From 3aa691e4d4e54579620c98645e6f7cf5b52ab4a4 Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Sat, 22 Nov 2014 13:51:48 +0000 Subject: adjust eol and set svn property svn:eol-style native git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@3088 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/screens/UScreenPartyRounds.pas | 466 ++++++++++++++++++------------------- 1 file changed, 233 insertions(+), 233 deletions(-) (limited to 'src') diff --git a/src/screens/UScreenPartyRounds.pas b/src/screens/UScreenPartyRounds.pas index 070c9eb8..6c1d7698 100644 --- a/src/screens/UScreenPartyRounds.pas +++ b/src/screens/UScreenPartyRounds.pas @@ -1,233 +1,233 @@ -{* UltraStar Deluxe - Karaoke Game - * - * UltraStar Deluxe is the legal property of its developers, whose names - * are too numerous to list here. Please refer to the COPYRIGHT - * file distributed with this source distribution. - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; see the file COPYING. If not, write to - * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, - * Boston, MA 02110-1301, USA. - * - * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $ - * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $ - *} - -unit UScreenPartyRounds; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - UMenu, - SDL, - UDisplay, - UMusic, - UFiles, - SysUtils, - UThemes; - -type - TScreenPartyRounds = class(TMenu) - private - SelectRoundCount: cardinal; - SelectRound: array [0..6] of cardinal; - - RoundCount: integer; - Round: array [0..6] of integer; - - IModeNames: array of UTF8String; - IModeIDs: array of integer; - - procedure UpdateInterface; - procedure StartParty; - public - constructor Create; override; - function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; - procedure OnShow; override; - procedure SetAnimationProgress(Progress: real); override; - end; - -const - IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7'); - -implementation - -uses - UGraphic, - UMain, - UIni, - UTexture, - ULanguage, - UParty, - USong, - UPlaylist, - USongs, - UUnicodeUtils; - -procedure TScreenPartyRounds.UpdateInterface; - var - I: integer; - ActualRounds: integer; -begin - ActualRounds := RoundCount + 2; - - for I := 0 to High(SelectRound) do - SelectsS[SelectRound[I]].Visible := (I < ActualRounds); -end; - -procedure TScreenPartyRounds.StartParty; - var - GameRounds: ARounds; - I: integer; -begin - SetLength(GameRounds, RoundCount + 2); - - for I := 0 to High(GameRounds) do - GameRounds[I] := IModeIds[Round[I]]; - - // start party game - if (Party.StartGame(GameRounds)) then - begin - FadeTo(@ScreenPartyNewRound, SoundLib.Start); - end - else - begin - //error starting party game - ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY')); - end; -end; - -function TScreenPartyRounds.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; -begin - Result := true; - if (PressedDown) then - begin // Key Down - // check normal keys - case UCS4UpperCase(CharCode) of - Ord('Q'): - begin - Result := false; - Exit; - end; - end; - - // check special keys - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenPartyPlayer); - end; - - SDLK_RETURN: StartParty; - - // 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: InteractNext; - SDLK_UP: InteractPrev; - SDLK_RIGHT: - begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - - if Interaction = 0 then - UpdateInterface; - end; - SDLK_LEFT: - begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - - if Interaction = 0 then - UpdateInterface; - end; - end; - end; -end; - -constructor TScreenPartyRounds.Create; - var - I: integer; -begin - inherited Create; - RoundCount := 5; - - //Load Screen From Theme - LoadFromTheme(Theme.PartyRounds); - - Theme.PartyRounds.SelectRoundCount.oneItemOnly := true; - Theme.PartyRounds.SelectRoundCount.showArrows := true; - SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount); - - SetLength(IModeNames, 1); - IModeNames[0] := '---'; - for I := 0 to high(Theme.PartyRounds.SelectRound) do - begin - Round[I] := 0; - Theme.PartyRounds.SelectRound[I].oneItemOnly := true; - Theme.PartyRounds.SelectRound[I].showArrows := true; - SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames); - end; - - - Interaction := 0; -end; - -procedure TScreenPartyRounds.OnShow; - var - ModeList: AParty_ModeList; - I: integer; -begin - inherited; - - // check if there are loaded modes - if Party.ModesAvailable then - begin - UpdateInterface; - - ModeList := Party.GetAvailableModes; - SetLength(IModeNames, Length(ModeList)); - SetLength(IModeIds, Length(ModeList)); - for I := 0 to High(ModeList) do - begin - IModeNames[I] := ModeList[I].Name; - IModeIds[I] := ModeList[I].Index; - end; - - for I := 0 to High(SelectRound) do - UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]); - end - else - begin - // no mode available for current player setup - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); - Party.Clear; - Display.AbortScreenChange; - end; -end; - -procedure TScreenPartyRounds.SetAnimationProgress(Progress: real); -begin - {for I := 0 to 6 do - SelectS[I].Texture.ScaleW := Progress;} -end; - -end. +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $ + * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $ + *} + +unit UScreenPartyRounds; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenPartyRounds = class(TMenu) + private + SelectRoundCount: cardinal; + SelectRound: array [0..6] of cardinal; + + RoundCount: integer; + Round: array [0..6] of integer; + + IModeNames: array of UTF8String; + IModeIDs: array of integer; + + procedure UpdateInterface; + procedure StartParty; + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +const + IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7'); + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + USong, + UPlaylist, + USongs, + UUnicodeUtils; + +procedure TScreenPartyRounds.UpdateInterface; + var + I: integer; + ActualRounds: integer; +begin + ActualRounds := RoundCount + 2; + + for I := 0 to High(SelectRound) do + SelectsS[SelectRound[I]].Visible := (I < ActualRounds); +end; + +procedure TScreenPartyRounds.StartParty; + var + GameRounds: ARounds; + I: integer; +begin + SetLength(GameRounds, RoundCount + 2); + + for I := 0 to High(GameRounds) do + GameRounds[I] := IModeIds[Round[I]]; + + // start party game + if (Party.StartGame(GameRounds)) then + begin + FadeTo(@ScreenPartyNewRound, SoundLib.Start); + end + else + begin + //error starting party game + ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY')); + end; +end; + +function TScreenPartyRounds.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenPartyPlayer); + end; + + SDLK_RETURN: StartParty; + + // 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + if Interaction = 0 then + UpdateInterface; + end; + SDLK_LEFT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + if Interaction = 0 then + UpdateInterface; + end; + end; + end; +end; + +constructor TScreenPartyRounds.Create; + var + I: integer; +begin + inherited Create; + RoundCount := 5; + + //Load Screen From Theme + LoadFromTheme(Theme.PartyRounds); + + Theme.PartyRounds.SelectRoundCount.oneItemOnly := true; + Theme.PartyRounds.SelectRoundCount.showArrows := true; + SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount); + + SetLength(IModeNames, 1); + IModeNames[0] := '---'; + for I := 0 to high(Theme.PartyRounds.SelectRound) do + begin + Round[I] := 0; + Theme.PartyRounds.SelectRound[I].oneItemOnly := true; + Theme.PartyRounds.SelectRound[I].showArrows := true; + SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames); + end; + + + Interaction := 0; +end; + +procedure TScreenPartyRounds.OnShow; + var + ModeList: AParty_ModeList; + I: integer; +begin + inherited; + + // check if there are loaded modes + if Party.ModesAvailable then + begin + UpdateInterface; + + ModeList := Party.GetAvailableModes; + SetLength(IModeNames, Length(ModeList)); + SetLength(IModeIds, Length(ModeList)); + for I := 0 to High(ModeList) do + begin + IModeNames[I] := ModeList[I].Name; + IModeIds[I] := ModeList[I].Index; + end; + + for I := 0 to High(SelectRound) do + UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]); + end + else + begin + // no mode available for current player setup + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); + Party.Clear; + Display.AbortScreenChange; + end; +end; + +procedure TScreenPartyRounds.SetAnimationProgress(Progress: real); +begin + {for I := 0 to 6 do + SelectS[I].Texture.ScaleW := Progress;} +end; + +end. -- cgit v1.2.3