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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
commit | 35187604cef84864a908972d07361a5bd57e29ca (patch) | |
tree | dc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/menu/UMenuButton.pas | |
parent | 58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff) | |
parent | 02bd10f0798829ab69d2028b988cb2a54eae292a (diff) | |
download | usdx-svn/1.1.tar.gz usdx-svn/1.1.tar.xz usdx-svn/1.1.zip |
rename trunk to 1.1svn/1.1github/svn/1.1
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@2662 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | src/menu/UMenuButton.pas | 647 |
1 files changed, 647 insertions, 0 deletions
diff --git a/src/menu/UMenuButton.pas b/src/menu/UMenuButton.pas new file mode 100644 index 00000000..868a86f3 --- /dev/null +++ b/src/menu/UMenuButton.pas @@ -0,0 +1,647 @@ +{* 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, + UMenuInteract; + +type + CButton = class of TButton; + + TButton = class + protected + SelectBool: boolean; + + FadeProgress: real; + FadeLastTick: cardinal; + + DeSelectW, + DeSelectH, + PosX, + PosY: real; + + + 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(); overload; + constructor Create(Textura: TTexture); overload; + constructor Create(Textura, DSTexture: TTexture); overload; + destructor Destroy; override; + + function GetMouseOverArea: TMouseOverRect; + 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; + +// ***** 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; + +function TButton.GetMouseOverArea: TMouseOverRect; +begin + if (FadeTex.TexNum = 0) then + begin + Result.X := Texture.X; + Result.Y := Texture.Y; + Result.W := Texture.W; + Result.H := Texture.H; + end + else + begin + case FadeTexPos of + 0: begin // fade tex on top + Result.X := Texture.X; + Result.Y := FadeTex.Y; + Result.W := Texture.W; + Result.H := FadeTex.H + Texture.H; + end; + + 1: begin // fade tex on left side + Result.X := FadeTex.X; + Result.Y := Texture.Y; + Result.W := FadeTex.W + Texture.W; + Result.H := Texture.H; + end; + + 2: begin // fade tex on bottom + Result.X := Texture.X; + Result.Y := Texture.Y; + Result.W := Texture.W; + Result.H := FadeTex.H + Texture.H; + end; + + 3: begin // fade tex on right side + Result.X := Texture.X; + Result.Y := Texture.Y; + Result.W := FadeTex.W + Texture.W; + Result.H := Texture.H; + end; + end; + end; +end; + + +destructor TButton.Destroy; +begin + inherited; +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; + +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. |