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-rw-r--r--Game/Code/Screens/UScreenPopup.pas504
1 files changed, 252 insertions, 252 deletions
diff --git a/Game/Code/Screens/UScreenPopup.pas b/Game/Code/Screens/UScreenPopup.pas
index 328e9851..b51fac98 100644
--- a/Game/Code/Screens/UScreenPopup.pas
+++ b/Game/Code/Screens/UScreenPopup.pas
@@ -1,252 +1,252 @@
-unit UScreenPopup;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenPopupCheck = class(TMenu)
- public
- Visible: Boolean; //Whether the Menu should be Drawn
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure ShowPopup(msg: String);
- function Draw: boolean; override;
- end;
-
-type
- TScreenPopupError = class(TMenu)
-{ private
- CurMenu: Byte; //Num of the cur. Shown Menu}
- public
- Visible: Boolean; //Whether the Menu should be Drawn
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure ShowPopup(msg: String);
- function Draw: boolean; override;
- end;
-
-var
-// ISelections: Array of String;
- SelectValue: Integer;
-
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay;
-
-function TScreenPopupCheck.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- // check normal keys
- case WideCharUpperCase(CharCode)[1] of
- 'Q':
- begin
- Result := false;
- Exit;
- end;
- end;
-
- // check special keys
- case PressedKey of
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Display.CheckOK:=False;
- Display.NextScreenWithCheck:=NIL;
- Visible:=False;
- Result := false;
- end;
-
- SDLK_RETURN:
- begin
- case Interaction of
- 0: begin
- //Hack to Finish Singscreen correct on Exit with Q Shortcut
- if (Display.NextScreenWithCheck = NIL) then
- begin
- if (Display.CurrentScreen = @ScreenSing) then
- ScreenSing.Finish
- else if (Display.CurrentScreen = @ScreenSingModi) then
- ScreenSingModi.Finish;
- end;
-
- Display.CheckOK:=True;
- end;
- 1: begin
- Display.CheckOK:=False;
- Display.NextScreenWithCheck:=NIL;
- end;
- end;
- Visible:=False;
- Result := false;
- end;
-
- SDLK_DOWN: InteractNext;
- SDLK_UP: InteractPrev;
-
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end;
-end;
-
-constructor TScreenPopupCheck.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- AddBackground(Theme.CheckPopup.Background.Tex);
-
- AddButton(Theme.CheckPopup.Button1);
- if (Length(Button[0].Text) = 0) then
- AddButtonText(14, 20, 'Button 1');
-
- AddButton(Theme.CheckPopup.Button2);
- if (Length(Button[1].Text) = 0) then
- AddButtonText(14, 20, 'Button 2');
-
- AddText(Theme.CheckPopup.TextCheck);
-
- for I := 0 to High(Theme.CheckPopup.Static) do
- AddStatic(Theme.CheckPopup.Static[I]);
-
- for I := 0 to High(Theme.CheckPopup.Text) do
- AddText(Theme.CheckPopup.Text[I]);
-
- Interaction := 0;
-end;
-
-function TScreenPopupCheck.Draw: boolean;
-begin
- Draw:=inherited Draw;
-end;
-
-procedure TScreenPopupCheck.onShow;
-begin
- inherited;
-end;
-
-procedure TScreenPopupCheck.ShowPopup(msg: String);
-begin
- Interaction := 0; //Reset Interaction
- Visible := True; //Set Visible
-
- Text[0].Text := Language.Translate(msg);
-
- Button[0].Visible := True;
- Button[1].Visible := True;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
- Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO');
-end;
-
-// error popup
-
-function TScreenPopupError.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
-
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Visible:=False;
- Result := false;
- end;
-
- SDLK_RETURN:
- begin
- Visible:=False;
- Result := false;
- end;
-
- SDLK_DOWN: InteractNext;
- SDLK_UP: InteractPrev;
-
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end;
-end;
-
-constructor TScreenPopupError.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- AddBackground(Theme.CheckPopup.Background.Tex);
-
- AddButton(Theme.ErrorPopup.Button1);
- if (Length(Button[0].Text) = 0) then
- AddButtonText(14, 20, 'Button 1');
-
- AddText(Theme.ErrorPopup.TextError);
-
- for I := 0 to High(Theme.ErrorPopup.Static) do
- AddStatic(Theme.ErrorPopup.Static[I]);
-
- for I := 0 to High(Theme.ErrorPopup.Text) do
- AddText(Theme.ErrorPopup.Text[I]);
-
- Interaction := 0;
-end;
-
-function TScreenPopupError.Draw: boolean;
-begin
- Draw:=inherited Draw;
-end;
-
-procedure TScreenPopupError.onShow;
-begin
- inherited;
-
-end;
-
-procedure TScreenPopupError.onHide;
-begin
-end;
-
-procedure TScreenPopupError.ShowPopup(msg: String);
-begin
- Interaction := 0; //Reset Interaction
- Visible := True; //Set Visible
-
-{ //dirty hack... Text[0] is invisible for some strange reason
- for i:=1 to high(Text) do
- if i-1 <= high(msg) then
- begin
- Text[i].Visible:=True;
- Text[i].Text := msg[i-1];
- end
- else
- begin
- Text[i].Visible:=False;
- end;}
- Text[0].Text:=msg;
-
- Button[0].Visible := True;
-
- Button[0].Text[0].Text := 'OK';
-end;
-
-end.
+unit UScreenPopup;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UMusic, UFiles, SysUtils, UThemes;
+
+type
+ TScreenPopupCheck = class(TMenu)
+ public
+ Visible: Boolean; //Whether the Menu should be Drawn
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure ShowPopup(msg: String);
+ function Draw: boolean; override;
+ end;
+
+type
+ TScreenPopupError = class(TMenu)
+{ private
+ CurMenu: Byte; //Num of the cur. Shown Menu}
+ public
+ Visible: Boolean; //Whether the Menu should be Drawn
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure ShowPopup(msg: String);
+ function Draw: boolean; override;
+ end;
+
+var
+// ISelections: Array of String;
+ SelectValue: Integer;
+
+
+implementation
+
+uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay;
+
+function TScreenPopupCheck.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ // check normal keys
+ case WideCharUpperCase(CharCode)[1] of
+ 'Q':
+ begin
+ Result := false;
+ Exit;
+ end;
+ end;
+
+ // check special keys
+ case PressedKey of
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Display.CheckOK:=False;
+ Display.NextScreenWithCheck:=NIL;
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_RETURN:
+ begin
+ case Interaction of
+ 0: begin
+ //Hack to Finish Singscreen correct on Exit with Q Shortcut
+ if (Display.NextScreenWithCheck = NIL) then
+ begin
+ if (Display.CurrentScreen = @ScreenSing) then
+ ScreenSing.Finish
+ else if (Display.CurrentScreen = @ScreenSingModi) then
+ ScreenSingModi.Finish;
+ end;
+
+ Display.CheckOK:=True;
+ end;
+ 1: begin
+ Display.CheckOK:=False;
+ Display.NextScreenWithCheck:=NIL;
+ end;
+ end;
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_DOWN: InteractNext;
+ SDLK_UP: InteractPrev;
+
+ SDLK_RIGHT: InteractNext;
+ SDLK_LEFT: InteractPrev;
+ end;
+ end;
+end;
+
+constructor TScreenPopupCheck.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ AddBackground(Theme.CheckPopup.Background.Tex);
+
+ AddButton(Theme.CheckPopup.Button1);
+ if (Length(Button[0].Text) = 0) then
+ AddButtonText(14, 20, 'Button 1');
+
+ AddButton(Theme.CheckPopup.Button2);
+ if (Length(Button[1].Text) = 0) then
+ AddButtonText(14, 20, 'Button 2');
+
+ AddText(Theme.CheckPopup.TextCheck);
+
+ for I := 0 to High(Theme.CheckPopup.Static) do
+ AddStatic(Theme.CheckPopup.Static[I]);
+
+ for I := 0 to High(Theme.CheckPopup.Text) do
+ AddText(Theme.CheckPopup.Text[I]);
+
+ Interaction := 0;
+end;
+
+function TScreenPopupCheck.Draw: boolean;
+begin
+ Draw:=inherited Draw;
+end;
+
+procedure TScreenPopupCheck.onShow;
+begin
+ inherited;
+end;
+
+procedure TScreenPopupCheck.ShowPopup(msg: String);
+begin
+ Interaction := 0; //Reset Interaction
+ Visible := True; //Set Visible
+
+ Text[0].Text := Language.Translate(msg);
+
+ Button[0].Visible := True;
+ Button[1].Visible := True;
+
+ Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
+ Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO');
+end;
+
+// error popup
+
+function TScreenPopupError.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_RETURN:
+ begin
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_DOWN: InteractNext;
+ SDLK_UP: InteractPrev;
+
+ SDLK_RIGHT: InteractNext;
+ SDLK_LEFT: InteractPrev;
+ end;
+ end;
+end;
+
+constructor TScreenPopupError.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ AddBackground(Theme.CheckPopup.Background.Tex);
+
+ AddButton(Theme.ErrorPopup.Button1);
+ if (Length(Button[0].Text) = 0) then
+ AddButtonText(14, 20, 'Button 1');
+
+ AddText(Theme.ErrorPopup.TextError);
+
+ for I := 0 to High(Theme.ErrorPopup.Static) do
+ AddStatic(Theme.ErrorPopup.Static[I]);
+
+ for I := 0 to High(Theme.ErrorPopup.Text) do
+ AddText(Theme.ErrorPopup.Text[I]);
+
+ Interaction := 0;
+end;
+
+function TScreenPopupError.Draw: boolean;
+begin
+ Draw:=inherited Draw;
+end;
+
+procedure TScreenPopupError.onShow;
+begin
+ inherited;
+
+end;
+
+procedure TScreenPopupError.onHide;
+begin
+end;
+
+procedure TScreenPopupError.ShowPopup(msg: String);
+begin
+ Interaction := 0; //Reset Interaction
+ Visible := True; //Set Visible
+
+{ //dirty hack... Text[0] is invisible for some strange reason
+ for i:=1 to high(Text) do
+ if i-1 <= high(msg) then
+ begin
+ Text[i].Visible:=True;
+ Text[i].Text := msg[i-1];
+ end
+ else
+ begin
+ Text[i].Visible:=False;
+ end;}
+ Text[0].Text:=msg;
+
+ Button[0].Visible := True;
+
+ Button[0].Text[0].Text := 'OK';
+end;
+
+end.