unit UScreenLevel; interface {$I switches.inc} uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; 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; implementation uses UGraphic, UMain, UIni, USong, UTexture; function TScreenLevel.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; begin Result := true; If (PressedDown) Then begin // Key Down case PressedKey of SDLK_Q: begin Result := false; end; SDLK_ESCAPE, SDLK_BACKSPACE : begin AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenName); end; SDLK_RETURN: begin Ini.Difficulty := Interaction; Ini.SaveLevel; AudioPlayback.PlaySound(SoundLib.Start); //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; var I: integer; 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; // LCD.WriteText(1, ' Choose mode: '); // UpdateLCD; end; procedure TScreenLevel.SetAnimationProgress(Progress: real); begin Button[0].Texture.ScaleW := Progress; Button[1].Texture.ScaleW := Progress; Button[2].Texture.ScaleW := Progress; end; end.