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{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/screens/UScreenPartyOptions.pas $
* $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $
*}
unit UScreenPartyRounds;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UMenu,
SDL,
UDisplay,
UMusic,
UFiles,
SysUtils,
UThemes;
type
TScreenPartyRounds = class(TMenu)
private
SelectRoundCount: cardinal;
SelectRound: array [0..6] of cardinal;
RoundCount: integer;
Round: array [0..6] of integer;
IModeNames: array of UTF8String;
IModeIDs: array of integer;
procedure UpdateInterface;
procedure StartParty;
public
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
procedure OnShow; override;
procedure SetAnimationProgress(Progress: real); override;
end;
const
IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7');
implementation
uses
UGraphic,
UMain,
UIni,
UTexture,
ULanguage,
UParty,
USong,
UPlaylist,
USongs,
UUnicodeUtils;
procedure TScreenPartyRounds.UpdateInterface;
var
I: integer;
ActualRounds: integer;
begin
ActualRounds := RoundCount + 2;
for I := 0 to High(SelectRound) do
SelectsS[SelectRound[I]].Visible := (I < ActualRounds);
end;
procedure TScreenPartyRounds.StartParty;
var
GameRounds: ARounds;
I: integer;
begin
SetLength(GameRounds, RoundCount + 2);
for I := 0 to High(GameRounds) do
GameRounds[I] := IModeIds[Round[I]];
// start party game
if (Party.StartGame(GameRounds)) then
begin
FadeTo(@ScreenPartyNewRound, SoundLib.Start);
end
else
begin
//error starting party game
ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY'));
end;
end;
function TScreenPartyRounds.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin // Key Down
// check normal keys
case UCS4UpperCase(CharCode) of
Ord('Q'):
begin
Result := false;
Exit;
end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenPartyPlayer);
end;
SDLK_RETURN: StartParty;
// 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:
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractInc;
if Interaction = 0 then
UpdateInterface;
end;
SDLK_LEFT:
begin
AudioPlayback.PlaySound(SoundLib.Option);
InteractDec;
if Interaction = 0 then
UpdateInterface;
end;
end;
end;
end;
constructor TScreenPartyRounds.Create;
var
I: integer;
begin
inherited Create;
RoundCount := 5;
//Load Screen From Theme
LoadFromTheme(Theme.PartyRounds);
Theme.PartyRounds.SelectRoundCount.oneItemOnly := true;
Theme.PartyRounds.SelectRoundCount.showArrows := true;
SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount);
SetLength(IModeNames, 1);
IModeNames[0] := '---';
for I := 0 to high(Theme.PartyRounds.SelectRound) do
begin
Round[I] := 0;
Theme.PartyRounds.SelectRound[I].oneItemOnly := true;
Theme.PartyRounds.SelectRound[I].showArrows := true;
SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames);
end;
Interaction := 0;
end;
procedure TScreenPartyRounds.OnShow;
var
ModeList: AParty_ModeList;
I: integer;
begin
inherited;
// check if there are loaded modes
if Party.ModesAvailable then
begin
UpdateInterface;
ModeList := Party.GetAvailableModes;
SetLength(IModeNames, Length(ModeList));
SetLength(IModeIds, Length(ModeList));
for I := 0 to High(ModeList) do
begin
IModeNames[I] := ModeList[I].Name;
IModeIds[I] := ModeList[I].Index;
end;
for I := 0 to High(SelectRound) do
UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]);
end
else
begin
// no mode available for current player setup
ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
Party.Clear;
Display.AbortScreenChange;
end;
end;
procedure TScreenPartyRounds.SetAnimationProgress(Progress: real);
begin
{for I := 0 to 6 do
SelectS[I].Texture.ScaleW := Progress;}
end;
end.
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