hook up MonkeyInput and DebugLights to debug menu

This commit is contained in:
Chris Danford
2005-05-16 18:17:06 +00:00
parent 9754852418
commit 9de6862130
5 changed files with 22 additions and 11 deletions
+12 -3
View File
@@ -10,6 +10,7 @@
#include "PrefsManager.h"
#include "Actor.h"
#include "Preference.h"
#include "Foreach.h"
#include "arch/arch.h"
@@ -54,7 +55,7 @@ LightsManager::LightsManager(CString sDriver)
ZERO( m_fSecsLeftInActorLightBlink );
m_LightsMode = LIGHTSMODE_JOINING;
m_pDriver = MakeLightsDriver(sDriver);
MakeLightsDrivers( sDriver, m_vpDrivers );
m_fTestAutoCycleCurrentIndex = 0;
m_clTestManualCycleCurrent = LIGHT_INVALID;
m_gcTestManualCycleCurrent = GAME_CONTROLLER_INVALID;
@@ -63,7 +64,9 @@ LightsManager::LightsManager(CString sDriver)
LightsManager::~LightsManager()
{
SAFE_DELETE( m_pDriver );
FOREACH( LightsDriver*, m_vpDrivers, iter )
SAFE_DELETE( *iter );
m_vpDrivers.clear();
}
// XXX: make themable
@@ -342,7 +345,8 @@ void LightsManager::Update( float fDeltaTime )
}
// apply new light values we set above
m_pDriver->Set( &m_LightsState );
FOREACH( LightsDriver*, m_vpDrivers, iter )
(*iter)->Set( &m_LightsState );
}
void LightsManager::BlinkCabinetLight( CabinetLight cl )
@@ -416,6 +420,11 @@ void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButto
gbOut = GAME_BUTTON_INVALID;
}
bool LightsManager::IsEnabled() const
{
return m_vpDrivers.size() > 1 || PREFSMAN->m_bDebugLights;
}
/*
* (c) 2003-2004 Chris Danford