diff options
Diffstat (limited to 'Game/Code/Screens/UScreenMain.pas')
-rw-r--r-- | Game/Code/Screens/UScreenMain.pas | 554 |
1 files changed, 278 insertions, 276 deletions
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 5af3d4a6..7bcc9e65 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -1,276 +1,278 @@ -unit UScreenMain;
-
-interface
-
-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 Windows,
- 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;
- Music.PlayStart;
- FadeTo(@ScreenCredits);
- end;
- end;
- SDLK_M:
- begin
- if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- end;
- end;
-
- SDLK_S:
- begin
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- SDLK_E:
- begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- SDLK_RETURN:
- begin
- //Solo
- if (Interaction = 0) then
- begin
- if (Length(Songs.Song) >= 1) then
- begin
- Music.PlayStart;
- 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);
- end
- else //show error message
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- end;
-
- //Multi
- if Interaction = 1 then begin
- if (Length(Songs.Song) >= 1) then
- begin
- if (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- 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
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- //Editor
- if Interaction = 3 then begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- //Options
- if Interaction = 4 then begin
- Music.PlayStart;
- FadeTo(@ScreenOptions);
- 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.
+unit UScreenMain; + +interface + +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; + Music.PlayStart; + FadeTo(@ScreenCredits); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + end; + + SDLK_S: + begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + SDLK_E: + begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Length(Songs.Song) >= 1) then + begin + Music.PlayStart; + 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); + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then begin + if (Length(Songs.Song) >= 1) then + begin + if (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + 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 + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + //Editor + if Interaction = 3 then begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + //Options + if Interaction = 4 then begin + Music.PlayStart; + FadeTo(@ScreenOptions); + 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. |