Files
itgmania212121/stepmania/src/LightsManager.h
T

84 lines
1.8 KiB
C++

#ifndef LightsManager_H
#define LightsManager_H
/*
-----------------------------------------------------------------------------
Class: LightsManager
Desc: Control lights.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerNumber.h"
#include "GameInput.h"
#include "EnumHelper.h"
const float LIGHTS_FALLOFF_SECONDS = 0.1f;
enum CabinetLight
{
LIGHT_MARQUEE_UP_LEFT,
LIGHT_MARQUEE_UP_RIGHT,
LIGHT_MARQUEE_LR_LEFT,
LIGHT_MARQUEE_LR_RIGHT,
LIGHT_BUTTONS_LEFT,
LIGHT_BUTTONS_RIGHT,
LIGHT_BASS_LEFT,
LIGHT_BASS_RIGHT,
NUM_CABINET_LIGHTS
};
#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i )
const CString& CabinetLightToString( CabinetLight cl );
enum LightsMode
{
LIGHTSMODE_ATTRACT,
LIGHTSMODE_JOINING,
LIGHTSMODE_MENU,
LIGHTSMODE_DEMONSTRATION,
LIGHTSMODE_GAMEPLAY,
LIGHTSMODE_STAGE,
LIGHTSMODE_ALL_CLEARED,
LIGHTSMODE_TEST,
NUM_LIGHTS_MODES
};
const CString& LightsModeToString( LightsMode lm );
struct LightsState
{
bool m_bCabinetLights[NUM_CABINET_LIGHTS];
bool m_bGameButtonLights[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
};
class LightsDriver;
class LightsManager
{
public:
LightsManager(CString sDriver);
~LightsManager();
void Update( float fDeltaTime );
void BlinkCabinetLight( CabinetLight cl );
void BlinkGameButton( GameInput gi );
void SetLightsMode( LightsMode lm );
LightsMode GetLightsMode();
private:
float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
float m_fSecsLeftInGameButtonBlink[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
LightsDriver* m_pDriver;
LightsMode m_LightsMode;
LightsState m_LightsState;
};
extern LightsManager* LIGHTSMAN; // global and accessable from anywhere in our program
#endif