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local TreeView = {}
TreeView.__index = TreeView
TreeView.SINGLE_SELECT = 0
TreeView.MULTI_SELECT = 1
TreeView.RANGE_SELECT = 2
TreeView.MOVE_ITEM_NONE = 0
TreeView.MOVE_ITEM_IN = 1
TreeView.MOVE_ITEM_UP = 2
TreeView.MOVE_ITEM_DOWN = 3
function TreeView:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.padding = 4 -- Content edges.
object.spacing = 4 -- Between controls.
object.indentation = 14 -- Indentation for one depth level.
object.bounds = bounds:clone()
object.text = text
object.scroll = Vec2:new()
object.view = Rect:new()
object.callbacks = callbacks -- select, 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.mouseScale = 1 -- Set this if drawing in different size to render texture for example.
object.selectedItems = {}
object:setSize( Vec2:new( object.bounds.width, object.bounds.height ) )
object._forceCheckScroll = false
object._posY = 0 -- In control list update.
object._curDepth = 0 -- Current indentation.
object._curId = 0 -- Running number to give id's for controls.
object._idRange = { 1, 1 }
object._lastActiveItem = nil
object._clickedItem = nil
object._movingItem = object.MOVE_ITEM_NONE
object:updateMouseOffset()
return object
end
function TreeView: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 TreeView:updateControl( control )
control.bounds = self:getDefaultBounds()
control._depth = self._curDepth
control._indentation = self.indentation
control._id = self._curId
self._curId = self._curId + 1
if control.visible then
control:setPosition( Vec2:new( control.bounds.x, self._posY ) )
local bounds = getControlBounds( control )
bounds.x = bounds.x + self._curDepth * self.indentation
bounds.width = bounds.width - self._curDepth * self.indentation
if not control._noYAdvance then
self._posY = self._posY + bounds.height + self.spacing
end
self.content = self.content:fit( bounds )
end
if 0 < #control.controls then
self._curDepth = self._curDepth + 1
for i, groupControl in ipairs( control.controls ) do
groupControl.visible = control.open
groupControl._parent = control
groupControl._childId = i
if not control.open and 0 < #control.controls then
groupControl.open = false
groupControl.active = false
end
self:updateControl( groupControl )
end
self._curDepth = self._curDepth - 1
end
end
function TreeView:updateContent()
self._posY = self.padding
self._curId = 1
self.content.width = 0
self.content.height = 0
for i, control in ipairs( self.controls ) do
control._parent = nil -- Sets parent in updateControl if any.
control._childId = i
self:updateControl( control )
end
self.content.x = 0
self.content.y = 0
self.content.height = self.content.height + self.padding
self.content.width = self.content.width + self.padding
self._forceCheckScroll = true
end
function TreeView:addItem( name, group )
local control = self.gui:TreeItem(
self:getDefaultBounds(),
name,
{ -- Callbacks.
open = function( this ) self:updateContent() end,
select = function( this ) self:itemSelect( this ) end,
},
{ -- Styles.
properties = {
{ RL.TOGGLE, RL.TEXT_ALIGNMENT, RL.TEXT_ALIGN_LEFT },
{ RL.TOGGLE, RL.BASE_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
{ RL.TOGGLE, RL.BORDER_COLOR_NORMAL, RL.ColorToInt( RL.BLANK ) },
}
}
)
if group ~= nil then
table.insert( group.controls, control )
else
table.insert( self.controls, control )
end
self:updateContent()
return control
end
function TreeView:checkItem( controls, item, mode )
for _, control in ipairs( controls ) do
if mode == self.SINGLE_SELECT and control ~= item then
control.active = false
end
if 0 < #control.controls then
self:checkItem( control.controls, item, mode )
end
if mode == self.RANGE_SELECT then
if self._idRange[1] <= control._id and control._id <= self._idRange[2] then
control.active = true
end
end
if control.active then
table.insert( self.selectedItems, control )
-- table.insert( self.selectedItems, 1, control )
end
end
end
-- Check if trying to move parent to child.
function TreeView:isChild( item, newParent )
local to = newParent
while to ~= nil do
to = to._parent
if item == to then
return true
end
end
return false
end
function TreeView:itemSelect( item )
-- Item move.
local moveItems = {}
if self._movingItem ~= self.MOVE_ITEM_NONE then
for i = #self.selectedItems, 1, -1 do
local moveItem = self.selectedItems[i]
if moveItem ~= item and not self:isChild( moveItem, item ) then
local parentControls = self.controls
if moveItem._parent ~= nil then
parentControls = moveItem._parent.controls
end
table.insert( moveItems, table.remove( parentControls, moveItem._childId ) )
end
moveItem.active = false
end
for _, moveItem in ipairs( moveItems ) do
local newParentControls = self.controls
if item._parent ~= nil then
newParentControls = item._parent.controls
end
local offset = 0
if moveItem._parent == item._parent and moveItem._childId < item._childId then
offset = -#moveItems
end
if self._movingItem == self.MOVE_ITEM_IN then
table.insert( item.controls, 1, moveItem )
elseif self._movingItem == self.MOVE_ITEM_UP then
local pos = RL.Clamp( item._childId + offset, 1, #newParentControls + 1 )
table.insert( newParentControls, pos, moveItem )
elseif self._movingItem == self.MOVE_ITEM_DOWN then
local pos = RL.Clamp( item._childId + offset + 1, 1, #newParentControls + 1 )
table.insert( newParentControls, pos, moveItem )
end
end
item.active = false
self._movingItem = self.MOVE_ITEM_NONE
self:updateContent()
return
end
-- Item select.
local mode = self.SINGLE_SELECT
if RL.IsKeyDown( RL.KEY_LEFT_CONTROL ) or RL.IsKeyDown( RL.KEY_RIGHT_CONTROL ) then
mode = self.MULTI_SELECT
elseif RL.IsKeyDown( RL.KEY_LEFT_SHIFT ) or RL.IsKeyDown( RL.KEY_RIGHT_SHIFT ) then
mode = self.RANGE_SELECT
end
if self._lastActiveItem ~= nil then
self._idRange = { math.min( self._lastActiveItem._id, item._id ), math.max( self._lastActiveItem._id, item._id ) }
end
self.selectedItems = {}
self:checkItem( self.controls, item, mode )
if mode ~= self.RANGE_SELECT then
self._lastActiveItem = item -- Old clicked.
end
if self.callbacks.select ~= nil then
self.callbacks.select( self.selectedItems )
end
end
function TreeView:update()
local mousePos = Vec2:new( RL.GetMousePosition() )
local guiMousePos = mousePos + self.gui.mouseOffset
local mouseInView = self.view:checkCollisionPoint( mousePos )
if not mouseInView then
self.gui.locked = true
else
self.gui.locked = false
end
self.gui:update()
local mouseInClickedItem = false
if RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
if 0 < self.gui.focused and mouseInView and self.gui.controls[ self.gui.focused ].active then
self._clickedItem = self.gui.controls[ self.gui.focused ]
else
self._clickedItem = nil
end
end
if self._clickedItem ~= nil then
mouseInClickedItem = self._clickedItem.bounds:checkCollisionPoint( guiMousePos )
end
RL.BeginTextureMode( self.framebuffer )
RL.ClearBackground( RL.BLANK )
RL.rlTranslatef( { self.scroll.x, self.scroll.y, 0 } )
self.gui:draw()
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) and self._clickedItem ~= nil
and not mouseInClickedItem and 0 < self.gui.focused then
local focusBounds = self.gui.controls[ self.gui.focused ].bounds
local relY = ( guiMousePos.y - focusBounds.y ) / focusBounds.height
if relY <= 0.35 then
RL.DrawLine(
{ focusBounds.x, focusBounds.y },
{ focusBounds.x + focusBounds.width, focusBounds.y },
6, RL.RED
)
self._movingItem = self.MOVE_ITEM_UP
elseif 0.65 <= relY then
RL.DrawLine(
{ focusBounds.x, focusBounds.y + focusBounds.height },
{ focusBounds.x + focusBounds.width, focusBounds.y + focusBounds.height },
6, RL.RED
)
self._movingItem = self.MOVE_ITEM_DOWN
else
RL.DrawRectangleLines( focusBounds, RL.RED )
self._movingItem = self.MOVE_ITEM_IN
end
elseif RL.IsMouseButtonReleased( RL.MOUSE_BUTTON_LEFT ) then
self._clickedItem = nil
self._movingItem = self.MOVE_ITEM_NONE
end
RL.EndTextureMode()
return self._gui:drag( self )
end
function TreeView: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._gui:checkScrolling()
end
self._forceCheckScroll = false
self:updateMouseOffset()
self.gui.view:set( -self.scroll.x, -self.scroll.y, self.view.width, self.view.height )
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 TreeView:updateMouseOffset()
self.gui.mouseOffset = Vec2:new( -self.view.x - self.scroll.x, -self.view.y - self.scroll.y ):scale( self.mouseScale )
end
function TreeView:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateMouseOffset()
end
function TreeView: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, 22 )
local _, _, view = RL.GuiScrollPanel( self.bounds, self.text, self.content, self.scroll, self.view )
self.view = Rect:new( 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 TreeView:register( gui )
function gui:TreeView( bounds, text, callbacks, styles, tooltip )
return self:addControl( TreeView:new( bounds, text, callbacks, styles, tooltip ) )
end
end
return TreeView
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