show lights mode in LightsDriver_SystemMessage
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@@ -32,6 +32,18 @@ static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = {
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};
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};
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XToString( CabinetLight );
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XToString( CabinetLight );
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static const CString LightsModeNames[NUM_LIGHTS_MODES] = {
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"Attract",
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"Joining",
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"Menu",
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"Demonstration",
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"Gameplay",
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"Stage",
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"Cleared",
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"Test",
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};
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XToString( LightsMode );
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LightsManager* LIGHTSMAN = NULL; // global and accessable from anywhere in our program
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LightsManager* LIGHTSMAN = NULL; // global and accessable from anywhere in our program
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@@ -124,12 +136,11 @@ void LightsManager::Update( float fDeltaTime )
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}
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}
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break;
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break;
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case LIGHTSMODE_DEMONSTRATION:
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case LIGHTSMODE_DEMONSTRATION:
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case LIGHTSMODE_GAMEPLAY_READY:
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case LIGHTSMODE_GAMEPLAY:
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case LIGHTSMODE_GAMEPLAY_GO:
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{
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{
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int i;
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int i;
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bool bMarqueeLightsOn = m_LightsMode == LIGHTSMODE_GAMEPLAY_READY;
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bool bMarqueeLightsOn = GAMESTATE->m_bPastHereWeGo;
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for( i=0; i<4; i++ )
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for( i=0; i<4; i++ )
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m_LightsState.m_bCabinetLights[i] = bMarqueeLightsOn;
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m_LightsState.m_bCabinetLights[i] = bMarqueeLightsOn;
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@@ -193,8 +204,7 @@ void LightsManager::Update( float fDeltaTime )
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}
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}
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}
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}
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break;
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break;
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case LIGHTSMODE_GAMEPLAY_READY:
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case LIGHTSMODE_GAMEPLAY:
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case LIGHTSMODE_GAMEPLAY_GO:
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{
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{
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FOREACH_GameController( gc )
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FOREACH_GameController( gc )
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{
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{
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@@ -232,3 +242,8 @@ void LightsManager::SetLightsMode( LightsMode lm )
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{
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{
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m_LightsMode = lm;
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m_LightsMode = lm;
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}
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}
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LightsMode LightsManager::GetLightsMode()
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{
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return m_LightsMode;
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}
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@@ -36,12 +36,13 @@ enum LightsMode
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LIGHTSMODE_JOINING,
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LIGHTSMODE_JOINING,
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LIGHTSMODE_MENU,
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LIGHTSMODE_MENU,
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LIGHTSMODE_DEMONSTRATION,
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LIGHTSMODE_DEMONSTRATION,
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LIGHTSMODE_GAMEPLAY_READY,
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LIGHTSMODE_GAMEPLAY,
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LIGHTSMODE_GAMEPLAY_GO,
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LIGHTSMODE_STAGE,
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LIGHTSMODE_STAGE,
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LIGHTSMODE_ALL_CLEARED,
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LIGHTSMODE_ALL_CLEARED,
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LIGHTSMODE_TEST,
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LIGHTSMODE_TEST,
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NUM_LIGHTS_MODES
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};
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};
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const CString& LightsModeToString( LightsMode lm );
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struct LightsState
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struct LightsState
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{
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{
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@@ -60,6 +61,7 @@ public:
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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void SetLightsMode( LightsMode lm );
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void SetLightsMode( LightsMode lm );
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LightsMode GetLightsMode();
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private:
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private:
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@@ -101,7 +101,7 @@ void ScreenGameplay::Init()
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if( m_bDemonstration )
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if( m_bDemonstration )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_DEMONSTRATION );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_DEMONSTRATION );
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else
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else
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY_READY );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY );
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m_soundMusic = NULL;
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m_soundMusic = NULL;
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@@ -1392,10 +1392,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( s_fSecsLeftOnUpperLights < 0 )
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if( s_fSecsLeftOnUpperLights < 0 )
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s_fSecsLeftOnUpperLights = 0;
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s_fSecsLeftOnUpperLights = 0;
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}
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}
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if( s_fSecsLeftOnUpperLights>0 )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY_READY );
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else
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY_GO );
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//
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//
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// update song position meter
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// update song position meter
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@@ -28,6 +28,8 @@ void LightsDriver_SystemMessage::Set( const LightsState *ls )
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{
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{
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CString s;
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CString s;
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s += LightsModeToString(LIGHTSMAN->GetLightsMode()) + "\n";
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s += "Cabinet: ";
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s += "Cabinet: ";
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FOREACH_CabinetLight( cl )
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FOREACH_CabinetLight( cl )
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{
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{
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