Raygui tree view.

This commit is contained in:
jussi
2024-03-20 19:18:01 +02:00
parent ae1d0b65f1
commit 842e0efe36
8 changed files with 693 additions and 112 deletions

View File

@@ -10,6 +10,8 @@ Raygui = require( "raygui" )
require( "sprite_button" ):register( Raygui )
require( "property_list" ):register( Raygui )
require( "tree_view" ):register( Raygui )
require( "tree_item" ):register( Raygui )
Gui = Raygui:new()
@@ -72,11 +74,9 @@ local function addPropertyList()
PropertyList = Gui:PropertyList(
Rect:new( 20, 20, 256, 328 ),
"Property List",
-- Callback.
nil,
-- Grab callback.
function( self ) Gui:set2Top( self ) end,
nil,
nil, -- Callback.
function( self ) Gui:set2Top( self ) end, -- Grab callback.
nil, -- Drag callback.
{
properties = {
-- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
@@ -240,6 +240,42 @@ local function addPropertyList()
end
end
local function selected( controls )
for i, control in ipairs( controls ) do
print( i, control.text, control._id )
end
end
local function addTreeView()
TreeView = Gui:TreeView(
Rect:new( 600, 20, 256, 328 ),
-- Rect:new( 600, 20, 256, 600 ),
"Tree View",
function( controls ) selected( controls ) end, -- Callback.
function( self ) Gui:set2Top( self ) end, -- Grab callback.
nil, -- Drag callback.
{
properties = {
-- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
{ RL.LISTVIEW, RL.BORDER_COLOR_FOCUSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
{ RL.LISTVIEW, RL.BORDER_COLOR_PRESSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
}
}
)
-- Items.
local folder = TreeView:addItem( RL.GuiIconText( 1, "Images" ) )
local folderEmpty = TreeView:addItem( RL.GuiIconText( 1, "Empty Folder" ) )
local folder2 = TreeView:addItem( RL.GuiIconText( 1, "More images" ), folder )
TreeView:addItem( RL.GuiIconText( 12, "Cat.png" ), folder )
TreeView:addItem( RL.GuiIconText( 12, "Dog.png" ), folder2 )
TreeView:addItem( RL.GuiIconText( 12, "Horse.png" ), folder2 )
for i = 0, 10 do
TreeView:addItem( RL.GuiIconText( 12, "Duck"..i..".png" ), folder2 )
end
end
function RL.init()
local monitor = 0
local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
@@ -264,6 +300,7 @@ function RL.init()
addSpriteButtons()
addPropertyList()
addTreeView()
end
function RL.update( delta )

View File

@@ -1,25 +1,15 @@
local PropertyList = {}
PropertyList.__index = PropertyList
local RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24
function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
local object = setmetatable( {}, self )
object._parent = nil
object._gui = nil
local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH )
local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH )
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.bounds = bounds:clone()
object.text = text
object.content = Rect:new(
0,
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
bounds.width - scrollBarWidth - object.padding * 2 - borderWidth * 2,
bounds.height - scrollBarWidth - object.padding * 2 - borderWidth * 2
)
object.scroll = Vec2:new()
object.view = Rect:new()
object.callback = callback
@@ -31,19 +21,17 @@ function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, s
object.gui = Raygui:new() -- Contains full independent gui system.
object.controls = {}
-- Set initial view.
local _, _, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view )
object.view = Rect:new( view )
object.gui.view = Rect:new( 0, 0, object.view.width, object.view.height )
object.framebufferSize = Vec2:new( object.bounds.width, object.bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
object.framebuffer = RL.LoadRenderTexture( object.framebufferSize )
-- Set in setSize.
object.framebufferSize = nil
object.framebuffer = nil
object.defaultControlSize = nil
object.visible = true
object.disabled = false
object.draggable = true
object.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
object.defaultControlSize = Vec2:new( object.content.width, 22 )
object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
object._forceCheckScroll = false
object._posY = 0 -- In control list update.
@@ -61,7 +49,22 @@ local function getControlBounds( control )
return control.viewBounds or control.focusBounds or control.bounds
end
local function setGroupText( text, active )
if active then
return RL.GuiIconText( 120, text )
else
return RL.GuiIconText( 119, text )
end
end
function PropertyList:updateControl( control )
if control._defaultWidth then
control.bounds.width = self:getDefaultBounds().width
end
if control._defaultHeight then
control.bounds.height = self:getDefaultBounds().height
end
if control.visible then
control:setPosition( Vec2:new( control.bounds.x, self._posY ) )
local bounds = getControlBounds( control )
@@ -82,6 +85,8 @@ function PropertyList:updateControl( control )
self:updateControl( groupControl )
end
control.text = setGroupText( control.text:sub( 6 ), control.active ) -- Sub skips icon.
end
self.gui:set2Back( control )
end
@@ -106,8 +111,11 @@ end
function PropertyList:addControl( control, group, noYAdvance )
control._noYAdvance = noYAdvance
if control.bounds.width == 0 or control.bounds.height == 0 then
control.bounds = self:getDefaultBounds()
if control.bounds.width == 0 then
control._defaultWidth = true -- Set defaultWidth on updateControl.
end
if control.bounds.height == 0 then
control._defaultHeight = true -- Set defaultHeight on updateControl.
end
if control.bounds.x == 0 then
control.bounds.x = self.padding
@@ -123,14 +131,6 @@ function PropertyList:addControl( control, group, noYAdvance )
return control
end
local function setGroupText( text, active )
if active then
return RL.GuiIconText( 120, text )
else
return RL.GuiIconText( 119, text )
end
end
function PropertyList:addGroup( name, active, group )
if active == nil then
active = false
@@ -148,6 +148,8 @@ function PropertyList:addGroup( name, active, group )
}
)
control._controls = {} -- Prefix _ to try to prevent clashing with control definition.
control._defaultWidth = true -- Set defaultWidth on updateControl.
control._defaultHeight = true -- Set defaultHeight on updateControl.
if group ~= nil then
table.insert( group._controls, control )
@@ -160,7 +162,7 @@ function PropertyList:addGroup( name, active, group )
end
function PropertyList:update()
if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
if not self.view:checkCollisionPoint( RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
@@ -174,7 +176,7 @@ function PropertyList:update()
self.gui:draw()
RL.EndTextureMode()
return self._parent:drag( self )
return self._gui:drag( self )
end
function PropertyList:draw()
@@ -185,7 +187,7 @@ function PropertyList:draw()
if self.scroll ~= oldScroll or self._forceCheckScroll then
if not self._forceCheckScroll then
self._parent:checkScrolling()
self._gui:checkScrolling()
end
self._forceCheckScroll = false
@@ -218,6 +220,35 @@ function PropertyList:setPosition( pos )
self:updateMouseOffset()
end
function PropertyList:setSize( size )
self.bounds.width = size.x
self.bounds.height = size.y
local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH )
local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH )
self.content = Rect:new(
0,
self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
self.bounds.width - scrollBarWidth - self.padding * 2 - borderWidth * 2,
self.bounds.height - scrollBarWidth - self.padding * 2 - borderWidth * 2
)
self.defaultControlSize = Vec2:new( self.content.width, 22 )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rect:new( view )
self.gui.view = Rect:new( 0, 0, self.view.width, self.view.height )
self.framebufferSize = Vec2:new( self.bounds.width, self.bounds.height - self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
if self.framebuffer ~= nil and not RL.IsGCUnloadEnabled() then
RL.UnloadRenderTexture( self.framebuffer )
end
self.framebuffer = RL.LoadRenderTexture( self.framebufferSize )
self:updateContent()
end
function PropertyList:register( gui )
function gui:PropertyList( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip ) )

View File

@@ -3,7 +3,7 @@ SpriteButton.__index = SpriteButton
function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles, tooltip )
local object = setmetatable( {}, self )
object._parent = nil
object._gui = nil
object.bounds = bounds:clone()
object.text = text
@@ -21,12 +21,11 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c
end
function SpriteButton:update()
-- print( self.tooltip )
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._parent.scrolling then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._gui.scrolling then
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
else
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
@@ -34,7 +33,7 @@ function SpriteButton:draw()
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 and self.callback ~= nil and self._parent:clickedInBounds( self.bounds ) then
if result == 1 and self.callback ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callback( self )
end
end

View File

@@ -0,0 +1,96 @@
local TreeItem = {}
TreeItem.__index = TreeItem
function TreeItem:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.spacing = 4 -- Between controls.
object.bounds = bounds:clone()
object.text = text
object.callbacks = callbacks -- toggle, open.
object.controls = {}
object.active = false
object.open = false -- Show controls.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
object._depth = 0
object._indentation = 0
object._id = 0 -- Id in treeView.
object._parent = nil
object._childId = 0 -- Id in parent controls.
return object
end
function TreeItem:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function TreeItem:setOpenIcon()
if self.open then
return RL.GuiIconText( 120, "" )
else
return RL.GuiIconText( 119, "" )
end
end
function TreeItem:draw()
local buttonRect = Rect:new()
local hasContainer = 0 < #self.controls
local lineCol = RL.GetColor( RL.GuiGetStyle( RL.DEFAULT, RL.LINE_COLOR ) )
if hasContainer then
buttonRect:set( self.bounds.x, self.bounds.y, self.bounds.height, self.bounds.height )
end
-- Draw indentation lines.
for i = 0, self._depth - 1 do
RL.DrawRectangle( {
self.bounds.x - i * self._indentation - self._indentation / 2,
self.bounds.y - self.spacing,
1,
self.bounds.height + self.spacing * 2
}, lineCol )
end
local toggleRect = Rect:new(
self.bounds.x + buttonRect.width,
self.bounds.y,
self.bounds.width - buttonRect.width,
self.bounds.height
)
local oldActive = self.active
_, self.active = RL.GuiToggle( toggleRect, self.text, self.active )
if self.callbacks.toggle and oldActive ~= self.active then
self.callbacks.toggle( self )
end
if hasContainer then
local pressed = RL.GuiLabelButton( buttonRect, self:setOpenIcon() )
if self.callbacks.open and 0 < pressed then
self.open = not self.open
self.callbacks.open( self )
end
end
end
function TreeItem:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
function TreeItem:register( gui )
function gui:TreeItem( bounds, text, callbacks, styles, tooltip )
return self:addControl( TreeItem:new( bounds, text, callbacks, styles, tooltip ) )
end
end
return TreeItem

View File

@@ -0,0 +1,414 @@
local TreeView = {}
TreeView.__index = TreeView
TreeView.SINGLE_SELECT = 0
TreeView.MULTI_SELECT = 1
TreeView.RANGE_SELECT = 2
TreeView.MOVE_ITEM_NONE = 0
TreeView.MOVE_ITEM_IN = 1
TreeView.MOVE_ITEM_UP = 2
TreeView.MOVE_ITEM_DOWN = 3
function TreeView:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.indentation = 14 -- Indentation for one depth level.
object.bounds = bounds:clone()
object.text = text
object.scroll = Vec2:new()
object.view = Rect:new()
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.styles = styles
object.tooltip = tooltip
object.gui = Raygui:new() -- Contains full independent gui system.
object.controls = {}
-- Set in setSize.
object.framebufferSize = nil
object.framebuffer = nil
object.defaultControlSize = nil
object.visible = true
object.disabled = false
object.draggable = true
object.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
object.selectedItems = {}
object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
object._forceCheckScroll = false
object._posY = 0 -- In control list update.
object._curDepth = 0 -- Current indentation.
object._curId = 0 -- Running number to give id's for controls.
object._idRange = { 1, 1 }
object._lastActiveItem = nil
object._clickedItem = nil
object._movingItem = object.MOVE_ITEM_NONE
object:updateMouseOffset()
return object
end
function TreeView:getDefaultBounds()
return Rect:new( self.padding, self.padding, self.defaultControlSize.x, self.defaultControlSize.y )
end
local function getControlBounds( control )
return control.viewBounds or control.focusBounds or control.bounds
end
function TreeView:updateControl( control )
control.bounds = self:getDefaultBounds()
control._depth = self._curDepth
control._indentation = self.indentation
control._id = self._curId
self._curId = self._curId + 1
if control.visible then
control:setPosition( Vec2:new( control.bounds.x, self._posY ) )
local bounds = getControlBounds( control )
bounds.x = bounds.x + self._curDepth * self.indentation
bounds.width = bounds.width - self._curDepth * self.indentation
if not control._noYAdvance then
self._posY = self._posY + bounds.height + self.spacing
end
self.content = self.content:fit( bounds )
end
if 0 < #control.controls then
self._curDepth = self._curDepth + 1
for i, groupControl in ipairs( control.controls ) do
groupControl.visible = control.open
groupControl._parent = control
groupControl._childId = i
if not control.open and 0 < #control.controls then
groupControl.open = false
groupControl.active = false
end
self:updateControl( groupControl )
end
self._curDepth = self._curDepth - 1
end
end
function TreeView:updateContent()
self._posY = self.padding
self._curId = 1
self.content.width = 0
self.content.height = 0
for i, control in ipairs( self.controls ) do
control._parent = nil -- Sets parent in updateControl if any.
control._childId = i
self:updateControl( control )
end
self.content.x = 0
self.content.y = 0
self.content.height = self.content.height + self.padding
self.content.width = self.content.width + self.padding
self._forceCheckScroll = true
end
function TreeView:addItem( name, group )
local control = self.gui:TreeItem(
self:getDefaultBounds(),
name,
{ -- Callbacks.
open = function( this ) self:updateContent() end,
toggle = function( this ) self:itemSelect( this ) end,
},
{ -- Styles.
properties = {
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
{ RL.TOGGLE, RL.BASE_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
{ RL.TOGGLE, RL.BORDER_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
}
}
)
if group ~= nil then
table.insert( group.controls, control )
else
table.insert( self.controls, control )
end
self:updateContent()
return control
end
function TreeView:checkItem( controls, item, mode )
for _, control in ipairs( controls ) do
if mode == self.SINGLE_SELECT and control ~= item then
control.active = false
end
if 0 < #control.controls then
self:checkItem( control.controls, item, mode )
end
if mode == self.RANGE_SELECT then
if self._idRange[1] <= control._id and control._id <= self._idRange[2] then
control.active = true
end
end
if control.active then
table.insert( self.selectedItems, control )
-- table.insert( self.selectedItems, 1, control )
end
end
end
-- Check if trying to move parent to child.
function TreeView:isChild( item, newParent )
local to = newParent
while to ~= nil do
to = to._parent
if item == to then
return true
end
end
return false
end
function TreeView:itemSelect( item )
-- Item move.
local moveItems = {}
if self._movingItem ~= self.MOVE_ITEM_NONE then
for i = #self.selectedItems, 1, -1 do
local moveItem = self.selectedItems[i]
-- print( moveItem.text, "moveItem._id", moveItem._id, item.text, "item._id", item._id )
if moveItem ~= item and not self:isChild( moveItem, item ) then
local parentControls = self.controls
if moveItem._parent ~= nil then
parentControls = moveItem._parent.controls
end
local pos = #self.selectedItems - i + 1
if moveItem._parent == item._parent and moveItem._childId < item._childId then
pos = 1
end
table.insert( moveItems, pos, table.remove( parentControls, moveItem._childId ) )
end
moveItem.active = false
end
for _, moveItem in ipairs( moveItems ) do
local newParentControls = self.controls
if item._parent ~= nil then
newParentControls = item._parent.controls
end
local offset = 0
if moveItem._parent == item._parent and moveItem._childId < item._childId then
offset = -1
end
if self._movingItem == self.MOVE_ITEM_IN then
table.insert( item.controls, 1, moveItem )
elseif self._movingItem == self.MOVE_ITEM_UP then
local pos = RL.Clamp( item._childId + offset, 1, #newParentControls + 1 )
table.insert( newParentControls, pos, moveItem )
elseif self._movingItem == self.MOVE_ITEM_DOWN then
local pos = RL.Clamp( item._childId + offset + 1, 1, #newParentControls + 1 )
table.insert( newParentControls, pos, moveItem )
end
end
item.active = false
self._movingItem = self.MOVE_ITEM_NONE
self:updateContent()
return
end
-- Item select.
local mode = self.SINGLE_SELECT
if RL.IsKeyDown( RL.KEY_LEFT_CONTROL ) or RL.IsKeyDown( RL.KEY_RIGHT_CONTROL ) then
mode = self.MULTI_SELECT
elseif RL.IsKeyDown( RL.KEY_LEFT_SHIFT ) or RL.IsKeyDown( RL.KEY_RIGHT_SHIFT ) then
mode = self.RANGE_SELECT
end
if self._lastActiveItem ~= nil then
self._idRange = { math.min( self._lastActiveItem._id, item._id ), math.max( self._lastActiveItem._id, item._id ) }
end
self.selectedItems = {}
self:checkItem( self.controls, item, mode )
if mode ~= self.RANGE_SELECT then
self._lastActiveItem = item -- Old clicked.
end
if self.callback ~= nil then
self.callback( self.selectedItems )
end
end
function TreeView:update()
local mousePos = Vec2:new( RL.GetMousePosition() )
local guiMousePos = mousePos + self.gui.mouseOffset
local mouseInView = self.view:checkCollisionPoint( mousePos )
if not mouseInView then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:update()
local mouseInClickedItem = false
if RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
if 0 < self.gui.focused and mouseInView and self.gui.controls[ self.gui.focused ].active then
self._clickedItem = self.gui.controls[ self.gui.focused ]
else
self._clickedItem = nil
end
end
if self._clickedItem ~= nil then
mouseInClickedItem = self._clickedItem.bounds:checkCollisionPoint( guiMousePos )
end
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
self.gui:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self._clickedItem ~= nil
and not mouseInClickedItem and 0 < self.gui.focused then
local focusBounds = self.gui.controls[ self.gui.focused ].bounds
local relY = ( guiMousePos.y - focusBounds.y ) / focusBounds.height
if relY <= 0.35 then
RL.DrawLine(
{ focusBounds.x, focusBounds.y },
{ focusBounds.x + focusBounds.width, focusBounds.y },
6, RL.RED
)
self._movingItem = self.MOVE_ITEM_UP
elseif 0.65 <= relY then
RL.DrawLine(
{ focusBounds.x, focusBounds.y + focusBounds.height },
{ focusBounds.x + focusBounds.width, focusBounds.y + focusBounds.height },
6, RL.RED
)
self._movingItem = self.MOVE_ITEM_DOWN
else
RL.DrawRectangleLines( focusBounds, RL.RED )
self._movingItem = self.MOVE_ITEM_IN
end
elseif RL.IsMouseButtonReleased( RL.MOUSE_BUTTON_LEFT ) then
self._clickedItem = nil
self._movingItem = self.MOVE_ITEM_NONE
end
RL.EndTextureMode()
return self._gui:drag( self )
end
function TreeView:draw()
local oldScroll = self.scroll:clone()
local _, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view:set( view )
self.scroll:set( scroll )
if self.scroll ~= oldScroll or self._forceCheckScroll then
if not self._forceCheckScroll then
self._gui:checkScrolling()
end
self._forceCheckScroll = false
self:updateMouseOffset()
self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
end
RL.DrawTexturePro(
RL.GetRenderTextureTexture( self.framebuffer ),
{ 0, self.framebufferSize.y - self.view.height, self.view.width, -self.view.height },
{ math.floor( self.view.x ), math.floor( self.view.y ), self.view.width, self.view.height },
{ 0, 0 },
0.0,
RL.WHITE
)
end
function TreeView:updateMouseOffset()
self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
end
function TreeView:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateMouseOffset()
end
function TreeView:setSize( size )
self.bounds.width = size.x
self.bounds.height = size.y
local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH )
local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH )
self.content = Rect:new(
0,
self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
self.bounds.width - scrollBarWidth - self.padding * 2 - borderWidth * 2,
self.bounds.height - scrollBarWidth - self.padding * 2 - borderWidth * 2
)
self.defaultControlSize = Vec2:new( self.content.width, 22 )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rect:new( view )
self.gui.view = Rect:new( 0, 0, self.view.width, self.view.height )
self.framebufferSize = Vec2:new( self.bounds.width, self.bounds.height - self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
if self.framebuffer ~= nil and not RL.IsGCUnloadEnabled() then
RL.UnloadRenderTexture( self.framebuffer )
end
self.framebuffer = RL.LoadRenderTexture( self.framebufferSize )
self:updateContent()
end
function TreeView:register( gui )
function gui:TreeView( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
return self:addControl( TreeView:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip ) )
end
end
return TreeView