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unit UScreenPopup;
interface
uses
UMenu, SDL, UMusic, UPliki, SysUtils, UThemes;
type
TScreenPopupCheck = class(TMenu)
public
Visible: Boolean; //Whether the Menu should be Drawn
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure ShowPopup(msg: String);
function Draw: boolean; override;
end;
type
TScreenPopupError = class(TMenu)
private
CurMenu: Byte; //Num of the cur. Shown Menu
public
Visible: Boolean; //Whether the Menu should be Drawn
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
procedure onHide; override;
procedure ShowPopup(msg: String);
function Draw: boolean; override;
end;
var
// ISelections: Array of String;
SelectValue: Integer;
implementation
uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay;
function TScreenPopupCheck.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
Display.CheckOK:=False;
Display.NextScreenWithCheck:=NIL;
Visible:=False;
Result := false;
end;
SDLK_RETURN:
begin
case Interaction of
0: begin
//Hack to Finish Singscreen correct on Exit with Q Shortcut
if (Display.NextScreenWithCheck = NIL) then
begin
if (Display.ActualScreen = @ScreenSing) then
ScreenSing.Finish
else if (Display.ActualScreen = @ScreenSingModi) then
ScreenSingModi.Finish;
end;
Display.CheckOK:=True;
end;
1: begin
Display.CheckOK:=False;
Display.NextScreenWithCheck:=NIL;
end;
end;
Visible:=False;
Result := false;
end;
SDLK_DOWN: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
end;
constructor TScreenPopupCheck.Create;
var
I: integer;
begin
inherited Create;
AddBackground(Theme.CheckPopup.Background.Tex);
AddButton(Theme.CheckPopup.Button1);
if (Length(Button[0].Text) = 0) then
AddButtonText(14, 20, 'Button 1');
AddButton(Theme.CheckPopup.Button2);
if (Length(Button[1].Text) = 0) then
AddButtonText(14, 20, 'Button 2');
AddText(Theme.CheckPopup.TextCheck);
for I := 0 to High(Theme.CheckPopup.Static) do
AddStatic(Theme.CheckPopup.Static[I]);
for I := 0 to High(Theme.CheckPopup.Text) do
AddText(Theme.CheckPopup.Text[I]);
Interaction := 0;
end;
function TScreenPopupCheck.Draw: boolean;
begin
inherited Draw;
end;
procedure TScreenPopupCheck.onShow;
begin
end;
procedure TScreenPopupCheck.ShowPopup(msg: String);
begin
Interaction := 0; //Reset Interaction
Visible := True; //Set Visible
Text[0].Text := Language.Translate(msg);
Button[0].Visible := True;
Button[1].Visible := True;
Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO');
end;
// error popup
function TScreenPopupError.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
Visible:=False;
Result := false;
end;
SDLK_RETURN:
begin
Visible:=False;
Result := false;
end;
SDLK_DOWN: InteractNext;
SDLK_UP: InteractPrev;
SDLK_RIGHT: InteractNext;
SDLK_LEFT: InteractPrev;
end;
end;
end;
constructor TScreenPopupError.Create;
var
I: integer;
begin
inherited Create;
AddBackground(Theme.CheckPopup.Background.Tex);
AddButton(Theme.ErrorPopup.Button1);
if (Length(Button[0].Text) = 0) then
AddButtonText(14, 20, 'Button 1');
AddText(Theme.ErrorPopup.TextError);
for I := 0 to High(Theme.ErrorPopup.Static) do
AddStatic(Theme.ErrorPopup.Static[I]);
for I := 0 to High(Theme.ErrorPopup.Text) do
AddText(Theme.ErrorPopup.Text[I]);
Interaction := 0;
end;
function TScreenPopupError.Draw: boolean;
begin
inherited Draw;
end;
procedure TScreenPopupError.onShow;
begin
end;
procedure TScreenPopupError.onHide;
var i: integer;
begin
end;
procedure TScreenPopupError.ShowPopup(msg: String);
var i: integer;
begin
Interaction := 0; //Reset Interaction
Visible := True; //Set Visible
{ //dirty hack... Text[0] is invisible for some strange reason
for i:=1 to high(Text) do
if i-1 <= high(msg) then
begin
Text[i].Visible:=True;
Text[i].Text := msg[i-1];
end
else
begin
Text[i].Visible:=False;
end;}
Text[0].Text:=msg;
Button[0].Visible := True;
Button[0].Text[0].Text := 'OK';
end;
end.
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