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| author | jussi | 2024-01-10 22:19:00 +0200 |
|---|---|---|
| committer | jussi | 2024-01-10 22:19:00 +0200 |
| commit | 7460a16cae15dfa7924d1d4df1aac166a6a6fd2c (patch) | |
| tree | a028b655e878b4c2ff4b8fb3fb4a27395f5e082f /examples/raygui_extensions | |
| parent | 863f596b76043ec374fafa38f14cdc4a97d0b267 (diff) | |
| download | reilua-enhanced-7460a16cae15dfa7924d1d4df1aac166a6a6fd2c.tar.gz reilua-enhanced-7460a16cae15dfa7924d1d4df1aac166a6a6fd2c.tar.bz2 reilua-enhanced-7460a16cae15dfa7924d1d4df1aac166a6a6fd2c.zip | |
Raygui lib extensions property list.
Diffstat (limited to 'examples/raygui_extensions')
| -rw-r--r-- | examples/raygui_extensions/main.lua | 304 | ||||
| -rw-r--r-- | examples/raygui_extensions/property_list.lua | 158 | ||||
| -rw-r--r-- | examples/raygui_extensions/sprite_button.lua | 7 |
3 files changed, 307 insertions, 162 deletions
diff --git a/examples/raygui_extensions/main.lua b/examples/raygui_extensions/main.lua index 6b87ce3..f6b9dee 100644 --- a/examples/raygui_extensions/main.lua +++ b/examples/raygui_extensions/main.lua @@ -15,22 +15,32 @@ Gui = Raygui:new() local buttonTexture = nil local winSize = Vec2:new( 1024, 720 ) +local cat = { + texture = nil, + source = Rect:new(), + dest = Rect:new(), + origin = Vec2:new(), + rotation = 0.0, + tint = Color:new( RL.WHITE ), + visible = true, + flipped = false +} local function addButton( bounds, text, callback ) - local button = Gui:SpriteButton( + Gui:SpriteButton( bounds, text, buttonTexture, { source = { 0, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH }, { source = { 48, 0, 48, 48 }, left = 16, top = 16, right = 16, bottom = 16, layout = RL.NPATCH_NINE_PATCH }, - callback + callback, + { + { RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER }, + { RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) }, + { RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) }, + { RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) }, + } ) - button.styles = { - { RL.LABEL, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_CENTER }, - { RL.LABEL, RL.TEXT_COLOR_NORMAL, RL.ColorToInt( { 84, 59, 22 } ) }, - { RL.LABEL, RL.TEXT_COLOR_PRESSED, RL.ColorToInt( { 84/2, 59/2, 22/2 } ) }, - { RL.LABEL, RL.TEXT_COLOR_FOCUSED, RL.ColorToInt( RL.GREEN ) }, - } end local function addSpriteButtons() @@ -48,156 +58,151 @@ local function addSpriteButtons() addButton( bounds, "Quit", function() RL.CloseWindow() end ) end +local function getTextValue( text ) + local value = tonumber( text ) + if value == nil then value = 0 end + return value +end + local function addPropertyList() - local propertyList = Gui:PropertyList( - Rect:new( 20, 20, 214, 256 ), + PropertyList = Gui:PropertyList( + Rect:new( 20, 20, 256, 328 ), "Property List", - Rect:new( 0, 0, 200, 400 ), - -- Rect:new( 0, 0, 400, 400 ), - Vec2:new( 0, 0 ), -- Callback. nil, -- Grab callback. - function( self ) Gui:set2Top( self ) end + function( self ) Gui:set2Top( self ) end, + nil, + { + { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE }, + } ) - local bounds = Rect:new( 2, 2, 200 - 4, 22 ) - local gap = bounds.height + 2 + RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT ) - propertyList.gui:Button( - bounds, - "Button", - function() print( "Button clicked" ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:CheckBox( - Rect:new( bounds.x, bounds.y, 20, 20 ), - "Visible", - false, - function() print( "Checked!" ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:Toggle( - bounds, - "Toggle", - false, - function( self ) print( "Toggled" ) end - ) - ----- - bounds.y = bounds.y + gap - local dropdown = propertyList.gui:DropdownBox( - bounds, - "Dog\nGiraffe\nLion\nHorse", - 0, + PropertyList:addControl( PropertyList.gui:Line( + Rect:new(), + "Cat Texture" + ) ) + + --Transform. + + local transformGroup = PropertyList:addGroup( "Transform", false ) + + -- Position. + PropertyList:addControl( PropertyList.gui:Label( + Rect:new(), + "Position:" + ), transformGroup ) + PropertyList:addControl( PropertyList.gui:TextBox( + Rect:new( 0, 0, 64, 22 ), + cat.dest.x, + 32, false, - function( self ) print( self:getItem( self.active ) ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:Spinner( - Rect:new( bounds.x, bounds.y, 96, 20 ), - "Health", - 0, - 0, - 100, + function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.dest.x = self.value end + ), transformGroup, true ) + PropertyList:addControl( PropertyList.gui:TextBox( + Rect:new( 74, 0, 64, 22 ), + cat.dest.y, + 32, false, - function( self ) print( "Spinner value changed to "..self.value ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:TextBox( - bounds, - "Name", + function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.dest.y = self.value end + ), transformGroup ) + -- Origin. + PropertyList:addControl( PropertyList.gui:Label( + Rect:new(), + "Origin:" + ), transformGroup ) + PropertyList:addControl( PropertyList.gui:TextBox( + Rect:new( 0, 0, 64, 22 ), + cat.dest.x, 32, false, - function( self ) print( "Set text "..self.text ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:ColorBarAlpha( - bounds, - "", - 1.0 - ) - ----- - bounds.y = bounds.y + gap - local valueBox = propertyList.gui:ValueBox( - Rect:new( bounds.x, bounds.y, 96, 20 ), - "Mana", - 0, - 0, - 100, + function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.origin.x = self.value end + ), transformGroup, true ) + PropertyList:addControl( PropertyList.gui:TextBox( + Rect:new( 74, 0, 64, 22 ), + cat.dest.y, + 32, false, - function( self ) print( "ValueBox value changed to "..self.value ) end - ) - valueBox.styles = { - { RL.VALUEBOX, RL.TEXT_PADDING, 2 }, - { RL.VALUEBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT }, - } - ----- - bounds.y = bounds.y + gap - propertyList.gui:Label( - bounds, - "Label" - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:Line( - bounds, - "Divider" - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:Slider( - Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ), - "min", - "max", + function( self ) self.value = getTextValue( self.text ) self.text = tostring( self.value ) cat.origin.y = self.value end + ), transformGroup ) + -- Rotation. + PropertyList:addControl( PropertyList.gui:Slider( + -- Rect:new( 112, 0, PropertyList.defaultControlSize.x - 150, 22 ), + Rect:new( 60, 0, PropertyList.defaultControlSize.x - 150, 22 ), + "Rotation", + "0", 0, 0, - 100, - function( self ) print( "Changed value "..self.value ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:SliderBar( - Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ), - "min", - "max", - 0, - 0, - 100, - function( self ) print( "Changed value "..self.value ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:ProgressBar( - Rect:new( bounds.x + 38, bounds.y, bounds.width - 80, bounds.height ), - "min", - "max", - 0, - 0, - 100, - function( self ) print( "Changed value "..self.value ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:ToggleGroup( - Rect:new( bounds.x, bounds.y, 64, bounds.height ), - "Cat;Dog;Car", + 360, + function( self ) + self.value = Util.round( self.value ) + cat.rotation = self.value + self.textRight = self.value + end + ), transformGroup ) + -- Flipped. + PropertyList:addControl( PropertyList.gui:CheckBox( + Rect:new( 0, 0, 20, 20 ), + "Flipped", + cat.flipped, + function( self ) cat.flipped = self.checked end + -- { + -- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT } + -- } + ), transformGroup ) + + -- Visibility. + + local visibilityGroup = PropertyList:addGroup( "Visibility", false ) + + PropertyList:addControl( PropertyList.gui:CheckBox( + Rect:new( 0, 0, 20, 20 ), + "Visible", + cat.visible, + function( self ) cat.visible = self.checked end, + { + { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT } + } + ), visibilityGroup ) + + local tintGroup = PropertyList:addGroup( "Tint", false, visibilityGroup ) + + PropertyList:addControl( PropertyList.gui:ColorPicker( + Rect:new( 0, 0, 128, 128 ), + "Color Picker", + Color:new(), + function( self ) cat.tint = self.color end + ), tintGroup ) + + PropertyList:addControl( PropertyList.gui:Line( + Rect:new(), + "Testing" + ) ) + + PropertyList:addControl( PropertyList.gui:DropdownBox( + Rect:new(), + "Dog\nGiraffe\nLion\nHorse", 0, + false, function( self ) print( self:getItem( self.active ) ) end - ) - ----- - bounds.y = bounds.y + gap - propertyList.gui:ColorPicker( - Rect:new( bounds.x, bounds.y, 128, 128 ), - "", - Color:new() - ) + ) ) - propertyList.content.height = bounds.y + 130 - propertyList.gui:set2Top( dropdown ) + local test = PropertyList:addGroup( "Test", false ) + + for i = 1, 5 do + PropertyList:addControl( PropertyList.gui:CheckBox( + -- Rect:new( 0, 0, 20, 20 ), + Rect:new( 128, 0, 20, 20 ), + i.."_Visible", + false, + function( self ) print( "Checked" ) end, + { + -- { RL.CHECKBOX, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT }, + { RL.DEFAULT, RL.TEXT_SIZE, 32 } + } + ), test ) + end end function RL.init() @@ -215,6 +220,13 @@ function RL.init() RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT ) RL.GuiSetStyle( RL.SPINNER, RL.TEXT_PADDING, 2 ) + cat.texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" ) + local texSize = Vec2:new( RL.GetTextureSize( cat.texture ) ) + cat.source:set( 0, 0, texSize.x, texSize.y ) + cat.dest = cat.source:clone() + + RL.GuiLoadStyle( RL.GetBasePath().."../resources/styles/style_dark.rgs" ) + addSpriteButtons() addPropertyList() end @@ -224,6 +236,14 @@ function RL.process( delta ) end function RL.draw() - RL.ClearBackground( { 50, 20, 75 } ) + RL.ClearBackground( RL.DARKBLUE ) + + if cat.visible then + if cat.flipped then + RL.DrawTexturePro( cat.texture, { cat.source.x, cat.source.y, -cat.source.width, cat.source.height }, cat.dest, cat.origin, cat.rotation, cat.tint ) + else + RL.DrawTexturePro( cat.texture, cat.source, cat.dest, cat.origin, cat.rotation, cat.tint ) + end + end Gui:draw() end diff --git a/examples/raygui_extensions/property_list.lua b/examples/raygui_extensions/property_list.lua index e05c84c..13446a9 100644 --- a/examples/raygui_extensions/property_list.lua +++ b/examples/raygui_extensions/property_list.lua @@ -1,39 +1,161 @@ local PropertyList = {} PropertyList.__index = PropertyList -function PropertyList:new( bounds, text, content, scroll, callback, grabCallback, dragCallback ) +local RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24 + +function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles ) local object = setmetatable( {}, self ) object._parent = nil + local scrollBarWidth = RL.GuiGetStyle( RL.LISTVIEW, RL.SCROLLBAR_WIDTH ) + local borderWidth = RL.GuiGetStyle( RL.DEFAULT, RL.BORDER_WIDTH ) + object.padding = 4 -- Content edges. + object.spacing = 4 -- Between controls. + object.bounds = bounds:clone() object.text = text - object.content = content:clone() - object.scroll = scroll:clone() + object.content = Rect:new( + 0, + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT, + bounds.width - scrollBarWidth - object.padding * 2 - borderWidth * 2, + bounds.height - scrollBarWidth - object.padding * 2 - borderWidth * 2 + ) + object.scroll = Vec2:new() object.view = Rect:new() object.callback = callback object.grabCallback = grabCallback object.dragCallback = dragCallback + object.styles = styles object.gui = Raygui:new() -- Contains full independent gui system. + object.controls = {} - -- Set initial view and scroll. - local _, scrollP, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view ) - object.scroll = Vec2:new( scrollP ) + -- Set initial view. + local _, _, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view ) object.view = Rect:new( view ) object.gui.view = Rect:new( 0, 0, object.view.width, object.view.height ) - object.framebuffer = RL.LoadRenderTexture( { object.view.width, object.view.height } ) + object.framebufferSize = Vec2:new( object.bounds.width, object.bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT ) + object.framebuffer = RL.LoadRenderTexture( object.framebufferSize ) object.visible = true object.disabled = false object.draggable = true - object.mouseScale = 1 + object.mouseScale = 1 -- Set this if drawing in different size to render texture for example. + object.defaultControlSize = Vec2:new( object.content.width, 22 ) + + object._forceCheckScroll = false + object._posY = 0 -- In control list update. object:updateMouseOffset() return object end +function PropertyList:getDefaultBounds() + return Rect: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 + +function PropertyList:updateControl( control ) + if control.visible then + control:setPosition( Vec2: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 + -- Deactivate any subgroups. + if not control.active and type( groupControl._controls ) == "table" then + groupControl.active = false + end + + self:updateControl( groupControl ) + end + end + self.gui:set2Back( 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.x = 0 + self.content.y = 0 + self.content.height = self.content.height + self.padding + self.view.height - self.defaultControlSize.y - self.spacing + self.content.width = self.content.width + self.padding + 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 or control.bounds.height == 0 then + control.bounds = self:getDefaultBounds() + 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 + +local function setGroupText( text, active ) + if active then + return RL.GuiIconText( 120, text ) + else + return RL.GuiIconText( 119, text ) + end +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, + function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end, + { + { RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT } + } + ) + control._controls = {} -- Prefix _ to try to prevent clashing with control definition. + + if group ~= nil then + table.insert( group._controls, control ) + else + table.insert( self.controls, control ) + end + + self:updateContent() + return control +end + function PropertyList:process() if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then self.gui.locked = true @@ -55,15 +177,17 @@ end function PropertyList:draw() local oldScroll = self.scroll:clone() local _, scroll, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view ) + self.view:set( view ) + self.scroll:set( scroll ) - self.view = Rect:new( view ) - self.scroll = Vec2:new( scroll ) - - if self.scroll ~= oldScroll then - self._parent:checkScrolling() + if self.scroll ~= oldScroll or self._forceCheckScroll then + if not self._forceCheckScroll then + self._parent:checkScrolling() + end + self._forceCheckScroll = false - self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height ) self:updateMouseOffset() + self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height ) if self.callback ~= nil then self.callback( self ) @@ -72,7 +196,7 @@ function PropertyList:draw() RL.DrawTexturePro( RL.GetRenderTextureTexture( self.framebuffer ), - { 0, 0, self.view.width, -self.view.height }, + { 0, self.framebufferSize.y - self.view.height, self.view.width, -self.view.height }, { math.floor( self.view.x ), math.floor( self.view.y ), self.view.width, self.view.height }, { 0, 0 }, 0.0, @@ -92,8 +216,8 @@ function PropertyList:setPosition( pos ) end function PropertyList:register( gui ) - function gui:PropertyList( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) - return self:addElement( PropertyList:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) ) + function gui:PropertyList( bounds, text, callback, grabCallback, dragCallback, styles ) + return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles ) ) end end diff --git a/examples/raygui_extensions/sprite_button.lua b/examples/raygui_extensions/sprite_button.lua index 57adc88..2b22344 100644 --- a/examples/raygui_extensions/sprite_button.lua +++ b/examples/raygui_extensions/sprite_button.lua @@ -1,7 +1,7 @@ local SpriteButton = {} SpriteButton.__index = SpriteButton -function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) +function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles ) local object = setmetatable( {}, self ) object._parent = nil @@ -11,6 +11,7 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c object.nPatchNormal = nPatchNormal object.nPatchPressed = nPatchPressed object.callback = callback + object.styles = styles object.visible = true object.disabled = false @@ -42,8 +43,8 @@ function SpriteButton:setPosition( pos ) end function SpriteButton:register( gui ) - function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) - return self:addElement( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) ) + function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles ) + return self:addControl( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles ) ) end end |
