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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.
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