135 lines
4.2 KiB
C++
135 lines
4.2 KiB
C++
#ifndef LightsManager_H
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#define LightsManager_H
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#include "PlayerNumber.h"
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#include "GameInput.h"
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#include "EnumHelper.h"
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#include "Preference.h"
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#include "RageTimer.h"
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extern Preference<float> g_fLightsFalloffSeconds;
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extern Preference<float> g_fLightsAheadSeconds;
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enum CabinetLight
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{
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LIGHT_MARQUEE_UP_LEFT,
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LIGHT_MARQUEE_UP_RIGHT,
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LIGHT_MARQUEE_LR_LEFT,
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LIGHT_MARQUEE_LR_RIGHT,
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LIGHT_BASS_LEFT,
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LIGHT_BASS_RIGHT,
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NUM_CabinetLight,
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CabinetLight_Invalid
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};
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/** @brief Loop through each CabinetLight on the machine. */
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#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, i )
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const RString& CabinetLightToString( CabinetLight cl );
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CabinetLight StringToCabinetLight( const RString& s);
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enum LightsMode
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{
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LIGHTSMODE_ATTRACT,
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LIGHTSMODE_JOINING,
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LIGHTSMODE_MENU_START_ONLY,
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LIGHTSMODE_MENU_START_AND_DIRECTIONS,
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LIGHTSMODE_DEMONSTRATION,
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LIGHTSMODE_GAMEPLAY,
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LIGHTSMODE_STAGE,
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LIGHTSMODE_ALL_CLEARED,
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LIGHTSMODE_TEST_AUTO_CYCLE,
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LIGHTSMODE_TEST_MANUAL_CYCLE,
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NUM_LightsMode,
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LightsMode_Invalid
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};
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const RString& LightsModeToString( LightsMode lm );
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LuaDeclareType( LightsMode );
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struct LightsState
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{
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bool m_bCabinetLights[NUM_CabinetLight];
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bool m_bGameButtonLights[NUM_GameController][NUM_GameButton];
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// This isn't actually a light, but it's typically implemented in the same way.
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bool m_bCoinCounter;
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};
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class LightsDriver;
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/** @brief Control lights. */
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class LightsManager
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{
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public:
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LightsManager();
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~LightsManager();
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void Update( float fDeltaTime );
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bool IsEnabled() const;
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkGameButton( GameInput gi );
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void BlinkActorLight( CabinetLight cl );
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void PulseCoinCounter() { ++m_iQueuedCoinCounterPulses; }
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float GetActorLightLatencySeconds() const;
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void SetLightsMode( LightsMode lm );
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LightsMode GetLightsMode();
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void PrevTestCabinetLight() { ChangeTestCabinetLight(-1); }
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void NextTestCabinetLight() { ChangeTestCabinetLight(+1); }
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void PrevTestGameButtonLight() { ChangeTestGameButtonLight(-1); }
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void NextTestGameButtonLight() { ChangeTestGameButtonLight(+1); }
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CabinetLight GetFirstLitCabinetLight();
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GameInput GetFirstLitGameButtonLight();
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private:
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void ChangeTestCabinetLight( int iDir );
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void ChangeTestGameButtonLight( int iDir );
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float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight];
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float m_fSecsLeftInGameButtonBlink[NUM_GameController][NUM_GameButton];
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float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light
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float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light
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vector<LightsDriver*> m_vpDrivers;
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LightsMode m_LightsMode;
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LightsState m_LightsState;
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int m_iQueuedCoinCounterPulses;
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RageTimer m_CoinCounterTimer;
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int GetTestAutoCycleCurrentIndex() { return (int)m_fTestAutoCycleCurrentIndex; }
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float m_fTestAutoCycleCurrentIndex;
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CabinetLight m_clTestManualCycleCurrent;
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int m_iControllerTestManualCycleCurrent;
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};
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extern LightsManager* LIGHTSMAN; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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