pass a GameCommand to each wheel item bar (experimental)

This commit is contained in:
Chris Danford
2006-12-07 11:34:42 +00:00
parent a1ae4ce45a
commit 33835ee478
9 changed files with 43 additions and 13 deletions
+17 -1
View File
@@ -147,7 +147,7 @@ MusicWheelItem::~MusicWheelItem()
delete m_pGradeDisplay[p];
}
void MusicWheelItem::LoadFromWheelItemData( const WheelItemBaseData *pWIBD )
void MusicWheelItem::LoadFromWheelItemData( const WheelItemBaseData *pWIBD, int iIndex, bool bHasFocus )
{
const WheelItemData *pWID = dynamic_cast<const WheelItemData*>( pWIBD ); // XXX: ugly cast
@@ -272,6 +272,22 @@ void MusicWheelItem::LoadFromWheelItemData( const WheelItemBaseData *pWIBD )
SetGrayBar( pBars[i] );
break;
}
GameCommand gc;
gc.m_pSong = pWID->m_pSong;
gc.m_sSongGroup = pWID->m_sText;
gc.m_bHasFocus = true;
gc.m_iIndex = iIndex;
gc.m_bHasFocus = bHasFocus;
Lua *L = LUA->Get();
gc.PushSelf( L );
lua_setglobal( L, "ThisGameCommand" );
LUA->Release( L );
this->PlayCommand( "Set" );
LUA->UnsetGlobal( "ThisGameCommand" );
}
void MusicWheelItem::RefreshGrades()