Reigui property_list and tree_view use scrissor mode.

This commit is contained in:
jussi
2024-07-16 21:52:30 +03:00
parent f64b17ec71
commit 9dceeb8c05
7 changed files with 113 additions and 121 deletions

View File

@@ -85,6 +85,7 @@ local function addPropertyList()
}
)
RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT )
PropertyList.contentPadding.x = PropertyList.bounds.height -- Room for dropdown.
PropertyList:addControl( PropertyList.gui:Line(
Rectangle:new( 0, 0, 0, 0 ),

View File

@@ -7,6 +7,7 @@ function PropertyList:new( bounds, text, callbacks, styles, tooltip )
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.contentPadding = Vector2:new( 0, 0 ) -- Extra padding for content rect.
object.bounds = bounds:clone()
object.text = text
@@ -18,10 +19,9 @@ function PropertyList:new( bounds, text, callbacks, styles, tooltip )
object.gui = Raygui:new() -- Contains full independent gui system.
object.controls = {}
object.content = Rectangle:new()
-- Set in setSize.
object.framebufferSize = nil
object.framebuffer = nil
object.defaultControlSize = nil
object.visible = true
@@ -98,10 +98,11 @@ function PropertyList:updateContent()
for _, control in ipairs( self.controls ) do
self:updateControl( control )
end
self.content.x = 0
self.content.y = 0
self.content.height = self.content.height + self.padding + self.view.height - self.defaultControlSize.y - self.spacing
self.content.width = self.content.width + self.padding
self.content:set(
0, 0,
self.content.width + self.padding + self.contentPadding.y,
self.content.height + self.padding + self.contentPadding.x
)
self._forceCheckScroll = true
end
@@ -170,22 +171,15 @@ function PropertyList:update()
self.gui:update()
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
self.gui:draw()
RL.EndTextureMode()
return self._gui: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 )
local result, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view:setT( view )
self.scroll:setT( scroll )
if self.scroll ~= oldScroll or self._forceCheckScroll then
if 0 < result or self._forceCheckScroll then
if not self._forceCheckScroll then
self._gui:checkScrolling()
end
@@ -198,15 +192,15 @@ function PropertyList:draw()
self.callbacks.scroll( self )
end
end
-- Lock if this gui not focused.
self.gui.locked = not ( self._gui.controls[ self._gui.focused ] == self ) or self._gui.locked
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
)
RL.BeginScissorMode( self.view )
RL.rlPushMatrix()
RL.rlTranslatef( { RL.Round( self.view.x + self.scroll.x ), RL.Round( self.view.y + self.scroll.y ), 0 } )
self.gui:draw()
RL.rlPopMatrix()
RL.EndScissorMode()
end
function PropertyList:updateMouseOffset()
@@ -219,8 +213,8 @@ function PropertyList:updateMouseOffset()
end
function PropertyList:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.bounds.x = RL.Round( pos.x )
self.bounds.y = RL.Round( pos.y )
if self.visible then
self:draw() -- Update self.view.
@@ -244,15 +238,9 @@ function PropertyList:setSize( size )
self.defaultControlSize = Vector2:new( self.content.width, self.defaultControlHeight )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rectangle:newT( view )
self.gui.view = Rectangle:new( 0, 0, self.view.width, self.view.height )
self.framebufferSize = Vector2: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

View File

@@ -30,8 +30,8 @@ function TreeView:new( bounds, text, callbacks, styles, tooltip )
object.controls = {}
-- Set in setSize.
object.framebufferSize = nil
object.framebuffer = nil
-- object.framebufferSize = nil
-- object.framebuffer = nil
object.defaultControlSize = nil
object.visible = true
@@ -120,10 +120,11 @@ function TreeView:updateContent()
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.content:set(
0, 0,
self.content.width + self.padding,
self.content.height + self.padding
)
self._forceCheckScroll = true
end
@@ -269,8 +270,7 @@ function TreeView:itemSelect( item )
end
function TreeView:update()
local mousePos = Vector2:newT( RL.GetMousePosition() )
local guiMousePos = mousePos + self.gui.mouseOffset
local mousePos = Vector2:tempT( RL.GetMousePosition() )
local mouseInView = self.view:checkCollisionPoint( mousePos )
if not mouseInView then
@@ -281,6 +281,28 @@ function TreeView:update()
self.gui:update()
return self._gui:drag( self )
end
function TreeView:draw()
local result, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view:setT( view )
self.scroll:setT( scroll )
if 0 < result 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
local mousePos = Vector2:tempT( RL.GetMousePosition() )
local guiMousePos = mousePos + self.gui.mouseOffset
local mouseInView = self.view:checkCollisionPoint( mousePos )
local mouseInClickedItem = false
if RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
@@ -295,10 +317,13 @@ function TreeView:update()
mouseInClickedItem = self._clickedItem.bounds:checkCollisionPoint( guiMousePos )
end
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
-- Lock if this gui not focused.
self.gui.locked = not ( self._gui.controls[ self._gui.focused ] == self ) or self._gui.locked
RL.BeginScissorMode( self.view )
RL.rlPushMatrix()
RL.rlTranslatef( { RL.Round( self.view.x + self.scroll.x ), RL.Round( self.view.y + self.scroll.y ), 0 } )
self.gui:draw()
if self.allowMove and RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self._clickedItem ~= nil
@@ -328,35 +353,9 @@ function TreeView:update()
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:setT( view )
self.scroll:setT( 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
)
RL.rlPopMatrix()
RL.EndScissorMode()
end
function TreeView:updateMouseOffset()
@@ -386,15 +385,9 @@ function TreeView:setSize( size )
self.defaultControlSize = Vector2:new( self.content.width, self.defaultControlHeight )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rectangle:newT( view )
self.gui.view = Rectangle:new( 0, 0, self.view.width, self.view.height )
self.framebufferSize = Vector2: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