{* 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 UScreenName;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SysUtils,
SDL,
UDisplay,
UFiles,
UMenu,
UMusic,
UThemes;
type
TScreenName = class(TMenu)
public
Goto_SingScreen: boolean; //If true then next Screen in SingScreen
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
implementation
uses
UCommon,
UGraphic,
UIni,
UNote,
UTexture,
UUnicodeUtils;
function TScreenName.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
var
I: integer;
SDL_ModState: word;
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);
// check normal keys
if (IsPrintableChar(CharCode)) then
begin
Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text +
UCS4ToUTF8String(CharCode);
Exit;
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);
if GoTo_SingScreen then
FadeTo(@ScreenSong)
else
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
for I := 1 to 6 do
Ini.Name[I-1] := Button[I-1].Text[0].Text;
Ini.SaveNames;
AudioPlayback.PlaySound(SoundLib.Start);
if GoTo_SingScreen then
FadeTo(@ScreenSing)
else
FadeTo(@ScreenLevel);
GoTo_SingScreen := false;
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: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
end;
constructor TScreenName.Create;
var
I: integer;
begin
inherited Create;
LoadFromTheme(Theme.Name);
for I := 1 to 6 do
AddButton(Theme.Name.ButtonPlayer[I]);
Interaction := 0;
end;
procedure TScreenName.OnShow;
var
I: integer;
begin
inherited;
for I := 1 to 6 do
Button[I-1].Text[0].Text := Ini.Name[I-1];
for I := 1 to PlayersPlay do
begin
Button[I-1].Visible := true;
Button[I-1].Selectable := true;
end;
for I := PlayersPlay+1 to 6 do
begin
Button[I-1].Visible := false;
Button[I-1].Selectable := false;
end;
end;
procedure TScreenName.SetAnimationProgress(Progress: real);
var
I: integer;
begin
for I := 1 to 6 do
Button[I-1].Texture.ScaleW := Progress;
end;
end.