Raygui lib enhancements and Raygui lib extensions example.

This commit is contained in:
jussi
2024-01-05 23:15:22 +02:00
parent 70a2bcba18
commit 863f596b76
12 changed files with 727 additions and 334 deletions

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package.path = package.path..";"..RL.GetBasePath().."?.lua"
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Rect = require( "rectangle" )
Vec2 = require( "vector2" )
Color = require( "color" )
Rect = require( "rectangle" )
Raygui = require( "raygui" )
require( "sprite_button" ):register( Raygui )
require( "property_list" ):register( Raygui )
Gui = Raygui:new()
local buttonTexture = nil
local winSize = Vec2:new( 1024, 720 )
local function addButton( bounds, text, callback )
local button = Gui:SpriteButton(
bounds,
text,
buttonTexture,
{ source = { 0, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
{ source = { 48, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
callback
)
button.styles = {
{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) },
{ RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) },
{ RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) },
}
end
local function addSpriteButtons()
buttonTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/button.png" )
local buttonSize = Vec2:new( 216, 32 )
local bounds = Rect:new( winSize.x / 2 - buttonSize.x / 2, 200, 216, 32 )
local gap = buttonSize.y + 2
addButton( bounds, "Start New Game", function() print( "New Game!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Load Game", function() print( "Load Game!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Options", function() print( "Options!" ) end )
bounds.y = bounds.y + gap
addButton( bounds, "Quit", function() RL.CloseWindow() end )
end
local function addPropertyList()
local propertyList = Gui:PropertyList(
Rect:new( 20, 20, 214, 256 ),
"Property List",
Rect:new( 0, 0, 200, 400 ),
-- Rect:new( 0, 0, 400, 400 ),
Vec2:new( 0, 0 ),
-- Callback.
nil,
-- Grab callback.
function( self ) Gui:set2Top( self ) end
)
local bounds = Rect:new( 2, 2, 200 - 4, 22 )
local gap = bounds.height + 2
propertyList.gui:Button(
bounds,
"Button",
function() print( "Button clicked" ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:CheckBox(
Rect:new( bounds.x, bounds.y, 20, 20 ),
"Visible",
false,
function() print( "Checked!" ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:Toggle(
bounds,
"Toggle",
false,
function( self ) print( "Toggled" ) end
)
-----
bounds.y = bounds.y + gap
local dropdown = propertyList.gui:DropdownBox(
bounds,
"Dog\nGiraffe\nLion\nHorse",
0,
false,
function( self ) print( self:getItem( self.active ) ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:Spinner(
Rect:new( bounds.x, bounds.y, 96, 20 ),
"Health",
0,
0,
100,
false,
function( self ) print( "Spinner value changed to "..self.value ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:TextBox(
bounds,
"Name",
32,
false,
function( self ) print( "Set text "..self.text ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:ColorBarAlpha(
bounds,
"",
1.0
)
-----
bounds.y = bounds.y + gap
local valueBox = propertyList.gui:ValueBox(
Rect:new( bounds.x, bounds.y, 96, 20 ),
"Mana",
0,
0,
100,
false,
function( self ) print( "ValueBox value changed to "..self.value ) end
)
valueBox.styles = {
{ RL.VALUEBOX, RL.TEXT_PADDING, 2 },
{ RL.VALUEBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT },
}
-----
bounds.y = bounds.y + gap
propertyList.gui:Label(
bounds,
"Label"
)
-----
bounds.y = bounds.y + gap
propertyList.gui:Line(
bounds,
"Divider"
)
-----
bounds.y = bounds.y + gap
propertyList.gui:Slider(
Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
"min",
"max",
0,
0,
100,
function( self ) print( "Changed value "..self.value ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:SliderBar(
Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
"min",
"max",
0,
0,
100,
function( self ) print( "Changed value "..self.value ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:ProgressBar(
Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ),
"min",
"max",
0,
0,
100,
function( self ) print( "Changed value "..self.value ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:ToggleGroup(
Rect:new( bounds.x, bounds.y, 64, bounds.height ),
"Cat;Dog;Car",
0,
function( self ) print( self:getItem( self.active ) ) end
)
-----
bounds.y = bounds.y + gap
propertyList.gui:ColorPicker(
Rect:new( bounds.x, bounds.y, 128, 128 ),
"",
Color:new()
)
propertyList.content.height = bounds.y + 130
propertyList.gui:set2Top( dropdown )
end
function RL.init()
local monitor = 0
local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SPACING, 4 )
RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT )
RL.GuiSetStyle( RL.SPINNER, RL.TEXT_PADDING, 2 )
addSpriteButtons()
addPropertyList()
end
function RL.process( delta )
Gui:process()
end
function RL.draw()
RL.ClearBackground( { 50, 20, 75 } )
Gui:draw()
end

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local PropertyList = {}
PropertyList.__index = PropertyList
function PropertyList:new( bounds, text, content, scroll, callback, grabCallback, dragCallback )
local object = setmetatable( {}, self )
object._parent = nil
object.bounds = bounds:clone()
object.text = text
object.content = content:clone()
object.scroll = scroll:clone()
object.view = Rect:new()
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.gui = Raygui:new() -- Contains full independent gui system.
-- Set initial view and scroll.
local _, scrollP, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view )
object.scroll = Vec2:new( scrollP )
object.view = Rect:new( view )
object.gui.view = Rect:new( 0, 0, object.view.width, object.view.height )
object.framebuffer = RL.LoadRenderTexture( { object.view.width, object.view.height } )
object.visible = true
object.disabled = false
object.draggable = true
object.mouseScale = 1
object:updateMouseOffset()
return object
end
function PropertyList:process()
if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:process()
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
self.gui:draw()
RL.EndTextureMode()
return self._parent:drag( self )
end
function PropertyList:draw()
local oldScroll = self.scroll:clone()
local _, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rect:new( view )
self.scroll = Vec2:new( scroll )
if self.scroll ~= oldScroll then
self._parent:checkScrolling()
self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
self:updateMouseOffset()
if self.callback ~= nil then
self.callback( self )
end
end
RL.DrawTexturePro(
RL.GetRenderTextureTexture( self.framebuffer ),
{ 0, 0, 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 PropertyList:updateMouseOffset()
self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
end
function PropertyList:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateMouseOffset()
end
function PropertyList:register( gui )
function gui:PropertyList( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
return self:addElement( PropertyList:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) )
end
end
return PropertyList

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local SpriteButton = {}
SpriteButton.__index = SpriteButton
function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
local object = setmetatable( {}, self )
object._parent = nil
object.bounds = bounds:clone()
object.text = text
object.buttonTexture = texture
object.nPatchNormal = nPatchNormal
object.nPatchPressed = nPatchPressed
object.callback = callback
object.visible = true
object.disabled = false
return object
end
function SpriteButton:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:process() and not RL.GuiIsLocked() and not self._parent.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 )
end
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 and self.callback ~= nil and self._parent:clickedInBounds( self.bounds ) then
self.callback( self )
end
end
function SpriteButton:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
function SpriteButton:register( gui )
function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
return self:addElement( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) )
end
end
return SpriteButton