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-rw-r--r--Game/Code/Menu/UMenuStatic.pas170
1 files changed, 85 insertions, 85 deletions
diff --git a/Game/Code/Menu/UMenuStatic.pas b/Game/Code/Menu/UMenuStatic.pas
index 320f3851..ac8fa2dc 100644
--- a/Game/Code/Menu/UMenuStatic.pas
+++ b/Game/Code/Menu/UMenuStatic.pas
@@ -1,85 +1,85 @@
-unit UMenuStatic;
-
-interface
-
-{$I switches.inc}
-
-uses UTexture, gl;
-
-type
- TStatic = class
- public
- Texture: TTexture; // Button Screen position and size
- Visible: boolean;
-
- //Reflection Mod
- Reflection: boolean;
- Reflectionspacing: Real;
-
- procedure Draw;
- constructor Create(Textura: TTexture); overload;
- end;
-
-implementation
-uses UDrawTexture;
-
-procedure TStatic.Draw;
-begin
- if Visible then
- begin
- DrawTexture(Texture);
-
- //Reflection Mod
- if (Reflection) then // Draw Reflections
- begin
- with Texture do
- begin
- //Bind Tex and GL Attributes
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- glDepthRange(0, 10);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
-
- //Draw
- glBegin(GL_QUADS);//Top Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX1*TexW, TexY2*TexH);
- glVertex3f(x, y+h*scaleH+ Reflectionspacing, z);
-
- //Bottom Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
- glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
-
-
- //Bottom Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
- glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
-
- //Top Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX2*TexW, TexY2*TexH);
- glVertex3f(x+w*scaleW, y+h*scaleH + Reflectionspacing, z);
- glEnd;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- end;
- end;
- end;
-end;
-
-constructor TStatic.Create(Textura: TTexture);
-begin
- inherited Create;
- Texture := Textura;
-end;
-
-end.
+unit UMenuStatic;
+
+interface
+
+{$I switches.inc}
+
+uses UTexture, gl;
+
+type
+ TStatic = class
+ public
+ Texture: TTexture; // Button Screen position and size
+ Visible: boolean;
+
+ //Reflection Mod
+ Reflection: boolean;
+ Reflectionspacing: Real;
+
+ procedure Draw;
+ constructor Create(Textura: TTexture); overload;
+ end;
+
+implementation
+uses UDrawTexture;
+
+procedure TStatic.Draw;
+begin
+ if Visible then
+ begin
+ DrawTexture(Texture);
+
+ //Reflection Mod
+ if (Reflection) then // Draw Reflections
+ begin
+ 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+ Reflectionspacing, z);
+
+ //Bottom Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
+
+
+ //Bottom Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
+ glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, 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 + Reflectionspacing, z);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ end;
+ end;
+ end;
+end;
+
+constructor TStatic.Create(Textura: TTexture);
+begin
+ inherited Create;
+ Texture := Textura;
+end;
+
+end.