#include "global.h"
#include "MusicWheel.h"
#include "RageUtil.h"
#include "SongManager.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h"	// for sending SM_PlayMusicSample
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "RageMath.h"
#include "ThemeManager.h"
#include "Song.h"
#include "Course.h"
#include "RageDisplay.h"
#include "RageTextureManager.h"
#include "Banner.h"
#include "Steps.h"
#include "UnlockSystem.h"
#include "ModeChoice.h"
#include "ActorUtil.h"
#include "SongUtil.h"
#include "CourseUtil.h"
#include "Foreach.h"
#include "Style.h"


#define FADE_SECONDS				THEME->GetMetricF("MusicWheel","FadeSeconds")
#define ROULETTE_SWITCH_SECONDS			THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
#define ROULETTE_SLOW_DOWN_SWITCHES		THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches")
#define LOCKED_INITIAL_VELOCITY			THEME->GetMetricF("MusicWheel","LockedInitialVelocity")
#define SCROLL_BAR_X				THEME->GetMetricF("MusicWheel","ScrollBarX")
#define SCROLL_BAR_HEIGHT			THEME->GetMetricI("MusicWheel","ScrollBarHeight")
#define USE_LINEAR_WHEEL			THEME->GetMetricB("MusicWheel","NoCurving")
#define NUM_SECTION_COLORS			THEME->GetMetricI("MusicWheel","NumSectionColors")
#define SECTION_COLORS( i )			THEME->GetMetricC("MusicWheel",ssprintf("SectionColor%d",i+1))
#define SONG_REAL_EXTRA_COLOR			THEME->GetMetricC("MusicWheel","SongRealExtraColor")
#define SORT_MENU_COLOR				THEME->GetMetricC("MusicWheel","SortMenuColor")
#define SHOW_ROULETTE				THEME->GetMetricB("MusicWheel","ShowRoulette")
#define SHOW_RANDOM				THEME->GetMetricB("MusicWheel","ShowRandom")
#define SHOW_PORTAL				THEME->GetMetricB("MusicWheel","ShowPortal")
#define NUM_WHEEL_ITEMS				min( MAX_WHEEL_ITEMS, (int) NUM_WHEEL_ITEMS_METRIC )
#define MOST_PLAYED_SONGS_TO_SHOW		THEME->GetMetricI("MusicWheel","MostPlayedSongsToShow")
#define SORT_MENU_NAMES				THEME->GetMetric ("MusicWheel","SortMenuNames")
#define SORT_MENU_ACTIONS			THEME->GetMetric ("MusicWheel","SortMenuActions")
#define MODE_MENU_NAMES				THEME->GetMetric ("MusicWheel","ModeMenuNames")
#define MODE_MENU_ACTIONS			THEME->GetMetric ("MusicWheel","ModeMenuActions")
#define WHEEL_ITEM_ON_DELAY_CENTER		THEME->GetMetricF("MusicWheel","WheelItemOnDelayCenter")
#define WHEEL_ITEM_ON_DELAY_OFFSET		THEME->GetMetricF("MusicWheel","WheelItemOnDelayOffset")
#define WHEEL_ITEM_OFF_DELAY_CENTER		THEME->GetMetricF("MusicWheel","WheelItemOffDelayCenter")
#define WHEEL_ITEM_OFF_DELAY_OFFSET		THEME->GetMetricF("MusicWheel","WheelItemOffDelayOffset")
// leaving this one under ScreenSelectMusic because that is the only place it takes effect anyway.
#define DEFAULT_SORT				THEME->GetMetric ("ScreenSelectMusic","DefaultSort")

#define USE_EXTRA_COLOR				THEME->GetMetricB("MusicWheel","UseExtraColor")
#define EXTRA_OVERRIDES_MENU			THEME->GetMetricB("MusicWheel","ExtraColorOverridesMenuColor")
#define USE_BANNER_WHEEL			THEME->GetMetricB("ScreenSelectMusic","UseBannerWheel")
#define USE_EASY_MARKER				THEME->GetMetricB("MusicWheel","ShowEasyMarkerFlag")

CachedThemeMetricF	SWITCH_SECONDS		("MusicWheel","SwitchSeconds");
CachedThemeMetricF	ITEM_CURVE_X		("MusicWheel","ItemCurveX");
CachedThemeMetricF	ITEM_SPACING_Y		("MusicWheel","ItemSpacingY");
CachedThemeMetricF	WHEEL_3D_RADIUS		("MusicWheel","Wheel3DRadius");
CachedThemeMetricF	CIRCLE_PERCENT		("MusicWheel","CirclePercent");
CachedThemeMetricB	USE_3D			("MusicWheel","Use3D");
CachedThemeMetricI	NUM_WHEEL_ITEMS_METRIC	("MusicWheel","NumWheelItems");
			
const int MAX_WHEEL_SOUND_SPEED = 15;


static const SortOrder SORT_ORDERS[] =
{
	SORT_LIST,
	SORT_GROUP, 
	SORT_TITLE, 
	SORT_ARTIST,
	SORT_GENRE,
	SORT_BPM, 
	SORT_MOST_PLAYED,
};
// use ARRAYSIZE(SortOrder)

MusicWheel::MusicWheel() 
{
	// update theme metric cache
	SWITCH_SECONDS.Refresh();
	ITEM_CURVE_X.Refresh();
	ITEM_SPACING_Y.Refresh();
	USE_3D.Refresh();
	NUM_WHEEL_ITEMS_METRIC.Refresh();
}

void MusicWheel::Load() 
{
	LOG->Trace( "MusicWheel::MusicWheel()" );
	if (GAMESTATE->m_pCurSong != NULL)
		LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() );
	else
		LOG->Trace( "Current Song: NULL" );

	SONGMAN->UpdateRankingCourses();

	if( USE_3D )
	{
		WHEEL_3D_RADIUS.Refresh();
		CIRCLE_PERCENT.Refresh();
	}

	m_sprSelectionOverlay.SetName( "Highlight" );
	m_sprSelectionOverlay.Load( THEME->GetPathToG("MusicWheel highlight") );
	this->AddChild( &m_sprSelectionOverlay );
	UtilOnCommand( &m_sprSelectionOverlay, "MusicWheel" );

	m_ScrollBar.SetX( SCROLL_BAR_X ); 
	m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT ); 
	this->AddChild( &m_ScrollBar );

	// We play a lot of this one, so precache it.
	m_soundChangeMusic.Load(	THEME->GetPathToS("MusicWheel change"), true );
	m_soundChangeSort.Load(		THEME->GetPathToS("MusicWheel sort") );
	m_soundExpand.Load(		THEME->GetPathToS("MusicWheel expand") );
	m_soundLocked.Load(		THEME->GetPathToS("MusicWheel locked"), true );

	m_iSelection = 0;
	m_LastSortOrder = SORT_INVALID;

	m_WheelState = STATE_SELECTING_MUSIC;
	m_fTimeLeftInState = 0;
	m_fPositionOffsetFromSelection = 0;

	m_iSwitchesLeftInSpinDown = 0;
	m_Moving = 0;

	if( GAMESTATE->IsExtraStage() ||  GAMESTATE->IsExtraStage2() )
	{
		// make the preferred group the group of the last song played.
		if( GAMESTATE->m_sPreferredGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
		{
			ASSERT(GAMESTATE->m_pCurSong);
			GAMESTATE->m_sPreferredGroup = GAMESTATE->m_pCurSong->m_sGroupName;
		}

		Song* pSong;
		Steps* pSteps;
		PlayerOptions po;
		SongOptions so;

		SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
		GAMESTATE->m_pCurSong = GAMESTATE->m_pPreferredSong = pSong;
		FOREACH_PlayerNumber( p )
		{
			if( GAMESTATE->IsHumanPlayer(p) )
			{
				GAMESTATE->m_pCurSteps[p] = pSteps;
				GAMESTATE->m_PlayerOptions[p] = po;
				GAMESTATE->m_PreferredDifficulty[p] = pSteps->GetDifficulty();
			}
		}
		GAMESTATE->m_SongOptions = so;
	}

	/* Never start in the sort or mode menu.  We won't have a valid m_LastSortOrder
	 * and some elements may not initialize correctly. */
	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
		GAMESTATE->m_SortOrder = SORT_INVALID;
	}

	switch( GAMESTATE->m_PlayMode )
	{
	// in course modes, force a particular sort
	case PLAY_MODE_ONI:		GAMESTATE->m_SortOrder = SORT_ONI_COURSES;	break;
	case PLAY_MODE_NONSTOP:		GAMESTATE->m_SortOrder = SORT_NONSTOP_COURSES;	break;
	case PLAY_MODE_ENDLESS:		GAMESTATE->m_SortOrder = SORT_ENDLESS_COURSES;	break;
	default:
		// if no player preferred sort, fall back to theme default
		if( GAMESTATE->m_SortOrder == SORT_INVALID )
		{
			GAMESTATE->m_SortOrder = StringToSortOrder( DEFAULT_SORT );
			ASSERT( GAMESTATE->m_SortOrder != SORT_INVALID );
		}

		break;
	}

	// Update for SORT_MOST_PLAYED.
	SONGMAN->UpdateBest();

	/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
	 * stable_sort) from its output, and title will be the secondary sort, without having
	 * to re-sort by title each time. */
	SONGMAN->SortSongs();

	RageTimer timer;
	CString times;

	// Build all of the wheel item data.  Do this after selecting the extra stage, so it
	// knows to always display it.
	for( int so=0; so<NUM_SORT_ORDERS; so++ )
	{
		BuildWheelItemDatas( m_WheelItemDatas[so], SortOrder(so) );
		times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
	}
	LOG->Trace( "took: %s", times.c_str() );

	// HACK: invalidate currently selected song in the case that it
	// cannot be played due to lack of stages remaining
	// checking for event mode shouldn't be necessary here
	// but someone mentioned it does it sometimes.
	if( GAMESTATE->m_pCurSong != NULL && 
		SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages
		&& !PREFSMAN->m_bEventMode
		&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
			GAMESTATE->m_pCurSong = NULL;

	// Select the the previously selected song (if any)
	if( !SelectSongOrCourse() )
		SetOpenGroup("");

	// rebuild the WheelItems that appear on screen
	RebuildMusicWheelItems();
}

void MusicWheel::ReloadItems() 
{
	LOG->Trace( "Reloading Music Wheel Items" );

	if (GAMESTATE->m_pCurSong != NULL)
		LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() );
	else
		LOG->Trace( "Current Song: NULL" );

	RageTimer timer;
	CString times;

	// Build all of the wheel item data.  Do this after selecting the extra stage, so it knows to always 
	// display it.
	for( int so=0; so<NUM_SORT_ORDERS; so++ )
	{
		QuickBuildWheelItemDatas( m_WheelItemDatas[so], SortOrder(so) );
		times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
	}
	LOG->Trace( "Rebuild took: %s", times.c_str() );

	// HACK: invalidate currently selected song in the case that it cannot be played due to lack of 
	// stages remaining. Checking for event mode shouldn't be necessary here, but include it as a 
	// failsafe.
	if( GAMESTATE->m_pCurSong != NULL && 
		SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages
		&& !PREFSMAN->m_bEventMode
		&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
			GAMESTATE->m_pCurSong = NULL;

	// Select the the previously selected song (if any)
	if( !SelectSongOrCourse() )
		SetOpenGroup("");

	// rebuild the WheelItems that appear on screen
	RebuildMusicWheelItems();
}

MusicWheel::~MusicWheel()
{
}

/* If a song or course is set in GAMESTATE and avaialble, select it.  Otherwise, choose the
 * first available song or course.  Return true if an item was set, false if no items are
 * available. */
bool MusicWheel::SelectSongOrCourse()
{
	if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) )
		return true;
	if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) )
		return true;
	if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) )
		return true;
	if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) )
		return true;

	// Select the first selectable song based on the sort order...
	vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder];
	for( unsigned i = 0; i < wiWheelItems.size(); i++ )
	{
		if( wiWheelItems[i].m_pSong )
			return SelectSong( wiWheelItems[i].m_pSong );
		else if ( wiWheelItems[i].m_pCourse )
			return SelectCourse( wiWheelItems[i].m_pCourse );
	}

	LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" );
	return false;
}

bool MusicWheel::SelectSong( Song *p )
{
	if(p == NULL)
		return false;

	unsigned i;
	vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
	for( i=0; i<from.size(); i++ )
	{
		if( from[i].m_pSong == p )
		{
			// make its group the currently expanded group
			SetOpenGroup(from[i].m_sSectionName);
			break;
		}
	}

	if(i == from.size())
		return false;

	for( i=0; i<m_CurWheelItemData.size(); i++ )
	{
		if( m_CurWheelItemData[i]->m_pSong == p )
			m_iSelection = i;		// select it
	}
	return true;
}

bool MusicWheel::SelectCourse( Course *p )
{
	if(p == NULL)
		return false;

	GAMESTATE->m_pCurCourse = p;

	unsigned i;
	vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
	for( i=0; i<from.size(); i++ )
	{
		if( from[i].m_pCourse == p )
		{
			// make its group the currently expanded group
			SetOpenGroup(from[i].m_sSectionName);
			break;
		}
	}

	if(i == from.size())
		return false;

	for( i=0; i<m_CurWheelItemData.size(); i++ )
	{
		if( m_CurWheelItemData[i]->m_pCourse == p )
			m_iSelection = i;		// select it
	}

	return true;
}

bool MusicWheel::SelectSort( SortOrder so )
{
	if(so == SORT_INVALID)
		return false;

	unsigned i;
	vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
	for( i=0; i<from.size(); i++ )
	{
		if( from[i].m_SortOrder != so )
			continue;
		if( !from[i].m_Action.DescribesCurrentModeForAllPlayers() )
			continue;

		// make its group the currently expanded group
		SetOpenGroup(from[i].m_sSectionName);
		break;
	}

	if(i == from.size())
		return false;

	for( i=0; i<m_CurWheelItemData.size(); i++ )
	{
		if( m_CurWheelItemData[i]->m_SortOrder != so )
			continue;
		if( !m_CurWheelItemData[i]->m_Action.DescribesCurrentModeForAllPlayers() )
			continue;
		m_iSelection = i;		// select it
		break;
	}

	return true;
}

void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sPreferredGroup )
{
	vector<Song*> apAllSongs;
//	if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL_MUSIC)
//		SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );	
//	else
//		SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );

	if( so == SORT_MOST_PLAYED )
		SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
	else if( so == SORT_LIST && SONGMAN->m_bListSortExists )
	{
		apAllSongs.clear();
		apAllSongs = SONGMAN->m_pListSortSongs;
	}
	else
		SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );

	// copy only songs that have at least one Steps for the current GameMode
	for( unsigned i=0; i<apAllSongs.size(); i++ )
	{
		Song* pSong = apAllSongs[i];

		// If we're on an extra stage, and this song is selected, ignore #SELECTABLE.
		if( pSong != GAMESTATE->m_pCurSong || (!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) )
		{
			// Hide songs that asked to be hidden via #SELECTABLE.
			if( so !=SORT_ROULETTE && !pSong->NormallyDisplayed() && !pSong->HideUntilXStages() && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			if( so !=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			// Don't show in roulette if #SELECTABLE:NO.
			if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() && !GAMESTATE->m_bShowHiddenSongs )
				continue;

			// Also, if we're hiding songs until a set number of stages are left...
			if( pSong->HideUntilXStages() && !GAMESTATE->m_bShowHiddenSongs )
			{
				int iCurStagesLeft = GAMESTATE->GetNumStagesLeft();
				int iShowWhen = pSong->ShowWhenXStages();

				if( iCurStagesLeft > iShowWhen )
					continue;
			}
		}

		// For show only on extra stages...
		if( GAMESTATE->IsExtraStage() )
		{
			if( so !=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			// Don't show in roulette if #SELECTABLE:NO.
			if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			
			if( !pSong->ShowOnExtra1() && !GAMESTATE->m_bShowHiddenSongs )
				continue;
		}

		if( GAMESTATE->IsExtraStage2() )
		{
			if( so !=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			// Don't show in roulette if #SELECTABLE:NO.
			if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() && !GAMESTATE->m_bShowHiddenSongs )
				continue;
			
			if( !pSong->ShowOnExtra2() && !GAMESTATE->m_bShowHiddenSongs )
				continue;
		}
			
		// If we're using unlocks, check it here to prevent from being shown
		if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsLocked(pSong) )
		{
			// Check to see if we're in Event Mode, and the unlock override is active
			if( PREFSMAN->m_bEventMode && !PREFSMAN->m_bEventIgnoreUnlock )
				continue;
			else if( !PREFSMAN->m_bEventMode )
				continue;
		}

		// If we're not using long songs, skip it. Note that this is only for long; marathons are seperate.
		if( !PREFSMAN->m_bUseLongSongs && pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds &&
			pSong->m_fMusicLengthSeconds <= PREFSMAN->m_fMarathonVerSongSeconds )
			continue;

		// If we're not using marathon songs, skip it.
		if( !PREFSMAN->m_bUseMarathonSongs && pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds )
			continue;

		vector<Steps*> arraySteps;
		pSong->GetSteps( arraySteps, GAMESTATE->GetCurrentStyle()->m_StepsType, DIFFICULTY_INVALID, -1, -1, "", 1 );

		if( !arraySteps.empty() )
			arraySongs.push_back( pSong );
	}

	// Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long song).
	if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
	{
		Song* pSong;
		Steps* pSteps;
		PlayerOptions po;
		SongOptions so;
		SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );

		if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() )
			arraySongs.push_back( pSong );
	}
}




void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SortOrder so )
{
	unsigned i;

	switch( so )
	{
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
	{
		arrayWheelItemDatas.clear();	// clear out the previous wheel items 
		CString sNames = so==SORT_SORT_MENU ? SORT_MENU_NAMES : MODE_MENU_NAMES;
		CString sActions = so==SORT_SORT_MENU ? SORT_MENU_ACTIONS : MODE_MENU_ACTIONS;
		vector<CString> Names, Actions;
		split( sNames, ":", Names );
		split( sActions, ":", Actions );
		if( Names.size() != Actions.size() )
			RageException::Throw("MusicWheel::MenuNames and MusicWheel::MenuActions must have the same number of components");

		for( i=0; i<Names.size(); ++i )
		{
			// Look for sort names.
			vector<CString> parts;
			split( Actions[i], ";", parts );
		
			SortOrder so = SORT_GROUP;
			for( unsigned j = 0; j < parts.size(); ++j )
			{
				CStringArray asBits;
				split( parts[j], ",", asBits );
				if( !asBits[0].CompareNoCase("sort") )
					so = StringToSortOrder( asBits[1] );
			}

			WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR, so );
			wid.m_sLabel = Names[i];
			wid.m_Action.Load( i, Actions[i] );

			switch( so )
			{
			case SORT_ALL_COURSES:
			case SORT_NONSTOP_COURSES:
			case SORT_ONI_COURSES:
			case SORT_ENDLESS_COURSES:
				/* Don't display course modes after the first stage. */
				if( !PREFSMAN->m_bEventMode && GAMESTATE->m_iCurrentStageIndex )
					continue;
			}

			if( !wid.m_Action.IsPlayable() )
				continue;

			arrayWheelItemDatas.push_back( wid );
		}		
		break;
	}
	case SORT_PREFERRED:
	case SORT_ROULETTE:
	case SORT_GROUP:
	case SORT_TITLE:
	case SORT_GENRE:
	case SORT_BPM:
	case SORT_MOST_PLAYED:
	case SORT_LIST:
	case SORT_GRADE:
	case SORT_ARTIST:
	case SORT_EASY_METER:
	case SORT_MEDIUM_METER:
	case SORT_HARD_METER:
	case SORT_CHALLENGE_METER:
	{
		///////////////////////////////////
		// Make an array of Song*, then sort them
		///////////////////////////////////
		vector<Song*> arraySongs;
		
		GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );

		bool bUseSections = true;

		// Check that the sort list exists!
		switch( so )
		{
		case SORT_LIST:
			if( !SONGMAN->m_bListSortExists )
				so = SORT_GROUP;
		}

		// sort the songs
		switch( so )
		{
		case SORT_PREFERRED:
		case SORT_ROULETTE:
			SongUtil::SortSongPointerArrayByGroupAndDifficulty( arraySongs );
			bUseSections = false;
			break;
		case SORT_GROUP:
			SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
			bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC;
			break;
		case SORT_TITLE:
			SongUtil::SortSongPointerArrayByTitle( arraySongs );
			break;
		// Sort by Genre
		case SORT_GENRE:
			SongUtil::SortSongPointerArrayByGenre( arraySongs );
			break;
		case SORT_BPM:
			SongUtil::SortSongPointerArrayByBPM( arraySongs );
			break;
		case SORT_MOST_PLAYED:
			if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
				arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
			bUseSections = false;
			break;
		case SORT_LIST:
		 	bUseSections = false;
		 	break;
		case SORT_GRADE:
			SongUtil::SortSongPointerArrayByGrade( arraySongs );
			break;
		case SORT_ARTIST:
			SongUtil::SortSongPointerArrayByArtist( arraySongs );
			break;
		case SORT_EASY_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
			break;
		case SORT_MEDIUM_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
			break;
		case SORT_HARD_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
			break;
		case SORT_CHALLENGE_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
			break;
		default:
			ASSERT(0);	// unhandled SortOrder
		}

		///////////////////////////////////
		// Build an array of WheelItemDatas from the sorted list of Song*'s
		///////////////////////////////////
		arrayWheelItemDatas.clear();	// clear out the previous wheel items 
		arrayWheelItemDatas.reserve( arraySongs.size() );

		if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY ))
			bUseSections = false;

		if( bUseSections )
		{
			// Sorting twice isn't necessary.  Instead, modify the compatator functions 
			// in Song.cpp to have the desired effect. -Chris
			/* Keeping groups together with the sorts is tricky and brittle; we
				* keep getting OTHER split up without this.  However, it puts the 
				* Grade and BPM sorts in the wrong order, and they're already correct,
				* so don't re-sort for them. */
//				/* We're using sections, so use the section name as the top-level
//				 * sort. */
			if( so != SORT_GRADE || so != SORT_BPM  || so != SORT_LIST )
				SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);

			// make WheelItemDatas with sections
			CString sLastSection = "";
			int iSectionColorIndex = 0;
			for( unsigned i=0; i< arraySongs.size(); i++ )
			{
				Song* pSong = arraySongs[i];
				CString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );

				if( sThisSection != sLastSection)	// new section, make a section item
				{
					RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);

					iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
					arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, SORT_INVALID) );
					sLastSection = sThisSection;
				}

				arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
			}
		}
		else
		{
			for( unsigned i=0; i<arraySongs.size(); i++ )
			{
				Song* pSong = arraySongs[i];
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
			}
		}

		if( so != SORT_ROULETTE )
		{
			if( SHOW_ROULETTE )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );

			/* Only add TYPE_PORTAL and TYPE_RANDOM if there's at least one song on the list. */
			bool bFoundAnySong = false;
			for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ )
				if( arrayWheelItemDatas[i].m_Type == TYPE_SONG )
					bFoundAnySong = true;

			if( SHOW_RANDOM && bFoundAnySong )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );

			if( SHOW_PORTAL && bFoundAnySong )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
		}

		if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
		{
			Song* pSong;
			Steps* pSteps;
			PlayerOptions po;
			SongOptions so;
			SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
			
			for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
			{
				if( arrayWheelItemDatas[i].m_pSong == pSong )
				{
					if( USE_EXTRA_COLOR )
					{
						if( EXTRA_OVERRIDES_MENU )
						{
							// Change the song color.
							arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
						}
					}

					break;
				}
			}
		}
		break;
	}
	case SORT_ALL_COURSES:
	case SORT_NONSTOP_COURSES:
	case SORT_ONI_COURSES:
	case SORT_ENDLESS_COURSES:
	{
		vector<Course*> apCourses;
		switch( so )
		{
		case SORT_NONSTOP_COURSES:	SONGMAN->GetNonstopCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses );	break;
		case SORT_ONI_COURSES:		SONGMAN->GetOniCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses );		break;
		case SORT_ENDLESS_COURSES:	SONGMAN->GetEndlessCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses );	break;							break;
		case SORT_ALL_COURSES:		SONGMAN->GetAllCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses );		break;
		default: ASSERT(0); break;
		}

		if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_SONGS)
			CourseUtil::SortCoursePointerArrayByDifficulty( apCourses );
		else
		{
			if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER)
				CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses );

			if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_METER_SUM)
				CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses );

			if (PREFSMAN->m_iCourseSortOrder == PrefsManager::COURSE_SORT_RANK)
				CourseUtil::SortCoursePointerArrayByRanking( apCourses );

			// since we can't agree, make it an option
			if (PREFSMAN->m_bMoveRandomToEnd)
				CourseUtil::MoveRandomToEnd( apCourses );
		}

		if( so == SORT_ALL_COURSES )
			CourseUtil::SortCoursePointerArrayByType( apCourses );

		arrayWheelItemDatas.clear();	// clear out the previous wheel items 

		CString sLastSection = "";
		int iSectionColorIndex = 0;
		for( unsigned c=0; c<apCourses.size(); c++ )	// foreach course
		{
			Course* pCourse = apCourses[c];

			// if unlocks are on, make sure it is unlocked
			if ( UNLOCKMAN->CourseIsLocked(pCourse) && !PREFSMAN->m_bEventIgnoreUnlock )
				continue;

			CString sThisSection = "";
			if( so == SORT_ALL_COURSES )
			switch( pCourse->GetPlayMode() )
			{
			case PLAY_MODE_ONI:		sThisSection = "Oni";		break;
			case PLAY_MODE_NONSTOP:		sThisSection = "Nonstop";	break;
			case PLAY_MODE_ENDLESS:		sThisSection = "Endless";	break;
			}

			// check that this course has at least one song playable in the current style
			if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
				continue;

			if( sThisSection != sLastSection )	// new section, make a section item
			{
				RageColor c = SECTION_COLORS(iSectionColorIndex);
				iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c, SORT_INVALID) );
				sLastSection = sThisSection;
			}

            arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, pCourse->GetColor(), SORT_INVALID) );
		}
		break;
	}
	}

	// init music status icons
	for( i=0; i<arrayWheelItemDatas.size(); i++ )
	{
		Song* pSong = arrayWheelItemDatas[i].m_pSong;
		if( pSong == NULL )
			continue;

		WheelItemData& WID = arrayWheelItemDatas[i];
		WID.m_Flags.bHasBeginnerOr1Meter = pSong->IsEasy( STEPS_TYPE_DANCE_SINGLE ) && USE_EASY_MARKER;
		WID.m_Flags.bEdits = pSong->HasEdits( STEPS_TYPE_DANCE_SINGLE );
		WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong );
	}

	// init crowns
	if( so == SORT_MOST_PLAYED )
	{
		// init crown icons 
		for( i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
		{
			WheelItemData& WID = arrayWheelItemDatas[i];
			WID.m_Flags.iPlayersBestNumber = i+1;
		}
	}

	if( arrayWheelItemDatas.empty() )
	{
		arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), SORT_INVALID) );
	}
}

void MusicWheel::QuickBuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SortOrder so )
{
	unsigned i;

	switch( so )
	{
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
	{
		arrayWheelItemDatas.clear();	// clear out the previous wheel items 
		CString sNames = so==SORT_SORT_MENU ? SORT_MENU_NAMES : MODE_MENU_NAMES;
		CString sActions = so==SORT_SORT_MENU ? SORT_MENU_ACTIONS : MODE_MENU_ACTIONS;
		vector<CString> Names, Actions;
		split( sNames, ":", Names );
		split( sActions, ":", Actions );
		if( Names.size() != Actions.size() )
			RageException::Throw("MusicWheel::MenuNames and MusicWheel::MenuActions must have the same number of components");

		for( i=0; i<Names.size(); ++i )
		{
			// Look for sort names.
			vector<CString> parts;
			split( Actions[i], ";", parts );
		
			SortOrder so = SORT_GROUP;
			for( unsigned j = 0; j < parts.size(); ++j )
			{
				CStringArray asBits;
				split( parts[j], ",", asBits );
				if( !asBits[0].CompareNoCase("sort") )
					so = StringToSortOrder( asBits[1] );
			}

			WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR, so );
			wid.m_sLabel = Names[i];
			wid.m_Action.Load( i, Actions[i] );

			switch( so )
			{
			case SORT_ALL_COURSES:
			case SORT_NONSTOP_COURSES:
			case SORT_ONI_COURSES:
			case SORT_ENDLESS_COURSES:
				/* Don't display course modes after the first stage. */
				if( !PREFSMAN->m_bEventMode && GAMESTATE->m_iCurrentStageIndex )
					continue;
			}

			if( !wid.m_Action.IsPlayable() )
				continue;

			arrayWheelItemDatas.push_back( wid );
		}		
		break;
	}
	case SORT_PREFERRED:
	case SORT_ROULETTE:
	case SORT_GROUP:
	case SORT_TITLE:
	case SORT_GENRE:
	case SORT_BPM:
	case SORT_MOST_PLAYED:
	case SORT_LIST:
	case SORT_GRADE:
	case SORT_ARTIST:
	case SORT_EASY_METER:
	case SORT_MEDIUM_METER:
	case SORT_HARD_METER:
	case SORT_CHALLENGE_METER:
	{
		///////////////////////////////////
		// Make an array of Song*, then sort them
		///////////////////////////////////
		vector<Song*> arraySongs;
		
		GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );

		bool bUseSections = true;

		// Check that the sort list exists!
		switch( so )
		{
		case SORT_LIST:
			if( !SONGMAN->m_bListSortExists )
				so = SORT_GROUP;
		}

		// sort the songs
		switch( so )
		{
		case SORT_PREFERRED:
		case SORT_ROULETTE:
			SongUtil::SortSongPointerArrayByGroupAndDifficulty( arraySongs );
			bUseSections = false;
			break;
		case SORT_GROUP:
			SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
			bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC;
			break;
		case SORT_TITLE:
			SongUtil::SortSongPointerArrayByTitle( arraySongs );
			break;
		// Sort by Genre
		case SORT_GENRE:
			SongUtil::SortSongPointerArrayByGenre( arraySongs );
			break;
		case SORT_BPM:
			SongUtil::SortSongPointerArrayByBPM( arraySongs );
			break;
		case SORT_MOST_PLAYED:
			if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
				arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
			bUseSections = false;
			break;
		case SORT_LIST:
		 	bUseSections = false;
		 	break;
		case SORT_GRADE:
			SongUtil::SortSongPointerArrayByGrade( arraySongs );
			break;
		case SORT_ARTIST:
			SongUtil::SortSongPointerArrayByArtist( arraySongs );
			break;
		case SORT_EASY_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
			break;
		case SORT_MEDIUM_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
			break;
		case SORT_HARD_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
			break;
		case SORT_CHALLENGE_METER:
			SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
			break;
		default:
			ASSERT(0);	// unhandled SortOrder
		}

		///////////////////////////////////
		// Build an array of WheelItemDatas from the sorted list of Song*'s
		///////////////////////////////////
		arrayWheelItemDatas.clear();	// clear out the previous wheel items 
		arrayWheelItemDatas.reserve( arraySongs.size() );

		if( PREFSMAN->m_MusicWheelUsesSections == PrefsManager::NEVER || (so != SORT_TITLE && PREFSMAN->m_MusicWheelUsesSections == PrefsManager::ABC_ONLY ))
			bUseSections = false;

		if( bUseSections )
		{
			// Sorting twice isn't necessary.  Instead, modify the compatator functions 
			// in Song.cpp to have the desired effect. -Chris
			/* Keeping groups together with the sorts is tricky and brittle; we
				* keep getting OTHER split up without this.  However, it puts the 
				* Grade and BPM sorts in the wrong order, and they're already correct,
				* so don't re-sort for them. */
//				/* We're using sections, so use the section name as the top-level
//				 * sort. */
			if( so != SORT_GRADE || so != SORT_BPM  || so != SORT_LIST )
				SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);

			// make WheelItemDatas with sections
			CString sLastSection = "";
			int iSectionColorIndex = 0;
			for( unsigned i=0; i< arraySongs.size(); i++ )
			{
				Song* pSong = arraySongs[i];
				CString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );

				if( sThisSection != sLastSection)	// new section, make a section item
				{
					RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetGroupColor(pSong->m_sGroupName) : SECTION_COLORS(iSectionColorIndex);

					iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
					arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, SORT_INVALID) );
					sLastSection = sThisSection;
				}

				arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
			}
		}
		else
		{
			for( unsigned i=0; i<arraySongs.size(); i++ )
			{
				Song* pSong = arraySongs[i];
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong), SORT_INVALID) );
			}
		}

		if( so != SORT_ROULETTE )
		{
			if( SHOW_ROULETTE )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );

			/* Only add TYPE_PORTAL and TYPE_RANDOM if there's at least one song on the list. */
			bool bFoundAnySong = false;
			for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ )
				if( arrayWheelItemDatas[i].m_Type == TYPE_SONG )
					bFoundAnySong = true;

			if( SHOW_RANDOM && bFoundAnySong )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );

			if( SHOW_PORTAL && bFoundAnySong )
				arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
		}

		if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
		{
			Song* pSong;
			Steps* pSteps;
			PlayerOptions po;
			SongOptions so;
			SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
			
			for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
			{
				if( arrayWheelItemDatas[i].m_pSong == pSong )
				{
					if( USE_EXTRA_COLOR )
					{
						if( EXTRA_OVERRIDES_MENU )
						{
							// Change the song color.
							arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
						}
					}

					break;
				}
			}
		}
		break;
	}
	}

	// init music status icons
	for( i=0; i<arrayWheelItemDatas.size(); i++ )
	{
		Song* pSong = arrayWheelItemDatas[i].m_pSong;
		if( pSong == NULL )
			continue;

		WheelItemData& WID = arrayWheelItemDatas[i];
		WID.m_Flags.bHasBeginnerOr1Meter = pSong->IsEasy( STEPS_TYPE_DANCE_SINGLE );
		WID.m_Flags.bEdits = pSong->HasEdits( STEPS_TYPE_DANCE_SINGLE );
		WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong );
	}

	// init crowns
	if( so == SORT_MOST_PLAYED )
	{
		// init crown icons 
		for( i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
		{
			WheelItemData& WID = arrayWheelItemDatas[i];
			WID.m_Flags.iPlayersBestNumber = i+1;
		}
	}

	if( arrayWheelItemDatas.empty() )
	{
		arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), SORT_INVALID) );
	}
}

void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out )
{
	if( USE_3D )
	{
		const float curve = CIRCLE_PERCENT*2*PI;
		fRotationX_out = SCALE(fPosOffsetsFromMiddle,-NUM_WHEEL_ITEMS/2.0f,+NUM_WHEEL_ITEMS/2.0f,-curve/2.f,+curve/2.f);
		fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
		fY_out = WHEEL_3D_RADIUS*sinf(fRotationX_out);
		fZ_out = -100+WHEEL_3D_RADIUS*cosf(fRotationX_out);
		fRotationX_out *= 180.f/PI;	// to degrees

//		printf( "fRotationX_out = %f\n", fRotationX_out );
	}
	else if(!USE_LINEAR_WHEEL)
	{
		fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
		fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
		fZ_out = 0;
		fRotationX_out = 0;

		fX_out = roundf( fX_out );
		fY_out = roundf( fY_out );
		fZ_out = roundf( fZ_out );
	}
	else
	{
		fX_out = fPosOffsetsFromMiddle*ITEM_CURVE_X;
		fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
		fZ_out = 0;
		fRotationX_out = 0;

		fX_out = roundf( fX_out );
		fY_out = roundf( fY_out );
		fZ_out = roundf( fZ_out );
	}
}

void MusicWheel::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
{
	float fX, fY, fZ, fRotationX;
	GetItemPosition( fPosOffsetsFromMiddle, fX, fY, fZ, fRotationX );
	item.SetXY( fX, fY );
	item.SetZ( fZ );
	item.SetRotationX( fRotationX );
}

void MusicWheel::RebuildMusicWheelItems()
{
	// rewind to first index that will be displayed;
	int iIndex = m_iSelection;
	if( m_iSelection > int(m_CurWheelItemData.size()-1) )
		m_iSelection = 0;
	
	iIndex -= NUM_WHEEL_ITEMS/2;

	ASSERT(m_CurWheelItemData.size());
	while(iIndex < 0)
		iIndex += m_CurWheelItemData.size();

	// iIndex is now the index of the lowest WheelItem to draw
	for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
	{
		WheelItemData     *data   = m_CurWheelItemData[iIndex];
		MusicWheelItem& display = m_MusicWheelItems[i];

		display.LoadFromWheelItemData( data );

		// increment iIndex
		iIndex++;
		if( iIndex > int(m_CurWheelItemData.size()-1) )
			iIndex = 0;
	}

}

void MusicWheel::NotesOrTrailChanged( PlayerNumber pn )	// update grade graphics and top score
{
	for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
	{
		MusicWheelItem& display = m_MusicWheelItems[i];
		display.RefreshGrades();
	}
}



void MusicWheel::DrawPrimitives()
{
	if( USE_3D && USE_BANNER_WHEEL )
	{
//		DISPLAY->PushMatrix();
//		DISPLAY->EnterPerspective(45, false);

		// construct view and project matrix
//		RageVector3 Up( 0.0f, 1.0f, 0.0f );
//		RageVector3 Eye( CENTER_X, CENTER_Y, 550 );
//		RageVector3 At( CENTER_X, CENTER_Y, 0 );

//		DISPLAY->LookAt(Eye, At, Up);

		DISPLAY->PushMatrix();

		// construct view and project matrix
		RageVector3 Up( 0.0f, 1.0f, 0.0f );
		RageVector3 Eye( CENTER_X, CENTER_Y, 550 );
		RageVector3 At( CENTER_X, CENTER_Y, 0 );
	}

	// draw outside->inside
	int i;
	for( i=0; i<NUM_WHEEL_ITEMS/2; i++ )
		DrawItem( i );
	for( i=NUM_WHEEL_ITEMS-1; i>=NUM_WHEEL_ITEMS/2; i-- )
		DrawItem( i );


	ActorFrame::DrawPrimitives();
	
	if( USE_3D && USE_BANNER_WHEEL )
	{
//		DISPLAY->ExitPerspective();
//		DISPLAY->PopMatrix();

		DISPLAY->PopMatrix();
	}
}


void MusicWheel::DrawItem( int i )
{
	MusicWheelItem& display = m_MusicWheelItems[i];

	switch( m_WheelState )
	{
	case STATE_SELECTING_MUSIC:
	case STATE_ROULETTE_SPINNING:
	case STATE_ROULETTE_SLOWING_DOWN:
	case STATE_RANDOM_SPINNING:
	case STATE_LOCKED:
		{
			const float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
			SetItemPosition( display, fThisBannerPositionOffsetFromSelection );
		}
		break;
	}

	if( m_WheelState == STATE_LOCKED  &&  i != NUM_WHEEL_ITEMS/2 )
		display.m_fPercentGray = 0.5f;
	else
		display.m_fPercentGray = 0;

	display.Draw();
}


void MusicWheel::UpdateScrollbar()
{
	int total_num_items = m_CurWheelItemData.size();
	float item_at=m_iSelection - m_fPositionOffsetFromSelection;

	if(NUM_WHEEL_ITEMS >= total_num_items) {
		m_ScrollBar.SetPercentage( 0, 1 );
	} else {
		float size = float(NUM_WHEEL_ITEMS) / total_num_items;
		float center = item_at / total_num_items;
		size *= 0.5f;

		m_ScrollBar.SetPercentage( center - size, center + size );
	}
}

bool MusicWheel::IsSettled() const
{
	if( m_Moving )
		return false;
	if( m_WheelState != STATE_SELECTING_MUSIC && m_WheelState != STATE_LOCKED )
		return false;
	if( m_fPositionOffsetFromSelection != 0 )
		return false;

	return true;
}


void MusicWheel::Update( float fDeltaTime )
{
	ActorFrame::Update( fDeltaTime );

	unsigned i;
	for( i=0; i<unsigned(NUM_WHEEL_ITEMS); i++ )
	{
		MusicWheelItem& display = m_MusicWheelItems[i];

		display.Update( fDeltaTime );
	}

	UpdateScrollbar();

	if( m_Moving )
	{
		m_TimeBeforeMovingBegins -= fDeltaTime;
		m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
	}

	// update wheel state
	m_fTimeLeftInState -= fDeltaTime;
	if( m_fTimeLeftInState <= 0 )	// time to go to a new state
	{
		switch( m_WheelState )
		{
		case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
			{
				Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;

				SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
				
				SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SortOrder ));

				m_iSelection = 0;

				//
				// Select the previously selected item
				//
				switch( GAMESTATE->m_SortOrder )
				{
				default:
					// Look for the last selected song or course
					SelectSongOrCourse();
					break;
				case SORT_SORT_MENU:
				case SORT_MODE_MENU:
					SelectSort( m_LastSortOrder );
					break;
				}

				//
				// Change difficulty for sorts by meter
				//
				Difficulty dc = DIFFICULTY_INVALID;
				switch( GAMESTATE->m_SortOrder )
				{
				case SORT_EASY_METER:		dc = DIFFICULTY_EASY;		break;
				case SORT_MEDIUM_METER:		dc = DIFFICULTY_MEDIUM;		break;
				case SORT_HARD_METER:		dc = DIFFICULTY_HARD;		break;
				case SORT_CHALLENGE_METER:	dc = DIFFICULTY_CHALLENGE;	break;
				}
				if( dc != DIFFICULTY_INVALID )
				{
					FOREACH_PlayerNumber( p )
						if( GAMESTATE->IsPlayerEnabled(p) )
							GAMESTATE->m_PreferredDifficulty[p] = dc;
				}

				//
				// Unselect the current song if this is a course mode.
				// Unselect the current course if this is a song sort.
				//
				/* If we do this, then switching to course mode and back will put you
				 * back on the default song.  From the CVS commit, this looks like it
				 * was originally to fix ScreenOptionsMaster difficulty display, and
				 * isn't needed anymore ... -glenn */
/*				switch( GAMESTATE->m_SortOrder )
				{
				case SORT_PREFERRED:
				case SORT_GROUP:
				case SORT_TITLE:
				case SORT_GENRE:
				case SORT_BPM:
				case SORT_GRADE:
				case SORT_ARTIST:
				case SORT_MOST_PLAYED:
				case SORT_LIST:
				case SORT_ROULETTE:
				case SORT_EASY_METER:
				case SORT_MEDIUM_METER:
				case SORT_HARD_METER:
				case SORT_CHALLENGE_METER:
					GAMESTATE->m_pCurCourse = NULL;
					break;
				case SORT_ALL_COURSES:
				case SORT_NONSTOP_COURSES:
				case SORT_ONI_COURSES:
				case SORT_ENDLESS_COURSES:
					GAMESTATE->m_pCurSong = NULL;
					break;
				}
*/

				SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
				RebuildMusicWheelItems();
				TweenOnScreen(true);
				m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
			}
			break;

		case STATE_FLYING_ON_AFTER_NEXT_SORT:
			m_WheelState = STATE_SELECTING_MUSIC;	// now, wait for input
			break;

		case STATE_TWEENING_ON_SCREEN:
			m_fTimeLeftInState = 0;
			if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
			{
				m_WheelState = STATE_LOCKED;
				SCREENMAN->PlayStartSound();
				m_fLockedWheelVelocity = 0;
			}
			else
			{
				m_WheelState = STATE_SELECTING_MUSIC;
			}
			break;
		case STATE_TWEENING_OFF_SCREEN:
			m_WheelState = STATE_WAITING_OFF_SCREEN;
			m_fTimeLeftInState = 0;
			break;
		case STATE_SELECTING_MUSIC:
			m_fTimeLeftInState = 0;
			break;
		case STATE_ROULETTE_SPINNING:
		case STATE_RANDOM_SPINNING:
			break;
		case STATE_WAITING_OFF_SCREEN:
			break;
		case STATE_LOCKED:
			break;
		case STATE_ROULETTE_SLOWING_DOWN:
			if( m_iSwitchesLeftInSpinDown == 0 )
			{
				m_WheelState = STATE_LOCKED;
				m_fTimeLeftInState = 0;
				SCREENMAN->PlayStartSound();
				m_fLockedWheelVelocity = 0;

				// Send this again so the screen starts sample music.
				SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
			}
			else
			{
				m_iSwitchesLeftInSpinDown--;
				const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
				ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
				m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];

				LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );

				if( m_iSwitchesLeftInSpinDown < 2 )
					ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
				else
					ChangeMusic(1);
			}
			break;
		default:
			ASSERT(0);	// all state changes should be handled explicitly
			break;
		}
	}

	if( m_WheelState == STATE_LOCKED )
	{
		/* Do this in at most .1 sec chunks, so we don't get weird if we
		 * stop for some reason (and so it behaves the same when being
		 * single stepped). */
		float tm = fDeltaTime;
		while(tm > 0)
		{
			float t = min(tm, 0.1f);
			tm -= t;

			m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );

			float fSpringForce = - m_fPositionOffsetFromSelection * LOCKED_INITIAL_VELOCITY;
			m_fLockedWheelVelocity += fSpringForce;

			float fDrag = -m_fLockedWheelVelocity * t*4;
			m_fLockedWheelVelocity += fDrag;

			m_fPositionOffsetFromSelection  += m_fLockedWheelVelocity*t;

			if( fabsf(m_fPositionOffsetFromSelection) < 0.01f  &&  fabsf(m_fLockedWheelVelocity) < 0.01f )
			{
				m_fPositionOffsetFromSelection = 0;
				m_fLockedWheelVelocity = 0;
			}
		}
	}
	else if( IsMoving() )
	{
		// We're automatically moving.  Move linearly, and don't clamp to the selection.
		float fSpinSpeed = m_SpinSpeed*m_Moving;
		m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;

		// Make sure that we don't go further than 1 away, in case the speed is very high or we
		// miss a lot of frames.
		m_fPositionOffsetFromSelection  = clamp(m_fPositionOffsetFromSelection, -1.0f, 1.0f);
		
		// If it passed the selection, move again.
		if((m_Moving == -1 && m_fPositionOffsetFromSelection >= 0) ||
		   (m_Moving == 1 && m_fPositionOffsetFromSelection <= 0))
		{
			ChangeMusic(m_Moving);

			if(PREFSMAN->m_iMusicWheelSwitchSpeed < MAX_WHEEL_SOUND_SPEED)
				m_soundChangeMusic.Play();
		}

		if(PREFSMAN->m_iMusicWheelSwitchSpeed >= MAX_WHEEL_SOUND_SPEED &&
			m_MovingSoundTimer.PeekDeltaTime() >= 1.0f / MAX_WHEEL_SOUND_SPEED)
		{
			m_MovingSoundTimer.GetDeltaTime();
			m_soundChangeMusic.Play();
		}
	}
	else
	{
		// "rotate" wheel toward selected song
		float fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;

		if( m_fPositionOffsetFromSelection > 0 )
		{
			m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
			if( m_fPositionOffsetFromSelection < 0 )
				m_fPositionOffsetFromSelection = 0;
		}
		else if( m_fPositionOffsetFromSelection < 0 )
		{
			m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
			if( m_fPositionOffsetFromSelection > 0 )
				m_fPositionOffsetFromSelection = 0;
		}
	}
}


void MusicWheel::ChangeMusic(int dist)
{
	m_iSelection += dist;
	wrap( m_iSelection, m_CurWheelItemData.size() );

	RebuildMusicWheelItems();

	m_fPositionOffsetFromSelection += dist;

	SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );

	// If we're moving automatically, don't play this; it'll be called in Update.
	if(!IsMoving())
		m_soundChangeMusic.Play();
}

bool MusicWheel::ChangeSort( SortOrder new_so )	// return true if change successful
{
	ASSERT( new_so < NUM_SORT_ORDERS );
	if( GAMESTATE->m_SortOrder == new_so )
		return false;

	// Don't change to SORT_SORT_MENU or SORT_MODE_MENU if they don't have at least two choices.
	switch( new_so )
	{
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
		if( m_WheelItemDatas[new_so].size() < 2 )
			return false;
	}

	switch( m_WheelState )
	{
	case STATE_SELECTING_MUSIC:
	case STATE_FLYING_ON_AFTER_NEXT_SORT:
		break;	// fall through
	default:
		return false;	// don't continue
	}

	SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 );

	m_soundChangeSort.Play();

	TweenOffScreen(true);

	m_LastSortOrder = GAMESTATE->m_SortOrder;
	GAMESTATE->m_SortOrder = new_so;
	
	m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
	return true;
}

bool MusicWheel::NextSort()		// return true if change successful
{
	// don't allow NextSort when on the sort menu or mode menu
	switch( GAMESTATE->m_SortOrder )
	{
	case SORT_SORT_MENU:
	case SORT_MODE_MENU:
		return false;
	}

	// find the index of the current sort
	int cur = 0;
	while( cur < int(ARRAYSIZE(SORT_ORDERS)) && SORT_ORDERS[cur] != GAMESTATE->m_SortOrder )
		++cur;

	// move to the next sort with wrapping
	++cur;
	wrap( cur, ARRAYSIZE(SORT_ORDERS) );

	// apply new sort
	SortOrder soNew = SORT_ORDERS[cur];
	return ChangeSort( soNew );
}

bool MusicWheel::Select()	// return true if this selection ends the screen
{
	LOG->Trace( "MusicWheel::Select()" );

	if( m_WheelState == STATE_ROULETTE_SLOWING_DOWN )
		return false;

	m_Moving = 0;

	if( m_WheelState == STATE_ROULETTE_SPINNING )
	{
		m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
		m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2);
		m_fTimeLeftInState = 0.1f;
		return false;
	}


	if( m_WheelState == STATE_RANDOM_SPINNING )
	{
		m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
		m_WheelState = STATE_LOCKED;
		SCREENMAN->PlayStartSound();
		m_fLockedWheelVelocity = 0;
		SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
		return false;
	}

	switch( m_CurWheelItemData[m_iSelection]->m_Type )
	{
	case TYPE_SECTION:
		{
			CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sSectionName;
			if( m_sExpandedSectionName == sThisItemSectionName )	// already expanded
				m_sExpandedSectionName = "";		// collapse it
			else				// already collapsed
				m_sExpandedSectionName = sThisItemSectionName;	// expand it

			m_soundExpand.Play();

			SetOpenGroup(m_sExpandedSectionName);
		}
		return false;
	case TYPE_ROULETTE:  
		StartRoulette();
		return false;
	case TYPE_RANDOM:
		StartRandom();
		return false;
	case TYPE_SONG:
	case TYPE_PORTAL:
		// Don't -permanently- unlock the song.  Just let them play 
		// the unlocked song once.
//		if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
//			UNLOCKMAN->UnlockSong( m_CurWheelItemData[m_iSelection]->m_pSong );
		return true;
	case TYPE_COURSE:
		return true;
	case TYPE_SORT:
		m_CurWheelItemData[m_iSelection]->m_Action.ApplyToAllPlayers();
		LOG->Trace("New sort order selected: %s - %d", m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(), m_CurWheelItemData[m_iSelection]->m_SortOrder );
		ChangeSort( m_CurWheelItemData[m_iSelection]->m_SortOrder );
		return false;
	default:
		ASSERT(0);
		return false;
	}
}

void MusicWheel::StartRoulette() 
{
	m_WheelState = STATE_ROULETTE_SPINNING;
	m_Moving = 1;
	m_TimeBeforeMovingBegins = 0;
	m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
	SetOpenGroup("", SortOrder(SORT_ROULETTE));
}

void MusicWheel::StartRandom()
{
	// Shuffle the roulette wheel.
	RandomGen rnd;
	random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );

	SetOpenGroup("", SortOrder(SORT_ROULETTE));

	m_Moving = -1;
	m_TimeBeforeMovingBegins = 0;
	m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
	m_SpinSpeed *= 20.0f; // faster!
	m_WheelState = STATE_RANDOM_SPINNING;

	SelectSong( GetPreferredSelectionForRandomOrPortal() );

	this->Select();
	RebuildMusicWheelItems();
}

void MusicWheel::SetOpenGroup(CString group, SortOrder so)
{
	if( so == SORT_INVALID)
		so = GAMESTATE->m_SortOrder;

	m_sExpandedSectionName = group;

	WheelItemData *old = NULL;
	if(!m_CurWheelItemData.empty())
		old = m_CurWheelItemData[m_iSelection];

	m_CurWheelItemData.clear();
	vector<WheelItemData> &from = m_WheelItemDatas[so];
	for( unsigned i = 0; i < from.size(); ++i )
	{
		WheelItemData &d = from[i];
		if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) &&
		     !d.m_sSectionName.empty() &&
			 d.m_sSectionName != group )
			 continue;

		// Only show tutorial songs in arcade
		if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR && 
			d.m_pSong &&
			d.m_pSong->IsTutorial() )
			continue;

		m_CurWheelItemData.push_back(&d);
	}

	//
	// Try to select the item that was selected before changing groups
	//
	m_iSelection = 0;

	for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
	{
		if( m_CurWheelItemData[i] == old )
		{
			m_iSelection=i;
			break;
		}
	}

	RebuildMusicWheelItems();
}

bool MusicWheel::IsRouletting() const
{
	return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
		   m_WheelState == STATE_RANDOM_SPINNING;
}

int MusicWheel::IsMoving() const
{
	return m_Moving && m_TimeBeforeMovingBegins == 0;
}

void MusicWheel::TweenOnScreen(bool changing_sort)
{
	m_WheelState = STATE_TWEENING_ON_SCREEN;

	SetItemPosition( m_sprSelectionOverlay, 0 );

	COMMAND( m_sprSelectionOverlay, "StartOn");
	if( changing_sort )
	{
		const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
		m_sprSelectionOverlay.BeginTweening( delay ); // sleep
		COMMAND( m_sprSelectionOverlay, "FinishOnSort");
	} else {
		COMMAND( m_sprSelectionOverlay, "FinishOn");
	}

	m_ScrollBar.SetX( SCROLL_BAR_X );
	m_ScrollBar.Command( "addx,+30" );
	if(changing_sort)
		m_ScrollBar.BeginTweening( 0.2f );	// sleep
	else
		m_ScrollBar.BeginTweening( 0.7f );	// sleep
	m_ScrollBar.BeginTweening( 0.2f , Actor::TWEEN_ACCELERATE );
	m_ScrollBar.Command( "addx,-30" );

	for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
	{
		MusicWheelItem& display = m_MusicWheelItems[i];
		float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
		SetItemPosition( display, fThisBannerPositionOffsetFromSelection );

		COMMAND( display, "StartOn");
		const float delay = fabsf(i-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
		display.BeginTweening( delay ); // sleep
		COMMAND( display, "FinishOn");
		if( changing_sort )
			display.HurryTweening( 0.25f );
	}

	if( changing_sort )
		HurryTweening( 0.25f );

	m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}
						   
void MusicWheel::TweenOffScreen(bool changing_sort)
{
	m_WheelState = STATE_TWEENING_OFF_SCREEN;

	SetItemPosition( m_sprSelectionOverlay, 0 );

	COMMAND( m_sprSelectionOverlay, "StartOff");
	if(changing_sort)
	{
		/* When changing sort, tween the overlay with the item in the center;
		 * having it separate looks messy when we're moving fast. */
		const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
		m_sprSelectionOverlay.BeginTweening( delay ); // sleep
		COMMAND( m_sprSelectionOverlay, "FinishOffSort");
	} else {
		COMMAND( m_sprSelectionOverlay, "FinishOff");
	}
	COMMAND( m_sprSelectionOverlay, "FinishOff");

	m_ScrollBar.BeginTweening( 0 );
	m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
	m_ScrollBar.SetX( SCROLL_BAR_X+30 );	

	for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
	{
		MusicWheelItem& display = m_MusicWheelItems[i];
		float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
		SetItemPosition( display, fThisBannerPositionOffsetFromSelection );

		COMMAND( display, "StartOff");
		const float delay = fabsf(i-WHEEL_ITEM_OFF_DELAY_CENTER) * WHEEL_ITEM_OFF_DELAY_OFFSET;
		display.BeginTweening( delay );	// sleep
		COMMAND( display, "FinishOff");
		if( changing_sort )
			display.HurryTweening( 0.25f );
	}

	if( changing_sort )
		HurryTweening( 0.25f );

	m_fTimeLeftInState = GetTweenTimeLeft() + 0.100f;
}

void MusicWheel::Move(int n)
{
	if(n == m_Moving)
		return;

	if( m_WheelState == STATE_LOCKED )
	{
		if(n)
		{
			int iSign = n/abs(n);
			m_fLockedWheelVelocity = iSign*LOCKED_INITIAL_VELOCITY;
			m_soundLocked.Play();
		}
		return;
	}

	/* If we're not selecting, discard this.  We won't ignore it; we'll
	 * get called again every time the key is repeated. */
	/* Still process Move(0) so we sometimes continue moving immediate 
	 * after the sort change finished and before the repeat event causes a 
	 * Move(0). -Chris */
	switch( m_WheelState )
	{
	case STATE_SELECTING_MUSIC:
		break;
	case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
	case STATE_FLYING_ON_AFTER_NEXT_SORT:
		if( n!= 0 )
			return;
		break;
	default:
		return;	// don't continue
	}

	if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0)
	{
		/* We were moving, and now we're stopping.  If we're really close to
		 * the selection, move to the next one, so we have a chance to spin down
		 * smoothly. */
		if(fabsf(m_fPositionOffsetFromSelection) < 0.25f )
			ChangeMusic(m_Moving);

		/* Make sure the user always gets an SM_SongChanged when
		 * Moving() is 0, so the final banner, etc. always gets set. */
		SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
	}

	m_TimeBeforeMovingBegins = 1/4.0f;
	m_SpinSpeed = float(PREFSMAN->m_iMusicWheelSwitchSpeed);
	m_Moving = n;
	
	if(m_Moving)
		ChangeMusic(m_Moving);
}

void MusicWheel::ModeSwitch( bool bState )
{
	m_bFromModeSwitcher = bState;
}

Song* MusicWheel::GetSelectedSong()
{
	switch( m_CurWheelItemData[m_iSelection]->m_Type )
	{
	case TYPE_PORTAL:
		return GetPreferredSelectionForRandomOrPortal();
	}

	return m_CurWheelItemData[m_iSelection]->m_pSong;
}

/* Find a random song.  If possible, find one that has the preferred difficulties of
 * each player.  Prefer songs in the active group, if any. 
 *
 * Note that if this is called, we *must* find a song.  We will only be called if
 * the active sort has at least one song, but there may be no open group.  This means
 * that any filters and preferences applied here must be optional. */
Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
{
	// probe to find a song that has the preferred 
	// difficulties of each player
	vector<Difficulty> vDifficultiesToRequire;
	FOREACH_HumanPlayer(p)
	{
		if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_INVALID )
			continue;	// skip

		// TRICKY: Don't require that edits be present if perferred 
		// difficulty is DIFFICULTY_EDIT.  Otherwise, players could use this 
		// to set up a 100% chance of getting a particular locked song by 
		// having a single edit for a locked song.
		if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT )
			continue;	// skip

		vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
	}

	CString sPreferredGroup = m_sExpandedSectionName;
	vector<WheelItemData> &wid = m_WheelItemDatas[GAMESTATE->m_SortOrder];

	StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;

#define NUM_PROBES 1000
	for( int i=0; i<NUM_PROBES; i++ )
	{
		/* Maintaining difficulties is higher priority than maintaining the current
		 * group. */
		if( i == NUM_PROBES/4 )
			sPreferredGroup = "";
		if( i == NUM_PROBES/2 )
			vDifficultiesToRequire.clear();

		int iSelection = rand() % wid.size();
		if( wid[iSelection].m_Type != TYPE_SONG )
			continue;

		Song* pSong = wid[iSelection].m_pSong;

		if( !sPreferredGroup.empty() && wid[iSelection].m_sSectionName != sPreferredGroup )
			continue;

		if( i < 900 && pSong->IsTutorial() )
			continue;

		FOREACH( Difficulty, vDifficultiesToRequire, d )
			if( !pSong->HasStepsTypeAndDifficulty(st,*d) )
				continue;
		return wid[iSelection].m_pSong;
	}

	if( m_bFromModeSwitcher )
		return NULL;
	else
		FAIL_M( "Couldn't find any songs" );
}

/*
 * (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
