unit UScreenPartyPlayerM2;
Interface
uses
UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
type
TScreenPartyPlayerM2 = class(TMenu)
public
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
const
ID='ID_021'; //for help system
implementation
uses UGraphic, UMain, UIni, UTexture, UPartyM2, UHelp, ULog;
function TScreenPartyPlayerM2.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
begin // Key Down
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
case PressedKey of
SDLK_TAB:
begin
ScreenPopupHelp.ShowPopup();
end;
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;
FadeTo(@ScreenPartyOptionsM2);
end;
SDLK_RETURN:
begin
Ini.SaveNames;
//Save PlayerNames
for J := 0 to PartySessionM2.Players.NumPlayer-1 do
begin
PartySessionM2.Players.Playerinfo[J].Name := PChar(Button[J].Text[0].Text);
PartySessionM2.Players.Playerinfo[J].NumPlayed := 0;
end;
Music.PlayStart;
FadeTo(@ScreenPartyNewRoundM2);
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 TScreenPartyPlayerM2.Create;
{var
I: integer;}
begin
inherited Create;
LoadFromTheme(Theme.PartyPlayerM2);
AddButton(Theme.PartyPlayerM2.Player1Name);
AddButton(Theme.PartyPlayerM2.Player2Name);
AddButton(Theme.PartyPlayerM2.Player3Name);
AddButton(Theme.PartyPlayerM2.Player4Name);
AddButton(Theme.PartyPlayerM2.Player5Name);
AddButton(Theme.PartyPlayerM2.Player6Name);
AddButton(Theme.PartyPlayerM2.Player7Name);
AddButton(Theme.PartyPlayerM2.Player8Name);
AddButton(Theme.PartyPlayerM2.Player9Name);
Interaction := 0;
end;
procedure TScreenPartyPlayerM2.onShow;
var
I: integer;
begin
if not Help.SetHelpID(ID) then
Log.LogError('No Entry for Help-ID ' + ID + ' (ScreenPartyPlayerM2)');
// Templates for Names Mod
for I := 1 to 9 do
begin
Button[I-1].Text[0].Text := Ini.NameTemplate[I-1];
if (PartySessionM2.Players.NumPlayer >=I) then
begin
Button[I-1].Visible := true;
end else
begin
Button[I-1].Visible := false;
end;
end;
end;
procedure TScreenPartyPlayerM2.SetAnimationProgress(Progress: real);
var
I: integer;
begin
for I := 0 to high(Button) do
Button[I].Texture.ScaleW := Progress;
end;
end.