allow using MenuStart, etc. as lights
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@@ -21,6 +21,8 @@ Preference<float> g_fLightsFalloffSeconds( "LightsFalloffSeconds", 0.1f );
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Preference<float> g_fLightsAheadSeconds( "LightsAheadSeconds", 0.05f );
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Preference<float> g_fLightsAheadSeconds( "LightsAheadSeconds", 0.05f );
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static Preference<bool> g_bBlinkGameplayButtonLightsOnNote( "BlinkGameplayButtonLightsOnNote", false );
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static Preference<bool> g_bBlinkGameplayButtonLightsOnNote( "BlinkGameplayButtonLightsOnNote", false );
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static ThemeMetric<RString> GAME_BUTTONS_TO_SHOW( "LightsManager", "GameButtonsToShow" );
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static const char *CabinetLightNames[] = {
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static const char *CabinetLightNames[] = {
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"MarqueeUpLeft",
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"MarqueeUpLeft",
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"MarqueeUpRight",
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"MarqueeUpRight",
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@@ -46,11 +48,26 @@ static const char *LightsModeNames[] = {
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"TestManualCycle",
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"TestManualCycle",
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};
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};
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XToString( LightsMode );
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XToString( LightsMode );
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#include "RageLog.h"
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static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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{
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{
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vGameInputsOut.clear();
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vGameInputsOut.clear();
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vector<RString> asGameButtons;
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split( GAME_BUTTONS_TO_SHOW.GetValue(), ",", asGameButtons );
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FOREACH_GameController( gc )
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{
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FOREACH_CONST( RString, asGameButtons, button )
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{
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GameButton gb = StringToGameButton( INPUTMAPPER->GetInputScheme(), *button );
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if( gb != GameButton_Invalid )
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{
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GameInput gi = GameInput( gc, gb );
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vGameInputsOut.push_back( gi );
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}
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}
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}
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set<GameInput> vGIs;
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set<GameInput> vGIs;
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vector<const Style*> vStyles;
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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@@ -71,6 +88,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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}
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}
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}
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}
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}
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}
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FOREACHS_CONST( GameInput, vGIs, gi )
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FOREACHS_CONST( GameInput, vGIs, gi )
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vGameInputsOut.push_back( *gi );
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vGameInputsOut.push_back( *gi );
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}
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}
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