{* 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 UScreenTop5; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes; type TScreenTop5 = class(TMenu) public TextLevel: integer; TextArtistTitle: integer; StaticNumber: array[1..5] of integer; TextNumber: array[1..5] of integer; TextName: array[1..5] of integer; TextScore: array[1..5] of integer; Fadeout: boolean; constructor Create; override; function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; procedure onShow; override; function Draw: boolean; override; end; implementation uses UGraphic, UDataBase, UMain, UIni; function TScreenTop5.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; begin Result := true; If (PressedDown) Then begin // check normal keys case WideCharUpperCase(CharCode)[1] of 'Q': begin Result := false; Exit; end; end; // check special keys case PressedKey of SDLK_ESCAPE, SDLK_BACKSPACE, SDLK_RETURN: begin if (not Fadeout) then begin FadeTo(@ScreenSong); Fadeout := true; end; end; SDLK_SYSREQ: begin Display.SaveScreenShot; end; end; end; end; constructor TScreenTop5.Create; var I: integer; begin inherited Create; LoadFromTheme(Theme.Top5); TextLevel := AddText(Theme.Top5.TextLevel); TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); for I := 0 to 4 do StaticNumber[I+1] := AddStatic( Theme.Top5.StaticNumber[I] ); for I := 0 to 4 do TextNumber[I+1] := AddText(Theme.Top5.TextNumber[I]); for I := 0 to 4 do TextName[I+1] := AddText(Theme.Top5.TextName[I]); for I := 0 to 4 do TextScore[I+1] := AddText(Theme.Top5.TextScore[I]); end; procedure TScreenTop5.onShow; var I: integer; PMax: integer; begin inherited; Fadeout := false; //ReadScore(CurrentSong); PMax := Ini.Players; if PMax = 4 then PMax := 5; for I := 0 to PMax do DataBase.AddScore(CurrentSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalInt)); DataBase.WriteScore(CurrentSong); DataBase.ReadScore(CurrentSong); Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; for I := 1 to Length(CurrentSong.Score[Ini.Difficulty]) do begin Static[StaticNumber[I]].Visible := true; Text[TextNumber[I]].Visible := true; Text[TextName[I]].Visible := true; Text[TextScore[I]].Visible := true; Text[TextName[I]].Text := CurrentSong.Score[Ini.Difficulty, I-1].Name; Text[TextScore[I]].Text := IntToStr(CurrentSong.Score[Ini.Difficulty, I-1].Score); end; for I := Length(CurrentSong.Score[Ini.Difficulty])+1 to 5 do begin Static[StaticNumber[I]].Visible := false; Text[TextNumber[I]].Visible := false; Text[TextName[I]].Visible := false; Text[TextScore[I]].Visible := false; end; Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; end; function TScreenTop5.Draw: boolean; //var { Min: real; Max: real; Wsp: real; Wsp2: real; Pet: integer;} { Item: integer; P: integer; C: integer;} begin // Singstar - let it be...... with 6 statics (* if PlayersPlay = 6 then begin for Item := 4 to 6 do begin if ScreenAct = 1 then P := Item-4; if ScreenAct = 2 then P := Item-1; FillPlayer(Item, P); { if ScreenAct = 1 then begin LoadColor( Static[StaticBoxLightest[Item]].Texture.ColR, Static[StaticBoxLightest[Item]].Texture.ColG, Static[StaticBoxLightest[Item]].Texture.ColB, 'P1Dark'); end; if ScreenAct = 2 then begin LoadColor( Static[StaticBoxLightest[Item]].Texture.ColR, Static[StaticBoxLightest[Item]].Texture.ColG, Static[StaticBoxLightest[Item]].Texture.ColB, 'P4Dark'); end; } end; end; *) Result := inherited Draw; end; end.