aboutsummaryrefslogtreecommitdiffstats
path: root/unicode/src/screens/UScreenPartyPlayer.pas
blob: d38a6435fa94da99b9cdf0ef07cc99745c380cf2 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
{* 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 UScreenPartyPlayer;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  UMenu,
  SDL,
  UDisplay,
  UMusic,
  UFiles,
  SysUtils,
  UThemes;

type
  TScreenPartyPlayer = class(TMenu)
    public
      Team1Name: Cardinal;
      Player1Name: Cardinal;
      Player2Name: Cardinal;
      Player3Name: Cardinal;
      Player4Name: Cardinal;

      Team2Name: Cardinal;
      Player5Name: Cardinal;
      Player6Name: Cardinal;
      Player7Name: Cardinal;
      Player8Name: Cardinal;

      Team3Name: Cardinal;
      Player9Name: Cardinal;
      Player10Name: Cardinal;
      Player11Name: Cardinal;
      Player12Name: Cardinal;

      constructor Create; override;
      function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
      procedure onShow; override;
      procedure SetAnimationProgress(Progress: real); override;
  end;

implementation

uses UGraphic, UMain, UIni, UTexture, UParty;

function TScreenPartyPlayer.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
var
  SDL_ModState:  Word;
  procedure IntNext;
  begin
    repeat
      InteractNext;
    until Button[Interaction].Visible;
  end;
  procedure IntPrev;
  begin
    repeat
      InteractPrev;
    until Button[Interaction].Visible;
  end;
begin
  Result := true;

  if (PressedDown) then
    SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
        + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT  + KMOD_RALT)
  else
    SDL_ModState := 0;

  begin // Key Down
    // check normal keys
    case CharCode of
      '0'..'9', 'a'..'z', 'A'..'Z', ' ', '-', '_', '!', ',', '<', '/', '*', '?', '''', '"':
        begin
          Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + CharCode;
          Exit;
        end;
    end;

    // check special keys
    case PressedKey of
      // Templates for Names Mod
      SDLK_F1:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[0] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[0];
         end;
      SDLK_F2:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[1] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[1];
         end;
      SDLK_F3:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[2] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[2];
         end;
      SDLK_F4:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[3] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[3];
         end;
      SDLK_F5:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[4] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[4];
         end;
      SDLK_F6:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[5] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[5];
         end;
      SDLK_F7:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[6] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[6];
         end;
      SDLK_F8:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[7] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[7];
         end;
      SDLK_F9:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[8] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[8];
         end;
      SDLK_F10:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[9] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[9];
         end;
      SDLK_F11:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[10] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[10];
         end;
      SDLK_F12:
       if (SDL_ModState = KMOD_LALT) then
         begin
           Ini.NameTemplate[11] := Button[Interaction].Text[0].Text;
         end
         else
         begin
           Button[Interaction].Text[0].Text := Ini.NameTemplate[11];
         end;

      SDLK_BACKSPACE:
        begin
          Button[Interaction].Text[0].DeleteLastL;
        end;

      SDLK_ESCAPE:
        begin
          Ini.SaveNames;
          AudioPlayback.PlaySound(SoundLib.Back);
          FadeTo(@ScreenPartyOptions);
        end;

      SDLK_RETURN:
        begin

          {//Save PlayerNames
          for I := 0 to PartySession.Teams.NumTeams-1 do
          begin
            PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text);
            for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do
            begin
              PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text);
              PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0;
            end;
          end;

          AudioPlayback.PlayStart;
          FadeTo(@ScreenPartyNewRound);}
        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:    IntNext;
      SDLK_UP:      IntPrev;
      SDLK_RIGHT:   IntNext;
      SDLK_LEFT:    IntPrev;
    end;
  end;
end;

constructor TScreenPartyPlayer.Create;
//var
// I:    integer; // Auto Removed, Unused Variable
begin
  inherited Create;

  LoadFromTheme(Theme.PartyPlayer);

  Team1Name := AddButton(Theme.PartyPlayer.Team1Name);
  AddButton(Theme.PartyPlayer.Player1Name);
  AddButton(Theme.PartyPlayer.Player2Name);
  AddButton(Theme.PartyPlayer.Player3Name);
  AddButton(Theme.PartyPlayer.Player4Name);

  Team2Name := AddButton(Theme.PartyPlayer.Team2Name);
  AddButton(Theme.PartyPlayer.Player5Name);
  AddButton(Theme.PartyPlayer.Player6Name);
  AddButton(Theme.PartyPlayer.Player7Name);
  AddButton(Theme.PartyPlayer.Player8Name);

  Team3Name := AddButton(Theme.PartyPlayer.Team3Name);
  AddButton(Theme.PartyPlayer.Player9Name);
  AddButton(Theme.PartyPlayer.Player10Name);
  AddButton(Theme.PartyPlayer.Player11Name);
  AddButton(Theme.PartyPlayer.Player12Name);

  Interaction := 0;
end;

procedure TScreenPartyPlayer.onShow;
var
  I:    integer;
begin
  inherited;

  // Templates for Names Mod
  for I := 1 to 4 do
    Button[I].Text[0].Text := Ini.Name[I-1];

  for I := 6 to 9 do
    Button[I].Text[0].Text := Ini.Name[I-2];

  for I := 11 to 14 do
    Button[I].Text[0].Text := Ini.Name[I-3];

    Button[0].Text[0].Text := Ini.NameTeam[0];
    Button[5].Text[0].Text := Ini.NameTeam[1];
    Button[10].Text[0].Text := Ini.NameTeam[2];
    // Templates for Names Mod end
  
  {If (PartySession.Teams.NumTeams>=1) then
  begin
    Button[0].Visible := True;
    Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1);
    Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2);
    Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3);
    Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4);
  end
  else
  begin
    Button[0].Visible := False;
    Button[1].Visible := False;
    Button[2].Visible := False;
    Button[3].Visible := False;
    Button[4].Visible := False;
  end;

  If (PartySession.Teams.NumTeams>=2) then
  begin
    Button[5].Visible := True;
    Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1);
    Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2);
    Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3);
    Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4);
  end
  else
  begin
    Button[5].Visible := False;
    Button[6].Visible := False;
    Button[7].Visible := False;
    Button[8].Visible := False;
    Button[9].Visible := False;
  end;

  If (PartySession.Teams.NumTeams>=3) then
  begin
    Button[10].Visible := True;
    Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1);
    Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2);
    Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3);
    Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4);
  end
  else
  begin
    Button[10].Visible := False;
    Button[11].Visible := False;
    Button[12].Visible := False;
    Button[13].Visible := False;
    Button[14].Visible := False;
  end;   }

end;

procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real);
var
  I:    integer;
begin
  for I := 0 to high(Button) do
    Button[I].Texture.ScaleW := Progress;
end;

end.