#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" REGISTER_SCREEN_CLASS( ScreenTestLights ); ScreenTestLights::ScreenTestLights( CString sClassName ) : ScreenWithMenuElements( sClassName ) { LOG->Trace( "ScreenTestLights::ScreenTestLights()" ); LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_AUTO_CYCLE ); } void ScreenTestLights::Init() { ScreenWithMenuElements::Init(); m_textInputs.SetName( "Text" ); m_textInputs.LoadFromFont( THEME->GetPathF("Common","normal") ); m_textInputs.SetText( "" ); SET_XY_AND_ON_COMMAND( m_textInputs ); this->AddChild( &m_textInputs ); this->SortByDrawOrder(); } ScreenTestLights::~ScreenTestLights() { LOG->Trace( "ScreenTestLights::~ScreenTestLights()" ); } 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(); GameController gc; GameButton gb; LIGHTSMAN->GetFirstLitGameButtonLight( gc, gb ); CString s; switch( LIGHTSMAN->GetLightsMode() ) { case LIGHTSMODE_TEST_AUTO_CYCLE: s += "Auto Cycle\n"; break; case LIGHTSMODE_TEST_MANUAL_CYCLE: s += "Manual Cycle\n"; break; } if( cl == LIGHT_INVALID ) s += "cabinet light: -----\n"; else s += ssprintf( "cabinet light: %d %s\n", cl, CabinetLightToString(cl).c_str() ); if( gc == GAME_CONTROLLER_INVALID ) { s += ssprintf( "controller light: -----\n" ); } else { CString sGameButton = GAMESTATE->GetCurrentGame()->m_szButtonNames[gb]; s += ssprintf( "controller light: P%d %d %s\n", gc+1, gb, sGameButton.c_str() ); } m_textInputs.SetText( s ); } void ScreenTestLights::Input( const InputEventPlus &input ) { if( input.type != IET_FIRST_PRESS && input.type != IET_SLOW_REPEAT ) return; // ignore Screen::Input( input ); // default handler } void ScreenTestLights::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_LoseFocus: LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU ); break; } } void ScreenTestLights::MenuLeft( PlayerNumber pn ) { LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_MANUAL_CYCLE ); if( pn == PLAYER_1 ) LIGHTSMAN->PrevTestCabinetLight(); else LIGHTSMAN->PrevTestGameButtonLight(); m_timerBackToAutoCycle.Touch(); } void ScreenTestLights::MenuRight( PlayerNumber pn ) { LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_MANUAL_CYCLE ); if( pn == PLAYER_1 ) LIGHTSMAN->NextTestCabinetLight(); else LIGHTSMAN->NextTestGameButtonLight(); m_timerBackToAutoCycle.Touch(); } void ScreenTestLights::MenuStart( PlayerNumber pn ) { MenuBack(pn); } void ScreenTestLights::MenuBack( PlayerNumber pn ) { if(!IsTransitioning()) { SCREENMAN->PlayStartSound(); OFF_COMMAND( m_textInputs ); StartTransitioningScreen( 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. */