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
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
|
util = require( "utillib" )
Rect = require( "rectangle" )
Vec2 = require( "vector2" )
Color = require( "color" )
--[[
To add repeat inputs to the keys pressed buffer, you could add GLFW_REPEAT in railib rcore.c in function "KeyCallback" by changing:
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
To
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS || action == GLFW_REPEAT))
Now GLFW_REPEAT can be read by "RL_GetKeyPressed".
]]
Gui = {
ALING = {
NONE = 0,
LEFT = 1,
RIGHT = 2,
CENTER = 3,
TOP = 1,
BOTTOM = 2,
},
CONTAINER = {
HORIZONTAL = 0,
VERTICAL = 1,
GRID = 2,
},
SHAPE = {
LINE = 0,
CIRCLE = 1,
CIRCLE_LINES = 2,
ELLIPSE = 3,
ELLIPSE_LINES = 4,
RECTANGLE = 5,
RECTANGLE_LINES = 6,
RECTANGLE_ROUNDED = 7,
RECTANGLE_ROUNDED_LINES = 8,
},
mouseButton = MOUSE_BUTTON_LEFT,
font = 0,
fontSize = 20,
padding = 2,
spacing = 4,
scrollbarWidth = 8,
scrollAmount = 20,
heldCallback = nil,
_cells = {},
_mousePos = Vec2:new( 0, 0 ), -- Last mouse position that was passed to Gui.process.
_inputElement = nil, -- Element that has the input text item.
_inputItem = nil, -- Must be type Text.
}
local readyToUnfocusInput = false -- Guard to not unfocus input immediately.
local function setProperty( set, property, default )
if set ~= nil and set[ property ] ~= nil then
return set[ property ]
end
return default
end
function Gui.setInputFocus( element, itemID )
itemID = itemID or 1
Gui._inputElement = element
Gui._inputItem = element.items[ itemID ]
if element.inputFocus ~= nil then
element.inputFocus()
end
readyToUnfocusInput = false
end
function Gui.inputUnfocus()
if Gui._inputElement ~= nil then
Gui._inputElement.inputUnfocus()
end
Gui._inputElement = nil
Gui._inputItem = nil
end
function Gui.getId( cell )
for id, c in ipairs( Gui._cells ) do
if cell == c then
return id
end
end
return nil
end
function Gui.delete( cell )
local id = Gui.getId( cell )
if id ~= nil then
table.remove( Gui._cells, id )
end
end
function Gui.set2Top( cell )
util.tableMove( Gui._cells, Gui.getId( cell ), 1, #Gui._cells )
end
function Gui.set2Back( cell )
util.tableMove( Gui._cells, Gui.getId( cell ), 1, 1 )
end
function Gui.process( mousePosition )
local mouseWheel = RL_GetMouseWheelMove()
Gui._mousePos = mousePosition
if Gui.heldCallback ~= nil then
if RL_IsMouseButtonDown( Gui.mouseButton ) then
Gui.heldCallback()
else
Gui.heldCallback = nil
end
return
end
local foundFirst = false
-- Go backwards on process check so we trigger the top most ui first and stop there.
for i = #Gui._cells, 1, -1 do
local cell = Gui._cells[i]
if cell ~= nil then
if not foundFirst and cell.isMouseOver ~= nil and cell:isMouseOver( mousePosition ) and not cell.disabled then
-- On clicked.
if RL_IsMouseButtonPressed( Gui.mouseButton ) and cell.onClicked ~= nil then
cell:onClicked()
end
-- On held.
if RL_IsMouseButtonDown( Gui.mouseButton ) and cell.onHeld ~= nil then
cell:onHeld()
end
-- Mouse wheel scrolling.
if mouseWheel ~= 0 then
if cell._parent ~= nil and cell._parent.scrollable then
cell = cell._parent
end
if cell.scrollable then
local pos = Vec2:new( cell._scrollRect.x, cell._scrollRect.y )
local scrollVec = Vec2:new( 0, cell.scrollAmount * mouseWheel )
if RL_IsKeyDown( KEY_LEFT_SHIFT ) then
scrollVec = Vec2:new( cell.scrollAmount * mouseWheel, 0 )
end
cell:scroll( pos - scrollVec )
end
end
foundFirst = true
elseif cell.notMouseOver ~= nil then
cell:notMouseOver()
end
end
end
-- Text input.
if Gui._inputItem ~= nil then
repeat
local char = RL_GetCharPressed()
if 0 < char then
if utf8.len( Gui._inputItem.text ) < Gui._inputItem.maxTextLen then
Gui._inputItem.text = Gui._inputItem.text..utf8.char( char )
end
end
until char == 0
repeat
local key = RL_GetKeyPressed()
if 0 < key then
if key == KEY_BACKSPACE then
Gui._inputItem.text = util.utf8Sub( Gui._inputItem.text, 0, utf8.len( Gui._inputItem.text ) - 1 )
elseif key == KEY_ENTER or key == KEY_KP_ENTER then
if Gui._inputItem.allowLineBreak then
Gui._inputItem.text = Gui._inputItem.text.."\n"
else
Gui.inputUnfocus()
end
elseif key == KEY_ESCAPE then
Gui.inputUnfocus()
end
end
until key == 0
if readyToUnfocusInput and RL_IsMouseButtonPressed( Gui.mouseButton ) then
Gui.inputUnfocus()
end
readyToUnfocusInput = true
end
end
function Gui.draw()
for _, element in ipairs( Gui._cells ) do
if element.draw ~= nil and element.visible then
element:draw()
end
end
end
-- Items.
-- Text.
Text = {}
Text.__index = Text
function Text:new( set )
local object = setmetatable( {}, Text )
object.bounds = setProperty( set, "bounds", Rect:new( 0, 0, 0, 0 ) )
object.HAling = setProperty( set, "HAling", Gui.ALING.LEFT )
object.VAling = setProperty( set, "VAling", Gui.ALING.BOTTOM )
object.font = setProperty( set, "font", Gui.font )
object.text = setProperty( set, "text", "" )
object.fontSize = setProperty( set, "fontSize", Gui.fontSize )
object.spacing = setProperty( set, "spacing", Gui.spacing )
object.color = setProperty( set, "color", Color:new( BLACK ) )
object.maxTextLen = setProperty( set, "maxTextLen", nil )
object.allowLineBreak = setProperty( set, "allowLineBreak", false )
object.visible = setProperty( set, "visible", true )
object._parent = nil
object:set( object.text )
return object
end
function Text:set( text )
if self.maxTextLen ~= nil then
self.text = text:sub( 1, self.maxTextLen )
else
self.text = text
end
local textSize = Vec2:new( RL_MeasureText( self.font, self.text, self.fontSize, self.spacing ) )
self.bounds.width = textSize.x
self.bounds.height = textSize.y
end
function Text:draw()
if not self.visible then
return
end
RL_DrawText( self.font, self.text, { self._parent.bounds.x + self.bounds.x, self._parent.bounds.y + self.bounds.y }, self.fontSize, self.spacing, self.color )
end
-- Texture.
Texture = {}
Texture.__index = Texture
function Texture:new( set )
local object = setmetatable( {}, Texture )
object.bounds = setProperty( set, "bounds", Rect:new( 0, 0, 0, 0 ) )
object.HAling = setProperty( set, "HAling", Gui.ALING.LEFT )
object.VAling = setProperty( set, "VAling", Gui.ALING.CENTER )
object.texture = setProperty( set, "texture", nil )
object.source = setProperty( set, "source", Rect:new( 0, 0, 0, 0 ) )
object.origin = setProperty( set, "origin", Vec2:new( 0, 0 ) )
object.rotation = setProperty( set, "rotation", 0 )
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.nPatchInfo = setProperty( set, "nPatchInfo", nil )
object.visible = setProperty( set, "visible", true )
object._parent = nil
object:set( object.texture ) -- To measure bounds.
return object
end
function Texture:set( texture )
if texture == nil then
return
end
local texSize = Vec2:new( RL_GetTextureSize( texture ) )
if self.bounds.width == 0 or self.bounds.height == 0 then
self.bounds.width = texSize.x
self.bounds.height = texSize.y
end
if self.source.width == 0 or self.source.height == 0 then
self.source.width = texSize.x
self.source.height = texSize.y
end
self.texture = texture
end
function Texture:draw()
if not self.visible or self.texture == nil then
return
end
local dst = {
self.bounds.x + self._parent.bounds.x,
self.bounds.y + self._parent.bounds.y,
self.bounds.width,
self.bounds.height
}
if self.nPatchInfo ~= nil then
RL_DrawTextureNPatch( self.texture, self.nPatchInfo, dst, self.origin, self.rotation, self.color )
else
RL_DrawTexturePro( self.texture, self.source, dst, self.origin, self.rotation, self.color )
end
end
-- Shape.
Shape = {}
Shape.__index = Shape
function Shape:new( set )
local object = setmetatable( {}, Shape )
object.bounds = setProperty( set, "bounds", Rect:new( 0, 0, 0, 0 ) )
object.HAling = setProperty( set, "HAling", Gui.ALING.LEFT )
object.VAling = setProperty( set, "VAling", Gui.ALING.CENTER )
object.shape = setProperty( set, "shape", Gui.SHAPE.RECTANGLE )
-- Line.
object.startPos = setProperty( set, "startPos", Vec2:new( 0, 0 ) )
object.endPos = setProperty( set, "endPos", Vec2:new( 0, 0 ) )
object.thickness = setProperty( set, "thickness", 3.0 )
-- Circle.
object.center = setProperty( set, "center", Vec2:new( 0, 0 ) )
object.radius = setProperty( set, "radius", 0 )
-- Ellipse.
object.radiusH = setProperty( set, "radiusH", 0 )
object.radiusV = setProperty( set, "radiusV", 0 )
-- Rectangle rounded.
object.roundness = setProperty( set, "roundness", 1 )
object.segments = setProperty( set, "segments", 4 )
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.visible = setProperty( set, "visible", true )
object._parent = nil
object:set( object.shape )
return object
end
-- Set to default shape values.
function Shape:set( shape )
if shape == Gui.SHAPE.LINE and self.startPos == Vec2:new( 0, 0 ) and self.endPos == Vec2:new( 0, 0 ) then
self.startPos = Vec2:new( 0, self.bounds.height / 2 )
self.endPos = Vec2:new( self.bounds.width, self.bounds.height / 2 )
elseif ( shape == Gui.SHAPE.CIRCLE or shape == Gui.SHAPE.CIRCLE_LINES ) and self.radius == 0 then
self.center = Vec2:new( self.bounds.width / 2, self.bounds.height / 2 )
self.radius = math.min( self.bounds.width, self.bounds.height ) / 2
elseif ( shape == Gui.SHAPE.ELLIPSE or shape == Gui.SHAPE.ELLIPSE_LINES ) and self.radiusH == 0 and self.radiusV == 0 then
self.center = Vec2:new( self.bounds.width / 2, self.bounds.height / 2 )
self.radiusH = self.bounds.width / 2
self.radiusV = self.bounds.height / 2
end
end
function Shape:draw()
if not self.visible then
return
end
local pos = Vec2:new( self._parent.bounds.x, self._parent.bounds.y )
if self.shape == Gui.SHAPE.LINE then
RL_DrawLine( self.startPos + pos, self.endPos + pos, self.thickness, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE then
RL_DrawCircle( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE_LINES then
RL_DrawCircleLines( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE then
RL_DrawEllipse( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE_LINES then
RL_DrawEllipseLines( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE then
RL_DrawRectangle( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_LINES then
RL_DrawRectangleLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED then
RL_DrawRectangleRounded( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED_LINES then
RL_DrawRectangleRoundedLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.thickness, self.color )
end
end
-- End of items.
-- Element.
Element = {}
Element.__index = Element
function Element:new( set )
local object = setmetatable( {}, Element )
-- object._ID = #Gui._cells + 1
object.bounds = setProperty( set, "bounds", Rect:new( 0, 0, 0, 0 ) )
object.padding = setProperty( set, "padding", Gui.padding )
object.visible = setProperty( set, "visible", true )
object.disabled = setProperty( set, "disabled", false )
object.drawBounds = setProperty( set, "drawBounds", false )
object.color = setProperty( set, "color", Color:new( GRAY ) )
object.items = {}
object._visibilityBounds = nil
-- Callbacks.
object.onMouseOver = setProperty( set, "onMouseOver", nil )
object.notMouseOver = setProperty( set, "notMouseOver", nil )
object.onClicked = setProperty( set, "onClicked", nil )
object.onHeld = setProperty( set, "onHeld", nil )
object.inputFocus = setProperty( set, "inputFocus", nil )
object.inputUnfocus = setProperty( set, "inputUnfocus", nil )
object._parent = nil
table.insert( Gui._cells, object )
return object
end
function Element:update()
-- Horizontal aling.
for _, item in ipairs( self.items ) do
if item.HAling == Gui.ALING.CENTER then
item.bounds.x = self.bounds.width / 2 - item.bounds.width / 2
elseif item.HAling == Gui.ALING.LEFT then
item.bounds.x = self.padding
elseif item.HAling == Gui.ALING.RIGHT then
item.bounds.x = self.bounds.width - item.bounds.width - self.padding
end
-- Vertical aling.
if item.VAling == Gui.ALING.CENTER then
item.bounds.y = self.bounds.height / 2 - item.bounds.height / 2
elseif item.VAling == Gui.ALING.TOP then
item.bounds.y = self.padding
elseif item.VAling == Gui.ALING.BOTTOM then
item.bounds.y = self.bounds.height - item.bounds.height - self.padding
end
end
end
function Element:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:update()
end
function Element:add( item )
table.insert( self.items, item )
item._parent = self
self:update()
end
function Element:isMouseOver( mousePosition )
local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
self:onMouseOver()
end
return over
end
function Element:draw()
local usedScissor = false
if self._visibilityBounds ~= nil then
local rect = Rect:new( RL_GetCollisionRec( self.bounds, self._visibilityBounds ) )
-- Use scissor mode only on partyally visible.
if rect.width == 0 and rect.height == 0 then
return
elseif math.floor( rect.width ) ~= math.floor( self.bounds.width )
or math.floor( rect.height ) ~= math.floor( self.bounds.height ) then
usedScissor = true
RL_BeginScissorMode( self._visibilityBounds )
end
end
if self.drawBounds then
RL_DrawRectangle( self.bounds, self.color )
end
for _, item in ipairs( self.items ) do
item:draw()
end
if usedScissor then
RL_EndScissorMode()
end
end
function Element:delete()
Gui.delete( self )
end
function Element:set2Top()
Gui.set2Top( self )
end
function Element:set2Back()
Gui.set2Back( self )
end
-- Container.
Container = {}
Container.__index = Container
function Container:new( set )
local object = setmetatable( {}, Container )
-- object._ID = #Gui._cells + 1
object.bounds = setProperty( set, "bounds", Rect:new( 0, 0, 0, 0 ) )
object.spacing = setProperty( set, "spacing", Gui.spacing )
object.type = setProperty( set, "type", Gui.CONTAINER.VERTICAL )
object.HAling = setProperty( set, "HAling", Gui.ALING.LEFT )
object.VAling = setProperty( set, "VAling", Gui.ALING.TOP )
object.visible = setProperty( set, "visible", true )
object.disabled = setProperty( set, "disabled", false )
object.scrollable = setProperty( set, "scrollable", false )
object.showScrollbar = setProperty( set, "showScrollbar", false )
object.scrollbarWidth = setProperty( set, "scrollbarWidth", Gui.scrollbarWidth )
object.scrollAmount = setProperty( set, "scrollAmount", Gui.scrollAmount ) -- When using mouse scroll.
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.drawBounds = setProperty( set, "drawBounds", false )
object.drawScrollRect = setProperty( set, "drawScrollRect", false )
-- For grid container. Do not set both.
object.columns = setProperty( set, "columns", nil )
object.rows = setProperty( set, "rows", nil )
object.cells = {}
object._visibilityBounds = nil -- Will give this to it's children.
object._scrollRect = Rect:new( 0, 0, 0, 0 )
object._VScrollbarRect = Rect:new( 0, 0, 0, 0 )
object._HScrollbarRect = Rect:new( 0, 0, 0, 0 )
object._VScrollbar = nil
object._HScrollbar = nil
object._parent = nil
table.insert( Gui._cells, object )
return object
end
function Container:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:update()
end
function Container:add( cell )
table.insert( self.cells, cell )
self:update()
-- Highest container becomes the parent.
if self._parent ~= nil then
cell._parent = self._parent
else
cell._parent = self
end
if cell.cells ~= nil then
for _, sCell in ipairs( cell.cells ) do
sCell._parent = cell._parent
end
end
if cell.update ~= nil then
cell:update()
end
end
function Container:scroll( pos )
if not self.scrollable then
return
end
self._scrollRect.x = util.clamp( pos.x, 0, self._scrollRect.width - self.bounds.width )
self._scrollRect.y = util.clamp( pos.y, 0, self._scrollRect.height - self.bounds.height )
self:update()
end
function Container:mouseScroll( v )
local handleBounds = Vec2:new( self._HScrollbar.items[1].bounds.width, self._VScrollbar.items[1].bounds.height )
local mousePos = Gui._mousePos - Vec2:new( self.bounds.x, self.bounds.y ) - Vec2:new( handleBounds.x / 2, handleBounds.y / 2 )
local ratio = Vec2:new( self._scrollRect.width / self.bounds.width, self._scrollRect.height / self.bounds.height )
mousePos = mousePos * ratio * v
if v.x == 0 then
mousePos.x = self._scrollRect.x
elseif v.y == 0 then
mousePos.y = self._scrollRect.y
end
self:scroll( mousePos )
end
function Container:isMouseOver( mousePosition )
local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
self:onMouseOver()
end
return over
end
function Container:updateScrollbar()
if self.bounds.height < self._scrollRect.height then
self._VScrollbar.bounds.width = self.scrollbarWidth
self._VScrollbar.bounds.height = self.bounds.height
self._VScrollbar.bounds.x = self.bounds.x + self.bounds.width
self._VScrollbar.bounds.y = self.bounds.y
-- Handle.
self._VScrollbar.items[1].bounds.width = self.scrollbarWidth
self._VScrollbar.items[1].bounds.height = self.bounds.height / self._scrollRect.height * self.bounds.height
self._VScrollbar.items[1].bounds.y = self._scrollRect.y / self._scrollRect.height * self.bounds.height
self._VScrollbar.visible = self.visible
self._VScrollbar.disabled = self.disabled
else
self._VScrollbar.visible = false
self._VScrollbar.disabled = true
end
if self.bounds.width < self._scrollRect.width then
self._HScrollbar.bounds.width = self.bounds.width
self._HScrollbar.bounds.height = self.scrollbarWidth
self._HScrollbar.bounds.x = self.bounds.x
self._HScrollbar.bounds.y = self.bounds.y + self.bounds.height
-- Handle.
self._HScrollbar.items[1].bounds.width = self.bounds.width / self._scrollRect.width * self.bounds.width
self._HScrollbar.items[1].bounds.height = self.scrollbarWidth
self._HScrollbar.items[1].bounds.x = self._scrollRect.x / self._scrollRect.width * self.bounds.width
self._HScrollbar.visible = self.visible
self._HScrollbar.disabled = self.disabled
else
self._HScrollbar.visible = false
self._HScrollbar.disabled = true
end
end
function Container:update()
local pos = Vec2:new( self.bounds.x + self.spacing, self.bounds.y + self.spacing )
if self.scrollable then
self._visibilityBounds = self.bounds
self._scrollRect.width = 0
self._scrollRect.height = 0
-- Create scrollbars if can scroll.
if self._VScrollbar == nil then
self._VScrollbar = Element:new( {
padding = 0,
drawBounds = true,
color = Color:new( GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 0, 1 ) ) end end,
} )
self._VScrollbar:add( Gui.shape:new( {
HAling = Gui.ALING.CENTER,
VAling = Gui.ALING.NONE,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
color = Color:new( LIGHTGRAY ),
} ) )
end
if self._HScrollbar == nil then
self._HScrollbar = Element:new( {
padding = 0,
drawBounds = true,
color = Color:new( GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 1, 0 ) ) end end,
} )
self._HScrollbar:add( Gui.shape:new( {
HAling = Gui.ALING.NONE,
VAling = Gui.ALING.CENTER,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
color = Color:new( LIGHTGRAY ),
} ) )
end
end
local cellRect = Rect:new( 0, 0, 0, 0 ) -- Used in grid container. Use pos as cell pos.
for i, cell in ipairs( self.cells ) do
if self._visibilityBounds ~= nil then
cell._visibilityBounds = self._visibilityBounds
end
cell.visible = self.visible
cell.disabled = self.disabled
if self.type == Gui.CONTAINER.VERTICAL then
if self.HAling == Gui.ALING.CENTER then
pos.x = self.bounds.x + self.bounds.width / 2 - cell.bounds.width / 2
elseif self.HAling == Gui.ALING.RIGHT then
pos.x = self.bounds.x + self.bounds.width - cell.bounds.width - self.spacing
end
cell.bounds.x = pos.x - self._scrollRect.x
cell.bounds.y = pos.y - self._scrollRect.y
self._scrollRect.width = math.max( self._scrollRect.width, pos.x + cell.bounds.width + self.spacing - self.bounds.x )
self._scrollRect.height = math.max( self._scrollRect.height, pos.y + cell.bounds.height + self.spacing - self.bounds.y )
pos.y = pos.y + cell.bounds.height + self.spacing
elseif self.type == Gui.CONTAINER.HORIZONTAL then
if self.VAling == Gui.ALING.CENTER then
pos.y = self.bounds.y + self.bounds.height / 2 - cell.bounds.height / 2
elseif self.VAling == Gui.ALING.BOTTOM then
pos.y = self.bounds.y + self.bounds.height - cell.bounds.height - self.spacing
end
cell.bounds.x = pos.x - self._scrollRect.x
cell.bounds.y = pos.y - self._scrollRect.y
self._scrollRect.width = math.max( self._scrollRect.width, pos.x + cell.bounds.width + self.spacing - self.bounds.x )
self._scrollRect.height = math.max( self._scrollRect.height, pos.y + cell.bounds.height + self.spacing - self.bounds.y )
pos.x = pos.x + cell.bounds.width + self.spacing
elseif self.type == Gui.CONTAINER.GRID then
-- Use size of first cell.
if i == 1 then
cellRect.width = cell.bounds.width
cellRect.height = cell.bounds.height
end
if self.columns ~= nil then
cellRect.x = (i-1) % self.columns
cellRect.y = math.floor( (i-1) / self.columns )
elseif self.rows ~= nil then
cellRect.x = math.floor( (i-1) / self.rows )
cellRect.y = (i-1) % self.rows
end
local cellPos = Vec2:new(
pos.x + cellRect.x * ( cellRect.width + self.spacing ),
pos.y + cellRect.y * ( cellRect.height + self.spacing )
)
cell.bounds.x = cellPos.x - self._scrollRect.x
cell.bounds.y = cellPos.y - self._scrollRect.y
self._scrollRect.width = math.max( self._scrollRect.width, cellPos.x + cellRect.width + self.spacing - self.bounds.x )
self._scrollRect.height = math.max( self._scrollRect.height, cellPos.y + cellRect.height + self.spacing - self.bounds.y )
end
if cell.update ~= nil then
cell:update()
end
end
if self.showScrollbar then
self:updateScrollbar()
end
end
function Container:delete()
for _, cell in ipairs( self.cells ) do
cell:delete()
end
if self._VScrollbar ~= nil then
Gui.delete( self._VScrollbar )
end
if self._HScrollbar ~= nil then
Gui.delete( self._HScrollbar )
end
Gui.delete( self )
end
function Container:set2Top()
Gui.set2Top( self )
for _, cell in ipairs( self.cells ) do
cell:set2Top()
end
if self._VScrollbar ~= nil then
Gui.set2Top( self._VScrollbar )
end
if self._HScrollbar ~= nil then
Gui.set2Top( self._HScrollbar )
end
end
function Container:set2Back()
if self._VScrollbar ~= nil then
Gui.set2Back( self._VScrollbar )
end
if self._HScrollbar ~= nil then
Gui.set2Back( self._HScrollbar )
end
for _, cell in ipairs( self.cells ) do
cell:set2Back()
end
Gui.set2Back( self )
end
function Container:draw()
if self.drawBounds then
RL_DrawRectangle( self.bounds, self.color )
end
if self.drawScrollRect then
RL_DrawRectangleLines( {
self.bounds.x - self._scrollRect.x,
self.bounds.y - self._scrollRect.y,
self._scrollRect.width,
self._scrollRect.height,
},
RED )
end
end
--Assingments.
Gui.text = Text
Gui.texture = Texture
Gui.shape = Shape
Gui.element = Element
Gui.container = Container
return Gui
|