Context -> LuaThreadVariable. This is used instead of Message

parameters because the code that actually uses this is buried deeper
into Lua.
This commit is contained in:
Glenn Maynard
2007-02-03 22:23:42 +00:00
parent a4bf741f08
commit f8a85e32c7
+4 -21
View File
@@ -72,28 +72,11 @@ void LyricDisplay::Update( float fDeltaTime )
// Make lyrics show faster for faster song rates.
fShowLength /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
Lua *L = LUA->Get();
for( int i=0; i<2; i++ )
{
const LyricSegment &seg = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber];
const LyricSegment &seg = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber];
m_textLyrics[i].PushContext(L);
lua_pushstring( L, "LyricText" );
lua_pushstring( L, seg.m_sLyric );
lua_settable( L, -3 );
lua_pushstring( L, "LyricDuration" );
lua_pushnumber( L, fShowLength );
lua_settable( L, -3 );
lua_pushstring( L, "LyricColor" );
seg.m_Color.PushTable( L );
lua_settable( L, -3 );
lua_pop( L, 1 );
}
LUA->Release( L );
LuaThreadVariable var1( "LyricText", seg.m_sLyric );
LuaThreadVariable var2( "LyricDuration", LuaReference::Create(fShowLength) );
LuaThreadVariable var3( "LyricColor", LuaReference::Create(seg.m_Color) );
PlayCommand( "Changed" );