From d5ebad3a661194459da1b134978ed353e46c9b72 Mon Sep 17 00:00:00 2001 From: b1indy Date: Sun, 2 Sep 2007 23:45:33 +0000 Subject: now buttons can also have transparent colorized textures POC-Pic: http://imageshock.eu/img/colorizedbuttons-ao81.jpg git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@365 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UMenuButton.pas | 88 +++++++++++++++++++++++++++++++++++++++--- 1 file changed, 82 insertions(+), 6 deletions(-) (limited to 'Game/Code/Menu/UMenuButton.pas') diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index 919a18c9..51c746fe 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -11,18 +11,21 @@ type 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) @@ -76,6 +79,7 @@ type procedure Draw; virtual; constructor Create(Textura: TTexture); overload; + constructor Create(Textura, DSTexture: TTexture); overload; destructor Destroy; override; end; @@ -110,7 +114,7 @@ begin for T := 0 to High(Text) do Text[T].Y := Text[T].Y + dY;} - + PosY := Value; if (FadeTex.TexNum = -1) then Texture.y := Value; @@ -149,7 +153,7 @@ begin end; procedure TButton.SetSelect(Value : Boolean); -var +var T: integer; begin SelectBool := Value; @@ -217,6 +221,9 @@ begin //Reflection Mod Reflection := true; + //colorized hack + Colorized:=False; + // Default // SelectInt := 1; // DeselectInt := 0.5; @@ -297,11 +304,15 @@ begin 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; @@ -322,6 +333,8 @@ 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; @@ -336,6 +349,8 @@ 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; @@ -350,6 +365,8 @@ 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;; @@ -364,6 +381,8 @@ 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; @@ -382,7 +401,10 @@ begin Text[T].MoveY := (SelectH - DeSelectH); end; - DrawTexture(Texture); + if SelectBool or not Colorized then + DrawTexture(Texture) + else + DrawTexture(DeselectTexture); //Draw FadeTex if (FadeTex.TexNum <> -1) then @@ -419,6 +441,7 @@ begin else Spacing := DeSelectReflectionspacing; + if SelectBool or not Colorized then with Texture do begin //Bind Tex and GL Attributes @@ -456,7 +479,47 @@ begin glEnd; glDisable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); + 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; @@ -478,11 +541,24 @@ 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