2015-05-01 12:14:15 +02:00
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(*
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* CDDL HEADER START
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*
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* The contents of this file are subject to the terms of the
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* Common Development and Distribution License, Version 1.0 only
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* (the "License"). You may not use this file except in compliance
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* with the License.
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*
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* You can obtain a copy of the license at
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* http://www.opensource.org/licenses/cddl1.php.
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* See the License for the specific language governing permissions
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* and limitations under the License.
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*
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* When distributing Covered Code, include this CDDL HEADER in each
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* file and include the License file at
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* http://www.opensource.org/licenses/cddl1.php. If applicable,
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* add the following below this CDDL HEADER, with the fields enclosed
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* by brackets "[]" replaced with your own identifying * information:
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* Portions Copyright [yyyy] [name of copyright owner]
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*
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* CDDL HEADER END
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*
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*
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* Portions Copyright 2007 Andreas Schneider
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*)
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unit UOverlayUI;
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{$mode objfpc}{$H+}
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interface
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uses
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Classes, SysUtils, Gl, GLU, Imaging, ImagingTypes, ImagingClasses,
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ImagingOpenGL, OpenGLContext, ImagingUtility;
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type
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{ TGLArrow }
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TGLArrow = class(TObject)
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constructor Create(AGraphic: TSingleImage);
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destructor Destroy; override;
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protected
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FGraphic: TSingleImage;
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FTexture: GLuint;
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FRealWidth: Integer;
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FRealHeight: Integer;
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FWidth: Integer;
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FHeight: Integer;
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FCurrentX: Integer;
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FCurrentY: Integer;
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procedure UpdateTexture;
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public
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property Width: Integer read FWidth;
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property Height: Integer read FHeight;
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property CurrentX: Integer read FCurrentX;
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property CurrentY: Integer read FCurrentY;
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function HitTest(AX, AY: Integer): Boolean;
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procedure DrawGL(AX, AY: Integer; AActive: Boolean = False);
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end;
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{ TOverlayUI }
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TOverlayUI = class(TObject)
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constructor Create;
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destructor Destroy; override;
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protected
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FArrows: array[0..7] of TGLArrow;
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FActiveArrow: Integer;
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FVisible: Boolean;
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public
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property ActiveArrow: Integer read FActiveArrow write FActiveArrow;
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property Visible: Boolean read FVisible write FVisible;
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function HitTest(AX, AY: Integer): Integer;
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procedure Draw(AContext: TOpenGLControl);
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end;
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implementation
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uses
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UResourceManager;
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{ TGLArrow }
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constructor TGLArrow.Create(AGraphic: TSingleImage);
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var
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caps: TGLTextureCaps;
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begin
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inherited Create;
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FRealWidth := AGraphic.Width;
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FRealHeight := AGraphic.Height;
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GetGLTextureCaps(caps);
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if caps.NonPowerOfTwo then
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begin
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FWidth := FRealWidth;
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FHeight := FRealHeight;
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end else
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begin
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if IsPow2(FRealWidth) then FWidth := FRealWidth else FWidth := NextPow2(FRealWidth);
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if IsPow2(FRealHeight) then FHeight := FRealHeight else FHeight := NextPow2(FRealHeight);
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end;
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FGraphic := TSingleImage.CreateFromParams(FWidth, FHeight, ifA8R8G8B8);
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AGraphic.CopyTo(0, 0, FRealWidth, FRealHeight, FGraphic, 0, 0);
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FTexture := 0;
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end;
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destructor TGLArrow.Destroy;
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begin
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if FGraphic <> nil then FreeAndNil(FGraphic);
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if FTexture <> 0 then glDeleteTextures(1, @FTexture);
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inherited Destroy;
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end;
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procedure TGLArrow.UpdateTexture;
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begin
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if (FGraphic <> nil) and (FRealWidth > 0) and (FRealWidth > 0) then
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begin
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FTexture := CreateGLTextureFromImage(FGraphic.ImageDataPointer^, 0, 0, False);
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glBindTexture(GL_TEXTURE_2D, FTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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end;
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end;
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function TGLArrow.HitTest(AX, AY: Integer): Boolean;
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var
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pixel: TColor32Rec;
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begin
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if (AX > -1) and (AX < FRealWidth) and (AY > -1) and (AY < FRealHeight) then
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begin
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pixel := GetPixel32(FGraphic.ImageDataPointer^, AX, AY);
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Result := pixel.A > 0;
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end else
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Result := False;
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end;
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procedure TGLArrow.DrawGL(AX, AY: Integer; AActive: Boolean = False);
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begin
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FCurrentX := AX;
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FCurrentY := AY;
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if FTexture = 0 then UpdateTexture;
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if FTexture <> 0 then
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begin
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if AActive then
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begin
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(GL_COPY_INVERTED);
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end;
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glBindTexture(GL_TEXTURE_2D, FTexture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2d(AX, AY);
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glTexCoord2f(1, 0); glVertex2d(AX + FWidth, AY);
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glTexCoord2f(1, 1); glVertex2d(AX + FWidth, AY + FHeight);
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glTexCoord2f(0, 1); glVertex2d(AX, AY + FHeight);
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glEnd;
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if AActive then
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glDisable(GL_COLOR_LOGIC_OP);
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end;
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end;
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{ TOverlayUI }
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constructor TOverlayUI.Create;
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var
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i: Integer;
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arrow: TSingleImage;
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begin
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inherited Create;
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FActiveArrow := -1;
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FVisible := False;
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arrow := TSingleImage.CreateFromStream(ResourceManager.GetResource(0));
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for i := 0 to 3 do
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begin
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FArrows[2*i] := TGLArrow.Create(arrow);
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if i < 3 then
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arrow.Rotate(-90);
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end;
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arrow.Free;
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arrow := TSingleImage.CreateFromStream(ResourceManager.GetResource(1));
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for i := 0 to 3 do
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begin
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FArrows[2*i+1] := TGLArrow.Create(arrow);
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if i < 3 then
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arrow.Rotate(-90);
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end;
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arrow.Free;
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end;
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destructor TOverlayUI.Destroy;
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var
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i: Integer;
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begin
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for i := 0 to 7 do
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if FArrows[i] <> nil then FreeAndNil(FArrows[i]);
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inherited Destroy;
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end;
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function TOverlayUI.HitTest(AX, AY: Integer): Integer;
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var
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i: Integer;
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begin
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Result := -1;
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i := 0;
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while (i <= 7) and (Result = -1) do
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begin
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if FArrows[i].HitTest(AX - FArrows[i].CurrentX, AY - FArrows[i].CurrentY) then
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Result := i;
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Inc(i);
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end;
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end;
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procedure TOverlayUI.Draw(AContext: TOpenGLControl);
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begin
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if FVisible then
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begin
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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FArrows[0].DrawGL(10, 10, FActiveArrow = 0);
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FArrows[1].DrawGL(AContext.Width div 2 - FArrows[1].Width div 2, 10,
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FActiveArrow = 1);
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FArrows[2].DrawGL(AContext.Width - 10 - FArrows[2].Width, 10,
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FActiveArrow = 2);
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FArrows[3].DrawGL(AContext.Width - 10 - FArrows[3].Width,
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AContext.Height div 2 - FArrows[3].Height div 2,
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FActiveArrow = 3);
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FArrows[4].DrawGL(AContext.Width - 10 - FArrows[4].Width,
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AContext.Height - 10 - FArrows[4].Height,
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FActiveArrow = 4);
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FArrows[5].DrawGL(AContext.Width div 2 - FArrows[5].Width div 2,
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AContext.Height - 10 - FArrows[5].Height,
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FActiveArrow = 5);
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FArrows[6].DrawGL(10, AContext.Height - 10 - FArrows[6].Height,
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FActiveArrow = 6);
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FArrows[7].DrawGL(10, AContext.Height div 2 - FArrows[7].Height div 2,
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FActiveArrow = 7);
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end;
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end;
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end.
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