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-rw-r--r--examples/raygui_extensions/main.lua47
-rw-r--r--examples/raygui_extensions/property_list.lua95
-rw-r--r--examples/raygui_extensions/sprite_button.lua7
-rw-r--r--examples/raygui_extensions/tree_item.lua96
-rw-r--r--examples/raygui_extensions/tree_view.lua414
5 files changed, 618 insertions, 41 deletions
diff --git a/examples/raygui_extensions/main.lua b/examples/raygui_extensions/main.lua
index 35cf48a..f47d396 100644
--- a/examples/raygui_extensions/main.lua
+++ b/examples/raygui_extensions/main.lua
@@ -10,6 +10,8 @@ Raygui = require( "raygui" )
require( "sprite_button" ):register( Raygui )
require( "property_list" ):register( Raygui )
+require( "tree_view" ):register( Raygui )
+require( "tree_item" ):register( Raygui )
Gui = Raygui:new()
@@ -72,11 +74,9 @@ local function addPropertyList()
PropertyList = Gui:PropertyList(
Rect:new( 20, 20, 256, 328 ),
"Property List",
- -- Callback.
- nil,
- -- Grab callback.
- function( self ) Gui:set2Top( self ) end,
- nil,
+ nil, -- Callback.
+ function( self ) Gui:set2Top( self ) end, -- Grab callback.
+ nil, -- Drag callback.
{
properties = {
-- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
@@ -240,6 +240,42 @@ local function addPropertyList()
end
end
+local function selected( controls )
+ for i, control in ipairs( controls ) do
+ print( i, control.text, control._id )
+ end
+end
+
+local function addTreeView()
+ TreeView = Gui:TreeView(
+ Rect:new( 600, 20, 256, 328 ),
+ -- Rect:new( 600, 20, 256, 600 ),
+ "Tree View",
+ function( controls ) selected( controls ) end, -- Callback.
+ function( self ) Gui:set2Top( self ) end, -- Grab callback.
+ nil, -- Drag callback.
+ {
+ properties = {
+ -- { RL.SCROLLBAR, RL.ARROWS_VISIBLE, RL.ARROWS_VISIBLE },
+ { RL.LISTVIEW, RL.BORDER_COLOR_FOCUSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
+ { RL.LISTVIEW, RL.BORDER_COLOR_PRESSED, RL.GuiGetStyle( RL.LISTVIEW, RL.BORDER_COLOR_NORMAL ) },
+ }
+ }
+ )
+ -- Items.
+
+ local folder = TreeView:addItem( RL.GuiIconText( 1, "Images" ) )
+ local folderEmpty = TreeView:addItem( RL.GuiIconText( 1, "Empty Folder" ) )
+ local folder2 = TreeView:addItem( RL.GuiIconText( 1, "More images" ), folder )
+ TreeView:addItem( RL.GuiIconText( 12, "Cat.png" ), folder )
+ TreeView:addItem( RL.GuiIconText( 12, "Dog.png" ), folder2 )
+ TreeView:addItem( RL.GuiIconText( 12, "Horse.png" ), folder2 )
+
+ for i = 0, 10 do
+ TreeView:addItem( RL.GuiIconText( 12, "Duck"..i..".png" ), folder2 )
+ end
+end
+
function RL.init()
local monitor = 0
local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
@@ -264,6 +300,7 @@ function RL.init()
addSpriteButtons()
addPropertyList()
+ addTreeView()
end
function RL.update( delta )
diff --git a/examples/raygui_extensions/property_list.lua b/examples/raygui_extensions/property_list.lua
index c7b0d30..492f394 100644
--- a/examples/raygui_extensions/property_list.lua
+++ b/examples/raygui_extensions/property_list.lua
@@ -1,25 +1,15 @@
local PropertyList = {}
PropertyList.__index = PropertyList
-local RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24
-
function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
local object = setmetatable( {}, self )
- object._parent = nil
+ object._gui = 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 = 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
@@ -31,19 +21,17 @@ function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, s
object.gui = Raygui:new() -- Contains full independent gui system.
object.controls = {}
- -- 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.framebufferSize = Vec2:new( object.bounds.width, object.bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
- object.framebuffer = RL.LoadRenderTexture( object.framebufferSize )
+ -- Set in setSize.
+ object.framebufferSize = nil
+ object.framebuffer = nil
+ object.defaultControlSize = nil
object.visible = true
object.disabled = false
object.draggable = true
object.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
- object.defaultControlSize = Vec2:new( object.content.width, 22 )
+
+ object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
object._forceCheckScroll = false
object._posY = 0 -- In control list update.
@@ -61,7 +49,22 @@ 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( Vec2:new( control.bounds.x, self._posY ) )
local bounds = getControlBounds( control )
@@ -82,6 +85,8 @@ function PropertyList:updateControl( control )
self:updateControl( groupControl )
end
+
+ control.text = setGroupText( control.text:sub( 6 ), control.active ) -- Sub skips icon.
end
self.gui:set2Back( control )
end
@@ -106,8 +111,11 @@ end
function PropertyList:addControl( control, group, noYAdvance )
control._noYAdvance = noYAdvance
- if control.bounds.width == 0 or control.bounds.height == 0 then
- control.bounds = self:getDefaultBounds()
+ 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
@@ -123,14 +131,6 @@ function PropertyList:addControl( control, group, noYAdvance )
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
@@ -148,6 +148,8 @@ function PropertyList:addGroup( name, active, group )
}
)
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 )
@@ -160,7 +162,7 @@ function PropertyList:addGroup( name, active, group )
end
function PropertyList:update()
- if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
+ if not self.view:checkCollisionPoint( RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
@@ -174,7 +176,7 @@ function PropertyList:update()
self.gui:draw()
RL.EndTextureMode()
- return self._parent:drag( self )
+ return self._gui:drag( self )
end
function PropertyList:draw()
@@ -185,7 +187,7 @@ function PropertyList:draw()
if self.scroll ~= oldScroll or self._forceCheckScroll then
if not self._forceCheckScroll then
- self._parent:checkScrolling()
+ self._gui:checkScrolling()
end
self._forceCheckScroll = false
@@ -218,6 +220,35 @@ function PropertyList:setPosition( pos )
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 = Rect: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 = Vec2:new( self.content.width, 22 )
+
+ local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
+ self.view = Rect:new( view )
+
+ self.gui.view = Rect:new( 0, 0, self.view.width, self.view.height )
+ self.framebufferSize = Vec2:new( self.bounds.width, self.bounds.height - self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
+
+ if self.framebuffer ~= nil and not RL.IsGCUnloadEnabled() then
+ RL.UnloadRenderTexture( self.framebuffer )
+ end
+ self.framebuffer = RL.LoadRenderTexture( self.framebufferSize )
+
+ self:updateContent()
+end
+
function PropertyList:register( gui )
function gui:PropertyList( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip ) )
diff --git a/examples/raygui_extensions/sprite_button.lua b/examples/raygui_extensions/sprite_button.lua
index 11bdf51..ba4b704 100644
--- a/examples/raygui_extensions/sprite_button.lua
+++ b/examples/raygui_extensions/sprite_button.lua
@@ -3,7 +3,7 @@ SpriteButton.__index = SpriteButton
function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles, tooltip )
local object = setmetatable( {}, self )
- object._parent = nil
+ object._gui = nil
object.bounds = bounds:clone()
object.text = text
@@ -21,12 +21,11 @@ function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, c
end
function SpriteButton:update()
- -- print( self.tooltip )
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
- if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._parent.scrolling then
+ if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._gui.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 )
@@ -34,7 +33,7 @@ function SpriteButton:draw()
local result = RL.GuiLabelButton( self.bounds, self.text )
- if result == 1 and self.callback ~= nil and self._parent:clickedInBounds( self.bounds ) then
+ if result == 1 and self.callback ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callback( self )
end
end
diff --git a/examples/raygui_extensions/tree_item.lua b/examples/raygui_extensions/tree_item.lua
new file mode 100644
index 0000000..043e348
--- /dev/null
+++ b/examples/raygui_extensions/tree_item.lua
@@ -0,0 +1,96 @@
+local TreeItem = {}
+TreeItem.__index = TreeItem
+
+function TreeItem:new( bounds, text, callbacks, styles, tooltip )
+ local object = setmetatable( {}, self )
+ object._gui = nil
+
+ object.spacing = 4 -- Between controls.
+
+ object.bounds = bounds:clone()
+ object.text = text
+ object.callbacks = callbacks -- toggle, open.
+
+ object.controls = {}
+
+ object.active = false
+ object.open = false -- Show controls.
+ object.visible = true
+ object.disabled = false
+ object.styles = styles
+ object.tooltip = tooltip
+
+ object._depth = 0
+ object._indentation = 0
+ object._id = 0 -- Id in treeView.
+ object._parent = nil
+ object._childId = 0 -- Id in parent controls.
+
+ return object
+end
+
+function TreeItem:update()
+ return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
+end
+
+function TreeItem:setOpenIcon()
+ if self.open then
+ return RL.GuiIconText( 120, "" )
+ else
+ return RL.GuiIconText( 119, "" )
+ end
+end
+
+function TreeItem:draw()
+ local buttonRect = Rect:new()
+ local hasContainer = 0 < #self.controls
+ local lineCol = RL.GetColor( RL.GuiGetStyle( RL.DEFAULT, RL.LINE_COLOR ) )
+
+ if hasContainer then
+ buttonRect:set( self.bounds.x, self.bounds.y, self.bounds.height, self.bounds.height )
+ end
+ -- Draw indentation lines.
+ for i = 0, self._depth - 1 do
+ RL.DrawRectangle( {
+ self.bounds.x - i * self._indentation - self._indentation / 2,
+ self.bounds.y - self.spacing,
+ 1,
+ self.bounds.height + self.spacing * 2
+ }, lineCol )
+ end
+
+ local toggleRect = Rect:new(
+ self.bounds.x + buttonRect.width,
+ self.bounds.y,
+ self.bounds.width - buttonRect.width,
+ self.bounds.height
+ )
+ local oldActive = self.active
+ _, self.active = RL.GuiToggle( toggleRect, self.text, self.active )
+
+ if self.callbacks.toggle and oldActive ~= self.active then
+ self.callbacks.toggle( self )
+ end
+
+ if hasContainer then
+ local pressed = RL.GuiLabelButton( buttonRect, self:setOpenIcon() )
+
+ if self.callbacks.open and 0 < pressed then
+ self.open = not self.open
+ self.callbacks.open( self )
+ end
+ end
+end
+
+function TreeItem:setPosition( pos )
+ self.bounds.x = pos.x
+ self.bounds.y = pos.y
+end
+
+function TreeItem:register( gui )
+ function gui:TreeItem( bounds, text, callbacks, styles, tooltip )
+ return self:addControl( TreeItem:new( bounds, text, callbacks, styles, tooltip ) )
+ end
+end
+
+return TreeItem
diff --git a/examples/raygui_extensions/tree_view.lua b/examples/raygui_extensions/tree_view.lua
new file mode 100644
index 0000000..05e5ac5
--- /dev/null
+++ b/examples/raygui_extensions/tree_view.lua
@@ -0,0 +1,414 @@
+local TreeView = {}
+TreeView.__index = TreeView
+
+TreeView.SINGLE_SELECT = 0
+TreeView.MULTI_SELECT = 1
+TreeView.RANGE_SELECT = 2
+
+TreeView.MOVE_ITEM_NONE = 0
+TreeView.MOVE_ITEM_IN = 1
+TreeView.MOVE_ITEM_UP = 2
+TreeView.MOVE_ITEM_DOWN = 3
+
+function TreeView:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
+ local object = setmetatable( {}, self )
+ object._gui = nil
+
+ object.padding = 4 -- Content edges.
+ object.spacing = 4 -- Between controls.
+ object.indentation = 14 -- Indentation for one depth level.
+
+ object.bounds = bounds:clone()
+ object.text = text
+ object.scroll = Vec2:new()
+ object.view = Rect:new()
+ object.callback = callback
+ object.grabCallback = grabCallback
+ object.dragCallback = dragCallback
+ object.styles = styles
+ object.tooltip = tooltip
+
+ object.gui = Raygui:new() -- Contains full independent gui system.
+ object.controls = {}
+
+ -- Set in setSize.
+ object.framebufferSize = nil
+ object.framebuffer = nil
+ object.defaultControlSize = nil
+
+ object.visible = true
+ object.disabled = false
+ object.draggable = true
+
+ object.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
+ object.selectedItems = {}
+
+ object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
+
+ object._forceCheckScroll = false
+ object._posY = 0 -- In control list update.
+ object._curDepth = 0 -- Current indentation.
+ object._curId = 0 -- Running number to give id's for controls.
+ object._idRange = { 1, 1 }
+ object._lastActiveItem = nil
+ object._clickedItem = nil
+ object._movingItem = object.MOVE_ITEM_NONE
+
+ object:updateMouseOffset()
+
+ return object
+end
+
+function TreeView: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 TreeView:updateControl( control )
+ control.bounds = self:getDefaultBounds()
+ control._depth = self._curDepth
+ control._indentation = self.indentation
+ control._id = self._curId
+ self._curId = self._curId + 1
+
+ if control.visible then
+ control:setPosition( Vec2:new( control.bounds.x, self._posY ) )
+ local bounds = getControlBounds( control )
+
+ bounds.x = bounds.x + self._curDepth * self.indentation
+ bounds.width = bounds.width - self._curDepth * self.indentation
+
+ if not control._noYAdvance then
+ self._posY = self._posY + bounds.height + self.spacing
+ end
+ self.content = self.content:fit( bounds )
+ end
+
+ if 0 < #control.controls then
+ self._curDepth = self._curDepth + 1
+
+ for i, groupControl in ipairs( control.controls ) do
+ groupControl.visible = control.open
+ groupControl._parent = control
+ groupControl._childId = i
+
+ if not control.open and 0 < #control.controls then
+ groupControl.open = false
+ groupControl.active = false
+ end
+
+ self:updateControl( groupControl )
+ end
+
+ self._curDepth = self._curDepth - 1
+ end
+end
+
+function TreeView:updateContent()
+ self._posY = self.padding
+ self._curId = 1
+
+ self.content.width = 0
+ self.content.height = 0
+
+ for i, control in ipairs( self.controls ) do
+ control._parent = nil -- Sets parent in updateControl if any.
+ control._childId = i
+ self:updateControl( control )
+ end
+ self.content.x = 0
+ self.content.y = 0
+ self.content.height = self.content.height + self.padding
+ self.content.width = self.content.width + self.padding
+ self._forceCheckScroll = true
+end
+
+function TreeView:addItem( name, group )
+ local control = self.gui:TreeItem(
+ self:getDefaultBounds(),
+ name,
+ { -- Callbacks.
+ open = function( this ) self:updateContent() end,
+ toggle = function( this ) self:itemSelect( this ) end,
+ },
+ { -- Styles.
+ properties = {
+ { RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
+ { RL.TOGGLE, RL.BASE_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
+ { RL.TOGGLE, RL.BORDER_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
+ }
+ }
+ )
+ if group ~= nil then
+ table.insert( group.controls, control )
+ else
+ table.insert( self.controls, control )
+ end
+
+ self:updateContent()
+
+ return control
+end
+
+function TreeView:checkItem( controls, item, mode )
+ for _, control in ipairs( controls ) do
+ if mode == self.SINGLE_SELECT and control ~= item then
+ control.active = false
+ end
+ if 0 < #control.controls then
+ self:checkItem( control.controls, item, mode )
+ end
+ if mode == self.RANGE_SELECT then
+ if self._idRange[1] <= control._id and control._id <= self._idRange[2] then
+ control.active = true
+ end
+ end
+ if control.active then
+ table.insert( self.selectedItems, control )
+ -- table.insert( self.selectedItems, 1, control )
+ end
+ end
+end
+
+-- Check if trying to move parent to child.
+function TreeView:isChild( item, newParent )
+ local to = newParent
+
+ while to ~= nil do
+ to = to._parent
+
+ if item == to then
+ return true
+ end
+ end
+
+ return false
+end
+
+function TreeView:itemSelect( item )
+ -- Item move.
+
+ local moveItems = {}
+
+ if self._movingItem ~= self.MOVE_ITEM_NONE then
+
+ for i = #self.selectedItems, 1, -1 do
+ local moveItem = self.selectedItems[i]
+ -- print( moveItem.text, "moveItem._id", moveItem._id, item.text, "item._id", item._id )
+
+ if moveItem ~= item and not self:isChild( moveItem, item ) then
+ local parentControls = self.controls
+
+ if moveItem._parent ~= nil then
+ parentControls = moveItem._parent.controls
+ end
+
+ local pos = #self.selectedItems - i + 1
+
+ if moveItem._parent == item._parent and moveItem._childId < item._childId then
+ pos = 1
+ end
+
+ table.insert( moveItems, pos, table.remove( parentControls, moveItem._childId ) )
+ end
+
+ moveItem.active = false
+ end
+
+ for _, moveItem in ipairs( moveItems ) do
+ local newParentControls = self.controls
+
+ if item._parent ~= nil then
+ newParentControls = item._parent.controls
+ end
+
+ local offset = 0
+
+ if moveItem._parent == item._parent and moveItem._childId < item._childId then
+ offset = -1
+ end
+
+ if self._movingItem == self.MOVE_ITEM_IN then
+ table.insert( item.controls, 1, moveItem )
+ elseif self._movingItem == self.MOVE_ITEM_UP then
+ local pos = RL.Clamp( item._childId + offset, 1, #newParentControls + 1 )
+ table.insert( newParentControls, pos, moveItem )
+ elseif self._movingItem == self.MOVE_ITEM_DOWN then
+ local pos = RL.Clamp( item._childId + offset + 1, 1, #newParentControls + 1 )
+ table.insert( newParentControls, pos, moveItem )
+ end
+ end
+
+ item.active = false
+ self._movingItem = self.MOVE_ITEM_NONE
+ self:updateContent()
+
+ return
+ end
+
+ -- Item select.
+
+ local mode = self.SINGLE_SELECT
+
+ if RL.IsKeyDown( RL.KEY_LEFT_CONTROL ) or RL.IsKeyDown( RL.KEY_RIGHT_CONTROL ) then
+ mode = self.MULTI_SELECT
+ elseif RL.IsKeyDown( RL.KEY_LEFT_SHIFT ) or RL.IsKeyDown( RL.KEY_RIGHT_SHIFT ) then
+ mode = self.RANGE_SELECT
+ end
+
+ if self._lastActiveItem ~= nil then
+ self._idRange = { math.min( self._lastActiveItem._id, item._id ), math.max( self._lastActiveItem._id, item._id ) }
+ end
+ self.selectedItems = {}
+ self:checkItem( self.controls, item, mode )
+
+ if mode ~= self.RANGE_SELECT then
+ self._lastActiveItem = item -- Old clicked.
+ end
+
+ if self.callback ~= nil then
+ self.callback( self.selectedItems )
+ end
+end
+
+function TreeView:update()
+ local mousePos = Vec2:new( RL.GetMousePosition() )
+ local guiMousePos = mousePos + self.gui.mouseOffset
+ local mouseInView = self.view:checkCollisionPoint( mousePos )
+
+ if not mouseInView then
+ self.gui.locked = true
+ else
+ self.gui.locked = false
+ end
+
+ self.gui:update()
+
+ local mouseInClickedItem = false
+
+ if RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
+ if 0 < self.gui.focused and mouseInView and self.gui.controls[ self.gui.focused ].active then
+ self._clickedItem = self.gui.controls[ self.gui.focused ]
+ else
+ self._clickedItem = nil
+ end
+ end
+
+ if self._clickedItem ~= nil then
+ mouseInClickedItem = self._clickedItem.bounds:checkCollisionPoint( guiMousePos )
+ end
+
+ RL.BeginTextureMode( self.framebuffer )
+ RL.ClearBackground( RL.BLANK )
+ RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
+
+ self.gui:draw()
+
+ if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self._clickedItem ~= nil
+ and not mouseInClickedItem and 0 < self.gui.focused then
+ local focusBounds = self.gui.controls[ self.gui.focused ].bounds
+ local relY = ( guiMousePos.y - focusBounds.y ) / focusBounds.height
+
+ if relY <= 0.35 then
+ RL.DrawLine(
+ { focusBounds.x, focusBounds.y },
+ { focusBounds.x + focusBounds.width, focusBounds.y },
+ 6, RL.RED
+ )
+ self._movingItem = self.MOVE_ITEM_UP
+ elseif 0.65 <= relY then
+ RL.DrawLine(
+ { focusBounds.x, focusBounds.y + focusBounds.height },
+ { focusBounds.x + focusBounds.width, focusBounds.y + focusBounds.height },
+ 6, RL.RED
+ )
+ self._movingItem = self.MOVE_ITEM_DOWN
+ else
+ RL.DrawRectangleLines( focusBounds, RL.RED )
+ self._movingItem = self.MOVE_ITEM_IN
+ end
+ elseif RL.IsMouseButtonReleased( RL.MOUSE_BUTTON_LEFT ) then
+ self._clickedItem = nil
+ self._movingItem = self.MOVE_ITEM_NONE
+ end
+ RL.EndTextureMode()
+
+ return self._gui:drag( self )
+end
+
+function TreeView: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 )
+
+ if self.scroll ~= oldScroll 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 )
+ end
+
+ RL.DrawTexturePro(
+ RL.GetRenderTextureTexture( self.framebuffer ),
+ { 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,
+ RL.WHITE
+ )
+end
+
+function TreeView:updateMouseOffset()
+ self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
+end
+
+function TreeView:setPosition( pos )
+ self.bounds.x = pos.x
+ self.bounds.y = pos.y
+
+ self:updateMouseOffset()
+end
+
+function TreeView: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 = Rect: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 = Vec2:new( self.content.width, 22 )
+
+ local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
+ self.view = Rect:new( view )
+
+ self.gui.view = Rect:new( 0, 0, self.view.width, self.view.height )
+ self.framebufferSize = Vec2:new( self.bounds.width, self.bounds.height - self.gui.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT )
+
+ if self.framebuffer ~= nil and not RL.IsGCUnloadEnabled() then
+ RL.UnloadRenderTexture( self.framebuffer )
+ end
+ self.framebuffer = RL.LoadRenderTexture( self.framebufferSize )
+
+ self:updateContent()
+end
+
+function TreeView:register( gui )
+ function gui:TreeView( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
+ return self:addControl( TreeView:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip ) )
+ end
+end
+
+return TreeView