Raygui lib enhancements and Raygui lib extensions example.
This commit is contained in:
229
examples/raygui_extensions/main.lua
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229
examples/raygui_extensions/main.lua
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package.path = package.path..";"..RL.GetBasePath().."?.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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Rect = require( "rectangle" )
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Vec2 = require( "vector2" )
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Color = require( "color" )
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Rect = require( "rectangle" )
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Raygui = require( "raygui" )
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require( "sprite_button" ):register( Raygui )
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require( "property_list" ):register( Raygui )
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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 function addButton( bounds, text, callback )
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local button = 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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)
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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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buttonTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/button.png" )
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local buttonSize = Vec2:new( 216, 32 )
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local bounds = Rect:new( winSize.x / 2 - buttonSize.x / 2, 200, 216, 32 )
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local gap = buttonSize.y + 2
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addButton( bounds, "Start New Game", function() print( "New Game!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Load Game", function() print( "Load Game!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Options", function() print( "Options!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Quit", function() RL.CloseWindow() end )
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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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"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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)
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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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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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"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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"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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propertyList.content.height = bounds.y + 130
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propertyList.gui:set2Top( dropdown )
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end
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function RL.init()
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local monitor = 0
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
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RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SPACING, 4 )
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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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addSpriteButtons()
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addPropertyList()
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end
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function RL.process( delta )
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Gui:process()
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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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Gui:draw()
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end
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