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unit UScreenMain;
interface
uses
UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes, ULCD, ULight;
type
TScreenMain = class(TMenu)
public
TextDescription: integer;
TextDescriptionLong: integer;
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure InteractNext; override;
procedure InteractPrev; override;
procedure UpdateLCD;
procedure SetAnimationProgress(Progress: real); override;
//function Draw: boolean; override;
end;
implementation
uses Windows, UGraphic, UMain, UIni, UTexture, USongs, Textgl, opengl, ULanguage, UParty, UDLLManager, UScreenCredits, USkins;
function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
var
I: Integer;
SDL_ModState: Word;
begin
Result := true;
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
//Deactivate Credits when Key is pressed
// if Credits_Visible then
// begin
// Credits_Visible := False;
// exit;
// end;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_Q:
begin
Result := false;
end;
SDLK_ESCAPE :
begin
Result := False;
end;
SDLK_C:
begin
if (SDL_ModState = KMOD_LALT) then
begin
//Credits_Y := 600;
//Credits_Alpha := 0;
//Credits_Visible := True;
Music.PlayStart;
FadeTo(@ScreenCredits);
end;
end;
SDLK_M:
begin
if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
begin
Music.PlayStart;
FadeTo(@ScreenPartyOptions);
end;
end;
SDLK_S:
begin
Music.PlayStart;
FadeTo(@ScreenStatMain);
end;
SDLK_RETURN:
begin
if (Interaction = 0) and (Length(Songs.Song) >= 1) then begin
Music.PlayStart;
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);
end;
if Interaction = 1 then begin
Music.PlayStart;
FadeTo(@ScreenEdit);
end;
if Interaction = 2 then begin
Music.PlayStart;
FadeTo(@ScreenOptions);
end;
if Interaction = 3 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: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end
else // Key Up
case PressedKey of
SDLK_RETURN :
begin
end;
end;
end;
constructor TScreenMain.Create;
var
I: integer;
begin
inherited Create;
// AddButton(400-200, 320, 400, 60, Skin.GameStart);
// AddButton(400-200, 390, 400, 60, Skin.Editor);
// AddButton(400-200, 460, 400, 60, Skin.Options);
// AddButton(400-200, 530, 400, 60, Skin.Exit);
AddBackground(Theme.Main.Background.Tex);
AddButton(Theme.Main.ButtonSolo);
AddButton(Theme.Main.ButtonEditor);
AddButton(Theme.Main.ButtonOptions);
AddButton(Theme.Main.ButtonExit);
for I := 0 to High(Theme.Main.Static) do
AddStatic(Theme.Main.Static[I]);
for I := 0 to High(Theme.Main.Text) do
AddText(Theme.Main.Text[I]);
TextDescription := AddText(Theme.Main.TextDescription);
TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong);
Interaction := 0;
end;
procedure TScreenMain.onShow;
begin
LCD.WriteText(1, ' Choose mode: ');
UpdateLCD;
end;
procedure TScreenMain.InteractNext;
begin
inherited InteractNext;
Text[TextDescription].Text := Theme.Main.Description[Interaction];
Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
UpdateLCD;
Light.LightOne(1, 200);
end;
procedure TScreenMain.InteractPrev;
begin
inherited InteractPrev;
Text[TextDescription].Text := Theme.Main.Description[Interaction];
Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
UpdateLCD;
Light.LightOne(0, 200);
end;
procedure TScreenMain.UpdateLCD;
begin
case Interaction of
0: LCD.WriteText(2, ' sing ');
1: LCD.WriteText(2, ' editor ');
2: LCD.WriteText(2, ' options ');
3: LCD.WriteText(2, ' exit ');
end
end;
procedure TScreenMain.SetAnimationProgress(Progress: real);
begin
Static[0].Texture.ScaleW := Progress;
Static[0].Texture.ScaleH := Progress;
end;
end.
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