unit UScreenPartyOptions;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
type
TScreenPartyOptions = class(TMenu)
public
SelectLevel: Cardinal;
SelectPlayList: Cardinal;
SelectPlayList2: Cardinal;
SelectRounds: Cardinal;
SelectTeams: Cardinal;
SelectPlayers1: Cardinal;
SelectPlayers2: Cardinal;
SelectPlayers3: Cardinal;
PlayList: Integer;
PlayList2: Integer;
Rounds: Integer;
NumTeams: Integer;
NumPlayer1, NumPlayer2, NumPlayer3: Integer;
constructor Create; override;
function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure SetAnimationProgress(Progress: real); override;
procedure SetPlaylist2;
end;
var
IPlaylist: array[0..2] of String;
IPlaylist2: array of String;
const
ITeams: array[0..1] of String =('2', '3');
IPlayers: array[0..3] of String =('1', '2', '3', '4');
IRounds: array[0..5] of String = ('2', '3', '4', '5', '6', '7');
implementation
uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, USong, UDLLManager, UPlaylist, USongs;
function TScreenPartyOptions.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
var
I, J: Integer;
OnlyMultiPlayer: boolean;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_Q:
begin
Result := false;
end;
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
//Don'T start when Playlist is Selected and there are no Playlists
If (Playlist = 2) and (Length(PlaylistMan.Playlists) = 0) then
Exit;
// Don't start when SinglePlayer Teams but only Multiplayer Plugins available
OnlyMultiPlayer:=true;
for I := 0 to High(DLLMan.Plugins) do begin
OnlyMultiPlayer := (OnlyMultiPlayer AND DLLMan.Plugins[I].TeamModeOnly);
end;
if (OnlyMultiPlayer) AND ((NumPlayer1 = 0) OR (NumPlayer2 = 0) OR ((NumPlayer3 = 0) AND (NumTeams = 1))) then begin
ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS'));
Exit;
end;
//Save Difficulty
Ini.Difficulty := SelectsS[SelectLevel].SelectedOption;
Ini.SaveLevel;
//Save Num Teams:
{PartySession.Teams.NumTeams := NumTeams + 2;
PartySession.Teams.Teaminfo[0].NumPlayers := NumPlayer1+1;
PartySession.Teams.Teaminfo[1].NumPlayers := NumPlayer2+1;
PartySession.Teams.Teaminfo[2].NumPlayers := NumPlayer3+1;}
//Save Playlist
PlaylistMan.Mode := TSingMode( Playlist );
PlaylistMan.CurPlayList := High(Cardinal);
//If Category Selected Search Category ID
if Playlist = 1 then
begin
J := -1;
For I := 0 to high(CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
Inc(J);
if J = Playlist2 then
begin
PlaylistMan.CurPlayList := I;
Break;
end;
end;
//No Categorys or Invalid Entry
If PlaylistMan.CurPlayList = High(Cardinal) then
Exit;
end
else
PlaylistMan.CurPlayList := Playlist2;
//Start Party
// to-do : Party
//PartySession.StartNewParty(Rounds + 2);
AudioPlayback.PlaySound(SoundLib.Start);
//Go to Player Screen
FadeTo(@ScreenPartyPlayer);
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:
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
//Change Playlist2 if Playlist is Changed
If (Interaction = 1) then
begin
SetPlaylist2;
end //Change Team3 Players visibility
Else If (Interaction = 4) then
begin
SelectsS[7].Visible := (NumTeams = 1);
end;
end;
SDLK_LEFT:
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
//Change Playlist2 if Playlist is Changed
If (Interaction = 1) then
begin
SetPlaylist2;
end //Change Team3 Players visibility
Else If (Interaction = 4) then
begin
SelectsS[7].Visible := (NumTeams = 1);
end;
end;
end;
end;
end;
constructor TScreenPartyOptions.Create;
var
I: integer;
begin
inherited Create;
//Fill IPlaylist
IPlaylist[0] := Language.Translate('PARTY_PLAYLIST_ALL');
IPlaylist[1] := Language.Translate('PARTY_PLAYLIST_CATEGORY');
IPlaylist[2] := Language.Translate('PARTY_PLAYLIST_PLAYLIST');
//Fill IPlaylist2
SetLength(IPlaylist2, 1);
IPlaylist2[0] := '---';
//Clear all Selects
NumTeams := 0;
NumPlayer1 := 0;
NumPlayer2 := 0;
NumPlayer3 := 0;
Rounds := 5;
PlayList := 0;
PlayList2 := 0;
//Load Screen From Theme
LoadFromTheme(Theme.PartyOptions);
SelectLevel := AddSelectSlide (Theme.PartyOptions.SelectLevel, Ini.Difficulty, Theme.ILevel);
SelectPlayList := AddSelectSlide (Theme.PartyOptions.SelectPlayList, PlayList, IPlaylist);
SelectPlayList2 := AddSelectSlide (Theme.PartyOptions.SelectPlayList2, PlayList2, IPlaylist2);
SelectRounds := AddSelectSlide (Theme.PartyOptions.SelectRounds, Rounds, IRounds);
SelectTeams := AddSelectSlide (Theme.PartyOptions.SelectTeams, NumTeams, ITeams);
SelectPlayers1 := AddSelectSlide (Theme.PartyOptions.SelectPlayers1, NumPlayer1, IPlayers);
SelectPlayers2 := AddSelectSlide (Theme.PartyOptions.SelectPlayers2, NumPlayer2, IPlayers);
SelectPlayers3 := AddSelectSlide (Theme.PartyOptions.SelectPlayers3, NumPlayer3, IPlayers);
Interaction := 0;
//Hide Team3 Players
SelectsS[7].Visible := False;
end;
procedure TScreenPartyOptions.SetPlaylist2;
var I: Integer;
begin
Case Playlist of
0:
begin
SetLength(IPlaylist2, 1);
IPlaylist2[0] := '---';
end;
1:
begin
SetLength(IPlaylist2, 0);
For I := 0 to high(CatSongs.Song) do
begin
If (CatSongs.Song[I].Main) then
begin
SetLength(IPlaylist2, Length(IPlaylist2) + 1);
IPlaylist2[high(IPlaylist2)] := CatSongs.Song[I].Artist;
end;
end;
If (Length(IPlaylist2) = 0) then
begin
SetLength(IPlaylist2, 1);
IPlaylist2[0] := 'No Categories found';
end;
end;
2:
begin
if (Length(PlaylistMan.Playlists) > 0) then
begin
SetLength(IPlaylist2, Length(PlaylistMan.Playlists));
PlaylistMan.GetNames(IPlaylist2);
end
else
begin
SetLength(IPlaylist2, 1);
IPlaylist2[0] := 'No Playlists found';
end;
end;
end;
Playlist2 := 0;
UpdateSelectSlideOptions(Theme.PartyOptions.SelectPlayList2, 2, IPlaylist2, Playlist2);
end;
procedure TScreenPartyOptions.onShow;
begin
inherited;
Randomize;
// LCD.WriteText(1, ' Choose mode: ');
// UpdateLCD;
end;
procedure TScreenPartyOptions.SetAnimationProgress(Progress: real);
begin
{for I := 0 to 6 do
SelectS[I].Texture.ScaleW := Progress;}
end;
end.