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unit UScreenLevel;
interface
{$I switches.inc}
uses
UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
type
TScreenLevel = class(TMenu)
public
constructor Create; override;
function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
implementation
uses UGraphic,
UMain,
UIni,
USong,
UTexture;
function TScreenLevel.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
// check normal keys
case WideCharUpperCase(CharCode)[1] of
'Q':
begin
Result := false;
Exit;
end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenName);
end;
SDLK_RETURN:
begin
Ini.Difficulty := Interaction;
Ini.SaveLevel;
AudioPlayback.PlaySound(SoundLib.Start);
//Set Standard Mode
ScreenSong.Mode := smNormal;
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; // Auto Removed, Unused Variable
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
inherited;
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.
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