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-rw-r--r--examples/raygui_extensions/main.lua229
-rw-r--r--examples/raygui_extensions/property_list.lua100
-rw-r--r--examples/raygui_extensions/sprite_button.lua50
3 files changed, 379 insertions, 0 deletions
diff --git a/examples/raygui_extensions/main.lua b/examples/raygui_extensions/main.lua
new file mode 100644
index 0000000..6b87ce3
--- /dev/null
+++ b/examples/raygui_extensions/main.lua
@@ -0,0 +1,229 @@
+package.path = package.path..";"..RL.GetBasePath().."?.lua"
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Util = require( "utillib" )
+Rect = require( "rectangle" )
+Vec2 = require( "vector2" )
+Color = require( "color" )
+Rect = require( "rectangle" )
+Raygui = require( "raygui" )
+
+require( "sprite_button" ):register( Raygui )
+require( "property_list" ):register( Raygui )
+
+Gui = Raygui:new()
+
+local buttonTexture = nil
+local winSize = Vec2:new( 1024, 720 )
+
+local function addButton( bounds, text, callback )
+ local button = 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
+ )
+ 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()
+ buttonTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/button.png" )
+
+ local buttonSize = Vec2:new( 216, 32 )
+ local bounds = Rect:new( winSize.x / 2 - buttonSize.x / 2, 200, 216, 32 )
+ local gap = buttonSize.y + 2
+ addButton( bounds, "Start New Game", function() print( "New Game!" ) end )
+ bounds.y = bounds.y + gap
+ addButton( bounds, "Load Game", function() print( "Load Game!" ) end )
+ bounds.y = bounds.y + gap
+ addButton( bounds, "Options", function() print( "Options!" ) end )
+ bounds.y = bounds.y + gap
+ addButton( bounds, "Quit", function() RL.CloseWindow() end )
+end
+
+local function addPropertyList()
+ local propertyList = Gui:PropertyList(
+ Rect:new( 20, 20, 214, 256 ),
+ "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
+ )
+ local bounds = Rect:new( 2, 2, 200 - 4, 22 )
+ local gap = bounds.height + 2
+
+ 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,
+ 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,
+ false,
+ function( self ) print( "Spinner value changed to "..self.value ) end
+ )
+ -----
+ bounds.y = bounds.y + gap
+ propertyList.gui:TextBox(
+ bounds,
+ "Name",
+ 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,
+ 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",
+ 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",
+ 0,
+ 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 )
+end
+
+function RL.init()
+ local monitor = 0
+ local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
+
+ RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
+ RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetWindowSize( winSize )
+ RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
+
+ RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
+ RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SPACING, 4 )
+ RL.GuiSetStyle( RL.SPINNER, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_RIGHT )
+ RL.GuiSetStyle( RL.SPINNER, RL.TEXT_PADDING, 2 )
+
+ addSpriteButtons()
+ addPropertyList()
+end
+
+function RL.process( delta )
+ Gui:process()
+end
+
+function RL.draw()
+ RL.ClearBackground( { 50, 20, 75 } )
+ Gui:draw()
+end
diff --git a/examples/raygui_extensions/property_list.lua b/examples/raygui_extensions/property_list.lua
new file mode 100644
index 0000000..e05c84c
--- /dev/null
+++ b/examples/raygui_extensions/property_list.lua
@@ -0,0 +1,100 @@
+local PropertyList = {}
+PropertyList.__index = PropertyList
+
+function PropertyList:new( bounds, text, content, scroll, callback, grabCallback, dragCallback )
+ local object = setmetatable( {}, self )
+ object._parent = nil
+
+ 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.gui = Raygui:new() -- Contains full independent gui system.
+
+ -- 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 )
+ 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.visible = true
+ object.disabled = false
+ object.draggable = true
+ object.mouseScale = 1
+
+ object:updateMouseOffset()
+
+ return object
+end
+
+function PropertyList:process()
+ if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
+ self.gui.locked = true
+ else
+ self.gui.locked = false
+ end
+
+ self.gui:process()
+
+ RL.BeginTextureMode( self.framebuffer )
+ RL.ClearBackground( RL.BLANK )
+ RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
+ self.gui:draw()
+ RL.EndTextureMode()
+
+ return self._parent:drag( self )
+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 = Rect:new( view )
+ self.scroll = Vec2:new( scroll )
+
+ if self.scroll ~= oldScroll then
+ self._parent:checkScrolling()
+
+ self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
+ self:updateMouseOffset()
+
+ if self.callback ~= nil then
+ self.callback( self )
+ end
+ end
+
+ RL.DrawTexturePro(
+ RL.GetRenderTextureTexture( self.framebuffer ),
+ { 0, 0, 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,
+ RL.WHITE
+ )
+end
+
+function PropertyList:updateMouseOffset()
+ self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
+end
+
+function PropertyList:setPosition( pos )
+ self.bounds.x = pos.x
+ self.bounds.y = pos.y
+
+ self:updateMouseOffset()
+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 ) )
+ end
+end
+
+return PropertyList
diff --git a/examples/raygui_extensions/sprite_button.lua b/examples/raygui_extensions/sprite_button.lua
new file mode 100644
index 0000000..57adc88
--- /dev/null
+++ b/examples/raygui_extensions/sprite_button.lua
@@ -0,0 +1,50 @@
+local SpriteButton = {}
+SpriteButton.__index = SpriteButton
+
+function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback )
+ local object = setmetatable( {}, self )
+ object._parent = nil
+
+ object.bounds = bounds:clone()
+ object.text = text
+ object.buttonTexture = texture
+ object.nPatchNormal = nPatchNormal
+ object.nPatchPressed = nPatchPressed
+ object.callback = callback
+
+ object.visible = true
+ object.disabled = false
+
+ return object
+end
+
+function SpriteButton:process()
+ return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
+end
+
+function SpriteButton:draw()
+ if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:process() and not RL.GuiIsLocked() and not self._parent.scrolling then
+ RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
+ else
+ RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
+ end
+
+ local result = RL.GuiLabelButton( self.bounds, self.text )
+
+ if result == 1 and self.callback ~= nil and self._parent:clickedInBounds( self.bounds ) then
+ self.callback( self )
+ end
+end
+
+function SpriteButton:setPosition( pos )
+ self.bounds.x = pos.x
+ self.bounds.y = pos.y
+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 ) )
+ end
+end
+
+return SpriteButton