282 lines
6.6 KiB
C++
282 lines
6.6 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: LightsManager
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "LightsManager.h"
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#include "GameState.h"
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#include "RageTimer.h"
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#include "arch/Lights/LightsDriver.h"
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#include "arch/arch.h"
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#include "RageUtil.h"
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#include "GameInput.h" // for GameController
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#include "InputMapper.h"
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#include "GameDef.h"
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static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = {
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"MarqueeUpLeft",
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"MarqueeUpRight",
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"MarqueeLrLeft",
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"MarqueeLrRight",
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"ButtonsLeft",
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"ButtonsRight",
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"BassLeft",
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"BassRight",
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};
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XToString( CabinetLight );
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static const CString LightsModeNames[NUM_LIGHTS_MODES] = {
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"Attract",
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"Joining",
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"Menu",
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"Demonstration",
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"Gameplay",
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"Stage",
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"Cleared",
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"Test",
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};
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XToString( LightsMode );
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LightsManager* LIGHTSMAN = NULL; // global and accessable from anywhere in our program
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LightsManager::LightsManager(CString sDriver)
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{
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m_LightsMode = LIGHTSMODE_JOINING;
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m_pDriver = MakeLightsDriver(sDriver);
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m_fSecsLeftInMarqueeBlink = 0;
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m_fSecsLeftInBassBlink = 0;
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}
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LightsManager::~LightsManager()
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{
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SAFE_DELETE( m_pDriver );
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}
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void LightsManager::Update( float fDeltaTime )
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{
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m_fSecsLeftInMarqueeBlink = max( 0, m_fSecsLeftInMarqueeBlink - fDeltaTime );
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m_fSecsLeftInBassBlink = max( 0, m_fSecsLeftInBassBlink - fDeltaTime );
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//
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// Update cabinet lights
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//
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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switch( m_LightsMode )
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{
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case LIGHTSMODE_JOINING:
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{
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// int iBeat = (int)(GAMESTATE->m_fSongBeat);
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// bool bBlinkOn = (iBeat%2)==0;
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FOREACH_PlayerNumber( pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] )
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{
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT+pn] = true;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT+pn] = true;
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m_LightsState.m_bCabinetLights[LIGHT_BUTTONS_LEFT+pn] = true;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_LEFT+pn] = true;
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}
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}
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}
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break;
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case LIGHTSMODE_ATTRACT:
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{
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int iSec = (int)RageTimer::GetTimeSinceStart();
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int iTopIndex = iSec % 4;
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switch( iTopIndex )
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{
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case 0: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT] = true; break;
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case 1: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT] = true; break;
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case 2: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT] = true; break;
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case 3: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT] = true; break;
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default: ASSERT(0);
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}
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bool bOn = (iSec%4)==0;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_RIGHT] = bOn;
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}
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break;
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case LIGHTSMODE_MENU:
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{
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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int iBeat = (int)(GAMESTATE->m_fSongBeat);
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int iTopIndex = iBeat;
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wrap( iTopIndex, 4 );
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switch( iTopIndex )
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{
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case 0: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT] = true; break;
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case 1: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT] = true; break;
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case 2: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT] = true; break;
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case 3: m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT] = true; break;
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default: ASSERT(0);
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}
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bool bBlinkOn = (iBeat%2)==0;
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FOREACH_PlayerNumber( pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] )
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{
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m_LightsState.m_bCabinetLights[LIGHT_BUTTONS_LEFT+pn] = bBlinkOn;
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}
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}
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}
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break;
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case LIGHTSMODE_DEMONSTRATION:
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case LIGHTSMODE_GAMEPLAY:
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{
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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bool bAllMarqueeLightsOn = !GAMESTATE->m_bPastHereWeGo;
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bool bOn;
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bOn = bAllMarqueeLightsOn || (m_fSecsLeftInMarqueeBlink > 0);
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT] = bOn;
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bOn = m_fSecsLeftInBassBlink > 0;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_RIGHT] = bOn;
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}
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break;
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case LIGHTSMODE_STAGE:
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case LIGHTSMODE_ALL_CLEARED:
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{
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = true;
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}
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break;
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case LIGHTSMODE_TEST:
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{
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int iSec = (int)RageTimer::GetTimeSinceStart();
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FOREACH_CabinetLight( cl )
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{
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bool bOn = (iSec%NUM_CABINET_LIGHTS) == cl;
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m_LightsState.m_bCabinetLights[cl] = bOn;
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}
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}
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break;
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default:
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ASSERT(0);
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}
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// If not joined, has enough credits, and not too late to join, then
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// blink the menu buttons rapidly so they'll press Start
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{
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int iBeat = (int)(GAMESTATE->m_fSongBeat*4);
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bool bBlinkOn = (iBeat%2)==0;
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FOREACH_PlayerNumber( pn )
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{
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if( !GAMESTATE->m_bSideIsJoined[pn] && GAMESTATE->PlayersCanJoin() && GAMESTATE->EnoughCreditsToJoin() )
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{
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m_LightsState.m_bCabinetLights[LIGHT_BUTTONS_LEFT+pn] = bBlinkOn;
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}
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}
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}
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//
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// Update game controller lights
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//
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// FIXME: Works only with Game==dance
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// FIXME: lights pads for players who aren't playing
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switch( m_LightsMode )
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{
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case LIGHTSMODE_ATTRACT:
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case LIGHTSMODE_MENU:
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case LIGHTSMODE_DEMONSTRATION:
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{
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ZERO( m_LightsState.m_bGameButtonLights );
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}
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break;
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case LIGHTSMODE_ALL_CLEARED:
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case LIGHTSMODE_STAGE:
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case LIGHTSMODE_JOINING:
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{
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FOREACH_GameController( gc )
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{
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bool bOn = GAMESTATE->m_bSideIsJoined[gc];
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FOREACH_GameButton( gb )
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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break;
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case LIGHTSMODE_GAMEPLAY:
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{
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FOREACH_GameController( gc )
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{
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FOREACH_GameButton( gb )
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{
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bool bOn = INPUTMAPPER->IsButtonDown( GameInput(gc,gb) );
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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}
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break;
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case LIGHTSMODE_TEST:
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{
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int iSec = (int)RageTimer::GetTimeSinceStart();
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int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons();
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FOREACH_GameController( gc )
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{
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FOREACH_GameButton( gb )
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{
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bool bOn = gb==(iSec%iNumGameButtonsToShow);
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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}
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break;
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default:
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ASSERT(0);
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}
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// apply new light values we set above
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m_pDriver->Set( &m_LightsState );
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}
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void LightsManager::GameplayBlinkMarqueeLights()
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{
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m_fSecsLeftInMarqueeBlink = 0.1f;
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}
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void LightsManager::GameplayBlinkBassLights()
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{
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m_fSecsLeftInBassBlink = 0.1f;
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}
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void LightsManager::SetLightsMode( LightsMode lm )
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{
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m_LightsMode = lm;
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}
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LightsMode LightsManager::GetLightsMode()
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{
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return m_LightsMode;
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}
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