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|
#include "main.h"
#include "state.h"
#include "rgui.h"
#include "lua_core.h"
#include "rmath.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
inline char* getTextOrNil( lua_State* L, int index ) {
char* text = NULL;
if ( lua_isstring( L, index ) ) {
text = (char*)lua_tostring( L, index );
}
return text;
}
/*
## Gui - Global gui state control functions
*/
/*
> RL.GuiEnable()
Enable gui controls (global state)
*/
int lguiGuiEnable( lua_State* L ) {
GuiEnable();
return 0;
}
/*
> RL.GuiDisable()
Disable gui controls (global state)
*/
int lguiGuiDisable( lua_State* L ) {
GuiDisable();
return 0;
}
/*
> RL.GuiLock()
Lock gui controls (global state)
*/
int lguiGuiLock( lua_State* L ) {
GuiLock();
return 0;
}
/*
> RL.GuiUnlock()
Unlock gui controls (global state)
*/
int lguiGuiUnlock( lua_State* L ) {
GuiUnlock();
return 0;
}
/*
> locked = RL.GuiIsLocked()
Check if gui is locked (global state)
- Success return bool
*/
int lguiGuiIsLocked( lua_State* L ) {
lua_pushboolean( L, GuiIsLocked() );
return 1;
}
/*
> RL.GuiSetAlpha( float alpha )
Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
*/
int lguiGuiSetAlpha( lua_State* L ) {
float alpha = luaL_checknumber( L, 1 );
GuiSetAlpha( alpha );
return 0;
}
/*
> RL.GuiSetState( int state )
Set gui state (global state)
*/
int lguiGuiSetState( lua_State* L ) {
int state = luaL_checkinteger( L, 1 );
GuiSetState( state );
return 0;
}
/*
> state = RL.GuiGetState()
Get gui state (global state)
- Success return int
*/
int lguiGuiGetState( lua_State* L ) {
lua_pushinteger( L, GuiGetState() );
return 1;
}
/*
## Gui - Font set/get functions
*/
/*
> RL.GuiSetFont( Font font )
Set gui custom font (global state)
*/
int lguiGuiSetFont( lua_State* L ) {
Font* font = uluaGetFont( L, 1 );
GuiSetFont( *font );
state->guiDefaultFont = GuiGetFont();
return 0;
}
/*
> font = RL.GuiGetFont()
Get gui custom font (global state). Return as lightuserdata
- Success return Font
*/
int lguiGuiGetFont( lua_State* L ) {
lua_pushlightuserdata( L, &state->guiDefaultFont );
return 1;
}
/*
## Gui - Style set/get functions
*/
/*
> RL.GuiSetStyle( int control, int property, int value )
Set one style property
*/
int lguiGuiSetStyle( lua_State* L ) {
int control = luaL_checkinteger( L, 1 );
int property = luaL_checkinteger( L, 2 );
int value = luaL_checkinteger( L, 3 );
GuiSetStyle( control, property, value );
state->guiDefaultFont = GuiGetFont();
return 0;
}
/*
> value = RL.GuiGetStyle( int control, int property )
Get one style property
- Success return int
*/
int lguiGuiGetStyle( lua_State* L ) {
int control = luaL_checkinteger( L, 1 );
int property = luaL_checkinteger( L, 2 );
lua_pushinteger( L, GuiGetStyle( control, property ) );
return 1;
}
/*
## Gui - Styles loading functions
*/
/*
> success = RL.GuiLoadStyle( string fileName )
Load style file over global style variable (.rgs)
- Failure return nil
- Success return true
*/
int lguiGuiLoadStyle( lua_State* L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
GuiLoadStyle( lua_tostring( L, 1 ) );
lua_pushboolean( L, true );
return 1;
}
state->guiDefaultFont = GuiGetFont();
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> RL.GuiLoadStyleDefault()
Load style default over global style
*/
int lguiGuiLoadStyleDefault( lua_State* L ) {
GuiLoadStyleDefault();
state->guiDefaultFont = GuiGetFont();
return 0;
}
/*
## Gui - Tooltips management functions
*/
/*
> RL.GuiEnableTooltip()
Enable gui tooltips (global state)
*/
int lguiGuiEnableTooltip( lua_State* L ) {
GuiEnableTooltip();
return 0;
}
/*
> RL.GuiDisableTooltip()
Disable gui tooltips (global state)
*/
int lguiGuiDisableTooltip( lua_State* L ) {
GuiDisableTooltip();
return 0;
}
/*
> RL.GuiSetTooltip( string tooltip )
Set tooltip string
*/
int lguiGuiSetTooltip( lua_State* L ) {
GuiSetTooltip( luaL_checkstring( L, 1 ) );
return 0;
}
/*
## Gui - Icons functionality
*/
/*
> text = RL.GuiIconText( int iconId, string|nil text )
Get text with icon id prepended (if supported)
- Success return string
*/
int lguiGuiIconText( lua_State* L ) {
int iconId = luaL_checkinteger( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushstring( L, GuiIconText( iconId, text ) );
return 1;
}
/*
> RL.GuiSetIconScale( int scale )
Set icon scale (1 by default)
*/
int lguiGuiSetIconScale( lua_State* L ) {
unsigned int scale = luaL_checkinteger( L, 1 );
GuiSetIconScale( scale );
return 0;
}
/*
> iconsBuffer = RL.GuiGetIcons()
Get raygui icons data in buffer. guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
- Success return Buffer
*/
int lguiGuiGetIcons( lua_State* L ) {
const unsigned int dataSize = RAYGUI_ICON_MAX_ICONS * RAYGUI_ICON_DATA_ELEMENTS * sizeof( unsigned int );
Buffer buffer = {
.type = BUFFER_UNSIGNED_INT,
.size = dataSize * sizeof( unsigned int ),
.data = malloc( dataSize * sizeof( unsigned int ) )
};
memcpy( buffer.data, GuiGetIcons(), dataSize );
uluaPushBuffer( L, buffer );
return 1;
}
/*
> success = RL.GuiSetIcons( Buffer iconBuffer )
Set raygui icons data in buffer. guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
- Failure return false
- Success return true
*/
int lguiGuiSetIcons( lua_State* L ) {
Buffer* buffer = uluaGetBuffer( L, 1 );
if ( buffer->type != BUFFER_UNSIGNED_INT ) {
TraceLog( state->logLevelInvalid, "Buffer type must be BUFFER_UNSIGNED_INT" );
lua_pushboolean( L, false );
return 1;
}
const unsigned int dataSize = RAYGUI_ICON_MAX_ICONS * RAYGUI_ICON_DATA_ELEMENTS * sizeof( unsigned int );
memcpy( GuiGetIcons(), buffer->data, imin( dataSize, buffer->size ) );
lua_pushboolean( L, true );
return 1;
}
/*
> iconNames = RL.GuiLoadIcons( string fileName, bool loadIconsName )
Load raygui icons file (.rgi) into internal icons data
- Failure return nil
- Success return strings{}
*/
int lguiGuiLoadIcons( lua_State* L ) {
const char* fileName = luaL_checkstring( L, 1 );
bool loadIconsName = uluaGetBoolean( L, 2 );
if ( FileExists( fileName ) ) {
char** iconNames = GuiLoadIcons( fileName, loadIconsName );
lua_createtable( L, 255, 0 );
for ( int i = 0; i < 255; i++ ) {
lua_pushstring( L, iconNames[i] );
lua_rawseti( L, -2, i + 1 );
free( iconNames[i] );
}
free( iconNames );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> RL.GuiDrawIcon( int iconId, Vector2 pos, int pixelSize, Color color )
Draw icon
*/
int lguiGuiDrawIcon( lua_State* L ) {
int iconId = luaL_checkinteger( L, 1 );
Vector2 pos = uluaGetVector2( L, 2 );
int pixelSize = luaL_checkinteger( L, 3 );
Color color = uluaGetColor( L, 4 );
GuiDrawIcon( iconId, pos.x, pos.y, pixelSize, color );
return 0;
}
/*
## Gui - Container/separator controls, useful for controls organization
*/
/*
> result = RL.GuiWindowBox( Rectangle bounds, string|nil title )
Window Box control, shows a window that can be closed
- Success return int
*/
int lguiGuiWindowBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* title = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiWindowBox( bounds, title ) );
return 1;
}
/*
> result = RL.GuiGroupBox( Rectangle bounds, string|nil text )
Group Box control with text name
- Success return int
*/
int lguiGuiGroupBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiGroupBox( bounds, text ) );
return 1;
}
/*
> result = RL.GuiLine( Rectangle bounds, string|nil text )
Line separator control, could contain text
- Success return int
*/
int lguiGuiLine( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiLine( bounds, text ) );
return 1;
}
/*
> result = RL.GuiPanel( Rectangle bounds, string|nil text )
Panel control, useful to group controls
- Success return int
*/
int lguiGuiPanel( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiPanel( bounds, text ) );
return 1;
}
/*
> result, active = RL.GuiTabBar( Rectangle bounds, string text, int active )
Tab Bar control, returns TAB to be closed or -1
- Success return int, int
*/
int lguiGuiTabBar( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
int active = luaL_checkinteger( L, 3 );
int count = 0;
const char** text = TextSplit( luaL_checkstring( L, 2 ), ';', &count );
lua_pushinteger( L, GuiTabBar( bounds, text, count, &active ) );
lua_pushinteger( L, active );
return 2;
}
/*
> result, scroll, view = RL.GuiScrollPanel( Rectangle bounds, string|nil text, Rectangle content, Vector2 scroll, Rectangle view )
Scroll Panel control
- Success return int, Vector2, Rectangle
*/
int lguiGuiScrollPanel( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
Rectangle content = uluaGetRectangle( L, 3 );
Vector2 scroll = uluaGetVector2( L, 4 );
Rectangle view = uluaGetRectangle( L, 5 );
lua_pushinteger( L, GuiScrollPanel( bounds, text, content, &scroll, &view ) );
uluaPushVector2( L, scroll );
uluaPushRectangle( L, view );
return 3;
}
/*
## Gui - Basic controls set
*/
/*
> result = RL.GuiLabel( Rectangle bounds, string|nil text )
Label control, shows text
- Success return int
*/
int lguiGuiLabel( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiLabel( bounds, text ) );
return 1;
}
/*
> result = RL.GuiButton( Rectangle bounds, string|nil text )
Button control, returns true when clicked
- Success return int
*/
int lguiGuiButton( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiButton( bounds, text ) );
return 1;
}
/*
> result = RL.GuiLabelButton( Rectangle bounds, string|nil text )
Label button control, show true when clicked
- Success return int
*/
int lguiGuiLabelButton( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiLabelButton( bounds, text ) );
return 1;
}
/*
> result, active = RL.GuiToggle( Rectangle bounds, string|nil text, bool active )
Toggle Button control, returns true when active
- Success return int, bool
*/
int lguiGuiToggle( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
bool active = uluaGetBoolean( L, 3 );
lua_pushinteger( L, GuiToggle( bounds, text, &active ) );
lua_pushboolean( L, active );
return 2;
}
/*
> result, active = RL.GuiToggleGroup( Rectangle bounds, string|nil text, int active )
Toggle Group control, returns active toggle index
- Success return int, int
*/
int lguiGuiToggleGroup( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int active = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GuiToggleGroup( bounds, text, &active ) );
lua_pushinteger( L, active );
return 2;
}
/*
> result, active = RL.GuiToggleSlider( Rectangle bounds, string|nil text, int active )
Toggle Slider control, returns true when clicked
- Success return int, int
*/
int lguiGuiToggleSlider( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int active = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GuiToggleSlider( bounds, text, &active ) );
lua_pushinteger( L, active );
return 2;
}
/*
> result, checked, textBounds = RL.GuiCheckBox( Rectangle bounds, string|nil text, bool checked )
Check Box control, returns true when active
- Success return bool, Rectangle
*/
int lguiGuiCheckBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
bool checked = uluaGetBoolean( L, 3 );
Rectangle textBounds = {};
lua_pushinteger( L, GuiCheckBox( bounds, text, &checked, &textBounds ) );
lua_pushboolean( L, checked );
uluaPushRectangle( L, textBounds );
return 3;
}
/*
> result, active = RL.GuiComboBox( Rectangle bounds, string|nil text, int active )
Combo Box control, returns selected item index
- Success return int, int
*/
int lguiGuiComboBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int active = luaL_checkinteger( L, 3 );
lua_pushinteger( L, GuiComboBox( bounds, text, &active ) );
lua_pushinteger( L, active );
return 2;
}
/*
> result, active = RL.GuiDropdownBox( Rectangle bounds, string text, int active, bool editMode )
Dropdown Box control, returns selected item
- Success return int, int
*/
int lguiGuiDropdownBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
const char* text = luaL_checkstring( L, 2 );
int active = luaL_checkinteger( L, 3 );
bool editMode = uluaGetBoolean( L, 4 );
lua_pushinteger( L, GuiDropdownBox( bounds, text, &active, editMode ) );
lua_pushinteger( L, active );
return 2;
}
/*
> result, value, textBounds = RL.GuiSpinner( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )
Spinner control, returns selected value
- Success return int, int, Rectangle
*/
int lguiGuiSpinner( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int value = luaL_checkinteger( L, 3 );
int minValue = luaL_checkinteger( L, 4 );
int maxValue = luaL_checkinteger( L, 5 );
bool editMode = uluaGetBoolean( L, 6 );
Rectangle textBounds = { 0 };
lua_pushinteger( L, GuiSpinner( bounds, text, &value, minValue, maxValue, editMode, &textBounds ) );
lua_pushinteger( L, value );
uluaPushRectangle( L, textBounds );
return 3;
}
/*
> result, value, textBounds = RL.GuiValueBox( Rectangle bounds, string|nil text, int value, int minValue, int maxValue, bool editMode )
Value Box control, updates input text with numbers
- Success return int, int, Rectangle
*/
int lguiGuiValueBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int value = luaL_checkinteger( L, 3 );
int minValue = luaL_checkinteger( L, 4 );
int maxValue = luaL_checkinteger( L, 5 );
bool editMode = uluaGetBoolean( L, 6 );
Rectangle textBounds = { 0 };
lua_pushinteger( L, GuiValueBox( bounds, text, &value, minValue, maxValue, editMode, &textBounds ) );
lua_pushinteger( L, value );
uluaPushRectangle( L, textBounds );
return 3;
}
/*
> result, text = RL.GuiTextBox( Rectangle bounds, string text, int textSize, bool editMode )
Text Box control, updates input text
- Success return int, string
*/
int lguiGuiTextBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
int textSize = luaL_checkinteger( L, 3 );
char text[ textSize + 1 ];
strcpy( text, luaL_checkstring( L, 2 ) );
bool editMode = uluaGetBoolean( L, 4 );
lua_pushinteger( L, GuiTextBox( bounds, text, textSize, editMode ) );
lua_pushstring( L, text );
return 2;
}
/*
> result, value, textLeftBounds, textRightBounds = RL.GuiSlider( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
Slider control, returns selected value
- Success return int, float, Rectangle, Rectangle
*/
int lguiGuiSlider( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* textLeft = getTextOrNil( L, 2 );
char* textRight = getTextOrNil( L, 3 );
float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 );
Rectangle textLeftBounds = { 0 };
Rectangle textRightBounds = { 0 };
lua_pushinteger( L, GuiSlider( bounds, textLeft, textRight, &value, minValue, maxValue, &textLeftBounds, &textRightBounds ) );
lua_pushnumber( L, value );
uluaPushRectangle( L, textLeftBounds );
uluaPushRectangle( L, textRightBounds );
return 4;
}
/*
> result, value, textLeftBounds, textRightBounds = RL.GuiSliderBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
Slider Bar control, returns selected value
- Success return int, float, Rectangle, Rectangle
*/
int lguiGuiSliderBar( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* textLeft = getTextOrNil( L, 2 );
char* textRight = getTextOrNil( L, 3 );
float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 );
Rectangle textLeftBounds = { 0 };
Rectangle textRightBounds = { 0 };
lua_pushinteger( L, GuiSliderBar( bounds, textLeft, textRight, &value, minValue, maxValue, &textLeftBounds, &textRightBounds ) );
lua_pushnumber( L, value );
uluaPushRectangle( L, textLeftBounds );
uluaPushRectangle( L, textRightBounds );
return 4;
}
/*
> result, value, textLeftBounds, textRightBounds = RL.GuiProgressBar( Rectangle bounds, string|nil textLeft, string|nil textRight, float value, float minValue, float maxValue )
Progress Bar control, shows current progress value
- Success return int, float, Rectangle, Rectangle
*/
int lguiGuiProgressBar( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* textLeft = getTextOrNil( L, 2 );
char* textRight = getTextOrNil( L, 3 );
float value = luaL_checknumber( L, 4 );
float minValue = luaL_checknumber( L, 5 );
float maxValue = luaL_checknumber( L, 6 );
Rectangle textLeftBounds = { 0 };
Rectangle textRightBounds = { 0 };
lua_pushinteger( L, GuiProgressBar( bounds, textLeft, textRight, &value, minValue, maxValue, &textLeftBounds, &textRightBounds ) );
lua_pushnumber( L, value );
uluaPushRectangle( L, textLeftBounds );
uluaPushRectangle( L, textRightBounds );
return 4;
}
/*
> result = RL.GuiStatusBar( Rectangle bounds, string|nil text )
Status Bar control, shows info text
- Success return int
*/
int lguiGuiStatusBar( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiStatusBar( bounds, text ) );
return 1;
}
/*
> result = RL.GuiDummyRec( Rectangle bounds, string|nil text )
Dummy control for placeholders
- Success return int
*/
int lguiGuiDummyRec( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
lua_pushinteger( L, GuiDummyRec( bounds, text ) );
return 1;
}
/*
> result, mouseCell = RL.GuiGrid( Rectangle bounds, string|nil text, float spacing, int subdivs, Vector2 mouseCell )
Grid control, returns mouse cell position
- Success return int, Vector2
*/
int lguiGuiGrid( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
float spacing = luaL_checknumber( L, 3 );
int subdivs = luaL_checkinteger( L, 4 );
Vector2 mouseCell = uluaGetVector2( L, 5 );
lua_pushinteger( L, GuiGrid( bounds, text, spacing, subdivs, &mouseCell ) );
uluaPushVector2( L, mouseCell );
return 2;
}
/*
> value = RL.GuiScrollBar( Rectangle bounds, int value, int minValue, int maxValue )
Scroll bar control
- Success return int
*/
int lguiGuiScrollBar( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
int value = luaL_checkinteger( L, 2 );
int minValue = luaL_checkinteger( L, 3 );
int maxValue = luaL_checkinteger( L, 4 );
lua_pushinteger( L, GuiScrollBar( bounds, value, minValue, maxValue ) );
return 1;
}
/*
## Gui - Advance controls set
*/
/*
> result, scrollIndex, active = RL.GuiListView( Rectangle bounds, string|nil text, int scrollIndex, int active )
List View control, returns selected list item index
- Success return int, int, int
*/
int lguiGuiListView( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
int scrollIndex = luaL_checkinteger( L, 3 );
int active = luaL_checkinteger( L, 4 );
lua_pushinteger( L, GuiListView( bounds, text, &scrollIndex, &active ) );
lua_pushinteger( L, scrollIndex );
lua_pushinteger( L, active );
return 3;
}
/*
> result, scrollIndex, active, focus = RL.GuiListViewEx( Rectangle bounds, string text, int scrollIndex, int active, int focus )
List View with extended parameters
- Success return int, int, int, int
*/
int lguiGuiListViewEx( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
const char* text = luaL_checkstring( L, 2 );
int scrollIndex = luaL_checkinteger( L, 3 );
int active = luaL_checkinteger( L, 4 );
int focus = luaL_checkinteger( L, 5 );
int count = 0;
const char** textSplits = TextSplit( text, ';', &count );
lua_pushinteger( L, GuiListViewEx( bounds, textSplits, count, &scrollIndex, &active, &focus ) );
lua_pushinteger( L, scrollIndex );
lua_pushinteger( L, active );
lua_pushinteger( L, focus );
return 4;
}
/*
> result = RL.GuiMessageBox( Rectangle bounds, string|nil title, string message, string buttons )
Message Box control, displays a message
- Success return int
*/
int lguiGuiMessageBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* title = getTextOrNil( L, 2 );
const char* message = luaL_checkstring( L, 3 );
const char* buttons = luaL_checkstring( L, 4 );
lua_pushinteger( L, GuiMessageBox( bounds, title, message, buttons ) );
return 1;
}
/*
> result, text, secretViewActive = RL.GuiTextInputBox( Rectangle bounds, string title, string message, string buttons, string text, int textMaxSize, bool secretViewActive )
Text Input Box control, ask for text, supports secret
- Success return int, string, bool
*/
int lguiGuiTextInputBox( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
const char* title = luaL_checkstring( L, 2 );
const char* message = luaL_checkstring( L, 3 );
const char* buttons = luaL_checkstring( L, 4 );
int textMaxSize = luaL_checkinteger( L, 6 );
bool secretViewActive = uluaGetBoolean( L, 7 );
char text[ textMaxSize + 1 ];
strcpy( text, luaL_checkstring( L, 5 ) );
lua_pushinteger( L, GuiTextInputBox( bounds, title, message, buttons, text, textMaxSize, &secretViewActive ) );
lua_pushstring( L, text );
lua_pushboolean( L, secretViewActive );
return 3;
}
/*
> result, color = RL.GuiColorPicker( Rectangle bounds, string|nil text, Color color )
Color Picker control (multiple color controls)
- Success return int, Color
*/
int lguiGuiColorPicker( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
Color color = uluaGetColor( L, 3 );
lua_pushinteger( L, GuiColorPicker( bounds, text, &color ) );
uluaPushColor( L, color );
return 2;
}
/*
> result, color = RL.GuiColorPanel( Rectangle bounds, string|nil text, Color color )
Color Panel control
- Success return int, Color
*/
int lguiGuiColorPanel( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
Color color = uluaGetColor( L, 3 );
lua_pushinteger( L, GuiColorPanel( bounds, text, &color ) );
uluaPushColor( L, color );
return 2;
}
/*
> result, alpha = RL.GuiColorBarAlpha( Rectangle bounds, string|nil text, float alpha )
Color Bar Alpha control
- Success return int, float
*/
int lguiGuiColorBarAlpha( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
float alpha = luaL_checknumber( L, 3 );
lua_pushinteger( L, GuiColorBarAlpha( bounds, text, &alpha ) );
lua_pushnumber( L, alpha );
return 2;
}
/*
> result, value = RL.GuiColorBarHue( Rectangle bounds, string|nil text, float value )
Color Bar Hue control
- Success return int, float
*/
int lguiGuiColorBarHue( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
float value = luaL_checknumber( L, 3 );
lua_pushinteger( L, GuiColorBarHue( bounds, text, &value ) );
lua_pushnumber( L, value );
return 2;
}
/*
> result, colorHsv = RL.GuiColorPickerHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )
Color Picker control that avoids conversion to RGB on each call (multiple color controls)
- Success return int, Vector3
*/
int lguiGuiColorPickerHSV( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
Vector3 colorHsv = uluaGetVector3( L, 3 );
lua_pushinteger( L, GuiColorPickerHSV( bounds, text, &colorHsv ) );
uluaPushVector3( L, colorHsv );
return 2;
}
/*
> result, colorHsv = RL.GuiColorPanelHSV( Rectangle bounds, string|nil text, Vector3 colorHsv )
Color Panel control that returns HSV color value, used by GuiColorPickerHSV()
- Success return int, Vector3
*/
int lguiGuiColorPanelHSV( lua_State* L ) {
Rectangle bounds = uluaGetRectangle( L, 1 );
char* text = getTextOrNil( L, 2 );
Vector3 colorHsv = uluaGetVector3( L, 3 );
lua_pushinteger( L, GuiColorPanelHSV( bounds, text, &colorHsv ) );
uluaPushVector3( L, colorHsv );
return 2;
}
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