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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 UScreenPartyScore;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SDL,
+ SysUtils,
+ UMenu,
+ UDisplay,
+ UMusic,
+ UThemes;
+
+type
+ TScreenPartyScore = class(TMenu)
+ public
+ TextScoreTeam1: cardinal;
+ TextScoreTeam2: cardinal;
+ TextScoreTeam3: cardinal;
+ TextNameTeam1: cardinal;
+ TextNameTeam2: cardinal;
+ TextNameTeam3: cardinal;
+ StaticTeam1: cardinal;
+ StaticTeam1BG: cardinal;
+ StaticTeam1Deco: cardinal;
+ StaticTeam2: cardinal;
+ StaticTeam2BG: cardinal;
+ StaticTeam2Deco: cardinal;
+ StaticTeam3: cardinal;
+ StaticTeam3BG: cardinal;
+ StaticTeam3Deco: cardinal;
+ TextWinner: cardinal;
+
+ DecoTex: array[0..5] of integer;
+ DecoColor: array[0..5] of Record
+ R, G, B: real;
+ end;
+
+ MaxScore: word;
+
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
+ procedure OnShow; override;
+ procedure SetAnimationProgress(Progress: real); override;
+ end;
+
+implementation
+
+uses
+ UGraphic,
+ UMain,
+ UParty,
+ ULanguage,
+ UTexture,
+ USkins,
+ UUnicodeUtils;
+
+function TScreenPartyScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
+begin
+ Result := true;
+ if (PressedDown) then
+ begin // Key Down
+ // check normal keys
+ case UCS4UpperCase(CharCode) of
+ Ord('Q'):
+ begin
+ Result := false;
+ Exit;
+ end;
+ end;
+
+ // check special keys
+ case PressedKey of
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE,
+ SDLK_RETURN :
+ begin
+ AudioPlayback.PlaySound(SoundLib.Start);
+
+ Party.NextRound; //< go to next round
+
+ if (not Party.GameFinished) then
+ begin
+ FadeTo(@ScreenPartyNewRound);
+ end
+ else
+ begin
+ FadeTo(@ScreenPartyWin);
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenPartyScore.Create;
+var
+ Tex: TTexture;
+ R, G, B: real;
+ Color: integer;
+begin
+ inherited Create;
+
+ TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1);
+ TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2);
+ TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3);
+ TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1);
+ TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2);
+ TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3);
+
+ StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1);
+ StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG);
+ StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco);
+ StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2);
+ StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG);
+ StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco);
+ StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3);
+ StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG);
+ StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco);
+
+ TextWinner := AddText (Theme.PartyScore.TextWinner);
+
+ //Load Deco Textures
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ //Get Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[0].R := R;
+ DecoColor[0].G := G;
+ DecoColor[0].B := B;
+
+ //Load Texture
+ Tex := Texture.LoadTexture(
+ Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture),
+ Theme.PartyScore.DecoTextures.FirstTyp, Color);
+ DecoTex[0] := Tex.TexNum;
+
+ //Get Second Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[1].R := R;
+ DecoColor[1].G := G;
+ DecoColor[1].B := B;
+
+ //Load Second Texture
+ Tex := Texture.LoadTexture(
+ Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture),
+ Theme.PartyScore.DecoTextures.SecondTyp, Color);
+ DecoTex[1] := Tex.TexNum;
+
+ //Get Third Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[2].R := R;
+ DecoColor[2].G := G;
+ DecoColor[2].B := B;
+
+ //Load Third Texture
+ Tex := Texture.LoadTexture(
+ Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture),
+ Theme.PartyScore.DecoTextures.ThirdTyp, Color);
+ DecoTex[2] := Tex.TexNum;
+ end;
+
+ LoadFromTheme(Theme.PartyScore);
+end;
+
+procedure TScreenPartyScore.OnShow;
+var
+ Ranking: AParty_TeamRanking;
+begin
+ inherited;
+
+ // indicate that round is finished
+ Party.RoundPlayed;
+
+ // get rankings for current round
+ Ranking := Party.Rounds[Party.CurrentRound].Ranking;
+
+
+ {//Set Statics Length
+ Statics[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
+ Statics[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
+ Statics[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;
+
+ //fix: prevents statics from drawn out of bounds.
+ if Statics[StaticTeam1].Texture.ScaleW > 99 then Statics[StaticTeam1].Texture.ScaleW := 99;
+ if Statics[StaticTeam2].Texture.ScaleW > 99 then Statics[StaticTeam2].Texture.ScaleW := 99;
+ if Statics[StaticTeam3].Texture.ScaleW > 99 then Statics[StaticTeam3].Texture.ScaleW := 99; }
+
+ //Set Winnertext
+ Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(Party.CurrentRound)]);
+
+ if (Length(Party.Teams) >= 1) then
+ begin
+ Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score);
+ Text[TextNameTeam1].Text := Utf8String(Party.Teams[0].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ if (Length(Ranking) >= 1) and (Ranking[0].Rank >= 1) and (Ranking[0].Rank <= Length(DecoTex)) then
+ begin
+ Statics[StaticTeam1Deco].Texture.TexNum := DecoTex[Ranking[0].Rank-1];
+ Statics[StaticTeam1Deco].Texture.ColR := DecoColor[Ranking[0].Rank-1].R;
+ Statics[StaticTeam1Deco].Texture.ColG := DecoColor[Ranking[0].Rank-1].G;
+ Statics[StaticTeam1Deco].Texture.ColB := DecoColor[Ranking[0].Rank-1].B;
+ end;
+ end;
+
+ Text[TextScoreTeam1].Visible := true;
+ Text[TextNameTeam1].Visible := true;
+ Statics[StaticTeam1].Visible := true;
+ Statics[StaticTeam1BG].Visible := true;
+ Statics[StaticTeam1Deco].Visible := true;
+ end
+ else
+ begin
+ Text[TextScoreTeam1].Visible := false;
+ Text[TextNameTeam1].Visible := false;
+ Statics[StaticTeam1].Visible := false;
+ Statics[StaticTeam1BG].Visible := false;
+ Statics[StaticTeam1Deco].Visible := false;
+ end;
+
+ if (Length(Party.Teams) >= 2) then
+ begin
+ Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score);
+ Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ if (Length(Ranking) >= 2) and (Ranking[1].Rank >= 1) and (Ranking[1].Rank <= Length(DecoTex)) then
+ begin
+ Statics[StaticTeam2Deco].Texture.TexNum := DecoTex[Ranking[1].Rank-1];
+ Statics[StaticTeam2Deco].Texture.ColR := DecoColor[Ranking[1].Rank-1].R;
+ Statics[StaticTeam2Deco].Texture.ColG := DecoColor[Ranking[1].Rank-1].G;
+ Statics[StaticTeam2Deco].Texture.ColB := DecoColor[Ranking[1].Rank-1].B;
+ end;
+ end;
+
+ Text[TextScoreTeam2].Visible := true;
+ Text[TextNameTeam2].Visible := true;
+ Statics[StaticTeam2].Visible := true;
+ Statics[StaticTeam2BG].Visible := true;
+ Statics[StaticTeam2Deco].Visible := true;
+ end
+ else
+ begin
+ Text[TextScoreTeam2].Visible := false;
+ Text[TextNameTeam2].Visible := false;
+ Statics[StaticTeam2].Visible := false;
+ Statics[StaticTeam2BG].Visible := false;
+ Statics[StaticTeam2Deco].Visible := false;
+ end;
+
+ if (Length(Party.Teams) >= 3) then
+ begin
+ Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score);
+ Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ if (Length(Ranking) >= 3) and (Ranking[2].Rank >= 1) and (Ranking[2].Rank <= Length(DecoTex)) then
+ begin
+ Statics[StaticTeam3Deco].Texture.TexNum := DecoTex[Ranking[2].Rank-1];
+ Statics[StaticTeam3Deco].Texture.ColR := DecoColor[Ranking[2].Rank-1].R;
+ Statics[StaticTeam3Deco].Texture.ColG := DecoColor[Ranking[2].Rank-1].G;
+ Statics[StaticTeam3Deco].Texture.ColB := DecoColor[Ranking[2].Rank-1].B;
+ end;
+ end;
+
+ Text[TextScoreTeam3].Visible := true;
+ Text[TextNameTeam3].Visible := true;
+ Statics[StaticTeam3].Visible := true;
+ Statics[StaticTeam3BG].Visible := true;
+ Statics[StaticTeam3Deco].Visible := true;
+ end
+ else
+ begin
+ Text[TextScoreTeam3].Visible := false;
+ Text[TextNameTeam3].Visible := false;
+ Statics[StaticTeam3].Visible := false;
+ Statics[StaticTeam3BG].Visible := false;
+ Statics[StaticTeam3Deco].Visible := false;
+ end;
+
+ //start Background-Music
+ SoundLib.StartBgMusic;
+end;
+
+procedure TScreenPartyScore.SetAnimationProgress(Progress: real);
+begin
+ {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
+ Statics[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
+ Statics[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
+ Statics[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;}
+end;
+
+end.