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itgmania212121/stepmania/src/LightsManager.h
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/* LightsManager - Control lights. */
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#ifndef LightsManager_H
#define LightsManager_H
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#include "PlayerNumber.h"
#include "GameInput.h"
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#include "EnumHelper.h"
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#include "Preference.h"
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extern Preference<float> g_fLightsFalloffSeconds;
extern Preference<float> g_fLightsAheadSeconds;
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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,
NUM_CABINET_LIGHTS,
LIGHT_INVALID
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};
#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i )
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const CString& CabinetLightToString( CabinetLight cl );
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CabinetLight StringToCabinetLight( const CString& s);
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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,
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LIGHTSMODE_TEST_AUTO_CYCLE,
LIGHTSMODE_TEST_MANUAL_CYCLE,
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 );
bool IsEnabled() const;
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void BlinkCabinetLight( CabinetLight cl );
void BlinkGameButton( GameInput gi );
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void BlinkActorLight( CabinetLight cl );
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float GetActorLightLatencySeconds() const;
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void SetLightsMode( LightsMode lm );
LightsMode GetLightsMode();
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void PrevTestCabinetLight() { ChangeTestCabinetLight(-1); }
void NextTestCabinetLight() { ChangeTestCabinetLight(+1); }
void PrevTestGameButtonLight() { ChangeTestGameButtonLight(-1); }
void NextTestGameButtonLight() { ChangeTestGameButtonLight(+1); }
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CabinetLight GetFirstLitCabinetLight();
void GetFirstLitGameButtonLight( GameController &gcOut, GameButton &gbOut );
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private:
void ChangeTestCabinetLight( int iDir );
void ChangeTestGameButtonLight( int iDir );
float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
float m_fSecsLeftInGameButtonBlink[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
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float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
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vector<LightsDriver*> m_vpDrivers;
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LightsMode m_LightsMode;
LightsState m_LightsState;
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int GetTestAutoCycleCurrentIndex() { return (int)m_fTestAutoCycleCurrentIndex; }
float m_fTestAutoCycleCurrentIndex;
CabinetLight m_clTestManualCycleCurrent;
int m_iControllerTestManualCycleCurrent;
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};
extern LightsManager* LIGHTSMAN; // global and accessable from anywhere in our program
#endif
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/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/