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-rw-r--r--src/menu/UMenu.pas79
-rw-r--r--src/menu/UMenuButton.pas48
-rw-r--r--src/menu/UMenuInteract.pas9
-rw-r--r--src/menu/UMenuSelectSlide.pas33
4 files changed, 136 insertions, 33 deletions
diff --git a/src/menu/UMenu.pas b/src/menu/UMenu.pas
index 7979e28e..659d4213 100644
--- a/src/menu/UMenu.pas
+++ b/src/menu/UMenu.pas
@@ -147,7 +147,7 @@ type
function Draw: boolean; virtual;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown : boolean): boolean; virtual;
function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; virtual;
- function InRegion(X1, Y1, W, H, X, Y: real): boolean;
+ function InRegion(X, Y: real; A: TMouseOverRect): boolean;
function InteractAt(X, Y: real): integer;
function CollectionAt(X, Y: real): integer;
procedure OnShow; virtual;
@@ -1629,6 +1629,7 @@ end;
function TMenu.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean;
var
nBut: integer;
+ Action: TMouseClickAction;
begin
//default mouse parsing: clicking generates return keypress,
// mousewheel selects in select slide
@@ -1647,30 +1648,45 @@ begin
//select on mouse-over
if nBut <> Interaction then
SetInteraction(nBut);
- if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then
- begin
- //click button
- Result:=ParseInput(SDLK_RETURN, 0, true);
- end;
- if (Interactions[nBut].Typ = iSelectS) then
+
+ Action := maNone;
+
+ if (BtnDown) then
begin
- //forward/backward in select slide with mousewheel
- if (MouseButton = SDL_BUTTON_WHEELDOWN) and BtnDown then
- begin
- ParseInput(SDLK_RIGHT, 0, true);
- end;
- if (MouseButton = SDL_BUTTON_WHEELUP) and BtnDown then
+ if (MouseButton = SDL_BUTTON_LEFT) then
begin
- ParseInput(SDLK_LEFT, 0, true);
+ //click button or SelectS
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := SelectsS[Interactions[nBut].Num].OnClick((X / Screen.w) * RenderW, (Y / Screen.h) * RenderH)
+ else
+ Action := maReturn;
+ end
+ else if (MouseButton = SDL_BUTTON_WHEELDOWN) then
+ begin //forward on select slide with mousewheel
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := maRight;
+ end
+ else if (MouseButton = SDL_BUTTON_WHEELUP) then
+ begin //backward on select slide with mousewheel
+ if (Interactions[nBut].Typ = iSelectS) then
+ Action := maLeft;
end;
end;
+
+ // do the action we have to do ;)
+ case Action of
+ maReturn: Result := ParseInput(SDLK_RETURN, 0, true);
+ maLeft: Result := ParseInput(SDLK_LEFT, 0, true);
+ maRight: Result := ParseInput(SDLK_RIGHT, 0, true);
+ end;
end
else
begin
nBut := CollectionAt(X, Y);
- if nBut >= 0 then
+ if (nBut >= 0) and (not ButtonCollection[nBut].Selected) then
begin
- // if over button collection, select first child but don't allow click
+ // if over button collection, that is not already selected
+ // -> select first child but don't allow click
nBut := ButtonCollection[nBut].FirstChild - 1;
if nBut <> Interaction then
SetInteraction(nBut);
@@ -1678,15 +1694,14 @@ begin
end;
end;
-function TMenu.InRegion(X1, Y1, W, H, X, Y: real): boolean;
+function TMenu.InRegion(X, Y: real; A: TMouseOverRect): boolean;
begin
- Result := false;
- X1 := X1 * Screen.w / 800;
- W := W * Screen.w / 800;
- Y1 := Y1 * Screen.h / 600;
- H := H * Screen.h / 600;
- if (X >= X1) and (X <= X1 + W) and (Y >= Y1) and (Y <= Y1 + H) then
- Result := true;
+ // transfer mousecords to the 800x600 raster we use to draw
+ X := (X / Screen.w) * RenderW;
+ Y := (Y / Screen.h) * RenderH;
+
+ // check whether A contains X and Y
+ Result := (X >= A.X) and (X <= A.X + A.W) and (Y >= A.Y) and (Y <= A.Y + A.H);
end;
//takes x,y coordinates and returns the interaction number
@@ -1699,20 +1714,22 @@ begin
for i := Low(Interactions) to High(Interactions) do
begin
case Interactions[i].Typ of
- iButton: if InRegion(Button[Interactions[i].Num].X, Button[Interactions[i].Num].Y, Button[Interactions[i].Num].W, Button[Interactions[i].Num].H, X, Y) and
+ iButton:
+ if InRegion(X, Y, Button[Interactions[i].Num].GetMouseOverArea) and
Button[Interactions[i].Num].Visible then
- begin
+ begin
Result:=i;
exit;
end;
- iBCollectionChild: if InRegion(Button[Interactions[i].Num].X, Button[Interactions[i].Num].Y, Button[Interactions[i].Num].W, Button[Interactions[i].Num].H, X, Y) then
+ iBCollectionChild:
+ if InRegion(X, Y, Button[Interactions[i].Num].GetMouseOverArea) then
begin
Result:=i;
exit;
end;
- iSelectS: if InRegion(SelectSs[Interactions[i].Num].X, SelectSs[Interactions[i].Num].Y, SelectSs[Interactions[i].Num].W, SelectSs[Interactions[i].Num].H, X, Y) or
- InRegion(SelectSs[Interactions[i].Num].TextureSBG.X, SelectSs[Interactions[i].Num].TextureSBG.Y, SelectSs[Interactions[i].Num].TextureSBG.W, SelectSs[Interactions[i].Num].TextureSBG.H, X, Y) then
- begin
+ iSelectS:
+ if InRegion(X, Y, SelectSs[Interactions[i].Num].GetMouseOverArea) then
+ begin
Result:=i;
exit;
end;
@@ -1728,7 +1745,7 @@ begin
Result := -1;
for i:= Low(ButtonCollection) to High(ButtonCollection) do
begin
- if InRegion(ButtonCollection[i].X, ButtonCollection[i].Y, ButtonCollection[i].W, ButtonCollection[i].H, X, Y) and
+ if InRegion(X, Y, ButtonCollection[i].GetMouseOverArea) and
ButtonCollection[i].Visible then
begin
Result:=i;
diff --git a/src/menu/UMenuButton.pas b/src/menu/UMenuButton.pas
index 923f0b14..868a86f3 100644
--- a/src/menu/UMenuButton.pas
+++ b/src/menu/UMenuButton.pas
@@ -38,7 +38,8 @@ uses
UTexture,
gl,
UMenuText,
- SDL;
+ SDL,
+ UMenuInteract;
type
CButton = class of TButton;
@@ -116,6 +117,8 @@ type
constructor Create(Textura: TTexture); overload;
constructor Create(Textura, DSTexture: TTexture); overload;
destructor Destroy; override;
+
+ function GetMouseOverArea: TMouseOverRect;
end;
implementation
@@ -529,6 +532,49 @@ begin
end;
end;
+function TButton.GetMouseOverArea: TMouseOverRect;
+begin
+ if (FadeTex.TexNum = 0) then
+ begin
+ Result.X := Texture.X;
+ Result.Y := Texture.Y;
+ Result.W := Texture.W;
+ Result.H := Texture.H;
+ end
+ else
+ begin
+ case FadeTexPos of
+ 0: begin // fade tex on top
+ Result.X := Texture.X;
+ Result.Y := FadeTex.Y;
+ Result.W := Texture.W;
+ Result.H := FadeTex.H + Texture.H;
+ end;
+
+ 1: begin // fade tex on left side
+ Result.X := FadeTex.X;
+ Result.Y := Texture.Y;
+ Result.W := FadeTex.W + Texture.W;
+ Result.H := Texture.H;
+ end;
+
+ 2: begin // fade tex on bottom
+ Result.X := Texture.X;
+ Result.Y := Texture.Y;
+ Result.W := Texture.W;
+ Result.H := FadeTex.H + Texture.H;
+ end;
+
+ 3: begin // fade tex on right side
+ Result.X := Texture.X;
+ Result.Y := Texture.Y;
+ Result.W := FadeTex.W + Texture.W;
+ Result.H := Texture.H;
+ end;
+ end;
+ end;
+end;
+
destructor TButton.Destroy;
begin
diff --git a/src/menu/UMenuInteract.pas b/src/menu/UMenuInteract.pas
index beb6bcef..7cb92025 100644
--- a/src/menu/UMenuInteract.pas
+++ b/src/menu/UMenuInteract.pas
@@ -39,6 +39,15 @@ type
Num: integer; // number of this item in proper list like buttons, selects
end;
+ { to handle the area where the mouse is over a control }
+ TMouseOverRect = record
+ X, Y: Real;
+ W, H: Real;
+ end;
+
+ { to handle the on click action }
+ TMouseClickAction = (maNone, maReturn, maLeft, maRight);
+
implementation
end.
diff --git a/src/menu/UMenuSelectSlide.pas b/src/menu/UMenuSelectSlide.pas
index 6bc824f4..11be4c2a 100644
--- a/src/menu/UMenuSelectSlide.pas
+++ b/src/menu/UMenuSelectSlide.pas
@@ -37,7 +37,8 @@ uses
gl,
TextGL,
UMenuText,
- UTexture;
+ UTexture,
+ UMenuInteract;
type
PSelectSlide = ^TSelectSlide;
@@ -135,6 +136,9 @@ type
//Automatically Generate Lines (Texts)
procedure genLines;
+
+ function GetMouseOverArea: TMouseOverRect;
+ function OnClick(X, Y: Real): TMouseClickAction;
end;
implementation
@@ -405,4 +409,31 @@ begin
end;
end;
+function TSelectSlide.GetMouseOverArea: TMouseOverRect;
+begin
+ Result.X := Texture.X;
+ Result.Y := Texture.Y;
+ Result.W := (TextureSBG.X + TextureSBG.W) - Result.X;
+ Result.H := Max(Texture.H, TextureSBG.H);
+end;
+
+function TSelectSlide.OnClick(X, Y: Real): TMouseClickAction;
+ var
+ AreaW: Real;
+begin
+ // default: press return on click
+ Result := maReturn;
+
+ // use left sides to inc or dec selection by click
+ AreaW := TextureSbg.W / 20;
+
+ if (Y >= TextureSBG.Y) and (Y <= TextureSBG.Y + TextureSBG.H) then
+ begin
+ if (X >= TextureSBG.X) and (X <= TextureSBG.X + AreaW) then
+ Result := maLeft // hit left area
+ else if (X >= TextureSBG.X + TextureSBG.W - AreaW) and (X <= TextureSBG.X + TextureSBG.W) then
+ Result := maRight; // hit right area
+ end;
+end;
+
end.