227 lines
6.2 KiB
Lua
227 lines
6.2 KiB
Lua
local PropertyList = {}
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PropertyList.__index = PropertyList
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local RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24
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function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles )
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local object = setmetatable( {}, self )
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object._parent = nil
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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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object.padding = 4 -- Content edges.
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object.spacing = 4 -- Between controls.
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object.bounds = bounds:clone()
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object.text = text
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object.content = Rect:new(
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0,
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RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
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bounds.width - scrollBarWidth - object.padding * 2 - borderWidth * 2,
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bounds.height - scrollBarWidth - object.padding * 2 - borderWidth * 2
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)
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object.scroll = Vec2:new()
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object.view = Rect:new()
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object.callback = callback
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object.grabCallback = grabCallback
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object.dragCallback = dragCallback
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object.styles = styles
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object.gui = Raygui:new() -- Contains full independent gui system.
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object.controls = {}
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-- Set initial view.
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local _, _, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view )
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object.view = Rect:new( view )
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object.gui.view = Rect:new( 0, 0, object.view.width, object.view.height )
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object.framebufferSize = Vec2:new( object.bounds.width, object.bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
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object.framebuffer = RL.LoadRenderTexture( object.framebufferSize )
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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.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
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object.defaultControlSize = Vec2:new( object.content.width, 22 )
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object._forceCheckScroll = false
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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 Rect: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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function PropertyList:updateControl( control )
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if control.visible then
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control:setPosition( Vec2: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
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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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end
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self.gui:set2Back( 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.x = 0
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self.content.y = 0
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self.content.height = self.content.height + self.padding + self.view.height - self.defaultControlSize.y - self.spacing
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self.content.width = self.content.width + self.padding
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self._forceCheckScroll = true
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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 or control.bounds.height == 0 then
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control.bounds = self:getDefaultBounds()
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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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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: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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function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
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{
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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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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:process()
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if not RL.CheckCollisionRecs( self.view, 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:process()
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RL.BeginTextureMode( self.framebuffer )
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RL.ClearBackground( RL.BLANK )
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RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
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self.gui:draw()
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RL.EndTextureMode()
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return self._parent:drag( self )
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end
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function PropertyList:draw()
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local oldScroll = self.scroll:clone()
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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:set( view )
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self.scroll:set( scroll )
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if self.scroll ~= oldScroll or self._forceCheckScroll then
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if not self._forceCheckScroll then
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self._parent:checkScrolling()
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end
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self._forceCheckScroll = false
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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.callback ~= nil then
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self.callback( self )
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end
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end
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RL.DrawTexturePro(
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RL.GetRenderTextureTexture( self.framebuffer ),
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{ 0, self.framebufferSize.y - self.view.height, self.view.width, -self.view.height },
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{ math.floor( self.view.x ), math.floor( self.view.y ), self.view.width, self.view.height },
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{ 0, 0 },
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0.0,
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RL.WHITE
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)
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end
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function PropertyList:updateMouseOffset()
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self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
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end
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function PropertyList:setPosition( pos )
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self.bounds.x = pos.x
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self.bounds.y = pos.y
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self:updateMouseOffset()
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end
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function PropertyList:register( gui )
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function gui:PropertyList( bounds, text, callback, grabCallback, dragCallback, styles )
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return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles ) )
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end
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end
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return PropertyList
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