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unit UScreenPartyWin;
interface
uses
UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes;
type
TScreenPartyWin = class(TMenu)
public
TextScoreTeam1: Cardinal;
TextScoreTeam2: Cardinal;
TextScoreTeam3: Cardinal;
TextNameTeam1: Cardinal;
TextNameTeam2: Cardinal;
TextNameTeam3: Cardinal;
StaticTeam1: Cardinal;
StaticTeam2: Cardinal;
StaticTeam3: Cardinal;
TextWinner: Cardinal;
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, UParty, UScreenSingModi, ULanguage;
function TScreenPartyWin.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 :
begin
Music.PlayStart;
FadeTo(@ScreenMain);
end;
SDLK_RETURN:
begin
Music.PlayStart;
FadeTo(@ScreenMain);
end;
end;
end;
end;
constructor TScreenPartyWin.Create;
var
I: integer;
begin
inherited Create;
TextScoreTeam1 := AddText (Theme.PartyWin.TextScoreTeam1);
TextScoreTeam2 := AddText (Theme.PartyWin.TextScoreTeam2);
TextScoreTeam3 := AddText (Theme.PartyWin.TextScoreTeam3);
TextNameTeam1 := AddText (Theme.PartyWin.TextNameTeam1);
TextNameTeam2 := AddText (Theme.PartyWin.TextNameTeam2);
TextNameTeam3 := AddText (Theme.PartyWin.TextNameTeam3);
StaticTeam1 := AddStatic (Theme.PartyWin.StaticTeam1);
StaticTeam2 := AddStatic (Theme.PartyWin.StaticTeam2);
StaticTeam3 := AddStatic (Theme.PartyWin.StaticTeam3);
TextWinner := AddText (Theme.PartyWin.TextWinner);
LoadFromTheme(Theme.PartyWin);
end;
procedure TScreenPartyWin.onShow;
var
I: Integer;
begin
//Set Winnertext
Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(255)]);
if (PartySession.Teams.NumTeams >= 1) then
begin
Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[0].Score);
Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[0].Name);
Text[TextScoreTeam1].Visible := True;
Text[TextNameTeam1].Visible := True;
Static[StaticTeam1].Visible := True;
end
else
begin
Text[TextScoreTeam1].Visible := False;
Text[TextNameTeam1].Visible := False;
Static[StaticTeam1].Visible := False;
end;
if (PartySession.Teams.NumTeams >= 2) then
begin
Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[1].Score);
Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[1].Name);
Text[TextScoreTeam2].Visible := True;
Text[TextNameTeam2].Visible := True;
Static[StaticTeam2].Visible := True;
end
else
begin
Text[TextScoreTeam2].Visible := False;
Text[TextNameTeam2].Visible := False;
Static[StaticTeam2].Visible := False;
end;
if (PartySession.Teams.NumTeams >= 3) then
begin
Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[2].Score);
Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[2].Name);
Text[TextScoreTeam3].Visible := True;
Text[TextNameTeam3].Visible := True;
Static[StaticTeam3].Visible := True;
end
else
begin
Text[TextScoreTeam3].Visible := False;
Text[TextNameTeam3].Visible := False;
Static[StaticTeam3].Visible := False;
end;
// LCD.WriteText(1, ' Choose mode: ');
// UpdateLCD;
end;
procedure TScreenPartyWin.SetAnimationProgress(Progress: real);
begin
{if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Score / maxScore;
if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Score / maxScore;
if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Score / maxScore;}
end;
end.
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