Add some Lua bindings for the music wheel and items.
This commit is contained in:
+13
-13
@@ -1695,11 +1695,11 @@ void ScreenSelectMusic::AfterMusicChange()
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SECTION:
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case TYPE_SORT:
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case TYPE_ROULETTE:
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case TYPE_RANDOM:
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case TYPE_CUSTOM:
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case WheelItemDataType_Section:
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case WheelItemDataType_Sort:
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case WheelItemDataType_Roulette:
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case WheelItemDataType_Random:
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case WheelItemDataType_Custom:
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FOREACH_PlayerNumber( p )
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m_iSelection[p] = -1;
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@@ -1722,7 +1722,7 @@ void ScreenSelectMusic::AfterMusicChange()
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SECTION:
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case WheelItemDataType_Section:
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// reduce scope
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{
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SortOrder curSort = GAMESTATE->m_SortOrder;
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@@ -1740,25 +1740,25 @@ void ScreenSelectMusic::AfterMusicChange()
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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}
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break;
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case TYPE_SORT:
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case WheelItemDataType_Sort:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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case WheelItemDataType_Roulette:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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case WheelItemDataType_Random:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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case TYPE_CUSTOM:
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case WheelItemDataType_Custom:
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{
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bWantBanner = false; // we load it ourself
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RString sBannerName = GetMusicWheel()->GetCurWheelItemData( GetMusicWheel()->GetCurrentIndex() )->m_pAction->m_sName.c_str();
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@@ -1781,8 +1781,8 @@ void ScreenSelectMusic::AfterMusicChange()
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}
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*/
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break;
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case TYPE_SONG:
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case TYPE_PORTAL:
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case WheelItemDataType_Song:
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case WheelItemDataType_Portal:
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// check SampleMusicPreviewMode here.
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switch( SAMPLE_MUSIC_PREVIEW_MODE )
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{
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@@ -1818,7 +1818,7 @@ void ScreenSelectMusic::AfterMusicChange()
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SwitchToPreferredDifficulty();
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break;
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case TYPE_COURSE:
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case WheelItemDataType_Course:
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{
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const Course *lCourse = m_MusicWheel.GetSelectedCourse();
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const Style *pStyle = NULL;
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