Raygui styles include properties, texture and font.
This commit is contained in:
@@ -74,6 +74,10 @@ Application should now start successfully from executable. All functionality can
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ReiLua_API.lua can be put into project folder to provide annotations when using "Lua Language Server".
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## Object unloading
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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.
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## Interpreter Mode
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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:
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- ADDED: Raygui lib extensions property list.
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- ADDED: Text codepoints management functions.
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- ADDED: Rune, UTF8 lib.
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- CHANGE: Raygui styles include properties, texture and font.
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DETAILED CHANGES:
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- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
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3
devnotes
3
devnotes
@@ -3,9 +3,8 @@ Current {
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Backlog {
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* Raygui lib
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* Fonts for controls. Remember that it needs to affect init measurements.
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* Check if could remove flickering from changing draw order by making queue for order changing and only
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change them after everything is drawn.
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change them after everything is drawn.
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* Platform desktop SDL
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* Text input not working on gui. Could this be Raylib issue?
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* Haptic functions.
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@@ -35,11 +35,13 @@ local function addButton( bounds, text, callback )
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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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{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.DEFAULT, RL.TEXT_SIZE, 32 },
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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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properties = {
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{ RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.DEFAULT, RL.TEXT_SIZE, 32 },
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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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}
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)
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end
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@@ -75,7 +77,9 @@ local function addPropertyList()
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function( self ) Gui:set2Top( self ) end,
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nil,
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{
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{ RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
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properties = {
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{ RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
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}
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}
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)
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RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT )
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@@ -148,9 +152,6 @@ local function addPropertyList()
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"Flipped",
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cat.flipped,
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function( self ) cat.flipped = self.checked end
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-- {
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-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
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-- }
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), transformGroup )
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-- Visibility.
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@@ -163,7 +164,9 @@ local function addPropertyList()
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cat.visible,
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function( self ) cat.visible = self.checked end,
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{
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{ RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }
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properties = {
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{ RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT },
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}
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}
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), visibilityGroup )
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@@ -199,8 +202,10 @@ local function addPropertyList()
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false,
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function( self ) print( "Checked" ) end,
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{
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-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
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{ RL.DEFAULT, RL.TEXT_SIZE, 32 }
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properties = {
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-- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
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{ RL.DEFAULT, RL.TEXT_SIZE, 32 }
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}
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}
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), test )
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end
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@@ -141,7 +141,9 @@ function PropertyList:addGroup( name, active, group )
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active,
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function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
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{
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{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT }
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properties = {
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{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT }
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}
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}
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)
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control._controls = {} -- Prefix _ to try to prevent clashing with control definition.
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@@ -70,13 +70,14 @@ function RL.init()
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"Dog",
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function() toggleGroup:setText( "Dog;Cat\nEagle" ) end,
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{
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
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properties = {
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
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},
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texture = { texture = texture, rect = textureRect },
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}
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)
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button.texture = texture
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button.textureRect = textureRect
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local checkbox = Gui:CheckBox(
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Rect:new( 116, 128, 20, 20 ),
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"Visible",
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@@ -140,10 +141,11 @@ function RL.init()
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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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function( self ) print( "Changed value "..self.value ) end,
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{
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texture = { texture = texture, rect = textureRect },
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}
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)
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slider.texture = texture
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slider.textureRect = textureRect
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local sliderbar = Gui:SliderBar(
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Rect:new( 50, 550, 256, 32 ),
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"min",
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@@ -185,11 +187,12 @@ function RL.init()
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function( self ) Gui:set2Top( self ) end,
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nil,
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{
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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properties = {
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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},
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texture = { texture = texture, rect = textureRect },
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}
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)
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windowbox.texture = texture
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windowbox.textureRect = textureRect
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local groupbox = Gui:GroupBox(
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Rect:new( 400, 700, 256, 256 ),
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@@ -206,9 +209,11 @@ function RL.init()
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function( self ) Gui:set2Top( self ) end,
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nil,
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{
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.MAGENTA ) },
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{ RL.DEFAULT, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.DEFAULT, RL.BACKGROUND_COLOR, RL.ColorToInt( RL.DARKBLUE ) },
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properties = {
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.MAGENTA ) },
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{ RL.DEFAULT, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER },
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{ RL.DEFAULT, RL.BACKGROUND_COLOR, RL.ColorToInt( RL.DARKBLUE ) },
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}
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}
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)
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tabBar = Gui:GuiTabBar(
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@@ -243,13 +248,14 @@ function RL.init()
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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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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
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properties = {
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{ RL.DEFAULT, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( RL.RED ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.ORANGE ) },
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{ RL.DEFAULT, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( RL.GREEN ) },
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},
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texture = { texture = texture, rect = textureRect },
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}
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)
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listviewex.texture = texture
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listviewex.textureRect = textureRect
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local messagebox = Gui:MessageBox(
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Rect:new( 1100, 150, 300, 128 ),
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"Title",
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@@ -1701,10 +1701,11 @@ function Raygui:new()
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object.textEdit = false
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object.defaultTexture = RL.GetTextureDefault()
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object.defaultRect = Rect:new( 0, 0, 1, 1 ) -- For texture.
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object.defaultFont = RL.GetFontDefault()
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object.mouseOffset = Vec2:new()
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object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be processed and drawn.
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object._lastStyles = {}
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object._lastProperties = {}
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object._mousePressPos = Vec2:new( -1, -1 ) -- Use to check if release and check are inside bounds.
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return object
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@@ -1774,17 +1775,17 @@ function Raygui:drag( control )
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return mouseOver
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end
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-- Add style before current draw that we can then return them.
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function Raygui:_addLastStyle( style )
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local lastStyle = { style[1], style[2], RL.GuiGetStyle( style[1], style[2] ) }
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-- Add property before current draw that we can then return them.
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function Raygui:_addLastProperty( property )
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local lastProperty = { property[1], property[2], RL.GuiGetStyle( property[1], property[2] ) }
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for i, slot in ipairs( self._lastStyles ) do
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for i, slot in ipairs( self._lastProperties ) do
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if slot == 0 then
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self._lastStyles[i] = lastStyle
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self._lastProperties[i] = lastProperty
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return
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end
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end
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table.insert( self._lastStyles, lastStyle )
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table.insert( self._lastProperties, lastProperty )
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end
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function Raygui:draw()
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@@ -1804,43 +1805,21 @@ function Raygui:draw()
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-- Set mouse ofset if gui is for example embedded to some control.
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RL.SetMouseOffset( self.mouseOffset )
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for i, control in ipairs( self.controls ) do
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if not self.locked and not self.disabled and i == self.focused then
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RL.GuiUnlock()
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end
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for i, control in ipairs( self.controls ) do
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if not self.locked and not self.disabled and i == self.focused then
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RL.GuiUnlock()
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end
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if control.visible and control.draw ~= nil and self:inView( control ) then
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if control.visible and control.draw ~= nil and self:inView( control ) then
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if control.disabled then
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RL.GuiDisable()
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else
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RL.GuiEnable()
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end
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if control.styles ~= nil then
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for _, style in ipairs( control.styles ) do
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self:_addLastStyle( style )
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RL.GuiSetStyle( style[1], style[2], style[3] )
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end
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end
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if control.texture ~= nil then
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RL.SetShapesTexture( control.texture, control.textureRect )
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end
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control:draw()
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if control.texture ~= nil then
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RL.SetShapesTexture( self.defaultTexture, self.defaultRect )
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end
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-- Set previous styles back.
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if 0 < #self._lastStyles then
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for j, style in ipairs( self._lastStyles ) do
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if type( style ) == "table" then
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RL.GuiSetStyle( style[1], style[2], style[3] )
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end
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self._lastStyles[j] = 0
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end
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end
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end
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end
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self:drawControl( control )
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end
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end
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RL.GuiUnlock()
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RL.GuiEnable()
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RL.SetMouseOffset( { 0, 0 } )
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@@ -1902,24 +1881,42 @@ function Raygui:editMode( editMode )
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self.textEdit = not editMode
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end
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-- Mainly to set focusBounds and viewBounds by drawing control.
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function Raygui:applyStyles( control )
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function Raygui:drawControl( control )
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if control == nil or control.draw == nil then
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return
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end
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local oldStyles = {}
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if control.styles ~= nil then
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for _, style in ipairs( control.styles ) do
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local oldStyle = { style[1], style[2], RL.GuiGetStyle( style[1], style[2] ) }
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table.insert( oldStyles, oldStyle )
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RL.GuiSetStyle( style[1], style[2], style[3] )
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for name, style in pairs( control.styles ) do
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if name == "properties" then
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for _, property in ipairs( style ) do
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self:_addLastProperty( property )
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RL.GuiSetStyle( property[1], property[2], property[3] )
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end
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elseif name == "texture" then
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RL.SetShapesTexture( style.texture, style.rect )
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elseif name == "font" then
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RL.GuiSetFont( style )
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end
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end
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end
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control:draw()
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if control.styles ~= nil then
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for _, style in ipairs( oldStyles ) do
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RL.GuiSetStyle( style[1], style[2], style[3] )
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for name, _ in pairs( control.styles ) do
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if name == "properties" then
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for j, property in ipairs( self._lastProperties ) do
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if type( property ) == "table" then
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RL.GuiSetStyle( property[1], property[2], property[3] )
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self._lastProperties[j] = 0
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end
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end
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elseif name == "texture" then
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RL.SetShapesTexture( self.defaultTexture, self.defaultRect )
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elseif name == "font" then
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RL.GuiSetFont( self.defaultFont )
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end
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end
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end
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end
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@@ -1928,7 +1925,8 @@ end
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function Raygui:addControl( control )
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control._parent = self
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self:applyStyles( control )
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-- self:applyStyles( control )
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self:drawControl( control )
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table.insert( self.controls, control )
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return control
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end
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@@ -77,5 +77,5 @@ int main( int argn, const char **argc ) {
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}
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stateFree();
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return 1;
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return 0;
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}
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Reference in New Issue
Block a user