local SpriteButton = {} SpriteButton.__index = SpriteButton function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callbacks, styles, tooltip ) local object = setmetatable( {}, self ) object._gui = nil object.bounds = bounds:clone() object.text = text object.buttonTexture = texture object.nPatchNormal = nPatchNormal object.nPatchPressed = nPatchPressed object.callbacks = callbacks -- pressed. object.styles = styles object.tooltip = tooltip object.visible = true object.disabled = false return object end function SpriteButton:update() 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._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 ) end local result = RL.GuiLabelButton( self.bounds, self.text ) if result == 1 and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then self.callbacks.pressed( 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, callbacks, styles, tooltip ) return self:addControl( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callbacks, styles, tooltip ) ) end end return SpriteButton