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-- Wrapper for raygui.
local Util = require( "utillib" )
local Rect = require( "rectangle" )
local Vec2 = require( "vector2" )
local Color = require( "color" )
local function getItemCount( text )
local count, rowItemCounts = 1, { 1 }
for i = 1, #text do
if text:sub( i, i ) == "\n" then
table.insert( rowItemCounts, 1 )
count = count + 1
elseif text:sub( i, i ) == ";" then
rowItemCounts[ #rowItemCounts ] = rowItemCounts[ #rowItemCounts ] + 1
count = count + 1
end
end
return count, rowItemCounts
end
local function getItems( text )
if text == "" then
return {}
end
local items = {}
local startChar = 1
for i = 1, #text do
if text:sub( i, i ) == "\n" or text:sub( i, i ) == ";" then
table.insert( items, text:sub( startChar, i - 1 ) )
startChar = i + 1
end
end
-- Last one.
table.insert( items, text:sub( startChar, #text ) )
return items
end
--[[
Container/separator controls, useful for controls organization
]]--
-- WindowBox.
local WindowBox = {}
WindowBox.__index = WindowBox
function WindowBox:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.callbacks = callbacks -- close, grab, drag.
object.visible = true
object.disabled = false
object.draggable = true
object.styles = styles
object.tooltip = tooltip
return object
end
function WindowBox:update()
return self._gui:drag( self )
end
function WindowBox:draw()
local result = RL.GuiWindowBox( self.bounds, self.text )
if result == 1 then
-- //TODO Could add self._gui:clickedInBounds( closeButtonBounds )
if self.callbacks.close ~= nil then
self.callbacks.close( self )
end
end
end
function WindowBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- GroupBox.
local GroupBox = {}
GroupBox.__index = GroupBox
function GroupBox:new( bounds, text, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.styles = styles
object.tooltip = tooltip
object.visible = true
object.disabled = false
return object
end
function GroupBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function GroupBox:draw()
RL.GuiGroupBox( self.bounds, self.text )
end
function GroupBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Line.
--- Line separator control, could contain text
local Line = {}
Line.__index = Line
function Line:new( bounds, text, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function Line:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Line:draw()
RL.GuiLine( self.bounds, self.text )
end
function Line:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Panel.
--- Panel control, useful to group controls
local Panel = {}
Panel.__index = Panel
function Panel:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.callbacks = callbacks -- grab, drag.
object.visible = true
object.disabled = false
object.draggable = true
object.styles = styles
object.tooltip = tooltip
return object
end
function Panel:update()
return self._gui:drag( self )
end
function Panel:draw()
RL.GuiPanel( self.bounds, self.text )
end
function Panel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- GuiTabBar.
--- Tab Bar control, returns TAB to be closed or -1
local GuiTabBar = {}
GuiTabBar.__index = GuiTabBar
function GuiTabBar:new( bounds, text, active, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callbacks = callbacks -- select, close, grab, drag.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function GuiTabBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function GuiTabBar:draw()
local oldActive = self.active
local result = -1
result, self.active = RL.GuiTabBar( self.bounds, self.text, self.active )
if self.active ~= oldActive then
if not self._gui:clickedInBounds( self.bounds ) then
self.active = oldActive
return
end
if self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
if 0 <= result and self.callbacks.close ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callbacks.close( self, result )
end
end
function GuiTabBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ScrollPanel.
--- Scroll Panel control
local ScrollPanel = {}
ScrollPanel.__index = ScrollPanel
function ScrollPanel:new( bounds, text, content, scroll, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.content = content:clone()
object.scroll = scroll:clone()
object.view = Rect:new()
object.callbacks = callbacks -- scroll, grab, drag.
object.visible = true
object.disabled = false
object.draggable = true
object.styles = styles
object.tooltip = tooltip
return object
end
function ScrollPanel:update()
return self._gui:drag( self )
end
function ScrollPanel: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 then
self._gui:checkScrolling()
if self.callbacks.scroll ~= nil then
self.callbacks.scroll( self )
end
end
end
function ScrollPanel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- --[[
-- Basic controls set
-- ]]--
-- Label.
local Label = {}
Label.__index = Label
function Label:new( bounds, text, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function Label:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Label:draw()
RL.GuiLabel( self.bounds, self.text )
end
function Label:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Button.
--- Button control
local Button = {}
Button.__index = Button
function Button:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.callbacks = callbacks -- pressed.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function Button:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Button:draw()
local result = RL.GuiButton( self.bounds, self.text )
if result == 1 and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callbacks.pressed( self )
end
end
function Button:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- LabelButton.
--- Label button control
local LabelButton = {}
LabelButton.__index = LabelButton
function LabelButton:new( bounds, text, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.callbacks = callbacks -- pressed.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function LabelButton:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function LabelButton:draw()
local result = RL.GuiLabelButton( self.bounds, self.text )
if result == 1 and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callbacks.pressed( self )
end
end
function LabelButton:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Toggle.
--- Toggle Button control
local Toggle = {}
Toggle.__index = Toggle
function Toggle:new( bounds, text, active, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callbacks = callbacks -- pressed.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function Toggle:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Toggle:draw()
local oldActive = self.active
_, self.active = RL.GuiToggle( self.bounds, self.text, self.active )
if self.active ~= oldActive then
if not self._gui:clickedInBounds( self.bounds ) then
self.active = oldActive
return
end
if self.callbacks.pressed ~= nil then
self.callbacks.pressed( self )
end
end
end
function Toggle:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ToggleGroup.
--- Toggle Group control
local ToggleGroup = {}
ToggleGroup.__index = ToggleGroup
function ToggleGroup:new( bounds, text, active, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callbacks = callbacks -- select.
object.visible = true
object.disabled = false
object.focusBounds = {}
object.viewBounds = bounds:clone()
object.styles = styles
object.tooltip = tooltip
object:updateFocusBounds()
return object
end
function ToggleGroup:setText( text )
self.text = text
self:updateFocusBounds()
end
function ToggleGroup:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ToggleGroup:updateFocusBounds()
if self.text == "" then
return
end
local _, rowItemCounts = getItemCount( self.text )
self.focusBounds = {}
self.viewBounds = self.bounds:clone()
for y, rowItemCount in ipairs( rowItemCounts ) do
for x = 1, rowItemCount do
local pos = Vec2:new( x - 1, y - 1 )
local focusBound = Rect:new(
self.bounds.x + pos.x * ( self.bounds.width + RL.GuiGetStyle( RL.TOGGLE, RL.GROUP_PADDING ) ),
self.bounds.y + pos.y * ( self.bounds.height + RL.GuiGetStyle( RL.TOGGLE, RL.GROUP_PADDING ) ),
self.bounds.width,
self.bounds.height
)
table.insert( self.focusBounds, focusBound )
self.viewBounds = self.viewBounds:fit( focusBound )
end
end
end
function ToggleGroup:update()
for _, bounds in ipairs( self.focusBounds ) do
if RL.CheckCollisionPointRec( RL.GetMousePosition(), bounds ) then
return true
end
end
return false
end
function ToggleGroup:draw()
local oldActive = self.active
_, self.active = RL.GuiToggleGroup( self.bounds, self.text, self.active )
if self.active ~= oldActive then
local inBounds = false
for _, bounds in ipairs( self.focusBounds ) do
if self._gui:clickedInBounds( bounds ) then
inBounds = true
break
end
end
if not inBounds then
self.active = oldActive
return
end
if self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
end
function ToggleGroup:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateFocusBounds()
end
-- CheckBox.
--- Check Box control
local CheckBox = {}
CheckBox.__index = CheckBox
function CheckBox:new( bounds, text, checked, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.checked = checked
object.callbacks = callbacks -- pressed.
object.visible = true
object.disabled = false
object.textBounds = Rect:new()
object.focusBounds = bounds:clone()
object._focusBoundsOffset = Vec2:new() -- Used in set position.
object.styles = styles
object.tooltip = tooltip
return object
end
function CheckBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
function CheckBox:draw()
local oldChecked = self.checked
local textBounds = nil
_, self.checked, textBounds = RL.GuiCheckBox( self.bounds, self.text, self.checked )
self.textBounds:set( textBounds )
self.focusBounds = self.bounds:fit( self.textBounds )
self._focusBoundsOffset:set( self.focusBounds.x - self.bounds.x, self.focusBounds.y - self.bounds.y )
if self.checked ~= oldChecked then
if not self._gui:clickedInBounds( self.focusBounds ) then
self.checked = oldChecked
end
if self.callbacks.pressed ~= nil then
self.callbacks.pressed( self )
end
end
end
function CheckBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.focusBounds.x = self.bounds.x + self._focusBoundsOffset.x
self.focusBounds.y = self.bounds.y + self._focusBoundsOffset.y
end
-- ComboBox.
--- Combo Box control
local ComboBox = {}
ComboBox.__index = ComboBox
function ComboBox:new( bounds, text, active, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.active = active
object.callbacks = callbacks -- select.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ComboBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ComboBox:draw()
local oldActive = self.active
_, self.active = RL.GuiComboBox( self.bounds, self.text, self.active )
if self.active ~= oldActive then
if not self._gui:clickedInBounds( self.bounds ) then
self.active = oldActive
return
end
if self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
end
function ComboBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- DropdownBox.
--- Dropdown Box control
local DropdownBox = {}
DropdownBox.__index = DropdownBox
function DropdownBox:new( bounds, text, active, editMode, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.active = active
object.editMode = editMode
object.callbacks = callbacks -- select.
object.visible = true
object.disabled = false
object.editModeBounds = bounds:clone()
object.styles = styles
object.tooltip = tooltip
return object
end
function DropdownBox:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function DropdownBox:updateEditModeBounds()
if self.text == "" then
return
end
local count = getItemCount( self.text )
self.editModeBounds = self.bounds:clone()
self.editModeBounds.height = ( 1 + count ) * ( self.bounds.height + RL.GuiGetStyle( RL.DROPDOWNBOX, RL.DROPDOWN_ITEMS_SPACING ) )
end
function DropdownBox:update()
if self.editMode then
self:updateEditModeBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.editModeBounds )
else
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
end
function DropdownBox:draw()
local result = 0
result, self.active = RL.GuiDropdownBox( self.bounds, self.text, self.active, self.editMode )
if result == 1 then
self.editMode = not self.editMode
if not self.editMode and self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
end
function DropdownBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Spinner.
--- Spinner control
local Spinner = {}
Spinner.__index = Spinner
function Spinner:new( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.editMode = editMode
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.textBounds = Rect:new()
object.viewBounds = bounds:clone()
object._viewBoundsOffset = Vec2:new()
object.styles = styles
object.tooltip = tooltip
return object
end
function Spinner:setText( text )
self.text = text
end
function Spinner:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Spinner:draw()
local result = 0
local oldValue = self.value
local textBounds
result, self.value, textBounds = RL.GuiSpinner( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
self.textBounds:set( textBounds )
self.viewBounds = self.bounds:fit( self.textBounds )
self._viewBoundsOffset:set( self.viewBounds.x - self.bounds.x, self.viewBounds.y - self.bounds.y )
if result == 1 then
self._gui:editMode( self.editMode )
self.editMode = not self.editMode
end
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function Spinner:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.viewBounds.x = self.bounds.x + self._viewBoundsOffset.x
self.viewBounds.y = self.bounds.y + self._viewBoundsOffset.y
end
-- ValueBox.
--- Value Box control
local ValueBox = {}
ValueBox.__index = ValueBox
function ValueBox:new( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.editMode = editMode
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.textBounds = Rect:new()
object.viewBounds = bounds:clone()
object._viewBoundsOffset = Vec2:new()
object.styles = styles
object.tooltip = tooltip
return object
end
function ValueBox:setText( text )
self.text = text
end
function ValueBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ValueBox:draw()
local result = 0
local oldValue = self.value
local textBounds
result, self.value, textBounds = RL.GuiValueBox( self.bounds, self.text, self.value, self.minValue, self.maxValue, self.editMode )
self.textBounds:set( textBounds )
self.viewBounds = self.bounds:fit( self.textBounds )
self._viewBoundsOffset:set( self.viewBounds.x - self.bounds.x, self.viewBounds.y - self.bounds.y )
if result == 1 then
self._gui:editMode( self.editMode )
self.editMode = not self.editMode
end
if self.value ~= oldValue and self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
function ValueBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.viewBounds.x = self.bounds.x + self._viewBoundsOffset.x
self.viewBounds.y = self.bounds.y + self._viewBoundsOffset.y
end
-- TextBox.
--- Text Box control
local TextBox = {}
TextBox.__index = TextBox
function TextBox:new( bounds, text, textSize, editMode, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.textSize = textSize
object.editMode = editMode
object.callbacks = callbacks -- edit.
-- Option for preventing text to be drawn outside bounds.
object.scissorMode = false
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function TextBox:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function TextBox:draw()
local result = 0
if self.scissorMode then
RL.BeginScissorMode( self.bounds )
end
result, self.text = RL.GuiTextBox( self.bounds, self.text, self.textSize, self.editMode )
if self.scissorMode then
RL.EndScissorMode()
end
if result == 1 then
self._gui:editMode( self.editMode )
self.editMode = not self.editMode
if not self.editMode and self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function TextBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Slider.
--- Slider control
local Slider = {}
Slider.__index = Slider
function Slider:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.textLeftBounds = Rect:new()
object.textRightBounds = Rect:new()
object.viewBounds = bounds:clone()
object._viewBoundsOffset = Vec2:new()
object.styles = styles
object.tooltip = tooltip
return object
end
function Slider:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Slider:draw()
local oldValue, textLeftBounds, textRightBounds = self.value, nil, nil
_, self.value, textLeftBounds, textRightBounds = RL.GuiSlider( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
self.textLeftBounds:set( textLeftBounds )
self.textRightBounds:set( textRightBounds )
self.viewBounds = self.bounds:fit( self.textLeftBounds ):fit( self.textRightBounds )
self._viewBoundsOffset:set( self.viewBounds.x - self.bounds.x, self.viewBounds.y - self.bounds.y )
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function Slider:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.viewBounds.x = self.bounds.x + self._viewBoundsOffset.x
self.viewBounds.y = self.bounds.y + self._viewBoundsOffset.y
end
-- SliderBar.
--- Slider Bar control
local SliderBar = {}
SliderBar.__index = SliderBar
function SliderBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.textLeftBounds = Rect:new()
object.textRightBounds = Rect:new()
object.viewBounds = bounds:clone()
object._viewBoundsOffset = Vec2:new()
object.styles = styles
object.tooltip = tooltip
return object
end
function SliderBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function SliderBar:draw()
local oldValue, textLeftBounds, textRightBounds = self.value, nil, nil
_, self.value, textLeftBounds, textRightBounds = RL.GuiSliderBar( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
self.textLeftBounds:set( textLeftBounds )
self.textRightBounds:set( textRightBounds )
self.viewBounds = self.bounds:fit( self.textLeftBounds ):fit( self.textRightBounds )
self._viewBoundsOffset:set( self.viewBounds.x - self.bounds.x, self.viewBounds.y - self.bounds.y )
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function SliderBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.viewBounds.x = self.bounds.x + self._viewBoundsOffset.x
self.viewBounds.y = self.bounds.y + self._viewBoundsOffset.y
end
-- ProgressBar.
--- Progress Bar control, shows current progress value
local ProgressBar = {}
ProgressBar.__index = ProgressBar
function ProgressBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.textLeft = textLeft
object.textRight = textRight
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.textLeftBounds = Rect:new()
object.textRightBounds = Rect:new()
object.viewBounds = bounds:clone()
object._viewBoundsOffset = Vec2:new()
object.styles = styles
object.tooltip = tooltip
return object
end
function ProgressBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ProgressBar:draw()
local oldValue, textLeftBounds, textRightBounds = self.value, nil, nil
_, self.value, textLeftBounds, textRightBounds = RL.GuiProgressBar( self.bounds, self.textLeft, self.textRight, self.value, self.minValue, self.maxValue )
self.textLeftBounds:set( textLeftBounds )
self.textRightBounds:set( textRightBounds )
self.viewBounds = self.bounds:fit( self.textLeftBounds ):fit( self.textRightBounds )
self._viewBoundsOffset:set( self.viewBounds.x - self.bounds.x, self.viewBounds.y - self.bounds.y )
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function ProgressBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self.viewBounds.x = self.bounds.x + self._viewBoundsOffset.x
self.viewBounds.y = self.bounds.y + self._viewBoundsOffset.y
end
-- StatusBar.
--- Status Bar control, shows info text
local StatusBar = {}
StatusBar.__index = StatusBar
function StatusBar:new( bounds, text, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function StatusBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function StatusBar:draw()
RL.GuiStatusBar( self.bounds, self.text )
end
function StatusBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- DummyRec.
--- Dummy control for placeholders
local DummyRec = {}
DummyRec.__index = DummyRec
function DummyRec:new( bounds, text, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function DummyRec:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function DummyRec:draw()
RL.GuiDummyRec( self.bounds, self.text )
end
function DummyRec:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Grid.
--- Grid control
local Grid = {}
Grid.__index = Grid
function Grid:new( bounds, text, spacing, subdivs, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.spacing = spacing
object.subdivs = subdivs
object.callbacks = callbacks -- cellChange.
object.mouseCell = Vec2:new()
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function Grid:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function Grid:draw()
local oldCell = self.mouseCell:clone()
local mouseCell = {}
_, mouseCell = RL.GuiGrid( self.bounds, self.text, self.spacing, self.subdivs, self.mouseCell )
self.mouseCell:set( mouseCell )
if oldCell ~= self.mouseCell and self.callbacks.cellChange ~= nil then
self.callbacks.cellChange( self )
end
end
function Grid:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- --[[
-- Advance controls set
-- ]]--
-- ListView.
--- List View control
local ListView = {}
ListView.__index = ListView
function ListView:new( bounds, text, scrollIndex, active, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.scrollIndex = scrollIndex
object.active = active
object.callbacks = callbacks -- select.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ListView:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListView:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ListView:draw()
local oldActive = self.active
local oldScrollIndex = self.scrollIndex
_, self.scrollIndex, self.active = RL.GuiListView( self.bounds, self.text, self.scrollIndex, self.active )
if self.scrollIndex ~= oldScrollIndex then
self._gui:checkScrolling()
end
if oldActive ~= self.active and self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
function ListView:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ListViewEx.
--- List View with extended parameters
local ListViewEx = {}
ListViewEx.__index = ListViewEx
function ListViewEx:new( bounds, text, scrollIndex, active, focus, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.scrollIndex = scrollIndex
object.active = active
object.focus = focus
object.callbacks = callbacks -- select.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ListViewEx:getItem( id )
return getItems( self.text )[ id + 1 ]
end
function ListViewEx:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ListViewEx:draw()
local oldActive = self.active
local oldScrollIndex = self.scrollIndex
_, self.scrollIndex, self.active, self.focus = RL.GuiListViewEx( self.bounds, self.text, self.scrollIndex, self.active, self.focus )
if self.scrollIndex ~= oldScrollIndex then
self._gui:checkScrolling()
end
if oldActive ~= self.active and self.callbacks.select ~= nil then
self.callbacks.select( self )
end
end
function ListViewEx:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- MessageBox.
--- Message Box control, displays a message
local MessageBox = {}
MessageBox.__index = MessageBox
function MessageBox:new( bounds, title, message, buttons, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.title = title
object.message = message
object.buttons = buttons
object.callbacks = callbacks -- pressed, grab, drag.
object.buttonIndex = -1
object.visible = true
object.disabled = false
object.draggable = true
object.styles = styles
object.tooltip = tooltip
return object
end
function MessageBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function MessageBox:update()
return self._gui:drag( self )
end
function MessageBox:draw()
self.buttonIndex = RL.GuiMessageBox( self.bounds, self.title, self.message, self.buttons )
if 0 <= self.buttonIndex and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callbacks.pressed( self )
end
end
function MessageBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- TextInputBox.
--- Text Input Box control, ask for text, supports secret
local TextInputBox = {}
TextInputBox.__index = TextInputBox
function TextInputBox:new( bounds, title, message, buttons, text, textMaxSize, secretViewActive, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.title = title
object.message = message
object.buttons = buttons
object.text = text
object.textMaxSize = textMaxSize
object.secretViewActive = secretViewActive
object.callbacks = callbacks -- pressed, grab, drag.
object.buttonIndex = -1
object.visible = true
object.disabled = false
object.draggable = true
object.styles = styles
object.tooltip = tooltip
return object
end
function TextInputBox:getItem( id )
return getItems( self.buttons )[ id ]
end
function TextInputBox:update()
return self._gui:drag( self )
end
function TextInputBox:draw()
self.buttonIndex, self.text, self.secretViewActive = RL.GuiTextInputBox( self.bounds, self.title, self.message, self.buttons, self.text, self.textMaxSize, self.secretViewActive )
if 0 <= self.buttonIndex and self.callbacks.pressed ~= nil and self._gui:clickedInBounds( self.bounds ) then
self.callbacks.pressed( self )
end
end
function TextInputBox:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorPicker.
--- Color Picker control ( multiple color controls )
local ColorPicker = {}
ColorPicker.__index = ColorPicker
function ColorPicker:new( bounds, text, color, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.color = color
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.focusBounds = Rect:new()
object.styles = styles
object.tooltip = tooltip
object:updateFocusBounds()
return object
end
function ColorPicker:update()
-- self:updateFocusBounds()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.focusBounds )
end
function ColorPicker:updateFocusBounds()
local boundsHue = Rect:new(
self.bounds.x + self.bounds.width + RL.GuiGetStyle( RL.COLORPICKER, RL.HUEBAR_PADDING ),
self.bounds.y,
RL.GuiGetStyle( RL.COLORPICKER, RL.HUEBAR_WIDTH ),
self.bounds.height
)
self.focusBounds = self.bounds:fit( boundsHue )
end
function ColorPicker:draw()
local oldColor = self.color:clone()
local _, color = RL.GuiColorPicker( self.bounds, self.text, self.color )
self.color = Color:new( color )
if self.color ~= oldColor then
if not self._gui:clickedInBounds( self.focusBounds ) then
self.color = oldColor
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function ColorPicker:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
self:updateFocusBounds()
end
-- ColorPanel.
--- Color Panel control
local ColorPanel = {}
ColorPanel.__index = ColorPanel
function ColorPanel:new( bounds, text, color, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.color = color
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ColorPanel:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorPanel:draw()
local oldColor = self.color:clone()
local _, color = RL.GuiColorPanel( self.bounds, self.text, self.color )
self.color = Color:new( color )
if oldColor ~= self.color then
if not self._gui:clickedInBounds( self.bounds ) then
self.color = oldColor
return
end
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function ColorPanel:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorBarAlpha.
--- Color Bar Alpha control
local ColorBarAlpha = {}
ColorBarAlpha.__index = ColorBarAlpha
function ColorBarAlpha:new( bounds, text, alpha, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.alpha = alpha
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ColorBarAlpha:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorBarAlpha:draw()
local oldAlpha = self.alpha
_, self.alpha = RL.GuiColorBarAlpha( self.bounds, self.text, self.alpha )
if self.alpha ~= oldAlpha then
if not self._gui:clickedInBounds( self.bounds ) then
self.alpha = oldAlpha
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function ColorBarAlpha:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorBarHue.
--- Color Bar Hue control
local ColorBarHue = {}
ColorBarHue.__index = ColorBarHue
function ColorBarHue:new( bounds, text, value, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.text = text
object.value = value
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function ColorBarHue:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function ColorBarHue:draw()
local oldValue = self.value
_, self.value = RL.GuiColorBarHue( self.bounds, self.text, self.value )
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function ColorBarHue:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- ColorBarHue.
--- Color Bar Hue control
local GuiScrollBar = {}
GuiScrollBar.__index = GuiScrollBar
function GuiScrollBar:new( bounds, value, minValue, maxValue, callbacks, styles, tooltip )
local object = setmetatable( {}, self )
object._gui = nil
object.bounds = bounds:clone()
object.value = value
object.minValue = minValue
object.maxValue = maxValue
object.callbacks = callbacks -- edit.
object.visible = true
object.disabled = false
object.styles = styles
object.tooltip = tooltip
return object
end
function GuiScrollBar:update()
return RL.CheckCollisionPointRec( RL.GetMousePosition(), self.bounds )
end
function GuiScrollBar:draw()
local oldValue = self.value
-- Note. Scrollbar style should be determined by the control that uses it.
self.value = RL.GuiScrollBar( self.bounds, self.value, self.minValue, self.maxValue )
if self.value ~= oldValue then
if not self._gui:clickedInBounds( self.bounds ) then
self.value = oldValue
return
end
self._gui:checkScrolling()
if self.callbacks.edit ~= nil then
self.callbacks.edit( self )
end
end
end
function GuiScrollBar:setPosition( pos )
self.bounds.x = pos.x
self.bounds.y = pos.y
end
-- Raygui class.
local Raygui = {}
Raygui.__index = Raygui
function Raygui:new()
local object = setmetatable( {}, self )
object.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT = 24
object.disabled = false
object.locked = false
object.controls = {}
object.focused = 0
object.dragging = nil
object.grabPos = Vec2:new()
object.scrolling = false
object.textEdit = false
object.defaultTexture = RL.GetTextureDefault()
object.defaultRect = Rect:new( 0, 0, 1, 1 ) -- For texture.
object.defaultFont = RL.GuiGetFont()
object.mouseOffset = Vec2:new()
object.view = Rect:new() -- Active if larger than 0. Then only controls in view will be updated and drawn.
object.tooltip = {
text = nil,
offset = Vec2:new( 12, 24 ),
delay = 0.5,
timer = 0.0,
focused = 0
}
object._lastProperties = {}
object._mousePressPos = Vec2:new( -1, -1 ) -- Use to check if release and check are inside bounds.
return object
end
function Raygui:inView( control )
-- CheckBox for example uses focusBounds and sliders viewBounds.
return self.view.width == 0 or self.view.height == 0 or self.view:checkCollisionRec( control.viewBounds or control.focusBounds or control.bounds )
end
function Raygui:update()
if self.disabled or self.locked then
return
end
-- If dragging, don't update control masking.
if self.dragging ~= nil then
self:drag( self.dragging )
return
end
-- Set mouse offset if gui is for example embedded to some control.
RL.SetMouseOffset( self.mouseOffset )
if RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
self._mousePressPos:set( RL.GetMousePosition() )
end
-- Focused is 0 if not over any control.
self.focused = 0
self.tooltip.text = nil
for i = #self.controls, 1, -1 do
local control = self.controls[i]
if control.visible and control.update ~= nil and self:inView( control ) then
if control:update() then
self.focused = i
if i ~= self.tooltip.focused then
self.tooltip.focused = -1 -- Note that we don't want it to be 0, same as self.focus.
self.tooltip.timer = 0.0
end
if control.tooltip ~= nil then
self.tooltip.focused = i
if self.tooltip.timer < self.tooltip.delay then
self.tooltip.timer = self.tooltip.timer + RL.GetFrameTime()
else
self.tooltip.text = control.tooltip
self.tooltip.position = Vec2:new( RL.GetMousePosition() ) + self.tooltip.offset
end
end
break
end
end
end
if self.focused == 0 then
self.tooltip.focused = -1 -- Note that we don't want it to be 0, same as self.focus.
self.tooltip.timer = 0.0
end
RL.SetMouseOffset( { 0, 0 } )
end
function Raygui:drag( control )
local mousePos = Vec2:new( RL.GetMousePosition() )
local mouseOver = RL.CheckCollisionPointRec( mousePos, control.bounds )
if not control.disabled and control.draggable and control ~= self.dragging and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT )
and mouseOver and mousePos.y - control.bounds.y <= self.RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT then
self.grabPos = mousePos - Vec2:new( control.bounds.x, control.bounds.y )
if control.callbacks.grab ~= nil then
control.callbacks.grab( control )
end
self.dragging = control
end
if control == self.dragging then
if not RL.IsMouseButtonDown( RL.MOUSE_BUTTON_LEFT ) then
self.dragging = nil
end
control:setPosition( mousePos - self.grabPos )
if control.callbacks.drag ~= nil then
control.callbacks.drag( control )
end
end
return mouseOver
end
-- Add property before current draw that we can then return them.
function Raygui:_addLastProperty( property )
local lastProperty = { property[1], property[2], RL.GuiGetStyle( property[1], property[2] ) }
for i, slot in ipairs( self._lastProperties ) do
if slot == 0 then
self._lastProperties[i] = lastProperty
return
end
end
table.insert( self._lastProperties, lastProperty )
end
function Raygui:drawTooltip()
local textSize = Vec2:new( RL.MeasureTextEx(
self.defaultFont,
self.tooltip.text,
RL.GuiGetStyle( RL.DEFAULT, RL.TEXT_SIZE ),
RL.GuiGetStyle( RL.DEFAULT, RL.TEXT_SPACING )
) )
local tooltipRect = Rect:new( self.tooltip.position.x, self.tooltip.position.y, textSize.x, textSize.y )
local view = self.view:clone()
-- If no view size, clamp to window size.
if view.width == 0 or view.height == 0 then
local screenSize = Vec2:new( RL.GetScreenSize() )
view.width = screenSize.x
view.height = screenSize.y
end
RL.GuiDummyRec( tooltipRect:clampInside( view ), self.tooltip.text )
end
function Raygui:draw()
if self.locked then
RL.GuiLock()
end
if self.disabled then
RL.GuiDisable()
end
if not self.locked and not self.disabled then
if not self.scrolling and not self.textEdit then
RL.GuiLock()
elseif RL.IsMouseButtonReleased( RL.MOUSE_BUTTON_LEFT ) then
self.scrolling = false
end
end
-- Set mouse offset if gui is for example embedded to some control.
RL.SetMouseOffset( self.mouseOffset )
for i, control in ipairs( self.controls ) do
if not self.locked and not self.disabled and i == self.focused then
RL.GuiUnlock()
end
if control.visible and control.draw ~= nil and self:inView( control ) then
if control.disabled then
RL.GuiDisable()
else
RL.GuiEnable()
end
self:drawControl( control )
end
end
if self.tooltip.text ~= nil and self.controls[ self.tooltip.focused ]:update()
and self.tooltip.delay <= self.tooltip.timer then
self:drawTooltip()
end
RL.GuiUnlock()
RL.GuiEnable()
RL.SetMouseOffset( { 0, 0 } )
end
function Raygui:checkScrolling()
-- Don't set if scrolling with mouse wheel.
if RL.GetMouseWheelMove() == 0.0 then
self.scrolling = true
end
end
function Raygui:clickedInBounds( bounds )
return RL.CheckCollisionPointRec( self._mousePressPos, bounds )
end
function Raygui:set2Top( control )
for i, curControl in ipairs( self.controls ) do
if control == curControl then
Util.tableMove( self.controls, i, 1, #self.controls )
return
end
end
end
function Raygui:set2Back( control )
for i, curControl in ipairs( self.controls ) do
if control == curControl then
Util.tableMove( self.controls, i, 1, 1 )
return
end
end
end
function Raygui:remove( control )
for i, curControl in ipairs( self.controls ) do
if control == curControl then
table.remove( self.controls, i )
return
end
end
end
function Raygui:editMode( editMode )
if not editMode then
for _, control in ipairs( self.controls ) do
if control.editMode then
control.editMode = false
if control.callbacks.edit ~= nil then
control.callbacks.edit( control )
end
end
end
end
self.textEdit = not editMode
end
function Raygui:drawControl( control )
if control == nil or control.draw == nil then
return
end
if control.styles ~= nil then
for name, style in pairs( control.styles ) do
if name == "properties" then
for _, property in ipairs( style ) do
self:_addLastProperty( property )
RL.GuiSetStyle( property[1], property[2], property[3] )
end
elseif name == "texture" then
RL.SetShapesTexture( style.texture, style.rect )
elseif name == "font" then
RL.GuiSetFont( style )
end
end
end
control:draw()
if control.styles ~= nil then
for name, _ in pairs( control.styles ) do
if name == "properties" then
for j, property in ipairs( self._lastProperties ) do
if type( property ) == "table" then
RL.GuiSetStyle( property[1], property[2], property[3] )
self._lastProperties[j] = 0
end
end
elseif name == "texture" then
RL.SetShapesTexture( self.defaultTexture, self.defaultRect )
elseif name == "font" then
RL.GuiSetFont( self.defaultFont )
end
end
end
end
-- Control add functions.
function Raygui:addControl( control )
control._gui = self
self:drawControl( control )
table.insert( self.controls, control )
return control
end
---@alias Rectangle table
---@alias Vector2 table
---@alias Color table
---@param bounds Rectangle
---@param text string
---@param callbacks table close, grab, drag.
---@param styles table|nil
---@return table WindowBox
function Raygui:WindowBox( bounds, text, callbacks, styles, tooltip )
return self:addControl( WindowBox:new( bounds, text, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param styles table|nil
---@return table GroupBox
function Raygui:GroupBox( bounds, text, styles, tooltip )
return self:addControl( GroupBox:new( bounds, text, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param styles table|nil
---@return table Line
function Raygui:Line( bounds, text, styles, tooltip )
return self:addControl( Line:new( bounds, text, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param callbacks table grab, drag.
---@param styles table|nil
---@return table Panel
function Raygui:Panel( bounds, text, callbacks, styles, tooltip )
return self:addControl( Panel:new( bounds, text, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param active integer
---@param callbacks table select, close, grab, drag.
---@param styles table|nil
---@return table GuiTabBar
function Raygui:GuiTabBar( bounds, text, active, callbacks, styles, tooltip )
return self:addControl( GuiTabBar:new( bounds, text, active, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param content Rectangle
---@param scroll Vector2
---@param callbacks table scroll, grab, drag.
---@param styles table|nil
---@return table ScrollPanel
function Raygui:ScrollPanel( bounds, text, content, scroll, callbacks, styles, tooltip )
return self:addControl( ScrollPanel:new( bounds, text, content, scroll, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param styles table|nil
---@return table Label
function Raygui:Label( bounds, text, styles, tooltip )
return self:addControl( Label:new( bounds, text, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param callbacks table pressed.
---@param styles table|nil
---@return table Button
function Raygui:Button( bounds, text, callbacks, styles, tooltip )
return self:addControl( Button:new( bounds, text, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param callbacks table pressed.
---@param styles table|nil
---@return table LabelButton
function Raygui:LabelButton( bounds, text, callbacks, styles, tooltip )
return self:addControl( LabelButton:new( bounds, text, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param active boolean
---@param callbacks table pressed.
---@param styles table|nil
---@return table Toggle
function Raygui:Toggle( bounds, text, active, callbacks, styles, tooltip )
return self:addControl( Toggle:new( bounds, text, active, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param active integer
---@param callbacks table select.
---@param styles table|nil
---@return table ToggleGroup
function Raygui:ToggleGroup( bounds, text, active, callbacks, styles, tooltip )
return self:addControl( ToggleGroup:new( bounds, text, active, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param checked boolean
---@param callbacks table pressed.
---@param styles table|nil
---@return table CheckBox
function Raygui:CheckBox( bounds, text, checked, callbacks, styles, tooltip )
return self:addControl( CheckBox:new( bounds, text, checked, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param active integer
---@param callbacks table select.
---@param styles table|nil
---@return table ComboBox
function Raygui:ComboBox( bounds, text, active, callbacks, styles, tooltip )
return self:addControl( ComboBox:new( bounds, text, active, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param active integer
---@param editMode boolean
---@param callbacks table select.
---@param styles table|nil
---@return table DropdownBox
function Raygui:DropdownBox( bounds, text, active, editMode, callbacks, styles, tooltip )
return self:addControl( DropdownBox:new( bounds, text, active, editMode, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param value integer
---@param minValue integer
---@param maxValue integer
---@param editMode boolean
---@param callbacks table edit.
---@param styles table|nil
---@return table Spinner
function Raygui:Spinner( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip )
return self:addControl( Spinner:new( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param value integer
---@param minValue integer
---@param maxValue integer
---@param editMode boolean
---@param callbacks table edit.
---@param styles table|nil
---@return table ValueBox
function Raygui:ValueBox( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip )
return self:addControl( ValueBox:new( bounds, text, value, minValue, maxValue, editMode, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param textSize integer
---@param editMode boolean
---@param callbacks table edit.
---@param styles table|nil
---@return table TextBox
function Raygui:TextBox( bounds, text, textSize, editMode, callbacks, styles, tooltip )
return self:addControl( TextBox:new( bounds, text, textSize, editMode, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param textLeft string
---@param textRight string
---@param value number
---@param minValue number
---@param maxValue number
---@param callbacks table edit.
---@param styles table|nil
---@return table Slider
function Raygui:Slider( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
return self:addControl( Slider:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param textLeft string
---@param textRight string
---@param value number
---@param minValue number
---@param maxValue number
---@param callbacks table edit.
---@param styles table|nil
---@return table SliderBar
function Raygui:SliderBar( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
return self:addControl( SliderBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param textLeft string
---@param textRight string
---@param value number
---@param minValue number
---@param maxValue number
---@param callbacks table edit.
---@param styles table|nil
---@return table ProgressBar
function Raygui:ProgressBar( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip )
return self:addControl( ProgressBar:new( bounds, textLeft, textRight, value, minValue, maxValue, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param styles table|nil
---@return table StatusBar
function Raygui:StatusBar( bounds, text, styles, tooltip )
return self:addControl( StatusBar:new( bounds, text, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param styles table|nil
---@return table DummyRec
function Raygui:DummyRec( bounds, text, styles, tooltip )
return self:addControl( DummyRec:new( bounds, text, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param spacing number
---@param subdivs integer
---@param callbacks table cellChange.
---@param styles table|nil
---@return table Grid
function Raygui:Grid( bounds, text, spacing, subdivs, callbacks, styles, tooltip )
return self:addControl( Grid:new( bounds, text, spacing, subdivs, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param scrollIndex integer
---@param active integer
---@param callbacks table select.
---@param styles table|nil
---@return table ListView
function Raygui:ListView( bounds, text, scrollIndex, active, callbacks, styles, tooltip )
return self:addControl( ListView:new( bounds, text, scrollIndex, active, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param scrollIndex integer
---@param active integer
---@param focus integer
---@param callbacks table select.
---@param styles table|nil
---@return table ListViewEx
function Raygui:ListViewEx( bounds, text, scrollIndex, active, focus, callbacks, styles, tooltip )
return self:addControl( ListViewEx:new( bounds, text, scrollIndex, active, focus, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param title string
---@param message string
---@param buttons string
---@param callbacks table pressed, grab, drag.
---@param styles table|nil
---@return table MessageBox
function Raygui:MessageBox( bounds, title, message, buttons, callbacks, styles, tooltip )
return self:addControl( MessageBox:new( bounds, title, message, buttons, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param title string
---@param message string
---@param buttons string
---@param text string
---@param textMaxSize integer
---@param secretViewActive boolean
---@param callbacks table pressed, grab, drag.
---@param styles table|nil
---@return table TextInputBox
function Raygui:TextInputBox( bounds, title, message, buttons, text, textMaxSize, secretViewActive, callbacks, styles, tooltip )
return self:addControl( TextInputBox:new( bounds, title, message, buttons, text, textMaxSize, secretViewActive, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param color Color
---@param callbacks table edit.
---@param styles table|nil
---@return table ColorPicker
function Raygui:ColorPicker( bounds, text, color, callbacks, styles, tooltip )
return self:addControl( ColorPicker:new( bounds, text, color, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param color Color
---@param callbacks table edit.
---@param styles table|nil
---@return table ColorPanel
function Raygui:ColorPanel( bounds, text, color, callbacks, styles, tooltip )
return self:addControl( ColorPanel:new( bounds, text, color, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param alpha number
---@param callbacks table edit.
---@param styles table|nil
---@return table ColorBarAlpha
function Raygui:ColorBarAlpha( bounds, text, alpha, callbacks, styles, tooltip )
return self:addControl( ColorBarAlpha:new( bounds, text, alpha, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param text string
---@param value number
---@param callbacks table edit.
---@param styles table|nil
---@return table ColorBarHue
function Raygui:ColorBarHue( bounds, text, value, callbacks, styles, tooltip )
return self:addControl( ColorBarHue:new( bounds, text, value, callbacks, styles, tooltip ) )
end
---@param bounds Rectangle
---@param value integer
---@param minValue integer
---@param maxValue integer
---@param callbacks table edit.
---@param styles table|nil
---@return table ColorBarHue
function Raygui:GuiScrollBar( bounds, value, minValue, maxValue, callbacks, styles, tooltip )
return self:addControl( GuiScrollBar:new( bounds, value, minValue, maxValue, callbacks, styles, tooltip ) )
end
return Raygui
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