unit UScreenMain;
interface
uses
UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes, ULCD, ULight;
type
TScreenMain = class(TMenu)
public
TextDescription: integer;
TextDescriptionLong: integer;
//Credits Mod
Credits_Visible: Boolean;
Credits_Y: Real;
Credits_Time: Cardinal;
Credits_Alpha: Cardinal;
procedure DrawCredits;
//Credits Mod End
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure InteractNext; override;
procedure InteractPrev; override;
procedure UpdateLCD;
procedure SetAnimationProgress(Progress: real); override;
function Draw: boolean; override;
end;
const Credits_Text: Array[0..49] of PChar = (
':SPACE:',
'Main Idea: Corvus 5',
'Thank you very much for this great Game',
':SPACE:',
'The Ultrastar Deluxe Team:',
':SPACE:',
'blindy:',
'VFX Programming',
':SPACE:',
'commandi00:',
'Beta Testing',
':SPACE:',
'Crazy Joker:',
'Graphics',
':SPACE:',
'DennistheMenace:',
'Beta Testing and great Support in "the Board"',
':SPACE:',
'Mog:',
'Programming, Graphics',
':SPACE:',
'Mota:',
'Programming, Idea of creating this Mod',
':SPACE:',
'Sawyer:',
'Web Master, Programming',
':SPACE:',
'Whiteshark:',
'Programming, Creating Release',
':SPACE:',
':SPACE:',
'Thanks to',
':SPACE:',
'Blind Guard',
'for supporting us and administrate this great Board',
':SPACE:',
'The whole Community from www.ultra-star.dl.am',
'for supporting us, supporting the newbies',
'and remembering us to continue work',
':SPACE:',
'You',
'for using Ultrastar Deluxe',
':SPACE:',
':SPACE:',
'Visit us at:',
'http://www.ultrastardx.dl.am',
'http://sourceforge.net/projects/ultrastardx/',
'http://www.Ultra-Star.dl.am',
'Please write Bug Reports and Feature Requests',
'to help making this a better Game');
implementation
uses Windows, UGraphic, UMain, UIni, UTexture, USongs, Textgl, opengl, ULanguage, UParty, UDLLManager;
function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
var
I: Integer;
SDL_ModState: Word;
begin
Result := true;
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
//Deactivate Credits when Key is pressed
if Credits_Visible then
begin
Credits_Visible := False;
exit;
end;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_Q:
begin
Result := false;
end;
SDLK_ESCAPE :
begin
Result := False;
end;
SDLK_C:
begin
if (SDL_ModState = KMOD_LALT) then
begin
Credits_Y := 600;
Credits_Alpha := 0;
Credits_Visible := True;
end;
end;
SDLK_M:
begin
if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
begin
Music.PlayStart;
FadeTo(@ScreenPartyOptions);
end;
end;
SDLK_S:
begin
Music.PlayStart;
FadeTo(@ScreenStatMain);
end;
SDLK_RETURN:
begin
if (Interaction = 0) and (Length(Songs.Song) >= 1) then begin
Music.PlayStart;
if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1;
if (Ini.Players = 4) then PlayersPlay := 6;
ScreenName.Goto_SingScreen := False;
FadeTo(@ScreenName);
end;
if Interaction = 1 then begin
Music.PlayStart;
FadeTo(@ScreenEdit);
end;
if Interaction = 2 then begin
Music.PlayStart;
FadeTo(@ScreenOptions);
end;
if Interaction = 3 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: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end
else // Key Up
case PressedKey of
SDLK_RETURN :
begin
end;
end;
end;
constructor TScreenMain.Create;
var
I: integer;
begin
inherited Create;
// AddButton(400-200, 320, 400, 60, Skin.GameStart);
// AddButton(400-200, 390, 400, 60, Skin.Editor);
// AddButton(400-200, 460, 400, 60, Skin.Options);
// AddButton(400-200, 530, 400, 60, Skin.Exit);
AddBackground(Theme.Main.Background.Tex);
AddButton(Theme.Main.ButtonSolo);
AddButton(Theme.Main.ButtonEditor);
AddButton(Theme.Main.ButtonOptions);
AddButton(Theme.Main.ButtonExit);
for I := 0 to High(Theme.Main.Static) do
AddStatic(Theme.Main.Static[I]);
for I := 0 to High(Theme.Main.Text) do
AddText(Theme.Main.Text[I]);
TextDescription := AddText(Theme.Main.TextDescription);
TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong);
Interaction := 0;
//Some Testing for Button Fade
Button[0].SelectH := Button[0].H * 3;
Button[0].Fade := True;
Button[0].FadeText := True;
Button[0].DeSelectReflectionspacing := 280;
Button[1].SelectH := Button[0].H * 3;
Button[1].Fade := True;
Button[2].SelectH := Button[0].H * 3;
Button[2].Fade := True;
Button[2].FadeText := True;
Button[3].SelectH := Button[0].H * 3;
Button[3].Fade := True;
Button[3].FadeText := True;
end;
procedure TScreenMain.onShow;
begin
LCD.WriteText(1, ' Choose mode: ');
UpdateLCD;
end;
procedure TScreenMain.InteractNext;
begin
inherited InteractNext;
Text[TextDescription].Text := Theme.Main.Description[Interaction];
Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
UpdateLCD;
Light.LightOne(1, 200);
end;
procedure TScreenMain.InteractPrev;
begin
inherited InteractPrev;
Text[TextDescription].Text := Theme.Main.Description[Interaction];
Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
UpdateLCD;
Light.LightOne(0, 200);
end;
procedure TScreenMain.UpdateLCD;
begin
case Interaction of
0: LCD.WriteText(2, ' sing ');
1: LCD.WriteText(2, ' editor ');
2: LCD.WriteText(2, ' options ');
3: LCD.WriteText(2, ' exit ');
end
end;
procedure TScreenMain.SetAnimationProgress(Progress: real);
begin
Static[0].Texture.ScaleW := Progress;
Static[0].Texture.ScaleH := Progress;
end;
function TScreenMain.Draw: boolean;
begin
Result := True;
if Credits_Visible then
DrawCredits
else
Result := inherited Draw;
end;
procedure TScreenMain.DrawCredits;
var
T, I: Cardinal;
Y: Real;
Ver: PChar;
begin
T := GetTickCount div 33;
if T <> Credits_Time then
begin
Credits_Time := T;
//Change Position
Credits_Y := Credits_Y - 1;
//Change Alpha
Inc (Credits_Alpha, 3);
end;
//Draw BackGround
DrawBG;
//Draw pulsing Credits Text
//Set Font
SetFontStyle (2);
SetFontItalic(False);
SetFontSize(9);
SetFontPos (10, 5);
glColor4f(1, 0, 0, 0.2 + Abs((Credits_Alpha mod 150)/100 - 0.75));
glPrint ('Credits! Press any Key to Continue');
//Set Font Size for Credits
SetFontSize(12);
//Draw Version
if (Credits_Y>-35) then
begin
Ver := PChar(Language.Translate('US_VERSION'));
//Set Color
if Credits_Y > 500 then
glColor4f(1, 0.6, 0.08, (600 - Credits_Y)/100 - 0.2)
else
glColor4f(1, 0.6, 0.08, 0.8);
SetFontPos (400 - glTextWidth(Ver)/2, Credits_Y);
glprint(Ver);
end;
//Set Color + Start Pos
glColor4f(0.8, 0.8, 1, 0.8);
Y := Credits_Y + 50;
//Search upper Position
For I := 0 to high(Credits_Text) do
begin
if (Credits_Text[I]=':SPACE:') then //Spacer
Y := Y + 55
else
Y := Y + 30;
if Y > -35 then
break;
end;
//Draw Text
For T := I+1 to high(Credits_Text) do
begin
if (Credits_Text[T]=':SPACE:') then //Spacer
Y := Y + 55
else
begin
//Set Color
if Y > 500 then
glColor4f(0.8, 0.8, 1, (600 - Y)/100 - 0.2)
else
glColor4f(0.8, 0.8, 1, 0.8);
SetFontPos (400 - glTextWidth(Credits_Text[T])/2, Y);
glprint(Credits_Text[T]);
Y := Y + 30;
end;
if Y > 600 then
break;
end;
//If lowest Position is outside the Screen-> Show MainMenu
if (Y <= 0) then
Credits_Visible := False;
end;
end.