From 731dec0d29e29a5d30e728616bcb5aa35c7c75ea Mon Sep 17 00:00:00 2001 From: tobigun Date: Wed, 30 Apr 2008 12:54:51 +0000 Subject: Fixed some range-check errors. Explicitly disable range-checks {$R-} should not be necessary for the MacOSX build anymore. Note: Texture-numbers (e.g. texnum) are unsigned (GLuint) so do not init them to -1. Use 0 instead. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1040 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UMenuButton.pas | 1140 ++++++++++++++++++++-------------------- 1 file changed, 570 insertions(+), 570 deletions(-) (limited to 'Game/Code/Menu/UMenuButton.pas') diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index 652b5112..8cda0b1d 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -1,570 +1,570 @@ -unit UMenuButton; - -interface - -{$I switches.inc} - -uses TextGL, UTexture, OpenGL12, 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 = -1) 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 = -1) 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 := -1; - - 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 = -1) 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 <> -1) 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, OpenGL12, 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. -- cgit v1.2.3