don't show unused lights

This commit is contained in:
Chris Danford
2004-03-30 04:32:27 +00:00
parent 962870f6e3
commit 2aad42ab9b
4 changed files with 15 additions and 3 deletions
+7
View File
@@ -20,6 +20,13 @@
#include "InputMapper.h"
#include "PrefsManager.h"
int GameDef::GetNumGameplayButtons()
{
int iIndexOfStart = ButtonNameToIndex( "Start" );
ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
return iIndexOfStart;
}
GameButton GameDef::ButtonNameToIndex( const CString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
+1
View File
@@ -48,6 +48,7 @@ public:
char m_szDescription[60];
int m_iNumControllers;
int m_iButtonsPerController;
int GetNumGameplayButtons();
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
char m_szSecondaryFunction[MAX_GAME_BUTTONS][60]; // displayed on the mapping screen
GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS];
+2 -2
View File
@@ -60,8 +60,8 @@ void ScreenTestLights::Update( float fDeltaTime )
int iSec = (int)RageTimer::GetTimeSinceStart();
CabinetLight cl = (CabinetLight)(iSec%NUM_CABINET_LIGHTS);
int iNumGameButtons = GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController;
GameButton gb = (GameButton)(iSec%iNumGameButtons);
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons();
GameButton gb = (GameButton)(iSec%iNumGameButtonsToShow);
CString sCabLight = CabinetLightToString(cl);
CString sGameButton = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gb];
@@ -12,6 +12,8 @@
#include "LightsDriver_SystemMessage.h"
#include "ScreenManager.h"
#include "GameState.h"
#include "GameDef.h"
LightsDriver_SystemMessage::LightsDriver_SystemMessage()
@@ -32,11 +34,13 @@ void LightsDriver_SystemMessage::Set( const LightsState *ls )
s += ls->m_bCabinetLights[cl] ? '1' : '0';
}
s += "\n";
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons();
FOREACH_GameController( gc )
{
s += ssprintf("Controller%d: ",gc+1);
FOREACH_GameButton( gb )
for( int gb=0; gb<iNumGameButtonsToShow; gb++ )
{
s += ls->m_bGameButtonLights[gc][gb] ? '1' : '0';
}