local PropertyList = {} PropertyList.__index = PropertyList 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 = 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. 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 ) 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._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 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:set( view ) self.scroll:set( scroll ) if self.scroll ~= oldScroll or self._forceCheckScroll then if not self._forceCheckScroll then self._parent:checkScrolling() end self._forceCheckScroll = false 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 ) end 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 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, callback, grabCallback, dragCallback, styles ) return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles ) ) end end return PropertyList