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unit UMenuSelectSlide;
interface
uses TextGL, UTexture, gl, UMenuText;
type
PSelectSlide = ^TSelectSlide;
TSelectSlide = class
private
SelectBool: boolean;
public
// objects
Text: TText; // Main text describing option
TextOpt: array of TText; // 3 texts in the position of possible options
TextOptT: array of string; // array of names for possible options
Texture: TTexture; // Select Texture
TextureSBG: TTexture; // Background Selections Texture
// TextureS: array of TTexture; // Selections Texture (not used)
// TextureArrowL: TTexture; // Texture for left arrow (not used yet)
// TextureArrowR: TTexture; // Texture for right arrow (not used yet)
SelectOptInt: integer;
PData: ^integer;
//For automatically Setting LineCount
Lines: Byte;
//Visibility
Visible: Boolean;
// for selection and deselection
// main static
ColR: real;
ColG: real;
ColB: real;
Int: real;
DColR: real;
DColG: real;
DColB: real;
DInt: real;
// main text
TColR: real;
TColG: real;
TColB: real;
TInt: real;
TDColR: real;
TDColG: real;
TDColB: real;
TDInt: real;
// selection background static
SBGColR: real;
SBGColG: real;
SBGColB: real;
SBGInt: real;
SBGDColR: real;
SBGDColG: real;
SBGDColB: real;
SBGDInt: real;
// selection text
STColR: real;
STColG: real;
STColB: real;
STInt: real;
STDColR: real;
STDColG: real;
STDColB: real;
STDInt: real;
// position and size
property X: real read Texture.x write Texture.x;
property Y: real read Texture.y write Texture.y;
property W: real read Texture.w write Texture.w;
property H: real read Texture.h write Texture.h;
// property X2: real read Texture2.x write Texture2.x;
// property Y2: real read Texture2.y write Texture2.y;
// property W2: real read Texture2.w write Texture2.w;
// property H2: real read Texture2.h write Texture2.h;
property SBGW: real read TextureSBG.w write TextureSBG.w;
// procedures
procedure SetSelect(Value: boolean);
property Selected: Boolean read SelectBool write SetSelect;
procedure SetSelectOpt(Value: integer);
property SelectedOption: integer read SelectOptInt write SetSelectOpt;
procedure Draw;
constructor Create;
//Automatically Generate Lines (Texts)
procedure genLines;
end;
implementation
uses UDrawTexture, math, ULog, SysUtils;
// ------------ Select
constructor TSelectSlide.Create;
begin
inherited Create;
Text := TText.Create;
SetLength(TextOpt, 1);
TextOpt[0] := TText.Create;
//Set Standard Width for Selections Background
SBGW := 450;
Visible := True;
{SetLength(TextOpt, 3);
TextOpt[0] := TText.Create;
TextOpt[1] := TText.Create;
TextOpt[2] := TText.Create;}
end;
procedure TSelectSlide.SetSelect(Value: boolean);
begin
SelectBool := Value;
if Value then begin
Texture.ColR := ColR;
Texture.ColG := ColG;
Texture.ColB := ColB;
Texture.Int := Int;
Text.ColR := TColR;
Text.ColG := TColG;
Text.ColB := TColB;
Text.Int := TInt;
TextureSBG.ColR := SBGColR;
TextureSBG.ColG := SBGColG;
TextureSBG.ColB := SBGColB;
TextureSBG.Int := SBGInt;
{ for I := 0 to High(TextOpt) do begin
TextOpt[I].ColR := STColR;
TextOpt[I].ColG := STColG;
TextOpt[I].ColB := STColB;
TextOpt[I].Int := STInt;
end;}
end else begin
Texture.ColR := DColR;
Texture.ColG := DColG;
Texture.ColB := DColB;
Texture.Int := DInt;
Text.ColR := TDColR;
Text.ColG := TDColG;
Text.ColB := TDColB;
Text.Int := TDInt;
TextureSBG.ColR := SBGDColR;
TextureSBG.ColG := SBGDColG;
TextureSBG.ColB := SBGDColB;
TextureSBG.Int := SBGDInt;
{ for I := 0 to High(TextOpt) do begin
TextOpt[I].ColR := STDColR;
TextOpt[I].ColG := STDColG;
TextOpt[I].ColB := STDColB;
TextOpt[I].Int := STDInt;
end;}
end;
end;
procedure TSelectSlide.SetSelectOpt(Value: integer);
var
SO: integer;
HalfL: integer;
HalfR: integer;
procedure DoSelection(Sel: Integer);
var I: Integer;
begin
for I := low(TextOpt) to high(TextOpt) do
begin
TextOpt[I].ColR := STDColR;
TextOpt[I].ColG := STDColG;
TextOpt[I].ColB := STDColB;
TextOpt[I].Int := STDInt;
end;
if (Sel <= high(TextOpt)) then
begin
TextOpt[Sel].ColR := STColR;
TextOpt[Sel].ColG := STColG;
TextOpt[Sel].ColB := STColB;
TextOpt[Sel].Int := STInt;
end;
end;
begin
SelectOptInt := Value;
PData^ := Value;
// SetSelect(true); // reset all colors
if (Length(TextOpt)>0) AND (Length(TextOptT)>0) then
begin
if (Value <= 0) then
begin //First Option Selected
//Value := 0;
for SO := low (TextOpt) to high(TextOpt) do
begin
TextOpt[SO].Text := TextOptT[SO];
end;
DoSelection(0);
end
else if (Value >= high(TextOptT)) then
begin //Last Option Selected
//Value := high(TextOptT);
for SO := high(TextOpt) downto low (TextOpt) do
begin
TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)];
end;
DoSelection(Lines-1);
end
else
begin
HalfL := Ceil((Lines-1)/2);
HalfR := Lines-1-HalfL;
if (Value <= HalfL) then
begin //Selected Option is near to the left side
{HalfL := Value;
HalfR := Lines-1-HalfL;}
//Change Texts
for SO := low (TextOpt) to high(TextOpt) do
begin
TextOpt[SO].Text := TextOptT[SO];
end;
DoSelection(Value);
end
else if (Value > High(TextOptT)-HalfR) then
begin //Selected is too near to the right border
HalfR := high(TextOptT) - Value;
HalfL := Lines-1-HalfR;
//Change Texts
for SO := high(TextOpt) downto low (TextOpt) do
begin
TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)];
end;
DoSelection (HalfL);
end
else
begin
//Change Texts
for SO := low (TextOpt) to high(TextOpt) do
begin
TextOpt[SO].Text := TextOptT[Value - HalfL + SO];
end;
DoSelection(HalfL);
end;
end;
end;
end;
procedure TSelectSlide.Draw;
var
SO: integer;
begin
if Visible then
begin
DrawTexture(Texture);
DrawTexture(TextureSBG);
Text.Draw;
for SO := low(TextOpt) to high(TextOpt) do
TextOpt[SO].Draw;
end;
end;
procedure TSelectSlide.GenLines;
var
maxlength: Real;
I: Integer;
begin
SetFontStyle(0{Text.Style});
SetFontSize(Text.Size);
maxlength := 0;
for I := low(TextOptT) to high (TextOptT) do
begin
if (glTextWidth(PChar(TextOptT[I])) > maxlength) then
maxlength := glTextWidth(PChar(TextOptT[I]));
end;
Lines := floor((TextureSBG.W-40) / (maxlength+7));
if (Lines > Length(TextOptT)) then
Lines := Length(TextOptT);
if (Lines <= 0) then
Lines := 1;
//Free old Space used by Texts
For I := low(TextOpt) to high(TextOpt) do
TextOpt[I].Free;
setLength (TextOpt, Lines);
for I := low(TextOpt) to high(TextOpt) do
begin
TextOpt[I] := TText.Create;
TextOpt[I].Size := Text.Size;
//TextOpt[I].Align := 1;
TextOpt[I].Align := 0;
TextOpt[I].Visible := True;
TextOpt[I].ColR := STDColR;
TextOpt[I].ColG := STDColG;
TextOpt[I].ColB := STDColB;
TextOpt[I].Int := STDInt;
//Generate Positions
//TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * (I + 0.5);
if (I <> High(TextOpt)) OR (High(TextOpt) = 0) OR (Length(TextOptT) = Lines) then
TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * I
else
TextOpt[I].X := TextureSBG.X + TextureSBG.W - maxlength;
TextOpt[I].Y := TextureSBG.Y + (TextureSBG.H / 2) - 1.5 * Text.Size{20};
//Better Look with 2 Options
if (Lines=2) AND (Length(TextOptT)= 2) then
TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W -40 - glTextWidth(PChar(TextOptT[1]))) * I;
end;
end;
end.
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