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-rw-r--r--src/screens/UScreenPartyPlayer.pas449
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diff --git a/src/screens/UScreenPartyPlayer.pas b/src/screens/UScreenPartyPlayer.pas
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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 UScreenPartyPlayer;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ UDisplay,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes;
+
+type
+ TScreenPartyPlayer = class(TMenu)
+ private
+ CountTeams: integer;
+ CountPlayer: array [0..2] of integer;
+
+ SelectTeams: cardinal;
+ SelectPlayers: array [0..2] of cardinal;
+ procedure UpdateInterface;
+ procedure UpdateParty;
+ public
+ Team1Name: cardinal;
+ Player1Name: cardinal;
+ Player2Name: cardinal;
+ Player3Name: cardinal;
+ Player4Name: cardinal;
+
+ Team2Name: cardinal;
+ Player5Name: cardinal;
+ Player6Name: cardinal;
+ Player7Name: cardinal;
+ Player8Name: cardinal;
+
+ Team3Name: cardinal;
+ Player9Name: cardinal;
+ Player10Name: cardinal;
+ Player11Name: cardinal;
+ Player12Name: cardinal;
+
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
+ procedure OnShow; override;
+ procedure SetAnimationProgress(Progress: real); override;
+ end;
+
+const
+ ITeams: array[0..1] of UTF8String = ('2', '3');
+ IPlayers: array[0..3] of UTF8String = ('1', '2', '3', '4');
+
+implementation
+
+uses
+ UGraphic,
+ UMain,
+ UIni,
+ UTexture,
+ UParty,
+ UUnicodeUtils,
+ UScreenPartyOptions,
+ ULanguage;
+
+procedure TScreenPartyPlayer.UpdateInterface;
+ var
+ I: integer;
+ Btn: integer;
+begin
+ SelectsS[SelectPlayers[2]].Visible := (CountTeams = 1);
+
+ Btn := 0;
+ for I := 0 to 2 do
+ begin
+ if (CountTeams + 1 >= I) then
+ begin
+ Button[Btn + 0].Visible := true;
+ Button[Btn + 1].Visible := (CountPlayer[I] + 1 >= 1);
+ Button[Btn + 2].Visible := (CountPlayer[I] + 1 >= 2);
+ Button[Btn + 3].Visible := (CountPlayer[I] + 1 >= 3);
+ Button[Btn + 4].Visible := (CountPlayer[I] + 1 >= 4);
+ end
+ else
+ begin
+ Button[Btn + 0].Visible := false;
+ Button[Btn + 1].Visible := false;
+ Button[Btn + 2].Visible := false;
+ Button[Btn + 3].Visible := false;
+ Button[Btn + 4].Visible := false;
+ end;
+ Inc(Btn, 5);
+ end;
+end;
+
+procedure TScreenPartyPlayer.UpdateParty;
+ var
+ I, J: integer;
+begin
+ {//Save PlayerNames
+ for I := 0 to PartySession.Teams.NumTeams-1 do
+ begin
+ PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text);
+ for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do
+ begin
+ PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text);
+ PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0;
+ end;
+ end; }
+
+ // add teams to party
+
+ for I := 0 to CountTeams + 1 do
+ begin
+ Party.AddTeam(Button[I * 5].Text[0].Text);
+
+ for J := 0 to CountPlayer[I] do
+ Party.AddPlayer(I, Button[I * 5 + 1 + J].Text[0].Text);
+ end;
+
+ if (Party.ModesAvailable) then
+ begin //mode for current playersetup available
+ FadeTo(@ScreenPartyRounds, SoundLib.Start);
+ end
+ else
+ begin
+ // no mode available for current player setup
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
+ Party.Clear;
+ end;
+end;
+
+function TScreenPartyPlayer.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
+var
+ SDL_ModState: word;
+ procedure IntNext;
+ begin
+ repeat
+ InteractNext;
+ until ((Interactions[Interaction].Typ = iSelectS) and
+ SelectsS[Interactions[Interaction].Num].Visible) or
+ (Button[Interactions[Interaction].Num].Visible);
+ end;
+ procedure IntPrev;
+ begin
+ repeat
+ InteractPrev;
+ until ((Interactions[Interaction].Typ = iSelectS) and
+ SelectsS[Interactions[Interaction].Num].Visible) or
+ (Button[Interactions[Interaction].Num].Visible);
+ end;
+begin
+ Result := true;
+
+ if (PressedDown) then
+ SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT)
+ else
+ SDL_ModState := 0;
+
+ // Key Down
+ // check normal keys
+ if (Interactions[Interaction].Typ = iButton) then
+ begin
+ case CharCode of
+ Ord('0')..Ord('9'),
+ Ord('a')..Ord('z'),
+ Ord('A')..Ord('Z'),
+ Ord(' '), Ord('-'), Ord('_'), Ord('!'), Ord(','), Ord('<'), Ord('/'),
+ Ord('*'), Ord('?'), Ord(''''), Ord('"'):
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text :=
+ Button[Interactions[Interaction].Num].Text[0].Text + UCS4ToUTF8String(CharCode);
+ Exit;
+ end;
+ end;
+
+
+ // check special keys
+ case PressedKey of
+ // Templates for Names Mod
+ SDLK_F1:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[0] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[0];
+ end;
+ SDLK_F2:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[1] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[1];
+ end;
+ SDLK_F3:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[2] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[2];
+ end;
+ SDLK_F4:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[3] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[3];
+ end;
+ SDLK_F5:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[4] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[4];
+ end;
+ SDLK_F6:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[5] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[5];
+ end;
+ SDLK_F7:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[6] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[6];
+ end;
+ SDLK_F8:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[7] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[7];
+ end;
+ SDLK_F9:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[8] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[8];
+ end;
+ SDLK_F10:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[9] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[9];
+ end;
+ SDLK_F11:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[10] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[10];
+ end;
+ SDLK_F12:
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ Ini.NameTemplate[11] := Button[Interactions[Interaction].Num].Text[0].Text;
+ end
+ else
+ begin
+ Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[11];
+ end;
+
+ SDLK_BACKSPACE:
+ begin
+ Button[Interactions[Interaction].Num].Text[0].DeleteLastLetter;
+ end;
+ end;
+ end;
+
+ case PressedKey of
+ SDLK_ESCAPE:
+ begin
+ Ini.SaveNames;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenPartyOptions);
+ end;
+
+ SDLK_RETURN: UpdateParty;
+
+ // Up and Down could be done at the same time,
+ // but I don't want to declare variables inside
+ // functions like this one, called so many times
+ SDLK_DOWN: IntNext;
+ SDLK_UP: IntPrev;
+ SDLK_RIGHT:
+ begin
+ if (Interaction in [0,2,8,14]) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+
+ UpdateInterface;
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ if (Interaction in [0,2,8,14]) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+
+ UpdateInterface;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenPartyPlayer.Create;
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.PartyPlayer);
+
+ Theme.PartyPlayer.SelectTeams.oneItemOnly := true;
+ Theme.PartyPlayer.SelectTeams.showArrows := true;
+ SelectTeams := AddSelectSlide(Theme.PartyPlayer.SelectTeams, CountTeams, ITeams);
+
+ Team1Name := AddButton(Theme.PartyPlayer.Team1Name);
+ Theme.PartyPlayer.SelectPlayers1.oneItemOnly := true;
+ Theme.PartyPlayer.SelectPlayers1.showArrows := true;
+ SelectPlayers[0] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers1, CountPlayer[0], IPlayers);
+
+ AddButton(Theme.PartyPlayer.Player1Name);
+ AddButton(Theme.PartyPlayer.Player2Name);
+ AddButton(Theme.PartyPlayer.Player3Name);
+ AddButton(Theme.PartyPlayer.Player4Name);
+
+ Team2Name := AddButton(Theme.PartyPlayer.Team2Name);
+ Theme.PartyPlayer.SelectPlayers2.oneItemOnly := true;
+ Theme.PartyPlayer.SelectPlayers2.showArrows := true;
+ SelectPlayers[1] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers2, CountPlayer[1], IPlayers);
+
+ AddButton(Theme.PartyPlayer.Player5Name);
+ AddButton(Theme.PartyPlayer.Player6Name);
+ AddButton(Theme.PartyPlayer.Player7Name);
+ AddButton(Theme.PartyPlayer.Player8Name);
+
+ Team3Name := AddButton(Theme.PartyPlayer.Team3Name);
+ Theme.PartyPlayer.SelectPlayers3.oneItemOnly := true;
+ Theme.PartyPlayer.SelectPlayers3.showArrows := true;
+ SelectPlayers[2] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers3, CountPlayer[2], IPlayers);
+
+ AddButton(Theme.PartyPlayer.Player9Name);
+ AddButton(Theme.PartyPlayer.Player10Name);
+ AddButton(Theme.PartyPlayer.Player11Name);
+ AddButton(Theme.PartyPlayer.Player12Name);
+
+ Interaction := 0;
+
+ //Clear Selects
+ CountTeams := 0;
+ CountPlayer[0] := 0;
+ CountPlayer[1] := 0;
+ CountPlayer[2] := 0;
+end;
+
+procedure TScreenPartyPlayer.OnShow;
+var
+ I: integer;
+begin
+ inherited;
+
+ // Templates for Names Mod
+ for I := 1 to 4 do
+ Button[I].Text[0].Text := Ini.Name[I-1];
+
+ for I := 6 to 9 do
+ Button[I].Text[0].Text := Ini.Name[I-2];
+
+ for I := 11 to 14 do
+ Button[I].Text[0].Text := Ini.Name[I-3];
+
+ Button[0].Text[0].Text := Ini.NameTeam[0];
+ Button[5].Text[0].Text := Ini.NameTeam[1];
+ Button[10].Text[0].Text := Ini.NameTeam[2];
+ // Templates for Names Mod end
+
+ Party.Clear;
+
+ UpdateInterface;
+end;
+
+procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real);
+var
+ I: integer;
+begin
+ {for I := 0 to high(Button) do
+ Button[I].Texture.ScaleW := Progress; }
+end;
+
+end.