{* 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. * * $URL$ * $Id$ *} unit UScreenMain; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; type TScreenMain = class(TMenu) public TextDescription: integer; TextDescriptionLong: integer; constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: widechar; PressedDown: boolean): boolean; override; procedure onShow; override; procedure InteractNext; override; procedure InteractPrev; override; procedure InteractInc; override; procedure InteractDec; override; procedure SetAnimationProgress(Progress: real); override; end; implementation uses UGraphic, UNote, UIni, UTexture, USongs, Textgl, ULanguage, UParty, UDLLManager, UScreenCredits, USkins; function TScreenMain.ParseInput(PressedKey: cardinal; CharCode: widechar; 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); if (PressedDown) then begin // Key Down // check normal keys case WideCharUpperCase(CharCode)[1] of 'Q': begin Result := False; Exit; end; 'C': begin if (SDL_ModState = KMOD_LALT) then begin FadeTo(@ScreenCredits, SoundLib.Start); Exit; end; end; 'M': begin if (Ini.Players >= 1) and (Length(DLLMan.Plugins) >= 1) then begin FadeTo(@ScreenPartyOptions, SoundLib.Start); Exit; end; end; 'S': begin FadeTo(@ScreenStatMain, SoundLib.Start); Exit; end; 'E': begin FadeTo(@ScreenEdit, SoundLib.Start); Exit; end; end; // check special keys case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE: begin Result := False; end; SDLK_RETURN: begin //Solo if (Interaction = 0) then begin if (Songs.SongList.Count >= 1) then begin 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, SoundLib.Start); end else //show error message ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); end; //Multi if Interaction = 1 then begin if (Songs.SongList.Count >= 1) then begin if (Length(DLLMan.Plugins) >= 1) then begin FadeTo(@ScreenPartyOptions, SoundLib.Start); 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 FadeTo(@ScreenStatMain, SoundLib.Start); end; //Editor if Interaction = 3 then begin FadeTo(@ScreenEdit, SoundLib.Start); end; //Options if Interaction = 4 then begin FadeTo(@ScreenOptions, SoundLib.Start); 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; 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 inherited; {** * Start background music *} SoundLib.StartBgMusic; end; procedure TScreenMain.InteractNext; begin inherited InteractNext; Text[TextDescription].Text := Theme.Main.Description[Interaction]; Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; end; procedure TScreenMain.InteractPrev; begin inherited InteractPrev; Text[TextDescription].Text := Theme.Main.Description[Interaction]; Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; end; procedure TScreenMain.InteractDec; begin inherited InteractDec; Text[TextDescription].Text := Theme.Main.Description[Interaction]; Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; end; procedure TScreenMain.InteractInc; begin inherited InteractInc; Text[TextDescription].Text := Theme.Main.Description[Interaction]; Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; end; procedure TScreenMain.SetAnimationProgress(Progress: real); begin Static[0].Texture.ScaleW := Progress; Static[0].Texture.ScaleH := Progress; end; end.