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-rw-r--r--Game/Code/Classes/UThemes.pas28
-rw-r--r--Game/Code/Menu/UMenu.pas51
-rw-r--r--Game/Code/Screens/UScreenOptions.pas21
3 files changed, 80 insertions, 20 deletions
diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas
index 366e478e..f38871a9 100644
--- a/Game/Code/Classes/UThemes.pas
+++ b/Game/Code/Classes/UThemes.pas
@@ -1117,13 +1117,13 @@ begin
ThemeLoadButton(Options.ButtonAdvanced, 'OptionsButtonAdvanced');
ThemeLoadButton(Options.ButtonExit, 'OptionsButtonExit');
- Options.Description[0] := Language.Translate('SING_OPTIONS_GAME');
- Options.Description[1] := Language.Translate('SING_OPTIONS_GRAPHICS');
- Options.Description[2] := Language.Translate('SING_OPTIONS_SOUND');
- Options.Description[3] := Language.Translate('SING_OPTIONS_LYRICS');
- Options.Description[4] := Language.Translate('SING_OPTIONS_THEMES');
- Options.Description[5] := Language.Translate('SING_OPTIONS_RECORD');
- Options.Description[6] := Language.Translate('SING_OPTIONS_ADVANCED');
+ Options.Description[0] := Language.Translate('SING_OPTIONS_GAME_DESC');
+ Options.Description[1] := Language.Translate('SING_OPTIONS_GRAPHICS_DESC');
+ Options.Description[2] := Language.Translate('SING_OPTIONS_SOUND_DESC');
+ Options.Description[3] := Language.Translate('SING_OPTIONS_LYRICS_DESC');
+ Options.Description[4] := Language.Translate('SING_OPTIONS_THEMES_DESC');
+ Options.Description[5] := Language.Translate('SING_OPTIONS_RECORD_DESC');
+ Options.Description[6] := Language.Translate('SING_OPTIONS_ADVANCED_DESC');
Options.Description[7] := Language.Translate('SING_OPTIONS_EXIT');
ThemeLoadText(Options.TextDescription, 'OptionsTextDescription');
@@ -1132,13 +1132,13 @@ begin
// Options Game
ThemeLoadBasic(OptionsGame, 'OptionsGame');
- ThemeLoadSelect(OptionsGame.SelectPlayers, 'OptionsGameSelectPlayers');
- ThemeLoadSelect(OptionsGame.SelectDifficulty, 'OptionsGameSelectDifficulty');
- ThemeLoadSelectSlide(OptionsGame.SelectLanguage, 'OptionsGameSelectSlideLanguage');
- ThemeLoadSelect(OptionsGame.SelectTabs, 'OptionsGameSelectTabs');
- ThemeLoadSelectSlide(OptionsGame.SelectSorting, 'OptionsGameSelectSlideSorting');
- ThemeLoadSelect(OptionsGame.SelectDebug, 'OptionsGameSelectDebug');
- ThemeLoadButton(OptionsGame.ButtonExit, 'OptionsGameButtonExit');
+ ThemeLoadSelect(OptionsGame.SelectPlayers, 'OptionsGameSelectPlayers');
+ ThemeLoadSelect(OptionsGame.SelectDifficulty, 'OptionsGameSelectDifficulty');
+ ThemeLoadSelectSlide(OptionsGame.SelectLanguage, 'OptionsGameSelectSlideLanguage');
+ ThemeLoadSelect(OptionsGame.SelectTabs, 'OptionsGameSelectTabs');
+ ThemeLoadSelectSlide(OptionsGame.SelectSorting, 'OptionsGameSelectSlideSorting');
+ ThemeLoadSelect(OptionsGame.SelectDebug, 'OptionsGameSelectDebug');
+ ThemeLoadButton(OptionsGame.ButtonExit, 'OptionsGameButtonExit');
// Options Graphics
ThemeLoadBasic(OptionsGraphics, 'OptionsGraphics');
diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas
index 0eebeaf6..3cdccb0b 100644
--- a/Game/Code/Menu/UMenu.pas
+++ b/Game/Code/Menu/UMenu.pas
@@ -143,7 +143,8 @@ type
procedure InteractPrev; virtual;
procedure InteractInc; virtual;
procedure InteractDec; virtual;
-
+ procedure InteractNextRow; virtual; // this is for the options screen, so button down makes sense
+ procedure InteractPrevRow; virtual; // this is for the options screen, so button up makes sense
procedure AddBox(X, Y, W, H: real);
end;
@@ -886,6 +887,53 @@ begin
end;
end;
+// implemented for the sake of usablility
+// [curser down] picks the button left to the actual atm
+// this behaviour doesn't make sense for two rows of buttons
+procedure TMenu.InteractPrevRow;
+var
+ Int: Integer;
+begin
+// these two procedures just make sense for at least 5 buttons, because we
+// usually start a second row when there are more than 4 buttons
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := int - ceil(Length(Interactions) / 2);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then Break;
+
+ Until IsSelectable(Int);
+
+ //Set Interaction
+ if ((Int < 0) or (Int > Length(Interactions) - 1))
+ then Int := Interaction //nonvalid button, keep current one
+ else Interaction := Int; //select row above
+end;
+
+procedure TMenu.InteractNextRow;
+var
+ Int: Integer;
+begin
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := int + ceil(Length(Interactions) / 2);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then Break;
+
+ Until IsSelectable(Int);
+
+ //Set Interaction
+ if ((Int < 0) or (Int > Length(Interactions) - 1))
+ then Int := Interaction //nonvalid button, keep current one
+ else Interaction := Int; //select row above
+end;
+
procedure TMenu.InteractNext;
var
Int: Integer;
@@ -905,7 +953,6 @@ begin
Interaction := Int;
end;
-
procedure TMenu.InteractPrev;
var
Int: Integer;
diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas
index 3f936602..24633115 100644
--- a/Game/Code/Screens/UScreenOptions.pas
+++ b/Game/Code/Screens/UScreenOptions.pas
@@ -16,6 +16,8 @@ type
procedure onShow; override;
procedure InteractNext; override;
procedure InteractPrev; override;
+ procedure InteractNextRow; override;
+ procedure InteractPrevRow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
@@ -36,13 +38,13 @@ begin
Exit;
end;
end;
-
+
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- Ini.Save;
+// Ini.Save;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
@@ -97,8 +99,8 @@ begin
FadeTo(@ScreenMain);
end;
end;
- SDLK_DOWN: InteractInc;
- SDLK_UP: InteractDec;
+ SDLK_DOWN: InteractNextRow;
+ SDLK_UP: InteractPrevRow;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
@@ -167,6 +169,17 @@ begin
Text[TextDescription].Text := Theme.Options.Description[Interaction];
end;
+procedure TScreenOptions.InteractNextRow;
+begin
+ inherited InteractNextRow;
+ Text[TextDescription].Text := Theme.Options.Description[Interaction];
+end;
+
+procedure TScreenOptions.InteractPrevRow;
+begin
+ inherited InteractPrevRow;
+ Text[TextDescription].Text := Theme.Options.Description[Interaction];
+end;
procedure TScreenOptions.SetAnimationProgress(Progress: real);
begin