{* 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 UMenuButton;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
TextGL,
UTexture,
gl,
UMenuText,
SDL;
type
CButton = class of TButton;
TButton = class
protected
SelectBool: boolean;
FadeProgress: real;
FadeLastTick: cardinal;
DeSelectW,
DeSelectH,
PosX,
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: 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)
DeselectType: integer; // not used yet
Visible: boolean;
Reflection: boolean;
Reflectionspacing,
DeSelectReflectionspacing: real;
Fade,
FadeText: boolean;
Selectable: boolean;
//Number of the Parent Collection, 0 if in no Collection
Parent: byte;
SelectColR,
SelectColG,
SelectColB,
SelectInt,
SelectTInt: real;
//Fade Mod
SelectW: real;
SelectH: real;
DeselectColR,
DeselectColG,
DeselectColB,
DeselectInt,
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
SysUtils,
UDrawTexture;
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 = 0) 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 = 0) 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 := false;
Colorized := false;
SelectColR := 1;
SelectColG := 1;
SelectColB := 1;
SelectInt := 1;
SelectTInt := 1;
DeselectColR := 1;
DeselectColG := 1;
DeselectColB := 1;
DeselectInt := 0.5;
DeselectTInt := 1;
Fade := false;
FadeTex.TexNum := 0;
FadeProgress := 0;
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
T:=0;
if Fade then
begin
if (FadeProgress < 1) and (FadeProgress > 0) then
begin
Tick := SDL_GetTicks() 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 = 0) 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 (FadeProgress > 0) or not Colorized then
DrawTexture(Texture)
else
begin
DeSelectTexture.X := Texture.X;
DeSelectTexture.Y := Texture.Y;
DeSelectTexture.H := Texture.H;
DeSelectTexture.W := Texture.W;
DrawTexture(DeSelectTexture);
end;
//Draw FadeTex
if (FadeTex.TexNum > 0) 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;
// Button has the texture-type "colorized"
// Two textures are generated, one with Col the other one with DCol
// Check UMenu.pas line 680 to see the call ( AddButton() )
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.