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README.md

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A powerful and elegant C# library for Razer Chroma's SDK

Getting started

If you are a new developer and are looking for a helpful guide on how to get started, head on over to the wiki page which describes getting Colore installed and running some example code.

Contributing

Gitter

For discussing, you can join the Gitter chat using the badge above. If you want to join the Slack chat, contact Adam Hellberg (sharparam@sharparam.com).

Contributors are very welcome! If you got code fixes, please submit a pull request here on GitHub.

If you want to join the development team, please contact Sharparam on GitHub.

All authors and contributors are listed in the AUTHORS file.

Please read the CONTRIBUTING.md file before making a pull request.

License

Copyright © 2015-2016 by Adam Hellberg and Brandon Scott.

This project is licensed under the MIT license, please see the file LICENSE for more information.

Razer is a trademark and/or a registered trademark of Razer USA Ltd.
All other trademarks are property of their respective owners.

Dependencies

Colore depends on the Razer Chroma SDK (RzChromaSDK64.dll or RzChromaSDK.dll).

The Razer Chroma SDK is provided by Razer and can be obtained from their website.

Other dependencies are installed via NuGet and listed in each project file.

Building

It's important to note that the platform under which this project is built plays a huge role on the usability of the library.

When compiling with the x86 or x64 platform set in build configuration, Colore will only work on the respective system platform (32-bit if compiled using x86, and 64-bit if compiled using x64).

The native methods are imported using DllImport when Colore is compiled in x86 or x64, which is why the setting matters for deployment, as this cannot be changed at runtime.

However, if compiling with the "Any CPU" configuration, Colore will dynamically load functions relevant for the current executing platform, making it run on both 32- and 64-bit systems without any work having to be done by the dev.

For non-performance critical applications, the "Any CPU" mode should be fine (this is also what the NuGet package is compiled against).

For applications that require peak performance, we recommend shipping separate 32- and 64-bit builds of your application, using the relevant build configurations in Colore.

The below example compiles Colore in Release mode for the x86 (32-bit) platform.

msbuild Colore.sln /p:Configuration=Release;Platform=x86

(Replace x86 with x64 if compiling for Win64, or "Any CPU" if compiling cross-platform)

Make sure that your projects using Colore are also compiled against a matching platform.

Razer's SDK installer will only install the library relevant for your platform.

This means that your apps will need to be compiled twice, once for x86 platforms, and once for x64, unless you are using "Any CPU". They must both be provided when you distribute your application, depending on what platform the user has.

Razer Chroma Workshop

Many of the games and apps featured on the Razer Chroma Workshop have used the Colore library.

The official Razer Chroma Workshop is your one-stop-shop to get the most out of your Chroma devices. Whether it's smart lighting based on in-game events, standalone apps or stunning profiles created by fans around the world, the Chroma Workshop is where you can explore, download and even share your own creations.

Games using Colore

The following games (powered by Unity) are using Colore:

DubWars Masquerada: Songs and Shadows Nevermind Please, Don't Touch Anything 3D Starcrawlers The Little Acre

Projects using Colore

Aurora - Unified lighting effects across multiple brands and various games. (GitHub)

There may be others we are unaware of, so please let us know if there are any others.