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local PropertyList = {}
PropertyList.__index = PropertyList
function PropertyList:new( bounds, text, content, scroll, callback, grabCallback, dragCallback )
local object = setmetatable( {}, self )
object._parent = nil
object.bounds = bounds:clone()
object.text = text
object.content = content:clone()
object.scroll = scroll:clone()
object.view = Rect:new()
object.callback = callback
object.grabCallback = grabCallback
object.dragCallback = dragCallback
object.gui = Raygui:new() -- Contains full independent gui system.
-- Set initial view and scroll.
local _, scrollP, view = RL.GuiScrollPanel( object.bounds, object.text, object.content, object.scroll, object.view )
object.scroll = Vec2:new( scrollP )
object.view = Rect:new( view )
object.gui.view = Rect:new( 0, 0, object.view.width, object.view.height )
object.framebuffer = RL.LoadRenderTexture( { object.view.width, object.view.height } )
object.visible = true
object.disabled = false
object.draggable = true
object.mouseScale = 1
object:updateMouseOffset()
return object
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 = Rect:new( view )
self.scroll = Vec2:new( scroll )
if self.scroll ~= oldScroll then
self._parent:checkScrolling()
self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
self:updateMouseOffset()
if self.callback ~= nil then
self.callback( self )
end
end
RL.DrawTexturePro(
RL.GetRenderTextureTexture( self.framebuffer ),
{ 0, 0, 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, texture, nPatchNormal, nPatchPressed, callback )
return self:addElement( PropertyList:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback ) )
end
end
return PropertyList
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