1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
|
unit UMenuButton;
interface
uses TextGL, UTexture, OpenGL12, UMenuText;
type
CButton = class of TButton;
TButton = class
protected
SelectBool: Boolean;
FadeProgress: Real;
FadeLastTick: Cardinal;
DeSelectW: Real;
DeSelectH: Real;
PosX: Real;
PosY: Real;
constructor Create(); overload;
public
Text: Array of TText;
Texture: TTexture; // Button Screen position and size
Texture2: TTexture; // second texture only used for fading full resolution covers
FadeTex: TTexture; //Texture for beautiful fading
FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right)
// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible)
// now uses alpha
DeselectType: integer; // not used yet
Visible: boolean;
//Reflection Mod
Reflection: boolean;
Reflectionspacing: Real;
DeSelectReflectionspacing: Real;
//Fade Mod
Fade: Boolean;
FadeText: Boolean;
Selectable: boolean;
//No of the Parent Collection, 0 if in no Collection
Parent: Byte;
SelectColR: real;
SelectColG: real;
SelectColB: real;
SelectInt: real;
SelectTInt: real;
//Fade Mod
SelectW: real;
SelectH: real;
DeselectColR: real;
DeselectColG: real;
DeselectColB: real;
DeselectInt: real;
DeselectTInt: real;
procedure SetY(Value: real);
procedure SetX(Value: real);
procedure SetW(Value: real);
procedure SetH(Value: real);
procedure SetSelect(Value: Boolean); virtual;
property X: real read PosX write SetX;
property Y: real read PosY write SetY;
property Z: real read Texture.z write Texture.z;
property W: real read DeSelectW write SetW;
property H: real read DeSelectH write SetH;
property Selected: Boolean read SelectBool write SetSelect;
procedure Draw; virtual;
constructor Create(Textura: TTexture); overload;
destructor Destroy; override;
end;
implementation
uses UDrawTexture, SysUtils, windows;
procedure TButton.SetX(Value: real);
var
dx: real;
T: integer; // text
begin
{dY := Value - Texture.y;
Texture.X := Value;
for T := 0 to High(Text) do
Text[T].X := Text[T].X + dY;}
PosX := Value;
if (FadeTex.TexNum = -1) then
Texture.X := Value;
end;
procedure TButton.SetY(Value: real);
var
dY: real;
T: integer; // text
begin
{dY := Value - PosY;
for T := 0 to High(Text) do
Text[T].Y := Text[T].Y + dY;}
PosY := Value;
if (FadeTex.TexNum = -1) then
Texture.y := Value;
end;
procedure TButton.SetW(Value: real);
begin
if SelectW = DeSelectW then
SelectW := Value;
DeSelectW := Value;
if Not Fade then
begin
if SelectBool then
Texture.W := SelectW
else
Texture.W := DeSelectW;
end;
end;
procedure TButton.SetH(Value: real);
begin
if SelectH = DeSelectH then
SelectH := Value;
DeSelectH := Value;
if Not Fade then
begin
if SelectBool then
Texture.H := SelectH
else
Texture.H := DeSelectH;
end;
end;
procedure TButton.SetSelect(Value : Boolean);
var
T: integer;
begin
SelectBool := Value;
if (Value) then begin
Texture.ColR := SelectColR;
Texture.ColG := SelectColG;
Texture.ColB := SelectColB;
Texture.Int := SelectInt;
Texture2.ColR := SelectColR;
Texture2.ColG := SelectColG;
Texture2.ColB := SelectColB;
Texture2.Int := SelectInt;
for T := 0 to High(Text) do
Text[T].Int := SelectTInt;
//Fade Mod
if Fade then
begin
if (FadeProgress <= 0) then
FadeProgress := 0.125;
end
else
begin
Texture.W := SelectW;
Texture.H := SelectH;
end;
end else begin
Texture.ColR := DeselectColR;
Texture.ColG := DeselectColG;
Texture.ColB := DeselectColB;
Texture.Int := DeselectInt;
Texture2.ColR := DeselectColR;
Texture2.ColG := DeselectColG;
Texture2.ColB := DeselectColB;
Texture2.Int := DeselectInt;
for T := 0 to High(Text) do
Text[T].Int := DeselectTInt;
//Fade Mod
if Fade then
begin
if (FadeProgress >= 1) then
FadeProgress := 0.875;
end
else
begin
Texture.W := DeSelectW;
Texture.H := DeSelectH;
end;
end;
end;
constructor TButton.Create();
begin
inherited Create;
// We initialize all to 0, nil or false
Visible := true;
SelectBool := false;
DeselectType := 0;
Selectable := true;
//Reflection Mod
Reflection := true;
// Default
// SelectInt := 1;
// DeselectInt := 0.5;
{ SelectColR := 0.5;
SelectColG := 0.75;
SelectColB := 0;
SelectInt := 1;
SelectTInt := 1;
DeselectColR := 1;
DeselectColG := 1;
DeselectColB := 1;
DeselectInt := 0.5;
DeselectTInt := 1;}
SelectColR := 1;
SelectColG := 1;
SelectColB := 1;
SelectInt := 1;
SelectTInt := 1;
DeselectColR := 1;
DeselectColG := 1;
DeselectColB := 1;
DeselectInt := 0.5;
DeselectTInt := 1;
FadeTex.TexNum := -1;
FadeProgress := 0;
Fade := False;
FadeText := False;
SelectW := DeSelectW;
SelectH := DeSelectH;
PosX := 0;
PosY := 0;
Parent := 0;
end;
// ***** Public methods ****** //
procedure TButton.Draw;
var
T: integer;
Tick: Cardinal;
Spacing: Real;
begin
if Visible then begin
//Fade Mod
if Fade then
begin
if (FadeProgress < 1) and (FadeProgress > 0) then
begin
Tick := GetTickCount div 16;
if (Tick <> FadeLastTick) then
begin
FadeLastTick := Tick;
if SelectBool then
FadeProgress := FadeProgress + 0.125
else
FadeProgress := FadeProgress - 0.125;
if (FadeText) then
begin
For T := 0 to high(Text) do
begin
Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress;
Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress;
end;
end;
end;
end;
//Method without Fade Texture
if (FadeTex.TexNum = -1) then
begin
Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress;
Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress;
end
else //method with Fade Texture
begin
Texture.W := DeSelectW;
Texture.H := DeSelectH;
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;
//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;
//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;
//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;
//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;
DrawTexture(Texture);
//Draw FadeTex
if (FadeTex.TexNum <> -1) then
DrawTexture(FadeTex);
if Texture2.Alpha > 0 then begin
Texture2.ScaleW := Texture.ScaleW;
Texture2.ScaleH := Texture.ScaleH;
Texture2.X := Texture.X;
Texture2.Y := Texture.Y;
Texture2.W := Texture.W;
Texture2.H := Texture.H;
Texture2.ColR := Texture.ColR;
Texture2.ColG := Texture.ColG;
Texture2.ColB := Texture.ColB;
Texture2.Int := Texture.Int;
Texture2.Z := Texture.Z;
DrawTexture(Texture2);
end;
//Reflection Mod
if (Reflection) then // Draw Reflections
begin
if (FadeProgress <> 0) AND (FadeProgress <> 1) then
begin
Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress;
end
else if SelectBool then
Spacing := Reflectionspacing
else
Spacing := DeSelectReflectionspacing;
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)*FadeProgress*FadeProgress*FadeProgress);
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)*FadeProgress*FadeProgress*FadeProgress);
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;
Texture.ColR := 0;
Texture.ColG := 0.5;
Texture.ColB := 0;
Texture.Int := 1;
end;
end.
|