unit UScreenLevel; interface uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes, UHelp; type TScreenLevel = class(TMenu) public constructor Create; override; function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; procedure onShow; override; procedure SetAnimationProgress(Progress: real); override; end; const ID='ID_002'; //for help system implementation uses UGraphic, UMain, UIni, UTexture, ULog; function TScreenLevel.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; {var SDL_ModState: Word; } begin Result := true; //SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT // + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); If (PressedDown) Then begin // Key Down case PressedKey of SDLK_TAB: begin ScreenPopupHelp.ShowPopup(); end; SDLK_Q: begin Result := false; end; SDLK_ESCAPE, SDLK_BACKSPACE : begin Music.PlayBack; FadeTo(@ScreenName); end; SDLK_RETURN: begin Ini.Difficulty := Interaction; Ini.SaveLevel; Music.PlayStart; //Set Standard Mode ScreenSong.Mode := smNormal; FadeTo(@ScreenSong); 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: InteractNext; SDLK_UP: InteractPrev; SDLK_RIGHT: InteractNext; SDLK_LEFT: InteractPrev; end; end; end; constructor TScreenLevel.Create; begin inherited Create; LoadFromTheme(Theme.Level); AddButton(Theme.Level.ButtonEasy); AddButton(Theme.Level.ButtonMedium); AddButton(Theme.Level.ButtonHard); Interaction := 0; end; procedure TScreenLevel.onShow; begin Interaction := Ini.Difficulty; if not Help.SetHelpID(ID) then Log.LogError('No Entry for Help-ID ' + ID + ' (ScreenLevel)'); end; procedure TScreenLevel.SetAnimationProgress(Progress: real); begin Button[0].Texture.ScaleW := Progress; Button[1].Texture.ScaleW := Progress; Button[2].Texture.ScaleW := Progress; end; end.