int main(int argc, char *argv[]) {
	printf("Test Generic Tuner Plugin\n");

	printf("Open Device\n");
	OpenDevice(1);

	printf("Creating Test Remote\n");
	remote *rem = CreateRemote((unsigned char *)"testremote");
	SetRemoteName("testremote");

	if (CanMacroTune()) {
		printf("Test Macro Tune\n");
		MacroTune(1, 256);
	}

	printf("Playing Command\n");
	PlayCommand((unsigned int)1, rem, (unsigned char *)"ENTER", 1);

	printf("Freeing Test Remote\n");
	free(rem);

	printf("Close Device\n");
	CloseDevice(1);
	return 0;
}
Beispiel #2
0
void LyricDisplay::Update( float fDeltaTime )
{
	ActorFrame::Update( fDeltaTime );

	if( GAMESTATE->m_pCurSong == NULL )
		return;

	/* If the song has changed (in a course), reset. */
	if( GAMESTATE->m_fMusicSeconds < m_fLastSecond )
		Init();
	m_fLastSecond = GAMESTATE->m_fMusicSeconds;

	if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() )
		return;

	const Song *pSong = GAMESTATE->m_pCurSong;
	const float fStartTime = (pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - IN_LENGTH.GetValue();

	if( GAMESTATE->m_fMusicSeconds < fStartTime )
		return;

	/* Clamp this lyric to the beginning of the next or the end of the music. */
	float fEndTime;
	if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() )
		fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime;
	else
		fEndTime = pSong->GetElapsedTimeFromBeat( pSong->m_fLastBeat );

	const float fDistance = fEndTime - pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime;
	const float fTweenBufferTime = IN_LENGTH.GetValue() + OUT_LENGTH.GetValue();

	/* If it's negative, two lyrics are so close together that there's no time
	 * to tween properly.  Lyrics should never be this brief, anyway, so just
	 * skip it. */
	float fShowLength = max( fDistance - fTweenBufferTime, 0.0f );

	// Make lyrics show faster for faster song rates.
	fShowLength /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;

	const LyricSegment &seg = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber];

	LuaThreadVariable var1( "LyricText", seg.m_sLyric );
	LuaThreadVariable var2( "LyricDuration", LuaReference::Create(fShowLength) );
	LuaThreadVariable var3( "LyricColor", LuaReference::Create(seg.m_Color) );

	PlayCommand( "Changed" );

	m_iCurLyricNumber++;
}
void ScreenArcadeDiagnostics::Update( float fDeltaTime )
{
	// update the theme elements (uptime, etc.)
	PlayCommand( "Refresh" );

	// only update the USB list once per UPDATE_TIME period.
	// this allows us to keep the screen running smoothly while
	// maintaining a low detection granularity.
	if( m_bFirstUpdate || m_UpdateTimer.Ago() > USB_UPDATE_TIME )
	{
		m_UpdateTimer.Touch();
		UpdateElements();
	}

	Screen::Update( fDeltaTime );
}
Beispiel #4
0
void Sprite::UpdateAnimationState()
{
	// Don't bother with state switching logic if there's only one state.  
	// We already know what's going to show.
	if( m_States.size() > 1 )
	{
		// UpdateAnimationState changed to not loop forever on negative state
		// delay.  This allows a state to last forever when it is reached, so
		// the animation has a built-in ending point. -Kyz
		while(m_States[m_iCurState].fDelay > min_state_delay &&
			m_fSecsIntoState+min_state_delay > m_States[m_iCurState].fDelay)
		// it's time to switch frames
		{
			// increment frame and reset the counter
			m_fSecsIntoState -= m_States[m_iCurState].fDelay;		// leave the left over time for the next frame
			m_iCurState = (m_iCurState+1) % m_States.size();
			if(m_iCurState == 0)
			{
				PlayCommand("AnimationFinished");
			}
		}
	}
}
Beispiel #5
0
void Actor::HandleCommand( const ParsedCommand &command )
{
	HandleParams;

	const CString& sName = sParam(0);

	// Commands that go in the tweening queue:
	if     ( sName=="sleep" )			Sleep( fParam(1) );
	else if( sName=="linear" )			BeginTweening( fParam(1), TWEEN_LINEAR );
	else if( sName=="accelerate" )		BeginTweening( fParam(1), TWEEN_ACCELERATE );
	else if( sName=="decelerate" )		BeginTweening( fParam(1), TWEEN_DECELERATE );
	else if( sName=="bouncebegin" )		BeginTweening( fParam(1), TWEEN_BOUNCE_BEGIN );
	else if( sName=="bounceend" )		BeginTweening( fParam(1), TWEEN_BOUNCE_END );
	else if( sName=="spring" )			BeginTweening( fParam(1), TWEEN_SPRING );
	else if( sName=="stoptweening" )	{ StopTweening(); BeginTweening( 0.0001f, TWEEN_LINEAR ); }	// Why BeginT again? -Chris
	else if( sName=="finishtweening" )	FinishTweening();
	else if( sName=="hurrytweening" )	HurryTweening( fParam(1) );
	else if( sName=="x" )				SetX( fParam(1) );
	else if( sName=="y" )				SetY( fParam(1) );
	else if( sName=="z" )				SetZ( fParam(1) );
	else if( sName=="addx" )			SetX( GetDestX()+fParam(1) );
	else if( sName=="addy" )			SetY( GetDestY()+fParam(1) );
	else if( sName=="addz" )			SetZ( GetDestZ()+fParam(1) );
	else if( sName=="zoom" )			SetZoom( fParam(1) );
	else if( sName=="zoomx" )			SetZoomX( fParam(1) );
	else if( sName=="zoomy" )			SetZoomY( fParam(1) );
	else if( sName=="zoomz" )			SetZoomZ( fParam(1) );
	else if( sName=="zoomtowidth" )		ZoomToWidth( fParam(1) );
	else if( sName=="zoomtoheight" )	ZoomToHeight( fParam(1) );
	else if( sName=="stretchto" )		StretchTo( RectF( fParam(1), fParam(2), fParam(3), fParam(4) ) );
	else if( sName=="cropleft" )		SetCropLeft( fParam(1) );
	else if( sName=="croptop" )			SetCropTop( fParam(1) );
	else if( sName=="cropright" )		SetCropRight( fParam(1) );
	else if( sName=="cropbottom" )		SetCropBottom( fParam(1) );
	else if( sName=="fadeleft" )		SetFadeLeft( fParam(1) );
	else if( sName=="fadetop" )			SetFadeTop( fParam(1) );
	else if( sName=="faderight" )		SetFadeRight( fParam(1) );
	else if( sName=="fadebottom" )		SetFadeBottom( fParam(1) );
	else if( sName=="fadecolor" )		SetFadeDiffuseColor( cParam(1) );
	else if( sName=="diffuse" )			SetDiffuse( cParam(1) );
	else if( sName=="diffuseleftedge" )		SetDiffuseLeftEdge( cParam(1) );
	else if( sName=="diffuserightedge" )	SetDiffuseRightEdge( cParam(1) );
	else if( sName=="diffusetopedge" )		SetDiffuseTopEdge( cParam(1) );
	else if( sName=="diffusebottomedge" )	SetDiffuseBottomEdge( cParam(1) );
	/* Add left/right/top/bottom for alpha if needed. */
	else if( sName=="diffusealpha" )	SetDiffuseAlpha( fParam(1) );
	else if( sName=="diffusecolor" )	SetDiffuseColor( cParam(1) );
	else if( sName=="glow" )			SetGlow( cParam(1) );
	else if( sName=="glowmode" ) {
		if(!sParam(1).CompareNoCase("whiten"))
			SetGlowMode( GLOW_WHITEN );
		else if(!sParam(1).CompareNoCase("brighten"))
			SetGlowMode( GLOW_BRIGHTEN );
		else ASSERT(0);
	}
	else if( sName=="rotationx" )		SetRotationX( fParam(1) );
	else if( sName=="rotationy" )		SetRotationY( fParam(1) );
	else if( sName=="rotationz" )		SetRotationZ( fParam(1) );
	else if( sName=="heading" )			AddRotationH( fParam(1) );
	else if( sName=="pitch" )			AddRotationP( fParam(1) );
	else if( sName=="roll" ) 			AddRotationR( fParam(1) );
	else if( sName=="shadowlength" )	SetShadowLength( fParam(1) );
	else if( sName=="horizalign" )		SetHorizAlign( sParam(1) );
	else if( sName=="vertalign" )		SetVertAlign( sParam(1) );
	else if( sName=="diffuseblink" )	SetEffectDiffuseBlink();
	else if( sName=="diffuseshift" )	SetEffectDiffuseShift();
	else if( sName=="glowblink" )		SetEffectGlowBlink();
	else if( sName=="glowshift" )		SetEffectGlowShift();
	else if( sName=="rainbow" )			SetEffectRainbow();
	else if( sName=="wag" )				SetEffectWag();
	else if( sName=="bounce" )			SetEffectBounce();
	else if( sName=="bob" )				SetEffectBob();
	else if( sName=="pulse" )			SetEffectPulse();
	else if( sName=="spin" )			SetEffectSpin();
	else if( sName=="vibrate" )			SetEffectVibrate();
	else if( sName=="stopeffect" )		SetEffectNone();
	else if( sName=="effectcolor1" )	SetEffectColor1( cParam(1) );
	else if( sName=="effectcolor2" )	SetEffectColor2( cParam(1) );
	else if( sName=="effectperiod" )	SetEffectPeriod( fParam(1) );
	else if( sName=="effectoffset" )	SetEffectOffset( fParam(1) );
	else if( sName=="effectdelay" )		SetEffectDelay( fParam(1) );
	else if( sName=="effectclock" )		SetEffectClock( sParam(1) );
	else if( sName=="effectmagnitude" )	SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) );
	else if( sName=="scaletocover" )	{ RectI R(iParam(1), iParam(2), iParam(3), iParam(4));  ScaleToCover(R); }
	else if( sName=="scaletofit" )		{ RectI R(iParam(1), iParam(2), iParam(3), iParam(4));  ScaleToFitInside(R); }
	// Commands that take effect immediately (ignoring the tweening queue):
	else if( sName=="animate" )			EnableAnimation( bParam(1) );
	else if( sName=="setstate" )		SetState( iParam(1) );
	else if( sName=="texturewrapping" )	SetTextureWrapping( bParam(1) );
	else if( sName=="additiveblend" )	SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL );
	else if( sName=="blend" )			SetBlendMode( sParam(1) );
	else if( sName=="zbuffer" )			SetUseZBuffer( bParam(1) );
	else if( sName=="ztest" )			SetZTestMode( bParam(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF );
	else if( sName=="ztestmode" )		SetZTestMode( sParam(1) );
	else if( sName=="zwrite" )			SetZWrite( bParam(1) );
	else if( sName=="clearzbuffer" )	SetClearZBuffer( bParam(1) );
	else if( sName=="backfacecull" )	SetCullMode( bParam(1) ? CULL_BACK : CULL_NONE );
	else if( sName=="cullmode" )		SetCullMode( sParam(1) );
	else if( sName=="hidden" )			SetHidden( bParam(1) );
	else if( sName=="hibernate" )		SetHibernate( fParam(1) );
	else if( sName=="draworder" )		SetDrawOrder( iParam(1) );
	else if( sName=="playcommand" )		PlayCommand( sParam(1) );
	else if( sName=="queuecommand" )	
	{
		ParsedCommand newcommand = command;
		newcommand.vTokens.erase( newcommand.vTokens.begin() );
		QueueCommand( newcommand );
		return;	// don't do parameter number checking
	}

	/* These are commands intended for a Sprite commands, but they will get 
	 * sent to all sub-actors (which aren't necessarily Sprites) on 
	 * GainFocus and LoseFocus.  So, don't run CheckHandledParams 
	 * on these commands. */
	else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" ||
		 sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" ||
		 sName=="pause" || sName=="rate" )
		return;
	else
	{
		CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() );
		LOG->Warn( sError );
		Dialog::OK( sError );
	}

	CheckHandledParams;
}