unit UScreenPartyPlayer;
Interface
{$I switches.inc}
uses
UMenu, SDL, UDisplay, UMusic, UFiles, 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;
SDL_ModState: Word;
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
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT)
else
SDL_ModState := 0;
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;
// 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;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenPartyOptions);
end;
SDLK_RETURN:
begin
{//Save PlayerNames
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;
end;
AudioPlayback.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;
LoadFromTheme(Theme.PartyPlayer);
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);
Interaction := 0;
end;
procedure TScreenPartyPlayer.onShow;
var
I: integer;
begin
inherited;
// Templates for Names Mod
for I := 1 to 4 do
Button[I].Text[0].Text := Ini.Name[I-1];
for I := 6 to 9 do
Button[I].Text[0].Text := Ini.Name[I-2];
for I := 11 to 14 do
Button[I].Text[0].Text := Ini.Name[I-3];
Button[0].Text[0].Text := Ini.NameTeam[0];
Button[5].Text[0].Text := Ini.NameTeam[1];
Button[10].Text[0].Text := Ini.NameTeam[2];
// Templates for Names Mod end
{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.