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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
commit | 35187604cef84864a908972d07361a5bd57e29ca (patch) | |
tree | dc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/screens/UScreenMain.pas | |
parent | 58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff) | |
parent | 02bd10f0798829ab69d2028b988cb2a54eae292a (diff) | |
download | usdx-github/svn/1.1.tar.gz usdx-github/svn/1.1.tar.xz usdx-github/svn/1.1.zip |
rename trunk to 1.1svn/1.1github/svn/1.1
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@2662 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | src/screens/UScreenMain.pas | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/src/screens/UScreenMain.pas b/src/screens/UScreenMain.pas new file mode 100644 index 00000000..aa313cf6 --- /dev/null +++ b/src/screens/UScreenMain.pas @@ -0,0 +1,296 @@ +{* 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 UScreenMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenMain = class(TMenu) + private + { ticks when the user interacted, used to start credits + after a period of time w/o user interaction } + UserInteractionTicks: cardinal; + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; + PressedDown: boolean): boolean; override; + function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; + procedure OnShow; override; + procedure SetInteraction(Num: integer); override; + procedure SetAnimationProgress(Progress: real); override; + function Draw: boolean; override; + end; + +const + { start credits after 60 seconds w/o interaction } + TicksUntilCredits = 60 * 1000; + +implementation + +uses + UGraphic, + UNote, + UIni, + UTexture, + USongs, + Textgl, + ULanguage, + UParty, + UScreenCredits, + USkins, + UUnicodeUtils; + +function TScreenMain.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; + PressedDown: boolean): boolean; +var + SDL_ModState: word; +begin + Result := true; + + { reset user interaction timer } + UserInteractionTicks := SDL_GetTicks; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): begin + Result := false; + Exit; + end; + Ord('C'): begin + if (SDL_ModState = KMOD_LALT) then + begin + FadeTo(@ScreenCredits, SoundLib.Start); + Exit; + end; + end; + Ord('M'): begin + if (Ini.Players >= 1) and (Party.ModesAvailable) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + Exit; + end; + end; + + Ord('S'): begin + FadeTo(@ScreenStatMain, SoundLib.Start); + Exit; + end; + + Ord('E'): begin + FadeTo(@ScreenEdit, SoundLib.Start); + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + Result := false; + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Songs.SongList.Count >= 1) then + begin + if (Ini.Players >= 0) and (Ini.Players <= 3) then + PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then + PlayersPlay := 6; + + if Ini.OnSongClick = sSelectPlayer then + FadeTo(@ScreenLevel) + else + begin + ScreenName.Goto_SingScreen := false; + FadeTo(@ScreenName, SoundLib.Start); + end; + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then + begin + if (Songs.SongList.Count >= 1) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then + begin + FadeTo(@ScreenStatMain, SoundLib.Start); + end; + + //Editor + if Interaction = 3 then + begin + {$IFDEF UseMIDIPort} + FadeTo(@ScreenEdit, SoundLib.Start); + {$ELSE} + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_EDITOR')); + {$ENDIF} + end; + + //Options + if Interaction = 4 then + begin + FadeTo(@ScreenOptions, SoundLib.Start); + end; + + //Exit + if Interaction = 5 then + begin + Result := false; + end; + 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: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN: + begin + end; + end; +end; + +function TScreenMain.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; +begin + // default mouse behaviour + Result := inherited ParseMouse(MouseButton, BtnDown, X, Y); + + { reset user interaction timer } + UserInteractionTicks := SDL_GetTicks; +end; + +constructor TScreenMain.Create; +begin + inherited Create; +{** + * Attention ^^: + * New Creation Order needed because of LoadFromTheme + * and Button Collections. + * At First Custom Texts and Statics + * Then LoadFromTheme + * after LoadFromTheme the Buttons and Selects + *} + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.OnShow; +begin + inherited; + + SoundLib.StartBgMusic; + + {** + * Clean up TPartyGame here + * at the moment there is no better place for this + *} + Party.Clear; + + { reset user interaction timer } + UserInteractionTicks := SDL_GetTicks; +end; + +function TScreenMain.Draw: boolean; +begin + Result := inherited Draw; + + { start credits after a period w/o user interaction } + if (UserInteractionTicks + TicksUntilCredits < SDL_GetTicks) then + begin + FadeTo(@ScreenCredits, SoundLib.Start); + end; +end; + +procedure TScreenMain.SetInteraction(Num: integer); +begin + inherited SetInteraction(Num); + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Statics[0].Texture.ScaleW := Progress; + Statics[0].Texture.ScaleH := Progress; +end; + +end. |