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-rw-r--r--src/screens/UScreenPartyRounds.pas466
1 files changed, 233 insertions, 233 deletions
diff --git a/src/screens/UScreenPartyRounds.pas b/src/screens/UScreenPartyRounds.pas
index 070c9eb8..6c1d7698 100644
--- a/src/screens/UScreenPartyRounds.pas
+++ b/src/screens/UScreenPartyRounds.pas
@@ -1,233 +1,233 @@
-{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $
- * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $
- *}
-
-unit UScreenPartyRounds;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- UMenu,
- SDL,
- UDisplay,
- UMusic,
- UFiles,
- SysUtils,
- UThemes;
-
-type
- TScreenPartyRounds = class(TMenu)
- private
- SelectRoundCount: cardinal;
- SelectRound: array [0..6] of cardinal;
-
- RoundCount: integer;
- Round: array [0..6] of integer;
-
- IModeNames: array of UTF8String;
- IModeIDs: array of integer;
-
- procedure UpdateInterface;
- procedure StartParty;
- public
- constructor Create; override;
- function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
- procedure OnShow; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-const
- IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7');
-
-implementation
-
-uses
- UGraphic,
- UMain,
- UIni,
- UTexture,
- ULanguage,
- UParty,
- USong,
- UPlaylist,
- USongs,
- UUnicodeUtils;
-
-procedure TScreenPartyRounds.UpdateInterface;
- var
- I: integer;
- ActualRounds: integer;
-begin
- ActualRounds := RoundCount + 2;
-
- for I := 0 to High(SelectRound) do
- SelectsS[SelectRound[I]].Visible := (I < ActualRounds);
-end;
-
-procedure TScreenPartyRounds.StartParty;
- var
- GameRounds: ARounds;
- I: integer;
-begin
- SetLength(GameRounds, RoundCount + 2);
-
- for I := 0 to High(GameRounds) do
- GameRounds[I] := IModeIds[Round[I]];
-
- // start party game
- if (Party.StartGame(GameRounds)) then
- begin
- FadeTo(@ScreenPartyNewRound, SoundLib.Start);
- end
- else
- begin
- //error starting party game
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY'));
- end;
-end;
-
-function TScreenPartyRounds.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 :
- begin
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenPartyPlayer);
- end;
-
- SDLK_RETURN: StartParty;
-
- // 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:
- begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
-
- if Interaction = 0 then
- UpdateInterface;
- end;
- SDLK_LEFT:
- begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
-
- if Interaction = 0 then
- UpdateInterface;
- end;
- end;
- end;
-end;
-
-constructor TScreenPartyRounds.Create;
- var
- I: integer;
-begin
- inherited Create;
- RoundCount := 5;
-
- //Load Screen From Theme
- LoadFromTheme(Theme.PartyRounds);
-
- Theme.PartyRounds.SelectRoundCount.oneItemOnly := true;
- Theme.PartyRounds.SelectRoundCount.showArrows := true;
- SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount);
-
- SetLength(IModeNames, 1);
- IModeNames[0] := '---';
- for I := 0 to high(Theme.PartyRounds.SelectRound) do
- begin
- Round[I] := 0;
- Theme.PartyRounds.SelectRound[I].oneItemOnly := true;
- Theme.PartyRounds.SelectRound[I].showArrows := true;
- SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames);
- end;
-
-
- Interaction := 0;
-end;
-
-procedure TScreenPartyRounds.OnShow;
- var
- ModeList: AParty_ModeList;
- I: integer;
-begin
- inherited;
-
- // check if there are loaded modes
- if Party.ModesAvailable then
- begin
- UpdateInterface;
-
- ModeList := Party.GetAvailableModes;
- SetLength(IModeNames, Length(ModeList));
- SetLength(IModeIds, Length(ModeList));
- for I := 0 to High(ModeList) do
- begin
- IModeNames[I] := ModeList[I].Name;
- IModeIds[I] := ModeList[I].Index;
- end;
-
- for I := 0 to High(SelectRound) do
- UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]);
- end
- else
- begin
- // no mode available for current player setup
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
- Party.Clear;
- Display.AbortScreenChange;
- end;
-end;
-
-procedure TScreenPartyRounds.SetAnimationProgress(Progress: real);
-begin
- {for I := 0 to 6 do
- SelectS[I].Texture.ScaleW := Progress;}
-end;
-
-end.
+{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $
+ * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $
+ *}
+
+unit UScreenPartyRounds;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ UDisplay,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes;
+
+type
+ TScreenPartyRounds = class(TMenu)
+ private
+ SelectRoundCount: cardinal;
+ SelectRound: array [0..6] of cardinal;
+
+ RoundCount: integer;
+ Round: array [0..6] of integer;
+
+ IModeNames: array of UTF8String;
+ IModeIDs: array of integer;
+
+ procedure UpdateInterface;
+ procedure StartParty;
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
+ procedure OnShow; override;
+ procedure SetAnimationProgress(Progress: real); override;
+ end;
+
+const
+ IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7');
+
+implementation
+
+uses
+ UGraphic,
+ UMain,
+ UIni,
+ UTexture,
+ ULanguage,
+ UParty,
+ USong,
+ UPlaylist,
+ USongs,
+ UUnicodeUtils;
+
+procedure TScreenPartyRounds.UpdateInterface;
+ var
+ I: integer;
+ ActualRounds: integer;
+begin
+ ActualRounds := RoundCount + 2;
+
+ for I := 0 to High(SelectRound) do
+ SelectsS[SelectRound[I]].Visible := (I < ActualRounds);
+end;
+
+procedure TScreenPartyRounds.StartParty;
+ var
+ GameRounds: ARounds;
+ I: integer;
+begin
+ SetLength(GameRounds, RoundCount + 2);
+
+ for I := 0 to High(GameRounds) do
+ GameRounds[I] := IModeIds[Round[I]];
+
+ // start party game
+ if (Party.StartGame(GameRounds)) then
+ begin
+ FadeTo(@ScreenPartyNewRound, SoundLib.Start);
+ end
+ else
+ begin
+ //error starting party game
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY'));
+ end;
+end;
+
+function TScreenPartyRounds.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 :
+ begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenPartyPlayer);
+ end;
+
+ SDLK_RETURN: StartParty;
+
+ // 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:
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+
+ if Interaction = 0 then
+ UpdateInterface;
+ end;
+ SDLK_LEFT:
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+
+ if Interaction = 0 then
+ UpdateInterface;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenPartyRounds.Create;
+ var
+ I: integer;
+begin
+ inherited Create;
+ RoundCount := 5;
+
+ //Load Screen From Theme
+ LoadFromTheme(Theme.PartyRounds);
+
+ Theme.PartyRounds.SelectRoundCount.oneItemOnly := true;
+ Theme.PartyRounds.SelectRoundCount.showArrows := true;
+ SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount);
+
+ SetLength(IModeNames, 1);
+ IModeNames[0] := '---';
+ for I := 0 to high(Theme.PartyRounds.SelectRound) do
+ begin
+ Round[I] := 0;
+ Theme.PartyRounds.SelectRound[I].oneItemOnly := true;
+ Theme.PartyRounds.SelectRound[I].showArrows := true;
+ SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames);
+ end;
+
+
+ Interaction := 0;
+end;
+
+procedure TScreenPartyRounds.OnShow;
+ var
+ ModeList: AParty_ModeList;
+ I: integer;
+begin
+ inherited;
+
+ // check if there are loaded modes
+ if Party.ModesAvailable then
+ begin
+ UpdateInterface;
+
+ ModeList := Party.GetAvailableModes;
+ SetLength(IModeNames, Length(ModeList));
+ SetLength(IModeIds, Length(ModeList));
+ for I := 0 to High(ModeList) do
+ begin
+ IModeNames[I] := ModeList[I].Name;
+ IModeIds[I] := ModeList[I].Index;
+ end;
+
+ for I := 0 to High(SelectRound) do
+ UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]);
+ end
+ else
+ begin
+ // no mode available for current player setup
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
+ Party.Clear;
+ Display.AbortScreenChange;
+ end;
+end;
+
+procedure TScreenPartyRounds.SetAnimationProgress(Progress: real);
+begin
+ {for I := 0 to 6 do
+ SelectS[I].Texture.ScaleW := Progress;}
+end;
+
+end.