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