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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 03:12:06 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 03:12:06 +0000
commitde20f99f49e0091e72b2662d41679c0ed784bf10 (patch)
tree34ad328b90dd6ed22dfc038d68a91302fec72acc
parent33390a6e0b9f2237f2c817c2746d3e43465a3dbe (diff)
downloadusdx-de20f99f49e0091e72b2662d41679c0ed784bf10.tar.gz
usdx-de20f99f49e0091e72b2662d41679c0ed784bf10.tar.xz
usdx-de20f99f49e0091e72b2662d41679c0ed784bf10.zip
Fixed the deselect texture not showing up on colorized buttons
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1182 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UMenuButton.pas274
1 files changed, 134 insertions, 140 deletions
diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas
index a20811a6..60b92b9f 100644
--- a/Game/Code/Menu/UMenuButton.pas
+++ b/Game/Code/Menu/UMenuButton.pas
@@ -8,6 +8,7 @@ uses TextGL, UTexture, gl, UMenuText,SDL;
type
CButton = class of TButton;
+
TButton = class
protected
SelectBool: Boolean;
@@ -15,56 +16,53 @@ type
FadeProgress: Real;
FadeLastTick: Cardinal;
- DeSelectW: Real;
- DeSelectH: Real;
- PosX: Real;
+ 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 hack
+ 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)
-// 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;
+ 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 Mod
- Fade: Boolean;
- FadeText: Boolean;
+ Fade,
+ FadeText: Boolean;
- Selectable: boolean;
+ Selectable: boolean;
- //No of the Parent Collection, 0 if in no Collection
+ //Number of the Parent Collection, 0 if in no Collection
Parent: Byte;
- SelectColR: real;
- SelectColG: real;
- SelectColB: real;
- SelectInt: real;
+ SelectColR,
+ SelectColG,
+ SelectColB,
+ SelectInt,
SelectTInt: real;
//Fade Mod
SelectW: real;
SelectH: real;
- DeselectColR: real;
- DeselectColG: real;
- DeselectColB: real;
- DeselectInt: real;
- DeselectTInt: real;
+ DeselectColR,
+ DeselectColG,
+ DeselectColB,
+ DeselectInt,
+ DeselectTInt: real;
procedure SetY(Value: real);
procedure SetX(Value: real);
@@ -79,11 +77,11 @@ type
property H: real read DeSelectH write SetH;
property Selected: Boolean read SelectBool write SetSelect;
- procedure Draw; virtual;
+ procedure Draw; virtual;
constructor Create(Textura: TTexture); overload;
constructor Create(Textura, DSTexture: TTexture); overload;
- destructor Destroy; override;
+ destructor Destroy; override;
end;
implementation
@@ -162,16 +160,18 @@ var
T: integer;
begin
SelectBool := Value;
- if (Value) then begin
- Texture.ColR := SelectColR;
- Texture.ColG := SelectColG;
- Texture.ColB := SelectColB;
- Texture.Int := SelectInt;
+
+ 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;
+ Texture2.Int := SelectInt;
for T := 0 to High(Text) do
Text[T].Int := SelectTInt;
@@ -187,16 +187,18 @@ begin
Texture.W := SelectW;
Texture.H := SelectH;
end;
- end else begin
- Texture.ColR := DeselectColR;
- Texture.ColG := DeselectColG;
- Texture.ColB := DeselectColB;
- Texture.Int := DeselectInt;
+ 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;
+ Texture2.Int := DeselectInt;
for T := 0 to High(Text) do
Text[T].Int := DeselectTInt;
@@ -219,56 +221,36 @@ 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;
-
+ 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;
- FadeProgress := 0;
- Fade := False;
- FadeText := False;
- SelectW := DeSelectW;
- SelectH := DeSelectH;
+ PosX := 0;
+ PosY := 0;
- PosX := 0;
- PosY := 0;
-
- Parent := 0;
+ Parent := 0;
end;
// ***** Public methods ****** //
@@ -279,7 +261,8 @@ var
Tick: Cardinal;
Spacing: Real;
begin
- if Visible then begin
+ if Visible then
+ begin
//Fade Mod
T:=0;
if Fade then
@@ -290,6 +273,7 @@ begin
if (Tick <> FadeLastTick) then
begin
FadeLastTick := Tick;
+
if SelectBool then
FadeProgress := FadeProgress + 0.125
else
@@ -303,35 +287,37 @@ begin
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;
+ 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;
+ 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.ColR := Texture.ColR;
+ FadeTex.ColG := Texture.ColG;
+ FadeTex.ColB := Texture.ColB;
+ FadeTex.Int := Texture.Int;
- FadeTex.Z := Texture.Z;
+ FadeTex.Z := Texture.Z;
- FadeTex.Alpha := Texture.Alpha;
- FadeTex.TexX1 := 0;
- FadeTex.TexX2 := 1;
- FadeTex.TexY1 := 0;
- FadeTex.TexY2 := 1;
+ FadeTex.Alpha := Texture.Alpha;
+ FadeTex.TexX1 := 0;
+ FadeTex.TexX2 := 1;
+ FadeTex.TexY1 := 0;
+ FadeTex.TexY2 := 1;
Case FadeTexPos of
0: //FadeTex on Top
@@ -339,8 +325,8 @@ begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
+ DeSelectTexture.X := Texture.X;
+ DeSelectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY;
@@ -355,8 +341,8 @@ begin
//Standard Texture
Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress;
Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
+ DeSelectTexture.X := Texture.X;
+ DeSelectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY;
@@ -371,8 +357,8 @@ begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
+ DeSelectTexture.X := Texture.X;
+ DeSelectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX;
FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;;
@@ -387,8 +373,8 @@ begin
//Standard Texture
Texture.X := PosX;
Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
+ DeSelectTexture.X := Texture.X;
+ DeSelectTexture.Y := Texture.Y;
//Fade Tex
FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress;
FadeTex.Y := PosY;
@@ -410,13 +396,20 @@ begin
if SelectBool or (FadeProgress > 0) or not Colorized then
DrawTexture(Texture)
else
- DrawTexture(DeselectTexture);
+ 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
+ if Texture2.Alpha > 0 then
+ begin
Texture2.ScaleW := Texture.ScaleW;
Texture2.ScaleH := Texture.ScaleH;
@@ -488,7 +481,7 @@ begin
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
end else
- with DeselectTexture do
+ with DeSelectTexture do
begin
//Bind Tex and GL Attributes
glEnable(GL_TEXTURE_2D);
@@ -512,7 +505,6 @@ begin
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);
@@ -536,7 +528,6 @@ begin
end;
end;
-// ***** ****** //
destructor TButton.Destroy;
begin
@@ -546,25 +537,28 @@ 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;
+ 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;
+ Texture := Textura;
+ DeSelectTexture := DSTexture;
+ Texture.ColR := 1;
+ Texture.ColG := 1;
+ Texture.ColB := 1;
+ Texture.Int := 1;
+ Colorized := True;
end;
end.