{* 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 UScreenPartyScore;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SDL,
SysUtils,
UMenu,
UDisplay,
UMusic,
UThemes;
type
TScreenPartyScore = class(TMenu)
public
TextScoreTeam1: cardinal;
TextScoreTeam2: cardinal;
TextScoreTeam3: cardinal;
TextNameTeam1: cardinal;
TextNameTeam2: cardinal;
TextNameTeam3: cardinal;
StaticTeam1: cardinal;
StaticTeam1BG: cardinal;
StaticTeam1Deco: cardinal;
StaticTeam2: cardinal;
StaticTeam2BG: cardinal;
StaticTeam2Deco: cardinal;
StaticTeam3: cardinal;
StaticTeam3BG: cardinal;
StaticTeam3Deco: cardinal;
TextWinner: cardinal;
DecoTex: array[0..5] of integer;
DecoColor: array[0..5] of Record
R, G, B: real;
end;
MaxScore: word;
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
implementation
uses
UGraphic,
UMain,
UParty,
ULanguage,
UTexture,
USkins,
UUnicodeUtils;
function TScreenPartyScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin // Key Down
// check normal keys
case UCS4UpperCase(CharCode) of
Ord('Q'):
begin
Result := false;
Exit;
end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE,
SDLK_RETURN :
begin
AudioPlayback.PlaySound(SoundLib.Start);
Party.NextRound; //< go to next round
if (not Party.GameFinished) then
begin
FadeTo(@ScreenPartyNewRound);
end
else
begin
FadeTo(@ScreenPartyWin);
end;
end;
end;
end;
end;
constructor TScreenPartyScore.Create;
var
Tex: TTexture;
R, G, B: real;
Color: integer;
begin
inherited Create;
TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1);
TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2);
TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3);
TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1);
TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2);
TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3);
StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1);
StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG);
StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco);
StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2);
StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG);
StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco);
StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3);
StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG);
StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco);
TextWinner := AddText (Theme.PartyScore.TextWinner);
//Load Deco Textures
if Theme.PartyScore.DecoTextures.ChangeTextures then
begin
//Get Color
LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor);
Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
DecoColor[0].R := R;
DecoColor[0].G := G;
DecoColor[0].B := B;
//Load Texture
Tex := Texture.LoadTexture(
Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture),
Theme.PartyScore.DecoTextures.FirstTyp, Color);
DecoTex[0] := Tex.TexNum;
//Get Second Color
LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor);
Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
DecoColor[1].R := R;
DecoColor[1].G := G;
DecoColor[1].B := B;
//Load Second Texture
Tex := Texture.LoadTexture(
Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture),
Theme.PartyScore.DecoTextures.SecondTyp, Color);
DecoTex[1] := Tex.TexNum;
//Get Third Color
LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor);
Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
DecoColor[2].R := R;
DecoColor[2].G := G;
DecoColor[2].B := B;
//Load Third Texture
Tex := Texture.LoadTexture(
Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture),
Theme.PartyScore.DecoTextures.ThirdTyp, Color);
DecoTex[2] := Tex.TexNum;
end;
LoadFromTheme(Theme.PartyScore);
end;
procedure TScreenPartyScore.OnShow;
var
Ranking: AParty_TeamRanking;
begin
inherited;
// indicate that round is finished
Party.RoundPlayed;
// get rankings for current round
Ranking := Party.Rounds[Party.CurrentRound].Ranking;
{//Set Statics Length
Statics[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
Statics[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
Statics[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;
//fix: prevents statics from drawn out of bounds.
if Statics[StaticTeam1].Texture.ScaleW > 99 then Statics[StaticTeam1].Texture.ScaleW := 99;
if Statics[StaticTeam2].Texture.ScaleW > 99 then Statics[StaticTeam2].Texture.ScaleW := 99;
if Statics[StaticTeam3].Texture.ScaleW > 99 then Statics[StaticTeam3].Texture.ScaleW := 99; }
//Set Winnertext
Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(Party.CurrentRound)]);
if (Length(Party.Teams) >= 1) then
begin
Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score);
Text[TextNameTeam1].Text := Utf8String(Party.Teams[0].Name);
//Set Deco Texture
if Theme.PartyScore.DecoTextures.ChangeTextures then
begin
if (Length(Ranking) >= 1) and (Ranking[0].Rank >= 1) and (Ranking[0].Rank <= Length(DecoTex)) then
begin
Statics[StaticTeam1Deco].Texture.TexNum := DecoTex[Ranking[0].Rank-1];
Statics[StaticTeam1Deco].Texture.ColR := DecoColor[Ranking[0].Rank-1].R;
Statics[StaticTeam1Deco].Texture.ColG := DecoColor[Ranking[0].Rank-1].G;
Statics[StaticTeam1Deco].Texture.ColB := DecoColor[Ranking[0].Rank-1].B;
end;
end;
Text[TextScoreTeam1].Visible := true;
Text[TextNameTeam1].Visible := true;
Statics[StaticTeam1].Visible := true;
Statics[StaticTeam1BG].Visible := true;
Statics[StaticTeam1Deco].Visible := true;
end
else
begin
Text[TextScoreTeam1].Visible := false;
Text[TextNameTeam1].Visible := false;
Statics[StaticTeam1].Visible := false;
Statics[StaticTeam1BG].Visible := false;
Statics[StaticTeam1Deco].Visible := false;
end;
if (Length(Party.Teams) >= 2) then
begin
Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score);
Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name);
//Set Deco Texture
if Theme.PartyScore.DecoTextures.ChangeTextures then
begin
if (Length(Ranking) >= 2) and (Ranking[1].Rank >= 1) and (Ranking[1].Rank <= Length(DecoTex)) then
begin
Statics[StaticTeam2Deco].Texture.TexNum := DecoTex[Ranking[1].Rank-1];
Statics[StaticTeam2Deco].Texture.ColR := DecoColor[Ranking[1].Rank-1].R;
Statics[StaticTeam2Deco].Texture.ColG := DecoColor[Ranking[1].Rank-1].G;
Statics[StaticTeam2Deco].Texture.ColB := DecoColor[Ranking[1].Rank-1].B;
end;
end;
Text[TextScoreTeam2].Visible := true;
Text[TextNameTeam2].Visible := true;
Statics[StaticTeam2].Visible := true;
Statics[StaticTeam2BG].Visible := true;
Statics[StaticTeam2Deco].Visible := true;
end
else
begin
Text[TextScoreTeam2].Visible := false;
Text[TextNameTeam2].Visible := false;
Statics[StaticTeam2].Visible := false;
Statics[StaticTeam2BG].Visible := false;
Statics[StaticTeam2Deco].Visible := false;
end;
if (Length(Party.Teams) >= 3) then
begin
Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score);
Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name);
//Set Deco Texture
if Theme.PartyScore.DecoTextures.ChangeTextures then
begin
if (Length(Ranking) >= 3) and (Ranking[2].Rank >= 1) and (Ranking[2].Rank <= Length(DecoTex)) then
begin
Statics[StaticTeam3Deco].Texture.TexNum := DecoTex[Ranking[2].Rank-1];
Statics[StaticTeam3Deco].Texture.ColR := DecoColor[Ranking[2].Rank-1].R;
Statics[StaticTeam3Deco].Texture.ColG := DecoColor[Ranking[2].Rank-1].G;
Statics[StaticTeam3Deco].Texture.ColB := DecoColor[Ranking[2].Rank-1].B;
end;
end;
Text[TextScoreTeam3].Visible := true;
Text[TextNameTeam3].Visible := true;
Statics[StaticTeam3].Visible := true;
Statics[StaticTeam3BG].Visible := true;
Statics[StaticTeam3Deco].Visible := true;
end
else
begin
Text[TextScoreTeam3].Visible := false;
Text[TextNameTeam3].Visible := false;
Statics[StaticTeam3].Visible := false;
Statics[StaticTeam3BG].Visible := false;
Statics[StaticTeam3Deco].Visible := false;
end;
end;
procedure TScreenPartyScore.SetAnimationProgress(Progress: real);
begin
{if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
Statics[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
Statics[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
Statics[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;}
end;
end.