{* 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 UScreenPopup;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SDL,
SysUtils,
UMenu,
UMusic,
UFiles,
UThemes;
type
TPopupCheckHandler = procedure(Value: boolean; Data: Pointer);
TScreenPopupCheck = class(TMenu)
private
fHandler: TPopupCheckHandler;
fHandlerData: Pointer;
public
Visible: boolean; // whether the menu should be drawn
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure ShowPopup(const Msg: UTF8String; Handler: TPopupCheckHandler;
HandlerData: Pointer; DefaultValue: boolean = false);
function Draw: boolean; override;
end;
type
TScreenPopupError = class(TMenu)
{
private
CurMenu: byte; //Num of the cur. Shown Menu
}
public
Visible: boolean; //Whether the Menu should be Drawn
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure OnHide; override;
procedure ShowPopup(const Msg: UTF8String);
function Draw: boolean; override;
end;
var
//ISelections: array of string;
SelectValue: integer;
implementation
uses
UGraphic,
UMain,
UIni,
UTexture,
ULanguage,
UParty,
UPlaylist,
UDisplay,
UUnicodeUtils;
function TScreenPopupCheck.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
var
Value: boolean;
begin
Result := true;
if (PressedDown) then
begin // Key Down
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
Value := false;
Visible := false;
Result := false;
end;
SDLK_RETURN:
begin
Value := (Interaction = 0);
Visible := false;
Result := false;
end;
SDLK_DOWN: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
if (not Result) then
begin
if (@fHandler <> nil) then
fHandler(Value, fHandlerData);
end;
end;
constructor TScreenPopupCheck.Create;
begin
inherited Create;
fHandler := nil;
fHandlerData := nil;
AddText(Theme.CheckPopup.TextCheck);
LoadFromTheme(Theme.CheckPopup);
AddButton(Theme.CheckPopup.Button1);
if (Length(Button[0].Text) = 0) then
AddButtonText(14, 20, 'Button 1');
AddButton(Theme.CheckPopup.Button2);
if (Length(Button[1].Text) = 0) then
AddButtonText(14, 20, 'Button 2');
Interaction := 0;
end;
function TScreenPopupCheck.Draw: boolean;
begin
Result := inherited Draw;
end;
procedure TScreenPopupCheck.OnShow;
begin
inherited;
end;
procedure TScreenPopupCheck.ShowPopup(const Msg: UTF8String; Handler: TPopupCheckHandler;
HandlerData: Pointer; DefaultValue: boolean);
begin
if (DefaultValue) then
Interaction := 0
else
Interaction := 1;
Visible := true; //Set Visible
fHandler := Handler;
fHandlerData := HandlerData;
Text[0].Text := Language.Translate(msg);
Button[0].Visible := true;
Button[1].Visible := true;
Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO');
Background.OnShow
end;
// error popup
function TScreenPopupError.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin // Key Down
case PressedKey of
SDLK_Q:
begin
Result := false;
end;
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
Visible := false;
Result := false;
end;
SDLK_RETURN:
begin
Visible := false;
Result := false;
end;
SDLK_DOWN: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
end;
constructor TScreenPopupError.Create;
begin
inherited Create;
AddText(Theme.ErrorPopup.TextError);
LoadFromTheme(Theme.ErrorPopup);
AddButton(Theme.ErrorPopup.Button1);
if (Length(Button[0].Text) = 0) then
AddButtonText(14, 20, 'Button 1');
Interaction := 0;
end;
function TScreenPopupError.Draw: boolean;
begin
Draw := inherited Draw;
end;
procedure TScreenPopupError.OnShow;
begin
inherited;
end;
procedure TScreenPopupError.OnHide;
begin
end;
procedure TScreenPopupError.ShowPopup(const Msg: UTF8String);
begin
Interaction := 0; //Reset Interaction
Visible := true; //Set Visible
Background.OnShow;
{ //dirty hack... Text[0] is invisible for some strange reason
for i:=1 to high(Text) do
if i-1 <= high(msg) then
begin
Text[i].Visible := true;
Text[i].Text := msg[i-1];
end
else
begin
Text[i].Visible := false;
end;}
Text[0].Text := msg;
Button[0].Visible := true;
Button[0].Text[0].Text := 'OK';
end;
end.