Raygui lib extensions property list.
This commit is contained in:
@@ -15,22 +15,32 @@ Gui = Raygui:new()
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local buttonTexture = nil
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local winSize = Vec2:new( 1024, 720 )
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local cat = {
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texture = nil,
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source = Rect:new(),
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dest = Rect:new(),
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origin = Vec2:new(),
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rotation = 0.0,
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tint = Color:new( RL.WHITE ),
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visible = true,
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flipped = false
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}
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local function addButton( bounds, text, callback )
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local button = Gui:SpriteButton(
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Gui:SpriteButton(
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bounds,
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text,
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buttonTexture,
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{ source = { 0, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
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{ source = { 48, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
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callback
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callback,
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{
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{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) },
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{ RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) },
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{ RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) },
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}
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)
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button.styles = {
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{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) },
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{ RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) },
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{ RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) },
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}
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end
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local function addSpriteButtons()
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@@ -48,156 +58,151 @@ local function addSpriteButtons()
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addButton( bounds, "Quit", function() RL.CloseWindow() end )
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end
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local function getTextValue( text )
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local value = tonumber( text )
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if value == nil then value = 0 end
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return value
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end
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local function addPropertyList()
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local propertyList = Gui:PropertyList(
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Rect:new( 20, 20, 214, 256 ),
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PropertyList = Gui:PropertyList(
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Rect:new( 20, 20, 256, 328 ),
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"Property List",
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Rect:new( 0, 0, 200, 400 ),
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-- Rect:new( 0, 0, 400, 400 ),
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Vec2:new( 0, 0 ),
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-- Callback.
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nil,
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-- Grab callback.
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function( self ) Gui:set2Top( self ) end
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function( self ) Gui:set2Top( self ) end,
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nil,
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{
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{ RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
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}
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)
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local bounds = Rect:new( 2, 2, 200 - 4, 22 )
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local gap = bounds.height + 2
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RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT )
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propertyList.gui:Button(
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bounds,
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"Button",
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function() print( "Button clicked" ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:CheckBox(
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Rect:new( bounds.x, bounds.y, 20, 20 ),
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PropertyList:addControl( PropertyList.gui:Line(
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Rect:new(),
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"Cat Texture"
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) )
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--Transform.
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local transformGroup = PropertyList:addGroup( "Transform", false )
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-- Position.
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PropertyList:addControl( PropertyList.gui:Label(
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Rect:new(),
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"Position:"
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), transformGroup )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 0, 0, 64, 22 ),
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cat.dest.x,
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32,
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false,
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function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.dest.x = self.value end
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), transformGroup, true )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 74, 0, 64, 22 ),
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cat.dest.y,
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32,
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false,
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function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.dest.y = self.value end
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), transformGroup )
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-- Origin.
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PropertyList:addControl( PropertyList.gui:Label(
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Rect:new(),
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"Origin:"
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), transformGroup )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 0, 0, 64, 22 ),
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cat.dest.x,
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32,
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false,
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function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.origin.x = self.value end
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), transformGroup, true )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 74, 0, 64, 22 ),
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cat.dest.y,
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32,
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false,
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function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.origin.y = self.value end
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), transformGroup )
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-- Rotation.
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PropertyList:addControl( PropertyList.gui:Slider(
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-- Rect:new( 112, 0, PropertyList.defaultControlSize.x - 150, 22 ),
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Rect:new( 60, 0, PropertyList.defaultControlSize.x - 150, 22 ),
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"Rotation",
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"0",
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0,
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0,
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360,
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function( self )
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self.value = Util.round( self.value )
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cat.rotation = self.value
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self.textRight = self.value
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end
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), transformGroup )
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-- Flipped.
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PropertyList:addControl( PropertyList.gui:CheckBox(
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Rect:new( 0, 0, 20, 20 ),
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"Flipped",
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cat.flipped,
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function( self ) cat.flipped = self.checked end
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-- {
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-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
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-- }
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), transformGroup )
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-- Visibility.
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local visibilityGroup = PropertyList:addGroup( "Visibility", false )
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PropertyList:addControl( PropertyList.gui:CheckBox(
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Rect:new( 0, 0, 20, 20 ),
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"Visible",
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false,
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function() print( "Checked!" ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:Toggle(
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bounds,
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"Toggle",
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false,
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function( self ) print( "Toggled" ) end
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)
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-----
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bounds.y = bounds.y + gap
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local dropdown = propertyList.gui:DropdownBox(
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bounds,
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cat.visible,
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function( self ) cat.visible = self.checked end,
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{
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{ RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
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}
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), visibilityGroup )
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local tintGroup = PropertyList:addGroup( "Tint", false, visibilityGroup )
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PropertyList:addControl( PropertyList.gui:ColorPicker(
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Rect:new( 0, 0, 128, 128 ),
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"Color Picker",
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Color:new(),
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function( self ) cat.tint = self.color end
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), tintGroup )
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PropertyList:addControl( PropertyList.gui:Line(
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Rect:new(),
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"Testing"
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) )
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PropertyList:addControl( PropertyList.gui:DropdownBox(
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Rect:new(),
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"Dog\nGiraffe\nLion\nHorse",
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0,
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false,
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function( self ) print( self:getItem( self.active ) ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:Spinner(
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Rect:new( bounds.x, bounds.y, 96, 20 ),
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"Health",
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0,
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0,
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100,
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false,
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function( self ) print( "Spinner value changed to "..self.value ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:TextBox(
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bounds,
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"Name",
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32,
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false,
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function( self ) print( "Set text "..self.text ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:ColorBarAlpha(
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bounds,
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"",
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1.0
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)
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-----
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bounds.y = bounds.y + gap
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local valueBox = propertyList.gui:ValueBox(
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Rect:new( bounds.x, bounds.y, 96, 20 ),
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"Mana",
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0,
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0,
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100,
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false,
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function( self ) print( "ValueBox value changed to "..self.value ) end
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)
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valueBox.styles = {
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{ RL.VALUEBOX, RL.TEXT_PADDING, 2 },
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{ RL.VALUEBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT },
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}
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:Label(
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bounds,
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"Label"
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:Line(
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bounds,
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"Divider"
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:Slider(
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Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
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"min",
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"max",
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0,
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0,
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100,
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function( self ) print( "Changed value "..self.value ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:SliderBar(
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Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
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"min",
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"max",
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0,
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0,
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100,
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function( self ) print( "Changed value "..self.value ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:ProgressBar(
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Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
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"min",
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"max",
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0,
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0,
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100,
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function( self ) print( "Changed value "..self.value ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:ToggleGroup(
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Rect:new( bounds.x, bounds.y, 64, bounds.height ),
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"Cat;Dog;Car",
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0,
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function( self ) print( self:getItem( self.active ) ) end
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)
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-----
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bounds.y = bounds.y + gap
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propertyList.gui:ColorPicker(
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Rect:new( bounds.x, bounds.y, 128, 128 ),
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"",
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Color:new()
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)
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) )
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propertyList.content.height = bounds.y + 130
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propertyList.gui:set2Top( dropdown )
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local test = PropertyList:addGroup( "Test", false )
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for i = 1, 5 do
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PropertyList:addControl( PropertyList.gui:CheckBox(
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-- Rect:new( 0, 0, 20, 20 ),
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Rect:new( 128, 0, 20, 20 ),
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i.."_Visible",
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false,
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function( self ) print( "Checked" ) end,
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{
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-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
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{ RL.DEFAULT, RL.TEXT_SIZE, 32 }
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}
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), test )
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end
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end
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function RL.init()
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@@ -215,6 +220,13 @@ function RL.init()
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RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT )
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RL.GuiSetStyle( RL.SPINNER, RL.TEXT_PADDING, 2 )
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cat.texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
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local texSize = Vec2:new( RL.GetTextureSize( cat.texture ) )
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cat.source:set( 0, 0, texSize.x, texSize.y )
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cat.dest = cat.source:clone()
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RL.GuiLoadStyle( RL.GetBasePath().."../resources/styles/style_dark.rgs" )
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addSpriteButtons()
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addPropertyList()
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end
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@@ -224,6 +236,14 @@ function RL.process( delta )
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end
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function RL.draw()
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RL.ClearBackground( { 50, 20, 75 } )
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RL.ClearBackground( RL.DARKBLUE )
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if cat.visible then
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if cat.flipped then
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RL.DrawTexturePro( cat.texture, { cat.source.x, cat.source.y, -cat.source.width, cat.source.height }, cat.dest, cat.origin, cat.rotation, cat.tint )
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else
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RL.DrawTexturePro( cat.texture, cat.source, cat.dest, cat.origin, cat.rotation, cat.tint )
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end
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end
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Gui:draw()
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end
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