{* 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 UMenuButtonCollection; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenuButton; type //---------------- //TButtonCollection //No Extra Attributes or Functions ATM //---------------- AButton = array of TButton; PAButton = ^AButton; TButtonCollection = class(TButton) //num of the First Button, that can be Selected FirstChild: byte; CountChilds: byte; ScreenButton: PAButton; procedure SetSelect(Value : boolean); override; procedure Draw; override; end; implementation procedure TButtonCollection.SetSelect(Value : boolean); var Index: integer; begin inherited; //Set Visible for Every Button that is a Child of this ButtonCollection if (not Fade) then for Index := 0 to High(ScreenButton^) do if (ScreenButton^[Index].Parent = Parent) then ScreenButton^[Index].Visible := Value; end; procedure TButtonCollection.Draw; var I, J: integer; begin inherited; //If fading is activated, Fade Child Buttons if (Fade) then begin for I := 0 to High(ScreenButton^) do if (ScreenButton^[I].Parent = Parent) then begin if (FadeProgress < 0.5) then begin ScreenButton^[I].Visible := SelectBool; for J := 0 to High(ScreenButton^[I].Text) do ScreenButton^[I].Text[J].Visible := SelectBool; end else begin ScreenButton^[I].Texture.Alpha := (FadeProgress-0.666)*3; for J := 0 to High(ScreenButton^[I].Text) do ScreenButton^[I].Text[J].Alpha := (FadeProgress-0.666)*3; end; end; end; end; end.