clean up lights

This commit is contained in:
Chris Danford
2004-03-23 06:11:10 +00:00
parent 3abe83c71e
commit 0ca0f86d7e
23 changed files with 184 additions and 319 deletions
+47 -69
View File
@@ -24,7 +24,7 @@ LightsManager* LIGHTSMAN = NULL; // global and accessable from anywhere in our p
LightsManager::LightsManager(CString sDriver)
{
m_LightMode = LIGHTMODE_JOINING;
m_LightsMode = LIGHTSMODE_JOINING;
m_pDriver = MakeLightsDriver(sDriver);
}
@@ -39,9 +39,9 @@ void LightsManager::Update( float fDeltaTime )
//
// Update cabinet lights
//
switch( m_LightMode )
switch( m_LightsMode )
{
case LIGHTMODE_JOINING:
case LIGHTSMODE_JOINING:
{
switch( GAMESTATE->GetNumSidesJoined() )
{
@@ -51,95 +51,92 @@ void LightsManager::Update( float fDeltaTime )
// float fBeatPercentage = GAMESTATE->m_fSongBeat - (int)GAMESTATE->m_fSongBeat;
bool bOn = (iSec%2)==0;
for( int i=0; i<8; i++ )
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
break;
default:
for( int i=0; i<8; i++ )
{
bool bOn = GAMESTATE->m_bSideIsJoined[i%2];
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
}
}
break;
case LIGHTMODE_ATTRACT:
case LIGHTSMODE_ATTRACT:
{
int iSec = (int)RageTimer::GetTimeSinceStart();
int i;
for( i=0; i<4; i++ )
{
bool bOn = (iSec%4)==i;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
for( i=4; i<6; i++ )
{
bool bOn = false;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
for( i=6; i<8; i++ )
{
bool bOn = (iSec%3)==0;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
}
break;
case LIGHTMODE_MENU:
case LIGHTSMODE_MENU:
{
int iSec = (int)RageTimer::GetTimeSinceStart();
int i;
for( i=0; i<2; i++ )
{
bool bOn = (iSec%2)==0;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
for( i=2; i<4; i++ )
{
bool bOn = (iSec%2)==1;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
for( i=4; i<6; i++ )
{
bool bOn = (iSec%2)==0;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
for( i=6; i<8; i++ )
{
bool bOn = (iSec%2)==1;
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
}
break;
case LIGHTMODE_DEMONSTRATION:
case LIGHTMODE_GAMEPLAY:
case LIGHTSMODE_DEMONSTRATION:
case LIGHTSMODE_GAMEPLAY_READY:
case LIGHTSMODE_GAMEPLAY_GO:
{
int i;
// top lights are controlled my ScreenGameplay
//for( int i=0; i<4; i++ )
// m_pDriver->SetLight( (Light)i, bOn );
bool bMarqueeLightsOn = m_LightsMode == LIGHTSMODE_GAMEPLAY_READY;
for( i=0; i<4; i++ )
m_LightsState.m_bCabinetLights[i] = bMarqueeLightsOn;
// menu lights are always off
for( i=4; i<6; i++ )
m_pDriver->SetLight( (Light)i, false );
m_LightsState.m_bCabinetLights[i] = false;
// bass lights
float fBeatPercentage = GAMESTATE->m_fSongBeat - (int)GAMESTATE->m_fSongBeat;
bool bOn = fBeatPercentage < 0.1 || fBeatPercentage > 0.9;
for( i=7; i<8; i++ )
m_pDriver->SetLight( (Light)i, bOn );
m_LightsState.m_bCabinetLights[i] = bOn;
}
break;
case LIGHTMODE_STAGE:
case LIGHTSMODE_STAGE:
case LIGHTSMODE_ALL_CLEARED:
{
for( int i=0; i<8; i++ )
m_pDriver->SetLight( (Light)i, true );
}
break;
case LIGHTMODE_ALL_CLEARED:
{
for( int i=0; i<8; i++ )
m_pDriver->SetLight( (Light)i, false );
FOREACH_CabinetLight( cl )
m_LightsState.m_bCabinetLights[cl] = true;
}
break;
default:
@@ -151,48 +148,37 @@ void LightsManager::Update( float fDeltaTime )
//
// FIXME: Works only with Game==dance
// FIXME: lights pads for players who aren't playing
switch( m_LightMode )
switch( m_LightsMode )
{
case LIGHTMODE_ATTRACT:
case LIGHTMODE_MENU:
case LIGHTMODE_DEMONSTRATION:
case LIGHTSMODE_ATTRACT:
case LIGHTSMODE_MENU:
case LIGHTSMODE_DEMONSTRATION:
{
for( int i=LIGHT_GAME_BUTTON1; i<=LIGHT_LAST_GAME_BUTTON; i++ )
m_pDriver->SetLight( (Light)i, false );
ZERO( m_LightsState.m_bGameButtonLights );
}
break;
case LIGHTMODE_ALL_CLEARED:
case LIGHTMODE_STAGE:
case LIGHTMODE_JOINING:
case LIGHTSMODE_ALL_CLEARED:
case LIGHTSMODE_STAGE:
case LIGHTSMODE_JOINING:
{
for( int c=0; c<2; c++ )
FOREACH_GameController( gc )
{
// GameController gc = (GameController)c;
bool bOn = GAMESTATE->m_bSideIsJoined[c];
bool bOn = GAMESTATE->m_bSideIsJoined[gc];
for( int i=0; i<4; i++ )
{
// GameButton gb = (GameButton)i;
Light light = (Light)(LIGHT_GAME_BUTTON1 + c*4+i);
m_pDriver->SetLight( light, bOn );
}
FOREACH_GameButton( gb )
m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
}
}
break;
case LIGHTMODE_GAMEPLAY:
case LIGHTSMODE_GAMEPLAY_READY:
case LIGHTSMODE_GAMEPLAY_GO:
{
for( int c=0; c<2; c++ )
FOREACH_GameController( gc )
{
GameController gc = (GameController)c;
for( int i=0; i<4; i++ )
FOREACH_GameButton( gb )
{
GameButton gb = (GameButton)i;
Light light = (Light)(LIGHT_GAME_BUTTON1 + c*4+i);
bool bOn = INPUTMAPPER->IsButtonDown( GameInput(gc,gb) );
m_pDriver->SetLight( light, bOn );
m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
}
}
}
@@ -202,18 +188,10 @@ void LightsManager::Update( float fDeltaTime )
}
// apply new light values we set above
m_pDriver->Flush();
m_pDriver->Set( &m_LightsState );
}
void LightsManager::SetLightMode( LightMode lm )
void LightsManager::SetLightsMode( LightsMode lm )
{
m_LightMode = lm;
}
void LightsManager::SetAllUpperLights( bool bOn )
{
for( int i=0; i<4; i++ )
{
m_pDriver->SetLight( (Light)i, bOn );
}
m_LightsMode = lm;
}