diff options
-rw-r--r-- | Game/Code/Classes/TextGL.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 395 | ||||
-rw-r--r-- | Game/Code/Menu/UMenu.pas | 44 |
3 files changed, 119 insertions, 322 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas index 314d31de..3074fa32 100644 --- a/Game/Code/Classes/TextGL.pas +++ b/Game/Code/Classes/TextGL.pas @@ -162,7 +162,7 @@ begin Fonts[3].Done := -1;
Fonts[3].Outline := 4;
-{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen
+{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'PNG', 'Transparent', 0); // for score screen
Fonts[4].Tex.H := 30;
Fonts[4].AspectW := 0.95;
Fonts[4].Done := -1;
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 828a53e8..f96745be 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -2,19 +2,6 @@ unit UTexture; // added for easier debug disabling {$undef blindydebug} -// Plain (alpha = 1) -// Transparent -// Colorized - -// obsolete? -// Transparent Range -// Font (white is drawn, black is transparent) -// Font Outline (Font with darker outline) -// Font Outline 2 (Font with darker outline) -// Font Black (black is drawn, white is transparent) -// Font Gray (gray is drawn, white is transparent) -// Arrow (for arrows, white is white, gray has color, black is transparent); - interface {$IFDEF FPC} @@ -103,6 +90,13 @@ type Destructor Destroy; override; end; +const + TEXTURE_TYPE_PLAIN = 'Plain'; // Plain (alpha = 1) + TEXTURE_TYPE_TRANSPARENT = 'Transparent'; + TEXTURE_TYPE_COLORIZED = 'Colorized'; + // obsolete: + // Font Black (black is drawn, white is transparent) + var Texture: TTextureUnit; TextureDatabase: TTextureDatabase; @@ -140,7 +134,8 @@ uses ULog, {$IFDEF DARWIN} MacResources, {$ENDIF} - StrUtils, dialogs; + StrUtils, + dialogs; const fmt_rgba: TSDL_Pixelformat=(palette: nil; @@ -446,76 +441,90 @@ end; procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); //returns hue within range [0.0-6.0) - function col2h(Color:Cardinal):double; + function col2hue(Color:Cardinal): double; var - clr,hls: array[0..2] of double; - delta: double; + clr: array[0..2] of double; + hue, max, delta: double; begin - clr[0]:=((Color and $ff0000) shr 16)/255; - clr[1]:=((Color and $ff00) shr 8)/255; - clr[2]:=(Color and $ff)/255; - hls[1]:=maxvalue(clr); - delta:=hls[1]-minvalue(clr); - // this is for safety reasons - if delta = 0.0 then delta:=0.000000000001; - if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta - else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta - else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta; - if hls[0]<0.0 then hls[0]:=hls[0]+6.0; - if hls[0]=6.0 then hls[0]:=0.0; - col2h:=hls[0]; + clr[0] := ((Color and $ff0000) shr 16)/255; // R + clr[1] := ((Color and $ff00) shr 8)/255; // G + clr[2] := (Color and $ff) /255; // B + max := maxvalue(clr); + delta := max - minvalue(clr); + // calc hue + if (delta = 0.0) then hue := 0 + else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta + else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta + else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta; + if (hue < 0.0) then + hue := hue + 6.0; + Result := hue; end; procedure ColorizePixel(Pix: PByteArray; hue: Double); var - i,j,k: Cardinal; - clr, hls: array[0..2] of Double; + clr: array[0..2] of Double; // [0: R, 1: G, 2: B] + hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] + h_int: Cardinal; delta, f, p, q, t: Double; + max: Double; begin - hls[0]:=hue; - - clr[0] := Pix[0]/255; - clr[1] := Pix[1]/255; - clr[2] := Pix[2]/255; - - //calculate luminance and saturation from rgb - hls[1] := maxvalue(clr); //l:=... - delta := hls[1] - minvalue(clr); - - if hls[1] = 0.0 then - hls[2] := 0.0 - else - hls[2] := delta/hls[1]; //v:=... - - // calc new rgb from our hls (h from color, l ans s from pixel) - // if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense - begin - k:=trunc(hls[0]); - f:=hls[0]-k; - p:=hls[1]*(1.0-hls[2]); - q:=hls[1]*(1.0-(hls[2]*f)); - t:=hls[1]*(1.0-(hls[2]*(1.0-f))); - case k of - 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end; - 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end; - 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end; - 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end; - 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end; - 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end; - end; - // and store new rgb back into the image - Pix[0]:=floor(255*clr[0]); - Pix[1]:=floor(255*clr[1]); - Pix[2]:=floor(255*clr[2]); + clr[0] := Pix[0]/255; + clr[1] := Pix[1]/255; + clr[2] := Pix[2]/255; + + //calculate luminance and saturation from rgb + max := maxvalue(clr); + delta := max - minvalue(clr); + + hsv[0] := hue; // set H(ue) + hsv[2] := max; // set V(alue) + // calc S(aturation) + if (max = 0.0) then hsv[1] := 0.0 + else hsv[1] := delta/max; + + // HSV -> RGB (H from color, S ans V from pixel) + // transformation according to Gonzalez and Woods + { This part does not really improve speed, maybe even slows down + if ((hsv[1] = 0.0) or (hsv[2] = 0.0)) then + begin + clr[0]:=hsv[2]; clr[1]:=hsv[2]; clr[2]:=hsv[2]; // (v,v,v) + end + else + } + begin + h_int := trunc(hsv[0]); // h_int = |_h_| + f := hsv[0]-h_int; // f = h-h_int + p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s) + q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f) + t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f)) + case h_int of + 0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p) + 1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p) + 2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t) + 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v) + 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v) + 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q) end; + end; + + // and store new rgb back into the image + Pix[0] := trunc(255*clr[0]); + Pix[1] := trunc(255*clr[1]); + Pix[2] := trunc(255*clr[2]); end; var DestinationHue: Double; PixelIndex: Cardinal; + Pixel: PByte; begin - DestinationHue:=col2h(Col); - for PixelIndex:=0 to (TexSurface^.W*TexSurface^.H -1) do - ColorizePixel(@(PByteArray(TexSurface^.Pixels)[PixelIndex*TexSurface^.format.BytesPerPixel]),DestinationHue); + DestinationHue := col2hue(Col); + Pixel := TexSurface^.Pixels; + for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do + begin + ColorizePixel(PByteArray(Pixel), DestinationHue); + Inc(Pixel, TexSurface^.format.BytesPerPixel); + end; end; function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; @@ -553,7 +562,7 @@ begin Exit; end; - // convert pixel format as needed + // convert pixel format as needed {$ifdef blindydebug} Log.LogStatus('',' AdjustPixelFormat'); {$endif} @@ -561,7 +570,7 @@ begin {$ifdef blindydebug} Log.LogStatus('',' ok'); {$endif} - // adjust texture size (scale down, if necessary) + // adjust texture size (scale down, if necessary) newWidth := TexSurface.W; newHeight := TexSurface.H; @@ -591,7 +600,7 @@ begin // don't actually understand, if this is needed... // this should definately be changed... together with all this // cover cache stuff - if (CreateCacheMipmap) and (Typ='Plain') then + if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then begin {$ifdef blindydebug} Log.LogStatus('',' JB-1 : Minimap'); @@ -636,7 +645,7 @@ begin // now we might colorize the whole thing - if Typ='Colorized' then + if (Typ = TEXTURE_TYPE_COLORIZED) then ColorizeTexture(TexSurface,Col); // save actual dimensions of our texture @@ -677,13 +686,13 @@ begin glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - // load data into gl texture - if (Typ = 'Transparent') or - (Typ='Colorized') then + // load data into gl texture + if (Typ = TEXTURE_TYPE_TRANSPARENT) or + (Typ = TEXTURE_TYPE_COLORIZED) then begin glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels); end - {if Typ = 'Plain' then} else + else {if Typ = 'Plain' then} begin glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels); end; @@ -692,80 +701,7 @@ begin Log.LogStatus('',' JB-4'); {$endif} -{ - if Typ = 'Transparent Range' then - // set alpha to 256-green-component (not sure) - Pix := TextureB.Canvas.Pixels[Position2, Position]; - TextureD32[Position*TexNewW + Position2+1, 1] := Pix; - TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256; - TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256); - TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256; -} -{ - if Typ = 'Font' then - // either create luminance-alpha texture - // or use transparency from differently saved file - // or do something totally different (text engine with ttf) - Pix := PPix[Position2 * 3]; - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); -} -{ - if Typ = 'Font Outline' then - // no idea... - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - Col := Pix; - if Col < 127 then Col := 127; - - TempA := Pix; - if TempA >= 95 then TempA := 255; - if TempA >= 31 then TempA := 255; - if Pix < 95 then TempA := (Pix * 256) div 96; - - - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - end; -} -{ - if Typ = 'Font Outline 2' then - // same as above - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - Col := Pix; - if Col < 31 then Col := 31; - - TempA := Pix; - if TempA >= 31 then TempA := 255; - if Pix < 31 then TempA := Pix * (256 div 32); - - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - if Error > 0 then beep; - end; - end; - + { if Typ = 'Font Black' then // and so on begin @@ -791,160 +727,7 @@ begin end; glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); end; - - if Typ = 'Alpha Black Colored' then - // ... hope, noone needs this - begin - TextureB.PixelFormat := pf24bit; - TexOrigW := TextureB.Width; - TexOrigH := TextureB.Height; - TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); - TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); - TextureB.Width := TexNewW; - TextureB.Height := TexNewH; - // copy and process pixeldata - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2*3]; - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - if Typ = 'Font Gray' then - begin - // dimensions - TexOrigW := TextureB.Width; - TexOrigH := TextureB.Height; - TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); - TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); - TextureB.Width := TexNewW; - TextureB.Height := TexNewH; - // copy and process pixeldata - for Position := 0 to TextureB.Height-1 do begin - for Position2 := 0 to TextureB.Width-1 do begin - Pix := TextureB.Canvas.Pixels[Position2, Position]; - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - if Typ = 'Arrow' then - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - // transparency - if Pix >= 127 then TempA := 255; - if Pix < 127 then TempA := Pix * 2; - - // ColInt = color intensity - if Pix < 127 then ColInt := 1; - if Pix >= 127 then ColInt := 2 - Pix / 128; - //0.75, 0.6, 0.25 - - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - - if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - if Error > 0 then beep; - end; - end; - - if Typ = 'Note Plain' then - begin - for Position := 0 to TextureB.Height-1 do - begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do - begin - - - - // Skin Patch - // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White - case PPix[Position2*3] of - 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); - 192: Pix := Col; - 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); - 255: Pix := $FFFFFF; - end; -// 0.5.0. Original -// case PPix[Position2*3] of -// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; -// 192: Pix := Col; -// 255: Pix := $FFFFFF; -// end; - - - - - - TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; - TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; - TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); - end; - - if Typ = 'Note Transparent' then - begin - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - TempA := 255; - - - - //Skin Patch - // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White - case PPix[Position2*3] of - 0: TempA := 0; - 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); - 192: Pix := Col; - 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); - 255: Pix := $FFFFFF; - end; -// 0.5.0 Original -// case PPix[Position2*3] of -// 0: TempA := 0; -// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; -// 192: Pix := Col; -// 255: Pix := $FFFFFF; -// end; - - - - - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; -} + } {$ifdef blindydebug} Log.LogStatus('',' JB-5'); diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas index fa09145d..b306fe9b 100644 --- a/Game/Code/Menu/UMenu.pas +++ b/Game/Code/Menu/UMenu.pas @@ -219,6 +219,13 @@ begin BackH := H; end; } +function RGBFloatToInt(R, G, B: Double): Cardinal; +begin + Result := (Trunc(255 * R) shl 16) or + (Trunc(255 * G) shl 8) or + Trunc(255 * B); +end; + procedure TMenu.AddInteraction(Typ, Num: integer); var IntNum: integer; @@ -433,7 +440,6 @@ begin ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2, {<0.5.1: Skin.SkinPath + ThemeStatic.Tex, 0.5.1:} Skin.GetTextureFileName(ThemeStatic.Tex), 'JPG', ThemeStatic.Typ, $FFFFFF, ThemeStatic.Reflection, ThemeStatic.Reflectionspacing); - //'Font Black'); end; function TMenu.AddStatic(X, Y, W, H: real; Name: string): integer; @@ -593,15 +599,11 @@ var temp: integer; TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal; begin -{ Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, - ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, - ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, - ThemeButton.Tex, 'JPG', 'Font Black');} - Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, - Skin.GetTextureFileName(ThemeButton.Tex), 'JPG', ThemeButton.Typ, ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing); + Skin.GetTextureFileName(ThemeButton.Tex), 'JPG', ThemeButton.Typ, + ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing); Button[Result].Z := ThemeButton.Z; @@ -1070,8 +1072,8 @@ begin ThemeSelect.SBGDColR, ThemeSelect.SBGDColG, ThemeSelect.SBGDColB, ThemeSelect.SBGDInt, ThemeSelect.STColR, ThemeSelect.STColG, ThemeSelect.STColB, ThemeSelect.STInt, ThemeSelect.STDColR, ThemeSelect.STDColG, ThemeSelect.STDColB, ThemeSelect.STDInt, - Skin.GetTextureFileName(ThemeSelect.Tex), 'Font Black', - Skin.GetTextureFileName(ThemeSelect.TexSBG), 'Font Black', + Skin.GetTextureFileName(ThemeSelect.Tex), TEXTURE_TYPE_COLORIZED, + Skin.GetTextureFileName(ThemeSelect.TexSBG), TEXTURE_TYPE_COLORIZED, ThemeSelect.Text, Data); for SO := 0 to High(Values) do AddSelectOption(ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]); @@ -1090,7 +1092,10 @@ begin SetLength(Selects, S + 1); Selects[S] := TSelect.Create; - Selects[S].Texture := Texture.GetTexture(Name, Typ); + if (Typ = TEXTURE_TYPE_COLORIZED) then + Selects[S].Texture := Texture.LoadTexture(PChar(Name), 'PNG', PChar(Typ), RGBFloatToInt(ColR, ColG, ColB)) + else + Selects[S].Texture := Texture.GetTexture(Name, Typ); Selects[S].X := X; Selects[S].Y := Y; Selects[S].W := W; @@ -1104,7 +1109,10 @@ begin Selects[S].DColB := DColB; Selects[S].DInt := DInt; - Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); + if (SBGTyp = TEXTURE_TYPE_COLORIZED) then + Selects[S].TextureSBG := Texture.LoadTexture(PChar(SBGName), 'PNG', PChar(SBGTyp), RGBFloatToInt(SBGColR, SBGColG, SBGColB)) + else + Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); Selects[S].TextureSBG.X := X + W + SkipX; Selects[S].TextureSBG.Y := Y; Selects[S].TextureSBG.W := 450; @@ -1213,8 +1221,8 @@ begin ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt, ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt, ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt, - Skin.GetTextureFileName(ThemeSelectS.Tex), 'Font Black', - Skin.GetTextureFileName(ThemeSelectS.TexSBG), 'Font Black', + Skin.GetTextureFileName(ThemeSelectS.Tex), TEXTURE_TYPE_COLORIZED, + Skin.GetTextureFileName(ThemeSelectS.TexSBG), TEXTURE_TYPE_COLORIZED, ThemeSelectS.Text, Data); for SO := 0 to High(Values) do AddSelectSlideOption(Values[SO]); @@ -1244,7 +1252,10 @@ begin SetLength(SelectsS, S + 1); SelectsS[S] := TSelectSlide.Create; - SelectsS[S].Texture := Texture.GetTexture(Name, Typ); + if (Typ = TEXTURE_TYPE_COLORIZED) then + SelectsS[S].Texture := Texture.LoadTexture(PChar(Name), 'PNG', PChar(Typ), RGBFloatToInt(ColR, ColG, ColB)) + else + SelectsS[S].Texture := Texture.GetTexture(Name, Typ); SelectsS[S].X := X; SelectsS[S].Y := Y; SelectsS[S].W := W; @@ -1259,7 +1270,10 @@ begin SelectsS[S].DColB := DColB; SelectsS[S].DInt := DInt; - SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); + if (SBGTyp = TEXTURE_TYPE_COLORIZED) then + SelectsS[S].TextureSBG := Texture.LoadTexture(PChar(SBGName), 'PNG', PChar(SBGTyp), RGBFloatToInt(SBGColR, SBGColG, SBGColB)) + else + SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); SelectsS[S].TextureSBG.X := X + W + SkipX; SelectsS[S].TextureSBG.Y := Y; //SelectsS[S].TextureSBG.W := 450; |