unit UScreenPartyPlayer;
Interface
uses
UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes;
type
TScreenPartyPlayer = class(TMenu)
public
Team1Name: Cardinal;
Player1Name: Cardinal;
Player2Name: Cardinal;
Player3Name: Cardinal;
Player4Name: Cardinal;
Team2Name: Cardinal;
Player5Name: Cardinal;
Player6Name: Cardinal;
Player7Name: Cardinal;
Player8Name: Cardinal;
Team3Name: Cardinal;
Player9Name: Cardinal;
Player10Name: Cardinal;
Player11Name: Cardinal;
Player12Name: Cardinal;
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, UParty;
function TScreenPartyPlayer.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
var
I, J: integer;
procedure IntNext;
begin
repeat
InteractNext;
until Button[Interaction].Visible;
end;
procedure IntPrev;
begin
repeat
InteractPrev;
until Button[Interaction].Visible;
end;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
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;
SDLK_BACKSPACE:
begin
Button[Interaction].Text[0].DeleteLastL;
end;
SDLK_ESCAPE :
begin
Ini.SaveNames;
Music.PlayBack;
FadeTo(@ScreenPartyOptions);
end;
SDLK_RETURN:
begin
for I := 0 to PartySession.Teams.NumTeams-1 do
begin
PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text);
for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do
begin
PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text);
PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0;
end;
PartySession.Teams.Teaminfo[I].Joker := Round (Length(PartySession.Rounds) * 0.85);
end;
Music.PlayStart;
FadeTo(@ScreenPartyNewRound);
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: IntNext;
SDLK_UP: IntPrev;
SDLK_RIGHT: IntNext;
SDLK_LEFT: IntPrev;
end;
end;
end;
constructor TScreenPartyPlayer.Create;
var
I: integer;
begin
inherited Create;
AddBackground(Theme.PartyPlayer.Background.Tex);
Team1Name := AddButton(Theme.PartyPlayer.Team1Name);
AddButton(Theme.PartyPlayer.Player1Name);
AddButton(Theme.PartyPlayer.Player2Name);
AddButton(Theme.PartyPlayer.Player3Name);
AddButton(Theme.PartyPlayer.Player4Name);
Team2Name := AddButton(Theme.PartyPlayer.Team2Name);
AddButton(Theme.PartyPlayer.Player5Name);
AddButton(Theme.PartyPlayer.Player6Name);
AddButton(Theme.PartyPlayer.Player7Name);
AddButton(Theme.PartyPlayer.Player8Name);
Team3Name := AddButton(Theme.PartyPlayer.Team3Name);
AddButton(Theme.PartyPlayer.Player9Name);
AddButton(Theme.PartyPlayer.Player10Name);
AddButton(Theme.PartyPlayer.Player11Name);
AddButton(Theme.PartyPlayer.Player12Name);
for I := 0 to High(Theme.PartyPlayer.Static) do
AddStatic(Theme.PartyPlayer.Static[I]);
for I := 0 to High(Theme.PartyPlayer.Text) do
AddText(Theme.PartyPlayer.Text[I]);
Interaction := 0;
end;
procedure TScreenPartyPlayer.onShow;
var
I: integer;
begin
If (PartySession.Teams.NumTeams>=1) then
begin
Button[0].Visible := True;
Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1);
Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2);
Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3);
Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4);
end
else
begin
Button[0].Visible := False;
Button[1].Visible := False;
Button[2].Visible := False;
Button[3].Visible := False;
Button[4].Visible := False;
end;
If (PartySession.Teams.NumTeams>=2) then
begin
Button[5].Visible := True;
Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1);
Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2);
Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3);
Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4);
end
else
begin
Button[5].Visible := False;
Button[6].Visible := False;
Button[7].Visible := False;
Button[8].Visible := False;
Button[9].Visible := False;
end;
If (PartySession.Teams.NumTeams>=3) then
begin
Button[10].Visible := True;
Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1);
Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2);
Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3);
Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4);
end
else
begin
Button[10].Visible := False;
Button[11].Visible := False;
Button[12].Visible := False;
Button[13].Visible := False;
Button[14].Visible := False;
end;
end;
procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real);
var
I: integer;
begin
for I := 0 to high(Button) do
Button[I].Texture.ScaleW := Progress;
end;
end.