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