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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,
  UMenuInteract,
  gl;

type
  TStatic = class
    public
      Texture:           TTexture; // Button Screen position and size
      Visible:           boolean;

      // for list item
      TextureSelect:     TTexture;
      TextureDeselect:   TTexture; // Button Screen position and size

      //Reflection Mod
      Reflection:        boolean;
      Reflectionspacing: real;

      procedure Draw;
      constructor Create(Textura: TTexture); overload;
      function GetMouseOverArea: TMouseOverRect;
  end;

implementation
uses
  UDrawTexture,
  UDisplay;

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;

function TStatic.GetMouseOverArea: TMouseOverRect;
begin
  if not(Display.Cursor_HiddenByScreen) then
  begin
    Result.X := Texture.X;
    Result.Y := Texture.Y;
    Result.W := Texture.W;
    Result.H := Texture.H;
  end;
end;

end.