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, callbacks, 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.callbacks = callbacks -- select, grab, drag. 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.allowMove = true object.allowMultiselect = true object.defaultControlHeight = 22 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, select = 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 and control.visible and self._idRange[1] <= control._id and control._id <= self._idRange[2] then control.active = true end if control.active then table.insert( self.selectedItems, 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.allowMove and self._movingItem ~= self.MOVE_ITEM_NONE then for i = #self.selectedItems, 1, -1 do local moveItem = self.selectedItems[i] if moveItem ~= item and not self:isChild( moveItem, item ) then local parentControls = self.controls if moveItem._parent ~= nil then parentControls = moveItem._parent.controls end table.insert( moveItems, 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 = -#moveItems 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 self.allowMultiselect then 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 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.callbacks.select ~= nil then self.callbacks.select( 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 self.allowMove and 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, self.defaultControlHeight ) 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, callbacks, styles, tooltip ) return self:addControl( TreeView:new( bounds, text, callbacks, styles, tooltip ) ) end end return TreeView