lua lib folder has not been updating in a while since gitignore lib in root. WHOOPS!

This commit is contained in:
jussi
2023-04-14 00:34:43 +03:00
parent dc2edd6944
commit d3164d838c
6 changed files with 1124 additions and 2 deletions

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Util = require( "utillib" )
Vec2 = require( "vector2" )
Vec3 = require( "vector3" )
Camera3D = {}
Camera3D.meta = {
__index = Camera3D,
}
Camera3D.MODES = {
CUSTOM = 0,
FREE = 1,
FIRST_PERSON = 2,
ORBITAL = 3,
}
Camera3D.KEYS = {
FORWARD = RL.KEY_W,
BACKWARD = RL.KEY_S,
RIGHT = RL.KEY_D,
LEFT = RL.KEY_A,
PAN = RL.KEY_LEFT_SHIFT,
FAST = RL.KEY_LEFT_SHIFT,
}
Camera3D.MOUSE_MOVE_SPEED = 0.5
Camera3D.KEYBOARD_MOVE_SPEED = 10
Camera3D.KEYBOARD_MOVE_SPEED_MULTI = 3
Camera3D.TURN_SPEED = 0.15
Camera3D.ORBITAL_SPEED = 0.5
Camera3D.ZOOM_AMOUNT = 0.1
function Camera3D:new()
local object = setmetatable( {}, Camera3D.meta )
object.camera = RL.CreateCamera3D()
object.mode = object.MODES.CUSTOM
return object
end
function Camera3D:setPosition( pos )
RL.SetCamera3DPosition( self.camera, pos )
end
function Camera3D:setTarget( target )
RL.SetCamera3DTarget( self.camera, target )
end
function Camera3D:setUp( up )
RL.SetCamera3DUp( self.camera, up )
end
function Camera3D:setFoyv( foyv )
RL.SetCamera3DFovy( self.camera, foyv )
end
function Camera3D:setProjection( projection )
RL.SetCamera3DProjection( self.camera, projection )
end
function Camera3D:getPosition()
return Vec3:new( RL.GetCamera3DPosition( self.camera ) )
end
function Camera3D:getTarget()
return Vec3:new( RL.GetCamera3DTarget( self.camera ) )
end
function Camera3D:getUp()
return Vec3:new( RL.GetCamera3DUp( self.camera ) )
end
function Camera3D:getFoyv()
return RL.GetCamera3DFovy( self.camera )
end
function Camera3D:getProjection()
return RL.GetCamera3DProjection( self.camera )
end
--- Returns the cameras forward vector ( normalized )
function Camera3D:getForward()
return Vec3:new( RL.GetCamera3DForward( self.camera ) )
end
--- Returns the cameras up vector ( normalized ) Note: The up vector might not be perpendicular to the forward vector
function Camera3D:getUpward()
return Vec3:new( RL.GetCamera3DUpNormalized( self.camera ) )
end
function Camera3D:process( delta )
if self.mode == self.MODES.FREE then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
local mouseDelta = Vec2:new( RL.GetMouseDelta() )
if RL.IsKeyDown( self.KEYS.PAN ) then
mouseDelta = mouseDelta:scale( self.MOUSE_MOVE_SPEED * delta )
local forward = RL.GetCamera3DForward( self.camera )[2]
RL.Camera3DMoveRight( self.camera, -mouseDelta.x, true )
RL.Camera3DMoveUp( self.camera, mouseDelta.y * -( ( 1 - math.abs( forward ) ) * Util.sign( forward ) ) )
RL.Camera3DMoveForward( self.camera, mouseDelta.y * math.abs( forward ), true )
else
mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
RL.Camera3DYaw( self.camera, -mouseDelta.x, true )
RL.Camera3DPitch( self.camera, -mouseDelta.y, false, true, false )
end
end
local mouseScroll = RL.GetMouseWheelMove()
if mouseScroll ~= 0 then
RL.Camera3DMoveToTarget( self.camera, self.ZOOM_AMOUNT * self:getTargetDistance() * -mouseScroll )
end
elseif self.mode == self.MODES.FIRST_PERSON then
local mouseDelta = Vec2:new( RL.GetMouseDelta() )
mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
RL.Camera3DYaw( self.camera, -mouseDelta.x, false )
RL.Camera3DPitch( self.camera, -mouseDelta.y, false, false, false )
RL.SetMousePosition( Vec2:new( RL.GetScreenSize() ):scale( 0.5 ) )
local distance = self.KEYBOARD_MOVE_SPEED * delta
if RL.IsKeyDown( self.KEYS.FAST ) then
distance = distance * self.KEYBOARD_MOVE_SPEED_MULTI
end
if RL.IsKeyDown( self.KEYS.FORWARD ) then
RL.Camera3DMoveForward( self.camera, distance, false )
elseif RL.IsKeyDown( self.KEYS.BACKWARD ) then
RL.Camera3DMoveForward( self.camera, -distance, false )
end
if RL.IsKeyDown( self.KEYS.RIGHT ) then
RL.Camera3DMoveRight( self.camera, distance, false )
elseif RL.IsKeyDown( self.KEYS.LEFT ) then
RL.Camera3DMoveRight( self.camera, -distance, false )
end
elseif self.mode == self.MODES.ORBITAL then
RL.Camera3DYaw( self.camera, self.ORBITAL_SPEED * delta, true )
end
end
--- Draw camera target.
function Camera3D:draw()
local targetPos = self:getTarget()
RL.DrawLine3D( targetPos + Vec3:new( -0.5, 0, 0 ), targetPos + Vec3:new( 0.5, 0, 0 ), RL.GREEN )
RL.DrawLine3D( targetPos + Vec3:new( 0, -0.5, 0 ), targetPos + Vec3:new( 0, 0.5, 0 ), RL.BLUE )
RL.DrawLine3D( targetPos + Vec3:new( 0, 0, -0.5 ), targetPos + Vec3:new( 0, 0, 0.5 ), RL.RED )
end
function Camera3D:getTargetDistance()
return RL.Vector3Distance( self:getPosition(), self:getTarget() )
end
function Camera3D:beginMode3D()
RL.BeginMode3D( self.camera )
end
function Camera3D:endMode3D()
RL.EndMode3D()
end
return Camera3D

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-- Wrapper for raygui that should make using it a bit more convenient.
Util = require( "utillib" )
Rect = require( "rectangle" )
Vec2 = require( "vector2" )
-- Color = require( "color" )
---@param text string
---@return integer count, table rowItemCounts
local function getItemCount( text )
local count, rowItemCounts = 1, { 1 }
for i = 1, #text do
if text:sub( i, i ) == "\n" then
table.insert( rowItemCounts, 1 )
count = count + 1
elseif text:sub( i, i ) == ";" then
rowItemCounts[ #rowItemCounts ] = rowItemCounts[ #rowItemCounts ] + 1
count = count + 1
end
end
return count, rowItemCounts
end
local function getItems( text )
if text == "" then
return {}
end
local items = {}
local startChar = 1
for i = 1, #text do
if text:sub( i, i ) == "\n" or text:sub( i, i ) == ";" then
table.insert( items, text:sub( startChar, i - 1 ) )
startChar = i + 1
end
end
-- Last one.
table.insert( items, text:sub( startChar, #text ) )
return items
end
-- Raygui.
Raygui = {}
Raygui.__index = Raygui
function Raygui:new()
local object = setmetatable( {}, Raygui )
object.elements = {}
object.focused = 0
return object
end
function Raygui:add( element )
table.insert( self.elements, element )
return element
end
function Raygui:process()
for i = #self.elements, 1, -1 do
local element = self.elements[i]
if element.process ~= nil then
if element:process() then
self.focused = i
return
end
end
end
end
function Raygui:draw()
RL.GuiLock()
for i, element in ipairs( self.elements ) do
if i == self.focused then
RL.GuiUnlock()
end
if element.draw ~= nil then
element:draw()
end
end
end
-- Label.
Label = {}
Label.__index = Label
function Label:new( bounds, text )
local object = setmetatable( {}, Label )
object.bounds = bounds:clone()
object.text = text
return object
end
function Label:setText( text )
self.text = text
end
function Label:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Label:draw()
RL.GuiLabel( self.bounds, self.text )
end
function Label:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Button.
Button = {}
Button.__index = Button
function Button:new( bounds, text, callback )
local object = setmetatable( {}, Button )
object.bounds = bounds:clone()
object.text = text
object.callback = callback
object.clicked = false
return object
end
function Button:setText( text )
self.text = text
end
function Button:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Button:draw()
self.clicked = RL.GuiButton( self.bounds, self.text )
if self.clicked and self.callback ~= nil then
self.callback( self )
end
end
function Button:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- LabelButton.
LabelButton = {}
LabelButton.__index = LabelButton
function LabelButton:new( bounds, text, callback )
local object = setmetatable( {}, LabelButton )
object.bounds = bounds:clone()
object.text = text
object.callback = callback
object.clicked = false
return object
end
function LabelButton:setText( text )
self.text = text
end
function LabelButton:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function LabelButton:draw()
self.clicked = RL.GuiLabelButton( self.bounds, self.text )
if self.clicked and self.callback ~= nil then
self.callback( self )
end
end
function LabelButton:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Toggle.
Toggle = {}
Toggle.__index = Toggle
function Toggle:new( bounds, text, active, callback )
local object = setmetatable( {}, Toggle )
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callback = callback
return object
end
function Toggle:setText( text )
self.text = text
end
function Toggle:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Toggle:draw()
local oldActive = self.active
self.active = RL.GuiToggle( self.bounds, self.text, self.active )
if self.active ~= oldActive and self.callback ~= nil then
self.callback( self )
end
end
function Toggle:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ToggleGroup.
ToggleGroup = {}
ToggleGroup.__index = ToggleGroup
function ToggleGroup:new( bounds, text, active, callback )
local object = setmetatable( {}, ToggleGroup )
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callback = callback
object.focusBounds = {}
object:updateFocusBounds()
return object
end
function ToggleGroup:setText( text )
self.text = text
self:updateFocusBounds()
end
function ToggleGroup:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ToggleGroup:updateFocusBounds()
if self.text == "" then
return
end
local count, rowItemCounts = getItemCount( self.text )
self.focusBounds = {}
for y, rowItemCount in ipairs( rowItemCounts ) do
for x = 1, rowItemCount do
local pos = Vec2:new( x - 1, y - 1 )
table.insert( self.focusBounds, Rect:new(
self.bounds.x + pos.x * ( self.bounds.width + RL.GuiGetStyle( RL.TOGGLE, RL.GROUP_PADDING ) ),
self.bounds.y + pos.y * ( self.bounds.height + RL.GuiGetStyle( RL.TOGGLE, RL.GROUP_PADDING ) ),
self.bounds.width,
self.bounds.height
) )
end
end
end
function ToggleGroup:process()
for _, bounds in ipairs( self.focusBounds ) do
if RL.CheckCollisionPointRec( RL.GetMousePosition(), bounds ) then
return true
end
end
return false
end
function ToggleGroup:draw()
local oldActive = self.active
self.active = RL.GuiToggleGroup( self.bounds, self.text, self.active )
if self.active ~= oldActive and self.callback ~= nil then
self.callback( self )
end
-- for _, rect in ipairs( self.focusBounds ) do
-- RL.DrawRectangleLines( rect, RL.RED )
-- end
end
function ToggleGroup:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateFocusBounds()
end
-- CheckBox.
--- Check Box control
CheckBox = {}
CheckBox.__index = CheckBox
function CheckBox:new( bounds, text, checked, callback )
local object = setmetatable( {}, CheckBox )
object.bounds = bounds:clone()
object.text = text
object.checked = checked
object.callback = callback
object.focusBounds = bounds:clone()
object:updateFocusBounds()
return object
end
function CheckBox:setText( text )
self.text = text
self:updateFocusBounds()
end
function CheckBox:updateFocusBounds()
if self.text == "" then
return
end
local textSize = Vec2:new( RL.MeasureText(
RL.GuiGetFont(),
self.text,
RL.GuiGetStyle( RL.DEFAULT, RL.TEXT_SIZE ),
RL.GuiGetStyle( RL.DEFAULT, RL.TEXT_SPACING )
) )
local textBounds = Rect:new()
textBounds.width = textSize.x
textBounds.height = textSize.y
textBounds.x = self.bounds.x + self.bounds.width + RL.GuiGetStyle( RL.CHECKBOX, RL.TEXT_PADDING )
textBounds.x = self.bounds.y + self.bounds.height / 2 - RL.GuiGetStyle( RL.CHECKBOX, RL.TEXT_SIZE ) / 2
if RL.GuiGetStyle( RL.CHECKBOX, RL.TEXT_ALIGNMENT ) == RL.TEXT_ALIGN_LEFT then
textBounds.x = self.bounds.x - textBounds.width - RL.GuiGetStyle( RL.CHECKBOX, RL.TEXT_PADDING )
self.focusBounds.x = textBounds.x
else
self.focusBounds.x = self.bounds.x
end
self.focusBounds.y = self.bounds.y
self.focusBounds.width = self.bounds.width + textBounds.width + RL.GuiGetStyle( RL.CHECKBOX, RL.TEXT_PADDING )
self.focusBounds.height = self.bounds.height
end
function CheckBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
function CheckBox:draw()
local oldChecked = self.checked
self.checked = RL.GuiCheckBox( self.bounds, self.text, self.checked )
if self.checked ~= oldChecked and self.callback ~= nil then
self.callback( self )
end
-- RL.DrawRectangleLines( self.focusBounds, RL.RED )
end
function CheckBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateFocusBounds()
end
-- ComboBox.
ComboBox = {}
ComboBox.__index = ComboBox
function ComboBox:new( bounds, text, active, callback )
local object = setmetatable( {}, ComboBox )
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callback = callback
return object
end
function ComboBox:setText( text )
self.text = text
end
function ComboBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ComboBox:draw()
local oldActive = self.active
self.active = RL.GuiComboBox( self.bounds, self.text, self.active )
if self.active ~= oldActive and self.callback ~= nil then
self.callback( self )
end
end
function ComboBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- DropdownBox.
DropdownBox = {}
DropdownBox.__index = DropdownBox
function DropdownBox:new( bounds, text, active, editMode, callback )
local object = setmetatable( {}, DropdownBox )
object.bounds = bounds:clone()
object.text = text
object.active = active
object.editMode = editMode
object.callback = callback
object.editModeBounds = bounds:clone()
object:updateFocusBounds()
return object
end
function DropdownBox:setText( text )
self.text = text
self:updateFocusBounds()
end
function DropdownBox:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function DropdownBox:updateFocusBounds()
if self.text == "" then
return
end
local count = getItemCount( self.text )
self.editModeBounds = self.bounds:clone()
self.editModeBounds.height = ( 1 + count ) * ( self.bounds.height + RL.GuiGetStyle( RL.DROPDOWNBOX, RL.DROPDOWN_ITEMS_SPACING ) )
end
function DropdownBox:process()
if self.editMode then
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.editModeBounds )
else
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
end
function DropdownBox:draw()
local pressed = false
pressed, self.active = RL.GuiDropdownBox( self.bounds, self.text, self.active, self.editMode )
if pressed then
self.editMode = not self.editMode
if not self.editMode and self.callback ~= nil then
self.callback( self )
end
end
end
function DropdownBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Spinner.
Spinner = {}
Spinner.__index = Spinner
function Spinner:new( bounds, text, value, minValue, maxValue, editMode, callback )
local object = setmetatable( {}, Spinner )
object.bounds = bounds:clone()
object.text = text
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.editMode = editMode
object.callback = callback
return object
end
function Spinner:setText( text )
self.text = text
end
function Spinner:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Spinner:draw()
local pressed = false
local oldValue = self.value
pressed, self.value = RL.GuiSpinner( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
if pressed then
self.editMode = not self.editMode
end
if self.value ~= oldValue and self.callback ~= nil then
self.callback( self )
end
end
function Spinner:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ValueBox.
ValueBox = {}
ValueBox.__index = ValueBox
function ValueBox:new( bounds, text, value, minValue, maxValue, editMode, callback )
local object = setmetatable( {}, ValueBox )
object.bounds = bounds:clone()
object.text = text
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.editMode = editMode
object.callback = callback
return object
end
function ValueBox:setText( text )
self.text = text
end
function ValueBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ValueBox:draw()
local pressed = false
local oldValue = self.value
pressed, self.value = RL.GuiValueBox( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
if pressed then
self.editMode = not self.editMode
end
if self.value ~= oldValue and self.callback ~= nil then
self.callback( self )
end
end
function ValueBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- TextBox.
TextBox = {}
TextBox.__index = TextBox
function TextBox:new( bounds, text, textSize, editMode, callback )
local object = setmetatable( {}, TextBox )
object.bounds = bounds:clone()
object.text = text
object.textSize = textSize
object.editMode = editMode
object.callback = callback
-- Option for preventing text to be drawn outside bounds.
object.scissorMode = false
return object
end
function TextBox:setText( text )
self.text = text
end
function TextBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function TextBox:draw()
local pressed = false
if self.scissorMode then
RL.BeginScissorMode( self.bounds )
end
pressed, self.text = RL.GuiTextBox( self.bounds, self.text, self.textSize, self.editMode )
if self.scissorMode then
RL.EndScissorMode()
end
if pressed then
self.editMode = not self.editMode
if not self.editMode and self.callback ~= nil then
self.callback( self )
end
end
end
function TextBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- TextBoxMulti.
TextBoxMulti = {}
TextBoxMulti.__index = TextBoxMulti
function TextBoxMulti:new( bounds, text, textSize, editMode, callback )
local object = setmetatable( {}, TextBoxMulti )
object.bounds = bounds:clone()
object.text = text
object.textSize = textSize
object.editMode = editMode
object.callback = callback
return object
end
function TextBoxMulti:setText( text )
self.text = text
end
function TextBoxMulti:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function TextBoxMulti:draw()
local pressed = false
pressed, self.text = RL.GuiTextBoxMulti( self.bounds, self.text, self.textSize, self.editMode )
if pressed then
self.editMode = not self.editMode
if not self.editMode and self.callback ~= nil then
self.callback( self )
end
end
end
function TextBoxMulti:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Slider.
Slider = {}
Slider.__index = Slider
function Slider:new( bounds, textLeft, textRight, value, minValue, maxValue, callback )
local object = setmetatable( {}, Slider )
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callback = callback
return object
end
function Slider:setText( text )
self.text = text
end
function Slider:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Slider:draw()
local oldValue = self.value
self.value = RL.GuiSlider( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
if self.value ~= oldValue then
self.callback( self )
end
end
function Slider:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- SliderBar.
SliderBar = {}
SliderBar.__index = SliderBar
function SliderBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callback )
local object = setmetatable( {}, SliderBar )
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callback = callback
return object
end
function SliderBar:setText( text )
self.text = text
end
function SliderBar:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SliderBar:draw()
local oldValue = self.value
self.value = RL.GuiSliderBar( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
if self.value ~= oldValue then
self.callback( self )
end
end
function SliderBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ProgressBar.
ProgressBar = {}
ProgressBar.__index = ProgressBar
function ProgressBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callback )
local object = setmetatable( {}, ProgressBar )
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callback = callback
return object
end
function ProgressBar:setText( text )
self.text = text
end
function ProgressBar:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ProgressBar:draw()
local oldValue = self.value
self.value = RL.GuiProgressBar( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
if self.value ~= oldValue then
self.callback( self )
end
end
function ProgressBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- StatusBar.
StatusBar = {}
StatusBar.__index = StatusBar
function StatusBar:new( bounds, text )
local object = setmetatable( {}, StatusBar )
object.bounds = bounds:clone()
object.text = text
return object
end
function StatusBar:setText( text )
self.text = text
end
function StatusBar:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function StatusBar:draw()
RL.GuiStatusBar( self.bounds, self.text )
end
function StatusBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- DummyRec.
DummyRec = {}
DummyRec.__index = DummyRec
function DummyRec:new( bounds, text )
local object = setmetatable( {}, DummyRec )
object.bounds = bounds:clone()
object.text = text
return object
end
function DummyRec:setText( text )
self.text = text
end
function DummyRec:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function DummyRec:draw()
RL.GuiDummyRec( self.bounds, self.text )
end
function DummyRec:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Grid.
Grid = {}
Grid.__index = Grid
function Grid:new( bounds, text, spacing, subdivs, callback )
local object = setmetatable( {}, Grid )
object.bounds = bounds:clone()
object.text = text
object.spacing = spacing
object.subdivs = subdivs
object.callback = callback
object.cell = Vec2:new()
return object
end
function Grid:setText( text )
self.text = text
end
function Grid:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Grid:draw()
local oldCell = self.cell:clone()
self.cell = Vec2:new( RL.GuiGrid( self.bounds, self.text, self.spacing, self.subdivs ) )
if oldCell ~= self.cell and self.callback ~= nil then
self.callback( self )
end
end
function Grid:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
--Assingments.
Raygui.Label = Label
Raygui.Button = Button
Raygui.LabelButton = LabelButton
Raygui.Toggle = Toggle
Raygui.ToggleGroup = ToggleGroup
Raygui.CheckBox = CheckBox
Raygui.ComboBox = ComboBox
Raygui.DropdownBox = DropdownBox
Raygui.Spinner = Spinner
Raygui.ValueBox = ValueBox
Raygui.TextBox = TextBox
Raygui.TextBoxMulti = TextBoxMulti
Raygui.Slider = Slider
Raygui.SliderBar = SliderBar
Raygui.ProgressBar = ProgressBar
Raygui.StatusBar = StatusBar
Raygui.DummyRec = DummyRec
Raygui.Grid = Grid
return Raygui