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-rw-r--r--Game/Code/Menu/UMenuButtonCollection.pas71
1 files changed, 0 insertions, 71 deletions
diff --git a/Game/Code/Menu/UMenuButtonCollection.pas b/Game/Code/Menu/UMenuButtonCollection.pas
deleted file mode 100644
index 981452b1..00000000
--- a/Game/Code/Menu/UMenuButtonCollection.pas
+++ /dev/null
@@ -1,71 +0,0 @@
-unit UMenuButtonCollection;
-
-interface
-
-{$I switches.inc}
-
-uses UMenuButton;
-
-type
- //----------------
- //TButtonCollection
- //No Extra Attributes or Functions ATM
- //----------------
- AButton = Array of TButton;
- PAButton = ^AButton;
- TButtonCollection = class(TButton)
- //num of the First Button, that can be Selected
- FirstChild: Byte;
- CountChilds: Byte;
-
- ScreenButton: PAButton;
-
- procedure SetSelect(Value : Boolean); override;
- procedure Draw; override;
- end;
-
-implementation
-
-procedure TButtonCollection.SetSelect(Value : Boolean);
-var I: Integer;
-begin
- inherited;
-
- //Set Visible for Every Button that is a Child of this ButtonCollection
- if (Not Fade) then
- For I := 0 to High(ScreenButton^) do
- if (ScreenButton^[I].Parent = Parent) then
- ScreenButton^[I].Visible := Value;
-end;
-
-procedure TButtonCollection.Draw;
-var I, J: Integer;
-begin
- inherited;
- //If fading is activated, Fade Child Buttons
- if (Fade) then
- begin
- For I := 0 to High(ScreenButton^) do
- if (ScreenButton^[I].Parent = Parent) then
- begin
- if (FadeProgress < 0.5) then
- 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;
-
- For J := 0 to High(ScreenButton^[I].Text) do
- ScreenButton^[I].Text[J].Alpha := (FadeProgress-0.666)*3;
- end;
- end;
- end;
-end;
-
-
-
-end.