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local PropertyList = {}
PropertyList.__index = PropertyList
local RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24
function PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip )
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.tooltip = tooltip
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,
{
properties = {
{ 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:update()
if not RL.CheckCollisionRecs( self.view, RL.GetMousePosition() ) then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:update()
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, tooltip )
return self:addControl( PropertyList:new( bounds, text, callback, grabCallback, dragCallback, styles, tooltip ) )
end
end
return PropertyList
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