Files
itgmania212121/src/arch/Lights/LightsDriver_SystemMessage.cpp
T
Gareth Francis 23889bd7c8 Avoid crash in ~LightsDriver_SystemMessage (#1663)
* Avoid crash in ~LightsDriver_SystemMessage

This will avoid a crash caused by the fact LIGHTSMAN is destroyed
after the other MAN objects

* Rework code path for turning lights off on exit

Calls to LightsDriver::reset removed from each driver to avoid any crashes

LightsDriver::reset renamed to Rest to match surrounding style

Added LightsManager::TurnOffAllLights, called before XXXMAN objects are deleted
2018-05-10 18:04:44 -07:00

75 lines
2.2 KiB
C++

#include "global.h"
#include "LightsDriver_SystemMessage.h"
#include "ScreenManager.h"
#include "InputMapper.h"
#include "PrefsManager.h"
REGISTER_LIGHTS_DRIVER_CLASS(SystemMessage);
LightsDriver_SystemMessage::LightsDriver_SystemMessage()
{
}
LightsDriver_SystemMessage::~LightsDriver_SystemMessage()
{
}
void LightsDriver_SystemMessage::Set( const LightsState *ls )
{
if (!PREFSMAN || !LIGHTSMAN || !SCREENMAN)
{
return;
}
if( !PREFSMAN->m_bDebugLights )
return;
RString s;
s += LightsModeToString(LIGHTSMAN->GetLightsMode()) + "\n";
s += "Cabinet: ";
FOREACH_CabinetLight( cl )
{
s += ls->m_bCabinetLights[cl] ? '1' : '0';
}
s += "\n";
FOREACH_ENUM( GameController, gc )
{
s += ssprintf("Controller%d: ",gc+1);
FOREACH_ENUM( GameButton, gb )
{
s += ls->m_bGameButtonLights[gc][gb] ? '1' : '0';
}
s += "\n";
}
SCREENMAN->SystemMessageNoAnimate( s );
}
/*
* (c) 2003-2004 Chris Danford
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