{* 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 UScreenPartyPlayer; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; type TScreenPartyPlayer = class(TMenu) public Team1Name: cardinal; Player1Name: cardinal; Player2Name: cardinal; Player3Name: cardinal; Player4Name: cardinal; Team2Name: cardinal; Player5Name: cardinal; Player6Name: cardinal; Player7Name: cardinal; Player8Name: cardinal; Team3Name: cardinal; Player9Name: cardinal; Player10Name: cardinal; Player11Name: cardinal; Player12Name: cardinal; constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; procedure OnShow; override; procedure SetAnimationProgress(Progress: real); override; end; implementation uses UGraphic, UMain, UIni, UTexture, UParty, UUnicodeUtils; function TScreenPartyPlayer.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; var SDL_ModState: word; I, J: integer; procedure IntNext; begin repeat InteractNext; until Button[Interaction].Visible; end; procedure IntPrev; begin repeat InteractPrev; until Button[Interaction].Visible; end; begin Result := true; if (PressedDown) then SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT) else SDL_ModState := 0; begin // Key Down // check normal keys case CharCode of Ord('0')..Ord('9'), Ord('a')..Ord('z'), Ord('A')..Ord('Z'), Ord(' '), Ord('-'), Ord('_'), Ord('!'), Ord(','), Ord('<'), Ord('/'), Ord('*'), Ord('?'), Ord(''''), Ord('"'): begin Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + UCS4ToUTF8String(CharCode); Exit; end; end; // check special keys case PressedKey of // Templates for Names Mod SDLK_F1: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[0] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[0]; end; SDLK_F2: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[1] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[1]; end; SDLK_F3: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[2] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[2]; end; SDLK_F4: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[3] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[3]; end; SDLK_F5: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[4] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[4]; end; SDLK_F6: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[5] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[5]; end; SDLK_F7: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[6] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[6]; end; SDLK_F8: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[7] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[7]; end; SDLK_F9: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[8] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[8]; end; SDLK_F10: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[9] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[9]; end; SDLK_F11: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[10] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[10]; end; SDLK_F12: if (SDL_ModState = KMOD_LALT) then begin Ini.NameTemplate[11] := Button[Interaction].Text[0].Text; end else begin Button[Interaction].Text[0].Text := Ini.NameTemplate[11]; end; SDLK_BACKSPACE: begin Button[Interaction].Text[0].DeleteLastLetter; end; SDLK_ESCAPE: begin Ini.SaveNames; AudioPlayback.PlaySound(SoundLib.Back); FadeTo(@ScreenPartyOptions); end; SDLK_RETURN: begin //Save PlayerNames for I := 0 to PartySession.Teams.NumTeams-1 do begin PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do begin PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; end; end; AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenPartyNewRound); 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: IntNext; SDLK_UP: IntPrev; SDLK_RIGHT: IntNext; SDLK_LEFT: IntPrev; end; end; end; constructor TScreenPartyPlayer.Create; begin inherited Create; LoadFromTheme(Theme.PartyPlayer); Team1Name := AddButton(Theme.PartyPlayer.Team1Name); AddButton(Theme.PartyPlayer.Player1Name); AddButton(Theme.PartyPlayer.Player2Name); AddButton(Theme.PartyPlayer.Player3Name); AddButton(Theme.PartyPlayer.Player4Name); Team2Name := AddButton(Theme.PartyPlayer.Team2Name); AddButton(Theme.PartyPlayer.Player5Name); AddButton(Theme.PartyPlayer.Player6Name); AddButton(Theme.PartyPlayer.Player7Name); AddButton(Theme.PartyPlayer.Player8Name); Team3Name := AddButton(Theme.PartyPlayer.Team3Name); AddButton(Theme.PartyPlayer.Player9Name); AddButton(Theme.PartyPlayer.Player10Name); AddButton(Theme.PartyPlayer.Player11Name); AddButton(Theme.PartyPlayer.Player12Name); Interaction := 0; end; procedure TScreenPartyPlayer.OnShow; var I: integer; begin inherited; // Templates for Names Mod for I := 1 to 4 do Button[I].Text[0].Text := Ini.Name[I-1]; for I := 6 to 9 do Button[I].Text[0].Text := Ini.Name[I-2]; for I := 11 to 14 do Button[I].Text[0].Text := Ini.Name[I-3]; Button[0].Text[0].Text := Ini.NameTeam[0]; Button[5].Text[0].Text := Ini.NameTeam[1]; Button[10].Text[0].Text := Ini.NameTeam[2]; // Templates for Names Mod end if (PartySession.Teams.NumTeams>=1) then begin Button[0].Visible := true; Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1); Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2); Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3); Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4); end else begin Button[0].Visible := false; Button[1].Visible := false; Button[2].Visible := false; Button[3].Visible := false; Button[4].Visible := false; end; if (PartySession.Teams.NumTeams>=2) then begin Button[5].Visible := true; Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1); Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2); Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3); Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4); end else begin Button[5].Visible := false; Button[6].Visible := false; Button[7].Visible := false; Button[8].Visible := false; Button[9].Visible := false; end; if (PartySession.Teams.NumTeams>=3) then begin Button[10].Visible := true; Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1); Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2); Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3); Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4); end else begin Button[10].Visible := false; Button[11].Visible := false; Button[12].Visible := false; Button[13].Visible := false; Button[14].Visible := false; end; end; procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real); var I: integer; begin for I := 0 to high(Button) do Button[I].Texture.ScaleW := Progress; end; end.