Raygui styles include properties, texture and font.

This commit is contained in:
jussi
2024-02-05 22:40:31 +02:00
parent d21512d88c
commit eda4eacfce
8 changed files with 97 additions and 82 deletions

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@@ -74,6 +74,10 @@ Application should now start successfully from executable. All functionality can
ReiLua_API.lua can be put into project folder to provide annotations when using "Lua Language Server".
## Object unloading
Some objects allocate memory that needs to be freed when object is no longer needed. By default objects like Textures are unloaded by the Lua garbage collector. It is generatty however recommended to handle this manually in more complex projects. You can change the behavior with SetGCUnload.
## Interpreter Mode
ReiLua can also be used to run single lua file using interpreter mode with arguments -i or --interpret. Given file will be called with dofile. Usage example:

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@@ -35,6 +35,7 @@ KEY CHANGES:
- ADDED: Raygui lib extensions property list.
- ADDED: Text codepoints management functions.
- ADDED: Rune, UTF8 lib.
- CHANGE: Raygui styles include properties, texture and font.
DETAILED CHANGES:
- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.

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@@ -3,7 +3,6 @@ Current {
Backlog {
* Raygui lib
* Fonts for controls. Remember that it needs to affect init measurements.
* Check if could remove flickering from changing draw order by making queue for order changing and only
change them after everything is drawn.
* Platform desktop SDL

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@@ -35,11 +35,13 @@ local function addButton( bounds, text, callback )
{ source = { 48, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
callback,
{
{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.DEFAULT, RL.TEXT_SIZE, 32 },
{ 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 ) },
properties = {
{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.DEFAULT, RL.TEXT_SIZE, 32 },
{ 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
@@ -75,7 +77,9 @@ local function addPropertyList()
function( self ) Gui:set2Top( self ) end,
nil,
{
{ RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
properties = {
{ RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
}
}
)
RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT )
@@ -148,9 +152,6 @@ local function addPropertyList()
"Flipped",
cat.flipped,
function( self ) cat.flipped = self.checked end
-- {
-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
-- }
), transformGroup )
-- Visibility.
@@ -163,7 +164,9 @@ local function addPropertyList()
cat.visible,
function( self ) cat.visible = self.checked end,
{
{ RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
properties = {
{ RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT },
}
}
), visibilityGroup )
@@ -199,8 +202,10 @@ local function addPropertyList()
false,
function( self ) print( "Checked" ) end,
{
-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
{ RL.DEFAULT, RL.TEXT_SIZE, 32 }
properties = {
-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
{ RL.DEFAULT, RL.TEXT_SIZE, 32 }
}
}
), test )
end

View File

@@ -141,7 +141,9 @@ function PropertyList:addGroup( name, active, group )
active,
function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
{
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT }
properties = {
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT }
}
}
)
control._controls = {} -- Prefix _ to try to prevent clashing with control definition.

View File

@@ -70,13 +70,14 @@ function RL.init()
"Dog",
function() toggleGroup:setText( "Dog;Cat\nEagle" ) end,
{
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
properties = {
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
},
texture = { texture = texture, rect = textureRect },
}
)
button.texture = texture
button.textureRect = textureRect
local checkbox = Gui:CheckBox(
Rect:new( 116, 128, 20, 20 ),
"Visible",
@@ -140,10 +141,11 @@ function RL.init()
0,
0,
100,
function( self ) print( "Changed value "..self.value ) end
function( self ) print( "Changed value "..self.value ) end,
{
texture = { texture = texture, rect = textureRect },
}
)
slider.texture = texture
slider.textureRect = textureRect
local sliderbar = Gui:SliderBar(
Rect:new( 50, 550, 256, 32 ),
"min",
@@ -185,11 +187,12 @@ function RL.init()
function( self ) Gui:set2Top( self ) end,
nil,
{
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
properties = {
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
},
texture = { texture = texture, rect = textureRect },
}
)
windowbox.texture = texture
windowbox.textureRect = textureRect
local groupbox = Gui:GroupBox(
Rect:new( 400, 700, 256, 256 ),
@@ -206,9 +209,11 @@ function RL.init()
function( self ) Gui:set2Top( self ) end,
nil,
{
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.MAGENTA ) },
{ RL.DEFAULT, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.DEFAULT, RL.BACKGROUND_COLOR, RL.ColorToInt( RL.DARKBLUE ) },
properties = {
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.MAGENTA ) },
{ RL.DEFAULT, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
{ RL.DEFAULT, RL.BACKGROUND_COLOR, RL.ColorToInt( RL.DARKBLUE ) },
}
}
)
tabBar = Gui:GuiTabBar(
@@ -243,13 +248,14 @@ function RL.init()
0,
function( self ) print( self:getItem( self.active ) ) end,
{
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
properties = {
{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
},
texture = { texture = texture, rect = textureRect },
}
)
listviewex.texture = texture
listviewex.textureRect = textureRect
local messagebox = Gui:MessageBox(
Rect:new( 1100, 150, 300, 128 ),
"Title",

View File

@@ -1701,10 +1701,11 @@ function Raygui:new()
object.textEdit = false
object.defaultTexture = RL.GetTextureDefault()
object.defaultRect = Rect:new( 0, 0, 1, 1 ) -- For texture.
object.defaultFont = RL.GetFontDefault()
object.mouseOffset = Vec2:new()
object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be processed and drawn.
object._lastStyles = {}
object._lastProperties = {}
object._mousePressPos = Vec2:new( -1, -1 ) -- Use to check if release and check are inside bounds.
return object
@@ -1774,17 +1775,17 @@ function Raygui:drag( control )
return mouseOver
end
-- Add style before current draw that we can then return them.
function Raygui:_addLastStyle( style )
local lastStyle = { style[1], style[2], RL.GuiGetStyle( style[1], style[2] ) }
-- Add property before current draw that we can then return them.
function Raygui:_addLastProperty( property )
local lastProperty = { property[1], property[2], RL.GuiGetStyle( property[1], property[2] ) }
for i, slot in ipairs( self._lastStyles ) do
for i, slot in ipairs( self._lastProperties ) do
if slot == 0 then
self._lastStyles[i] = lastStyle
self._lastProperties[i] = lastProperty
return
end
end
table.insert( self._lastStyles, lastStyle )
table.insert( self._lastProperties, lastProperty )
end
function Raygui:draw()
@@ -1804,43 +1805,21 @@ function Raygui:draw()
-- Set mouse ofset if gui is for example embedded to some control.
RL.SetMouseOffset( self.mouseOffset )
for i, control in ipairs( self.controls ) do
if not self.locked and not self.disabled and i == self.focused then
RL.GuiUnlock()
end
for i, control in ipairs( self.controls ) do
if not self.locked and not self.disabled and i == self.focused then
RL.GuiUnlock()
end
if control.visible and control.draw ~= nil and self:inView( control ) then
if control.visible and control.draw ~= nil and self:inView( control ) then
if control.disabled then
RL.GuiDisable()
else
RL.GuiEnable()
end
if control.styles ~= nil then
for _, style in ipairs( control.styles ) do
self:_addLastStyle( style )
RL.GuiSetStyle( style[1], style[2], style[3] )
end
end
if control.texture ~= nil then
RL.SetShapesTexture( control.texture, control.textureRect )
end
control:draw()
if control.texture ~= nil then
RL.SetShapesTexture( self.defaultTexture, self.defaultRect )
end
-- Set previous styles back.
if 0 < #self._lastStyles then
for j, style in ipairs( self._lastStyles ) do
if type( style ) == "table" then
RL.GuiSetStyle( style[1], style[2], style[3] )
end
self._lastStyles[j] = 0
end
end
end
end
self:drawControl( control )
end
end
RL.GuiUnlock()
RL.GuiEnable()
RL.SetMouseOffset( { 0, 0 } )
@@ -1902,24 +1881,42 @@ function Raygui:editMode( editMode )
self.textEdit = not editMode
end
-- Mainly to set focusBounds and viewBounds by drawing control.
function Raygui:applyStyles( control )
function Raygui:drawControl( control )
if control == nil or control.draw == nil then
return
end
local oldStyles = {}
if control.styles ~= nil then
for _, style in ipairs( control.styles ) do
local oldStyle = { style[1], style[2], RL.GuiGetStyle( style[1], style[2] ) }
table.insert( oldStyles, oldStyle )
RL.GuiSetStyle( style[1], style[2], style[3] )
for name, style in pairs( control.styles ) do
if name == "properties" then
for _, property in ipairs( style ) do
self:_addLastProperty( property )
RL.GuiSetStyle( property[1], property[2], property[3] )
end
elseif name == "texture" then
RL.SetShapesTexture( style.texture, style.rect )
elseif name == "font" then
RL.GuiSetFont( style )
end
end
end
control:draw()
if control.styles ~= nil then
for _, style in ipairs( oldStyles ) do
RL.GuiSetStyle( style[1], style[2], style[3] )
for name, _ in pairs( control.styles ) do
if name == "properties" then
for j, property in ipairs( self._lastProperties ) do
if type( property ) == "table" then
RL.GuiSetStyle( property[1], property[2], property[3] )
self._lastProperties[j] = 0
end
end
elseif name == "texture" then
RL.SetShapesTexture( self.defaultTexture, self.defaultRect )
elseif name == "font" then
RL.GuiSetFont( self.defaultFont )
end
end
end
end
@@ -1928,7 +1925,8 @@ end
function Raygui:addControl( control )
control._parent = self
self:applyStyles( control )
-- self:applyStyles( control )
self:drawControl( control )
table.insert( self.controls, control )
return control
end

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@@ -77,5 +77,5 @@ int main( int argn, const char **argc ) {
}
stateFree();
return 1;
return 0;
}