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local SpriteButton = {}
SpriteButton.__index = SpriteButton
function SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles )
local object = setmetatable( {}, self )
object._parent = nil
object.bounds = bounds:clone()
object.text = text
object.buttonTexture = texture
object.nPatchNormal = nPatchNormal
object.nPatchPressed = nPatchPressed
object.callback = callback
object.styles = styles
object.visible = true
object.disabled = false
return object
end
function SpriteButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SpriteButton:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self:update() and not RL.GuiIsLocked() and not self._parent.scrolling then
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchPressed, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
else
RL.DrawTextureNPatchRepeat( self.buttonTexture, self.nPatchNormal, self.bounds, { 0, 0 }, 0.0, RL.WHITE )
end
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 and self.callback ~= nil and self._parent:clickedInBounds( self.bounds ) then
self.callback( self )
end
end
function SpriteButton:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
function SpriteButton:register( gui )
function gui:SpriteButton( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles )
return self:addControl( SpriteButton:new( bounds, text, texture, nPatchNormal, nPatchPressed, callback, styles ) )
end
end
return SpriteButton
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