From 99955c78f63d1cb0d8bec666bc33953590a74c8a Mon Sep 17 00:00:00 2001 From: jaybinks Date: Thu, 1 Nov 2007 23:22:01 +0000 Subject: fixed failed builds build:USDX-LAZLIN-75 build:USDX-LAZLIN-76 for some reason we can not use {$MODE Delphi} in an included file. ( Probably because of the way the compier scopes this switch to each pas file ) ive had to revert this part of eddies changes. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@548 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenMain.pas | 572 +++++++++++++++++++------------------- 1 file changed, 288 insertions(+), 284 deletions(-) (limited to 'Game/Code/Screens/UScreenMain.pas') diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 38f58bf1..5f7a0461 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -1,284 +1,288 @@ -unit UScreenMain; - -interface - -{$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; - AudioPlayback.PlayStart; - FadeTo(@ScreenCredits); - end; - end; - SDLK_M: - begin - if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then - begin - AudioPlayback.PlayStart; - FadeTo(@ScreenPartyOptions); - end; - end; - - SDLK_S: - begin - AudioPlayback.PlayStart; - FadeTo(@ScreenStatMain); - end; - - SDLK_E: - begin - AudioPlayback.PlayStart; - FadeTo(@ScreenEdit); - end; - - SDLK_RETURN: - begin - //Solo - if (Interaction = 0) then - begin - if (Length(Songs.Song) >= 1) then - begin - AudioPlayback.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 - AudioPlayback.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 - AudioPlayback.PlayStart; - FadeTo(@ScreenStatMain); - end; - - //Editor - if Interaction = 3 then - begin - AudioPlayback.PlayStart; - FadeTo(@ScreenEdit); - end; - - //Options - if Interaction = 4 then - begin - AudioPlayback.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 + +{$IFDEF FPC} + {$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; + AudioPlayback.PlayStart; + FadeTo(@ScreenCredits); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + AudioPlayback.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + end; + + SDLK_S: + begin + AudioPlayback.PlayStart; + FadeTo(@ScreenStatMain); + end; + + SDLK_E: + begin + AudioPlayback.PlayStart; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Length(Songs.Song) >= 1) then + begin + AudioPlayback.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 + AudioPlayback.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 + AudioPlayback.PlayStart; + FadeTo(@ScreenStatMain); + end; + + //Editor + if Interaction = 3 then + begin + AudioPlayback.PlayStart; + FadeTo(@ScreenEdit); + end; + + //Options + if Interaction = 4 then + begin + AudioPlayback.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. -- cgit v1.2.3