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{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UMenuStatic;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$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.
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