unit UScreenName;
interface
uses
UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
type
TScreenName = class(TMenu)
public
Goto_SingScreen: Boolean; //If True then next Screen in SingScreen
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 TScreenName.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
var
I: integer;
SDL_ModState: Word;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
case PressedKey of
SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL:
begin
Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode);
end;
// Templates for Names Mod
SDLK_F1:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[0] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[0];
end;
SDLK_F2:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[1] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[1];
end;
SDLK_F3:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[2] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[2];
end;
SDLK_F4:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[3] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[3];
end;
SDLK_F5:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[4] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[4];
end;
SDLK_F6:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[5] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[5];
end;
SDLK_F7:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[6] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[6];
end;
SDLK_F8:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[7] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[7];
end;
SDLK_F9:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[8] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[8];
end;
SDLK_F10:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[9] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[9];
end;
SDLK_F11:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[10] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[10];
end;
SDLK_F12:
if (SDL_ModState = KMOD_LALT) then
begin
Ini.NameTemplate[11] := Button[Interaction].Text[0].Text;
end
else
begin
Button[Interaction].Text[0].Text := Ini.NameTemplate[11];
end;
SDLK_BACKSPACE:
begin
Button[Interaction].Text[0].DeleteLastL;
end;
SDLK_ESCAPE :
begin
Ini.SaveNames;
Music.PlayBack;
if GoTo_SingScreen then
FadeTo(@ScreenSong)
else
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
for I := 1 to 6 do
Ini.Name[I-1] := Button[I-1].Text[0].Text;
Ini.SaveNames;
Music.PlayStart;
if GoTo_SingScreen then
FadeTo(@ScreenSing)
else
FadeTo(@ScreenLevel);
GoTo_SingScreen := False;
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 TScreenName.Create;
var
I: integer;
begin
inherited Create;
LoadFromTheme(Theme.Name);
for I := 1 to 6 do
AddButton(Theme.Name.ButtonPlayer[I]);
Interaction := 0;
end;
procedure TScreenName.onShow;
var
I: integer;
begin
for I := 1 to 6 do
Button[I-1].Text[0].Text := Ini.Name[I-1];
for I := 1 to PlayersPlay do begin
Button[I-1].Visible := true;
Button[I-1].Selectable := true;
end;
for I := PlayersPlay+1 to 6 do begin
Button[I-1].Visible := false;
Button[I-1].Selectable := false;
end;
end;
procedure TScreenName.SetAnimationProgress(Progress: real);
var
I: integer;
begin
for I := 1 to 6 do
Button[I-1].Texture.ScaleW := Progress;
end;
end.