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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-10-09 00:47:22 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-10-09 00:47:22 +0000
commit06727bfa7cbb7f2f5b1f986c409f7737c2f5286f (patch)
treed11843b86d87a5d0e040b8d04b8bedf592e041ce /Game/Code/Menu/UMenuStatic.pas
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New branch, for the upcoming 1.01 release which will fix several issues that were reported, already fixed a typo in the English language file. Review Jira for other issues that should get fixed for that release.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.01@475 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UMenuStatic.pas84
1 files changed, 84 insertions, 0 deletions
diff --git a/Game/Code/Menu/UMenuStatic.pas b/Game/Code/Menu/UMenuStatic.pas
new file mode 100644
index 00000000..5f19fbf3
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+++ b/Game/Code/Menu/UMenuStatic.pas
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+unit UMenuStatic;
+
+interface
+uses UTexture, OpenGL12;
+
+type
+ TStatic = class
+ public
+ Texture: TTexture; // Button Screen position and size
+ Visible: boolean;
+
+ //Reflection Mod
+ Reflection: boolean;
+ Reflectionspacing: Real;
+
+ procedure Draw;
+ constructor Create(Textura: TTexture); overload;
+ end;
+
+implementation
+uses UDrawTexture;
+
+procedure TStatic.Draw;
+var
+ Pet: integer;
+begin
+ if Visible then
+ begin
+ DrawTexture(Texture);
+
+ //Reflection Mod
+ if (Reflection) then // Draw Reflections
+ begin
+ 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+ Reflectionspacing, z);
+
+ //Bottom Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
+
+
+ //Bottom Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, 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 + Reflectionspacing, z);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ end;
+ end;
+ end;
+end;
+
+constructor TStatic.Create(Textura: TTexture);
+begin
+ inherited Create;
+ Texture := Textura;
+end;
+
+end.