mirror of
https://github.com/jwetzell/q-sys-plugin-novastar.git
synced 2026-08-18 19:44:02 +00:00
493 lines
13 KiB
Plaintext
493 lines
13 KiB
Plaintext
-- Plugin for NovaStar Video Wall controllers
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-- Built in Lua
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--Layout inspired by VideoHub plugin @ https://github.com/locimation/qsys-plugins
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PluginInfo = {
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Name = "NovaStar~VX4S/VX6S/ProHD/ProHDJr/MCTRL4K", -- The tilde here indicates folder structure in the Shematic Elements pane
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Version = "0.0.0-master",
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Id = "novastar.plugin.0.0.0-master", -- show this is just a unique id. Show some commented out 'fun' unique ids
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Description = "Plugin for controlling NovaStar video wall controllers",
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ShowDebug = true,
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Author = "Joel Wetzell"
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}
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function GetPrettyName()
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return "NovaStar Controller"
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end
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-- 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.
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local Colors = {
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White = {255, 255, 255},
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Black = {0, 0, 0},
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Red = {255, 0, 0},
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Green = {0, 255, 0},
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Blue = {0, 0, 255},
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DarkGrey = {0x56,0x56,0x56},
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LCD = { 0x02, 0x33, 0xb2 }
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}
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-- We can let users determine some of the plugin properties by exposing them here
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-- While this function can be very useful, it is completely optional and not always needed.
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-- If no Properties are set here, only the position and fill properties of your plugin will show in the Properties pane
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function GetProperties()
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props = {
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{
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Name = "IP Address",
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Type = "string"
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}
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}
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return props
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end
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-- 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.
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-- 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
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-- 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
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function RectifyProperties(props)
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return props
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end
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-- The below function is where you will populate the controls for your plugin.
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function GetControls(props)
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local controls = {
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-- Source Inputs
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{
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Name = "IN1",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN2",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN3",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN4",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN5",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN6",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN7",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN8",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN9",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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{
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Name = "IN0",
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ControlType = "Button",
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ButtonType = "Trigger"
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},
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--Brightness Knob
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{
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Name = "Brightness",
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ControlType = "Knob",
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ControlUnit = "Integer",
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Min = 0,
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Max = 255,
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PinStyle = "Both",
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UserPin = true
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},
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{
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Name = "Status",
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ControlType = "Indicator",
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IndicatorType = "Status",
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PinStyle = "Output",
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UserPin = true
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}
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}
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return controls
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end
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-- Variable holding Page Names for ease
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local pagenames = {"System"}
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function GetPages(props) -- This function allows you to populate pages in your plugin.
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local pages = {}
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table.insert(pages, {name = pagenames[1]})
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return pages
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end
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function GetControlLayout(props)
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local controls = {}
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local rackSize = {800, 120}
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local inputPosition = {rackSize[1]*1/2,5}
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local graphics = {
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{ -- Outer box
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Type = "GroupBox",
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StrokeWidth = 1,
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CornerRadius = 8,
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Fill = Colors.Black,
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StrokeColor = {0,0,0},
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Size = rackSize,
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Position = {0,0}
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},
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-- Inputs box
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{
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Type = "GroupBox",
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Text = "INPUTS",
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Color = Colors.White,
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HTextAlign = "CENTER",
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CornerRadius = 3,
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Fill = Colors.Black,
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StrokeColor = Colors.White,
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StrokeWidth = 1,
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Size = {250, rackSize[2] - 10},
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Position = inputPosition
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},
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-- NovaStar Text
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{
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Type = "Label",
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Text = "NovaStar",
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TextSize = 16,
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HTextAlign = "Center",
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IsBold = true,
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Size = {150,16},
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Color = Colors.White,
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Position = {60, rackSize[2]*1/8}
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}
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}
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controls['Brightness'] = {
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Style="Knob",
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Color = Colors.DarkGrey,
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Fill = Colors.DarkGrey,
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Size={rackSize[2]/2,rackSize[2]/2},
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Position= {250, rackSize[2]*1/4}
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}
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local SourceButton = {
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yStart = inputPosition[2] + 20,
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Padding = 5
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}
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SourceButton.Size = {(rackSize[2] - 30 - (SourceButton.Padding * 2))/2, (rackSize[2] - 30 - (SourceButton.Padding * 2))/2}
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SourceButton.xStart = inputPosition[1] + ((250 - (((SourceButton.Size[1] * 5) + (SourceButton.Padding * 4))))/2)
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--First row of input buttons
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controls['IN1'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "1",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart, SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN2'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "2",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*1), SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN3'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "3",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*2),SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN4'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "4",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*3),SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN5'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "5",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*4),SourceButton.yStart},
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Size = SourceButton.Size
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}
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--bump down second row of buttons
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SourceButton.yStart = SourceButton.yStart + SourceButton.Size[1] + (SourceButton.Padding/2)
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--Second row of input buttons
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controls['IN6'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "6",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart,SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN7'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "7",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*1), SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN8'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "8",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*2),SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN9'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "9",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*3),SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['IN0'] = {
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Style = "Button",
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ButtonType = "Trigger",
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Legend = "0",
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UnlinkOffColor = true,
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OffColor = Colors.White,
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Color = Colors.Red,
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Position = {SourceButton.xStart + ((SourceButton.Size[1]+SourceButton.Padding)*4),SourceButton.yStart},
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Size = SourceButton.Size
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}
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controls['Status'] = {
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Style = "Text",
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Color = Colors.LCD,
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TextSize = 10,
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UserPin = true,
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PinStyle = "Output",
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Size = {150,rackSize[2]/2},
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Position = {60, rackSize[2]*1/4}
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}
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return controls, graphics
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end
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if (Controls) then
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local NovaStar = {
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socket = TcpSocket.New(),
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setStatus = function (value, msg)
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-- 0 = OK
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-- 1 = Compromised
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-- 2 = Fault
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-- 3 = Not Present
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-- 4 = Missing
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-- 5 = Initializing
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-- >5 = Fault
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Controls['Status'].Value = value;
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Controls['Status'].String = msg;
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end,
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Commands = {
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Preamble = {0x55, 0xAA},
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Connect = {0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x02,0x00,0x57,0x56},
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Brightness = {0x00,0x00,0xFE,0xFF,0x01,0xFF,0xFF,0xFF,0x01,0x00,0x01,0x00,0x00,0x02,0x01,0x00},
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VX4S = {
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x10,0xB4,0x56},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0xA0,0x44,0x57},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x01,0xA5,0x56},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x02,0xA6,0x56},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x71,0x15,0x57},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x72,0x16,0x57},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x40,0xE4,0x56},
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{0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x2D,0x00,0x20,0x02,0x01,0x00,0x90,0x34,0x57},
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}
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},
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Response = {
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Connected = {0xAA,0x55,0x00,0x00,0x00,0xFE,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x02,0x00,0x06,0x61,0xBE,0x56}
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}
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}
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-- NovaStar.socket.ReadTimeout = 0.5
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function computeChecksum(bytes)
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local sum = 0
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for k,v in pairs(bytes) do
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sum = sum + v
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end
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sum = sum + 0x5555
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local sum_l = sum >> 8
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local sum_h = sum & 0xFF
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local checksum = {}
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table.insert(checksum, sum_h)
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table.insert(checksum, sum_l)
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return checksum
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end
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function getCmdString(bytes)
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local cmd = ""
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for k,v in pairs(bytes) do
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cmd = cmd .. string.pack("B", v)
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end
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return cmd
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end
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function sendCommand(cmd)
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if NovaStar.socket.IsConnected then
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NovaStar.socket:Write(getCmdString(NovaStar.Commands.Preamble) .. getCmdString(cmd))
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end
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end
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function sendBrightness(value)
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local cmd = NovaStar.Commands.Brightness
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cmd[17] = value
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if NovaStar.socket.IsConnected then
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NovaStar.socket:Write(getCmdString(NovaStar.Commands.Preamble) .. getCmdString(cmd) .. getCmdString(computeChecksum(cmd)))
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end
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end
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function hex_dump (str)
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local len = string.len( str )
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local dump = ""
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local hex = ""
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local asc = ""
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for i = 1, len do
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if 1 == i % 8 then
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dump = dump .. hex .. asc .. "\n"
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hex = string.format( "%04x: ", i - 1 )
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asc = ""
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end
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local ord = string.byte( str, i )
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hex = hex .. string.format( "%02x ", ord )
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if ord >= 32 and ord <= 126 then
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asc = asc .. string.char( ord )
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else
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asc = asc .. "."
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end
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end
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return dump .. hex .. string.rep( " ", 8 - len % 8 ) .. asc
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end
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function processResponse(data)
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if data == getCmdString(NovaStar.Response.Connected) then
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print("Successful Connection Response Received")
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NovaStar.setStatus(0,"Connected - " .. Properties['IP Address'].Value)
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end
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end
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NovaStar.socket.Connected = function()
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print("TCP Connection Established to NovaStar @ " .. Properties['IP Address'].Value)
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sendCommand(NovaStar.Commands.Connect)
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end
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NovaStar.socket.Reconnect = function()
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NovaStar.setStatus(5,"Attempting to reconnect")
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end
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NovaStar.socket.Data = function ()
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print("Reading " .. NovaStar.socket.BufferLength .. " Bytes")
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local data = NovaStar.socket:ReadLine(TcpSocket.EOL.Lf);
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while (data ~= nil) do
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processResponse(data)
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data = NovaStar.socket:ReadLine(TcpSocket.EOL.Lf);
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end
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end
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NovaStar.socket.Closed = function()
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NovaStar.setStatus(2,"Connection closed by NovaStar")
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end
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NovaStar.socket.Error = function(sock, err)
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print("TCP Socket Error: " .. err)
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NovaStar.setStatus(2,"Communication error with NovaStar")
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end
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NovaStar.socket.Timeout = function(sock, err)
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NovaStar.setStatus(2,"Timeout in connection to NovaStar")
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end
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for k,v in pairs(NovaStar.Commands['VX4S']) do
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print('Setting up IN' .. k)
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Controls['IN'..k].EventHandler = function()
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sendCommand(v)
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end
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end
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Controls['Brightness'].EventHandler = function()
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sendBrightness(Controls['Brightness'].Value)
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end
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if(Properties['IP Address'].Value ~= '') then
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NovaStar.setStatus(5, 'Connecting to NovaStar');
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NovaStar.socket:Connect(Properties['IP Address'].Value, 5200);
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else
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NovaStar.setStatus(3, '\nPlease set IP address.');
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Controls['IN1'].IsDisabled = true;
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Controls['IN2'].IsDisabled = true;
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Controls['IN3'].IsDisabled = true;
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Controls['IN4'].IsDisabled = true;
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Controls['IN5'].IsDisabled = true;
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Controls['IN6'].IsDisabled = true;
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Controls['IN7'].IsDisabled = true;
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Controls['IN8'].IsDisabled = true;
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Controls['IN9'].IsDisabled = true;
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Controls['IN0'].IsDisabled = true;
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Controls['Brightness'].IsDisabled = true;
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end;
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end
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