diff options
Diffstat (limited to 'Game/Code/Menu')
-rw-r--r-- | Game/Code/Menu/UDisplay.pas | 840 | ||||
-rw-r--r-- | Game/Code/Menu/UDrawTexture.pas | 210 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuButton.pas | 1140 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuButtonCollection.pas | 142 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuInteract.pas | 30 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuSelect.pas | 402 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuStatic.pas | 170 |
7 files changed, 1467 insertions, 1467 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas index 94a63ca9..f27320fb 100644 --- a/Game/Code/Menu/UDisplay.pas +++ b/Game/Code/Menu/UDisplay.pas @@ -1,420 +1,420 @@ -unit UDisplay;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- ucommon,
- SDL,
- UMenu,
- gl,
- glu,
- SysUtils;
-
-type
- TDisplay = class
- private
- //fade-to-black-hack
- BlackScreen: Boolean;
-
- doFade : Boolean;
- canFade : Boolean;
- myFade : integer;
- lastTime : Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
-
- FPSCounter : Cardinal;
- LastFPS : Cardinal;
- NextFPSSwap : Cardinal;
-
- OSD_LastError : String;
-
- procedure DrawDebugInformation;
- public
- NextScreen : PMenu;
- CurrentScreen : PMenu;
-
- //popup hack
- NextScreenWithCheck: Pmenu;
- CheckOK : Boolean;
-
- Fade : Real;
-
- constructor Create;
- destructor Destroy; override;
-
- procedure SaveScreenShot;
-
- function Draw: Boolean;
- end;
-
-var
- Display: TDisplay;
-
-implementation
-
-uses
- UImage,
- TextGL,
- ULog,
- UMain,
- UTexture,
- UIni,
- UGraphic,
- UTime,
- UCommandLine;
-
-constructor TDisplay.Create;
-var
- i: integer;
-
-begin
- inherited Create;
-
- //popup hack
- CheckOK := False;
- NextScreen := NIL;
- NextScreenWithCheck := NIL;
- BlackScreen := False;
-
- // fade mod
- myfade:=0;
-
- if Ini.ScreenFade=1 then
- doFade:=True
- else
- doFade:=False;
-
- canFade:=True;
- // generate texture for fading between screens
- GetMem(pTexData, 512*512*4);
-
- if pTexData <> NIL then
- for i:= 1 to 2 do
- begin
-
- glGenTextures(1, @pTex[i] );
-
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glBindTexture(GL_TEXTURE_2D, pTex[i]);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then
- canFade := False;
- end
- else
- begin
- canFade:=False;
- end;
-
- FreeMem(pTexData);
-
- //Set LastError for OSD to No Error
- OSD_LastError := 'No Errors';
-end;
-
-destructor TDisplay.Destroy;
-begin
- if canFade then
- glDeleteTextures(1,@pTex);
-
- inherited Destroy;
-end;
-
-function TDisplay.Draw: Boolean;
-var
- S: integer;
- Col: Real;
- myFade2: Real;
- currentTime: Cardinal;
- glError: glEnum;
- glErrorStr: String;
-begin
- Result := True;
-
- Col := 1;
- {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
- Col := 0; }
-
- glClearColor(Col, Col, Col , 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- for S := 1 to Screens do begin
- ScreenAct := S;
-
-// if Screens = 1 then ScreenX := 0;
-// if (Screens = 2) and (S = 1) then ScreenX := -1;
-// if (Screens = 2) and (S = 2) then ScreenX := 1;
- ScreenX := 0;
-
- glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
-
- //popup hack
- // check was successful... move on
- if CheckOK then
- begin
- if assigned (NextScreenWithCheck)then
- begin
- NextScreen:=NextScreenWithCheck;
- NextScreenWithCheck := NIL;
- CheckOk:=False;
- end
- else
- begin
- BlackScreen:=True; // end of game - fade to black before exit
- end;
- end;
-
-// CurrentScreen.SetAnimationProgress(1);
- if (not assigned (NextScreen)) and (not BlackScreen) then
- begin
- CurrentScreen.Draw;
-
- //popup mod
- if (ScreenPopupError <> NIL) and ScreenPopupError.Visible then
- ScreenPopupError.Draw
- else if (ScreenPopupCheck <> NIL) and ScreenPopupCheck.Visible then
- ScreenPopupCheck.Draw;
-
- // fade mod
- myfade:=0;
- if (Ini.ScreenFade=1) and canFade then
- doFade:=True
- else if Ini.ScreenFade=0 then
- doFade:=False;
- end
- else
- begin
- // check if we had an initialization error (canfade=false, dofade=true)
- if doFade and not canFade then
- begin
- doFade:=False; //disable fading
-// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
- end;
- if doFade and canFade then
- begin
- // fade mod
- //Create Fading texture if we're just starting
- if myfade = 0 then
- begin
- glViewPort(0, 0, 512, 512);
- CurrentScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
- glError:=glGetError;
- if (glError <> GL_NO_ERROR) then
- begin
- canFade := False;
- glErrorStr := gluErrorString(glError);
-// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
- end;
- glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
- // blackscreen-hack
- if not BlackScreen then
- NextScreen.onShow;
-
- lastTime:=SDL_GetTicks();
- if (S=2) or (Screens = 1) then
- myfade:=myfade+1;
- end; // end texture creation in first fading step
-
- //do some time-based fading
- currentTime:=SDL_GetTicks();
- if (currentTime > lastTime+30) and (S=1) then
- begin
- myfade:=myfade+4;
- lastTime:=currentTime;
- end;
-
-// LastFade := Fade; // whatever
-// Fade := Fade -0.999; // start fading out
-
-
-// CurrentScreen.ShowFinish := false; // no purpose?
-
-// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
-
- // blackscreen-hack
- if not BlackScreen then
- NextScreen.Draw // draw next screen
- else if ScreenAct=1 then
- begin
- glClearColor(0, 0, 0 , 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end;
-
- // and draw old screen over it... slowly fading out
- myfade2:=(myfade*myfade)/10000;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
- glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
- glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
- glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
- glEnd;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end
- // blackscreen hack
- else if not BlackScreen then
- begin
- NextScreen.OnShow;
- end;
-
- if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
- begin // fade out complete...
- myFade:=0;
- CurrentScreen.onHide;
- CurrentScreen.ShowFinish:=False;
- CurrentScreen:=NextScreen;
- NextScreen := nil;
- if not blackscreen then
- begin
- CurrentScreen.onShowFinish;
- CurrentScreen.ShowFinish := true;
- end
- else
- begin
- Result:=False;
- Break;
- end;
- // end of fade mod
- end;
- end; // if
-
- //Draw OSD only on first Screen if Debug Mode is enabled
- if ((Ini.Debug = 1) or (Params.Debug)) and (S=1) then
- DrawDebugInformation;
-
- end; // for
-
- // SDL_GL_SwapBuffers();
-end;
-
-{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
-begin
- Self.FadeIn := FadeIn;
- FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
- ActualStep := $FF;
- Result := $FF div FadeStep;
-end;}
-
-procedure TDisplay.SaveScreenShot;
-var
- Num: integer;
- FileName: string;
- ScreenData: PChar;
- Surface: PSDL_Surface;
- Success: boolean;
- Align: integer;
- RowSize: integer;
-begin
- for Num := 1 to 9999 do
- begin
- FileName := IntToStr(Num);
- while Length(FileName) < 4 do
- FileName := '0' + FileName;
- FileName := ScreenshotsPath + 'screenshot' + FileName + '.png';
- if not FileExists(FileName) then
- break
- end;
-
- // we must take the row-alignment (4byte by default) into account
- glGetIntegerv(GL_PACK_ALIGNMENT, @Align);
- // calc aligned row-size
- RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align;
-
- GetMem(ScreenData, RowSize * ScreenH);
- glReadPixels(0, 0, ScreenW, ScreenH, GL_RGB, GL_UNSIGNED_BYTE, ScreenData);
- Surface := SDL_CreateRGBSurfaceFrom(
- ScreenData, ScreenW, ScreenH, 24, RowSize,
- $0000FF, $00FF00, $FF0000, 0);
-
- //Success := WriteJPGImage(FileName, Surface, 95);
- //Success := WriteBMPImage(FileName, Surface);
- Success := WritePNGImage(FileName, Surface);
- if Success then
- ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName))
- else
- ScreenPopupError.ShowPopup('Screenshot failed');
-
- SDL_FreeSurface(Surface);
- FreeMem(ScreenData);
-end;
-
-//------------
-// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
-//------------
-procedure TDisplay.DrawDebugInformation;
-var Ticks: Cardinal;
-begin
- //Some White Background for information
- glEnable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 0.5);
- glBegin(GL_QUADS);
- glVertex2f(690, 44);
- glVertex2f(690, 0);
- glVertex2f(800, 0);
- glVertex2f(800, 44);
- glEnd;
- glDisable(GL_BLEND);
-
- //Set Font Specs
- SetFontStyle(0);
- SetFontSize(7);
- SetFontItalic(False);
- glColor4f(0, 0, 0, 1);
-
- //Calculate FPS
- Ticks := SDL_GetTicks();
- if (Ticks >= NextFPSSwap) then
- begin
- LastFPS := FPSCounter * 4;
- FPSCounter := 0;
- NextFPSSwap := Ticks + 250;
- end;
-
- Inc(FPSCounter);
-
- //Draw Text
-
- //FPS
- SetFontPos(695, 0);
- glPrint (PChar('FPS: ' + InttoStr(LastFPS)));
-
- //RSpeed
- SetFontPos(695, 13);
- glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
-
- //LastError
- SetFontPos(695, 26);
- glColor4f(1, 0, 0, 1);
- glPrint (PChar(OSD_LastError));
-
- glColor4f(1, 1, 1, 1);
-end;
-
-end.
+unit UDisplay; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + ucommon, + SDL, + UMenu, + gl, + glu, + SysUtils; + +type + TDisplay = class + private + //fade-to-black-hack + BlackScreen: Boolean; + + doFade : Boolean; + canFade : Boolean; + myFade : integer; + lastTime : Cardinal; + pTexData : Pointer; + pTex : array[1..2] of glUInt; + + FPSCounter : Cardinal; + LastFPS : Cardinal; + NextFPSSwap : Cardinal; + + OSD_LastError : String; + + procedure DrawDebugInformation; + public + NextScreen : PMenu; + CurrentScreen : PMenu; + + //popup hack + NextScreenWithCheck: Pmenu; + CheckOK : Boolean; + + Fade : Real; + + constructor Create; + destructor Destroy; override; + + procedure SaveScreenShot; + + function Draw: Boolean; + end; + +var + Display: TDisplay; + +implementation + +uses + UImage, + TextGL, + ULog, + UMain, + UTexture, + UIni, + UGraphic, + UTime, + UCommandLine; + +constructor TDisplay.Create; +var + i: integer; + +begin + inherited Create; + + //popup hack + CheckOK := False; + NextScreen := NIL; + NextScreenWithCheck := NIL; + BlackScreen := False; + + // fade mod + myfade:=0; + + if Ini.ScreenFade=1 then + doFade:=True + else + doFade:=False; + + canFade:=True; + // generate texture for fading between screens + GetMem(pTexData, 512*512*4); + + if pTexData <> NIL then + for i:= 1 to 2 do + begin + + glGenTextures(1, @pTex[i] ); + + if glGetError <> GL_NO_ERROR then + canFade := False; + + glBindTexture(GL_TEXTURE_2D, pTex[i]); + if glGetError <> GL_NO_ERROR then + canFade := False; + + glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); + if glGetError <> GL_NO_ERROR then + canFade := False; + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then + canFade := False; + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then + canFade := False; + end + else + begin + canFade:=False; + end; + + FreeMem(pTexData); + + //Set LastError for OSD to No Error + OSD_LastError := 'No Errors'; +end; + +destructor TDisplay.Destroy; +begin + if canFade then + glDeleteTextures(1,@pTex); + + inherited Destroy; +end; + +function TDisplay.Draw: Boolean; +var + S: integer; + Col: Real; + myFade2: Real; + currentTime: Cardinal; + glError: glEnum; + glErrorStr: String; +begin + Result := True; + + Col := 1; + {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + Col := 0; } + + glClearColor(Col, Col, Col , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + for S := 1 to Screens do begin + ScreenAct := S; + +// if Screens = 1 then ScreenX := 0; +// if (Screens = 2) and (S = 1) then ScreenX := -1; +// if (Screens = 2) and (S = 2) then ScreenX := 1; + ScreenX := 0; + + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + + //popup hack + // check was successful... move on + if CheckOK then + begin + if assigned (NextScreenWithCheck)then + begin + NextScreen:=NextScreenWithCheck; + NextScreenWithCheck := NIL; + CheckOk:=False; + end + else + begin + BlackScreen:=True; // end of game - fade to black before exit + end; + end; + +// CurrentScreen.SetAnimationProgress(1); + if (not assigned (NextScreen)) and (not BlackScreen) then + begin + CurrentScreen.Draw; + + //popup mod + if (ScreenPopupError <> NIL) and ScreenPopupError.Visible then + ScreenPopupError.Draw + else if (ScreenPopupCheck <> NIL) and ScreenPopupCheck.Visible then + ScreenPopupCheck.Draw; + + // fade mod + myfade:=0; + if (Ini.ScreenFade=1) and canFade then + doFade:=True + else if Ini.ScreenFade=0 then + doFade:=False; + end + else + begin + // check if we had an initialization error (canfade=false, dofade=true) + if doFade and not canFade then + begin + doFade:=False; //disable fading +// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message + end; + if doFade and canFade then + begin + // fade mod + //Create Fading texture if we're just starting + if myfade = 0 then + begin + glViewPort(0, 0, 512, 512); + CurrentScreen.Draw; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); + glError:=glGetError; + if (glError <> GL_NO_ERROR) then + begin + canFade := False; + glErrorStr := gluErrorString(glError); +// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message + end; + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + // blackscreen-hack + if not BlackScreen then + NextScreen.onShow; + + lastTime:=SDL_GetTicks(); + if (S=2) or (Screens = 1) then + myfade:=myfade+1; + end; // end texture creation in first fading step + + //do some time-based fading + currentTime:=SDL_GetTicks(); + if (currentTime > lastTime+30) and (S=1) then + begin + myfade:=myfade+4; + lastTime:=currentTime; + end; + +// LastFade := Fade; // whatever +// Fade := Fade -0.999; // start fading out + + +// CurrentScreen.ShowFinish := false; // no purpose? + +// CurrentScreen.SetAnimationProgress(Fade-1); // nop? + + // blackscreen-hack + if not BlackScreen then + NextScreen.Draw // draw next screen + else if ScreenAct=1 then + begin + glClearColor(0, 0, 0 , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end; + + // and draw old screen over it... slowly fading out + myfade2:=(myfade*myfade)/10000; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600); + glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0); + glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0); + glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600); + glEnd; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end + // blackscreen hack + else if not BlackScreen then + begin + NextScreen.OnShow; + end; + + if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then + begin // fade out complete... + myFade:=0; + CurrentScreen.onHide; + CurrentScreen.ShowFinish:=False; + CurrentScreen:=NextScreen; + NextScreen := nil; + if not blackscreen then + begin + CurrentScreen.onShowFinish; + CurrentScreen.ShowFinish := true; + end + else + begin + Result:=False; + Break; + end; + // end of fade mod + end; + end; // if + + //Draw OSD only on first Screen if Debug Mode is enabled + if ((Ini.Debug = 1) or (Params.Debug)) and (S=1) then + DrawDebugInformation; + + end; // for + + // SDL_GL_SwapBuffers(); +end; + +{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8; +begin + Self.FadeIn := FadeIn; + FadeStep := (SizeOf(FadeStep) * $FF) div Steps; + ActualStep := $FF; + Result := $FF div FadeStep; +end;} + +procedure TDisplay.SaveScreenShot; +var + Num: integer; + FileName: string; + ScreenData: PChar; + Surface: PSDL_Surface; + Success: boolean; + Align: integer; + RowSize: integer; +begin + for Num := 1 to 9999 do + begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do + FileName := '0' + FileName; + FileName := ScreenshotsPath + 'screenshot' + FileName + '.png'; + if not FileExists(FileName) then + break + end; + + // we must take the row-alignment (4byte by default) into account + glGetIntegerv(GL_PACK_ALIGNMENT, @Align); + // calc aligned row-size + RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align; + + GetMem(ScreenData, RowSize * ScreenH); + glReadPixels(0, 0, ScreenW, ScreenH, GL_RGB, GL_UNSIGNED_BYTE, ScreenData); + Surface := SDL_CreateRGBSurfaceFrom( + ScreenData, ScreenW, ScreenH, 24, RowSize, + $0000FF, $00FF00, $FF0000, 0); + + //Success := WriteJPGImage(FileName, Surface, 95); + //Success := WriteBMPImage(FileName, Surface); + Success := WritePNGImage(FileName, Surface); + if Success then + ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName)) + else + ScreenPopupError.ShowPopup('Screenshot failed'); + + SDL_FreeSurface(Surface); + FreeMem(ScreenData); +end; + +//------------ +// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen +//------------ +procedure TDisplay.DrawDebugInformation; +var Ticks: Cardinal; +begin + //Some White Background for information + glEnable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 0.5); + glBegin(GL_QUADS); + glVertex2f(690, 44); + glVertex2f(690, 0); + glVertex2f(800, 0); + glVertex2f(800, 44); + glEnd; + glDisable(GL_BLEND); + + //Set Font Specs + SetFontStyle(0); + SetFontSize(7); + SetFontItalic(False); + glColor4f(0, 0, 0, 1); + + //Calculate FPS + Ticks := SDL_GetTicks(); + if (Ticks >= NextFPSSwap) then + begin + LastFPS := FPSCounter * 4; + FPSCounter := 0; + NextFPSSwap := Ticks + 250; + end; + + Inc(FPSCounter); + + //Draw Text + + //FPS + SetFontPos(695, 0); + glPrint (PChar('FPS: ' + InttoStr(LastFPS))); + + //RSpeed + SetFontPos(695, 13); + glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid)))); + + //LastError + SetFontPos(695, 26); + glColor4f(1, 0, 0, 1); + glPrint (PChar(OSD_LastError)); + + glColor4f(1, 1, 1, 1); +end; + +end. diff --git a/Game/Code/Menu/UDrawTexture.pas b/Game/Code/Menu/UDrawTexture.pas index 3dddaabc..a7dde18f 100644 --- a/Game/Code/Menu/UDrawTexture.pas +++ b/Game/Code/Menu/UDrawTexture.pas @@ -1,105 +1,105 @@ -unit UDrawTexture;
-
-interface
-
-{$I switches.inc}
-
-uses UTexture;
-
-procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real);
-procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real);
-procedure DrawTexture(Texture: TTexture);
-
-implementation
-
-uses gl;
-
-procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real);
-begin
- glColor3f(ColR, ColG, ColB);
- glBegin(GL_LINES);
- glVertex2f(x1, y1);
- glVertex2f(x2, y2);
- glEnd;
-end;
-
-procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real);
-begin
- glColor3f(ColR, ColG, ColB);
- glBegin(GL_QUADS);
- glVertex2f(x, y);
- glVertex2f(x, y+h);
- glVertex2f(x+w, y+h);
- glVertex2f(x+w, y);
- glEnd;
-end;
-
-procedure DrawTexture(Texture: TTexture);
-var
- x1, x2, x3, x4: real;
- y1, y2, y3, y4: real;
- xt1, xt2, xt3, xt4: real;
- yt1, yt2, yt3, yt4: real;
-begin
- with Texture do begin
- // rysuje paski gracza
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glDepthRange(0, 10);
- glDepthFunc(GL_LEQUAL);
-// glDepthFunc(GL_GEQUAL);
- glEnable(GL_DEPTH_TEST);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-// glBlendFunc(GL_SRC_COLOR, GL_ZERO);
- glBindTexture(GL_TEXTURE_2D, TexNum);
-
- x1 := x;
- x2 := x;
- x3 := x+w*scaleW;
- x4 := x+w*scaleW;
- y1 := y;
- y2 := y+h*scaleH;
- y3 := y+h*scaleH;
- y4 := y;
- if Rot <> 0 then begin
- xt1 := x1 - (x + w/2);
- xt2 := x2 - (x + w/2);
- xt3 := x3 - (x + w/2);
- xt4 := x4 - (x + w/2);
- yt1 := y1 - (y + h/2);
- yt2 := y2 - (y + h/2);
- yt3 := y3 - (y + h/2);
- yt4 := y4 - (y + h/2);
-
- x1 := (x + w/2) + xt1 * cos(Rot) - yt1 * sin(Rot);
- x2 := (x + w/2) + xt2 * cos(Rot) - yt2 * sin(Rot);
- x3 := (x + w/2) + xt3 * cos(Rot) - yt3 * sin(Rot);
- x4 := (x + w/2) + xt4 * cos(Rot) - yt4 * sin(Rot);
-
- y1 := (y + h/2) + yt1 * cos(Rot) + xt1 * sin(Rot);
- y2 := (y + h/2) + yt2 * cos(Rot) + xt2 * sin(Rot);
- y3 := (y + h/2) + yt3 * cos(Rot) + xt3 * sin(Rot);
- y4 := (y + h/2) + yt4 * cos(Rot) + xt4 * sin(Rot);
-
- end;
-
-{ glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(x1, y1, z);
- glTexCoord2f(0, TexH); glVertex3f(x2, y2, z);
- glTexCoord2f(TexW, TexH); glVertex3f(x3, y3, z);
- glTexCoord2f(TexW, 0); glVertex3f(x4, y4, z);
- glEnd;}
-
- glBegin(GL_QUADS);
- glTexCoord2f(TexX1*TexW, TexY1*TexH); glVertex3f(x1, y1, z);
- glTexCoord2f(TexX1*TexW, TexY2*TexH); glVertex3f(x2, y2, z);
- glTexCoord2f(TexX2*TexW, TexY2*TexH); glVertex3f(x3, y3, z);
- glTexCoord2f(TexX2*TexW, TexY1*TexH); glVertex3f(x4, y4, z);
- glEnd;
- end;
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_TEXTURE_2D);
-end;
-
-end.
+unit UDrawTexture; + +interface + +{$I switches.inc} + +uses UTexture; + +procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real); +procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real); +procedure DrawTexture(Texture: TTexture); + +implementation + +uses gl; + +procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real); +begin + glColor3f(ColR, ColG, ColB); + glBegin(GL_LINES); + glVertex2f(x1, y1); + glVertex2f(x2, y2); + glEnd; +end; + +procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real); +begin + glColor3f(ColR, ColG, ColB); + glBegin(GL_QUADS); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; +end; + +procedure DrawTexture(Texture: TTexture); +var + x1, x2, x3, x4: real; + y1, y2, y3, y4: real; + xt1, xt2, xt3, xt4: real; + yt1, yt2, yt3, yt4: real; +begin + with Texture do begin + // rysuje paski gracza + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); +// glDepthFunc(GL_GEQUAL); + glEnable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +// glBlendFunc(GL_SRC_COLOR, GL_ZERO); + glBindTexture(GL_TEXTURE_2D, TexNum); + + x1 := x; + x2 := x; + x3 := x+w*scaleW; + x4 := x+w*scaleW; + y1 := y; + y2 := y+h*scaleH; + y3 := y+h*scaleH; + y4 := y; + if Rot <> 0 then begin + xt1 := x1 - (x + w/2); + xt2 := x2 - (x + w/2); + xt3 := x3 - (x + w/2); + xt4 := x4 - (x + w/2); + yt1 := y1 - (y + h/2); + yt2 := y2 - (y + h/2); + yt3 := y3 - (y + h/2); + yt4 := y4 - (y + h/2); + + x1 := (x + w/2) + xt1 * cos(Rot) - yt1 * sin(Rot); + x2 := (x + w/2) + xt2 * cos(Rot) - yt2 * sin(Rot); + x3 := (x + w/2) + xt3 * cos(Rot) - yt3 * sin(Rot); + x4 := (x + w/2) + xt4 * cos(Rot) - yt4 * sin(Rot); + + y1 := (y + h/2) + yt1 * cos(Rot) + xt1 * sin(Rot); + y2 := (y + h/2) + yt2 * cos(Rot) + xt2 * sin(Rot); + y3 := (y + h/2) + yt3 * cos(Rot) + xt3 * sin(Rot); + y4 := (y + h/2) + yt4 * cos(Rot) + xt4 * sin(Rot); + + end; + +{ glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(x1, y1, z); + glTexCoord2f(0, TexH); glVertex3f(x2, y2, z); + glTexCoord2f(TexW, TexH); glVertex3f(x3, y3, z); + glTexCoord2f(TexW, 0); glVertex3f(x4, y4, z); + glEnd;} + + glBegin(GL_QUADS); + glTexCoord2f(TexX1*TexW, TexY1*TexH); glVertex3f(x1, y1, z); + glTexCoord2f(TexX1*TexW, TexY2*TexH); glVertex3f(x2, y2, z); + glTexCoord2f(TexX2*TexW, TexY2*TexH); glVertex3f(x3, y3, z); + glTexCoord2f(TexX2*TexW, TexY1*TexH); glVertex3f(x4, y4, z); + glEnd; + end; + glDisable(GL_DEPTH_TEST); + glDisable(GL_TEXTURE_2D); +end; + +end. diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index 2a6861a5..a20811a6 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, gl, 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.
+unit UMenuButton; + +interface + +{$I switches.inc} + +uses TextGL, UTexture, gl, 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. diff --git a/Game/Code/Menu/UMenuButtonCollection.pas b/Game/Code/Menu/UMenuButtonCollection.pas index 981452b1..c700c812 100644 --- a/Game/Code/Menu/UMenuButtonCollection.pas +++ b/Game/Code/Menu/UMenuButtonCollection.pas @@ -1,71 +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.
+unit UMenuButtonCollection; + +interface + +{$I switches.inc} + +uses UMenuButton; + +type + //---------------- + //TButtonCollection + //No Extra Attributes or Functions ATM + //---------------- + AButton = Array of TButton; + PAButton = ^AButton; + TButtonCollection = class(TButton) + //num of the First Button, that can be Selected + FirstChild: Byte; + CountChilds: Byte; + + ScreenButton: PAButton; + + procedure SetSelect(Value : Boolean); override; + procedure Draw; override; + end; + +implementation + +procedure TButtonCollection.SetSelect(Value : Boolean); +var I: Integer; +begin + inherited; + + //Set Visible for Every Button that is a Child of this ButtonCollection + if (Not Fade) then + For I := 0 to High(ScreenButton^) do + if (ScreenButton^[I].Parent = Parent) then + ScreenButton^[I].Visible := Value; +end; + +procedure TButtonCollection.Draw; +var I, J: Integer; +begin + inherited; + //If fading is activated, Fade Child Buttons + if (Fade) then + begin + For I := 0 to High(ScreenButton^) do + if (ScreenButton^[I].Parent = Parent) then + begin + if (FadeProgress < 0.5) then + begin + ScreenButton^[I].Visible := SelectBool; + + For J := 0 to High(ScreenButton^[I].Text) do + ScreenButton^[I].Text[J].Visible := SelectBool; + end + else + begin + ScreenButton^[I].Texture.Alpha := (FadeProgress-0.666)*3; + + For J := 0 to High(ScreenButton^[I].Text) do + ScreenButton^[I].Text[J].Alpha := (FadeProgress-0.666)*3; + end; + end; + end; +end; + + + +end. diff --git a/Game/Code/Menu/UMenuInteract.pas b/Game/Code/Menu/UMenuInteract.pas index 78f9bd89..e0b4fa11 100644 --- a/Game/Code/Menu/UMenuInteract.pas +++ b/Game/Code/Menu/UMenuInteract.pas @@ -1,16 +1,16 @@ -unit UMenuInteract;
-
-interface
-
-{$I switches.inc}
-
-type
- TInteract = record // for moving thru menu
- Typ: integer; // 0 - button, 1 - select, 2 - Text, 3 - Select SLide, 5 - ButtonCollection Child
- Num: integer; // number of this item in proper list like buttons, selects
- end;
-
-implementation
-
-end.
+unit UMenuInteract; + +interface + +{$I switches.inc} + +type + TInteract = record // for moving thru menu + Typ: integer; // 0 - button, 1 - select, 2 - Text, 3 - Select SLide, 5 - ButtonCollection Child + Num: integer; // number of this item in proper list like buttons, selects + end; + +implementation + +end.
\ No newline at end of file diff --git a/Game/Code/Menu/UMenuSelect.pas b/Game/Code/Menu/UMenuSelect.pas index 0699868b..a93c4ed0 100644 --- a/Game/Code/Menu/UMenuSelect.pas +++ b/Game/Code/Menu/UMenuSelect.pas @@ -1,201 +1,201 @@ -unit UMenuSelect;
-
-interface
-
-{$I switches.inc}
-
-uses TextGL, UTexture, gl, UMenuText;
-
-type
- PSelect = ^TSelect;
- TSelect = class
- private
- SelectBool: boolean;
- public
- // objects
- Text: TText; // Main Text
- TextOpt: array of TText; // Options Text
- Texture: TTexture; // Select Texture
- TextureSBG: TTexture; // Background Selections Texture
- TextureS: array of TTexture; // Selections Texture
- SelectOptInt: integer;
- PData: ^integer;
-
- // for selection and deselection
- // main static
- ColR: real;
- ColG: real;
- ColB: real;
- Int: real;
- DColR: real;
- DColG: real;
- DColB: real;
- DInt: real;
-
- // main text
- TColR: real;
- TColG: real;
- TColB: real;
- TInt: real;
- TDColR: real;
- TDColG: real;
- TDColB: real;
- TDInt: real;
-
- // selection background static
- SBGColR: real;
- SBGColG: real;
- SBGColB: real;
- SBGInt: real;
- SBGDColR: real;
- SBGDColG: real;
- SBGDColB: real;
- SBGDInt: real;
-
- // selection statics
- SColR: real;
- SColG: real;
- SColB: real;
- SInt: real;
- SDColR: real;
- SDColG: real;
- SDColB: real;
- SDInt: real;
-
- // selection text
- STColR: real;
- STColG: real;
- STColB: real;
- STInt: real;
- STDColR: real;
- STDColG: real;
- STDColB: real;
- STDInt: real;
-
- // position and size
- property X: real read Texture.x write Texture.x;
- property Y: real read Texture.y write Texture.y;
- property W: real read Texture.w write Texture.w;
- property H: real read Texture.h write Texture.h;
-// property X2: real read Texture2.x write Texture2.x;
-// property Y2: real read Texture2.y write Texture2.y;
-// property W2: real read Texture2.w write Texture2.w;
-// property H2: real read Texture2.h write Texture2.h;
-
- // procedures
- procedure SetSelect(Value: boolean);
- property Selected: Boolean read SelectBool write SetSelect;
- procedure SetSelectOpt(Value: integer);
- property SelectedOption: integer read SelectOptInt write SetSelectOpt;
- procedure Draw(ButtonAlpha: real);
- constructor Create;
- end;
-
-implementation
-uses UDrawTexture;
-
-// ------------ Select
-constructor TSelect.Create;
-begin
- inherited Create;
- Text := TText.Create;
-end;
-
-procedure TSelect.SetSelect(Value: boolean);
-{var
- SO: integer;}
-begin // default 1, 0.4
- SelectBool := Value;
- if Value then begin
- Texture.ColR := ColR;
- Texture.ColG := ColG;
- Texture.ColB := ColB;
- Texture.Int := Int;
-
- Text.ColR := TColR;
- Text.ColG := TColG;
- Text.ColB := TColB;
- Text.Int := TInt;
-
- TextureSBG.ColR := SBGColR;
- TextureSBG.ColG := SBGColG;
- TextureSBG.ColB := SBGColB;
- TextureSBG.Int := SBGInt;
-
-{ for SO := 0 to High(TextOpt) do begin
- if SelectOptInt = SO then begin
- TextOpt[SO].ColR := STColR;
- TextOpt[SO].ColG := STColG;
- TextOpt[SO].ColB := STColB;
- TextOpt[SO].Int := STInt;
- end else begin
- TextOpt[SO].ColR := STDColR;
- TextOpt[SO].ColG := STDColG;
- TextOpt[SO].ColB := STDColB;
- TextOpt[SO].Int := STDInt;
- end;
- end;}
-
- end else begin
- Texture.ColR := DColR;
- Texture.ColG := DColG;
- Texture.ColB := DColB;
- Texture.Int := DInt;
-
- Text.ColR := TDColR;
- Text.ColG := TDColG;
- Text.ColB := TDColB;
- Text.Int := TDInt;
-
- TextureSBG.ColR := SBGDColR;
- TextureSBG.ColG := SBGDColG;
- TextureSBG.ColB := SBGDColB;
- TextureSBG.Int := SBGDInt;
-
-{ for SO := 0 to High(TextOpt) do begin
- TextOpt[SO].ColR := STDColR;
- TextOpt[SO].ColG := STDColG;
- TextOpt[SO].ColB := STDColB;
- TextOpt[SO].Int := STDInt;
- end;}
- end;
-end;
-
-procedure TSelect.SetSelectOpt(Value: integer);
-var
- SO: integer;
-begin
- SelectOptInt := Value;
- PData^ := Value;
-// SetSelect(true); // reset all colors
-
- for SO := 0 to High(TextOpt) do begin
- if SelectOptInt = SO then begin
- TextOpt[SO].ColR := STColR;
- TextOpt[SO].ColG := STColG;
- TextOpt[SO].ColB := STColB;
- TextOpt[SO].Int := STInt;
- end else begin
- TextOpt[SO].ColR := STDColR;
- TextOpt[SO].ColG := STDColG;
- TextOpt[SO].ColB := STDColB;
- TextOpt[SO].Int := STDInt;
- end;
- end;
-end;
-
-procedure TSelect.Draw(ButtonAlpha: real);
-var
- SO: integer;
-begin
- DrawTexture(Texture);
- DrawTexture(TextureSBG);
-
- Text.Draw;
-
- for SO := 0 to High(TextOpt) do begin
- TextOpt[SO].Draw;
- end;
-end;
-
-end.
+unit UMenuSelect; + +interface + +{$I switches.inc} + +uses TextGL, UTexture, gl, UMenuText; + +type + PSelect = ^TSelect; + TSelect = class + private + SelectBool: boolean; + public + // objects + Text: TText; // Main Text + TextOpt: array of TText; // Options Text + Texture: TTexture; // Select Texture + TextureSBG: TTexture; // Background Selections Texture + TextureS: array of TTexture; // Selections Texture + SelectOptInt: integer; + PData: ^integer; + + // for selection and deselection + // main static + ColR: real; + ColG: real; + ColB: real; + Int: real; + DColR: real; + DColG: real; + DColB: real; + DInt: real; + + // main text + TColR: real; + TColG: real; + TColB: real; + TInt: real; + TDColR: real; + TDColG: real; + TDColB: real; + TDInt: real; + + // selection background static + SBGColR: real; + SBGColG: real; + SBGColB: real; + SBGInt: real; + SBGDColR: real; + SBGDColG: real; + SBGDColB: real; + SBGDInt: real; + + // selection statics + SColR: real; + SColG: real; + SColB: real; + SInt: real; + SDColR: real; + SDColG: real; + SDColB: real; + SDInt: real; + + // selection text + STColR: real; + STColG: real; + STColB: real; + STInt: real; + STDColR: real; + STDColG: real; + STDColB: real; + STDInt: real; + + // position and size + property X: real read Texture.x write Texture.x; + property Y: real read Texture.y write Texture.y; + property W: real read Texture.w write Texture.w; + property H: real read Texture.h write Texture.h; +// property X2: real read Texture2.x write Texture2.x; +// property Y2: real read Texture2.y write Texture2.y; +// property W2: real read Texture2.w write Texture2.w; +// property H2: real read Texture2.h write Texture2.h; + + // procedures + procedure SetSelect(Value: boolean); + property Selected: Boolean read SelectBool write SetSelect; + procedure SetSelectOpt(Value: integer); + property SelectedOption: integer read SelectOptInt write SetSelectOpt; + procedure Draw(ButtonAlpha: real); + constructor Create; + end; + +implementation +uses UDrawTexture; + +// ------------ Select +constructor TSelect.Create; +begin + inherited Create; + Text := TText.Create; +end; + +procedure TSelect.SetSelect(Value: boolean); +{var + SO: integer;} +begin // default 1, 0.4 + SelectBool := Value; + if Value then begin + Texture.ColR := ColR; + Texture.ColG := ColG; + Texture.ColB := ColB; + Texture.Int := Int; + + Text.ColR := TColR; + Text.ColG := TColG; + Text.ColB := TColB; + Text.Int := TInt; + + TextureSBG.ColR := SBGColR; + TextureSBG.ColG := SBGColG; + TextureSBG.ColB := SBGColB; + TextureSBG.Int := SBGInt; + +{ for SO := 0 to High(TextOpt) do begin + if SelectOptInt = SO then begin + TextOpt[SO].ColR := STColR; + TextOpt[SO].ColG := STColG; + TextOpt[SO].ColB := STColB; + TextOpt[SO].Int := STInt; + end else begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end; + end;} + + end else begin + Texture.ColR := DColR; + Texture.ColG := DColG; + Texture.ColB := DColB; + Texture.Int := DInt; + + Text.ColR := TDColR; + Text.ColG := TDColG; + Text.ColB := TDColB; + Text.Int := TDInt; + + TextureSBG.ColR := SBGDColR; + TextureSBG.ColG := SBGDColG; + TextureSBG.ColB := SBGDColB; + TextureSBG.Int := SBGDInt; + +{ for SO := 0 to High(TextOpt) do begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end;} + end; +end; + +procedure TSelect.SetSelectOpt(Value: integer); +var + SO: integer; +begin + SelectOptInt := Value; + PData^ := Value; +// SetSelect(true); // reset all colors + + for SO := 0 to High(TextOpt) do begin + if SelectOptInt = SO then begin + TextOpt[SO].ColR := STColR; + TextOpt[SO].ColG := STColG; + TextOpt[SO].ColB := STColB; + TextOpt[SO].Int := STInt; + end else begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end; + end; +end; + +procedure TSelect.Draw(ButtonAlpha: real); +var + SO: integer; +begin + DrawTexture(Texture); + DrawTexture(TextureSBG); + + Text.Draw; + + for SO := 0 to High(TextOpt) do begin + TextOpt[SO].Draw; + end; +end; + +end. 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. |