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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
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