smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "ScreenTestLights.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "LightsManager.h"
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#include "Game.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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REGISTER_SCREEN_CLASS( ScreenTestLights );
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void ScreenTestLights::Init()
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{
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ScreenWithMenuElements::Init();
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m_textInputs.SetName( "Text" );
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m_textInputs.LoadFromFont( THEME->GetPathF("Common","normal") );
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m_textInputs.SetText( "" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_textInputs );
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this->AddChild( &m_textInputs );
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}
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void ScreenTestLights::BeginScreen()
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{
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_AUTO_CYCLE );
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ScreenWithMenuElements::BeginScreen();
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}
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void ScreenTestLights::EndScreen()
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{
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU_START_AND_DIRECTIONS );
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ScreenWithMenuElements::EndScreen();
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}
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static LocalizedString AUTO_CYCLE ( "ScreenTestLights", "Auto Cycle" );
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static LocalizedString MANUAL_CYCLE ( "ScreenTestLights", "Manual Cycle" );
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static LocalizedString CABINET_LIGHT( "ScreenTestLights", "cabinet light" );
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static LocalizedString CONTROLLER_LIGHT( "ScreenTestLights", "controller light" );
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void ScreenTestLights::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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if( m_timerBackToAutoCycle.Ago() > 20 )
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{
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m_timerBackToAutoCycle.Touch();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_AUTO_CYCLE );
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}
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CabinetLight cl = LIGHTSMAN->GetFirstLitCabinetLight();
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GameInput gi = LIGHTSMAN->GetFirstLitGameButtonLight();
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RString s;
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switch( LIGHTSMAN->GetLightsMode() )
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{
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case LIGHTSMODE_TEST_AUTO_CYCLE:
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s += AUTO_CYCLE.GetValue()+"\n";
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break;
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case LIGHTSMODE_TEST_MANUAL_CYCLE:
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s += MANUAL_CYCLE.GetValue()+"\n";
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break;
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}
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if( cl == CabinetLight_Invalid )
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s += CABINET_LIGHT.GetValue()+": -----\n";
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else
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s += ssprintf( "%s: %d %s\n", CABINET_LIGHT.GetValue().c_str(), cl, CabinetLightToString(cl).c_str() );
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if( !gi.IsValid() )
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{
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s += CONTROLLER_LIGHT.GetValue()+": -----\n";
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}
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else
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{
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RString sGameButton = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), gi.button );
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PlayerNumber pn = (PlayerNumber)(gi.controller);
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s += ssprintf( "%s: %s %d %s\n", CONTROLLER_LIGHT.GetValue().c_str(), PlayerNumberToString(pn).c_str(), gi.button, sGameButton.c_str() );
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}
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m_textInputs.SetText( s );
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}
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void ScreenTestLights::Input( const InputEventPlus &input )
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{
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return; // ignore
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ScreenWithMenuElements::Input( input ); // default handler
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}
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void ScreenTestLights::MenuLeft( const InputEventPlus &input )
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{
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if( LIGHTSMAN->GetLightsMode() != LIGHTSMODE_TEST_MANUAL_CYCLE )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_MANUAL_CYCLE );
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if( input.pn == PLAYER_1 )
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LIGHTSMAN->PrevTestCabinetLight();
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else
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LIGHTSMAN->PrevTestGameButtonLight();
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m_timerBackToAutoCycle.Touch();
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}
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void ScreenTestLights::MenuRight( const InputEventPlus &input )
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{
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if( LIGHTSMAN->GetLightsMode() != LIGHTSMODE_TEST_MANUAL_CYCLE )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_MANUAL_CYCLE );
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if( input.pn == PLAYER_1 )
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LIGHTSMAN->NextTestCabinetLight();
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else
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LIGHTSMAN->NextTestGameButtonLight();
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m_timerBackToAutoCycle.Touch();
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}
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void ScreenTestLights::MenuStart( const InputEventPlus &input )
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{
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MenuBack( input );
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}
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void ScreenTestLights::MenuBack( const InputEventPlus &input )
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{
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if( !IsTransitioning() )
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{
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToPrevScreen );
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}
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}
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/*
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* (c) 2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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