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path: root/Game/Code/Screens/UScreenLevel.pas
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unit UScreenLevel;

interface

uses
  UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;

type
  TScreenLevel = class(TMenu)
    public
      constructor Create; override;
      function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
      procedure onShow; override;
      procedure SetAnimationProgress(Progress: real); override;
  end;

implementation

uses UGraphic, UMain, UIni, UTexture;

function TScreenLevel.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    case PressedKey of
      SDLK_Q:
        begin
          Result := false;
        end;

      SDLK_ESCAPE,
      SDLK_BACKSPACE :
        begin
          Music.PlayBack;
          FadeTo(@ScreenName);
        end;

      SDLK_RETURN:
        begin
          Ini.Difficulty := Interaction;
          Ini.SaveLevel;
          Music.PlayStart;
          //Set Standard Mode
          ScreenSong.Mode := 0;
          FadeTo(@ScreenSong);
        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:    InteractNext;
      SDLK_UP:      InteractPrev;
      SDLK_RIGHT:   InteractNext;
      SDLK_LEFT:    InteractPrev;
    end;
  end;
end;

constructor TScreenLevel.Create;
var
  I:    integer;
begin
  inherited Create;

  LoadFromTheme(Theme.Level);

  AddButton(Theme.Level.ButtonEasy);
  AddButton(Theme.Level.ButtonMedium);
  AddButton(Theme.Level.ButtonHard);

  Interaction := 0;
end;

procedure TScreenLevel.onShow;
begin
  Interaction := Ini.Difficulty;

//  LCD.WriteText(1, '  Choose mode:  ');
//  UpdateLCD;
end;

procedure TScreenLevel.SetAnimationProgress(Progress: real);
begin
  Button[0].Texture.ScaleW := Progress;
  Button[1].Texture.ScaleW := Progress;
  Button[2].Texture.ScaleW := Progress;
end;

end.