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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit UMenu;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SysUtils,
+ Math,
+ gl,
+ SDL,
+ UPath,
+ UMenuBackground,
+ UMenuButton,
+ UMenuButtonCollection,
+ UMenuInteract,
+ UMenuSelectSlide,
+ UMenuStatic,
+ UMenuText,
+ UMusic,
+ UTexture,
+ UThemes;
+
+type
+{ Int16 = SmallInt;}
+
+ PMenu = ^TMenu;
+ TMenu = class
+ protected
+ Background: TMenuBackground;
+
+ Interactions: array of TInteract;
+ SelInteraction: integer;
+
+ ButtonPos: integer;
+ Button: array of TButton;
+
+ SelectsS: array of TSelectSlide;
+ ButtonCollection: array of TButtonCollection;
+ public
+ Text: array of TText;
+ Statics: array of TStatic;
+ mX: integer; // mouse X
+ mY: integer; // mouse Y
+
+ Fade: integer; // fade type
+ ShowFinish: boolean; // true if there is no fade
+ RightMbESC: boolean; // true to simulate ESC keypress when RMB is pressed
+
+ destructor Destroy; override;
+ constructor Create; overload; virtual;
+ //constructor Create(Back: string); overload; virtual; // Back is a JPG resource name for background
+ //constructor Create(Back: string; W, H: integer); overload; virtual; // W and H are the number of overlaps
+
+ // interaction
+ procedure AddInteraction(Typ, Num: integer);
+ procedure SetInteraction(Num: integer); virtual;
+ property Interaction: integer read SelInteraction write SetInteraction;
+
+ // procedure load bg, texts, statics and button collections from themebasic
+ procedure LoadFromTheme(const ThemeBasic: TThemeBasic);
+
+ procedure PrepareButtonCollections(const Collections: AThemeButtonCollection);
+ procedure AddButtonCollection(const ThemeCollection: TThemeButtonCollection; const Num: byte);
+
+ // background
+ procedure AddBackground(ThemedSettings: TThemeBackground);
+
+ // static
+ function AddStatic(ThemeStatic: TThemeStatic): integer; overload;
+ function AddStatic(X, Y, W, H: real; const TexName: IPath): integer; overload;
+ function AddStatic(X, Y, W, H: real; const TexName: IPath; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const TexName: IPath; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const TexName: IPath; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const TexName: IPath; Typ: TTextureType; Color: integer): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const TexName: IPath; Typ: TTextureType; Color: integer): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const TexName: IPath; Typ: TTextureType; Color: integer; Reflection: boolean; ReflectionSpacing: real): integer; overload;
+
+ // text
+ function AddText(ThemeText: TThemeText): integer; overload;
+ function AddText(X, Y: real; const Text_: UTF8String): integer; overload;
+ function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: UTF8String): integer; overload;
+ function AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: UTF8String; Reflection_: boolean; ReflectionSpacing_: real; Z : real): integer; overload;
+
+ // button
+ procedure SetButtonLength(Length: cardinal); //Function that Set Length of Button Array in one Step instead of register new Memory for every Button
+ function AddButton(ThemeButton: TThemeButton): integer; overload;
+ function AddButton(X, Y, W, H: real; const TexName: IPath): integer; overload;
+ function AddButton(X, Y, W, H: real; const TexName: IPath; Typ: TTextureType; Reflection: boolean): integer; overload;
+ function AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; const TexName: IPath; Typ: TTextureType; Reflection: boolean; ReflectionSpacing, DeSelectReflectionSpacing: real): integer; overload;
+ procedure ClearButtons;
+ procedure AddButtonText(AddX, AddY: real; const AddText: UTF8String); overload;
+ procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: UTF8String); overload;
+ procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: UTF8String); overload;
+ procedure AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: UTF8String); overload;
+
+ // select slide
+ function AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; const Values: array of UTF8String): integer; overload;
+ function AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const TexName: IPath; Typ: TTextureType; const SBGName: IPath; SBGTyp: TTextureType;
+ const Caption: UTF8String; var Data: integer): integer; overload;
+ procedure AddSelectSlideOption(const AddText: UTF8String); overload;
+ procedure AddSelectSlideOption(SelectNo: cardinal; const AddText: UTF8String); overload;
+ procedure UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; const Values: array of UTF8String; var Data: integer);
+
+// function AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16;
+// procedure ClearWidgets(MinNumber : Int16);
+ procedure FadeTo(Screen: PMenu); overload;
+ procedure FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); overload;
+ //popup hack
+ procedure CheckFadeTo(Screen: PMenu; Msg: UTF8String);
+
+ function DrawBG: boolean; virtual;
+ function DrawFG: boolean; virtual;
+ function Draw: boolean; virtual;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown : boolean): boolean; virtual;
+ function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; virtual;
+ function InRegion(X, Y: real; A: TMouseOverRect): boolean;
+ function InteractAt(X, Y: real): integer;
+ function CollectionAt(X, Y: real): integer;
+ procedure OnShow; virtual;
+ procedure OnShowFinish; virtual;
+ procedure OnHide; virtual;
+
+ procedure SetAnimationProgress(Progress: real); virtual;
+
+ function IsSelectable(Int: cardinal): boolean;
+
+ procedure InteractNext; virtual;
+ procedure InteractCustom(CustomSwitch: integer); virtual;
+ procedure InteractPrev; virtual;
+ procedure InteractInc; virtual;
+ procedure InteractDec; virtual;
+ procedure InteractNextRow; virtual; // this is for the options screen, so button down makes sense
+ procedure InteractPrevRow; virtual; // this is for the options screen, so button up makes sense
+ procedure AddBox(X, Y, W, H: real);
+ end;
+
+function RGBFloatToInt(R, G, B: double): cardinal;
+
+const
+ MENU_MDOWN = 8;
+ MENU_MUP = 0;
+
+ pmMove = 1;
+ pmClick = 2;
+ pmUnClick = 3;
+
+ iButton = 0; // interaction type
+ iText = 2;
+ iSelectS = 3;
+ iBCollectionChild = 5;
+
+// fBlack = 0; // fade type
+// fWhite = 1;
+
+implementation
+
+uses
+ UCommon,
+ UCovers,
+ UDisplay,
+ UDrawTexture,
+ UGraphic,
+ ULog,
+ UMain,
+ USkins,
+ UTime,
+ //Background types
+ UMenuBackgroundNone,
+ UMenuBackgroundColor,
+ UMenuBackgroundTexture,
+ UMenuBackgroundVideo,
+ UMenuBackgroundFade;
+
+destructor TMenu.Destroy;
+var
+ I: integer;
+begin
+ for I := 0 to High(Button) do
+ Button[I].Free;
+ for I := 0 to High(ButtonCollection) do
+ ButtonCollection[I].Free;
+ for I := 0 to High(SelectsS) do
+ SelectsS[I].Free;
+ for I := 0 to High(Text) do
+ Text[I].Free;
+ for I := 0 to High(Statics) do
+ Statics[I].Free;
+
+ Background.Free;
+
+ //Log.LogError('Unloaded Succesful: ' + ClassName);
+ inherited;
+end;
+
+constructor TMenu.Create;
+begin
+ inherited;
+
+ Fade := 0;//fWhite;
+
+ SetLength(Statics, 0);
+ SetLength(Button, 0);
+
+ //Set ButtonPos to Autoset Length
+ ButtonPos := -1;
+
+ Background := nil;
+
+ RightMbESC := true;
+end;
+{
+constructor TMenu.Create(Back: string);
+begin
+ inherited Create;
+
+ if Back <> '' then
+ begin
+// BackImg := Texture.GetTexture(true, Back, TEXTURE_TYPE_PLAIN, 0);
+ BackImg := Texture.GetTexture(Back, TEXTURE_TYPE_PLAIN, 0); // new theme system
+ BackImg.W := 800;//640;
+ BackImg.H := 600;//480;
+ BackW := 1;
+ BackH := 1;
+ end
+ else
+ BackImg.TexNum := 0;
+
+ //Set ButtonPos to Autoset Length
+ ButtonPos := -1;
+end;
+
+constructor TMenu.Create(Back: string; W, H: integer);
+begin
+ Create(Back);
+ BackImg.W := BackImg.W / W;
+ BackImg.H := BackImg.H / H;
+ BackW := W;
+ BackH := H;
+end; }
+
+function RGBFloatToInt(R, G, B: double): cardinal;
+begin
+ Result := (Trunc(255 * R) shl 16) or
+ (Trunc(255 * G) shl 8) or
+ Trunc(255 * B);
+end;
+
+procedure TMenu.AddInteraction(Typ, Num: integer);
+var
+ IntNum: integer;
+begin
+ IntNum := Length(Interactions);
+ SetLength(Interactions, IntNum+1);
+ Interactions[IntNum].Typ := Typ;
+ Interactions[IntNum].Num := Num;
+ Interaction := 0;
+end;
+
+procedure TMenu.SetInteraction(Num: integer);
+var
+ OldNum, OldTyp: integer;
+ NewNum, NewTyp: integer;
+begin
+ // set inactive
+ OldNum := Interactions[Interaction].Num;
+ OldTyp := Interactions[Interaction].Typ;
+
+ NewNum := Interactions[Num].Num;
+ NewTyp := Interactions[Num].Typ;
+
+ case OldTyp of
+ iButton: Button[OldNum].Selected := false;
+ iText: Text[OldNum].Selected := false;
+ iSelectS: SelectsS[OldNum].Selected := false;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ Button[OldNum].Selected := false;
+
+ // deselect collection if next button is not from collection
+ if (NewTyp <> iButton) or (Button[NewNum].Parent <> Button[OldNum].Parent) then
+ ButtonCollection[Button[OldNum].Parent-1].Selected := false;
+ end;
+ end;
+
+ // set active
+ SelInteraction := Num;
+ case NewTyp of
+ iButton: Button[NewNum].Selected := true;
+ iText: Text[NewNum].Selected := true;
+ iSelectS: SelectsS[NewNum].Selected := true;
+
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ Button[NewNum].Selected := true;
+ ButtonCollection[Button[NewNum].Parent-1].Selected := true;
+ end;
+ end;
+end;
+
+//----------------------
+//LoadFromTheme - Load BG, Texts, Statics and
+//Button Collections from ThemeBasic
+//----------------------
+procedure TMenu.LoadFromTheme(const ThemeBasic: TThemeBasic);
+var
+ I: integer;
+begin
+ //Add Button Collections (Set Button CollectionsLength)
+ //Button Collections are Created when the first ChildButton is Created
+ PrepareButtonCollections(ThemeBasic.ButtonCollection);
+
+ //Add Background
+ AddBackground(ThemeBasic.Background);
+
+ //Add Statics and Texts
+ for I := 0 to High(ThemeBasic.Statics) do
+ AddStatic(ThemeBasic.Statics[I]);
+
+ for I := 0 to High(ThemeBasic.Text) do
+ AddText(ThemeBasic.Text[I]);
+end;
+
+procedure TMenu.AddBackground(ThemedSettings: TThemeBackground);
+ var
+ FileExt: string;
+
+ function IsInArray(const Piece: string; const A: array of string): boolean;
+ var
+ I: integer;
+ begin
+ Result := false;
+
+ for I := 0 to High(A) do
+ if (A[I] = Piece) then
+ begin
+ Result := true;
+ Exit;
+ end;
+ end;
+
+ function TryBGCreate(Typ: cMenuBackground): boolean;
+ begin
+ Result := true;
+
+ try
+ Background := Typ.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin //Background failes to create
+ Freeandnil(Background);
+ Result := false;
+ end;
+ end;
+ end;
+
+begin
+ FreeAndNil(Background);
+
+ case ThemedSettings.BGType of
+ bgtAuto: begin //Automaticly choose one out of BGT_Texture, BGT_Video or BGT_Color
+
+ if (Length(ThemedSettings.Tex) > 0) then
+ begin
+
+ //At first some intelligent try to decide which BG to load
+ FileExt := LowerCase(Skin.GetTextureFileName(ThemedSettings.Tex).GetExtension.ToUTF8);
+
+ if IsInArray(FileExt, SUPPORTED_EXTS_BACKGROUNDTEXTURE) then
+ TryBGCreate(TMenuBackgroundTexture)
+ else if IsInArray(FileExt, SUPPORTED_EXTS_BACKGROUNDVIDEO) then
+ TryBGCreate(TMenuBackgroundVideo);
+
+ //If the intelligent method don't succeed
+ //do it by trial and error
+ if (Background = nil) then
+ begin
+ //Try Textured Bg
+ if not TryBGCreate(TMenuBackgroundTexture) then
+ TryBgCreate(TMenuBackgroundVideo); //Try Video BG
+
+ //Color is fallback if Background = nil
+ end;
+ end;
+ end;
+
+ bgtColor: begin
+ try
+ Background := TMenuBackgroundColor.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin
+ Log.LogError(E.Message);
+ freeandnil(Background);
+ end;
+ end;
+ end;
+
+ bgtTexture: begin
+ try
+ Background := TMenuBackgroundTexture.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin
+ Log.LogError(E.Message);
+ freeandnil(Background);
+ end;
+ end;
+ end;
+
+ bgtVideo: begin
+ try
+ Background := TMenuBackgroundVideo.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin
+ Log.LogError(E.Message);
+ freeandnil(Background);
+ end;
+ end;
+ end;
+
+ bgtNone: begin
+ try
+ Background := TMenuBackgroundNone.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin
+ Log.LogError(E.Message);
+ freeandnil(Background);
+ end;
+ end;
+ end;
+
+ bgtFade: begin
+ try
+ Background := TMenuBackgroundFade.Create(ThemedSettings);
+ except
+ on E: EMenuBackgroundError do
+ begin
+ Log.LogError(E.Message);
+ freeandnil(Background);
+ end;
+ end;
+ end;
+ end;
+
+ //Fallback to None Background or Colored Background
+ if (Background = nil) then
+ begin
+ if (ThemedSettings.BGType = bgtColor) then
+ Background := TMenuBackgroundNone.Create(ThemedSettings)
+ else
+ Background := TMenuBackgroundColor.Create(ThemedSettings)
+ end;
+end;
+
+//----------------------
+//PrepareButtonCollections:
+//Add Button Collections (Set Button CollectionsLength)
+//----------------------
+procedure TMenu.PrepareButtonCollections(const Collections: AThemeButtonCollection);
+var
+ I: integer;
+begin
+ SetLength(ButtonCollection, Length(Collections));
+ for I := 0 to High(ButtonCollection) do
+ AddButtonCollection(Collections[I], I);
+end;
+
+//----------------------
+//AddButtonCollection:
+//Create a Button Collection;
+//----------------------
+procedure TMenu.AddButtonCollection(const ThemeCollection: TThemeButtonCollection; const Num: byte);
+var
+ BT, BTLen: integer;
+ TempCol, TempDCol: cardinal;
+
+begin
+ if (Num > High(ButtonCollection)) then
+ exit;
+
+ TempCol := 0;
+
+ // colorize hack
+ if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ TempCol := RGBFloatToInt(ThemeCollection.Style.ColR, ThemeCollection.Style.ColG, ThemeCollection.Style.ColB);
+ TempDCol := RGBFloatToInt(ThemeCollection.Style.DColR, ThemeCollection.Style.DColG, ThemeCollection.Style.DColB);
+ // give encoded color to GetTexture()
+ ButtonCollection[Num] := TButtonCollection.Create(
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol),
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol));
+ end
+ else
+ begin
+ ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ));
+ end;
+
+ //Set Parent menu
+ ButtonCollection[Num].ScreenButton := @Self.Button;
+
+ //Set Attributes
+ ButtonCollection[Num].FirstChild := ThemeCollection.FirstChild;
+ ButtonCollection[Num].CountChilds := ThemeCollection.ChildCount;
+ ButtonCollection[Num].Parent := Num + 1;
+
+ //Set Style
+ ButtonCollection[Num].X := ThemeCollection.Style.X;
+ ButtonCollection[Num].Y := ThemeCollection.Style.Y;
+ ButtonCollection[Num].W := ThemeCollection.Style.W;
+ ButtonCollection[Num].H := ThemeCollection.Style.H;
+ if (ThemeCollection.Style.Typ <> TEXTURE_TYPE_COLORIZED) then
+ begin
+ ButtonCollection[Num].SelectColR := ThemeCollection.Style.ColR;
+ ButtonCollection[Num].SelectColG := ThemeCollection.Style.ColG;
+ ButtonCollection[Num].SelectColB := ThemeCollection.Style.ColB;
+ ButtonCollection[Num].DeselectColR := ThemeCollection.Style.DColR;
+ ButtonCollection[Num].DeselectColG := ThemeCollection.Style.DColG;
+ ButtonCollection[Num].DeselectColB := ThemeCollection.Style.DColB;
+ end;
+ ButtonCollection[Num].SelectInt := ThemeCollection.Style.Int;
+ ButtonCollection[Num].DeselectInt := ThemeCollection.Style.DInt;
+ ButtonCollection[Num].Texture.TexX1 := 0;
+ ButtonCollection[Num].Texture.TexY1 := 0;
+ ButtonCollection[Num].Texture.TexX2 := 1;
+ ButtonCollection[Num].Texture.TexY2 := 1;
+ ButtonCollection[Num].SetSelect(false);
+
+ ButtonCollection[Num].Reflection := ThemeCollection.Style.Reflection;
+ ButtonCollection[Num].Reflectionspacing := ThemeCollection.Style.ReflectionSpacing;
+ ButtonCollection[Num].DeSelectReflectionspacing := ThemeCollection.Style.DeSelectReflectionSpacing;
+
+ ButtonCollection[Num].Z := ThemeCollection.Style.Z;
+
+ //Some Things from ButtonFading
+ ButtonCollection[Num].SelectH := ThemeCollection.Style.SelectH;
+ ButtonCollection[Num].SelectW := ThemeCollection.Style.SelectW;
+
+ ButtonCollection[Num].Fade := ThemeCollection.Style.Fade;
+ ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText;
+ if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ ButtonCollection[Num].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), TEXTURE_TYPE_COLORIZED, TempCol)
+ end
+ else
+ begin
+ ButtonCollection[Num].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ);
+ end;
+ ButtonCollection[Num].FadeTexPos := ThemeCollection.Style.FadeTexPos;
+
+ BTLen := Length(ThemeCollection.Style.Text);
+ for BT := 0 to BTLen-1 do
+ begin
+ AddButtonText(ButtonCollection[Num], ThemeCollection.Style.Text[BT].X, ThemeCollection.Style.Text[BT].Y,
+ ThemeCollection.Style.Text[BT].ColR, ThemeCollection.Style.Text[BT].ColG, ThemeCollection.Style.Text[BT].ColB,
+ ThemeCollection.Style.Text[BT].Font, ThemeCollection.Style.Text[BT].Size, ThemeCollection.Style.Text[BT].Align,
+ ThemeCollection.Style.Text[BT].Text);
+ end;
+end;
+
+function TMenu.AddStatic(ThemeStatic: TThemeStatic): integer;
+begin
+ Result := AddStatic(ThemeStatic.X, ThemeStatic.Y, ThemeStatic.W, ThemeStatic.H, ThemeStatic.Z,
+ ThemeStatic.ColR, ThemeStatic.ColG, ThemeStatic.ColB,
+ ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2,
+ Skin.GetTextureFileName(ThemeStatic.Tex),
+ ThemeStatic.Typ, $FFFFFF, ThemeStatic.Reflection, ThemeStatic.Reflectionspacing);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real; const TexName: IPath): integer;
+begin
+ Result := AddStatic(X, Y, W, H, TexName, TEXTURE_TYPE_PLAIN);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real;
+ ColR, ColG, ColB: real;
+ const TexName: IPath;
+ Typ: TTextureType): integer;
+begin
+ Result := AddStatic(X, Y, W, H, ColR, ColG, ColB, TexName, Typ, $FFFFFF);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real;
+ ColR, ColG, ColB: real;
+ const TexName: IPath;
+ Typ: TTextureType): integer;
+begin
+ Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, TexName, Typ, $FFFFFF);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real;
+ const TexName: IPath;
+ Typ: TTextureType): integer;
+var
+ StatNum: integer;
+begin
+ // adds static
+ StatNum := Length(Statics);
+ SetLength(Statics, StatNum + 1);
+ Statics[StatNum] := TStatic.Create(Texture.GetTexture(TexName, Typ, $FF00FF)); // new skin
+
+ // configures static
+ Statics[StatNum].Texture.X := X;
+ Statics[StatNum].Texture.Y := Y;
+ Statics[StatNum].Texture.W := W;
+ Statics[StatNum].Texture.H := H;
+ Statics[StatNum].Visible := true;
+ Result := StatNum;
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real;
+ ColR, ColG, ColB: real;
+ const TexName: IPath;
+ Typ: TTextureType;
+ Color: integer): integer;
+begin
+ Result := AddStatic(X, Y, W, H, 0, ColR, ColG, ColB, TexName, Typ, Color);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real;
+ ColR, ColG, ColB: real;
+ const TexName: IPath;
+ Typ: TTextureType;
+ Color: integer): integer;
+begin
+ Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, TexName, Typ, Color, false, 0);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real;
+ ColR, ColG, ColB: real;
+ TexX1, TexY1, TexX2, TexY2: real;
+ const TexName: IPath;
+ Typ: TTextureType;
+ Color: integer;
+ Reflection: boolean;
+ ReflectionSpacing: real): integer;
+var
+ StatNum: integer;
+begin
+ // adds static
+ StatNum := Length(Statics);
+ SetLength(Statics, StatNum + 1);
+
+ // colorize hack
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ // give encoded color to GetTexture()
+ Statics[StatNum] := TStatic.Create(Texture.GetTexture(TexName, Typ, RGBFloatToInt(ColR, ColG, ColB)));
+ end
+ else
+ begin
+ Statics[StatNum] := TStatic.Create(Texture.GetTexture(TexName, Typ, Color)); // new skin
+ end;
+
+ // configures static
+ Statics[StatNum].Texture.X := X;
+ Statics[StatNum].Texture.Y := Y;
+
+ //Set height and width via sprite size if omitted
+ if(H = 0) then
+ Statics[StatNum].Texture.H := Statics[StatNum].Texture.H
+ else
+ Statics[StatNum].Texture.H := H;
+
+ if(W = 0) then
+ Statics[StatNum].Texture.W := Statics[StatNum].Texture.W
+ else
+ Statics[StatNum].Texture.W := W;
+
+ Statics[StatNum].Texture.Z := Z;
+ if (Typ <> TEXTURE_TYPE_COLORIZED) then
+ begin
+ Statics[StatNum].Texture.ColR := ColR;
+ Statics[StatNum].Texture.ColG := ColG;
+ Statics[StatNum].Texture.ColB := ColB;
+ end;
+ Statics[StatNum].Texture.TexX1 := TexX1;
+ Statics[StatNum].Texture.TexY1 := TexY1;
+ Statics[StatNum].Texture.TexX2 := TexX2;
+ Statics[StatNum].Texture.TexY2 := TexY2;
+ Statics[StatNum].Texture.Alpha := 1;
+ Statics[StatNum].Visible := true;
+
+ //ReflectionMod
+ Statics[StatNum].Reflection := Reflection;
+ Statics[StatNum].ReflectionSpacing := ReflectionSpacing;
+
+ Result := StatNum;
+end;
+
+function TMenu.AddText(ThemeText: TThemeText): integer;
+begin
+ Result := AddText(ThemeText.X, ThemeText.Y, ThemeText.W, ThemeText.Font, ThemeText.Size,
+ ThemeText.ColR, ThemeText.ColG, ThemeText.ColB, ThemeText.Align, ThemeText.Text, ThemeText.Reflection, ThemeText.ReflectionSpacing, ThemeText.Z);
+end;
+
+function TMenu.AddText(X, Y: real; const Text_: UTF8String): integer;
+var
+ TextNum: integer;
+begin
+ // adds text
+ TextNum := Length(Text);
+ SetLength(Text, TextNum + 1);
+ Text[TextNum] := TText.Create(X, Y, Text_);
+ Result := TextNum;
+end;
+
+function TMenu.AddText(X, Y: real;
+ Style: integer;
+ Size, ColR, ColG, ColB: real;
+ const Text: UTF8String): integer;
+begin
+ Result := AddText(X, Y, 0, Style, Size, ColR, ColG, ColB, 0, Text, false, 0, 0);
+end;
+
+function TMenu.AddText(X, Y, W: real;
+ Style: integer;
+ Size, ColR, ColG, ColB: real;
+ Align: integer;
+ const Text_: UTF8String;
+ Reflection_: boolean;
+ ReflectionSpacing_: real;
+ Z : real): integer;
+var
+ TextNum: integer;
+begin
+ // adds text
+ TextNum := Length(Text);
+ SetLength(Text, TextNum + 1);
+ Text[TextNum] := TText.Create(X, Y, W, Style, Size, ColR, ColG, ColB, Align, Text_, Reflection_, ReflectionSpacing_, Z);
+ Result := TextNum;
+end;
+
+//Function that Set Length of Button boolean in one Step instead of register new Memory for every Button
+procedure TMenu.SetButtonLength(Length: cardinal);
+begin
+ if (ButtonPos = -1) and (Length > 0) then
+ begin
+ //Set Length of Button
+ SetLength(Button, Length);
+
+ //Set ButtonPos to start with 0
+ ButtonPos := 0;
+ end;
+end;
+
+// Method to add a button in our TMenu. It returns the assigned ButtonNumber
+function TMenu.AddButton(ThemeButton: TThemeButton): integer;
+var
+ BT: integer;
+ BTLen: integer;
+begin
+ Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H,
+ ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int,
+ ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt,
+ Skin.GetTextureFileName(ThemeButton.Tex), ThemeButton.Typ,
+ ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing);
+
+ Button[Result].Z := ThemeButton.Z;
+
+ //Button Visibility
+ Button[Result].Visible := ThemeButton.Visible;
+
+ //Some Things from ButtonFading
+ Button[Result].SelectH := ThemeButton.SelectH;
+ Button[Result].SelectW := ThemeButton.SelectW;
+
+ Button[Result].Fade := ThemeButton.Fade;
+ Button[Result].FadeText := ThemeButton.FadeText;
+ if (ThemeButton.Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ Button[Result].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED,
+ RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB));
+ end
+ else
+ begin
+ Button[Result].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ);
+ end;
+
+ Button[Result].FadeTexPos := ThemeButton.FadeTexPos;
+
+ BTLen := Length(ThemeButton.Text);
+ for BT := 0 to BTLen-1 do
+ begin
+ AddButtonText(ThemeButton.Text[BT].X, ThemeButton.Text[BT].Y,
+ ThemeButton.Text[BT].ColR, ThemeButton.Text[BT].ColG, ThemeButton.Text[BT].ColB,
+ ThemeButton.Text[BT].Font, ThemeButton.Text[BT].Size, ThemeButton.Text[BT].Align,
+ ThemeButton.Text[BT].Text);
+ end;
+
+ // bautton collection mod
+ if (ThemeButton.Parent <> 0) then
+ begin
+ // if collection exists then change interaction to child button
+ if (@ButtonCollection[ThemeButton.Parent-1] <> nil) then
+ begin
+ Interactions[High(Interactions)].Typ := iBCollectionChild;
+ Button[Result].Visible := false;
+
+ for BT := 0 to BTLen-1 do
+ Button[Result].Text[BT].Alpha := 0;
+
+ Button[Result].Parent := ThemeButton.Parent;
+ if (ButtonCollection[ThemeButton.Parent-1].Fade) then
+ Button[Result].Texture.Alpha := 0;
+ end;
+ end;
+end;
+
+function TMenu.AddButton(X, Y, W, H: real; const TexName: IPath): integer;
+begin
+ Result := AddButton(X, Y, W, H, TexName, TEXTURE_TYPE_PLAIN, false);
+end;
+
+function TMenu.AddButton(X, Y, W, H: real; const TexName: IPath; Typ: TTextureType; Reflection: boolean): integer;
+begin
+ Result := AddButton(X, Y, W, H, 1, 1, 1, 1, 1, 1, 1, 0.5, TexName, TEXTURE_TYPE_PLAIN, Reflection, 15, 15);
+end;
+
+function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real;
+ const TexName: IPath;
+ Typ: TTextureType;
+ Reflection: boolean;
+ ReflectionSpacing, DeSelectReflectionSpacing: real): integer;
+begin
+ // adds button
+ //SetLength is used once to reduce Memory usement
+ if (ButtonPos <> -1) then
+ begin
+ Result := ButtonPos;
+ Inc(ButtonPos)
+ end
+ else //Old Method -> Reserve new Memory for every Button
+ begin
+ Result := Length(Button);
+ SetLength(Button, Result + 1);
+ end;
+
+ // colorize hack
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ // give encoded color to GetTexture()
+ Button[Result] := TButton.Create(Texture.GetTexture(TexName, Typ, RGBFloatToInt(ColR, ColG, ColB)),
+ Texture.GetTexture(TexName, Typ, RGBFloatToInt(DColR, DColG, DColB)));
+ end
+ else
+ begin
+ Button[Result] := TButton.Create(Texture.GetTexture(TexName, Typ));
+ end;
+
+ // configures button
+ Button[Result].X := X;
+ Button[Result].Y := Y;
+ Button[Result].W := W;
+ Button[Result].H := H;
+ if (Typ <> TEXTURE_TYPE_COLORIZED) then
+ begin
+ Button[Result].SelectColR := ColR;
+ Button[Result].SelectColG := ColG;
+ Button[Result].SelectColB := ColB;
+ Button[Result].DeselectColR := DColR;
+ Button[Result].DeselectColG := DColG;
+ Button[Result].DeselectColB := DColB;
+ end;
+ Button[Result].SelectInt := Int;
+ Button[Result].DeselectInt := DInt;
+ Button[Result].Texture.TexX1 := 0;
+ Button[Result].Texture.TexY1 := 0;
+ Button[Result].Texture.TexX2 := 1;
+ Button[Result].Texture.TexY2 := 1;
+ Button[Result].SetSelect(false);
+
+ Button[Result].Reflection := Reflection;
+ Button[Result].Reflectionspacing := ReflectionSpacing;
+ Button[Result].DeSelectReflectionspacing := DeSelectReflectionSpacing;
+
+ // button collection mod
+ Button[Result].Parent := 0;
+
+ // adds interaction
+ AddInteraction(iButton, Result);
+ Interaction := 0;
+end;
+
+procedure TMenu.ClearButtons;
+begin
+ Setlength(Button, 0);
+end;
+
+// method to draw our tmenu and all his child buttons
+function TMenu.DrawBG: boolean;
+begin
+ Background.Draw;
+ Result := true;
+end;
+
+function TMenu.DrawFG: boolean;
+var
+ J: integer;
+begin
+ // We don't forget about newly implemented static for nice skin ...
+ for J := 0 to High(Statics) do
+ Statics[J].Draw;
+
+ // ... and slightly implemented menutext unit
+ for J := 0 to High(Text) do
+ Text[J].Draw;
+
+ // Draw all ButtonCollections
+ for J := 0 to High(ButtonCollection) do
+ ButtonCollection[J].Draw;
+
+ // Second, we draw all of our buttons
+ for J := 0 to High(Button) do
+ Button[J].Draw;
+
+ for J := 0 to High(SelectsS) do
+ SelectsS[J].Draw;
+
+ // Third, we draw all our widgets
+ // for J := 0 to Length(WidgetsSrc) - 1 do
+ // SDL_BlitSurface(WidgetsSrc[J], nil, ParentBackBuf, WidgetsRect[J]);
+ Result := true;
+end;
+
+function TMenu.Draw: boolean;
+begin
+ DrawBG;
+ DrawFG;
+ Result := true;
+end;
+
+{
+function TMenu.GetNextScreen(): PMenu;
+begin
+ Result := NextScreen;
+end;
+}
+
+{
+function TMenu.AddWidget(X, Y: UInt16; WidgetSrc: PSDL_Surface): Int16;
+var
+ WidgetNum: Int16;
+begin
+ if (Assigned(WidgetSrc)) then
+ begin
+ WidgetNum := Length(WidgetsSrc);
+
+ SetLength(WidgetsSrc, WidgetNum + 1);
+ SetLength(WidgetsRect, WidgetNum + 1);
+
+ WidgetsSrc[WidgetNum] := WidgetSrc;
+ WidgetsRect[WidgetNum] := new(PSDL_Rect);
+ WidgetsRect[WidgetNum]^.x := X;
+ WidgetsRect[WidgetNum]^.y := Y;
+ WidgetsRect[WidgetNum]^.w := WidgetSrc^.w;
+ WidgetsRect[WidgetNum]^.h := WidgetSrc^.h;
+
+ Result := WidgetNum;
+ end
+ else
+ Result := -1;
+end;
+}
+
+{
+procedure TMenu.ClearWidgets(MinNumber: Int16);
+var
+ J: Int16;
+begin
+ for J := MinNumber to (Length(WidgetsSrc) - 1) do
+ begin
+ SDL_FreeSurface(WidgetsSrc[J]);
+ dispose(WidgetsRect[J]);
+ end;
+
+ SetLength(WidgetsSrc, MinNumber);
+ SetLength(WidgetsRect, MinNumber);
+end;
+}
+
+function TMenu.IsSelectable(Int: cardinal): boolean;
+begin
+ Result := true;
+ case Interactions[Int].Typ of
+ //Button
+ iButton: Result := Button[Interactions[Int].Num].Visible and Button[Interactions[Int].Num].Selectable;
+
+ //Select Slide
+ iSelectS: Result := SelectsS[Interactions[Int].Num].Visible;
+
+ //ButtonCollection Child
+ iBCollectionChild:
+ Result := (ButtonCollection[Button[Interactions[Int].Num].Parent - 1].FirstChild - 1 = Int) and ((Interactions[Interaction].Typ <> iBCollectionChild) or (Button[Interactions[Interaction].Num].Parent <> Button[Interactions[Int].Num].Parent));
+ end;
+end;
+
+// implemented for the sake of usablility
+// [curser down] picks the button left to the actual atm
+// this behaviour doesn't make sense for two rows of buttons
+procedure TMenu.InteractPrevRow;
+var
+ Int: integer;
+begin
+// these two procedures just make sense for at least 5 buttons, because we
+// usually start a second row when there are more than 4 buttons
+ Int := Interaction;
+
+ Int := Int - ceil(Length(Interactions) / 2);
+
+ //Set Interaction
+ if ((Int < 0) or (Int > Length(Interactions) - 1)) then
+ Int := Interaction // invalid button, keep current one
+ else
+ Interaction := Int; // select row above
+end;
+
+procedure TMenu.InteractNextRow;
+var
+ Int: integer;
+begin
+ Int := Interaction;
+
+ Int := Int + ceil(Length(Interactions) / 2);
+
+ //Set Interaction
+ if ((Int < 0) or (Int > Length(Interactions) - 1)) then
+ Int := Interaction // invalid button, keep current one
+ else
+ Interaction := Int; // select row above
+end;
+
+procedure TMenu.InteractNext;
+var
+ Int: integer;
+begin
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := (Int + 1) mod Length(Interactions);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then
+ Break;
+
+ until IsSelectable(Int);
+
+ //Set Interaction
+ Interaction := Int;
+end;
+
+procedure TMenu.InteractPrev;
+var
+ Int: integer;
+begin
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := Int - 1;
+ if Int = -1 then
+ Int := High(Interactions);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then
+ Break;
+ until IsSelectable(Int);
+
+ //Set Interaction
+ Interaction := Int
+end;
+
+procedure TMenu.InteractCustom(CustomSwitch: integer);
+{ needed only for below
+var
+ Num: integer;
+ Typ: integer;
+ Again: boolean;
+}
+begin
+ //Code Commented atm, because it needs to be Rewritten
+ //it doesn't work with Button Collections
+ {then
+ begin
+ CustomSwitch:= CustomSwitch*(-1);
+ Again := true;
+ // change interaction as long as it's needed
+ while (Again = true) do
+ begin
+ Num := SelInteraction - CustomSwitch;
+ if Num = -1 then
+ Num := High(Interactions);
+ Interaction := Num;
+ Again := false; // reset, default to accept changing interaction
+
+ // checking newly interacted element
+ Num := Interactions[Interaction].Num;
+ Typ := Interactions[Interaction].Typ;
+ case Typ of
+ iButton:
+ begin
+ if Button[Num].Selectable = false then
+ Again := true;
+ end;
+ end; // case
+ end; // while
+ end
+ else if num>0 then
+ begin
+ Again := true;
+ // change interaction as long as it's needed
+ while (Again = true) do
+ begin
+ Num := (Interaction + CustomSwitch) Mod Length(Interactions);
+ Interaction := Num;
+ Again := false; // reset, default to accept changing interaction
+
+ // checking newly interacted element
+ Num := Interactions[Interaction].Num;
+ Typ := Interactions[Interaction].Typ;
+ case Typ of
+ iButton:
+ begin
+ if Button[Num].Selectable = false then
+ Again := true;
+ end;
+ end; // case
+ end; // while
+ end }
+end;
+
+procedure TMenu.FadeTo(Screen: PMenu);
+begin
+ Display.Fade := 0;
+ Display.NextScreen := Screen;
+end;
+
+procedure TMenu.FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream);
+begin
+ FadeTo( Screen );
+ AudioPlayback.PlaySound( aSound );
+end;
+
+procedure OnSaveEncodingError(Value: boolean; Data: Pointer);
+begin
+ Display.CheckOK := Value;
+ if (Value) then
+ begin
+ //Hack to Finish Singscreen correct on Exit with Q Shortcut
+ if (Display.NextScreenWithCheck = nil) then
+ begin
+ if (Display.CurrentScreen = @ScreenSing) then
+ ScreenSing.Finish
+ {else if (Display.CurrentScreen = @ScreenSingModi) then
+ ScreenSingModi.Finish;}
+ end;
+ end
+ else
+ begin
+ Display.NextScreenWithCheck := nil;
+ end;
+end;
+
+//popup hack
+procedure TMenu.CheckFadeTo(Screen: PMenu; Msg: UTF8String);
+begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := Screen;
+ Display.CheckOK := false;
+ ScreenPopupCheck.ShowPopup(msg, OnSaveEncodingError, nil, false);
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; const AddText: UTF8String);
+begin
+ AddButtonText(AddX, AddY, 1, 1, 1, AddText);
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: UTF8String);
+var
+ Il: integer;
+begin
+ with Button[High(Button)] do
+ begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ end;
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: UTF8String);
+var
+ Il: integer;
+begin
+ with Button[High(Button)] do
+ begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ Text[Il].Style := Font;
+ Text[Il].Size := Size;
+ Text[Il].Align := Align;
+ end;
+end;
+
+procedure TMenu.AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: UTF8String);
+var
+ Il: integer;
+begin
+ with CustomButton do
+ begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ Text[Il].Style := Font;
+ Text[Il].Size := Size;
+ Text[Il].Align := Align;
+ end;
+end;
+
+function TMenu.AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; const Values: array of UTF8String): integer;
+var
+ SO: integer;
+begin
+ Result := AddSelectSlide(ThemeSelectS.X, ThemeSelectS.Y, ThemeSelectS.W, ThemeSelectS.H, ThemeSelectS.SkipX, ThemeSelectS.SBGW,
+ ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeSelectS.Int,
+ ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeSelectS.DInt,
+ ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeSelectS.TInt,
+ ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeSelectS.TDInt,
+ ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeSelectS.SBGInt,
+ ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt,
+ ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt,
+ ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt,
+ Skin.GetTextureFileName(ThemeSelectS.Tex), ThemeSelectS.Typ,
+ Skin.GetTextureFileName(ThemeSelectS.TexSBG), ThemeSelectS.TypSBG,
+ ThemeSelectS.Text, Data);
+ for SO := 0 to High(Values) do
+ AddSelectSlideOption(Values[SO]);
+
+ SelectsS[High(SelectsS)].Text.Size := ThemeSelectS.TextSize;
+
+ SelectsS[High(SelectsS)].Texture.Z := ThemeSelectS.Z;
+ SelectsS[High(SelectsS)].TextureSBG.Z := ThemeSelectS.Z;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL.Z := ThemeSelectS.Z;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR.Z := ThemeSelectS.Z;
+
+ SelectsS[High(SelectsS)].showArrows := ThemeSelectS.showArrows;
+ SelectsS[High(SelectsS)].oneItemOnly := ThemeSelectS.oneItemOnly;
+
+ //Generate Lines
+ SelectsS[High(SelectsS)].GenLines;
+
+ SelectsS[High(SelectsS)].SelectedOption := SelectsS[High(SelectsS)].SelectOptInt; // refresh
+end;
+
+function TMenu.AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const TexName: IPath; Typ: TTextureType; const SBGName: IPath; SBGTyp: TTextureType;
+ const Caption: UTF8String; var Data: integer): integer;
+var
+ S: integer;
+ I: integer;
+begin
+ S := Length(SelectsS);
+ SetLength(SelectsS, S + 1);
+ SelectsS[S] := TSelectSlide.Create;
+
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ SelectsS[S].Colorized := true;
+ SelectsS[S].Texture := Texture.GetTexture(TexName, Typ, RGBFloatToInt(ColR, ColG, ColB));
+ SelectsS[S].DeselectTexture := Texture.GetTexture(TexName, Typ, RGBFloatToInt(DColR, DColG, DColB));
+ end
+ else
+ begin
+ SelectsS[S].Colorized := false;
+ SelectsS[S].Texture := Texture.GetTexture(TexName, Typ);
+
+ SelectsS[S].ColR := ColR;
+ SelectsS[S].ColG := ColG;
+ SelectsS[S].ColB := ColB;
+
+ SelectsS[S].DColR := DColR;
+ SelectsS[S].DColG := DColG;
+ SelectsS[S].DColB := DColB;
+ end;
+
+ SelectsS[S].Int := Int;
+ SelectsS[S].DInt := DInt;
+
+ SelectsS[S].X := X;
+ SelectsS[S].Y := Y;
+ SelectsS[S].W := W;
+ SelectsS[S].H := H;
+
+ if (SBGTyp = TEXTURE_TYPE_COLORIZED) then
+ begin
+ SelectsS[S].ColorizedSBG := true;
+ SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB));
+ SelectsS[S].DeselectTextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGDColR, SBGDColG, SBGDColB));
+ end
+ else
+ begin
+ SelectsS[S].ColorizedSBG := false;
+ SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp);
+
+ SelectsS[S].SBGColR := SBGColR;
+ SelectsS[S].SBGColG := SBGColG;
+ SelectsS[S].SBGColB := SBGColB;
+
+ SelectsS[S].SBGDColR := SBGDColR;
+ SelectsS[S].SBGDColG := SBGDColG;
+ SelectsS[S].SBGDColB := SBGDColB;
+ end;
+
+
+ SelectsS[S].SBGInt := SBGInt;
+ SelectsS[S].SBGDInt := SBGDInt;
+
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL := Tex_SelectS_ArrowL;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL.X := X + W + SkipX;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL.Y := Y + (H - Tex_SelectS_ArrowL.H) / 2;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL.W := Tex_SelectS_ArrowL.W;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowL.H := Tex_SelectS_ArrowL.H;
+
+
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR := Tex_SelectS_ArrowR;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR.X := X + W + SkipX + SBGW - Tex_SelectS_ArrowR.W;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR.Y := Y + (H - Tex_SelectS_ArrowR.H) / 2;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR.W := Tex_SelectS_ArrowR.W;
+ SelectsS[High(SelectsS)].Tex_SelectS_ArrowR.H := Tex_SelectS_ArrowR.H;
+
+ SelectsS[S].TextureSBG.X := X + W + SkipX;
+ SelectsS[S].TextureSBG.Y := Y;
+ SelectsS[S].SBGW := SBGW;
+ SelectsS[S].TextureSBG.H := H;
+
+ SelectsS[S].Text.X := X + 20;
+ SelectsS[S].Text.Y := Y + (SelectsS[S].TextureSBG.H / 2) - 15;
+ SelectsS[S].Text.Text := Caption;
+ SelectsS[S].Text.Size := 30;
+ SelectsS[S].Text.Visible := true;
+ SelectsS[S].TColR := TColR;
+ SelectsS[S].TColG := TColG;
+ SelectsS[S].TColB := TColB;
+ SelectsS[S].TInt := TInt;
+ SelectsS[S].TDColR := TDColR;
+ SelectsS[S].TDColG := TDColG;
+ SelectsS[S].TDColB := TDColB;
+ SelectsS[S].TDInt := TDInt;
+
+ SelectsS[S].STColR := STColR;
+ SelectsS[S].STColG := STColG;
+ SelectsS[S].STColB := STColB;
+ SelectsS[S].STInt := STInt;
+ SelectsS[S].STDColR := STDColR;
+ SelectsS[S].STDColG := STDColG;
+ SelectsS[S].STDColB := STDColB;
+ SelectsS[S].STDInt := STDInt;
+
+ // new
+ SelectsS[S].Texture.TexX1 := 0;
+ SelectsS[S].Texture.TexY1 := 0;
+ SelectsS[S].Texture.TexX2 := 1;
+ SelectsS[S].Texture.TexY2 := 1;
+ SelectsS[S].TextureSBG.TexX1 := 0;
+ SelectsS[S].TextureSBG.TexY1 := 0;
+ SelectsS[S].TextureSBG.TexX2 := 1;
+ SelectsS[S].TextureSBG.TexY2 := 1;
+
+ // Sets Data to copy the value of selectops to global value;
+ SelectsS[S].PData := @Data;
+ // Configures Select options
+ {//SelectsS[S].TextOpt[0].Text := IntToStr(I+1);
+ SelectsS[S].TextOpt[0].Size := 30;
+ SelectsS[S].TextOpt[0].Align := 1;
+
+ SelectsS[S].TextOpt[0].ColR := SelectsS[S].STDColR;
+ SelectsS[S].TextOpt[0].ColG := SelectsS[S].STDColG;
+ SelectsS[S].TextOpt[0].ColB := SelectsS[S].STDColB;
+ SelectsS[S].TextOpt[0].Int := SelectsS[S].STDInt;
+ SelectsS[S].TextOpt[0].Visible := true; }
+
+ // Sets default value of selectopt from Data;
+ SelectsS[S].SelectedOption := Data;
+
+ // Disables default selection
+ SelectsS[S].SetSelect(false);
+
+ {// Configures 3 select options
+ for I := 0 to 2 do
+ begin
+ SelectsS[S].TextOpt[I].X := SelectsS[S].TextureSBG.X + 20 + (50 + 20) + (150 - 20) * I;
+ SelectsS[S].TextOpt[I].Y := SelectsS[S].TextureSBG.Y + 20;
+ SelectsS[S].TextOpt[I].Text := IntToStr(I+1);
+ SelectsS[S].TextOpt[I].Size := 30;
+ SelectsS[S].TextOpt[I].Align := 1;
+
+ SelectsS[S].TextOpt[I].ColR := SelectsS[S].STDColR;
+ SelectsS[S].TextOpt[I].ColG := SelectsS[S].STDColG;
+ SelectsS[S].TextOpt[I].ColB := SelectsS[S].STDColB;
+ SelectsS[S].TextOpt[I].Int := SelectsS[S].STDInt;
+ SelectsS[S].TextOpt[I].Visible := true;
+ end;}
+
+ // adds interaction
+ AddInteraction(iSelectS, S);
+ Result := S;
+end;
+
+procedure TMenu.AddSelectSlideOption(const AddText: UTF8String);
+begin
+ AddSelectSlideOption(High(SelectsS), AddText);
+end;
+
+procedure TMenu.AddSelectSlideOption(SelectNo: cardinal; const AddText: UTF8String);
+var
+ SO: integer;
+begin
+ SO := Length(SelectsS[SelectNo].TextOptT);
+
+ SetLength(SelectsS[SelectNo].TextOptT, SO + 1);
+ SelectsS[SelectNo].TextOptT[SO] := AddText;
+{
+ SelectsS[S].SelectedOption := SelectsS[S].SelectOptInt; // refresh
+
+ if SO = Selects[S].PData^ then
+ Selects[S].SelectedOption := SO;
+}
+end;
+
+procedure TMenu.UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide;
+ SelectNum: integer; const Values: array of UTF8String; var Data: integer);
+var
+ SO: integer;
+begin
+ SetLength(SelectsS[SelectNum].TextOptT, 0);
+ for SO := 0 to High(Values) do
+ AddSelectSlideOption(SelectNum, Values[SO]);
+
+ SelectsS[SelectNum].GenLines;
+
+// SelectsS[SelectNum].SelectedOption := SelectsS[SelectNum].SelectOptInt; // refresh
+// SelectS[SelectNum].SetSelectOpt(Data);
+// SelectS[SelectNum].SelectedOption := 0;//Data;
+
+// Log.LogError(IntToStr(High(SelectsS[SelectNum].TextOptT)));
+// if 0 <= High(SelectsS[SelectNum].TextOptT) then
+
+ SelectsS[SelectNum].PData := @Data;
+ SelectsS[SelectNum].SelectedOption := Data;
+end;
+
+procedure TMenu.InteractInc;
+var
+ Num: integer;
+ Value: integer;
+begin
+ case Interactions[Interaction].Typ of
+ iSelectS: begin
+ Num := Interactions[Interaction].Num;
+ Value := SelectsS[Num].SelectedOption;
+// Value := (Value + 1) Mod (Length(SelectsS[Num].TextOptT));
+
+ // limit
+ Value := Value + 1;
+ if Value <= High(SelectsS[Num].TextOptT) then
+ SelectsS[Num].SelectedOption := Value;
+ end;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+
+ //Select Next Button in Collection
+ for Num := 1 to High(Button) do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if Value = 0 then
+ begin
+ InteractNext;
+ Break;
+ end;
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ //interact Next if there is Nothing to Change
+ else InteractNext;
+ end;
+end;
+
+procedure TMenu.InteractDec;
+var
+ Num: integer;
+ Value: integer;
+begin
+ case Interactions[Interaction].Typ of
+ iSelectS: begin
+ Num := Interactions[Interaction].Num;
+ Value := SelectsS[Num].SelectedOption;
+ Value := Value - 1;
+// if Value = -1 then
+// Value := High(SelectsS[Num].TextOptT);
+
+ if Value >= 0 then
+ SelectsS[Num].SelectedOption := Value;
+ end;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ //Select Prev Button in Collection
+ for Num := High(Button) downto 1 do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if Value = High(Button) then
+ begin
+ InteractPrev;
+ Break;
+ end;
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ // interact prev if there is nothing to change
+ else
+ begin
+ InteractPrev;
+ // if buttoncollection with more than 1 entry then select last entry
+ if (Button[Interactions[Interaction].Num].Parent <> 0) and (ButtonCollection[Button[Interactions[Interaction].Num].Parent-1].CountChilds > 1) then
+ begin
+ //Select Last Child
+ for Num := High(Button) downto 1 do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ end;
+ end;
+end;
+
+procedure TMenu.AddBox(X, Y, W, H: real);
+begin
+ AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED);
+ AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED);
+end;
+
+procedure TMenu.OnShow;
+begin
+ // FIXME: this needs some work. First, there should be a variable like
+ // VideoBackground so we can check whether a video-background is enabled or not.
+ // Second, a video should be stopped if the screen is hidden, but the Video.Stop()
+ // method is not implemented by now. This is necessary for theme-switching too.
+ // At the moment videos cannot be turned off without restarting USDX.
+
+ {// check if a background texture was found
+ if (BackImg.TexNum = 0) then
+ begin
+ // try to open an animated background
+ // Note: newer versions of ffmpeg are able to open images like jpeg
+ // so do not pass an image's filename to VideoPlayback.Open()
+ if fileexists( fFileName ) then
+ begin
+ if VideoPlayback.Open( fFileName ) then
+ begin
+ VideoBGTimer.SetTime(0);
+ VideoPlayback.Play;
+ end;
+ end;
+ end; }
+ if (Background = nil) then
+ AddBackground(DEFAULT_BACKGROUND);
+
+ Background.OnShow;
+end;
+
+procedure TMenu.OnShowFinish;
+begin
+ // nothing
+end;
+
+procedure TMenu.OnHide;
+begin
+ // nothing
+ Background.OnFinish;
+end;
+
+function TMenu.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
+begin
+ // nothing
+ Result := true;
+end;
+
+function TMenu.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean;
+var
+ nBut: integer;
+ Action: TMouseClickAction;
+begin
+ //default mouse parsing: clicking generates return keypress,
+ // mousewheel selects in select slide
+ //override ParseMouse to customize
+ Result := true;
+
+ if RightMbESC and (MouseButton = SDL_BUTTON_RIGHT) and BtnDown then
+ begin
+ //if RightMbESC is set, send ESC keypress
+ Result:=ParseInput(SDLK_ESCAPE, 0, true);
+ end;
+
+ // transfer mousecords to the 800x600 raster we use to draw
+ X := Round((X / (ScreenW / Screens)) * RenderW);
+ if (X > RenderW) then
+ X := X - RenderW;
+ Y := Round((Y / ScreenH) * RenderH);
+
+ // allways go to next screen if we don't have any interactions
+ if Length(Interactions) = 0 then
+ begin
+ if (BtnDown) and (MouseButton = SDL_BUTTON_LEFT) then
+ Result := ParseInput(SDLK_RETURN, 0, true);
+ end
+ else
+ begin
+ nBut := InteractAt(X, Y);
+ if nBut >= 0 then
+ begin
+ //select on mouse-over
+ if nBut <> Interaction then
+ SetInteraction(nBut);
+
+ Action := maNone;
+
+ if (BtnDown) then
+ begin
+ if (MouseButton = SDL_BUTTON_LEFT) then
+ begin
+ //click button or SelectS
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := SelectsS[Interactions[nBut].Num].OnClick(X, Y)
+ else
+ Action := maReturn;
+ end
+ else if (MouseButton = SDL_BUTTON_WHEELDOWN) then
+ begin //forward on select slide with mousewheel
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := maRight;
+ end
+ else if (MouseButton = SDL_BUTTON_WHEELUP) then
+ begin //backward on select slide with mousewheel
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := maLeft;
+ end;
+ end;
+
+ // do the action we have to do ;)
+ case Action of
+ maReturn: Result := ParseInput(SDLK_RETURN, 0, true);
+ maLeft: Result := ParseInput(SDLK_LEFT, 0, true);
+ maRight: Result := ParseInput(SDLK_RIGHT, 0, true);
+ end;
+ end
+ else
+ begin
+ nBut := CollectionAt(X, Y);
+ if (nBut >= 0) and (not ButtonCollection[nBut].Selected) then
+ begin
+ // if over button collection, that is not already selected
+ // -> select first child but don't allow click
+ nBut := ButtonCollection[nBut].FirstChild - 1;
+ if nBut <> Interaction then
+ SetInteraction(nBut);
+ end;
+ end;
+ end;
+end;
+
+function TMenu.InRegion(X, Y: real; A: TMouseOverRect): boolean;
+begin
+ // check whether A contains X and Y
+ Result := (X >= A.X) and (X <= A.X + A.W) and (Y >= A.Y) and (Y <= A.Y + A.H);
+end;
+
+//takes x,y coordinates and returns the interaction number
+//of the control at this position
+function TMenu.InteractAt(X, Y: real): integer;
+var
+ i, nBut: integer;
+begin
+ Result := -1;
+ for i := Low(Interactions) to High(Interactions) do
+ begin
+ case Interactions[i].Typ of
+ iButton:
+ if InRegion(X, Y, Button[Interactions[i].Num].GetMouseOverArea) and
+ Button[Interactions[i].Num].Visible then
+ begin
+ Result:=i;
+ exit;
+ end;
+ iBCollectionChild:
+ if InRegion(X, Y, Button[Interactions[i].Num].GetMouseOverArea) then
+ begin
+ Result:=i;
+ exit;
+ end;
+ iSelectS:
+ if InRegion(X, Y, SelectSs[Interactions[i].Num].GetMouseOverArea) then
+ begin
+ Result:=i;
+ exit;
+ end;
+ end;
+ end;
+end;
+
+//takes x,y coordinates and returns the button collection id
+function TMenu.CollectionAt(X, Y: real): integer;
+var
+ i, nBut: integer;
+begin
+ Result := -1;
+ for i:= Low(ButtonCollection) to High(ButtonCollection) do
+ begin
+ if InRegion(X, Y, ButtonCollection[i].GetMouseOverArea) and
+ ButtonCollection[i].Visible then
+ begin
+ Result:=i;
+ exit;
+ end;
+ end;
+end;
+
+procedure TMenu.SetAnimationProgress(Progress: real);
+begin
+ // nothing
+end;
+
+end.