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Allow creation of effects without setting them #183
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For setting a GUID, we already have the method For directly applying the effect, we already have the normal methods which do just that (and the GUID of the created effect can be retrieved with the As for how to do effect creation while not actually setting the effect, we'll need some discussion on how to best implement it. The most sensible might be to add The only worry is that we'd be effectively doubling the amount of methods for every device class, making them quite large. Maybe it's possible to put the creation logic in the effect struct themselves, meaning it would be something like: |
If we want to mimic the SDK Endpoints then having a CreateEffect for each Device like that should be enough to just forward everything to the Native Method: public Guid CreateEffect<T>(Effect effect, T @struct) where T : struct
{
return NativeWrapper.CreateKeyboardEffect(effect, @struct);
} The current |
Reworking the Last time we contacted Razer about some issue related to endpoints they said that |
Possibly related to #31. |
As much as I hate seeing people write this: +1 |
GitHub added reactions for just that purpose you know. On Tue, 5 Jul 2016, 10:40 Nico, [email protected] wrote:
|
Moving this to v6.1 milestone. We'll probably put in the |
While Colore is great cause of the many Helper Methods (like SetCustom...) I think the base Methods of the SDK should be public and similar to the C++ implementation to not confuse people. This allows for easier porting of existing C++ or C# code to the other language.
It also allows more advantage use of storing and retriving frames with CreateEffect and SetEffect(guid).
That means:
Your thoughts about this?
Possible implementation 1. Guid passed as out as in the Chroma SDK.:
Possible implementation 2. CreateEffect with additional parameter for applying instead of returning Guid:
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