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itgmania212121/stepmania/src/LightsManager.h
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#ifndef LightsManager_H
#define LightsManager_H
/*
-----------------------------------------------------------------------------
Class: LightsManager
Desc: Control lights.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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#include "PlayerNumber.h"
#include "GameInput.h"
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#include "EnumHelper.h"
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enum CabinetLight
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{
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LIGHT_MARQUEE_UP_LEFT,
LIGHT_MARQUEE_UP_RIGHT,
LIGHT_MARQUEE_LR_LEFT,
LIGHT_MARQUEE_LR_RIGHT,
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LIGHT_BUTTONS_LEFT,
LIGHT_BUTTONS_RIGHT,
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LIGHT_BASS_LEFT,
LIGHT_BASS_RIGHT,
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NUM_CABINET_LIGHTS
};
#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i )
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const CString& CabinetLightToString( CabinetLight cl );
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enum LightsMode
{
LIGHTSMODE_ATTRACT,
LIGHTSMODE_JOINING,
LIGHTSMODE_MENU,
LIGHTSMODE_DEMONSTRATION,
LIGHTSMODE_GAMEPLAY,
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LIGHTSMODE_STAGE,
LIGHTSMODE_ALL_CLEARED,
LIGHTSMODE_TEST,
NUM_LIGHTS_MODES
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};
const CString& LightsModeToString( LightsMode lm );
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struct LightsState
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{
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bool m_bCabinetLights[NUM_CABINET_LIGHTS];
bool m_bGameButtonLights[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
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};
class LightsDriver;
class LightsManager
{
public:
LightsManager(CString sDriver);
~LightsManager();
void Update( float fDeltaTime );
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void SetLightsMode( LightsMode lm );
LightsMode GetLightsMode();
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private:
LightsDriver* m_pDriver;
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LightsMode m_LightsMode;
LightsState m_LightsState;
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};
extern LightsManager* LIGHTSMAN; // global and accessable from anywhere in our program
#endif