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authork-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-27 13:28:57 +0000
committerk-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-27 13:28:57 +0000
commit1ba91d5a0e1df7419a561f6dcf16a0839509a5e7 (patch)
tree3f76e96fc5a3f5b738dabce28642ff2415748ccb /Game/Code/Screens/UScreenName.pas
parente9fd8ce40b4cbf006695fd6e56f84071407843c9 (diff)
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Reordering of the directories[1]: moving Game/Code to src
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1302 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens/UScreenName.pas')
-rw-r--r--Game/Code/Screens/UScreenName.pas243
1 files changed, 0 insertions, 243 deletions
diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas
deleted file mode 100644
index f2d59f05..00000000
--- a/Game/Code/Screens/UScreenName.pas
+++ /dev/null
@@ -1,243 +0,0 @@
-unit UScreenName;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenName = class(TMenu)
- public
- Goto_SingScreen: Boolean; //If True then next Screen in SingScreen
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, UCommon;
-
-
-function TScreenName.ParseInput(PressedKey: Cardinal; CharCode: WideChar; 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 (IsAlphaNumericChar(CharCode) or
- {(CharCode in [' ','-','_','!',',','<','/','*','?','''','"']))} IsPunctuationChar(CharCode)) then
- begin
- Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + 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].DeleteLastL;
- 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.