110 lines
2.6 KiB
C++
110 lines
2.6 KiB
C++
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#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenTestLights
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Desc: Where the player maps device input to pad input.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenTestLights.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "InputMapper.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "RageSounds.h"
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#include "ThemeManager.h"
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#include "RageDisplay.h"
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#include "LightsManager.h"
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ScreenTestLights::ScreenTestLights( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenTestLights::ScreenTestLights()" );
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m_textInputs.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textInputs.SetText( "" );
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m_textInputs.SetXY( CENTER_X, CENTER_Y );
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m_textInputs.SetDiffuse( RageColor(1,1,1,1) );
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m_textInputs.SetZoom( 0.8f );
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this->AddChild( &m_textInputs );
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m_Menu.Load( "ScreenTestLights" );
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this->AddChild( &m_Menu );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenTestLights music") );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST );
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}
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ScreenTestLights::~ScreenTestLights()
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{
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LOG->Trace( "ScreenTestLights::~ScreenTestLights()" );
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}
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void ScreenTestLights::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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int iSec = (int)RageTimer::GetTimeSinceStart();
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CString s;
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s += ssprintf("cabinet light %d\n", iSec%NUM_CABINET_LIGHTS);
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FOREACH_GameController( gc )
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s += ssprintf("controller %d light %d\n", gc+1, iSec%MAX_GAME_BUTTONS);
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m_textInputs.SetText( s );
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}
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void ScreenTestLights::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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void ScreenTestLights::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
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return; // ignore
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
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}
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void ScreenTestLights::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToNextScreen:
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
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break;
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}
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}
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void ScreenTestLights::MenuStart( PlayerNumber pn )
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{
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MenuBack(pn);
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}
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void ScreenTestLights::MenuBack( PlayerNumber pn )
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{
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if(!m_Menu.IsTransitioning())
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{
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SOUND->PlayOnce( THEME->GetPathToS("Common start") );
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m_Menu.StartTransitioning( SM_GoToPrevScreen );
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}
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}
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