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-rw-r--r--Game/Code/Menu/UMenuButtonCollection.pas71
1 files changed, 71 insertions, 0 deletions
diff --git a/Game/Code/Menu/UMenuButtonCollection.pas b/Game/Code/Menu/UMenuButtonCollection.pas
new file mode 100644
index 00000000..981452b1
--- /dev/null
+++ b/Game/Code/Menu/UMenuButtonCollection.pas
@@ -0,0 +1,71 @@
+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.