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/UMenu.pas | 83 +++++++++++++++++++++++++++++++-------- Game/Code/Menu/UMenuButton.pas | 88 +++++++++++++++++++++++++++++++++++++++--- 2 files changed, 149 insertions(+), 22 deletions(-) (limited to 'Game/Code/Menu') diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas index 24af3e1d..0fb1614f 100644 --- a/Game/Code/Menu/UMenu.pas +++ b/Game/Code/Menu/UMenu.pas @@ -309,10 +309,28 @@ end; procedure TMenu.AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte); var BT, BTLen: Integer; + TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal; + begin if (Num > High(ButtonCollection)) then exit; +// colorize hack +if ThemeCollection.Style.Typ='Colorized' then +begin + TempR:=floor(255*ThemeCollection.Style.ColR); + TempG:=floor(255*ThemeCollection.Style.ColG); + TempB:=floor(255*ThemeCollection.Style.ColB); + TempR2:=floor(255*ThemeCollection.Style.DColR); + TempG2:=floor(255*ThemeCollection.Style.DColG); + TempB2:=floor(255*ThemeCollection.Style.DColB); + // give encoded color to loadtexture + ButtonCollection[Num] := TButtonCollection.Create(Texture.LoadTexture(PChar(Skin.GetTextureFileName(ThemeCollection.Style.Tex)), 'JPG', 'Colorized', ((((TempR shl 8) or TempG) shl 8)or TempB)), + Texture.LoadTexture(PChar(Skin.GetTextureFileName(ThemeCollection.Style.Tex)), 'JPG', 'Colorized', ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); + +// Button[Result] := TButton.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); // use cache texture +end +else ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ, true)); // use cache texture //Set Parent menu @@ -328,13 +346,15 @@ begin ButtonCollection[Num].Y := ThemeCollection.Style.Y; ButtonCollection[Num].W := ThemeCollection.Style.W; ButtonCollection[Num].H := ThemeCollection.Style.H; - ButtonCollection[Num].SelectColR := ThemeCollection.Style.ColR; - ButtonCollection[Num].SelectColG := ThemeCollection.Style.ColG; - ButtonCollection[Num].SelectColB := ThemeCollection.Style.ColB; + if ThemeCollection.Style.Typ <> '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].DeselectColR := ThemeCollection.Style.DColR; - ButtonCollection[Num].DeselectColG := ThemeCollection.Style.DColG; - ButtonCollection[Num].DeselectColB := ThemeCollection.Style.DColB; ButtonCollection[Num].DeselectInt := ThemeCollection.Style.DInt; ButtonCollection[Num].Texture.TexX1 := 0; ButtonCollection[Num].Texture.TexY1 := 0; @@ -354,13 +374,16 @@ begin ButtonCollection[Num].Fade := ThemeCollection.Style.Fade; ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText; - ButtonCollection[Num].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ, true); + if ThemeCollection.Style.Typ='Colorized' then + ButtonCollection[Num].FadeTex := Texture.LoadTexture(PChar(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex)), 'JPG', 'Colorized', ((((TempR shl 8) or TempG) shl 8)or TempB)) + else + ButtonCollection[Num].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ, true); 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, + 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); @@ -532,6 +555,7 @@ var BT: integer; BTLen: integer; temp: integer; + TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal; begin { Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, @@ -554,7 +578,14 @@ begin Button[Result].Fade := ThemeButton.Fade; Button[Result].FadeText := ThemeButton.FadeText; - Button[Result].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ, true); + if ThemeButton.Typ='Colorized' then begin + TempR:=floor(255*ThemeButton.ColR); + TempG:=floor(255*ThemeButton.ColG); + TempB:=floor(255*ThemeButton.ColB); + Button[Result].FadeTex := Texture.LoadTexture(PChar(Skin.GetTextureFileName(ThemeButton.FadeTex)), 'JPG', 'Colorized', ((((TempR shl 8) or TempG) shl 8)or TempB)); + end + else + Button[Result].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ, true); Button[Result].FadeTexPos := ThemeButton.FadeTexPos; @@ -596,6 +627,7 @@ begin end; function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; Name, Format, Typ: String; Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; +var TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal; begin // adds button //SetLength is used once to reduce Memory usement @@ -604,7 +636,7 @@ begin Result := ButtonPos; Inc(ButtonPos) end - else //Old Method -> Reserve new Memory for every Button + else //Old Method -> Reserve new Memory for every Button begin Result := Length(Button); SetLength(Button, Result + 1); @@ -614,6 +646,23 @@ begin // check here for cache // Texture.GetTexture(Name, Typ, false); // preloads textures and creates cahce mipmap when needed // if Covers.CoverExists(Name) then +// colorize hack +if Typ='Colorized' then +begin + TempR:=floor(255*ColR); + TempG:=floor(255*ColG); + TempB:=floor(255*ColB); + TempR2:=floor(255*DColR); + TempG2:=floor(255*DColG); + TempB2:=floor(255*DColB); + // give encoded color to loadtexture + Button[Result] := TButton.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR shl 8) or TempG) shl 8)or TempB)), + Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); + +// Button[Result] := TButton.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), ((((TempR2 shl 8) or TempG2) shl 8)or TempB2))); // use cache texture +end +else + Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, true)); // use cache texture // else // Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, false)); // don't use cache texture} @@ -623,13 +672,15 @@ begin Button[Result].Y := Y; Button[Result].W := W; Button[Result].H := H; - Button[Result].SelectColR := ColR; - Button[Result].SelectColG := ColG; - Button[Result].SelectColB := ColB; + if Typ <> '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].DeselectColR := DColR; - Button[Result].DeselectColG := DColG; - Button[Result].DeselectColB := DColB; Button[Result].DeselectInt := DInt; Button[Result].Texture.TexX1 := 0; Button[Result].Texture.TexY1 := 0; 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