{* 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 UScreenMain; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; type TScreenMain = class(TMenu) private { ticks when the user interacted, used to start credits after a period of time w/o user interaction } UserInteractionTicks: cardinal; public TextDescription: integer; TextDescriptionLong: integer; constructor Create; override; function ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; procedure OnShow; override; procedure SetInteraction(Num: integer); override; procedure SetAnimationProgress(Progress: real); override; function Draw: boolean; override; end; const { start credits after 60 seconds w/o interaction } TicksUntilCredits = 5 * 60 * 1000; implementation uses UGraphic, UNote, UIni, UTexture, USongs, Textgl, ULanguage, UParty, UScreenCredits, USkins, USong, UUnicodeUtils; function TScreenMain.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; var SDL_ModState: word; I: integer; begin Result := true; { reset user interaction timer } UserInteractionTicks := SDL_GetTicks; SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); if (PressedDown) then begin // Key Down // check normal keys case UCS4UpperCase(CharCode) of Ord('Q'): begin Result := false; Exit; end; Ord('C'): begin FadeTo(@ScreenCredits, SoundLib.Start); Exit; end; Ord('M'): begin if (Ini.Players >= 1) and (Party.ModesAvailable) then begin FadeTo(@ScreenPartyOptions, SoundLib.Start); Exit; end; end; Ord('S'): begin FadeTo(@ScreenStatMain, SoundLib.Start); Exit; end; Ord('E'): begin FadeTo(@ScreenEdit, SoundLib.Start); Exit; end; Ord('J'): begin //ScreenSong.Mode := smPartyJukebox; AudioPlayback.PlaySound(SoundLib.Start); SetLength(ScreenJukebox.JukeboxSongsList, 0); SetLength(ScreenJukebox.JukeboxVisibleSongs, 0); for I := 0 to High(CatSongs.Song) do begin if not (CatSongs.Song[I].Main) then ScreenJukebox.AddSongToJukeboxList(I); end; ScreenJukebox.ActualInteraction := 0; ScreenJukebox.CurrentSongList := 0; ScreenJukebox.ListMin := 0; ScreenJukebox.Interaction := 0; ScreenJukebox.CurrentSongID := ScreenJukebox.JukeboxVisibleSongs[ScreenJukebox.CurrentSongList]; FadeTo(@ScreenJukebox); end; end; // check special keys case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE: begin Result := false; end; SDLK_RETURN: begin // reset Party.bPartyGame := false; //Solo if (Interaction = 0) then begin if (Songs.SongList.Count >= 1) then begin if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; if (Ini.Players = 4) then PlayersPlay := 6; if Ini.OnSongClick = sSelectPlayer then FadeTo(@ScreenLevel) else begin ScreenName.Goto_SingScreen := false; FadeTo(@ScreenName, SoundLib.Start); end; end else //show error message ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); end; //Party if Interaction = 1 then begin if (Songs.SongList.Count >= 1) then begin Party.bPartyGame := true; FadeTo(@ScreenPartyOptions, SoundLib.Start); end else //show error message, No Songs Loaded ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); end; //Jukebox if Interaction = 2 then begin if (Songs.SongList.Count >= 1) then begin // disable for now FadeTo(@ScreenJukeboxPlaylist, SoundLib.Start); end else //show error message, No Songs Loaded ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); end; //Stats if Interaction = 3 then begin FadeTo(@ScreenStatMain, SoundLib.Start); end; //Editor if Interaction = 4 then begin {$IFDEF UseMIDIPort} FadeTo(@ScreenEdit, SoundLib.Start); {$ELSE} ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_EDITOR')); {$ENDIF} end; //Options if Interaction = 5 then begin FadeTo(@ScreenOptions, SoundLib.Start); end; //About if Interaction = 6 then begin FadeTo(@ScreenAbout, SoundLib.Start); end; //Exit if Interaction = 7 then begin Result := false; end; end; {** * 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: InteractInc; SDLK_UP: InteractDec; SDLK_RIGHT: InteractNext; SDLK_LEFT: InteractPrev; end; end else // Key Up case PressedKey of SDLK_RETURN: begin end; end; end; function TScreenMain.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; begin // default mouse behaviour Result := inherited ParseMouse(MouseButton, BtnDown, X, Y); { reset user interaction timer } UserInteractionTicks := SDL_GetTicks; end; constructor TScreenMain.Create; begin inherited Create; {** * Attention ^^: * New Creation Order needed because of LoadFromTheme * and Button Collections. * At First Custom Texts and Statics * Then LoadFromTheme * after LoadFromTheme the Buttons and Selects *} TextDescription := AddText(Theme.Main.TextDescription); TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); LoadFromTheme(Theme.Main); AddButton(Theme.Main.ButtonSolo); AddButton(Theme.Main.ButtonMulti); AddButton(Theme.Main.ButtonJukebox); AddButton(Theme.Main.ButtonStat); AddButton(Theme.Main.ButtonEditor); AddButton(Theme.Main.ButtonOptions); AddButton(Theme.Main.ButtonAbout); AddButton(Theme.Main.ButtonExit); Interaction := 0; end; procedure TScreenMain.OnShow; begin inherited; SoundLib.StartBgMusic; ScreenSong.Mode := smNormal; {** * Clean up TPartyGame here * at the moment there is no better place for this *} Party.Clear; { reset user interaction timer } UserInteractionTicks := SDL_GetTicks; end; function TScreenMain.Draw: boolean; begin Result := inherited Draw; { start credits after a period w/o user interaction } if (UserInteractionTicks + TicksUntilCredits < SDL_GetTicks) then begin FadeTo(@ScreenCredits, SoundLib.Start); end; end; procedure TScreenMain.SetInteraction(Num: integer); begin inherited SetInteraction(Num); Text[TextDescription].Text := Theme.Main.Description[Interaction]; Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; end; procedure TScreenMain.SetAnimationProgress(Progress: real); begin Statics[0].Texture.ScaleW := Progress; Statics[0].Texture.ScaleH := Progress; end; end.