#include "global.h" #include "ScreenTestLights.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "InputMapper.h" #include "GameManager.h" #include "GameState.h" #include "RageSounds.h" #include "ThemeManager.h" #include "RageDisplay.h" #include "LightsManager.h" ScreenTestLights::ScreenTestLights( CString sClassName ) : ScreenWithMenuElements( sClassName ) { LOG->Trace( "ScreenTestLights::ScreenTestLights()" ); m_textInputs.LoadFromFont( THEME->GetPathToF("Common normal") ); m_textInputs.SetText( "" ); m_textInputs.SetXY( CENTER_X, CENTER_Y ); m_textInputs.SetDiffuse( RageColor(1,1,1,1) ); m_textInputs.SetZoom( 0.8f ); this->AddChild( &m_textInputs ); SOUND->PlayMusic( THEME->GetPathToS("ScreenTestLights music") ); LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST ); } ScreenTestLights::~ScreenTestLights() { LOG->Trace( "ScreenTestLights::~ScreenTestLights()" ); } void ScreenTestLights::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); int iSec = (int)RageTimer::GetTimeSinceStart(); CabinetLight cl = (CabinetLight)(iSec%NUM_CABINET_LIGHTS); int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons(); GameButton gb = (GameButton)(iSec%iNumGameButtonsToShow); CString sCabLight = CabinetLightToString(cl); CString sGameButton = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gb]; CString s; s += ssprintf("cabinet light %d: %s\n", cl, sCabLight.c_str()); FOREACH_GameController( gc ) s += ssprintf("controller %d light %d: %s\n", gc+1, gb, sGameButton.c_str()); m_textInputs.SetText( s ); } void ScreenTestLights::DrawPrimitives() { Screen::DrawPrimitives(); } void ScreenTestLights::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT ) return; // ignore Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler } void ScreenTestLights::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_GoToNextScreen: case SM_GoToPrevScreen: SCREENMAN->SetNewScreen( "ScreenOptionsMenu" ); break; } } void ScreenTestLights::MenuStart( PlayerNumber pn ) { MenuBack(pn); } void ScreenTestLights::MenuBack( PlayerNumber pn ) { if(!IsTransitioning()) { SCREENMAN->PlayStartSound(); StartTransitioning( SM_GoToPrevScreen ); } } /* * (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. */