{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UScreenPartyPlayer;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UMenu,
SDL,
UDisplay,
UMusic,
UFiles,
SysUtils,
UThemes;
type
TScreenPartyPlayer = class(TMenu)
private
CountTeams: integer;
CountPlayer: array [0..2] of integer;
SelectTeams: cardinal;
SelectPlayers: array [0..2] of cardinal;
procedure UpdateInterface;
procedure UpdateParty;
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; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
const
ITeams: array[0..1] of UTF8String = ('2', '3');
IPlayers: array[0..3] of UTF8String = ('1', '2', '3', '4');
implementation
uses
UGraphic,
UMain,
UIni,
UTexture,
UParty,
UUnicodeUtils,
UScreenPartyOptions,
ULanguage;
procedure TScreenPartyPlayer.UpdateInterface;
var
I: integer;
Btn: integer;
begin
SelectsS[SelectPlayers[2]].Visible := (CountTeams = 1);
Btn := 0;
for I := 0 to 2 do
begin
if (CountTeams + 1 >= I) then
begin
Button[Btn + 0].Visible := true;
Button[Btn + 1].Visible := (CountPlayer[I] + 1 >= 1);
Button[Btn + 2].Visible := (CountPlayer[I] + 1 >= 2);
Button[Btn + 3].Visible := (CountPlayer[I] + 1 >= 3);
Button[Btn + 4].Visible := (CountPlayer[I] + 1 >= 4);
end
else
begin
Button[Btn + 0].Visible := false;
Button[Btn + 1].Visible := false;
Button[Btn + 2].Visible := false;
Button[Btn + 3].Visible := false;
Button[Btn + 4].Visible := false;
end;
Inc(Btn, 5);
end;
end;
procedure TScreenPartyPlayer.UpdateParty;
var
I, J: integer;
Rounds: ARounds;
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; }
// add teams to party
for I := 0 to CountTeams + 1 do
begin
Party.AddTeam(Button[I * 5].Text[0].Text);
for J := 0 to CountPlayer[I]-1 do
Party.AddPlayer(I, Button[I * 5 + 1 + J].Text[0].Text);
end;
if (Party.ModesAvailable) then
begin //mode for current playersetup available
// to - do : add round select screen
// atm just add random rounds to the rounds array
SetLength(Rounds, ScreenPartyOptions.Rounds + 2);
for I := 0 to High(Rounds) do
Rounds[I] := Party_Round_Random;
// start party game
if (Party.StartGame(Rounds)) then
begin
FadeTo(@ScreenPartyNewRound, SoundLib.Start);
end
else
begin
//error starting party game
ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY'));
Party.Clear;
end;
end
else
begin
// no mode available for current player setup
ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
Party.Clear;
end;
end;
function TScreenPartyPlayer.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
var
SDL_ModState: word;
procedure IntNext;
begin
repeat
InteractNext;
until (Interactions[Interaction].Typ <> iButton) or (Button[Interactions[Interaction].Num].Visible);
end;
procedure IntPrev;
begin
repeat
InteractPrev;
until (Interactions[Interaction].Typ <> iButton) or (Button[Interactions[Interaction].Num].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
// check normal keys
case CharCode of
Ord('0')..Ord('9'),
Ord('a')..Ord('z'),
Ord('A')..Ord('Z'),
Ord(' '), Ord('-'), Ord('_'), Ord('!'), Ord(','), Ord('<'), Ord('/'),
Ord('*'), Ord('?'), Ord(''''), Ord('"'):
begin
Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text +
UCS4ToUTF8String(CharCode);
Exit;
end;
end;
// check special keys
case PressedKey of
// 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].DeleteLastLetter;
end;
SDLK_ESCAPE:
begin
Ini.SaveNames;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenPartyOptions);
end;
SDLK_RETURN: UpdateParty;
// 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: begin
if (Interaction in [0,2,8,14]) then
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
UpdateInterface;
end;
end;
SDLK_LEFT: begin
if (Interaction in [0,2,8,14]) then
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
UpdateInterface;
end;
end;
end;
end;
end;
constructor TScreenPartyPlayer.Create;
begin
inherited Create;
LoadFromTheme(Theme.PartyPlayer);
SelectTeams := AddSelectSlide(Theme.PartyPlayer.SelectTeams, CountTeams, ITeams);
Team1Name := AddButton(Theme.PartyPlayer.Team1Name);
SelectPlayers[0] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers1, CountPlayer[0], IPlayers);
AddButton(Theme.PartyPlayer.Player1Name);
AddButton(Theme.PartyPlayer.Player2Name);
AddButton(Theme.PartyPlayer.Player3Name);
AddButton(Theme.PartyPlayer.Player4Name);
Team2Name := AddButton(Theme.PartyPlayer.Team2Name);
SelectPlayers[1] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers2, CountPlayer[1], IPlayers);
AddButton(Theme.PartyPlayer.Player5Name);
AddButton(Theme.PartyPlayer.Player6Name);
AddButton(Theme.PartyPlayer.Player7Name);
AddButton(Theme.PartyPlayer.Player8Name);
Team3Name := AddButton(Theme.PartyPlayer.Team3Name);
SelectPlayers[2] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers3, CountPlayer[2], IPlayers);
AddButton(Theme.PartyPlayer.Player9Name);
AddButton(Theme.PartyPlayer.Player10Name);
AddButton(Theme.PartyPlayer.Player11Name);
AddButton(Theme.PartyPlayer.Player12Name);
Interaction := 0;
//Clear Selects
CountTeams := 0;
CountPlayer[0] := 0;
CountPlayer[1] := 0;
CountPlayer[2] := 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
end;
procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real);
var
I: integer;
begin
{for I := 0 to high(Button) do
Button[I].Texture.ScaleW := Progress; }
end;
end.