unit UMenuButton;
interface
uses TextGL, UTexture, OpenGL12, UMenuText;
type
CButton = class of TButton;
TButton = class
protected
SelectBool: Boolean;
FadeProgress: Real;
FadeLastTick: Cardinal;
DeSelectW: Real;
DeSelectH: Real;
PosX: Real;
PosY: Real;
constructor Create(); overload;
public
Text: Array of TText;
Texture: TTexture; // Button Screen position and size
Texture2: TTexture; // second texture only used for fading full resolution covers
//colorized hack
Colorized: Boolean;
DeSelectTexture: TTexture; // texture for colorized hack
FadeTex: TTexture; //Texture for beautiful fading
FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right)
// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible)
// now uses alpha
DeselectType: integer; // not used yet
Visible: boolean;
//Reflection Mod
Reflection: boolean;
Reflectionspacing: Real;
DeSelectReflectionspacing: Real;
//Fade Mod
Fade: Boolean;
FadeText: Boolean;
Selectable: boolean;
//No of the Parent Collection, 0 if in no Collection
Parent: Byte;
SelectColR: real;
SelectColG: real;
SelectColB: real;
SelectInt: real;
SelectTInt: real;
//Fade Mod
SelectW: real;
SelectH: real;
DeselectColR: real;
DeselectColG: real;
DeselectColB: real;
DeselectInt: real;
DeselectTInt: real;
procedure SetY(Value: real);
procedure SetX(Value: real);
procedure SetW(Value: real);
procedure SetH(Value: real);
procedure SetSelect(Value: Boolean); virtual;
property X: real read PosX write SetX;
property Y: real read PosY write SetY;
property Z: real read Texture.z write Texture.z;
property W: real read DeSelectW write SetW;
property H: real read DeSelectH write SetH;
property Selected: Boolean read SelectBool write SetSelect;
procedure Draw; virtual;
constructor Create(Textura: TTexture); overload;
constructor Create(Textura, DSTexture: TTexture); overload;
destructor Destroy; override;
end;
implementation
uses UDrawTexture, SysUtils, windows;
procedure TButton.SetX(Value: real);
var
dx: real;
T: integer; // text
begin
{dY := Value - Texture.y;
Texture.X := Value;
for T := 0 to High(Text) do
Text[T].X := Text[T].X + dY;}
PosX := Value;
if (FadeTex.TexNum = -1) then
Texture.X := Value;
end;
procedure TButton.SetY(Value: real);
var
dY: real;
T: integer; // text
begin
{dY := Value - PosY;
for T := 0 to High(Text) do
Text[T].Y := Text[T].Y + dY;}
PosY := Value;
if (FadeTex.TexNum = -1) then
Texture.y := Value;
end;
procedure TButton.SetW(Value: real);
begin
if SelectW = DeSelectW then
SelectW := Value;
DeSelectW := Value;
if Not Fade then
begin
if SelectBool then
Texture.W := SelectW
else
Texture.W := DeSelectW;
end;
end;
procedure TButton.SetH(Value: real);
begin
if SelectH = DeSelectH then
SelectH := Value;
DeSelectH := Value;
if Not Fade then
begin
if SelectBool then
Texture.H := SelectH
else
Texture.H := DeSelectH;
end;
end;
procedure TButton.SetSelect(Value : Boolean);
var
T: integer;
begin
SelectBool := Value;
if (Value) then begin
Texture.ColR := SelectColR;
Texture.ColG := SelectColG;
Texture.ColB := SelectColB;
Texture.Int := SelectInt;
Texture2.ColR := SelectColR;
Texture2.ColG := SelectColG;
Texture2.ColB := SelectColB;
Texture2.Int := SelectInt;
for T := 0 to High(Text) do
Text[T].Int := SelectTInt;
//Fade Mod
if Fade then
begin
if (FadeProgress <= 0) then
FadeProgress := 0.125;
end
else
begin
Texture.W := SelectW;
Texture.H := SelectH;
end;
end else begin
Texture.ColR := DeselectColR;
Texture.ColG := DeselectColG;
Texture.ColB := DeselectColB;
Texture.Int := DeselectInt;
Texture2.ColR := DeselectColR;
Texture2.ColG := DeselectColG;
Texture2.ColB := DeselectColB;
Texture2.Int := DeselectInt;
for T := 0 to High(Text) do
Text[T].Int := DeselectTInt;
//Fade Mod
if Fade then
begin
if (FadeProgress >= 1) then
FadeProgress := 0.875;
end
else
begin
Texture.W := DeSelectW;
Texture.H := DeSelectH;
end;
end;
end;
constructor TButton.Create();
begin
inherited Create;
// We initialize all to 0, nil or false
Visible := true;
SelectBool := false;
DeselectType := 0;
Selectable := true;
//Reflection Mod
Reflection := true;
//colorized hack
Colorized:=False;
// Default
// SelectInt := 1;
// DeselectInt := 0.5;
{ SelectColR := 0.5;
SelectColG := 0.75;
SelectColB := 0;
SelectInt := 1;
SelectTInt := 1;
DeselectColR := 1;
DeselectColG := 1;
DeselectColB := 1;
DeselectInt := 0.5;
DeselectTInt := 1;}
SelectColR := 1;
SelectColG := 1;
SelectColB := 1;
SelectInt := 1;
SelectTInt := 1;
DeselectColR := 1;
DeselectColG := 1;
DeselectColB := 1;
DeselectInt := 0.5;
DeselectTInt := 1;
FadeTex.TexNum := -1;
FadeProgress := 0;
Fade := False;
FadeText := False;
SelectW := DeSelectW;
SelectH := DeSelectH;
PosX := 0;
PosY := 0;
Parent := 0;
end;
// ***** Public methods ****** //
procedure TButton.Draw;
var
T: integer;
Tick: Cardinal;
Spacing: Real;
begin
if Visible then begin
//Fade Mod
if Fade then
begin
if (FadeProgress < 1) and (FadeProgress > 0) then
begin
Tick := GetTickCount div 16;
if (Tick <> FadeLastTick) then
begin
FadeLastTick := Tick;
if SelectBool then
FadeProgress := FadeProgress + 0.125
else
FadeProgress := FadeProgress - 0.125;
if (FadeText) then
begin
For T := 0 to high(Text) do
begin
Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress;
Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress;
end;
end;
end;
end;
//Method without Fade Texture
if (FadeTex.TexNum = -1) then
begin
Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress;
Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress;
DeselectTexture.W := Texture.W;
DeselectTexture.H := Texture.H;
end
else //method with Fade Texture
begin
Texture.W := DeSelectW;
Texture.H := DeSelectH;
DeselectTexture.W := Texture.W;
DeselectTexture.H := Texture.H;
FadeTex.ColR := Texture.ColR;
FadeTex.ColG := Texture.ColG;
FadeTex.ColB := Texture.ColB;
FadeTex.Int := Texture.Int;
FadeTex.Z := Texture.Z;
FadeTex.Alpha := Texture.Alpha;
FadeTex.TexX1 := 0;
FadeTex.TexX2 := 1;
FadeTex.TexY1 := 0;
FadeTex.TexY2 := 1;
Case FadeTexPos of
0: //FadeTex on Top
begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress;
DeselectTexture.X := Texture.X;
DeselectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY;
FadeTex.W := Texture.W;
FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
FadeTex.ScaleW := Texture.ScaleW;
//Some Hack that Fixes a little Space between both Textures
FadeTex.TexY2 := 0.9;
end;
1: //FadeTex on Left
begin
//Standard Texture
Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress;
Texture.Y := PosY;
DeselectTexture.X := Texture.X;
DeselectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY;
FadeTex.H := Texture.H;
FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
FadeTex.ScaleH := Texture.ScaleH;
//Some Hack that Fixes a little Space between both Textures
FadeTex.TexX2 := 0.9;
end;
2: //FadeTex on Bottom
begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY;
DeselectTexture.X := Texture.X;
DeselectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;;
FadeTex.W := Texture.W;
FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
FadeTex.ScaleW := Texture.ScaleW;
//Some Hack that Fixes a little Space between both Textures
FadeTex.TexY1 := 0.1;
end;
3: //FadeTex on Right
begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY;
DeselectTexture.X := Texture.X;
DeselectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress;
FadeTex.Y := PosY;
FadeTex.H := Texture.H;
FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
FadeTex.ScaleH := Texture.ScaleH;
//Some Hack that Fixes a little Space between both Textures
FadeTex.TexX1 := 0.1;
end;
end;
end;
end
else if (FadeText) then
begin
Text[T].MoveX := (SelectW - DeSelectW);
Text[T].MoveY := (SelectH - DeSelectH);
end;
if SelectBool or not Colorized then
DrawTexture(Texture)
else
DrawTexture(DeselectTexture);
//Draw FadeTex
if (FadeTex.TexNum <> -1) then
DrawTexture(FadeTex);
if Texture2.Alpha > 0 then begin
Texture2.ScaleW := Texture.ScaleW;
Texture2.ScaleH := Texture.ScaleH;
Texture2.X := Texture.X;
Texture2.Y := Texture.Y;
Texture2.W := Texture.W;
Texture2.H := Texture.H;
Texture2.ColR := Texture.ColR;
Texture2.ColG := Texture.ColG;
Texture2.ColB := Texture.ColB;
Texture2.Int := Texture.Int;
Texture2.Z := Texture.Z;
DrawTexture(Texture2);
end;
//Reflection Mod
if (Reflection) then // Draw Reflections
begin
if (FadeProgress <> 0) AND (FadeProgress <> 1) then
begin
Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress;
end
else if SelectBool then
Spacing := Reflectionspacing
else
Spacing := DeSelectReflectionspacing;
if SelectBool or not Colorized then
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+ Spacing, z);
//Bottom Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
//Bottom Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, 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 + Spacing, z);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
end else
with DeselectTexture 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+ Spacing, z);
//Bottom Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
//Bottom Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, 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 + Spacing, z);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
end;
end;
for T := 0 to High(Text) do begin
Text[T].Draw;
end;
end;
end;
// ***** ****** //
destructor TButton.Destroy;
begin
inherited;
end;
constructor TButton.Create(Textura: TTexture);
begin
Create();
Texture := Textura;
DeselectTexture:=Textura;
Texture.ColR := 0;
Texture.ColG := 0.5;
Texture.ColB := 0;
Texture.Int := 1;
Colorized:=False;
end;
constructor TButton.Create(Textura, DSTexture: TTexture);
begin
Create();
Texture := Textura;
DeselectTexture := DSTexture;
Texture.ColR := 1;
Texture.ColG := 1;
Texture.ColB := 1;
Texture.Int := 1;
Colorized:=True;
end;
end.