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