Files
reilua-enhanced/examples/raygui_extensions/property_list.lua

255 lines
6.9 KiB
Lua

local PropertyList = {}
PropertyList.__index = PropertyList
function PropertyList:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.contentPadding = Vector2:new( 0, 0 ) -- Extra padding for content rect.
object.bounds = bounds:clone()
object.text = text
object.scroll = Vector2:new( 0, 0 )
object.view = Rectangle:new( 0, 0, 0, 0 )
object.callbacks = callbacks -- scroll, grab, drag.
object.styles = styles
object.tooltip = tooltip
object.gui = Raygui:new() -- Contains full independent gui system.
object.controls = {}
object.content = Rectangle:new()
-- Set in setSize.
object.defaultControlSize = nil
object.visible = true
object.disabled = false
object.draggable = true
object.defaultControlHeight = 22
object:setSize( Vector2:new( object.bounds.width, object.bounds.height ) )
object._forceCheckScroll = false
object._posY = 0 -- In control list update.
object:updateMouseOffset()
return object
end
function PropertyList:getDefaultBounds()
return Rectangle:new( self.padding, self.padding, self.defaultControlSize.x, self.defaultControlSize.y )
end
local function getControlBounds( control )
return control.viewBounds or control.focusBounds or control.bounds
end
local function setGroupText( text, active )
if active then
return RL.GuiIconText( 120, text )
else
return RL.GuiIconText( 119, text )
end
end
function PropertyList:updateControl( control )
if control._defaultWidth then
control.bounds.width = self:getDefaultBounds().width
end
if control._defaultHeight then
control.bounds.height = self:getDefaultBounds().height
end
if control.visible then
control:setPosition( Vector2:new( control.bounds.x, self._posY ) )
local bounds = getControlBounds( control )
if not control._noYAdvance then
self._posY = self._posY + bounds.height + self.spacing
end
self.content = self.content:fit( bounds )
end
if type( control._controls ) == "table" then
for _, groupControl in ipairs( control._controls ) do
groupControl.visible = control.active and control.visible
-- Deactivate any subgroups.
if not control.active and type( groupControl._controls ) == "table" then
groupControl.active = false
end
self:updateControl( groupControl )
end
control.text = setGroupText( control.text:sub( 6 ), control.active ) -- Sub skips icon.
end
self.gui:setToBack( control )
end
function PropertyList:updateContent()
self._posY = self.padding
self.content.width = 0
self.content.height = 0
for _, control in ipairs( self.controls ) do
self:updateControl( control )
end
self.content:set(
0, 0,
self.content.width + self.padding + self.contentPadding.y,
self.content.height + self.padding + self.contentPadding.x
)
self._forceCheckScroll = true
end
-- Leave control bounds size to 0 to use default. Optional group for parameter 2.
function PropertyList:addControl( control, group, noYAdvance )
control._noYAdvance = noYAdvance
if control.bounds.width == 0 then
control._defaultWidth = true -- Set defaultWidth on updateControl.
end
if control.bounds.height == 0 then
control._defaultHeight = true -- Set defaultHeight on updateControl.
end
if control.bounds.x == 0 then
control.bounds.x = self.padding
end
if group ~= nil then
table.insert( group._controls, control )
else
table.insert( self.controls, control )
end
self:updateContent()
return control
end
function PropertyList:addGroup( name, active, group )
if active == nil then
active = false
end
local control = self.gui:Toggle(
self:getDefaultBounds(),
setGroupText( name, active ),
active,
{ -- Callbacks.
pressed = function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
},
{ -- Styles.
properties = {
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
}
}
)
control._controls = {} -- Prefix _ to try to prevent clashing with control definition.
control._defaultWidth = true -- Set defaultWidth on updateControl.
control._defaultHeight = true -- Set defaultHeight on updateControl.
if group ~= nil then
table.insert( group._controls, control )
else
table.insert( self.controls, control )
end
self:updateContent()
return control
end
function PropertyList:update()
if not self.view:checkCollisionPoint( RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:update()
return self._gui:drag( self )
end
function PropertyList:draw()
local result, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view:setT( view )
self.scroll:setT( scroll )
if 0 < result or self._forceCheckScroll then
if not self._forceCheckScroll then
self._gui:checkScrolling()
end
self._forceCheckScroll = false
self:updateMouseOffset()
self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
if self.callbacks.scroll ~= nil then
self.callbacks.scroll( self )
end
end
-- Lock if this gui not focused.
self.gui.locked = not ( self._gui.controls[ self._gui.focused ] == self ) or self._gui.locked
RL.BeginScissorMode( self.view )
RL.rlPushMatrix()
RL.rlTranslatef( { RL.Round( self.view.x + self.scroll.x ), RL.Round( self.view.y + self.scroll.y ), 0 } )
self.gui:draw()
RL.rlPopMatrix()
RL.EndScissorMode()
end
function PropertyList:updateMouseOffset()
if self._gui then
self.gui.mouseScale = self._gui.mouseScale
local mouseScale = Vector2:temp( 1, 1 ) / self.gui.mouseScale
self.gui.mouseOffset = self._gui.mouseOffset + ( -Vector2:temp( self.view.x, self.view.y ) - self.scroll ) * mouseScale
end
end
function PropertyList:setPosition( pos )
self.bounds.x = RL.Round( pos.x )
self.bounds.y = RL.Round( pos.y )
if self.visible then
self:draw() -- Update self.view.
end
self:updateMouseOffset()
end
function PropertyList:setSize( size )
self.bounds.width = size.x
self.bounds.height = size.y
local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH )
local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH )
self.content = Rectangle:new(
0,
self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
self.bounds.width - scrollBarWidth - self.padding * 2 - borderWidth * 2,
self.bounds.height - scrollBarWidth - self.padding * 2 - borderWidth * 2
)
self.defaultControlSize = Vector2:new( self.content.width, self.defaultControlHeight )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rectangle:newT( view )
self.gui.view = Rectangle:new( 0, 0, self.view.width, self.view.height )
self:updateContent()
end
function PropertyList:register( gui )
function gui:PropertyList( bounds, text, callbacks, styles, tooltip )
return self:addControl( PropertyList:new( bounds, text, callbacks, styles, tooltip ) )
end
end
return PropertyList