336 lines
8.7 KiB
Lua
336 lines
8.7 KiB
Lua
package.path = package.path..";"..RL.GetBasePath().."?.lua"
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Rect = require( "rectangle" )
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Vec2 = require( "vector2" )
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Color = require( "color" )
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Rect = require( "rectangle" )
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Raygui = require( "raygui" )
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require( "sprite_button" ):register( Raygui )
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require( "property_list" ):register( Raygui )
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require( "tree_view" ):register( Raygui )
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require( "tree_item" ):register( Raygui )
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Gui = Raygui:new()
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local buttonTexture = nil
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local winSize = Vec2:new( 1024, 720 )
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local cat = {
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texture = nil,
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source = Rect:new(),
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dest = Rect:new(),
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origin = Vec2:new(),
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rotation = 0.0,
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tint = Color:new( RL.WHITE ),
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visible = true,
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flipped = false
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}
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local function addButton( bounds, text, callback )
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Gui:SpriteButton(
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bounds,
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text,
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buttonTexture,
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{ source = { 0, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH },
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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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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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text
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)
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end
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local function addSpriteButtons()
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buttonTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/button.png" )
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local buttonSize = Vec2:new( 216, 32 )
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local bounds = Rect:new( winSize.x / 2 - buttonSize.x / 2, 200, 216, 32 )
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local gap = buttonSize.y + 2
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addButton( bounds, "Start New Game", function() print( "New Game!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Load Game", function() print( "Load Game!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Options", function() print( "Options!" ) end )
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bounds.y = bounds.y + gap
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addButton( bounds, "Quit", function() RL.CloseWindow() end )
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end
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local function getTextValue( text )
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local value = tonumber( text )
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if value == nil then value = 0 end
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return value
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end
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local function addPropertyList()
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PropertyList = Gui:PropertyList(
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Rect:new( 20, 20, 256, 328 ),
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"Property List",
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nil, -- Callback.
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function( self ) Gui:set2Top( self ) end, -- Grab callback.
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nil, -- Drag callback.
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{
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properties = {
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-- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
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{ RL.LISTVIEW, RL.BORDER_COLOR_FOCUSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
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{ RL.LISTVIEW, RL.BORDER_COLOR_PRESSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
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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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PropertyList:addControl( PropertyList.gui:Line(
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Rect:new(),
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"Cat Texture"
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) )
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--Transform.
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local transformGroup = PropertyList:addGroup( "Transform", false )
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-- Position.
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PropertyList:addControl( PropertyList.gui:Label(
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Rect:new(),
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"Position:"
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), transformGroup )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 0, 0, 64, 22 ),
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cat.dest.x,
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32,
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false,
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function( self )
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self.value = getTextValue( self.text )
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self.text = tostring( self.value )
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cat.dest.x = self.value
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end,
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nil,
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"Position X"
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), transformGroup, true )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 74, 0, 64, 22 ),
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cat.dest.y,
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32,
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false,
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function( self )
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self.value = getTextValue( self.text )
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self.text = tostring( self.value )
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cat.dest.y = self.value
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end,
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nil,
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"Position Y"
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), transformGroup )
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-- Origin.
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PropertyList:addControl( PropertyList.gui:Label(
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Rect:new(),
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"Origin:"
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), transformGroup )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 0, 0, 64, 22 ),
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cat.dest.x,
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32,
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false,
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function( self )
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self.value = getTextValue( self.text )
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self.text = tostring( self.value )
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cat.origin.x = self.value
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end,
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nil,
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"Origin X"
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), transformGroup, true )
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PropertyList:addControl( PropertyList.gui:TextBox(
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Rect:new( 74, 0, 64, 22 ),
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cat.dest.y,
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32,
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false,
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function( self )
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self.value = getTextValue( self.text )
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self.text = tostring( self.value )
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cat.origin.y = self.value
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end,
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nil,
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"Origin Y"
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), transformGroup )
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-- Rotation.
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PropertyList:addControl( PropertyList.gui:Slider(
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Rect:new( 60, 0, PropertyList.defaultControlSize.x - 150, 22 ),
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"Rotation",
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"0",
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0,
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0,
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360,
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function( self )
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self.value = Util.round( self.value )
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cat.rotation = self.value
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self.textRight = self.value
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end,
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nil,
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"Rotation angle"
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), transformGroup )
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-- Flipped.
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PropertyList:addControl( PropertyList.gui:CheckBox(
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Rect:new( 0, 0, 20, 20 ),
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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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nil,
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"Flips the image"
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), transformGroup )
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-- Visibility.
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local visibilityGroup = PropertyList:addGroup( "Visibility", false )
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PropertyList:addControl( PropertyList.gui:CheckBox(
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Rect:new( 0, 0, 20, 20 ),
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"Visible",
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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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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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local tintGroup = PropertyList:addGroup( "Tint", false, visibilityGroup )
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PropertyList:addControl( PropertyList.gui:ColorPicker(
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Rect:new( 0, 0, 128, 128 ),
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"Color Picker",
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Color:new(),
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function( self ) cat.tint = self.color end
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), tintGroup )
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PropertyList:addControl( PropertyList.gui:Line(
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Rect:new(),
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"Testing"
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) )
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PropertyList:addControl( PropertyList.gui:DropdownBox(
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Rect:new(),
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"Dog\nGiraffe\nLion\nHorse",
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0,
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false,
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function( self ) print( self:getItem( self.active ) ) end
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) )
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local test = PropertyList:addGroup( "Test", false )
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for i = 1, 5 do
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PropertyList:addControl( PropertyList.gui:CheckBox(
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Rect:new( 128, 0, 20, 20 ),
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i.."_Visible",
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false,
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function( self ) print( "Checked" ) end,
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{
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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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end
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local function selected( controls )
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for i, control in ipairs( controls ) do
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print( i, control.text, control._id )
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end
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end
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local function addTreeView()
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TreeView = Gui:TreeView(
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Rect:new( 600, 20, 256, 328 ),
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-- Rect:new( 600, 20, 256, 600 ),
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"Tree View",
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function( controls ) selected( controls ) end, -- Callback.
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function( self ) Gui:set2Top( self ) end, -- Grab callback.
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nil, -- Drag callback.
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{
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properties = {
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-- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
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{ RL.LISTVIEW, RL.BORDER_COLOR_FOCUSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
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{ RL.LISTVIEW, RL.BORDER_COLOR_PRESSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
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}
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}
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)
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-- Items.
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local folder = TreeView:addItem( RL.GuiIconText( 1, "Images" ) )
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local folderEmpty = TreeView:addItem( RL.GuiIconText( 1, "Empty Folder" ) )
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local folder2 = TreeView:addItem( RL.GuiIconText( 1, "More images" ), folder )
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TreeView:addItem( RL.GuiIconText( 12, "Cat.png" ), folder )
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TreeView:addItem( RL.GuiIconText( 12, "Dog.png" ), folder2 )
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TreeView:addItem( RL.GuiIconText( 12, "Horse.png" ), folder2 )
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for i = 0, 10 do
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TreeView:addItem( RL.GuiIconText( 12, "Duck"..i..".png" ), folder2 )
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end
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end
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function RL.init()
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local monitor = 0
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
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-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SPACING, 4 )
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-- RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT )
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-- RL.GuiSetStyle( RL.SPINNER, RL.TEXT_PADDING, 2 )
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cat.texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
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local texSize = Vec2:new( RL.GetTextureSize( cat.texture ) )
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cat.source:set( 0, 0, texSize.x, texSize.y )
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cat.dest = cat.source:clone()
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RL.GuiLoadStyle( RL.GetBasePath().."../resources/styles/style_dark.rgs" )
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addSpriteButtons()
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addPropertyList()
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addTreeView()
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end
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function RL.update( delta )
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Gui:update()
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end
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function RL.draw()
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RL.ClearBackground( RL.DARKBLUE )
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if cat.visible then
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if cat.flipped then
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RL.DrawTexturePro(
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cat.texture,
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{ cat.source.x, cat.source.y, -cat.source.width, cat.source.height },
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cat.dest,
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cat.origin,
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cat.rotation,
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cat.tint
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)
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else
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RL.DrawTexturePro(
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cat.texture,
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cat.source,
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cat.dest,
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cat.origin,
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cat.rotation,
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cat.tint
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)
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end
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end
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Gui:draw()
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end
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