#ifndef LightsManager_H #define LightsManager_H #include "PlayerNumber.h" #include "GameInput.h" #include "EnumHelper.h" #include "Preference.h" #include "RageTimer.h" extern Preference g_fLightsFalloffSeconds; extern Preference g_fLightsAheadSeconds; enum CabinetLight { LIGHT_MARQUEE_UP_LEFT, LIGHT_MARQUEE_UP_RIGHT, LIGHT_MARQUEE_LR_LEFT, LIGHT_MARQUEE_LR_RIGHT, LIGHT_BASS_LEFT, LIGHT_BASS_RIGHT, NUM_CabinetLight, CabinetLight_Invalid }; /** @brief Loop through each CabinetLight on the machine. */ #define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, i ) const RString& CabinetLightToString( CabinetLight cl ); CabinetLight StringToCabinetLight( const RString& s); enum LightsMode { LIGHTSMODE_ATTRACT, LIGHTSMODE_JOINING, LIGHTSMODE_MENU_START_ONLY, LIGHTSMODE_MENU_START_AND_DIRECTIONS, LIGHTSMODE_DEMONSTRATION, LIGHTSMODE_GAMEPLAY, LIGHTSMODE_STAGE, LIGHTSMODE_ALL_CLEARED, LIGHTSMODE_TEST_AUTO_CYCLE, LIGHTSMODE_TEST_MANUAL_CYCLE, NUM_LightsMode, LightsMode_Invalid }; const RString& LightsModeToString( LightsMode lm ); LuaDeclareType( LightsMode ); struct LightsState { bool m_bCabinetLights[NUM_CabinetLight]; bool m_bGameButtonLights[NUM_GameController][NUM_GameButton]; // This isn't actually a light, but it's typically implemented in the same way. bool m_bCoinCounter; }; class LightsDriver; /** @brief Control lights. */ class LightsManager { public: LightsManager(); ~LightsManager(); void Update( float fDeltaTime ); bool IsEnabled() const; void BlinkCabinetLight( CabinetLight cl ); void BlinkGameButton( GameInput gi ); void BlinkActorLight( CabinetLight cl ); void PulseCoinCounter() { ++m_iQueuedCoinCounterPulses; } float GetActorLightLatencySeconds() const; void SetLightsMode( LightsMode lm ); LightsMode GetLightsMode(); void PrevTestCabinetLight() { ChangeTestCabinetLight(-1); } void NextTestCabinetLight() { ChangeTestCabinetLight(+1); } void PrevTestGameButtonLight() { ChangeTestGameButtonLight(-1); } void NextTestGameButtonLight() { ChangeTestGameButtonLight(+1); } CabinetLight GetFirstLitCabinetLight(); GameInput GetFirstLitGameButtonLight(); private: void ChangeTestCabinetLight( int iDir ); void ChangeTestGameButtonLight( int iDir ); float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight]; float m_fSecsLeftInGameButtonBlink[NUM_GameController][NUM_GameButton]; float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light vector m_vpDrivers; LightsMode m_LightsMode; LightsState m_LightsState; int m_iQueuedCoinCounterPulses; RageTimer m_CoinCounterTimer; int GetTestAutoCycleCurrentIndex() { return (int)m_fTestAutoCycleCurrentIndex; } float m_fTestAutoCycleCurrentIndex; CabinetLight m_clTestManualCycleCurrent; int m_iControllerTestManualCycleCurrent; }; extern LightsManager* LIGHTSMAN; // global and accessible from anywhere in our program #endif /* * (c) 2003-2004 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. */