diff options
Diffstat (limited to 'Game/Code/Menu/UMenuButton.pas')
-rw-r--r-- | Game/Code/Menu/UMenuButton.pas | 1140 |
1 files changed, 570 insertions, 570 deletions
diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index 652b5112..8cda0b1d 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -1,570 +1,570 @@ -unit UMenuButton; - -interface - -{$I switches.inc} - -uses TextGL, UTexture, OpenGL12, UMenuText,SDL; - -type - CButton = class of TButton; - TButton = class - protected - SelectBool: Boolean; - - FadeProgress: Real; - FadeLastTick: Cardinal; - - DeSelectW: Real; - DeSelectH: Real; - PosX: Real; - 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 - 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; - DeSelectReflectionspacing: Real; - - //Fade Mod - Fade: Boolean; - FadeText: Boolean; - - Selectable: boolean; - - //No of the Parent Collection, 0 if in no Collection - Parent: Byte; - - SelectColR: real; - SelectColG: real; - SelectColB: real; - SelectInt: real; - SelectTInt: real; - //Fade Mod - SelectW: real; - SelectH: real; - - DeselectColR: real; - DeselectColG: real; - DeselectColB: real; - DeselectInt: real; - 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(Textura: TTexture); overload; - constructor Create(Textura, DSTexture: TTexture); overload; - destructor Destroy; override; - 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 = -1) 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 = -1) 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; - -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; - - FadeTex.TexNum := -1; - - FadeProgress := 0; - Fade := False; - FadeText := False; - SelectW := DeSelectW; - SelectH := DeSelectH; - - PosX := 0; - PosY := 0; - - Parent := 0; -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 = -1) 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 - DrawTexture(DeselectTexture); - - //Draw FadeTex - if (FadeTex.TexNum <> -1) 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; - -// ***** ****** // - -destructor TButton.Destroy; -begin - inherited; -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; - -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. +unit UMenuButton;
+
+interface
+
+{$I switches.inc}
+
+uses TextGL, UTexture, OpenGL12, UMenuText,SDL;
+
+type
+ CButton = class of TButton;
+ TButton = class
+ protected
+ SelectBool: Boolean;
+
+ FadeProgress: Real;
+ FadeLastTick: Cardinal;
+
+ DeSelectW: Real;
+ DeSelectH: Real;
+ PosX: Real;
+ 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
+ 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;
+ DeSelectReflectionspacing: Real;
+
+ //Fade Mod
+ Fade: Boolean;
+ FadeText: Boolean;
+
+ Selectable: boolean;
+
+ //No of the Parent Collection, 0 if in no Collection
+ Parent: Byte;
+
+ SelectColR: real;
+ SelectColG: real;
+ SelectColB: real;
+ SelectInt: real;
+ SelectTInt: real;
+ //Fade Mod
+ SelectW: real;
+ SelectH: real;
+
+ DeselectColR: real;
+ DeselectColG: real;
+ DeselectColB: real;
+ DeselectInt: real;
+ 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(Textura: TTexture); overload;
+ constructor Create(Textura, DSTexture: TTexture); overload;
+ destructor Destroy; override;
+ 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;
+
+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;
+
+ FadeTex.TexNum := 0;
+
+ FadeProgress := 0;
+ Fade := False;
+ FadeText := False;
+ SelectW := DeSelectW;
+ SelectH := DeSelectH;
+
+ PosX := 0;
+ PosY := 0;
+
+ Parent := 0;
+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
+ DrawTexture(DeselectTexture);
+
+ //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;
+
+// ***** ****** //
+
+destructor TButton.Destroy;
+begin
+ inherited;
+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;
+
+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.
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