hook up MonkeyInput and DebugLights to debug menu
This commit is contained in:
@@ -10,6 +10,7 @@
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "Actor.h"
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#include "Actor.h"
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#include "Preference.h"
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#include "Preference.h"
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#include "Foreach.h"
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#include "arch/arch.h"
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#include "arch/arch.h"
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@@ -54,7 +55,7 @@ LightsManager::LightsManager(CString sDriver)
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ZERO( m_fSecsLeftInActorLightBlink );
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ZERO( m_fSecsLeftInActorLightBlink );
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m_LightsMode = LIGHTSMODE_JOINING;
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m_LightsMode = LIGHTSMODE_JOINING;
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m_pDriver = MakeLightsDriver(sDriver);
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MakeLightsDrivers( sDriver, m_vpDrivers );
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m_fTestAutoCycleCurrentIndex = 0;
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m_fTestAutoCycleCurrentIndex = 0;
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m_clTestManualCycleCurrent = LIGHT_INVALID;
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m_clTestManualCycleCurrent = LIGHT_INVALID;
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m_gcTestManualCycleCurrent = GAME_CONTROLLER_INVALID;
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m_gcTestManualCycleCurrent = GAME_CONTROLLER_INVALID;
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@@ -63,7 +64,9 @@ LightsManager::LightsManager(CString sDriver)
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LightsManager::~LightsManager()
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LightsManager::~LightsManager()
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{
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{
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SAFE_DELETE( m_pDriver );
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FOREACH( LightsDriver*, m_vpDrivers, iter )
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SAFE_DELETE( *iter );
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m_vpDrivers.clear();
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}
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}
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// XXX: make themable
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// XXX: make themable
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@@ -342,7 +345,8 @@ void LightsManager::Update( float fDeltaTime )
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}
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}
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// apply new light values we set above
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// apply new light values we set above
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m_pDriver->Set( &m_LightsState );
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FOREACH( LightsDriver*, m_vpDrivers, iter )
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(*iter)->Set( &m_LightsState );
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}
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}
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void LightsManager::BlinkCabinetLight( CabinetLight cl )
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void LightsManager::BlinkCabinetLight( CabinetLight cl )
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@@ -416,6 +420,11 @@ void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButto
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gbOut = GAME_BUTTON_INVALID;
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gbOut = GAME_BUTTON_INVALID;
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}
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}
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bool LightsManager::IsEnabled() const
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{
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return m_vpDrivers.size() > 1 || PREFSMAN->m_bDebugLights;
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}
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/*
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/*
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* (c) 2003-2004 Chris Danford
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* (c) 2003-2004 Chris Danford
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@@ -58,7 +58,7 @@ public:
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~LightsManager();
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~LightsManager();
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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bool IsEnabled() const { return m_pDriver != NULL; }
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bool IsEnabled() const;
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkGameButton( GameInput gi );
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void BlinkGameButton( GameInput gi );
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@@ -85,7 +85,7 @@ private:
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float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
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float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
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float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
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float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
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LightsDriver* m_pDriver;
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vector<LightsDriver*> m_vpDrivers;
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LightsMode m_LightsMode;
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LightsMode m_LightsMode;
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LightsState m_LightsState;
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LightsState m_LightsState;
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@@ -289,6 +289,8 @@ PrefsManager::PrefsManager() :
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m_bThreadedInput ( Options, "ThreadedInput", true ),
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m_bThreadedInput ( Options, "ThreadedInput", true ),
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m_bThreadedMovieDecode ( Options, "ThreadedMovieDecode", true ),
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m_bThreadedMovieDecode ( Options, "ThreadedMovieDecode", true ),
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m_bScreenTestMode ( Options, "ScreenTestMode", false ),
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m_bScreenTestMode ( Options, "ScreenTestMode", false ),
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m_bDebugLights ( Options, "DebugLights", false ),
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m_bMonkeyInput ( Options, "MonkeyInput", false ),
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m_sMachineName ( Options, "MachineName", "" ),
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m_sMachineName ( Options, "MachineName", "" ),
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m_sIgnoredMessageWindows ( Options, "IgnoredMessageWindows", "" ),
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m_sIgnoredMessageWindows ( Options, "IgnoredMessageWindows", "" ),
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m_sCoursesToShowRanking ( Options, "CoursesToShowRanking", "" ),
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m_sCoursesToShowRanking ( Options, "CoursesToShowRanking", "" ),
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@@ -304,10 +304,10 @@ public:
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedInput;
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Preference<bool> m_bThreadedMovieDecode;
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Preference<bool> m_bThreadedMovieDecode;
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Preference<bool> m_bScreenTestMode;
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Preference<bool> m_bScreenTestMode;
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Preference<bool> m_bDebugLights;
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Preference<bool> m_bMonkeyInput;
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Preference<CString> m_sMachineName;
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Preference<CString> m_sMachineName;
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Preference<CString> m_sIgnoredMessageWindows;
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Preference<CString> m_sIgnoredMessageWindows;
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Preference<CString> m_sCoursesToShowRanking;
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Preference<CString> m_sCoursesToShowRanking;
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/* Debug: */
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/* Debug: */
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@@ -161,8 +161,8 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
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case DebugLine_CoinMode: bOn=true; break;
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case DebugLine_CoinMode: bOn=true; break;
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case DebugLine_Slow: bOn=g_bIsSlow; break;
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case DebugLine_Slow: bOn=g_bIsSlow; break;
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case DebugLine_Halt: bOn=g_bIsHalt; break;
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case DebugLine_Halt: bOn=g_bIsHalt; break;
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case DebugLine_LightsDebug: bOn=false; break;
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case DebugLine_LightsDebug: bOn=PREFSMAN->m_bDebugLights; break;
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case DebugLine_MonkeyInput: bOn=false; break;
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case DebugLine_MonkeyInput: bOn=PREFSMAN->m_bMonkeyInput; break;
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case DebugLine_Stats: bOn=PREFSMAN->m_bShowStats; break;
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case DebugLine_Stats: bOn=PREFSMAN->m_bShowStats; break;
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case DebugLine_Vsync: bOn=PREFSMAN->m_bVsync; break;
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case DebugLine_Vsync: bOn=PREFSMAN->m_bVsync; break;
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case DebugLine_ScreenTestMode: bOn=PREFSMAN->m_bScreenTestMode;break;
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case DebugLine_ScreenTestMode: bOn=PREFSMAN->m_bScreenTestMode;break;
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@@ -242,10 +242,10 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
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SetSpeed();
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SetSpeed();
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break;
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break;
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case DebugLine_LightsDebug:
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case DebugLine_LightsDebug:
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ASSERT(0); // TODO
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PREFSMAN->m_bDebugLights.Set( !PREFSMAN->m_bDebugLights );
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break;
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break;
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case DebugLine_MonkeyInput:
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case DebugLine_MonkeyInput:
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ASSERT(0); // TODO
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PREFSMAN->m_bMonkeyInput.Set( !PREFSMAN->m_bMonkeyInput );
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break;
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break;
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case DebugLine_Stats:
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case DebugLine_Stats:
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PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );
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PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );
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