1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
|
local PropertyList = {}
PropertyList.__index = PropertyList
function PropertyList:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.bounds = bounds:clone()
object.text = text
object.scroll = Vec2:new( 0, 0 )
object.view = Rect:new( 0, 0, 0, 0 )
object.callbacks = callbacks -- scroll, 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.defaultControlHeight = 22
object.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
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
local function setGroupText( text, active )
if active then
return RL.GuiIconText( 120, text )
else
return RL.GuiIconText( 119, text )
end
end
function PropertyList:updateControl( control )
if control._defaultWidth then
control.bounds.width = self:getDefaultBounds().width
end
if control._defaultHeight then
control.bounds.height = self:getDefaultBounds().height
end
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
control.text = setGroupText( control.text:sub( 6 ), control.active ) -- Sub skips icon.
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 then
control._defaultWidth = true -- Set defaultWidth on updateControl.
end
if control.bounds.height == 0 then
control._defaultHeight = true -- Set defaultHeight on updateControl.
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
function PropertyList:addGroup( name, active, group )
if active == nil then
active = false
end
local control = self.gui:Toggle(
self:getDefaultBounds(),
setGroupText( name, active ),
active,
{ -- Callbacks.
pressed = function( this ) this.text = setGroupText( name, this.active ) self:updateContent() end,
},
{ -- Styles.
properties = {
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
}
}
)
control._controls = {} -- Prefix _ to try to prevent clashing with control definition.
control._defaultWidth = true -- Set defaultWidth on updateControl.
control._defaultHeight = true -- Set defaultHeight on updateControl.
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 self.view:checkCollisionPoint( 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._gui: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:setT( view )
self.scroll:setT( 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 )
if self.callbacks.scroll ~= nil then
self.callbacks.scroll( 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: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:newT( 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 PropertyList:register( gui )
function gui:PropertyList( bounds, text, callbacks, styles, tooltip )
return self:addControl( PropertyList:new( bounds, text, callbacks, styles, tooltip ) )
end
end
return PropertyList
|