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-rw-r--r--Game/Code/Screens/UScreenMain.pas280
1 files changed, 280 insertions, 0 deletions
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas
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+++ b/Game/Code/Screens/UScreenMain.pas
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+unit UScreenMain;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ UDisplay,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes,
+ ULCD,
+ ULight;
+
+type
+ TScreenMain = class(TMenu)
+ public
+ TextDescription: integer;
+ TextDescriptionLong: integer;
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure InteractNext; override;
+ procedure InteractPrev; override;
+ procedure InteractInc; override;
+ procedure InteractDec; override;
+ procedure UpdateLCD;
+ procedure SetAnimationProgress(Progress: real); override;
+ //function Draw: boolean; override;
+ end;
+
+implementation
+
+uses {$IFDEF win32}
+ windows,
+ {$ENDIF}
+ UGraphic,
+ UMain,
+ UIni,
+ UTexture,
+ USongs,
+ Textgl,
+// opengl,
+ ULanguage,
+ UParty,
+ UDLLManager,
+ UScreenCredits,
+ USkins;
+
+
+function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+var
+I: Integer;
+SDL_ModState: Word;
+begin
+ Result := true;
+
+ SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
+
+ //Deactivate Credits when Key is pressed
+// if Credits_Visible then
+// begin
+// Credits_Visible := False;
+// exit;
+// end;
+
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Result := False;
+ end;
+
+ SDLK_C:
+ begin
+ if (SDL_ModState = KMOD_LALT) then
+ begin
+ //Credits_Y := 600;
+ //Credits_Alpha := 0;
+ //Credits_Visible := True;
+ FadeTo(@ScreenCredits , SoundLib.Start );
+ end;
+ end;
+ SDLK_M:
+ begin
+ if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
+ begin
+ FadeTo(@ScreenPartyOptions, SoundLib.Start);
+ end;
+ end;
+
+ SDLK_S:
+ begin
+ FadeTo(@ScreenStatMain, SoundLib.Start);
+ end;
+
+ SDLK_E:
+ begin
+ FadeTo(@ScreenEdit, SoundLib.Start);
+ 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;
+
+ ScreenName.Goto_SingScreen := False;
+ FadeTo(@ScreenName, SoundLib.Start);
+ 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
+ if (Length(DLLMan.Plugins)>=1) then
+ begin
+ FadeTo(@ScreenPartyOptions, SoundLib.Start);
+ end
+ else //show error message, No Plugins Loaded
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS'));
+ 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
+ FadeTo(@ScreenEdit, SoundLib.Start);
+ 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;
+
+constructor TScreenMain.Create;
+var
+ I: integer;
+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
+ LCD.WriteText(1, ' Choose mode: ');
+ UpdateLCD;
+end;
+
+procedure TScreenMain.InteractNext;
+begin
+ inherited InteractNext;
+ Text[TextDescription].Text := Theme.Main.Description[Interaction];
+ Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
+ UpdateLCD;
+ Light.LightOne(1, 200);
+end;
+
+procedure TScreenMain.InteractPrev;
+begin
+ inherited InteractPrev;
+ Text[TextDescription].Text := Theme.Main.Description[Interaction];
+ Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
+ UpdateLCD;
+ Light.LightOne(0, 200);
+end;
+
+procedure TScreenMain.InteractDec;
+begin
+ inherited InteractDec;
+ Text[TextDescription].Text := Theme.Main.Description[Interaction];
+ Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
+ UpdateLCD;
+ Light.LightOne(0, 200);
+end;
+
+procedure TScreenMain.InteractInc;
+begin
+ inherited InteractInc;
+ Text[TextDescription].Text := Theme.Main.Description[Interaction];
+ Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
+ UpdateLCD;
+ Light.LightOne(1, 200);
+end;
+
+procedure TScreenMain.UpdateLCD;
+begin
+ case Interaction of
+ 0: LCD.WriteText(2, ' sing ');
+ 1: LCD.WriteText(2, ' editor ');
+ 2: LCD.WriteText(2, ' options ');
+ 3: LCD.WriteText(2, ' exit ');
+ end
+end;
+
+procedure TScreenMain.SetAnimationProgress(Progress: real);
+begin
+ Static[0].Texture.ScaleW := Progress;
+ Static[0].Texture.ScaleH := Progress;
+end;
+end.