250 lines
6.7 KiB
Lua
250 lines
6.7 KiB
Lua
local PropertyList = {}
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PropertyList.__index = PropertyList
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function PropertyList:new( bounds, text, callbacks, styles, tooltip )
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local object = setmetatable( {}, self )
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object._gui = nil
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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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object.scroll = Vector2:new( 0, 0 )
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object.view = Rectangle:new( 0, 0, 0, 0 )
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object.callbacks = callbacks -- scroll, grab, drag.
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object.styles = styles
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object.tooltip = 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.defaultControlSize = nil
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object.visible = true
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object.disabled = false
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object.draggable = true
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object.defaultControlHeight = 22
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object:setSize( Vector2:new( object.bounds.width, object.bounds.height ) )
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object._posY = 0 -- In control list update.
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object:updateMouseOffset()
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return object
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end
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function PropertyList:getDefaultBounds()
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return Rectangle:new( self.padding, self.padding, self.defaultControlSize.x, self.defaultControlSize.y )
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end
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local function getControlBounds( control )
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return control.viewBounds or control.focusBounds or control.bounds
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end
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local function setGroupText( text, active )
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if active then
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return RL.GuiIconText( 120, text )
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else
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return RL.GuiIconText( 119, text )
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end
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end
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function PropertyList:updateControl( control )
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if control._defaultWidth then
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control.bounds.width = self:getDefaultBounds().width
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end
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if control._defaultHeight then
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control.bounds.height = self:getDefaultBounds().height
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end
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if control.visible then
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control:setPosition( Vector2:new( control.bounds.x, self._posY ) )
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local bounds = getControlBounds( control )
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if not control._noYAdvance then
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self._posY = self._posY + bounds.height + self.spacing
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end
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self.content = self.content:fit( bounds )
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end
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if type( control._controls ) == "table" then
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for _, groupControl in ipairs( control._controls ) do
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groupControl.visible = control.active and control.visible
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-- Deactivate any subgroups.
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if not control.active and type( groupControl._controls ) == "table" then
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groupControl.active = false
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end
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self:updateControl( groupControl )
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end
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control.text = setGroupText( control.text:sub( 6 ), control.active ) -- Sub skips icon.
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end
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self.gui:setToBack( control )
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end
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function PropertyList:updateContent()
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self._posY = self.padding
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self.content.width = 0
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self.content.height = 0
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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: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:updateMouseOffset()
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end
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-- Leave control bounds size to 0 to use default. Optional group for parameter 2.
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function PropertyList:addControl( control, group, noYAdvance )
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control._noYAdvance = noYAdvance
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if control.bounds.width == 0 then
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control._defaultWidth = true -- Set defaultWidth on updateControl.
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end
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if control.bounds.height == 0 then
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control._defaultHeight = true -- Set defaultHeight on updateControl.
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end
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if control.bounds.x == 0 then
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control.bounds.x = self.padding
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end
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if group ~= nil then
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table.insert( group._controls, control )
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else
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table.insert( self.controls, control )
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end
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self:updateContent()
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return control
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end
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function PropertyList:addGroup( name, active, group )
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if active == nil then
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active = false
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end
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local control = self.gui:Toggle(
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self:getDefaultBounds(),
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setGroupText( name, active ),
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active,
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{ -- Callbacks.
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pressed = function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
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},
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{ -- Styles.
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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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control._defaultWidth = true -- Set defaultWidth on updateControl.
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control._defaultHeight = true -- Set defaultHeight on updateControl.
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if group ~= nil then
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table.insert( group._controls, control )
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else
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table.insert( self.controls, control )
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end
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self:updateContent()
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return control
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end
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function PropertyList:update( delta )
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if not self.view:checkCollisionPoint( RL.GetMousePosition() ) then
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self.gui.locked = true
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else
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self.gui.locked = false
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end
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self.gui:update( delta )
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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 = Vector2:tempV( self.scroll )
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local _, 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 then
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self:updateMouseOffset()
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self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
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if self.callbacks.scroll ~= nil then
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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.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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if self._gui then
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self.gui.mouseScale = self._gui.mouseScale
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local mouseScale = Vector2:temp( 1, 1 ) / self.gui.mouseScale
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self.gui.mouseOffset = self._gui.mouseOffset + ( -Vector2:temp( self.view.x, self.view.y ) - self.scroll ) * mouseScale
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end
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end
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function PropertyList:setPosition( pos )
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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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end
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self:updateMouseOffset()
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end
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function PropertyList:setSize( size )
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self.bounds.width = size.x
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self.bounds.height = size.y
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local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH )
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local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH )
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self.content = Rectangle:new(
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0,
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self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
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self.bounds.width - scrollBarWidth - self.padding * 2 - borderWidth * 2,
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self.bounds.height - scrollBarWidth - self.padding * 2 - borderWidth * 2
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)
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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:updateContent()
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end
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function PropertyList:register( gui )
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function gui:PropertyList( bounds, text, callbacks, styles, tooltip )
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return self:addControl( PropertyList:new( bounds, text, callbacks, styles, tooltip ) )
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end
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end
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return PropertyList
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