Files
reilua-enhanced/examples/resources/lib/raygui.lua
2023-11-21 23:34:47 +02:00

1664 lines
35 KiB
Lua

-- Wrapper for raygui that should make using it a bit more convenient.
local Util = require( "utillib" )
local Rect = require( "rectangle" )
local Vec2 = require( "vector2" )
local 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.
local Raygui = {
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24,
elements = {},
focused = 0,
dragging = nil,
grabPos = Vec2:new(),
scrolling = false,
}
function Raygui.process()
-- If dragging, don't process element masking.
if Raygui.dragging ~= nil then
Raygui.drag( Raygui.dragging )
return
end
-- Focused is 0 if not over any element.
Raygui.focused = 0
for i = #Raygui.elements, 1, -1 do
local element = Raygui.elements[i]
if element.visible and element.process ~= nil then
if element:process() then
Raygui.focused = i
return
end
end
end
end
function Raygui.drag( element )
local mousePos = Vec2:new( RL.GetMousePosition() )
local mouseOver = RL.CheckCollisionPointRec( mousePos, element.bounds )
if element.draggable and element ~= Raygui.dragging and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT )
and mouseOver and mousePos.y - element.bounds.y <= Raygui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT then
Raygui.grabPos = mousePos - Vec2:new( element.bounds.x, element.bounds.y )
if element.grabCallback ~= nil then
element.grabCallback( element )
end
Raygui.dragging = element
end
if element == Raygui.dragging then
if not RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) then
Raygui.dragging = nil
end
element:setPosition( mousePos - Raygui.grabPos )
if element.dragCallback ~= nil then
element.dragCallback( element )
end
end
return mouseOver
end
function Raygui.draw()
if not Raygui.scrolling then
RL.GuiLock()
elseif RL.IsMouseButtonReleased( RL.MOUSE_BUTTON_LEFT ) then
Raygui.scrolling = false
end
for i, element in ipairs( Raygui.elements ) do
if i == Raygui.focused then
RL.GuiUnlock()
end
if element.visible and element.draw ~= nil then
element:draw()
end
end
end
function Raygui.set2Top( element )
for i, curElement in ipairs( Raygui.elements ) do
if element == curElement then
Util.tableMove( Raygui.elements, i, 1, #Raygui.elements )
return
end
end
end
function Raygui.set2Back( element )
for i, curElement in ipairs( Raygui.elements ) do
if element == curElement then
Util.tableMove( Raygui.elements, i, 1, 1 )
return
end
end
end
function Raygui.remove( element )
for i, curElement in ipairs( Raygui.elements ) do
if element == curElement then
table.remove( Raygui.elements, i )
return
end
end
end
--[[
Container/separator controls, useful for controls organization
]]--
-- WindowBox.
--- Window Box control, shows a window that can be closed
---@class WindowBox
---@field bounds table Rect
---@field text string
---@field callback function|nil
---@field grabCallback function|nil
---@field dragCallback function|nil
---@field visible boolean
---@field draggable boolean
WindowBox = {}
WindowBox.__index = WindowBox
---@param bounds table Rect
---@param text string
---@param callback function|nil
---@param grabCallback function|nil
---@param dragCallback function|nil
---@return table object
function WindowBox:new( bounds, text, callback, grabCallback, dragCallback )
local object = setmetatable( {}, WindowBox )
object.bounds = bounds:clone()
object.text = text
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.visible = true
object.draggable = true
table.insert( Raygui.elements, object )
return object
end
function WindowBox:process()
return Raygui.drag( self )
end
function WindowBox:draw()
local result = RL.GuiWindowBox( self.bounds, self.text )
if result == 1 and self.callback ~= nil then
self.callback( self )
end
end
function WindowBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- GroupBox.
--- Group Box control with text name
---@class GroupBox
---@field bounds table Rect
---@field text string
---@field visible boolean
GroupBox = {}
GroupBox.__index = GroupBox
---@param bounds table Rect
---@param text string
function GroupBox:new( bounds, text )
local object = setmetatable( {}, GroupBox )
object.bounds = bounds:clone()
object.text = text
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function GroupBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function GroupBox:draw()
RL.GuiGroupBox( self.bounds, self.text )
end
function GroupBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Line.
--- Line separator control, could contain text
Line = {}
Line.__index = Line
function Line:new( bounds, text )
local object = setmetatable( {}, Line )
object.bounds = bounds:clone()
object.text = text
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function Line:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Line:draw()
RL.GuiLine( self.bounds, self.text )
end
function Line:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Panel.
--- Panel control, useful to group controls
Panel = {}
Panel.__index = Panel
function Panel:new( bounds, text, grabCallback, dragCallback )
local object = setmetatable( {}, Panel )
object.bounds = bounds:clone()
object.text = text
object.visible = true
object.draggable = true
object.grabCallback = grabCallback
object.dragCallback = dragCallback
table.insert( Raygui.elements, object )
return object
end
function Panel:process()
return Raygui.drag( self )
end
function Panel:draw()
RL.GuiPanel( self.bounds, self.text )
end
function Panel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- GuiTabBar.
--- Tab Bar control, returns TAB to be closed or -1
GuiTabBar = {}
GuiTabBar.__index = GuiTabBar
function GuiTabBar:new( bounds, text, active, callback, closeCallback )
local object = setmetatable( {}, GuiTabBar )
object.bounds = bounds:clone()
object.text = text
object.active = active
object.visible = true
object.callback = callback
object.closeCallback = closeCallback
table.insert( Raygui.elements, object )
return object
end
function GuiTabBar:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function GuiTabBar:draw()
local oldActive = self.active
local result = -1
result, self.active = RL.GuiTabBar( self.bounds, self.text, self.active )
if self.active ~= oldActive and self.callback ~= nil then
self.callback( self )
end
if 0 <= result and self.closeCallback ~= nil then
self.closeCallback( self, result )
end
end
function GuiTabBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ScrollPanel.
--- Scroll Panel control
ScrollPanel = {}
ScrollPanel.__index = ScrollPanel
function ScrollPanel:new( bounds, text, content, scroll, callback, grabCallback, dragCallback )
local object = setmetatable( {}, ScrollPanel )
object.bounds = bounds:clone()
object.text = text
object.content = content:clone()
object.scroll = scroll:clone()
object.view = Rect:new()
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.visible = true
object.draggable = true
table.insert( Raygui.elements, object )
return object
end
function ScrollPanel:process()
return Raygui.drag( self )
end
function ScrollPanel:draw()
local oldScroll = self.scroll:clone()
local _, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rect:new( view )
self.scroll = Vec2:new( scroll )
if self.scroll ~= oldScroll then
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function ScrollPanel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
--[[
Basic controls set
]]--
-- Label.
--- Label control, shows text
Label = {}
Label.__index = Label
function Label:new( bounds, text )
local object = setmetatable( {}, Label )
object.bounds = bounds:clone()
object.text = text
object.visible = true
table.insert( Raygui.elements, object )
return object
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 control
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.visible = true
table.insert( Raygui.elements, object )
return object
end
function Button:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Button:draw()
local result = RL.GuiButton( self.bounds, self.text )
if result == 1 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.
--- Label button control
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.visible = true
table.insert( Raygui.elements, object )
return object
end
function LabelButton:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function LabelButton:draw()
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 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 Button control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
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.
--- Toggle Group control
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.visible = true
object.focusBounds = {}
object:updateFocusBounds()
table.insert( Raygui.elements, object )
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
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.visible = true
object.focusBounds = bounds:clone()
object:updateFocusBounds()
table.insert( Raygui.elements, object )
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.
--- Combo Box control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
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.
--- Dropdown Box control
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.visible = true
object.editModeBounds = bounds:clone()
object:updateFocusBounds()
table.insert( Raygui.elements, object )
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 result = 0
result, self.active = RL.GuiDropdownBox( self.bounds, self.text, self.active, self.editMode )
if result == 1 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 control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function Spinner:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Spinner:draw()
local result = 0
local oldValue = self.value
result, self.value = RL.GuiSpinner( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
if result == 1 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.
--- Value Box control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ValueBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ValueBox:draw()
local result = 0
local oldValue = self.value
result, self.value = RL.GuiValueBox( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
if result == 1 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.
--- Text Box control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function TextBox:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function TextBox:draw()
local result = 0
if self.scissorMode then
RL.BeginScissorMode( self.bounds )
end
result, self.text = RL.GuiTextBox( self.bounds, self.text, self.textSize, self.editMode )
if self.scissorMode then
RL.EndScissorMode()
end
if result == 1 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
-- Slider.
--- Slider control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
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
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function Slider:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- SliderBar.
--- Slider Bar control
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
object.visible = true
table.insert( Raygui.elements, object )
return object
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
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function SliderBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ProgressBar.
--- Progress Bar control, shows current progress value
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
object.visible = true
table.insert( Raygui.elements, object )
return object
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.
--- Status Bar control, shows info text
StatusBar = {}
StatusBar.__index = StatusBar
function StatusBar:new( bounds, text )
local object = setmetatable( {}, StatusBar )
object.bounds = bounds:clone()
object.text = text
object.visible = true
table.insert( Raygui.elements, object )
return object
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.
--- Dummy control for placeholders
DummyRec = {}
DummyRec.__index = DummyRec
function DummyRec:new( bounds, text )
local object = setmetatable( {}, DummyRec )
object.bounds = bounds:clone()
object.text = text
object.visible = true
table.insert( Raygui.elements, object )
return object
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 control
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.mouseCell = Vec2:new()
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function Grid:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Grid:draw()
local oldCell = self.mouseCell:clone()
local mouseCell = {}
_, mouseCell = RL.GuiGrid( self.bounds, self.text, self.spacing, self.subdivs, self.mouseCell )
self.mouseCell = Vec2:new( mouseCell )
if oldCell ~= self.mouseCell 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
--[[
Advance controls set
]]--
-- ListView.
--- List View control
ListView = {}
ListView.__index = ListView
function ListView:new( bounds, text, scrollIndex, active, callback )
local object = setmetatable( {}, ListView )
object.bounds = bounds:clone()
object.text = text
object.scrollIndex = scrollIndex
object.active = active
object.callback = callback
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ListView:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListView:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ListView:draw()
local oldActive = self.active
local oldScrollIndex = self.scrollIndex
_, self.scrollIndex, self.active = RL.GuiListView( self.bounds, self.text, self.scrollIndex, self.active )
if self.scrollIndex ~= oldScrollIndex then
Raygui.scrolling = true
end
if oldActive ~= self.active and self.callback ~= nil then
self.callback( self )
end
end
function ListView:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ListViewEx.
--- List View with extended parameters
ListViewEx = {}
ListViewEx.__index = ListViewEx
function ListViewEx:new( bounds, text, scrollIndex, active, focus, callback )
local object = setmetatable( {}, ListViewEx )
object.bounds = bounds:clone()
object.text = text
object.scrollIndex = scrollIndex
object.active = active
object.focus = focus
object.callback = callback
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ListViewEx:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListViewEx:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ListViewEx:draw()
local oldActive = self.active
local oldScrollIndex = self.scrollIndex
_, self.scrollIndex, self.active, self.focus = RL.GuiListViewEx( self.bounds, self.text, self.scrollIndex, self.active, self.focus )
if self.scrollIndex ~= oldScrollIndex then
Raygui.scrolling = true
end
if oldActive ~= self.active and self.callback ~= nil then
self.callback( self )
end
end
function ListViewEx:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- MessageBox.
--- Message Box control, displays a message
MessageBox = {}
MessageBox.__index = MessageBox
function MessageBox:new( bounds, title, message, buttons, callback, grabCallback, dragCallback )
local object = setmetatable( {}, MessageBox )
object.bounds = bounds:clone()
object.title = title
object.message = message
object.buttons = buttons
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.buttonIndex = -1
object.visible = true
object.draggable = true
table.insert( Raygui.elements, object )
return object
end
function MessageBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function MessageBox:process()
return Raygui.drag( self )
end
function MessageBox:draw()
self.buttonIndex = RL.GuiMessageBox( self.bounds, self.title, self.message, self.buttons )
if 0 <= self.buttonIndex and self.callback ~= nil then
self.callback( self )
end
end
function MessageBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- TextInputBox.
--- Text Input Box control, ask for text, supports secret
TextInputBox = {}
TextInputBox.__index = TextInputBox
function TextInputBox:new( bounds, title, message, buttons, text, textMaxSize, secretViewActive, callback, grabCallback, dragCallback )
local object = setmetatable( {}, TextInputBox )
object.bounds = bounds:clone()
object.title = title
object.message = message
object.buttons = buttons
object.text = text
object.textMaxSize = textMaxSize
object.secretViewActive = secretViewActive
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.buttonIndex = -1
object.visible = true
object.draggable = true
table.insert( Raygui.elements, object )
return object
end
function TextInputBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function TextInputBox:process()
return Raygui.drag( self )
end
function TextInputBox:draw()
self.buttonIndex, self.text, self.secretViewActive = RL.GuiTextInputBox( self.bounds, self.title, self.message, self.buttons, self.text, self.textMaxSize, self.secretViewActive )
if 0 <= self.buttonIndex and self.callback ~= nil then
self.callback( self )
end
end
function TextInputBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorPicker.
--- Color Picker control ( multiple color controls )
ColorPicker = {}
ColorPicker.__index = ColorPicker
function ColorPicker:new( bounds, text, color, callback )
local object = setmetatable( {}, ColorPicker )
object.bounds = bounds:clone()
object.text = text
object.color = color
object.callback = callback
object.visible = true
object.focusBounds = Rect:new()
object:updateFocusBounds()
table.insert( Raygui.elements, object )
return object
end
function ColorPicker:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
function ColorPicker:updateFocusBounds()
local boundsHue = Rect:new(
self.bounds.x + self.bounds.width + RL.GuiGetStyle( RL.COLORPICKER, RL.HUEBAR_PADDING ),
self.bounds.y,
RL.GuiGetStyle( RL.COLORPICKER, RL.HUEBAR_WIDTH ),
self.bounds.height
)
self.focusBounds = self.bounds:fit( boundsHue )
end
function ColorPicker:draw()
local oldColor = self.color:clone()
local _, color = RL.GuiColorPicker( self.bounds, self.text, self.color )
self.color = Color:new( color )
if self.color ~= oldColor then
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function ColorPicker:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorPanel.
--- Color Panel control
ColorPanel = {}
ColorPanel.__index = ColorPanel
function ColorPanel:new( bounds, text, color, callback )
local object = setmetatable( {}, ColorPanel )
object.bounds = bounds:clone()
object.text = text
object.color = color
object.callback = callback
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ColorPanel:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorPanel:draw()
local oldColor = self.color:clone()
local _, color = RL.GuiColorPanel( self.bounds, self.text, self.color )
self.color = Color:new( color )
if oldColor ~= self.color and self.callback ~= nil then
self.callback( self )
end
end
function ColorPanel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorBarAlpha.
--- Color Bar Alpha control
ColorBarAlpha = {}
ColorBarAlpha.__index = ColorBarAlpha
function ColorBarAlpha:new( bounds, text, alpha, callback )
local object = setmetatable( {}, ColorBarAlpha )
object.bounds = bounds:clone()
object.text = text
object.alpha = alpha
object.callback = callback
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ColorBarAlpha:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorBarAlpha:draw()
local oldAlpha = self.alpha
_, self.alpha = RL.GuiColorBarAlpha( self.bounds, self.text, self.alpha )
if self.alpha ~= oldAlpha then
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function ColorBarAlpha:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorBarHue.
--- Color Bar Hue control
ColorBarHue = {}
ColorBarHue.__index = ColorBarHue
function ColorBarHue:new( bounds, text, value, callback )
local object = setmetatable( {}, ColorBarHue )
object.bounds = bounds:clone()
object.text = text
object.value = value
object.callback = callback
object.visible = true
table.insert( Raygui.elements, object )
return object
end
function ColorBarHue:process()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorBarHue:draw()
local oldValue = self.value
_, self.value = RL.GuiColorBarHue( self.bounds, self.text, self.value )
if self.value ~= oldValue then
Raygui.scrolling = true
if self.callback ~= nil then
self.callback( self )
end
end
end
function ColorBarHue:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
--Assingments.
Raygui.WindowBox = WindowBox
Raygui.GroupBox = GroupBox
Raygui.Line = Line
Raygui.Panel = Panel
Raygui.GuiTabBar = GuiTabBar
Raygui.ScrollPanel = ScrollPanel
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.Slider = Slider
Raygui.SliderBar = SliderBar
Raygui.ProgressBar = ProgressBar
Raygui.StatusBar = StatusBar
Raygui.DummyRec = DummyRec
Raygui.Grid = Grid
Raygui.ListView = ListView
Raygui.ListViewEx = ListViewEx
Raygui.MessageBox = MessageBox
Raygui.TextInputBox = TextInputBox
Raygui.ColorPicker = ColorPicker
Raygui.ColorPanel = ColorPanel
Raygui.ColorBarAlpha = ColorBarAlpha
Raygui.ColorBarHue = ColorBarHue
return Raygui