Files
itgmania212121/src/LightsManager.h
T
2011-03-17 01:47:30 -04:00

135 lines
4.2 KiB
C++

#ifndef LightsManager_H
#define LightsManager_H
#include "PlayerNumber.h"
#include "GameInput.h"
#include "EnumHelper.h"
#include "Preference.h"
#include "RageTimer.h"
extern Preference<float> g_fLightsFalloffSeconds;
extern Preference<float> 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<LightsDriver*> 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 accessable 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.
*/