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