.uk
--Layout inspired by VideoHub plugin @ https://github.com/locimation/qsys-plugins
PluginInfo = {
Name = "NovaStar~VX4S/VX6S/ProHD/ProHDJr/MCTRL4K", -- The tilde here indicates folder structure in the Shematic Elements pane
@@ -11,267 +12,481 @@ PluginInfo = {
Author = "Joel Wetzell"
}
function GetPrettyName()
return "NovaStar Controller"
end
-- Once you've drawn your plugin in Designer, you can determine what colors you use a lot. Save yourself some time by putting them in a table, and then simply calling them later.
local Colors = {
White = {255, 255, 255},
Black = {0, 0, 0},
Red = {255, 0, 0},
Green = {0, 255, 0},
Blue = {0, 0, 255}
Blue = {0, 0, 255},
DarkGrey = {0x56,0x56,0x56},
LCD = { 0x02, 0x33, 0xb2 }
}
-- We can let users determine some of the plugin properties by exposing them here
-- While this function can be very useful, it is completely optional and not always needed.
-- If no Properties are set here, only the position and fill properties of your plugin will show in the Properties pane
function GetProperties()
props = {
{
Name = "host",
Type = "string",
Value = "127.0.0.1"
},
{
Name = "port",
Type = "integer",
Min = 1024,
Max = 65535,
Value = 9990
}
}
return props
props = {
{
Name = "IP Address",
Type = "string"
}
}
return props
end
-- The below function is optional (like GetProperties() is), but it can allow further customization of what users can and can't do with your plugin.
-- In this example, when Model 1 is selected in the properties pane, the ability to modify some of the properties will be hidden, only allowing customization with Model 2
-- Another application of this is if you have different input/output types for different models, and want those properties to be dynamic in the Properties pane
function RectifyProperties(props)
return props
return props
end
-- The below function is where you will populate the controls for your plugin.
-- If you've written some of the Runtime code already, simply use the control names you populated in Text Controller/Control Script, and use their Properties to inform the values here
-- ControlType can be Button, Knob, Indicator or Text
-- ButtonType ( ControlType == Button ) can be Momentary, Toggle or Trigger
-- IndicatorType ( ControlType == Indicator ) can be Led, Meter, Text or Status
-- ControlUnit ( ControlType == Knob ) can be Hz, Float, Integer, Pan, Percent, Position or Seconds
function GetControls(props)
ctls = {
-- ControlType == Indicator
{
Name = "IndicatorLed",
ControlType = "Indicator",
IndicatorType = "Led",
PinStyle = "Output",
UserPin = true
},
{
Name = "IndicatorMeter",
ControlType = "Indicator",
IndicatorType = "Meter",
PinStyle = "Output",
UserPin = true
},
{
Name = "IndicatorText",
ControlType = "Indicator",
IndicatorType = "Text",
PinStyle = "Output",
UserPin = true
},
{
Name = "IndicatorStatus",
ControlType = "Indicator",
IndicatorType = "Status",
PinStyle = "Output",
UserPin = true
},
-- ControlType == Button
{
Name = "ButtonMomentary",
ControlType = "Button",
ButtonType = "Toggle",
PinStyle = "Input",
Count = 1,
UserPin = true
},
{
Name = "ButtonToggle",
ControlType = "Button",
ButtonType = "Toggle",
PinStyle = "Input",
Count = 1,
UserPin = true
},
{
Name = "ButtonTrigger",
ControlType = "Button",
ButtonType = "Trigger",
PinStyle = "Input",
Count = 1,
UserPin = true
},
-- ControlType == Knob
{
Name = "KnobHz",
ControlType = "Knob",
ControlUnit = "Hz",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobFloat",
ControlType = "Knob",
ControlUnit = "Float",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobInteger",
ControlType = "Knob",
ControlUnit = "Integer",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobPan",
ControlType = "Knob",
ControlUnit = "Pan",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobPercent",
ControlType = "Knob",
ControlUnit = "Percent",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobPosition",
ControlType = "Knob",
ControlUnit = "Position",
PinStyle = "Output",
Count = 1,
UserPin = true
},
{
Name = "KnobSeconds",
ControlType = "Knob",
ControlUnit = "Seconds",
PinStyle = "Output",
Count = 1,
UserPin = true
}
}
return ctls
local controls = {
-- Source Inputs
{
Name = "IN1",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN2",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN3",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN4",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN5",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN6",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN7",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN8",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN9",
ControlType = "Button",
ButtonType = "Trigger"
},
{
Name = "IN0",
ControlType = "Button",
ButtonType = "Trigger"
},
--Brightness Knob
{
Name = "Brightness",
ControlType = "Knob",
ControlUnit = "Integer",
Min = 0,
Max = 255,
PinStyle = "Both",
UserPin = true
},
{
Name = "Status",
ControlType = "Indicator",
IndicatorType = "Status",
PinStyle = "Output",
UserPin = true
}
}
return controls
end
-- Variable holding Page Names for ease
local pagenames = {"System"}
-- This function allows you to populate pages in your plugin.
function GetPages(props)
pages = {}
table.insert(pages, {name = pagenames[1]})
return pages
function GetPages(props) -- This function allows you to populate pages in your plugin.
local pages = {}
table.insert(pages, {name = pagenames[1]})
return pages
end
-- This function allows you to layout pages in your plugin.
function GetControlLayout(props)
-- layout holds representaiton of Controls
local layout = {}
-- graphics holds aesthetic & design items
local graphics = {}
-- ctl_str is a helper string to get around system not indexing single value as [1]
--local ctl_str = tostring(props["SomeValue"].Value == 1 and "" or " " .. PageIndex)
-- x,y allows an easy method of knowing where you are relative to the section being designed
local x, y = 0, 0
local controls = {}
-- Graphics Section
table.insert(
graphics,
{
Type = "GroupBox", -- This is the overall groupbox that will give the plugin a more 'contained' look
Text = "Design Elements",
HTextAlign = "Left",
Fill = Colors.White,
CornerRadius = 8,
StrokeColor = Colors.Black,
StrokeWidth = 1,
Position = {x, y},
Size = {220, 140} -- The width of the main GroupBox is dependent on how many channels the user specified. More channels means a wider group box
}
)
table.insert(
graphics,
{
Type = "Text",
Text = "My Text Field",
Font = "Roboto",
FontSize = 12,
FontStyle = "Bold",
HTextAlign = "Left",
Color = Colors.Black,
Position = {x + 5, y + 20},
Size = {100, 20}
}
)
-- Buttons Section
y = y + 150
table.insert(
graphics,
{
Type = "GroupBox", -- This is the overall groupbox that will give the plugin a more 'contained' look
Text = "Button Elements",
HTextAlign = "Left",
Fill = Colors.White,
CornerRadius = 8,
StrokeColor = Colors.Black,
StrokeWidth = 1,
Position = {x, y},
Size = {220, 140} -- The width of the main GroupBox is dependent on how many channels the user specified. More channels means a wider group box
}
)
-- Indicator Section
y = y + 150
table.insert(
graphics,
{
Type = "GroupBox", -- This is the overall groupbox that will give the plugin a more 'contained' look
Text = "Indicator Elements",
HTextAlign = "Left",
Fill = Colors.White,
CornerRadius = 8,
StrokeColor = Colors.Black,
StrokeWidth = 1,
Position = {x, y},
Size = {220, 140} -- The width of the main GroupBox is dependent on how many channels the user specified. More channels means a wider group box
}
)
-- Knob Section
y = y + 150
table.insert(
graphics,
{
Type = "GroupBox", -- This is the overall groupbox that will give the plugin a more 'contained' look
Text = "Knob Elements",
HTextAlign = "Left",
Fill = Colors.White,
CornerRadius = 8,
StrokeColor = Colors.Black,
StrokeWidth = 1,
Position = {x, y},
Size = {220, 140} -- The width of the main GroupBox is dependent on how many channels the user specified. More channels means a wider group box
}
)
local rackSize = {800, 120}
return layout, graphics
local inputPosition = {rackSize[1]*1/2,5}
local graphics = {
{ -- Outer box
Type = "GroupBox",
StrokeWidth = 1,
CornerRadius = 8,
Fill = Colors.Black,
StrokeColor = {0,0,0},
Size = rackSize,
Position = {0,0}
},
-- Inputs box
{
Type = "GroupBox",
Text = "INPUTS",
Color = Colors.White,
HTextAlign = "CENTER",
CornerRadius = 3,
Fill = Colors.Black,
StrokeColor = Colors.White,
StrokeWidth = 1,
Size = {250, rackSize[2] - 10},
Position = inputPosition
},
-- NovaStar Text
{
Type = "Label",
Text = "NovaStar",
TextSize = 16,
HTextAlign = "Center",
IsBold = true,
Size = {150,16},
Color = Colors.White,
Position = {60, rackSize[2]*1/8}
}
}
controls['Brightness'] = {
Style="Knob",
Color = Colors.DarkGrey,
Fill = Colors.DarkGrey,
Size={rackSize[2]/2,rackSize[2]/2},
Position= {250, rackSize[2]*1/4}
}
local SourceButton = {
yStart = inputPosition[2] + 20,
Padding = 5
}
SourceButton.Size = {(rackSize[2] - 30 - (SourceButton.Padding * 2))/2, (rackSize[2] - 30 - (SourceButton.Padding * 2))/2}
SourceButton.xStart = inputPosition[1] + ((250 - (((SourceButton.Size[1] * 5) + (SourceButton.Padding * 4))))/2)
--First row of input buttons
controls['IN1'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "1",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart, SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN2'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "2",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*1), SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN3'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "3",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*2),SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN4'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "4",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*3),SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN5'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "5",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*4),SourceButton.yStart},
Size = SourceButton.Size
}
--bump down second row of buttons
SourceButton.yStart = SourceButton.yStart + SourceButton.Size[1] + (SourceButton.Padding/2)
--Second row of input buttons
controls['IN6'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "6",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart,SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN7'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "7",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*1), SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN8'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "8",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*2),SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN9'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "9",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*3),SourceButton.yStart},
Size = SourceButton.Size
}
controls['IN0'] = {
Style = "Button",
ButtonType = "Trigger",
Legend = "0",
UnlinkOffColor = true,
OffColor = Colors.White,
Color = Colors.Red,
Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*4),SourceButton.yStart},
Size = SourceButton.Size
}
controls['Status'] = {
Style = "Text",
Color = Colors.LCD,
TextSize = 10,
UserPin = true,
PinStyle = "Output",
Size = {150,rackSize[2]/2},
Position = {60, rackSize[2]*1/4}
}
return controls, graphics
end
if Controls then
if (Controls) then
local NovaStar = {
socket = TcpSocket.New(),
setStatus = function (value, msg)
-- 0 = OK
-- 1 = Compromised
-- 2 = Fault
-- 3 = Not Present
-- 4 = Missing
-- 5 = Initializing
-- >5 = Fault
Controls['Status'].Value = value;
Controls['Status'].String = msg;
end,
Commands = {
Preamble = {0x55, 0xAA},
Connect = {0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x02,0x00,0x57,0x56},
Brightness = {0x00,0x00,0xFE,0xFF,0x01,0xFF,0xFF,0xFF,0x01,0x00,0x01,0x00,0x00,0x02,0x01,0x00},
VX4S = {
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x10,0xB4,0x56},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0xA0,0x44,0x57},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x01,0xA5,0x56},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x02,0xA6,0x56},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x71,0x15,0x57},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x72,0x16,0x57},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x40,0xE4,0x56},
{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x90,0x34,0x57},
}
},
Response = {
Connected = {0xAA,0x55,0x00,0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x02,0x00,0x06,0x61,0xBE,0x56}
}
}
-- NovaStar.socket.ReadTimeout = 0.5
function computeChecksum(bytes)
local sum = 0
for k,v in pairs(bytes) do
sum = sum + v
end
sum = sum + 0x5555
local sum_l = sum >> 8
local sum_h = sum & 0xFF
local checksum = {}
table.insert(checksum, sum_h)
table.insert(checksum, sum_l)
return checksum
end
function getCmdString(bytes)
local cmd = ""
for k,v in pairs(bytes) do
cmd = cmd .. string.pack("B", v)
end
return cmd
end
function sendCommand(cmd)
if NovaStar.socket.IsConnected then
NovaStar.socket:Write(getCmdString(NovaStar.Commands.Preamble) .. getCmdString(cmd))
end
end
function sendBrightness(value)
local cmd = NovaStar.Commands.Brightness
cmd[17] = value
if NovaStar.socket.IsConnected then
NovaStar.socket:Write(getCmdString(NovaStar.Commands.Preamble) .. getCmdString(cmd) .. getCmdString(computeChecksum(cmd)))
end
end
function hex_dump (str)
local len = string.len( str )
local dump = ""
local hex = ""
local asc = ""
for i = 1, len do
if 1 == i % 8 then
dump = dump .. hex .. asc .. "\n"
hex = string.format( "%04x: ", i - 1 )
asc = ""
end
local ord = string.byte( str, i )
hex = hex .. string.format( "%02x ", ord )
if ord >= 32 and ord <= 126 then
asc = asc .. string.char( ord )
else
asc = asc .. "."
end
end
return dump .. hex .. string.rep( " ", 8 - len % 8 ) .. asc
end
function processResponse(data)
if data == getCmdString(NovaStar.Response.Connected) then
print("Successful Connection Response Received")
NovaStar.setStatus(0,"Connected - " .. Properties['IP Address'].Value)
end
end
NovaStar.socket.Connected = function()
print("TCP Connection Established to NovaStar @ " .. Properties['IP Address'].Value)
sendCommand(NovaStar.Commands.Connect)
end
NovaStar.socket.Reconnect = function()
NovaStar.setStatus(5,"Attempting to reconnect")
end
NovaStar.socket.Data = function ()
print("Reading " .. NovaStar.socket.BufferLength .. " Bytes")
local data = NovaStar.socket:ReadLine(TcpSocket.EOL.Lf);
while (data ~= nil) do
processResponse(data)
data = NovaStar.socket:ReadLine(TcpSocket.EOL.Lf);
end
end
NovaStar.socket.Closed = function()
NovaStar.setStatus(2,"Connection closed by NovaStar")
end
NovaStar.socket.Error = function(sock, err)
print("TCP Socket Error: " .. err)
NovaStar.setStatus(2,"Communication error with NovaStar")
end
NovaStar.socket.Timeout = function(sock, err)
NovaStar.setStatus(2,"Timeout in connection to NovaStar")
end
for k,v in pairs(NovaStar.Commands['VX4S']) do
print('Setting up IN' .. k)
Controls['IN'..k].EventHandler = function()
sendCommand(v)
end
end
Controls['Brightness'].EventHandler = function()
sendBrightness(Controls['Brightness'].Value)
end
if(Properties['IP Address'].Value ~= '') then
NovaStar.setStatus(5, 'Connecting to NovaStar');
NovaStar.socket:Connect(Properties['IP Address'].Value, 5200);
else
NovaStar.setStatus(3, '\nPlease set IP address.');
Controls['IN1'].IsDisabled = true;
Controls['IN2'].IsDisabled = true;
Controls['IN3'].IsDisabled = true;
Controls['IN4'].IsDisabled = true;
Controls['IN5'].IsDisabled = true;
Controls['IN6'].IsDisabled = true;
Controls['IN7'].IsDisabled = true;
Controls['IN8'].IsDisabled = true;
Controls['IN9'].IsDisabled = true;
Controls['IN0'].IsDisabled = true;
Controls['Brightness'].IsDisabled = true;
end;
end