From 1ba91d5a0e1df7419a561f6dcf16a0839509a5e7 Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Wed, 27 Aug 2008 13:28:57 +0000 Subject: Reordering of the directories[1]: moving Game/Code to src git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1302 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UMenuButton.pas | 564 ----------------------------------------- 1 file changed, 564 deletions(-) delete mode 100644 Game/Code/Menu/UMenuButton.pas (limited to 'Game/Code/Menu/UMenuButton.pas') diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas deleted file mode 100644 index 60b92b9f..00000000 --- a/Game/Code/Menu/UMenuButton.pas +++ /dev/null @@ -1,564 +0,0 @@ -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, - DeSelectH, - PosX, - 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: 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) - - DeselectType: integer; // not used yet - Visible: boolean; - - Reflection: boolean; - Reflectionspacing, - DeSelectReflectionspacing: Real; - - Fade, - FadeText: Boolean; - - Selectable: boolean; - - //Number of the Parent Collection, 0 if in no Collection - Parent: Byte; - - SelectColR, - SelectColG, - SelectColB, - SelectInt, - SelectTInt: real; - //Fade Mod - SelectW: real; - SelectH: real; - - DeselectColR, - DeselectColG, - DeselectColB, - DeselectInt, - 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 := false; - Colorized := false; - - SelectColR := 1; - SelectColG := 1; - SelectColB := 1; - SelectInt := 1; - SelectTInt := 1; - - DeselectColR := 1; - DeselectColG := 1; - DeselectColB := 1; - DeselectInt := 0.5; - DeselectTInt := 1; - - Fade := false; - FadeTex.TexNum := 0; - FadeProgress := 0; - 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 - begin - DeSelectTexture.X := Texture.X; - DeSelectTexture.Y := Texture.Y; - DeSelectTexture.H := Texture.H; - DeSelectTexture.W := Texture.W; - DrawTexture(DeSelectTexture); - end; - - //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; - -// Button has the texture-type "colorized" -// Two textures are generated, one with Col the other one with DCol -// Check UMenu.pas line 680 to see the call ( AddButton() ) -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. -- cgit v1.2.3