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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-06-14 13:08:54 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-06-14 13:08:54 +0000
commit5f45fd926da919d8057dfcca4101dc305bd230df (patch)
treec9256ffdedd42363296501b314f9759bfe8b7b19 /Game/Code/Menu
parent3ecabca816142dcc2b7044aa637285514a4f9b2d (diff)
downloadusdx-5f45fd926da919d8057dfcca4101dc305bd230df.tar.gz
usdx-5f45fd926da919d8057dfcca4101dc305bd230df.tar.xz
usdx-5f45fd926da919d8057dfcca4101dc305bd230df.zip
Added Text Fading to ButtonCollection
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@262 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UMenu.pas4
-rw-r--r--Game/Code/Menu/UMenuButtonCollection.pas15
-rw-r--r--Game/Code/Menu/UMenuText.pas4
3 files changed, 19 insertions, 4 deletions
diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas
index d7c919ee..309e199a 100644
--- a/Game/Code/Menu/UMenu.pas
+++ b/Game/Code/Menu/UMenu.pas
@@ -559,6 +559,10 @@ begin
begin
Interactions[High(Interactions)].Typ := iBCollectionChild;
Button[Result].Visible := False;
+
+ for BT := 0 to BTLen-1 do
+ Button[Result].Text[BT].Alpha := 0;
+
Button[Result].Parent := ThemeButton.Parent;
if (ButtonCollection[ThemeButton.Parent-1].Fade) then
Button[Result].Texture.Alpha := 0;
diff --git a/Game/Code/Menu/UMenuButtonCollection.pas b/Game/Code/Menu/UMenuButtonCollection.pas
index 66ac70fc..5c9045a7 100644
--- a/Game/Code/Menu/UMenuButtonCollection.pas
+++ b/Game/Code/Menu/UMenuButtonCollection.pas
@@ -36,7 +36,7 @@ begin
end;
procedure TButtonCollection.Draw;
-var I: Integer;
+var I, J: Integer;
begin
inherited;
//If fading is activated, Fade Child Buttons
@@ -46,10 +46,19 @@ begin
if (ScreenButton^[I].Parent = Parent) then
begin
if (FadeProgress < 0.5) then
- ScreenButton^[I].Visible := SelectBool
+ begin
+ ScreenButton^[I].Visible := SelectBool;
+
+ For J := 0 to High(ScreenButton^[I].Text) do
+ ScreenButton^[I].Text[J].Visible := SelectBool;
+ end
else
+ begin
ScreenButton^[I].Texture.Alpha := (FadeProgress-0.666)*3;
- //ScreenButton^[I].Text[0].
+
+ For J := 0 to High(ScreenButton^[I].Text) do
+ ScreenButton^[I].Text[J].Alpha := (FadeProgress-0.666)*3;
+ end;
end;
end;
end;
diff --git a/Game/Code/Menu/UMenuText.pas b/Game/Code/Menu/UMenuText.pas
index 69ece02f..4713962e 100644
--- a/Game/Code/Menu/UMenuText.pas
+++ b/Game/Code/Menu/UMenuText.pas
@@ -23,6 +23,7 @@ type
ColR: real;
ColG: real;
ColB: real;
+ Alpha: real;
Int: real;
Style: integer;
Visible: boolean;
@@ -225,7 +226,7 @@ begin
SetFontStyle(Style);
SetFontSize(Size);
SetFontItalic(False);
- glColor3f(ColR*Int, ColG*Int, ColB*Int);
+ glColor4f(ColR*Int, ColG*Int, ColB*Int, Alpha);
//If Selected Set Blink...
if SelectBool then
@@ -303,6 +304,7 @@ end;
constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string);
begin
inherited Create;
+ Alpha := 1;
X := ParX;
Y := ParY;
W := ParW;