53 lines
1.6 KiB
Lua
53 lines
1.6 KiB
Lua
local SpriteButton = {}
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SpriteButton.__index = SpriteButton
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function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callbacks, styles, tooltip )
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local object = setmetatable( {}, self )
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object._gui = nil
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object.bounds = bounds:clone()
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object.text = text
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object.buttonTexture = texture
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object.nPatchNormal = nPatchNormal
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object.nPatchPressed = nPatchPressed
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object.callbacks = callbacks -- pressed.
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object.styles = styles
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object.tooltip = tooltip
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object.visible = true
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object.disabled = false
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return object
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end
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function SpriteButton:update()
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return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
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end
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function SpriteButton:draw()
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if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._gui.scrolling then
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RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
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else
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RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
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end
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local result = RL.GuiLabelButton( self.bounds, self.text )
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if result == 1 and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then
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self.callbacks.pressed( self )
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end
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end
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function SpriteButton:setPosition( pos )
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self.bounds.x = pos.x
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self.bounds.y = pos.y
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end
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function SpriteButton:register( gui )
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function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callbacks, styles, tooltip )
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return self:addControl( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callbacks, styles, tooltip ) )
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end
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end
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return SpriteButton
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