aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Screens
diff options
context:
space:
mode:
Diffstat (limited to 'Game/Code/Screens')
-rw-r--r--Game/Code/Screens/UScreenMain.pas278
-rw-r--r--Game/Code/Screens/UScreenOptionsSound.pas107
-rw-r--r--Game/Code/Screens/UScreenScore.pas6
-rw-r--r--Game/Code/Screens/UScreenSong.pas7
4 files changed, 195 insertions, 203 deletions
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas
index 108f811c..4dbdaaa1 100644
--- a/Game/Code/Screens/UScreenMain.pas
+++ b/Game/Code/Screens/UScreenMain.pas
@@ -16,25 +16,22 @@ uses
UFiles,
SysUtils,
UThemes;
- //ULCD, //TODO: maybe LCD Support as Plugin?
- //ULight //TODO: maybe Light Support as Plugin?
type
TScreenMain = class(TMenu)
- public
- TextDescription: integer;
- TextDescriptionLong: integer;
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure InteractNext; override;
- procedure InteractPrev; override;
- procedure InteractInc; override;
- procedure InteractDec; override;
- //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
- procedure SetAnimationProgress(Progress: real); override;
- //function Draw: boolean; override;
+ public
+ TextDescription: integer;
+ TextDescriptionLong: integer;
+
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: widechar;
+ PressedDown: boolean): boolean; override;
+ procedure onShow; override;
+ procedure InteractNext; override;
+ procedure InteractPrev; override;
+ procedure InteractInc; override;
+ procedure InteractDec; override;
+ procedure SetAnimationProgress(Progress: real); override;
end;
implementation
@@ -46,170 +43,158 @@ uses
UTexture,
USongs,
Textgl,
- //opengl,
ULanguage,
UParty,
UDLLManager,
UScreenCredits,
USkins;
-
-function TScreenMain.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+function TScreenMain.ParseInput(PressedKey: cardinal; CharCode: widechar;
+ PressedDown: boolean): boolean;
var
- SDL_ModState: Word;
+ SDL_ModState: word;
begin
- Result := true;
-
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
+ Result := True;
- //Deactivate Credits when Key is pressed
-// if Credits_Visible then
-// begin
-// Credits_Visible := False;
-// exit;
-// end;
+ SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT +
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
- If (PressedDown) Then
+ if (PressedDown) then
begin // Key Down
- // check normal keys
+ // check normal keys
case WideCharUpperCase(CharCode)[1] of
'Q':
- begin
- Result := false;
- Exit;
- end;
+ begin
+ Result := False;
+ Exit;
+ end;
'C':
+ begin
+ if (SDL_ModState = KMOD_LALT) then
begin
- if (SDL_ModState = KMOD_LALT) then
- begin
- //Credits_Y := 600;
- //Credits_Alpha := 0;
- //Credits_Visible := True;
- FadeTo(@ScreenCredits , SoundLib.Start );
- Exit;
- end;
+ FadeTo(@ScreenCredits, SoundLib.Start);
+ Exit;
end;
+ end;
'M':
+ begin
+ if (Ini.Players >= 1) and (Length(DLLMan.Plugins) >= 1) then
begin
- if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
- begin
- FadeTo(@ScreenPartyOptions, SoundLib.Start);
- Exit;
- end;
+ FadeTo(@ScreenPartyOptions, SoundLib.Start);
+ Exit;
end;
+ end;
'S':
- begin
- FadeTo(@ScreenStatMain, SoundLib.Start);
- Exit;
- end;
+ begin
+ FadeTo(@ScreenStatMain, SoundLib.Start);
+ Exit;
+ end;
'E':
- begin
- FadeTo(@ScreenEdit, SoundLib.Start);
- Exit;
- end;
+ begin
+ FadeTo(@ScreenEdit, SoundLib.Start);
+ Exit;
+ end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Result := False;
- end;
+ SDLK_BACKSPACE:
+ begin
+ Result := False;
+ end;
SDLK_RETURN:
+ begin
+ //Solo
+ if (Interaction = 0) then
begin
- //Solo
- if (Interaction = 0) then
+ if (Songs.SongList.Count >= 1) 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;
+ 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
+ //Multi
+ if Interaction = 1 then
+ begin
+ if (Songs.SongList.Count >= 1) then
begin
- if (Songs.SongList.Count >= 1) then
+ if (Length(DLLMan.Plugins) >= 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'));
+ FadeTo(@ScreenPartyOptions, SoundLib.Start);
end
- else //show error message, No Songs Loaded
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- 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;
+ //Stats
+ if Interaction = 2 then
+ begin
+ FadeTo(@ScreenStatMain, SoundLib.Start);
+ end;
- //Editor
- if Interaction = 3 then
- begin
- FadeTo(@ScreenEdit, 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;
+ //Options
+ if Interaction = 4 then
+ begin
+ FadeTo(@ScreenOptions, SoundLib.Start);
+ end;
- //Exit
- if Interaction = 5 then
- begin
- Result := false;
- end;
+ //Exit
+ if Interaction = 5 then
+ begin
+ Result := False;
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;
+ {**
+ * 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;
+ 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
- //----------------
-
-
+{**
+ * 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);
@@ -225,13 +210,13 @@ begin
Interaction := 0;
end;
-procedure TScreenMain.onShow; //TODO: maybe LCD Support as Plugin?
+procedure TScreenMain.onShow;
begin
inherited;
- (*
- LCD.WriteText(1, ' Choose mode: ');
- UpdateLCD;
- *)
+{**
+ * Start background music
+ *}
+ SoundLib.StartBgMusic;
end;
procedure TScreenMain.InteractNext;
@@ -239,8 +224,6 @@ 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;
@@ -248,8 +231,6 @@ 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;
@@ -257,36 +238,19 @@ 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[TextDescription].Text := Theme.Main.Description[Interaction];
Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- //UpdateLCD;
- //Light.LightOne(1, 200);
end;
-(*
-procedure TScreenMain.UpdateLCD; //TODO: maybe LCD Support as Plugin?
-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.
diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas
index 3a457b7a..9c602788 100644
--- a/Game/Code/Screens/UScreenOptionsSound.pas
+++ b/Game/Code/Screens/UScreenOptionsSound.pas
@@ -13,90 +13,112 @@ uses
type
TScreenOptionsSound = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: widechar;
+ PressedDown: boolean): boolean; override;
+ procedure onShow; override;
end;
implementation
uses UGraphic, SysUtils;
-function TScreenOptionsSound.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+function TScreenOptionsSound.ParseInput(PressedKey: cardinal;
+ CharCode: widechar; PressedDown: boolean): boolean;
begin
- Result := true;
- If (PressedDown) Then
+ Result := True;
+ if (PressedDown) then
begin // Key Down
- // check normal keys
+ // check normal keys
case WideCharUpperCase(CharCode)[1] of
'Q':
- begin
- Result := false;
- Exit;
- end;
+ begin
+ Result := False;
+ Exit;
+ end;
end;
-
+
// check special keys
case PressedKey of
SDLK_ESCAPE,
- SDLK_BACKSPACE :
+ SDLK_BACKSPACE:
+ begin
+ // Escape -> save nothing - just leave this screen
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+ if SelInteraction = 8 then
begin
- // Escape -> save nothing - just leave this screen
-
+ Ini.Save;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenOptions);
end;
- SDLK_RETURN:
- begin
- if SelInteraction = 7 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
+ end;
SDLK_DOWN:
InteractNext;
- SDLK_UP :
+ SDLK_UP:
InteractPrev;
SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction < 8) then
begin
- if (SelInteraction >= 0) and (SelInteraction <= 7) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
end;
+ end;
SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction < 8) then
begin
- if (SelInteraction >= 0) and (SelInteraction <= 7) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
end;
+ end;
end;
end;
+
+{**
+ * Actually this one isn't pretty - but it does the trick of
+ * turning the background music on/off in "real time"
+ * bgm = background music
+ * TODO: - Fetching the SelectInteraction via something more descriptive
+ * - Obtaining the current value of a select is imho ugly
+ *}
+ if (SelInteraction = 1) then
+ begin
+ if TBackgroundMusicOption(SelectsS[1].SelectedOption) = bmoOn then
+ SoundLib.StartBgMusic
+ else
+ SoundLib.PauseBgMusic;
+ end;
+
end;
constructor TScreenOptionsSound.Create;
-//var
-// I: integer; // Auto Removed, Unused Variable
begin
inherited Create;
LoadFromTheme(Theme.OptionsSound);
- AddSelectSlide(Theme.OptionsSound.SelectSlideVoicePassthrough, Ini.VoicePassthrough, IVoicePassthrough);
-
- AddSelectSlide(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); // TODO - This need moving to ScreenOptionsRecord
+ AddSelectSlide(Theme.OptionsSound.SelectSlideVoicePassthrough,
+ Ini.VoicePassthrough, IVoicePassthrough);
+ AddSelectSlide(Theme.OptionsSound.SelectBackgroundMusic,
+ Ini.BackgroundMusicOption, IBackgroundMusic);
+ AddSelectSlide(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost);
+ // TODO: - MicBoost needs to be moved to ScreenOptionsRecord
AddSelectSlide(Theme.OptionsSound.SelectClickAssist, Ini.ClickAssist, IClickAssist);
AddSelectSlide(Theme.OptionsSound.SelectBeatClick, Ini.BeatClick, IBeatClick);
AddSelectSlide(Theme.OptionsSound.SelectThreshold, Ini.ThresholdIndex, IThreshold);
- //Song Preview
- AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewVolume, Ini.PreviewVolume, IPreviewVolume);
- AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewFading, Ini.PreviewFading, IPreviewFading);
+ AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewVolume,
+ Ini.PreviewVolume, IPreviewVolume);
+ AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewFading,
+ Ini.PreviewFading, IPreviewFading);
AddButton(Theme.OptionsSound.ButtonExit);
- if (Length(Button[0].Text)=0) then
+ if (Length(Button[0].Text) = 0) then
AddButtonText(14, 20, Theme.Options.Description[7]);
Interaction := 0;
@@ -105,7 +127,6 @@ end;
procedure TScreenOptionsSound.onShow;
begin
inherited;
-
Interaction := 0;
end;
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 57c37283..ab6c020d 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -236,6 +236,12 @@ var
V: array[1..6] of boolean; // visibility array
begin
+
+{**
+ * Turn backgroundmusic on
+ *}
+ SoundLib.StartBgMusic;
+
inherited;
// all statics / texts are loaded at start - so that we have them all even if we change the amount of players
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index 5e374568..be1320f2 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -23,8 +23,6 @@ uses
UThemes,
UTexture,
ULanguage,
- //ULCD, //TODO: maybe LCD Support as Plugin?
- //ULight, //TODO: maybe Light Support as Plugin?
USong,
UIni;
@@ -792,7 +790,6 @@ end;
procedure TScreenSong.GenerateThumbnails();
var
I: Integer;
- OldTextureLimit: integer;
CoverButtonIndex: integer;
CoverButton: TButton;
CoverName: string;
@@ -1340,6 +1337,10 @@ end;
procedure TScreenSong.onShow;
begin
inherited;
+{**
+ * Pause background music, so we can play it again on scorescreen
+ *}
+ SoundLib.PauseBgMusic;
AudioPlayback.Stop;