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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.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit UMenuStatic;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UTexture,
+ gl;
+
+type
+ TStatic = class
+ public
+ Texture: TTexture; // Button Screen position and size
+ Visible: boolean;
+
+ //Reflection Mod
+ Reflection: boolean;
+ Reflectionspacing: real;
+
+ procedure Draw;
+ constructor Create(Textura: TTexture); overload;
+ end;
+
+implementation
+uses
+ UDrawTexture;
+
+procedure TStatic.Draw;
+begin
+ if Visible then
+ begin
+ DrawTexture(Texture);
+
+ //Reflection Mod
+ if (Reflection) then // Draw Reflections
+ begin
+ with Texture do
+ begin
+ //Bind Tex and GL Attributes
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ glDepthRange(0, 10);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, TexNum);
+
+ //Draw
+ glBegin(GL_QUADS);//Top Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX1*TexW, TexY2*TexH);
+ glVertex3f(x, y+h*scaleH+ Reflectionspacing, z);
+
+ //Bottom Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
+
+
+ //Bottom Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
+
+ //Top Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX2*TexW, TexY2*TexH);
+ glVertex3f(x+w*scaleW, y+h*scaleH + Reflectionspacing, z);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ end;
+ end;
+ end;
+end;
+
+constructor TStatic.Create(Textura: TTexture);
+begin
+ inherited Create;
+ Texture := Textura;
+end;
+
+end.