From de20f99f49e0091e72b2662d41679c0ed784bf10 Mon Sep 17 00:00:00 2001 From: mogguh Date: Sat, 12 Jul 2008 03:12:06 +0000 Subject: Fixed the deselect texture not showing up on colorized buttons git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1182 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UMenuButton.pas | 274 ++++++++++++++++++++--------------------- 1 file changed, 134 insertions(+), 140 deletions(-) (limited to 'Game') diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index a20811a6..60b92b9f 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -8,6 +8,7 @@ uses TextGL, UTexture, gl, UMenuText,SDL; type CButton = class of TButton; + TButton = class protected SelectBool: Boolean; @@ -15,56 +16,53 @@ type FadeProgress: Real; FadeLastTick: Cardinal; - DeSelectW: Real; - DeSelectH: Real; - PosX: Real; + 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 hack + 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) -// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible) - // now uses alpha - - DeselectType: integer; // not used yet - Visible: boolean; - //Reflection Mod - Reflection: boolean; - Reflectionspacing: Real; + 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 Mod - Fade: Boolean; - FadeText: Boolean; + Fade, + FadeText: Boolean; - Selectable: boolean; + Selectable: boolean; - //No of the Parent Collection, 0 if in no Collection + //Number of the Parent Collection, 0 if in no Collection Parent: Byte; - SelectColR: real; - SelectColG: real; - SelectColB: real; - SelectInt: real; + SelectColR, + SelectColG, + SelectColB, + SelectInt, SelectTInt: real; //Fade Mod SelectW: real; SelectH: real; - DeselectColR: real; - DeselectColG: real; - DeselectColB: real; - DeselectInt: real; - DeselectTInt: real; + DeselectColR, + DeselectColG, + DeselectColB, + DeselectInt, + DeselectTInt: real; procedure SetY(Value: real); procedure SetX(Value: real); @@ -79,11 +77,11 @@ type property H: real read DeSelectH write SetH; property Selected: Boolean read SelectBool write SetSelect; - procedure Draw; virtual; + procedure Draw; virtual; constructor Create(Textura: TTexture); overload; constructor Create(Textura, DSTexture: TTexture); overload; - destructor Destroy; override; + destructor Destroy; override; end; implementation @@ -162,16 +160,18 @@ var T: integer; begin SelectBool := Value; - if (Value) then begin - Texture.ColR := SelectColR; - Texture.ColG := SelectColG; - Texture.ColB := SelectColB; - Texture.Int := SelectInt; + + 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; + Texture2.Int := SelectInt; for T := 0 to High(Text) do Text[T].Int := SelectTInt; @@ -187,16 +187,18 @@ begin Texture.W := SelectW; Texture.H := SelectH; end; - end else begin - Texture.ColR := DeselectColR; - Texture.ColG := DeselectColG; - Texture.ColB := DeselectColB; - Texture.Int := DeselectInt; + 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; + Texture2.Int := DeselectInt; for T := 0 to High(Text) do Text[T].Int := DeselectTInt; @@ -219,56 +221,36 @@ constructor TButton.Create(); begin inherited Create; // We initialize all to 0, nil or false - Visible := true; - SelectBool := false; - DeselectType := 0; - Selectable := true; - //Reflection Mod - Reflection := true; - - //colorized hack - Colorized:=False; - - // Default -// SelectInt := 1; -// DeselectInt := 0.5; - -{ SelectColR := 0.5; - SelectColG := 0.75; - SelectColB := 0; - SelectInt := 1; - SelectTInt := 1; - - DeselectColR := 1; - DeselectColG := 1; - DeselectColB := 1; - DeselectInt := 0.5; - DeselectTInt := 1;} - - SelectColR := 1; - SelectColG := 1; - SelectColB := 1; - SelectInt := 1; - SelectTInt := 1; - - DeselectColR := 1; - DeselectColG := 1; - DeselectColB := 1; - DeselectInt := 0.5; - DeselectTInt := 1; - + 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; - FadeProgress := 0; - Fade := False; - FadeText := False; - SelectW := DeSelectW; - SelectH := DeSelectH; + PosX := 0; + PosY := 0; - PosX := 0; - PosY := 0; - - Parent := 0; + Parent := 0; end; // ***** Public methods ****** // @@ -279,7 +261,8 @@ var Tick: Cardinal; Spacing: Real; begin - if Visible then begin + if Visible then + begin //Fade Mod T:=0; if Fade then @@ -290,6 +273,7 @@ begin if (Tick <> FadeLastTick) then begin FadeLastTick := Tick; + if SelectBool then FadeProgress := FadeProgress + 0.125 else @@ -303,35 +287,37 @@ begin 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; + 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; + 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.ColR := Texture.ColR; + FadeTex.ColG := Texture.ColG; + FadeTex.ColB := Texture.ColB; + FadeTex.Int := Texture.Int; - FadeTex.Z := Texture.Z; + FadeTex.Z := Texture.Z; - FadeTex.Alpha := Texture.Alpha; - FadeTex.TexX1 := 0; - FadeTex.TexX2 := 1; - FadeTex.TexY1 := 0; - FadeTex.TexY2 := 1; + FadeTex.Alpha := Texture.Alpha; + FadeTex.TexX1 := 0; + FadeTex.TexX2 := 1; + FadeTex.TexY1 := 0; + FadeTex.TexY2 := 1; Case FadeTexPos of 0: //FadeTex on Top @@ -339,8 +325,8 @@ begin //Standard Texture Texture.X := PosX; Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; + DeSelectTexture.X := Texture.X; + DeSelectTexture.Y := Texture.Y; //Fade Tex FadeTex.X := PosX; FadeTex.Y := PosY; @@ -355,8 +341,8 @@ begin //Standard Texture Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress; Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; + DeSelectTexture.X := Texture.X; + DeSelectTexture.Y := Texture.Y; //Fade Tex FadeTex.X := PosX; FadeTex.Y := PosY; @@ -371,8 +357,8 @@ begin //Standard Texture Texture.X := PosX; Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; + DeSelectTexture.X := Texture.X; + DeSelectTexture.Y := Texture.Y; //Fade Tex FadeTex.X := PosX; FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;; @@ -387,8 +373,8 @@ begin //Standard Texture Texture.X := PosX; Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; + DeSelectTexture.X := Texture.X; + DeSelectTexture.Y := Texture.Y; //Fade Tex FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress; FadeTex.Y := PosY; @@ -410,13 +396,20 @@ begin if SelectBool or (FadeProgress > 0) or not Colorized then DrawTexture(Texture) else - DrawTexture(DeselectTexture); + 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 + if Texture2.Alpha > 0 then + begin Texture2.ScaleW := Texture.ScaleW; Texture2.ScaleH := Texture.ScaleH; @@ -488,7 +481,7 @@ begin glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); end else - with DeselectTexture do + with DeSelectTexture do begin //Bind Tex and GL Attributes glEnable(GL_TEXTURE_2D); @@ -512,7 +505,6 @@ begin 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); @@ -536,7 +528,6 @@ begin end; end; -// ***** ****** // destructor TButton.Destroy; begin @@ -546,25 +537,28 @@ 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; + 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; + Texture := Textura; + DeSelectTexture := DSTexture; + Texture.ColR := 1; + Texture.ColG := 1; + Texture.ColB := 1; + Texture.Int := 1; + Colorized := True; end; end. -- cgit v1.2.3