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/UDisplay.pas | 383 -------- Game/Code/Menu/UDrawTexture.pas | 105 --- Game/Code/Menu/UMenu.pas | 1432 ------------------------------ Game/Code/Menu/UMenuButton.pas | 564 ------------ Game/Code/Menu/UMenuButtonCollection.pas | 71 -- Game/Code/Menu/UMenuInteract.pas | 16 - Game/Code/Menu/UMenuSelectSlide.pas | 355 -------- Game/Code/Menu/UMenuStatic.pas | 85 -- Game/Code/Menu/UMenuText.pas | 350 -------- 9 files changed, 3361 deletions(-) delete mode 100644 Game/Code/Menu/UDisplay.pas delete mode 100644 Game/Code/Menu/UDrawTexture.pas delete mode 100644 Game/Code/Menu/UMenu.pas delete mode 100644 Game/Code/Menu/UMenuButton.pas delete mode 100644 Game/Code/Menu/UMenuButtonCollection.pas delete mode 100644 Game/Code/Menu/UMenuInteract.pas delete mode 100644 Game/Code/Menu/UMenuSelectSlide.pas delete mode 100644 Game/Code/Menu/UMenuStatic.pas delete mode 100644 Game/Code/Menu/UMenuText.pas (limited to 'Game/Code/Menu') diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas deleted file mode 100644 index 2b10b2c6..00000000 --- a/Game/Code/Menu/UDisplay.pas +++ /dev/null @@ -1,383 +0,0 @@ -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; - - FadeEnabled: Boolean; // true if fading is enabled - FadeFailed: Boolean; // true if fading is possible (enough memory, etc.) - FadeState: integer; // fading state, 0 means that the fade texture must be initialized - LastFadeTime: Cardinal; // last fade update time - - FadeTex: array[1..2] of GLuint; - - FPSCounter : Cardinal; - LastFPS : Cardinal; - NextFPSSwap : Cardinal; - - OSD_LastError : String; - - procedure DrawDebugInformation; - public - NextScreen : PMenu; - CurrentScreen : PMenu; - - //popup data - NextScreenWithCheck: Pmenu; - CheckOK : Boolean; - - // FIXME: Fade is set to 0 in UMain and other files but not used here anymore. - 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 - FadeState := 0; - FadeEnabled := (Ini.ScreenFade = 1); - FadeFailed:= false; - - glGenTextures(2, @FadeTex); - - for i := 1 to 2 do - begin - glBindTexture(GL_TEXTURE_2D, FadeTex[i]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - end; - - //Set LastError for OSD to No Error - OSD_LastError := 'No Errors'; -end; - -destructor TDisplay.Destroy; -begin - glDeleteTextures(2, @FadeTex); - inherited Destroy; -end; - -function TDisplay.Draw: Boolean; -var - S: integer; - FadeStateSquare: Real; - currentTime: Cardinal; - glError: glEnum; -begin - Result := True; - - glClearColor(1, 1, 1 , 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 - // on end of game fade to black before exit - BlackScreen := True; - end; - end; - - 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 - FadeState := 0; - if ((Ini.ScreenFade = 1) and (not FadeFailed)) then - FadeEnabled := True - else if (Ini.ScreenFade = 0) then - FadeEnabled := False; - end - else - begin - // disable fading if initialization failed - if (FadeEnabled and FadeFailed) then - begin - FadeEnabled := False; - end; - - if (FadeEnabled and not FadeFailed) then - begin - //Create Fading texture if we're just starting - if FadeState = 0 then - begin - // save old viewport and resize to fit texture - glPushAttrib(GL_VIEWPORT_BIT); - glViewPort(0, 0, 512, 512); - - // draw screen that will be faded - CurrentScreen.Draw; - - // clear OpenGL errors, otherwise fading might be disabled due to some - // older errors in previous OpenGL calls. - glGetError(); - - // copy screen to texture - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); - glError := glGetError(); - if (glError <> GL_NO_ERROR) then - begin - FadeFailed := true; - Log.LogWarn('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw'); - end; - - // restore viewport - glPopAttrib(); - - // blackscreen-hack - if not BlackScreen then - NextScreen.onShow; - - // update fade state - LastFadeTime := SDL_GetTicks(); - if (S = 2) or (Screens = 1) then - FadeState := FadeState + 1; - end; // end texture creation in first fading step - - //do some time-based fading - currentTime := SDL_GetTicks(); - if (currentTime > LastFadeTime+30) and (S = 1) then - begin - FadeState := FadeState + 4; - LastFadeTime := currentTime; - end; - - // 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 - - FadeStateSquare := (FadeState*FadeState)/10000; - - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); - glColor4f(1, 1, 1, 1-FadeStateSquare); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glTexCoord2f(0+FadeStateSquare, 0+FadeStateSquare); glVertex2f(0, 600); - glTexCoord2f(0+FadeStateSquare, 1-FadeStateSquare); glVertex2f(0, 0); - glTexCoord2f(1-FadeStateSquare, 1-FadeStateSquare); glVertex2f(800, 0); - glTexCoord2f(1-FadeStateSquare, 0+FadeStateSquare); glVertex2f(800, 600); - glEnd; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end - // blackscreen hack - else if not BlackScreen then - begin - NextScreen.OnShow; - end; - - if ((FadeState > 40) or (not FadeEnabled) or FadeFailed) and (S = 1) then - begin - // fade out complete... - FadeState := 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; - 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 -end; - -procedure TDisplay.SaveScreenShot; -var - Num: integer; - FileName: string; - ScreenData: PChar; - Surface: PSDL_Surface; - Success: boolean; - Align: integer; - RowSize: integer; -begin - // Exit if Screenshot-path does not exist or read-only - if (ScreenshotsPath = '') then - Exit; - - 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, $FF0000, 0); - - //Success := WriteJPGImage(FileName, Surface, 95); - //Success := WriteBMPImage(FileName, Surface); - Success := WritePNGImage(FileName, Surface); - if Success then - ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName)) - else - ScreenPopupError.ShowPopup('Screenshot failed'); - - SDL_FreeSurface(Surface); - FreeMem(ScreenData); -end; - -//------------ -// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen -//------------ -procedure TDisplay.DrawDebugInformation; -var Ticks: Cardinal; -begin - //Some White Background for information - glEnable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - glColor4f(1, 1, 1, 0.5); - glBegin(GL_QUADS); - glVertex2f(690, 44); - glVertex2f(690, 0); - glVertex2f(800, 0); - glVertex2f(800, 44); - glEnd; - glDisable(GL_BLEND); - - //Set Font Specs - SetFontStyle(0); - SetFontSize(7); - SetFontItalic(False); - glColor4f(0, 0, 0, 1); - - //Calculate FPS - Ticks := SDL_GetTicks(); - if (Ticks >= NextFPSSwap) then - begin - LastFPS := FPSCounter * 4; - FPSCounter := 0; - NextFPSSwap := Ticks + 250; - end; - - Inc(FPSCounter); - - //Draw Text - - //FPS - SetFontPos(695, 0); - glPrint (PChar('FPS: ' + InttoStr(LastFPS))); - - //RSpeed - SetFontPos(695, 13); - glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid)))); - - //LastError - SetFontPos(695, 26); - glColor4f(1, 0, 0, 1); - glPrint (PChar(OSD_LastError)); - - glColor4f(1, 1, 1, 1); -end; - -end. diff --git a/Game/Code/Menu/UDrawTexture.pas b/Game/Code/Menu/UDrawTexture.pas deleted file mode 100644 index a7dde18f..00000000 --- a/Game/Code/Menu/UDrawTexture.pas +++ /dev/null @@ -1,105 +0,0 @@ -unit UDrawTexture; - -interface - -{$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/UMenu.pas b/Game/Code/Menu/UMenu.pas deleted file mode 100644 index e352febd..00000000 --- a/Game/Code/Menu/UMenu.pas +++ /dev/null @@ -1,1432 +0,0 @@ -unit UMenu; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses gl, SysUtils, UTexture, UMenuStatic, UMenuText, UMenuButton, UMenuSelectSlide, - UMenuInteract, UThemes, UMenuButtonCollection, Math, UMusic; - -type -{ Int16 = SmallInt;} - - PMenu = ^TMenu; - TMenu = class - protected - ButtonPos: Integer; - - Interactions: array of TInteract; - SelInteraction: integer; - Button: array of TButton; - SelectsS: array of TSelectSlide; - ButtonCollection: array of TButtonCollection; - BackImg: TTexture; - BackW: integer; - BackH: integer; - - fFileName : string; - public - Text: array of TText; - Static: array of TStatic; - mX: integer; // mouse X - mY: integer; // mouse Y - - Fade: integer; // fade type - ShowFinish: boolean; // true if there is no fade - - - destructor Destroy; override; - constructor Create; overload; virtual; - //constructor Create(Back: string); overload; virtual; // Back is a JPG resource name for background - //constructor Create(Back: string; W, H: integer); overload; virtual; // W and H are the number of overlaps - - // interaction - function WideCharUpperCase(wchar: WideChar) : WideString; - function WideStringUpperCase(wstring: WideString) : WideString; - procedure AddInteraction(Typ, Num: integer); - procedure SetInteraction(Num: integer); - property Interaction: integer read SelInteraction write SetInteraction; - - //Procedure Load BG, Texts, Statics and Button Collections from ThemeBasic - procedure LoadFromTheme(const ThemeBasic: TThemeBasic); - - procedure PrepareButtonCollections(const Collections: AThemeButtonCollection); - procedure AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte); - - // background - procedure AddBackground(Name: string); - - // static - function AddStatic(ThemeStatic: TThemeStatic): integer; overload; - function AddStatic(X, Y, W, H: real; const Name: string): integer; overload; - function AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer; overload; - - // text - function AddText(ThemeText: TThemeText): integer; overload; - function AddText(X, Y: real; const Text_: string): integer; overload; - function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer; overload; - function AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string; Reflection_: Boolean; ReflectionSpacing_: Real; Z : Real): integer; overload; - - // button - Procedure SetButtonLength(Length: Cardinal); //Function that Set Length of Button Array in one Step instead of register new Memory for every Button - function AddButton(ThemeButton: TThemeButton): integer; overload; - function AddButton(X, Y, W, H: real; const Name: String): integer; overload; - function AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer; overload; - function AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; const Name: String; Typ: TTextureType; Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; overload; - procedure ClearButtons; - procedure AddButtonText(AddX, AddY: real; const AddText: string); overload; - procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string); overload; - procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload; - procedure AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload; - - // select slide - function AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; overload; - function AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; overload; - procedure AddSelectSlideOption(const AddText: string); overload; - procedure AddSelectSlideOption(SelectNo: Cardinal; const AddText: string); overload; - procedure UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); - -// function AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; -// procedure ClearWidgets(MinNumber : Int16); - procedure FadeTo(Screen: PMenu); overload; - procedure FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); overload; - //popup hack - procedure CheckFadeTo(Screen: PMenu; msg: String); - - function DrawBG: boolean; virtual; - function DrawFG: boolean; virtual; - function Draw: boolean; virtual; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown : Boolean): Boolean; virtual; - // FIXME: ParseMouse is not implemented in any subclass and not even used anywhere in the code - // -> do this before activation of this method - //function ParseMouse(Typ: integer; X: integer; Y: integer): Boolean; virtual; abstract; - procedure onShow; virtual; - procedure onShowFinish; virtual; - procedure onHide; virtual; - - procedure SetAnimationProgress(Progress: real); virtual; - - function IsSelectable(Int: Cardinal): Boolean; - - procedure InteractNext; virtual; - procedure InteractCustom(CustomSwitch: integer); virtual; - procedure InteractPrev; virtual; - procedure InteractInc; virtual; - procedure InteractDec; virtual; - procedure InteractNextRow; virtual; // this is for the options screen, so button down makes sense - procedure InteractPrevRow; virtual; // this is for the options screen, so button up makes sense - procedure AddBox(X, Y, W, H: real); - end; - -const - pmMove = 1; - pmClick = 2; - pmUnClick = 3; - - iButton = 0; // interaction type - iText = 2; - iSelectS = 3; - iBCollectionChild = 5; - -// fBlack = 0; // fade type -// fWhite = 1; - -implementation - -uses UCommon, - ULog, - UMain, - UDrawTexture, - UGraphic, - UDisplay, - UCovers, - UTime, - USkins; - -destructor TMenu.Destroy; -begin - inherited; -end; - -constructor TMenu.Create; -begin - inherited; - - Fade := 0;//fWhite; - - SetLength(Static, 0); - SetLength(Button, 0); - - BackImg.TexNum := 0; - - //Set ButtonPos to Autoset Length - ButtonPos := -1; -end; -{ -constructor TMenu.Create(Back: String); -begin - inherited Create; - - if Back <> '' then begin -// BackImg := Texture.GetTexture(true, Back, TEXTURE_TYPE_PLAIN, 0); - BackImg := Texture.GetTexture(Back, TEXTURE_TYPE_PLAIN, 0); // new theme system - BackImg.W := 800;//640; - BackImg.H := 600;//480; - BackW := 1; - BackH := 1; - end else - BackImg.TexNum := 0; - - //Set ButtonPos to Autoset Length - ButtonPos := -1; -end; - -constructor TMenu.Create(Back: string; W, H: integer); -begin - Create(Back); - BackImg.W := BackImg.W / W; - BackImg.H := BackImg.H / H; - BackW := W; - BackH := H; -end; } - -function RGBFloatToInt(R, G, B: Double): Cardinal; -begin - Result := (Trunc(255 * R) shl 16) or - (Trunc(255 * G) shl 8) or - Trunc(255 * B); -end; - -procedure TMenu.AddInteraction(Typ, Num: integer); -var - IntNum: integer; -begin - IntNum := Length(Interactions); - SetLength(Interactions, IntNum+1); - Interactions[IntNum].Typ := Typ; - Interactions[IntNum].Num := Num; - Interaction := 0; -end; - -procedure TMenu.SetInteraction(Num: integer); -var - OldNum, OldTyp: integer; - NewNum, NewTyp: integer; -begin - // set inactive - OldNum := Interactions[Interaction].Num; - OldTyp := Interactions[Interaction].Typ; - - NewNum := Interactions[Num].Num; - NewTyp := Interactions[Num].Typ; - - case OldTyp of - iButton: Button[OldNum].Selected := False; - iText: Text[OldNum].Selected := False; - iSelectS: SelectsS[OldNum].Selected := False; - //Button Collection Mod - iBCollectionChild: - begin - Button[OldNum].Selected := False; - - //Deselect Collection if Next Button is Not from Collection - if (NewTyp <> iButton) Or (Button[NewNum].Parent <> Button[OldNum].Parent) then - ButtonCollection[Button[OldNum].Parent-1].Selected := False; - end; - end; - - // set active - SelInteraction := Num; - case NewTyp of - iButton: Button[NewNum].Selected := True; - iText: Text[NewNum].Selected := True; - iSelectS: SelectsS[NewNum].Selected := True; - - //Button Collection Mod - iBCollectionChild: - begin - Button[NewNum].Selected := True; - ButtonCollection[Button[NewNum].Parent-1].Selected := True; - end; - end; -end; - -//---------------------- -//LoadFromTheme - Load BG, Texts, Statics and -//Button Collections from ThemeBasic -//---------------------- -procedure TMenu.LoadFromTheme(const ThemeBasic: TThemeBasic); -var - I: Integer; -begin - //Add Button Collections (Set Button CollectionsLength) - //Button Collections are Created when the first ChildButton is Created - PrepareButtonCollections(ThemeBasic.ButtonCollection); - - //Add Background - AddBackground(ThemeBasic.Background.Tex); - - //Add Statics and Texts - for I := 0 to High(ThemeBasic.Static) do - AddStatic(ThemeBasic.Static[I]); - - for I := 0 to High(ThemeBasic.Text) do - AddText(ThemeBasic.Text[I]); -end; - -procedure TMenu.AddBackground(Name: string); -//var -// lFileName : string; -begin - if Name <> '' then - begin - fFileName := Skin.GetTextureFileName(Name); - fFileName := AdaptFilePaths( fFileName ); - - if fileexists( fFileName ) then - begin - BackImg := Texture.GetTexture( fFileName , TEXTURE_TYPE_PLAIN); - - if ( BackImg.TexNum = 0 ) then - begin - if VideoPlayback.Open( fFileName ) then - begin - VideoBGTimer.SetTime(0); - VideoPlayback.Play; - end; - end; - - BackImg.W := 800; - BackImg.H := 600; - BackW := 1; - BackH := 1; - end; - end; -end; - -//---------------------- -//PrepareButtonCollections: -//Add Button Collections (Set Button CollectionsLength) -//---------------------- -procedure TMenu.PrepareButtonCollections(const Collections: AThemeButtonCollection); -var - I: Integer; -begin - SetLength(ButtonCollection, Length(Collections)); - For I := 0 to High(ButtonCollection) do - AddButtonCollection(Collections[I], I); -end; - -//---------------------- -//AddButtonCollection: -//Create a Button Collection; -//---------------------- -procedure TMenu.AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte); -var - BT, BTLen: Integer; - TempCol, TempDCol: Cardinal; - -begin - if (Num > High(ButtonCollection)) then - exit; - - TempCol := 0; - - // colorize hack - if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then - begin - TempCol := RGBFloatToInt(ThemeCollection.Style.ColR, ThemeCollection.Style.ColG, ThemeCollection.Style.ColB); - TempDCol := RGBFloatToInt(ThemeCollection.Style.DColR, ThemeCollection.Style.DColG, ThemeCollection.Style.DColB); - // give encoded color to GetTexture() - ButtonCollection[Num] := TButtonCollection.Create( - Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol), - Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol)); - end - else - begin - ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture( - Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ)); - end; - - //Set Parent menu - ButtonCollection[Num].ScreenButton := @Self.Button; - - //Set Attributes - ButtonCollection[Num].FirstChild := ThemeCollection.FirstChild; - ButtonCollection[Num].CountChilds := ThemeCollection.ChildCount; - ButtonCollection[Num].Parent := Num + 1; - - //Set Style - ButtonCollection[Num].X := ThemeCollection.Style.X; - ButtonCollection[Num].Y := ThemeCollection.Style.Y; - ButtonCollection[Num].W := ThemeCollection.Style.W; - ButtonCollection[Num].H := ThemeCollection.Style.H; - if (ThemeCollection.Style.Typ <> TEXTURE_TYPE_COLORIZED) then begin - ButtonCollection[Num].SelectColR := ThemeCollection.Style.ColR; - ButtonCollection[Num].SelectColG := ThemeCollection.Style.ColG; - ButtonCollection[Num].SelectColB := ThemeCollection.Style.ColB; - ButtonCollection[Num].DeselectColR := ThemeCollection.Style.DColR; - ButtonCollection[Num].DeselectColG := ThemeCollection.Style.DColG; - ButtonCollection[Num].DeselectColB := ThemeCollection.Style.DColB; - end; - ButtonCollection[Num].SelectInt := ThemeCollection.Style.Int; - ButtonCollection[Num].DeselectInt := ThemeCollection.Style.DInt; - ButtonCollection[Num].Texture.TexX1 := 0; - ButtonCollection[Num].Texture.TexY1 := 0; - ButtonCollection[Num].Texture.TexX2 := 1; - ButtonCollection[Num].Texture.TexY2 := 1; - ButtonCollection[Num].SetSelect(false); - - ButtonCollection[Num].Reflection := ThemeCollection.Style.Reflection; - ButtonCollection[Num].Reflectionspacing := ThemeCollection.Style.ReflectionSpacing; - ButtonCollection[Num].DeSelectReflectionspacing := ThemeCollection.Style.DeSelectReflectionSpacing; - - ButtonCollection[Num].Z := ThemeCollection.Style.Z; - - //Some Things from ButtonFading - ButtonCollection[Num].SelectH := ThemeCollection.Style.SelectH; - ButtonCollection[Num].SelectW := ThemeCollection.Style.SelectW; - - ButtonCollection[Num].Fade := ThemeCollection.Style.Fade; - ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText; - if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then - begin - ButtonCollection[Num].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), TEXTURE_TYPE_COLORIZED, TempCol) - end else begin - ButtonCollection[Num].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ); - end; - ButtonCollection[Num].FadeTexPos := ThemeCollection.Style.FadeTexPos; - - - BTLen := Length(ThemeCollection.Style.Text); - for BT := 0 to BTLen-1 do begin - AddButtonText(ButtonCollection[Num], ThemeCollection.Style.Text[BT].X, ThemeCollection.Style.Text[BT].Y, - ThemeCollection.Style.Text[BT].ColR, ThemeCollection.Style.Text[BT].ColG, ThemeCollection.Style.Text[BT].ColB, - ThemeCollection.Style.Text[BT].Font, ThemeCollection.Style.Text[BT].Size, ThemeCollection.Style.Text[BT].Align, - ThemeCollection.Style.Text[BT].Text); - end; -end; - -function TMenu.AddStatic(ThemeStatic: TThemeStatic): integer; -begin - Result := AddStatic(ThemeStatic.X, ThemeStatic.Y, ThemeStatic.W, ThemeStatic.H, ThemeStatic.Z, - ThemeStatic.ColR, ThemeStatic.ColG, ThemeStatic.ColB, - ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2, - Skin.GetTextureFileName(ThemeStatic.Tex), - ThemeStatic.Typ, $FFFFFF, ThemeStatic.Reflection, ThemeStatic.Reflectionspacing); -end; - -function TMenu.AddStatic(X, Y, W, H: real; const Name: string): integer; -begin - Result := AddStatic(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN); -end; - -function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; -begin - Result := AddStatic(X, Y, W, H, ColR, ColG, ColB, Name, Typ, $FFFFFF); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; -begin - Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, Name, Typ, $FFFFFF); -end; - -function TMenu.AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer; -var - StatNum: integer; -begin - // adds static - StatNum := Length(Static); - SetLength(Static, StatNum + 1); - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, $FF00FF)); // new skin - - // configures static - Static[StatNum].Texture.X := X; - Static[StatNum].Texture.Y := Y; - Static[StatNum].Texture.W := W; - Static[StatNum].Texture.H := H; - Static[StatNum].Visible := true; - Result := StatNum; -end; - -function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; -begin - Result := AddStatic(X, Y, W, H, 0, ColR, ColG, ColB, Name, Typ, Color); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; -begin - Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, Name, Typ, Color, False, 0); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer; -var - StatNum: integer; -begin - // adds static - StatNum := Length(Static); - SetLength(Static, StatNum + 1); - - // colorize hack - if (Typ = TEXTURE_TYPE_COLORIZED) then - begin - // give encoded color to GetTexture() - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))); - end - else - begin - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, Color)); // new skin - end; - - // configures static - Static[StatNum].Texture.X := X; - Static[StatNum].Texture.Y := Y; - Static[StatNum].Texture.W := W; - Static[StatNum].Texture.H := H; - Static[StatNum].Texture.Z := Z; - if (Typ <> TEXTURE_TYPE_COLORIZED) then - begin - Static[StatNum].Texture.ColR := ColR; - Static[StatNum].Texture.ColG := ColG; - Static[StatNum].Texture.ColB := ColB; - end; - Static[StatNum].Texture.TexX1 := TexX1; - Static[StatNum].Texture.TexY1 := TexY1; - Static[StatNum].Texture.TexX2 := TexX2; - Static[StatNum].Texture.TexY2 := TexY2; - Static[StatNum].Texture.Alpha := 1; - Static[StatNum].Visible := true; - - //ReflectionMod - Static[StatNum].Reflection := Reflection; - Static[StatNum].ReflectionSpacing := ReflectionSpacing; - - Result := StatNum; -end; - -function TMenu.AddText(ThemeText: TThemeText): integer; -begin - Result := AddText(ThemeText.X, ThemeText.Y, ThemeText.W, ThemeText.Font, ThemeText.Size, - ThemeText.ColR, ThemeText.ColG, ThemeText.ColB, ThemeText.Align, ThemeText.Text, ThemeText.Reflection, ThemeText.ReflectionSpacing, ThemeText.Z); -end; - -function TMenu.AddText(X, Y: real; const Text_: string): integer; -var - TextNum: integer; -begin - // adds text - TextNum := Length(Text); - SetLength(Text, TextNum + 1); - Text[TextNum] := TText.Create(X, Y, Text_); - Result := TextNum; -end; - -function TMenu.AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer; -begin - Result := AddText(X, Y, 0, Style, Size, ColR, ColG, ColB, 0, Text, false, 0, 0); -end; - -function TMenu.AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string; Reflection_: Boolean; ReflectionSpacing_: Real; Z : Real): integer; -var - TextNum: integer; -begin - // adds text - TextNum := Length(Text); - SetLength(Text, TextNum + 1); - Text[TextNum] := TText.Create(X, Y, W, Style, Size, ColR, ColG, ColB, Align, Text_, Reflection_, ReflectionSpacing_, Z); - Result := TextNum; -end; - -//Function that Set Length of Button Array in one Step instead of register new Memory for every Button -Procedure TMenu.SetButtonLength(Length: Cardinal); -begin - if (ButtonPos = -1) AND (Length > 0) then - begin - //Set Length of Button - SetLength(Button, Length); - - //Set ButtonPos to start with 0 - ButtonPos := 0; - end; -end; - - -// Method to add a button in our TMenu. It returns the assigned ButtonNumber -function TMenu.AddButton(ThemeButton: TThemeButton): integer; -var - BT: integer; - BTLen: integer; -begin - Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, - ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, - ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, - Skin.GetTextureFileName(ThemeButton.Tex), ThemeButton.Typ, - ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing); - - Button[Result].Z := ThemeButton.Z; - - //Button Visibility - Button[Result].Visible := ThemeButton.Visible; - - //Some Things from ButtonFading - Button[Result].SelectH := ThemeButton.SelectH; - Button[Result].SelectW := ThemeButton.SelectW; - - Button[Result].Fade := ThemeButton.Fade; - Button[Result].FadeText := ThemeButton.FadeText; - if (ThemeButton.Typ = TEXTURE_TYPE_COLORIZED) then - begin - Button[Result].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED, - RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB)); - end - else - begin - Button[Result].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ); - end; - - Button[Result].FadeTexPos := ThemeButton.FadeTexPos; - - BTLen := Length(ThemeButton.Text); - for BT := 0 to BTLen-1 do - begin - AddButtonText(ThemeButton.Text[BT].X, ThemeButton.Text[BT].Y, - ThemeButton.Text[BT].ColR, ThemeButton.Text[BT].ColG, ThemeButton.Text[BT].ColB, - ThemeButton.Text[BT].Font, ThemeButton.Text[BT].Size, ThemeButton.Text[BT].Align, - ThemeButton.Text[BT].Text); - end; - - //BAutton Collection Mod - if (ThemeButton.Parent <> 0) then - begin - //If Collection Exists then Change Interaction to Child Button - if (@ButtonCollection[ThemeButton.Parent-1] <> nil) then - begin - Interactions[High(Interactions)].Typ := iBCollectionChild; - Button[Result].Visible := False; - - for BT := 0 to BTLen-1 do - Button[Result].Text[BT].Alpha := 0; - - Button[Result].Parent := ThemeButton.Parent; - if (ButtonCollection[ThemeButton.Parent-1].Fade) then - Button[Result].Texture.Alpha := 0; - end; - end; - Log.BenchmarkEnd(6); - Log.LogBenchmark('====> Screen Options32', 6); -end; - -function TMenu.AddButton(X, Y, W, H: real; const Name: String): integer; -begin - Result := AddButton(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN, False); -end; - -function TMenu.AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer; -begin - Result := AddButton(X, Y, W, H, 1, 1, 1, 1, 1, 1, 1, 0.5, Name, TEXTURE_TYPE_PLAIN, Reflection, 15, 15); -end; - -function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; - const Name: String; Typ: TTextureType; - Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; -begin - // adds button - //SetLength is used once to reduce Memory usement - if (ButtonPos <> -1) then - begin - Result := ButtonPos; - Inc(ButtonPos) - end - else //Old Method -> Reserve new Memory for every Button - begin - Result := Length(Button); - SetLength(Button, Result + 1); - end; - - // colorize hack - if (Typ = TEXTURE_TYPE_COLORIZED) then - begin - // give encoded color to GetTexture() - Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)), - Texture.GetTexture(Name, Typ, RGBFloatToInt(DColR, DColG, DColB))); - end - else - begin - Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ)); - end; - - // configures button - Button[Result].X := X; - Button[Result].Y := Y; - Button[Result].W := W; - Button[Result].H := H; - if (Typ <> TEXTURE_TYPE_COLORIZED) then - begin - Button[Result].SelectColR := ColR; - Button[Result].SelectColG := ColG; - Button[Result].SelectColB := ColB; - Button[Result].DeselectColR := DColR; - Button[Result].DeselectColG := DColG; - Button[Result].DeselectColB := DColB; - end; - Button[Result].SelectInt := Int; - Button[Result].DeselectInt := DInt; - Button[Result].Texture.TexX1 := 0; - Button[Result].Texture.TexY1 := 0; - Button[Result].Texture.TexX2 := 1; - Button[Result].Texture.TexY2 := 1; - Button[Result].SetSelect(false); - - Button[Result].Reflection := Reflection; - Button[Result].Reflectionspacing := ReflectionSpacing; - Button[Result].DeSelectReflectionspacing := DeSelectReflectionSpacing; - - //Button Collection Mod - Button[Result].Parent := 0; - - - // adds interaction - AddInteraction(iButton, Result); - Interaction := 0; -end; - -procedure TMenu.ClearButtons; -begin - Setlength(Button, 0); -end; - -// Method to draw our TMenu and all his child buttons -function TMenu.DrawBG: boolean; -begin - BackImg.ColR := 1; - BackImg.ColG := 1; - BackImg.ColB := 1; - BackImg.TexX1 := 0; - BackImg.TexY1 := 0; - BackImg.TexX2 := 1; - BackImg.TexY2 := 1; - - if (BackImg.TexNum > 0) then - begin - BackImg.X := 0; - BackImg.Y := 0; - BackImg.Z := 0; // todo: eddie: to the opengl experts: please check this! On the mac z is not initialized??? - BackImg.W := 800; - BackImg.H := 600; - DrawTexture(BackImg); - end - else if (VideoPlayback <> nil) then - begin - VideoPlayback.GetFrame(VideoBGTimer.GetTime()); - // FIXME: why do we draw on screen 2? Seems to be wrong. - VideoPlayback.DrawGL(2); - end; - - Result := true; -end; - -function TMenu.DrawFG: boolean; -var - J: Integer; -begin - // We don't forget about newly implemented static for nice skin ... - for J := 0 to Length(Static) - 1 do - Static[J].Draw; - - // ... and slightly implemented menutext unit - for J := 0 to Length(Text) - 1 do - Text[J].Draw; - - // Draw all ButtonCollections - for J := 0 to High(ButtonCollection) do - ButtonCollection[J].Draw; - - // Second, we draw all of our buttons - for J := 0 to Length(Button) - 1 do - Button[J].Draw; - - for J := 0 to Length(SelectsS) - 1 do - SelectsS[J].Draw; - - // Third, we draw all our widgets - // for J := 0 to Length(WidgetsSrc) - 1 do - // SDL_BlitSurface(WidgetsSrc[J], nil, ParentBackBuf, WidgetsRect[J]); - Result := True; -end; - -function TMenu.Draw: boolean; -begin - DrawBG; - DrawFG; - Result := true; -end; - -{ -function TMenu.GetNextScreen(): PMenu; -begin - Result := NextScreen; -end; -} - -{ -function TMenu.AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; -var - WidgetNum : Int16; -begin - if (Assigned(WidgetSrc)) then - begin - WidgetNum := Length(WidgetsSrc); - - SetLength(WidgetsSrc, WidgetNum + 1); - SetLength(WidgetsRect, WidgetNum + 1); - - WidgetsSrc[WidgetNum] := WidgetSrc; - WidgetsRect[WidgetNum] := new(PSDL_Rect); - WidgetsRect[WidgetNum]^.x := X; - WidgetsRect[WidgetNum]^.y := Y; - WidgetsRect[WidgetNum]^.w := WidgetSrc^.w; - WidgetsRect[WidgetNum]^.h := WidgetSrc^.h; - - Result := WidgetNum; - end - else - Result := -1; -end; -} - -{ -procedure TMenu.ClearWidgets(MinNumber : Int16); -var - J : Int16; -begin - for J := MinNumber to (Length(WidgetsSrc) - 1) do - begin - SDL_FreeSurface(WidgetsSrc[J]); - dispose(WidgetsRect[J]); - end; - - SetLength(WidgetsSrc, MinNumber); - SetLength(WidgetsRect, MinNumber); -end; -} - -function TMenu.IsSelectable(Int: Cardinal): Boolean; -begin - Result := True; - case Interactions[Int].Typ of - //Button - iButton: Result := Button[Interactions[Int].Num].Visible and Button[Interactions[Int].Num].Selectable; - - //Select Slide - iSelectS: Result := SelectsS[Interactions[Int].Num].Visible; - - //ButtonCollection Child - iBCollectionChild: - Result := (ButtonCollection[Button[Interactions[Int].Num].Parent - 1].FirstChild - 1 = Int) and ((Interactions[Interaction].Typ <> iBCollectionChild) or (Button[Interactions[Interaction].Num].Parent <> Button[Interactions[Int].Num].Parent)); - end; -end; - -// implemented for the sake of usablility -// [curser down] picks the button left to the actual atm -// this behaviour doesn't make sense for two rows of buttons -procedure TMenu.InteractPrevRow; -var - Int: integer; -begin -// these two procedures just make sense for at least 5 buttons, because we -// usually start a second row when there are more than 4 buttons - Int := Interaction; - - Int := Int - ceil(Length(Interactions) / 2); - - //Set Interaction - if ((Int < 0) or (Int > Length(Interactions) - 1)) - then Int := Interaction //nonvalid button, keep current one - else Interaction := Int; //select row above -end; - -procedure TMenu.InteractNextRow; -var - Int: integer; -begin - Int := Interaction; - - Int := Int + ceil(Length(Interactions) / 2); - - //Set Interaction - if ((Int < 0) or (Int > Length(Interactions) - 1)) - then Int := Interaction //nonvalid button, keep current one - else Interaction := Int; //select row above -end; - -procedure TMenu.InteractNext; -var - Int: integer; -begin - Int := Interaction; - - // change interaction as long as it's needed - repeat - Int := (Int + 1) mod Length(Interactions); - - //If no Interaction is Selectable Simply Select Next - if (Int = Interaction) then Break; - - until IsSelectable(Int); - - //Set Interaction - Interaction := Int; -end; - -procedure TMenu.InteractPrev; -var - Int: integer; -begin - Int := Interaction; - - // change interaction as long as it's needed - repeat - Int := Int - 1; - if Int = -1 then Int := High(Interactions); - - //If no Interaction is Selectable Simply Select Next - if (Int = Interaction) then Break; - until IsSelectable(Int); - - //Set Interaction - Interaction := Int -end; - - -procedure TMenu.InteractCustom(CustomSwitch: integer); -{ needed only for below -var - Num: integer; - Typ: integer; - Again: boolean; -} -begin - //Code Commented atm, because it needs to be Rewritten - //it doesn't work with Button Collections - {then begin - CustomSwitch:= CustomSwitch*(-1); - Again := true; - // change interaction as long as it's needed - while (Again = true) do begin - Num := SelInteraction - CustomSwitch; - if Num = -1 then Num := High(Interactions); - Interaction := Num; - Again := false; // reset, default to accept changing interaction - - // checking newly interacted element - Num := Interactions[Interaction].Num; - Typ := Interactions[Interaction].Typ; - case Typ of - iButton: - begin - if Button[Num].Selectable = false then Again := True; - end; - end; // case - end; // while - end - else if num>0 then begin - Again := true; - // change interaction as long as it's needed - while (Again = true) do begin - Num := (Interaction + CustomSwitch) Mod Length(Interactions); - Interaction := Num; - Again := false; // reset, default to accept changing interaction - - - // checking newly interacted element - Num := Interactions[Interaction].Num; - Typ := Interactions[Interaction].Typ; - case Typ of - iButton: - begin - if Button[Num].Selectable = false then Again := True; - end; - end; // case - end; // while - end } -end; - - -procedure TMenu.FadeTo(Screen: PMenu); -begin - Display.Fade := 0; - Display.NextScreen := Screen; -end; - -procedure TMenu.FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); -begin - FadeTo( Screen ); - AudioPlayback.PlaySound( aSound ); -end; - - -//popup hack -procedure TMenu.CheckFadeTo(Screen: PMenu; msg: String); -begin - Display.Fade := 0; - Display.NextScreenWithCheck := Screen; - Display.CheckOK:=False; - ScreenPopupCheck.ShowPopup(msg); -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; const AddText: string); -begin - AddButtonText(AddX, AddY, 1, 1, 1, AddText); -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string); -var - Il: integer; -begin - with Button[High(Button)] do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - end; -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); -var - Il: integer; -begin - with Button[High(Button)] do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - Text[Il].Style := Font; - Text[Il].Size := Size; - Text[Il].Align := Align; - end; -end; - -procedure TMenu.AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); -var - Il: integer; -begin - with CustomButton do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - Text[Il].Style := Font; - Text[Il].Size := Size; - Text[Il].Align := Align; - end; -end; - - -function TMenu.AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; -var - SO: integer; -begin - Result := AddSelectSlide(ThemeSelectS.X, ThemeSelectS.Y, ThemeSelectS.W, ThemeSelectS.H, ThemeSelectS.SkipX, ThemeSelectS.SBGW, - ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeSelectS.Int, - ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeSelectS.DInt, - ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeSelectS.TInt, - ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeSelectS.TDInt, - ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeSelectS.SBGInt, - ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt, - ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt, - ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt, - Skin.GetTextureFileName(ThemeSelectS.Tex), TEXTURE_TYPE_COLORIZED, - Skin.GetTextureFileName(ThemeSelectS.TexSBG), TEXTURE_TYPE_COLORIZED, - ThemeSelectS.Text, Data); - for SO := 0 to High(Values) do - AddSelectSlideOption(Values[SO]); - - SelectsS[High(SelectsS)].Text.Size := ThemeSelectS.TextSize; - - SelectsS[High(SelectsS)].Texture.Z := ThemeSelectS.Z; - SelectsS[High(SelectsS)].TextureSBG.Z := ThemeSelectS.Z; - - //Generate Lines - SelectsS[High(SelectsS)].GenLines; - - SelectsS[High(SelectsS)].SelectedOption := SelectsS[High(SelectsS)].SelectOptInt; // refresh -end; - -function TMenu.AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; -var - S: integer; - I: integer; -begin - S := Length(SelectsS); - SetLength(SelectsS, S + 1); - SelectsS[S] := TSelectSlide.Create; - - if (Typ = TEXTURE_TYPE_COLORIZED) then - SelectsS[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)) - else - SelectsS[S].Texture := Texture.GetTexture(Name, Typ); - SelectsS[S].X := X; - SelectsS[S].Y := Y; - SelectsS[S].W := W; - SelectsS[S].H := H; - - SelectsS[S].ColR := ColR; - SelectsS[S].ColG := ColG; - SelectsS[S].ColB := ColB; - SelectsS[S].Int := Int; - SelectsS[S].DColR := DColR; - SelectsS[S].DColG := DColG; - SelectsS[S].DColB := DColB; - SelectsS[S].DInt := DInt; - - if (SBGTyp = TEXTURE_TYPE_COLORIZED) then - SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB)) - else - SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); - SelectsS[S].TextureSBG.X := X + W + SkipX; - SelectsS[S].TextureSBG.Y := Y; - //SelectsS[S].TextureSBG.W := 450; - SelectsS[S].SBGW := SBGW; - SelectsS[S].TextureSBG.H := H; - SelectsS[S].SBGColR := SBGColR; - SelectsS[S].SBGColG := SBGColG; - SelectsS[S].SBGColB := SBGColB; - SelectsS[S].SBGInt := SBGInt; - SelectsS[S].SBGDColR := SBGDColR; - SelectsS[S].SBGDColG := SBGDColG; - SelectsS[S].SBGDColB := SBGDColB; - SelectsS[S].SBGDInt := SBGDInt; - - SelectsS[S].Text.X := X + 20; - SelectsS[S].Text.Y := Y + (SelectsS[S].TextureSBG.H / 2) - 15; - SelectsS[S].Text.Text := Caption; - SelectsS[S].Text.Size := 10; - SelectsS[S].Text.Visible := true; - SelectsS[S].TColR := TColR; - SelectsS[S].TColG := TColG; - SelectsS[S].TColB := TColB; - SelectsS[S].TInt := TInt; - SelectsS[S].TDColR := TDColR; - SelectsS[S].TDColG := TDColG; - SelectsS[S].TDColB := TDColB; - SelectsS[S].TDInt := TDInt; - - SelectsS[S].STColR := STColR; - SelectsS[S].STColG := STColG; - SelectsS[S].STColB := STColB; - SelectsS[S].STInt := STInt; - SelectsS[S].STDColR := STDColR; - SelectsS[S].STDColG := STDColG; - SelectsS[S].STDColB := STDColB; - SelectsS[S].STDInt := STDInt; - - // new - SelectsS[S].Texture.TexX1 := 0; - SelectsS[S].Texture.TexY1 := 0; - SelectsS[S].Texture.TexX2 := 1; - SelectsS[S].Texture.TexY2 := 1; - SelectsS[S].TextureSBG.TexX1 := 0; - SelectsS[S].TextureSBG.TexY1 := 0; - SelectsS[S].TextureSBG.TexX2 := 1; - SelectsS[S].TextureSBG.TexY2 := 1; - - // Sets Data to copy the value of selectops to global value; - SelectsS[S].PData := @Data; - // Configures Select options - {//SelectsS[S].TextOpt[0].Text := IntToStr(I+1); - SelectsS[S].TextOpt[0].Size := 10; - SelectsS[S].TextOpt[0].Align := 1; - - SelectsS[S].TextOpt[0].ColR := SelectsS[S].STDColR; - SelectsS[S].TextOpt[0].ColG := SelectsS[S].STDColG; - SelectsS[S].TextOpt[0].ColB := SelectsS[S].STDColB; - SelectsS[S].TextOpt[0].Int := SelectsS[S].STDInt; - SelectsS[S].TextOpt[0].Visible := true; } - - // Sets default value of selectopt from Data; - SelectsS[S].SelectedOption := Data; - - // Disables default selection - SelectsS[S].SetSelect(false); - - {// Configures 3 select options - for I := 0 to 2 do begin - SelectsS[S].TextOpt[I].X := SelectsS[S].TextureSBG.X + 20 + (50 + 20) + (150 - 20) * I; - SelectsS[S].TextOpt[I].Y := SelectsS[S].TextureSBG.Y + 20; - SelectsS[S].TextOpt[I].Text := IntToStr(I+1); - SelectsS[S].TextOpt[I].Size := 10; - SelectsS[S].TextOpt[I].Align := 1; - - - SelectsS[S].TextOpt[I].ColR := SelectsS[S].STDColR; - SelectsS[S].TextOpt[I].ColG := SelectsS[S].STDColG; - SelectsS[S].TextOpt[I].ColB := SelectsS[S].STDColB; - SelectsS[S].TextOpt[I].Int := SelectsS[S].STDInt; - SelectsS[S].TextOpt[I].Visible := true; - end;} - - - // adds interaction - AddInteraction(iSelectS, S); - Result := S; -end; - -procedure TMenu.AddSelectSlideOption(const AddText: string); -begin - AddSelectSlideOption(High(SelectsS), AddText); -end; - -procedure TMenu.AddSelectSlideOption(SelectNo: Cardinal; const AddText: string); -var - SO: integer; -begin - SO := Length(SelectsS[SelectNo].TextOptT); - - SetLength(SelectsS[SelectNo].TextOptT, SO + 1); - SelectsS[SelectNo].TextOptT[SO] := AddText; - - //SelectsS[S].SelectedOption := SelectsS[S].SelectOptInt; // refresh - - //if SO = Selects[S].PData^ then Selects[S].SelectedOption := SO; -end; - -procedure TMenu.UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); -var - SO: integer; -begin - SetLength(SelectsS[SelectNum].TextOptT, 0); - for SO := 0 to High(Values) do - AddSelectSlideOption(SelectNum, Values[SO]); - - SelectsS[SelectNum].GenLines; - -// SelectsS[SelectNum].SelectedOption := SelectsS[SelectNum].SelectOptInt; // refresh -// SelectS[SelectNum].SetSelectOpt(Data); -// SelectS[SelectNum].SelectedOption := 0;//Data; - -// Log.LogError(IntToStr(High(SelectsS[SelectNum].TextOptT))); -// if 0 <= High(SelectsS[SelectNum].TextOptT) then - - SelectsS[SelectNum].PData := @Data; - SelectsS[SelectNum].SelectedOption := Data; -end; - -procedure TMenu.InteractInc; -var - Num: integer; - Value: integer; -begin - case Interactions[Interaction].Typ of - iSelectS: begin - Num := Interactions[Interaction].Num; - Value := SelectsS[Num].SelectedOption; -// Value := (Value + 1) Mod (Length(SelectsS[Num].TextOptT)); - - // limit - Value := Value + 1; - if Value <= High(SelectsS[Num].TextOptT) then - SelectsS[Num].SelectedOption := Value; - end; - //Button Collection Mod - iBCollectionChild: - begin - - //Select Next Button in Collection - For Num := 1 to High(Button) do - begin - Value := (Interaction + Num) Mod Length(Button); - if Value = 0 then - begin - InteractNext; - Break; - end; - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - //interact Next if there is Nothing to Change - else InteractNext; - end; -end; - -procedure TMenu.InteractDec; -var - Num: integer; - Value: integer; -begin - case Interactions[Interaction].Typ of - iSelectS: begin - Num := Interactions[Interaction].Num; - Value := SelectsS[Num].SelectedOption; - Value := Value - 1; -// if Value = -1 then -// Value := High(SelectsS[Num].TextOptT); - - if Value >= 0 then - SelectsS[Num].SelectedOption := Value; - end; - //Button Collection Mod - iBCollectionChild: - begin - //Select Prev Button in Collection - For Num := High(Button) downto 1 do - begin - Value := (Interaction + Num) Mod Length(Button); - if Value = High(Button) then - begin - InteractPrev; - Break; - end; - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - //interact Prev if there is Nothing to Change - else - begin - InteractPrev; - //If ButtonCollection with more than 1 Entry then Select Last Entry - if (Button[Interactions[Interaction].Num].Parent <> 0) AND (ButtonCollection[Button[Interactions[Interaction].Num].Parent-1].CountChilds > 1) then - begin - //Select Last Child - For Num := High(Button) downto 1 do - begin - Value := (Interaction + Num) Mod Length(Button); - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - end; - end; -end; - -procedure TMenu.AddBox(X, Y, W, H: real); -begin - AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); - AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); -end; - -procedure TMenu.onShow; -begin - // FIXME: this needs some work. First, there should be a variable like - // VideoBackground so we can check whether a video-background is enabled or not. - // Second, a video should be stopped if the screen is hidden, but the Video.Stop() - // method is not implemented by now. This is necessary for theme-switching too. - // At the moment videos cannot be turned off without restarting USDX. - - // check if a background texture was found - if (BackImg.TexNum = 0) then - begin - // try to open an animated background - // Note: newer versions of ffmpeg are able to open images like jpeg - // so do not pass an image's filename to VideoPlayback.Open() - if fileexists( fFileName ) then - begin - if VideoPlayback.Open( fFileName ) then - begin - VideoBGTimer.SetTime(0); - VideoPlayback.Play; - end; - end; - end; -end; - -procedure TMenu.onShowFinish; -begin - // nothing -end; - -(* - * Wrapper for WideUpperCase. Needed because some plattforms have problems with - * unicode support. - *) -function TMenu.WideCharUpperCase(wchar: WideChar) : WideString; -begin - // On Linux and MacOSX the cwstring unit is necessary for Unicode function-calls. - // Otherwise you will get an EIntOverflow exception (thrown by unimplementedwidestring()). - // The Unicode manager cwstring does not work with MacOSX at the moment because - // of missing references to iconv. So we have to use Ansi... for the moment. - - {$IFNDEF DARWIN} - // The FPC implementation of WideUpperCase returns nil if wchar is #0 (e.g. if an arrow key is pressed) - if (wchar <> #0) then - Result := WideUpperCase(wchar) - else - Result := #0; - {$ELSE} - Result := AnsiUpperCase(wchar) - {$ENDIF} -end; - -(* - * Wrapper for WideUpperCase. Needed because some plattforms have problems with - * unicode support. - *) -function TMenu.WideStringUpperCase(wstring: WideString) : WideString; -begin - {$IFNDEF DARWIN} - Result := WideUpperCase(wstring) - {$ELSE} - Result := AnsiUpperCase(wstring); - {$ENDIF} -end; - -procedure TMenu.onHide; -begin - // nothing -end; - -function TMenu.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - // nothing - Result := true; -end; - -procedure TMenu.SetAnimationProgress(Progress: real); -begin - // nothing -end; - -end. - diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas deleted file mode 100644 index 60b92b9f..00000000 --- a/Game/Code/Menu/UMenuButton.pas +++ /dev/null @@ -1,564 +0,0 @@ -unit UMenuButton; - -interface - -{$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. diff --git a/Game/Code/Menu/UMenuButtonCollection.pas b/Game/Code/Menu/UMenuButtonCollection.pas deleted file mode 100644 index c700c812..00000000 --- a/Game/Code/Menu/UMenuButtonCollection.pas +++ /dev/null @@ -1,71 +0,0 @@ -unit UMenuButtonCollection; - -interface - -{$I switches.inc} - -uses UMenuButton; - -type - //---------------- - //TButtonCollection - //No Extra Attributes or Functions ATM - //---------------- - AButton = Array of TButton; - PAButton = ^AButton; - TButtonCollection = class(TButton) - //num of the First Button, that can be Selected - FirstChild: Byte; - CountChilds: Byte; - - ScreenButton: PAButton; - - procedure SetSelect(Value : Boolean); override; - procedure Draw; override; - end; - -implementation - -procedure TButtonCollection.SetSelect(Value : Boolean); -var I: Integer; -begin - inherited; - - //Set Visible for Every Button that is a Child of this ButtonCollection - if (Not Fade) then - For I := 0 to High(ScreenButton^) do - if (ScreenButton^[I].Parent = Parent) then - ScreenButton^[I].Visible := Value; -end; - -procedure TButtonCollection.Draw; -var I, J: Integer; -begin - inherited; - //If fading is activated, Fade Child Buttons - if (Fade) then - begin - For I := 0 to High(ScreenButton^) do - if (ScreenButton^[I].Parent = Parent) then - begin - if (FadeProgress < 0.5) then - begin - ScreenButton^[I].Visible := SelectBool; - - For J := 0 to High(ScreenButton^[I].Text) do - ScreenButton^[I].Text[J].Visible := SelectBool; - end - else - begin - ScreenButton^[I].Texture.Alpha := (FadeProgress-0.666)*3; - - For J := 0 to High(ScreenButton^[I].Text) do - ScreenButton^[I].Text[J].Alpha := (FadeProgress-0.666)*3; - end; - end; - end; -end; - - - -end. diff --git a/Game/Code/Menu/UMenuInteract.pas b/Game/Code/Menu/UMenuInteract.pas deleted file mode 100644 index e0b4fa11..00000000 --- a/Game/Code/Menu/UMenuInteract.pas +++ /dev/null @@ -1,16 +0,0 @@ -unit UMenuInteract; - -interface - -{$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/UMenuSelectSlide.pas b/Game/Code/Menu/UMenuSelectSlide.pas deleted file mode 100644 index 76299e80..00000000 --- a/Game/Code/Menu/UMenuSelectSlide.pas +++ /dev/null @@ -1,355 +0,0 @@ -unit UMenuSelectSlide; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses TextGL, - UTexture, - gl, - UMenuText; - -type - PSelectSlide = ^TSelectSlide; - TSelectSlide = class - private - SelectBool: boolean; - public - // objects - Text: TText; // Main text describing option - TextOpt: array of TText; // 3 texts in the position of possible options - TextOptT: array of string; // array of names for possible options - - Texture: TTexture; // Select Texture - TextureSBG: TTexture; // Background Selections Texture -// TextureS: array of TTexture; // Selections Texture (not used) - -// TextureArrowL: TTexture; // Texture for left arrow (not used yet) -// TextureArrowR: TTexture; // Texture for right arrow (not used yet) - - SelectOptInt: integer; - PData: ^integer; - - //For automatically Setting LineCount - Lines: Byte; - - //Visibility - Visible: Boolean; - - // 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 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; - - property SBGW: real read TextureSBG.w write TextureSBG.w; - - // 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; - constructor Create; - - //Automatically Generate Lines (Texts) - procedure genLines; - end; - -implementation -uses UDrawTexture, math, ULog, SysUtils; - -// ------------ Select -constructor TSelectSlide.Create; -begin - inherited Create; - Text := TText.Create; - SetLength(TextOpt, 1); - TextOpt[0] := TText.Create; - - //Set Standard Width for Selections Background - SBGW := 450; - - Visible := True; - {SetLength(TextOpt, 3); - TextOpt[0] := TText.Create; - TextOpt[1] := TText.Create; - TextOpt[2] := TText.Create;} -end; - -procedure TSelectSlide.SetSelect(Value: boolean); -{var - SO: integer; - I: integer;} -begin - 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 I := 0 to High(TextOpt) do begin - TextOpt[I].ColR := STColR; - TextOpt[I].ColG := STColG; - TextOpt[I].ColB := STColB; - TextOpt[I].Int := STInt; - 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 I := 0 to High(TextOpt) do begin - TextOpt[I].ColR := STDColR; - TextOpt[I].ColG := STDColG; - TextOpt[I].ColB := STDColB; - TextOpt[I].Int := STDInt; - end;} - end; -end; - -procedure TSelectSlide.SetSelectOpt(Value: integer); -var - SO: integer; - Sel: integer; - HalfL: integer; - HalfR: integer; - -procedure DoSelection(Sel: Cardinal); - var I: Integer; - begin - for I := low(TextOpt) to high(TextOpt) do - begin - TextOpt[I].ColR := STDColR; - TextOpt[I].ColG := STDColG; - TextOpt[I].ColB := STDColB; - TextOpt[I].Int := STDInt; - end; - if (integer(Sel) <= high(TextOpt)) then - begin - TextOpt[Sel].ColR := STColR; - TextOpt[Sel].ColG := STColG; - TextOpt[Sel].ColB := STColB; - TextOpt[Sel].Int := STInt; - end; - end; -begin - SelectOptInt := Value; - PData^ := Value; -// SetSelect(true); // reset all colors - - if (Length(TextOpt)>0) AND (Length(TextOptT)>0) then - begin - - if (Value <= 0) then - begin //First Option Selected - Value := 0; - - for SO := low (TextOpt) to high(TextOpt) do - begin - TextOpt[SO].Text := TextOptT[SO]; - end; - - DoSelection(0); - end - else if (Value >= high(TextOptT)) then - begin //Last Option Selected - Value := high(TextOptT); - - for SO := high(TextOpt) downto low (TextOpt) do - begin - TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)]; - end; - DoSelection(Lines-1); - end - else - begin - HalfL := Ceil((Lines-1)/2); - HalfR := Lines-1-HalfL; - - if (Value <= HalfL) then - begin //Selected Option is near to the left side - {HalfL := Value; - HalfR := Lines-1-HalfL;} - //Change Texts - for SO := low (TextOpt) to high(TextOpt) do - begin - TextOpt[SO].Text := TextOptT[SO]; - end; - - DoSelection(Value); - end - else if (Value > High(TextOptT)-HalfR) then - begin //Selected is too near to the right border - HalfR := high(TextOptT) - Value; - HalfL := Lines-1-HalfR; - //Change Texts - for SO := high(TextOpt) downto low (TextOpt) do - begin - TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)]; - end; - - DoSelection (HalfL); - end - else - begin - //Change Texts - for SO := low (TextOpt) to high(TextOpt) do - begin - TextOpt[SO].Text := TextOptT[Value - HalfL + SO]; - end; - - DoSelection(HalfL); - end; - - end; - - end; - -end; - -procedure TSelectSlide.Draw; -var - SO: integer; -begin - if Visible then - begin - DrawTexture(Texture); - DrawTexture(TextureSBG); - - Text.Draw; - - for SO := low(TextOpt) to high(TextOpt) do - TextOpt[SO].Draw; - end; -end; - -procedure TSelectSlide.GenLines; -var -maxlength: Real; -I: Integer; -begin - SetFontStyle(0{Text.Style}); - SetFontSize(Text.Size); - maxlength := 0; - - for I := low(TextOptT) to high (TextOptT) do - begin - if (glTextWidth(PChar(TextOptT[I])) > maxlength) then - maxlength := glTextWidth(PChar(TextOptT[I])); - end; - - Lines := floor((TextureSBG.W-40) / (maxlength+7)); - if (Lines > Length(TextOptT)) then - Lines := Length(TextOptT); - - if (Lines <= 0) then - Lines := 1; - - //Free old Space used by Texts - For I := low(TextOpt) to high(TextOpt) do - TextOpt[I].Free; - - setLength (TextOpt, Lines); - - for I := low(TextOpt) to high(TextOpt) do - begin - TextOpt[I] := TText.Create; - TextOpt[I].Size := Text.Size; - //TextOpt[I].Align := 1; - TextOpt[I].Align := 0; - TextOpt[I].Visible := True; - - TextOpt[I].ColR := STDColR; - TextOpt[I].ColG := STDColG; - TextOpt[I].ColB := STDColB; - TextOpt[I].Int := STDInt; - - //Generate Positions - //TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * (I + 0.5); - if (I <> High(TextOpt)) OR (High(TextOpt) = 0) OR (Length(TextOptT) = Lines) then - TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * I - else - TextOpt[I].X := TextureSBG.X + TextureSBG.W - maxlength; - - TextOpt[I].Y := TextureSBG.Y + (TextureSBG.H / 2) - 1.5 * Text.Size{20}; - - //Better Look with 2 Options - if (Lines=2) AND (Length(TextOptT)= 2) then - TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W -40 - glTextWidth(PChar(TextOptT[1]))) * I; - end; -end; - -end. diff --git a/Game/Code/Menu/UMenuStatic.pas b/Game/Code/Menu/UMenuStatic.pas deleted file mode 100644 index ac8fa2dc..00000000 --- a/Game/Code/Menu/UMenuStatic.pas +++ /dev/null @@ -1,85 +0,0 @@ -unit UMenuStatic; - -interface - -{$I switches.inc} - -uses UTexture, gl; - -type - TStatic = class - public - Texture: TTexture; // Button Screen position and size - Visible: boolean; - - //Reflection Mod - Reflection: boolean; - Reflectionspacing: Real; - - procedure Draw; - constructor Create(Textura: TTexture); overload; - end; - -implementation -uses UDrawTexture; - -procedure TStatic.Draw; -begin - if Visible then - begin - DrawTexture(Texture); - - //Reflection Mod - if (Reflection) then // Draw Reflections - begin - with Texture do - begin - //Bind Tex and GL Attributes - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - glDepthRange(0, 10); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, TexNum); - - //Draw - glBegin(GL_QUADS);//Top Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX1*TexW, TexY2*TexH); - glVertex3f(x, y+h*scaleH+ Reflectionspacing, z); - - //Bottom Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1); - glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z); - - - //Bottom Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1); - glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z); - - //Top Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX2*TexW, TexY2*TexH); - glVertex3f(x+w*scaleW, y+h*scaleH + Reflectionspacing, z); - glEnd; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - end; - end; - end; -end; - -constructor TStatic.Create(Textura: TTexture); -begin - inherited Create; - Texture := Textura; -end; - -end. diff --git a/Game/Code/Menu/UMenuText.pas b/Game/Code/Menu/UMenuText.pas deleted file mode 100644 index fecf936e..00000000 --- a/Game/Code/Menu/UMenuText.pas +++ /dev/null @@ -1,350 +0,0 @@ -unit UMenuText; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses TextGL, - UTexture, - gl, - math, - SysUtils, - SDL; - -type - TText = class - private - SelectBool: boolean; - TextString: string; - TextTiles: array of string; - - STicks: Cardinal; - SelectBlink: boolean; - public - X: real; - Y: real; - Z: real; - MoveX: real; //Some Modifier for X - Position that don't affect the real Y - MoveY: real; //Some Modifier for Y - Position that don't affect the real Y - W: real; //text wider than W is broken -// H: real; - Size: real; - ColR: real; - ColG: real; - ColB: real; - Alpha: real; - Int: real; - Style: integer; - Visible: boolean; - Align: integer; // 0 = left, 1 = center, 2 = right - - //Reflection - Reflection: boolean; - ReflectionSpacing: real; - - procedure SetSelect(Value: boolean); - property Selected: boolean read SelectBool write SetSelect; - - procedure SetText(Value: string); - property Text: string read TextString write SetText; - - procedure DeleteLastL; //Procedure to Delete Last Letter - - procedure Draw; - constructor Create; overload; - constructor Create(X, Y: real; Tekst: string); overload; - constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string; ParReflection: boolean; ParReflectionSpacing: real; ParZ: real); overload; - end; - -implementation - -uses UGraphic, - StrUtils; - -procedure TText.SetSelect(Value: boolean); -begin - SelectBool := Value; - - //Set Cursor Visible - SelectBlink := True; - STicks := SDL_GetTicks() div 550; -end; - -procedure TText.SetText(Value: string); -var - NextPos: Cardinal; //NextPos of a Space etc. - LastPos: Cardinal; //LastPos " - LastBreak: Cardinal; //Last Break - isBreak: boolean; //True if the Break is not Caused because the Text is out of the area - FirstWord: Word; //Is First Word after Break? - Len: Word; //Length of the Tiles Array - - function GetNextPos: boolean; - var - T1, T2, T3: Cardinal; - begin - LastPos := NextPos; - - //Next Space (If Width is given) - if (W > 0) then - T1 := PosEx(' ', Value, LastPos + 1) - else T1 := Length(Value); - - {//Next - - T2 := PosEx('-', Value, LastPos + 1);} - - //Next Break - T3 := PosEx('\n', Value, LastPos + 1); - - if T1 = 0 then - T1 := Length(Value); - {if T2 = 0 then - T2 := Length(Value); } - if T3 = 0 then - T3 := Length(Value); - - //Get Nearest Pos - NextPos := min(T1, T3{min(T2, T3)}); - - if (LastPos = Length(Value)) then - NextPos := 0; - - isBreak := (NextPos = T3) AND (NextPos <> Length(Value)); - Result := (NextPos <> 0); - end; - - procedure AddBreak(const From, bTo: Cardinal); - begin - if (isBreak) OR (bTo - From >= 1) then - begin - Inc(Len); - SetLength (TextTiles, Len); - TextTiles[Len-1] := Trim(Copy(Value, From, bTo - From)); - - if isBreak then - LastBreak := bTo + 2 - else - LastBreak := bTo + 1; - FirstWord := 0; - end; - end; - -begin - //Set TExtstring - TextString := Value; - - //Set Cursor Visible - SelectBlink := True; - STicks := SDL_GetTicks() div 550; - - //Exit if there is no Need to Create Tiles - if (W <= 0) and (Pos('\n', Value) = 0) then - begin - SetLength (TextTiles, 1); - TextTiles[0] := Value; - Exit; - end; - - //Create Tiles - //Reset Text Array - SetLength (TextTiles, 0); - Len := 0; - - //Reset Counter Vars - LastPos := 1; - NextPos := 1; - LastBreak := 1; - FirstWord := 1; - - if (W > 0) then - begin - //Set Font Properties - SetFontStyle(Style); - SetFontSize(Size); - end; - - //go Through Text - while (GetNextPos) do - begin - //Break in Text - if isBreak then - begin - //Look for Break before the Break - if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) AND (NextPos-LastPos > 1) then - begin - isBreak := False; - //Not the First word after Break, so we don't have to break within a word - if (FirstWord > 1) then - begin - //Add Break before actual Position, because there the Text fits the Area - AddBreak(LastBreak, LastPos); - end - else //First Word after Break Break within the Word - begin - //ToDo - //AddBreak(LastBreak, LastBreak + 155); - end; - end; - - isBreak := True; - //Add Break from Text - AddBreak(LastBreak, NextPos); - end - //Text comes out of the Text Area -> CreateBreak - else if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) then - begin - //Not the First word after Break, so we don't have to break within a word - if (FirstWord > 1) then - begin - //Add Break before actual Position, because there the Text fits the Area - AddBreak(LastBreak, LastPos); - end - else //First Word after Break -> Break within the Word - begin - //ToDo - //AddBreak(LastBreak, LastBreak + 155); - end; - end; - //end; - Inc(FirstWord) - end; - //Add Ending - AddBreak(LastBreak, Length(Value)+1); -end; - -procedure TText.DeleteLastL; -var - S: string; - L: integer; -begin - S := TextString; - L := Length(S); - if (L > 0) then - SetLength(S, L-1); - - SetText(S); -end; - -procedure TText.Draw; -var - X2, Y2: real; - Text2: string; - I: integer; -begin - if Visible then - begin - SetFontStyle(Style); - SetFontSize(Size); - SetFontItalic(False); - - glColor4f(ColR*Int, ColG*Int, ColB*Int, Alpha); - - //Reflection - if Reflection = true then - SetFontReflection(true, ReflectionSpacing) - else - SetFontReflection(false,0); - - //if selected set blink... - if SelectBool then - begin - I := SDL_GetTicks() div 550; - if I <> STicks then - begin //Change Visability - STicks := I; - SelectBlink := Not SelectBlink; - end; - end; - - {if (False) then //no width set draw as one long string - begin - if not (SelectBool AND SelectBlink) then - Text2 := Text - else - Text2 := Text + '|'; - - case Align of - 0: X2 := X; - 1: X2 := X - glTextWidth(pchar(Text2))/2; - 2: X2 := X - glTextWidth(pchar(Text2)); - end; - - SetFontPos(X2, Y); - glPrint(PChar(Text2)); - SetFontStyle(0); // reset to default - end - else - begin} - //now use allways: - //draw text as many strings - Y2 := Y + MoveY; - for I := 0 to high(TextTiles) do - begin - if (not (SelectBool and SelectBlink)) or (I <> high(TextTiles)) then - Text2 := TextTiles[I] - else - Text2 := TextTiles[I] + '|'; - - case Align of - 0: X2 := X + MoveX; - 1: X2 := X + MoveX - glTextWidth(pchar(Text2))/2; - 2: X2 := X + MoveX - glTextWidth(pchar(Text2)); - end; - - SetFontPos(X2, Y2); - - SetFontZ(Z); - - glPrint(PChar(Text2)); - - {if Size >= 10 then - Y2 := Y2 + Size * 2.8 - else} - if (Style = 1) then - Y2 := Y2 + Size * 2.8 - else - Y2 := Y2 + Size * 2.15; - end; - SetFontStyle(0); // reset to default - - //end; - end; -end; - -constructor TText.Create; -begin - Create(0, 0, ''); -end; - -constructor TText.Create(X, Y: real; Tekst: string); -begin - Create(X, Y, 0, 0, 10, 0, 0, 0, 0, Tekst, false, 0, 0); -end; - -constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string; ParReflection: boolean; ParReflectionSpacing: real; ParZ:real); -begin - inherited Create; - Alpha := 1; - X := ParX; - Y := ParY; - W := ParW; - Z := ParZ; - Style := ParStyle; - Size := ParSize; - Text := ParTekst; - ColR := ParColR; - ColG := ParColG; - ColB := ParColB; - Int := 1; - Align := ParAlign; - SelectBool := false; - Visible := true; - Reflection:= ParReflection; - ReflectionSpacing:= ParReflectionSpacing; -end; - -end. -- cgit v1.2.3