--- Button control 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() 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 then if self.callback ~= nil then self.callback( self ) end 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