{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $ * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $ *} unit UScreenPartyRounds; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; type TScreenPartyRounds = class(TMenu) private SelectRoundCount: cardinal; SelectRound: array [0..6] of cardinal; RoundCount: integer; Round: array [0..6] of integer; IModeNames: array of UTF8String; IModeIDs: array of integer; procedure UpdateInterface; procedure StartParty; public constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; procedure OnShow; override; procedure SetAnimationProgress(Progress: real); override; end; const IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7'); implementation uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, USong, UPlaylist, USongs, UUnicodeUtils; procedure TScreenPartyRounds.UpdateInterface; var I: integer; ActualRounds: integer; begin ActualRounds := RoundCount + 2; for I := 0 to High(SelectRound) do SelectsS[SelectRound[I]].Visible := (I < ActualRounds); end; procedure TScreenPartyRounds.StartParty; var GameRounds: ARounds; I: integer; begin SetLength(GameRounds, RoundCount + 2); for I := 0 to High(GameRounds) do GameRounds[I] := IModeIds[Round[I]]; // start party game if (Party.StartGame(GameRounds)) then begin FadeTo(@ScreenPartyNewRound, SoundLib.Start); end else begin //error starting party game ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY')); end; end; function TScreenPartyRounds.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 : begin AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenPartyPlayer); end; SDLK_RETURN: StartParty; // 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: InteractNext; SDLK_UP: InteractPrev; SDLK_RIGHT: begin AudioPlayback.PlaySound(SoundLib.Option); InteractInc; if Interaction = 0 then UpdateInterface; end; SDLK_LEFT: begin AudioPlayback.PlaySound(SoundLib.Option); InteractDec; if Interaction = 0 then UpdateInterface; end; end; end; end; constructor TScreenPartyRounds.Create; var I: integer; begin inherited Create; RoundCount := 5; //Load Screen From Theme LoadFromTheme(Theme.PartyRounds); Theme.PartyRounds.SelectRoundCount.oneItemOnly := true; Theme.PartyRounds.SelectRoundCount.showArrows := true; SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount); SetLength(IModeNames, 1); IModeNames[0] := '---'; for I := 0 to high(Theme.PartyRounds.SelectRound) do begin Round[I] := 0; Theme.PartyRounds.SelectRound[I].oneItemOnly := true; Theme.PartyRounds.SelectRound[I].showArrows := true; SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames); end; Interaction := 0; end; procedure TScreenPartyRounds.OnShow; var ModeList: AParty_ModeList; I: integer; begin inherited; // check if there are loaded modes if Party.ModesAvailable then begin UpdateInterface; ModeList := Party.GetAvailableModes; SetLength(IModeNames, Length(ModeList)); SetLength(IModeIds, Length(ModeList)); for I := 0 to High(ModeList) do begin IModeNames[I] := ModeList[I].Name; IModeIds[I] := ModeList[I].Index; end; for I := 0 to High(SelectRound) do UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]); end else begin // no mode available for current player setup ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); Party.Clear; Display.AbortScreenChange; end; end; procedure TScreenPartyRounds.SetAnimationProgress(Progress: real); begin {for I := 0 to 6 do SelectS[I].Texture.ScaleW := Progress;} end; end.