diff --git a/stepmania/src/Actor.cpp b/stepmania/src/Actor.cpp index c607439893..88da0e788c 100644 --- a/stepmania/src/Actor.cpp +++ b/stepmania/src/Actor.cpp @@ -12,7 +12,7 @@ #include "ThemeManager.h" #include "LuaReference.h" #include "MessageManager.h" -#include "LightsManager.h" // for NUM_CABINET_LIGHTS +#include "LightsManager.h" // for NUM_CabinetLight #include "ActorUtil.h" /* It's useful to be able to construct a basic Actor in XML, in @@ -30,7 +30,7 @@ float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat; Actor *Actor::Copy() const { return new Actor(*this); } -static float g_fCabinetLights[NUM_CABINET_LIGHTS]; +static float g_fCabinetLights[NUM_CabinetLight]; static const char *HorizAlignNames[] = { "Left", @@ -54,7 +54,7 @@ void Actor::SetBGMTime( float fTime, float fBeat ) void Actor::SetBGMLight( int iLightNumber, float fCabinetLights ) { - ASSERT( iLightNumber < NUM_CABINET_LIGHTS ); + ASSERT( iLightNumber < NUM_CabinetLight ); g_fCabinetLights[iLightNumber] = fCabinetLights; } @@ -852,7 +852,7 @@ void Actor::SetEffectClockString( const RString &s ) else { CabinetLight cl = StringToCabinetLight( s ); - if( cl != LIGHT_INVALID ) + if( cl != CabinetLight_Invalid ) { this->SetEffectClock( (EffectClock) (cl + CLOCK_LIGHT_1) ); return; diff --git a/stepmania/src/GameManager.cpp b/stepmania/src/GameManager.cpp index 999c0ce39a..f75eca5558 100644 --- a/stepmania/src/GameManager.cpp +++ b/stepmania/src/GameManager.cpp @@ -7,7 +7,7 @@ #include "NoteSkinManager.h" #include "RageInputDevice.h" #include "ThemeManager.h" -#include "LightsManager.h" // for NUM_CABINET_LIGHTS +#include "LightsManager.h" // for NUM_CabinetLight #include "Game.h" #include "Style.h" @@ -104,7 +104,7 @@ static struct { "techno-double5", 10, ST_FLAGS_NONE }, { "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat { "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat - { "lights-cabinet", NUM_CABINET_LIGHTS, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now + { "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now }; // @@ -2607,7 +2607,7 @@ static Style g_Styles[] = "cabinet", // m_szName STEPS_TYPE_LIGHTS_CABINET, // m_StepsType ONE_PLAYER_ONE_SIDE, // m_StyleType - NUM_CABINET_LIGHTS, // m_iColsPerPlayer + NUM_CabinetLight, // m_iColsPerPlayer { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // PLAYER_1 { TRACK_1, -DANCE_COL_SPACING*3.5f, NULL }, diff --git a/stepmania/src/LightsManager.cpp b/stepmania/src/LightsManager.cpp index f70d8a803a..7403972386 100644 --- a/stepmania/src/LightsManager.cpp +++ b/stepmania/src/LightsManager.cpp @@ -33,7 +33,7 @@ static const char *CabinetLightNames[] = { "BassLeft", "BassRight", }; -XToString( CabinetLight, NUM_CABINET_LIGHTS ); +XToString( CabinetLight, NUM_CabinetLight ); StringToX( CabinetLight ); static const char *LightsModeNames[] = { @@ -92,7 +92,7 @@ LightsManager::LightsManager() sDriver = DEFAULT_LIGHTS_DRIVER; MakeLightsDrivers( sDriver, m_vpDrivers ); m_fTestAutoCycleCurrentIndex = 0; - m_clTestManualCycleCurrent = LIGHT_INVALID; + m_clTestManualCycleCurrent = CabinetLight_Invalid; m_iControllerTestManualCycleCurrent = -1; } @@ -167,7 +167,7 @@ void LightsManager::Update( float fDeltaTime ) if( m_LightsMode == LIGHTSMODE_TEST_AUTO_CYCLE ) { m_fTestAutoCycleCurrentIndex += fDeltaTime; - m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CABINET_LIGHTS*100 ); + m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CabinetLight*100 ); } switch( m_LightsMode ) @@ -266,7 +266,7 @@ void LightsManager::Update( float fDeltaTime ) int iSec = GetTestAutoCycleCurrentIndex(); FOREACH_CabinetLight( cl ) { - bool bOn = (iSec%NUM_CABINET_LIGHTS) == cl; + bool bOn = (iSec%NUM_CabinetLight) == cl; m_LightsState.m_bCabinetLights[cl] = bOn; } } @@ -426,12 +426,12 @@ void LightsManager::ChangeTestCabinetLight( int iDir ) m_iControllerTestManualCycleCurrent = -1; m_clTestManualCycleCurrent = (CabinetLight)(m_clTestManualCycleCurrent+iDir); - wrap( (int&)m_clTestManualCycleCurrent, NUM_CABINET_LIGHTS ); + wrap( (int&)m_clTestManualCycleCurrent, NUM_CabinetLight ); } void LightsManager::ChangeTestGameButtonLight( int iDir ) { - m_clTestManualCycleCurrent = LIGHT_INVALID; + m_clTestManualCycleCurrent = CabinetLight_Invalid; vector vGI; GetUsedGameInputs( vGI ); @@ -447,7 +447,7 @@ CabinetLight LightsManager::GetFirstLitCabinetLight() if( m_LightsState.m_bCabinetLights[cl] ) return cl; } - return LIGHT_INVALID; + return CabinetLight_Invalid; } void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButton &gbOut ) diff --git a/stepmania/src/LightsManager.h b/stepmania/src/LightsManager.h index 00ff1873d8..eb432d5c96 100644 --- a/stepmania/src/LightsManager.h +++ b/stepmania/src/LightsManager.h @@ -21,10 +21,10 @@ enum CabinetLight LIGHT_BUTTONS_RIGHT, LIGHT_BASS_LEFT, LIGHT_BASS_RIGHT, - NUM_CABINET_LIGHTS, - LIGHT_INVALID + NUM_CabinetLight, + CabinetLight_Invalid }; -#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i ) +#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CabinetLight, i ) const RString& CabinetLightToString( CabinetLight cl ); CabinetLight StringToCabinetLight( const RString& s); @@ -45,7 +45,7 @@ const RString& LightsModeToString( LightsMode lm ); struct LightsState { - bool m_bCabinetLights[NUM_CABINET_LIGHTS]; + bool m_bCabinetLights[NUM_CabinetLight]; bool m_bGameButtonLights[NUM_GameController][MAX_GAME_BUTTONS]; }; @@ -80,10 +80,10 @@ private: void ChangeTestCabinetLight( int iDir ); void ChangeTestGameButtonLight( int iDir ); - float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS]; + float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight]; float m_fSecsLeftInGameButtonBlink[NUM_GameController][MAX_GAME_BUTTONS]; - float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light - float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light + float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light + float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light vector m_vpDrivers; LightsMode m_LightsMode; diff --git a/stepmania/src/NoteDataUtil.cpp b/stepmania/src/NoteDataUtil.cpp index 6561545c53..88da56b94d 100644 --- a/stepmania/src/NoteDataUtil.cpp +++ b/stepmania/src/NoteDataUtil.cpp @@ -662,8 +662,8 @@ void NoteDataUtil::LoadTransformedLightsFromTwo( const NoteData &marquee, const transformed_marquee.CopyAll( marquee ); Wide( transformed_marquee ); - const int iOriginalTrackToTakeFrom[NUM_CABINET_LIGHTS] = { 0, 1, 2, 3, -1, -1, -1, -1 }; - out.LoadTransformed( transformed_marquee, NUM_CABINET_LIGHTS, iOriginalTrackToTakeFrom ); + const int iOriginalTrackToTakeFrom[NUM_CabinetLight] = { 0, 1, 2, 3, -1, -1, -1, -1 }; + out.LoadTransformed( transformed_marquee, NUM_CabinetLight, iOriginalTrackToTakeFrom ); } /* For each track in "bass", enable the bass lights. */ diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index b25954a54e..54a97335de 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1870,7 +1870,7 @@ void ScreenGameplay::UpdateLights() return; const Style* pStyle = GAMESTATE->GetCurrentStyle(); - bool bBlinkCabinetLight[NUM_CABINET_LIGHTS]; + bool bBlinkCabinetLight[NUM_CabinetLight]; bool bBlinkGameButton[NUM_GameController][MAX_GAME_BUTTONS]; ZERO( bBlinkCabinetLight ); ZERO( bBlinkGameButton ); diff --git a/stepmania/src/ScreenTestLights.cpp b/stepmania/src/ScreenTestLights.cpp index 5a2687a292..a1af527b4f 100644 --- a/stepmania/src/ScreenTestLights.cpp +++ b/stepmania/src/ScreenTestLights.cpp @@ -68,7 +68,7 @@ void ScreenTestLights::Update( float fDeltaTime ) break; } - if( cl == LIGHT_INVALID ) + if( cl == CabinetLight_Invalid ) s += CABINET_LIGHT.GetValue()+": -----\n"; else s += ssprintf( CABINET_LIGHT.GetValue()+": %d %s\n", cl, CabinetLightToString(cl).c_str() );