ReiLuaGui calculator example.
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354
examples/ReiLuaGui_calculator/main.lua
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354
examples/ReiLuaGui_calculator/main.lua
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package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
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util = require( "utillib" )
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Vec2 = require( "vector2" )
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Rect = require( "rectangle" )
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Color = require( "color" )
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Gui = require( "gui" )
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-- Textures.
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local cancelTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cancel.png" )
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local borderTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_border.png" )
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local bgrTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/ui_bgr.png" )
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RL_GenTextureMipmaps( cancelTexture )
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RL_GenTextureMipmaps( bgrTexture )
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RL_SetTextureFilter( cancelTexture, TEXTURE_FILTER_TRILINEAR )
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RL_SetTextureFilter( bgrTexture, TEXTURE_FILTER_TRILINEAR )
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RL_SetTextureWrap( borderTexture, TEXTURE_WRAP_REPEAT )
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RL_SetTextureWrap( bgrTexture, TEXTURE_WRAP_REPEAT )
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-- Calculator definition.
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Calculator = {}
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Calculator.__index = Calculator
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function Calculator:new( pos )
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pos = pos or Vec2:new( 0, 0 )
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local object = setmetatable( {}, self )
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object.HANDLE_HIGHT = 32
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object.DISPLAY_HIGHT = 40
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object.OPERATIONS = { ADD = 0, SUB = 1, MUL = 2, DIV = 3 }
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object.windowRect = Rect:new( pos.x, pos.y, 196, 244 )
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object.dragPos = Vec2:new( 0, 0 )
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-- Handle
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object.handle = Gui.element:new( {
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bounds = Rect:new( 0, 0, object.windowRect.width, object.HANDLE_HIGHT ),
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padding = 10,
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onClicked = function()
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object:set2Top()
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object.dragPos = Vec2:new( RL_GetMousePosition() ) - Vec2:new( object.handle.bounds.x, object.handle.bounds.y )
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Gui.heldCallback = function() object:drag() end
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end,
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} )
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object.handle:add( Gui.texture:new( {
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bounds = object.handle.bounds:clone(),
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texture = bgrTexture,
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HAling = Gui.ALING.CENTER,
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VAling = Gui.ALING.CENTER,
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color = Color:new( LIGHTGRAY ),
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} ) )
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object.handle:add( Gui.texture:new( {
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bounds = object.handle.bounds:clone(),
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texture = borderTexture,
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HAling = Gui.ALING.CENTER,
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VAling = Gui.ALING.CENTER,
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color = Color:new( LIGHTGRAY ),
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nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
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} ) )
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object.handle:add( Gui.text:new( { text = "Calculator", fontSize = 20, VAling = Gui.ALING.CENTER } ) )
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-- Close button.
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object.closeButton = Gui.element:new( {
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bounds = Rect:new( 0, 0, object.HANDLE_HIGHT, object.HANDLE_HIGHT ),
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onClicked = function()
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object:setVisible( false )
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end,
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onMouseOver = function( self ) self.items[1].color = Color:new( WHITE ) end,
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notMouseOver = function( self ) self.items[1].color = Color:new( BLACK ) end,
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} )
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object.closeButton:add( Gui.texture:new( {
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bounds = object.closeButton.bounds:clone(),
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texture = cancelTexture,
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HAling = Gui.ALING.CENTER,
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VAling = Gui.ALING.CENTER,
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} ) )
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-- Panel.
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object.panel = Gui.element:new( {
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bounds = Rect:new( 0, 0, object.windowRect.width, object.windowRect.height - object.HANDLE_HIGHT ),
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} )
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object.panel:add( Gui.texture:new( {
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bounds = object.panel.bounds:clone(),
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texture = bgrTexture,
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HAling = Gui.ALING.CENTER,
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VAling = Gui.ALING.CENTER,
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color = Color:new( GRAY ),
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} ) )
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object.panel:add( Gui.texture:new( {
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bounds = object.panel.bounds:clone(),
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texture = borderTexture,
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HAling = Gui.ALING.CENTER,
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VAling = Gui.ALING.CENTER,
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color = Color:new( LIGHTGRAY ),
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nPatchInfo = { source = { 0, 0, 24, 24 }, left = 8, top = 8, right = 8, bottom = 8, layout = NPATCH_NINE_PATCH },
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} ) )
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-- Display.
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object.display = Gui.element:new( {
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bounds = Rect:new( 0, 0, object.windowRect.width - 16, object.DISPLAY_HIGHT ),
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padding = 10,
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drawBounds = true,
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color = Color:new( WHITE )
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} )
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object.display:add( Gui.text:new( { text = "", fontSize = 30, VAling = Gui.ALING.CENTER, maxTextLen = 8 } ) )
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-- Buttons.
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local buttonStrings = { "7", "8", "9", "/", "4", "5", "6", "*", "1", "2", "3", "-", "0", "C", "=", "+" }
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object.buttons = {}
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for y = 0, 3 do
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for x = 0, 3 do
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local i = x + y * 4
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table.insert( object.buttons, Gui.element:new( {
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bounds = Rect:new( 0, 0, 40, 32 ),
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drawBounds = true,
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onMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
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notMouseOver = function( self ) self.color = Color:new( GRAY ) end,
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} ) )
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object.buttons[ #object.buttons ].pos = Vec2:new( 8 + x * 46, object.HANDLE_HIGHT + object.DISPLAY_HIGHT + 16 + y * 38 )
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object.buttons[ #object.buttons ]:add( Gui.text:new( { text = buttonStrings[i+1], fontSize = 30, HAling = Gui.ALING.CENTER, VAling = Gui.ALING.CENTER } ) )
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if buttonStrings[i+1] == "/" then
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object.buttons[ #object.buttons ].onClicked = function() object:setOperation( object.OPERATIONS.DIV ) end
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elseif buttonStrings[i+1] == "*" then
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object.buttons[ #object.buttons ].onClicked = function() object:setOperation( object.OPERATIONS.MUL ) end
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elseif buttonStrings[i+1] == "-" then
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object.buttons[ #object.buttons ].onClicked = function() object:setOperation( object.OPERATIONS.SUB ) end
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elseif buttonStrings[i+1] == "+" then
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object.buttons[ #object.buttons ].onClicked = function() object:setOperation( object.OPERATIONS.ADD ) end
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elseif buttonStrings[i+1] == "C" then
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object.buttons[ #object.buttons ].onClicked = function() object:clear() end
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elseif buttonStrings[i+1] == "=" then
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object.buttons[ #object.buttons ].onClicked = function() object:equals() end
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else
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object.buttons[ #object.buttons ].onClicked = function() object:addValue( tonumber( buttonStrings[i+1] ) ) end
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end
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end
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end
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-- Calculator variables.
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object.value1 = ""
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object.value2 = ""
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object.operation = nil
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-- Set position.
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object:setPosition( Vec2:new( object.windowRect.x, object.windowRect.y ) )
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return object
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end
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function Calculator:setPosition( pos )
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self.windowRect.x = pos.x
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self.windowRect.y = pos.y
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self.handle:setPosition( pos )
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self.closeButton:setPosition( Vec2:new( pos.x + self.windowRect.width - self.HANDLE_HIGHT, pos.y ) )
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self.panel:setPosition( Vec2:new( pos.x, pos.y + self.HANDLE_HIGHT ) )
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self.display:setPosition( Vec2:new( pos.x + 8, pos.y + self.HANDLE_HIGHT + 8 ) )
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for _, button in ipairs( self.buttons ) do
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button:setPosition( pos + button.pos )
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end
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end
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function Calculator:drag()
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local mousePos = Vec2:new( RL_GetMousePosition() )
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local winPos = Vec2:new( self.handle.bounds.x, self.handle.bounds.y )
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self:setPosition( mousePos - self.dragPos )
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end
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function Calculator:setVisible( visible )
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self.handle.visible = visible
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self.handle.disabled = not visible
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self.closeButton.visible = visible
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self.closeButton.disabled = not visible
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self.panel.visible = visible
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self.panel.disabled = not visible
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self.display.visible = visible
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self.display.disabled = not visible
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for _, button in ipairs( self.buttons ) do
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button.visible = visible
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button.disabled = not visible
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end
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end
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function Calculator:set2Top()
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self.panel:set2Top()
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for _, button in ipairs( self.buttons ) do
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button:set2Top()
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end
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self.handle:set2Top()
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self.closeButton:set2Top()
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self.display:set2Top()
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end
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function Calculator:addValue( value )
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if self.operation == nil then
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self.value1 = self.value1..value
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else
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self.value2 = self.value2..value
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end
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self:updateDisplay()
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end
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function Calculator:setOperation( operation )
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if self.value1 ~= "" then
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self.operation = operation
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end
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if self.value2 ~= "" then
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self:equals()
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end
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self:updateDisplay()
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end
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function Calculator:clear()
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self.value1 = ""
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self.value2 = ""
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self.operation = nil
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self:updateDisplay()
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end
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function Calculator:updateDisplay( setText )
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local text = setText or ""
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if self.value1 ~= "" then
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text = self.value1
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end
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if self.operation ~= nil then
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if self.operation == self.OPERATIONS.ADD then
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text = text.." + "
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elseif self.operation == self.OPERATIONS.SUB then
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text = text.." - "
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elseif self.operation == self.OPERATIONS.MUL then
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text = text.." * "
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elseif self.operation == self.OPERATIONS.DIV then
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text = text.." / "
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end
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end
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if self.value2 ~= "" then
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text = text..self.value2
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end
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self.display.items[1]:set( text )
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end
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function Calculator:equals()
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local result = 0
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if self.operation == self.OPERATIONS.ADD then
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result = tonumber( self.value1 ) + tonumber( self.value2 )
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elseif self.operation == self.OPERATIONS.SUB then
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result = tonumber( self.value1 ) - tonumber( self.value2 )
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elseif self.operation == self.OPERATIONS.MUL then
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result = tonumber( self.value1 ) * tonumber( self.value2 )
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elseif self.operation == self.OPERATIONS.DIV then
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if tonumber( self.value2 ) == 0 then
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self:clear()
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self:updateDisplay( "Error" )
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return
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else
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result = tonumber( self.value1 ) / tonumber( self.value2 )
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end
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end
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self:clear()
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self.value1 = tostring( result )
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self:updateDisplay()
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end
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-- End of calculator definition.
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local calculator = nil
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local calculator2 = nil
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local showButton = nil
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function initGui()
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showButton = Gui.element:new( {
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bounds = Rect:new( 0, 0, 96, 32 ),
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drawBounds = true,
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onClicked = function()
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calculator:setVisible( true )
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calculator2:setVisible( true )
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end,
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onMouseOver = function( self ) self.color = Color:new( LIGHTGRAY ) end,
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notMouseOver = function( self ) self.color = Color:new( GRAY ) end,
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} )
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showButton:add( Gui.text:new( { text = "Show", VAling = Gui.ALING.CENTER, HAling = Gui.ALING.CENTER } ) )
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calculator = Calculator:new( Vec2:new( 128, 96 ) )
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calculator2 = Calculator:new( Vec2:new( 340, 96 ) )
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end
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function init()
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local monitor = 0
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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winSize = RL_GetWindowSize()
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RL_SetWindowTitle( "Calculator" )
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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initGui()
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end
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function process( delta )
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Gui.process( Vec2:new( RL_GetMousePosition() ) )
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end
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function draw()
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RL_ClearBackground( RAYWHITE )
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Gui.draw()
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end
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