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/*******************************************************************************************
*
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* raygui v2 .5 - A simple and easy - to - use immediate - mode - gui library
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*
* DESCRIPTION :
*
* raygui is a tools - dev - focused immediate - mode - gui library based on raylib but also possible
* to be used as a standalone library , as long as input and drawing functions are provided .
*
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* Controls provided :
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*
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* # Container / separators Controls
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* - WindowBox
* - GroupBox
* - Line
* - Panel
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*
* # Basic Controls
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* - Label
* - Button
* - LabelButton - - > Label
* - ImageButton - - > Button
* - ImageButtonEx - - > Button
* - Toggle
* - ToggleGroup - - > Toggle
* - CheckBox
* - ComboBox
* - DropdownBox
* - TextBox
* - TextBoxMulti
* - ValueBox - - > TextBox
* - Spinner - - > Button , ValueBox
* - Slider
* - SliderBar - - > Slider
* - ProgressBar
* - StatusBar
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* - ScrollBar
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* - ScrollPanel
* - DummyRec
* - Grid
*
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* # Advance Controls
* - ListView - - > ListElement
* - ColorPicker - - > ColorPanel , ColorBarHue
* - MessageBox - - > Label , Button
* - TextInputBox - - > Label , TextBox , Button
*
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* It also provides a set of functions for styling the controls based on its properties ( size , color ) .
*
* CONFIGURATION :
*
* # define RAYGUI_IMPLEMENTATION
* Generates the implementation of the library into the included file .
* If not defined , the library is in header only mode and can be included in other headers
* or source files without problems . But only ONE file should hold the implementation .
*
* # define RAYGUI_STATIC ( defined by default )
* The generated implementation will stay private inside implementation file and all
* internal symbols and functions will only be visible inside that file .
*
* # define RAYGUI_STANDALONE
* Avoid raylib . h header inclusion in this file . Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user ( check library implementation for further details ) .
*
* # define RAYGUI_RICONS_SUPPORT
* Includes ricons . h header defining a set of 128 icons ( binary format ) to be used on
* multiple controls and following raygui styles
*
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* # define RAYGUI_TEXTBOX_EXTENDED
* Enables the advance GuiTextBox ( ) / GuiValueBox ( ) / GuiSpinner ( ) implementation with
* text selection support and text copy / cut / paste support
*
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* VERSIONS HISTORY :
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* 2.5 ( 28 - May - 2019 ) Implemented extended GuiTextBox ( ) , GuiValueBox ( ) , GuiSpinner ( )
* 2.3 ( 29 - Apr - 2019 ) Added rIcons auxiliar library and support for it , multiple controls reviewed
* Refactor all controls drawing mechanism to use control state
* 2.2 ( 05 - Feb - 2019 ) Added GuiScrollBar ( ) , GuiScrollPanel ( ) , reviewed GuiListView ( ) , removed Gui * Ex ( ) controls
* 2.1 ( 26 - Dec - 2018 ) Redesign of GuiCheckBox ( ) , GuiComboBox ( ) , GuiDropdownBox ( ) , GuiToggleGroup ( ) > Use combined text string
* Complete redesign of style system ( breaking change )
* 2.0 ( 08 - Nov - 2018 ) Support controls guiLock and custom fonts , reviewed GuiComboBox ( ) , GuiListView ( ) . . .
* 1.9 ( 09 - Oct - 2018 ) Controls review : GuiGrid ( ) , GuiTextBox ( ) , GuiTextBoxMulti ( ) , GuiValueBox ( ) . . .
* 1.8 ( 01 - May - 2018 ) Lot of rework and redesign to align with rGuiStyler and rGuiLayout
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* 1.5 ( 21 - Jun - 2017 ) Working in an improved styles system
* 1.4 ( 15 - Jun - 2017 ) Rewritten all GUI functions ( removed useless ones )
* 1.3 ( 12 - Jun - 2017 ) Redesigned styles system
* 1.1 ( 01 - Jun - 2017 ) Complete review of the library
* 1.0 ( 07 - Jun - 2016 ) Converted to header - only by Ramon Santamaria .
* 0.9 ( 07 - Mar - 2016 ) Reviewed and tested by Albert Martos , Ian Eito , Sergio Martinez and Ramon Santamaria .
* 0.8 ( 27 - Aug - 2015 ) Initial release . Implemented by Kevin Gato , Daniel Nicolás and Ramon Santamaria .
*
* CONTRIBUTORS :
* Ramon Santamaria : Supervision , review , redesign , update and maintenance . . .
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* Vlad Adrian : Complete rewrite of GuiTextBox ( ) to support extended features ( 2019 )
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* Sergio Martinez : Review , testing ( 2015 ) and redesign of multiple controls ( 2018 )
* Adria Arranz : Testing and Implementation of additional controls ( 2018 )
* Jordi Jorba : Testing and Implementation of additional controls ( 2018 )
* Albert Martos : Review and testing of the library ( 2015 )
* Ian Eito : Review and testing of the library ( 2015 )
* Kevin Gato : Initial implementation of basic components ( 2014 )
* Daniel Nicolas : Initial implementation of basic components ( 2014 )
*
*
* LICENSE : zlib / libpng
*
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* Copyright ( c ) 2014 - 2019 Ramon Santamaria ( @ raysan5 )
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*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef RAYGUI_H
# define RAYGUI_H
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# define RAYGUI_VERSION "2.5-dev"
# define RAYGUI_RICONS_SUPPORT
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# if !defined(RAYGUI_STANDALONE)
# include "raylib.h"
# endif
# if defined(RAYGUI_IMPLEMENTATION)
# if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
# define RAYGUIDEF __declspec(dllexport) extern // We are building raygui as a Win32 shared library (.dll).
# elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
# define RAYGUIDEF __declspec(dllimport) // We are using raygui as a Win32 shared library (.dll)
# else
# ifdef __cplusplus
# define RAYGUIDEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
# else
# define RAYGUIDEF extern // Functions visible from other files
# endif
# endif
# elif defined(RAYGUI_STATIC)
# define RAYGUIDEF static // Functions just visible to module including this file
# endif
# include <stdlib.h> // Required for: atoi()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
# define TEXTEDIT_CURSOR_BLINK_FRAMES 20 // Text edit controls cursor blink timming
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# define NUM_CONTROLS 16 // Number of standard controls
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# define NUM_PROPS_DEFAULT 16 // Number of standard properties
# define NUM_PROPS_EXTENDED 8 // Number of extended properties
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Some types are required for RAYGUI_STANDALONE usage
//----------------------------------------------------------------------------------
# if defined(RAYGUI_STANDALONE)
# ifndef __cplusplus
// Boolean type
# ifndef true
typedef enum { false , true } bool ;
# endif
# endif
// Vector2 type
typedef struct Vector2 {
float x ;
float y ;
} Vector2 ;
// Vector3 type
typedef struct Vector3 {
float x ;
float y ;
float z ;
} Vector3 ;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r ;
unsigned char g ;
unsigned char b ;
unsigned char a ;
} Color ;
// Rectangle type
typedef struct Rectangle {
int x ;
int y ;
int width ;
int height ;
} Rectangle ;
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// Texture2D type
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// NOTE: It should be provided by user
typedef struct Texture2D Texture2D ;
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// Font type
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// NOTE: It should be provided by user
typedef struct Font Font ;
# endif
# if defined(RAYGUI_TEXTBOX_EXTENDED)
// Gui text box state data
typedef struct GuiTextBoxState {
int cursor ; // Cursor position in text
int start ; // Text start position (from where we begin drawing the text)
int index ; // Text start index (index inside the text of `start` always in sync)
int select ; // Marks position of cursor when selection has started
} GuiTextBoxState ;
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# endif
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// Gui control state
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typedef enum {
GUI_STATE_NORMAL = 0 ,
GUI_STATE_FOCUSED ,
GUI_STATE_PRESSED ,
GUI_STATE_DISABLED ,
} GuiControlState ;
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// Gui control text alignment
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typedef enum {
GUI_TEXT_ALIGN_LEFT = 0 ,
GUI_TEXT_ALIGN_CENTER ,
GUI_TEXT_ALIGN_RIGHT ,
} GuiTextAlignment ;
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// Gui controls
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typedef enum {
DEFAULT = 0 ,
LABEL , // LABELBUTTON
BUTTON , // IMAGEBUTTON
TOGGLE , // TOGGLEGROUP
SLIDER , // SLIDERBAR
PROGRESSBAR ,
CHECKBOX ,
COMBOBOX ,
DROPDOWNBOX ,
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TEXTBOX , // TEXTBOXMULTI
VALUEBOX ,
SPINNER ,
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LISTVIEW ,
COLORPICKER ,
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SCROLLBAR ,
RESERVED
} GuiControl ;
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// Gui base properties for every control
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typedef enum {
BORDER_COLOR_NORMAL = 0 ,
BASE_COLOR_NORMAL ,
TEXT_COLOR_NORMAL ,
BORDER_COLOR_FOCUSED ,
BASE_COLOR_FOCUSED ,
TEXT_COLOR_FOCUSED ,
BORDER_COLOR_PRESSED ,
BASE_COLOR_PRESSED ,
TEXT_COLOR_PRESSED ,
BORDER_COLOR_DISABLED ,
BASE_COLOR_DISABLED ,
TEXT_COLOR_DISABLED ,
BORDER_WIDTH ,
INNER_PADDING ,
TEXT_ALIGNMENT ,
RESERVED02
} GuiControlProperty ;
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// Gui extended properties depend on control
// NOTE: We reserve a fixed size of additional properties per control
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// DEFAULT properties
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typedef enum {
TEXT_SIZE = 16 ,
TEXT_SPACING ,
LINE_COLOR ,
BACKGROUND_COLOR ,
} GuiDefaultProperty ;
// Label
//typedef enum { } GuiLabelProperty;
// Button
//typedef enum { } GuiButtonProperty;
// Toggle / ToggleGroup
typedef enum {
GROUP_PADDING = 16 ,
} GuiToggleProperty ;
// Slider / SliderBar
typedef enum {
SLIDER_WIDTH = 16 ,
TEXT_PADDING
} GuiSliderProperty ;
// ProgressBar
//typedef enum { } GuiProgressBarProperty;
// CheckBox
typedef enum {
CHECK_TEXT_PADDING = 16
} GuiCheckBoxProperty ;
// ComboBox
typedef enum {
SELECTOR_WIDTH = 16 ,
SELECTOR_PADDING
} GuiComboBoxProperty ;
// DropdownBox
typedef enum {
ARROW_RIGHT_PADDING = 16 ,
} GuiDropdownBoxProperty ;
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// TextBox / TextBoxMulti / ValueBox / Spinner
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typedef enum {
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MULTILINE_PADDING = 16 ,
COLOR_SELECTED_FG ,
COLOR_SELECTED_BG
} GuiTextBoxProperty ;
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typedef enum {
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SELECT_BUTTON_WIDTH = 16 ,
SELECT_BUTTON_PADDING ,
SELECT_BUTTON_BORDER_WIDTH
} GuiSpinnerProperty ;
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// ScrollBar
typedef enum {
ARROWS_SIZE = 16 ,
SLIDER_PADDING ,
SLIDER_SIZE ,
SCROLL_SPEED ,
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ARROWS_VISIBLE
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} GuiScrollBarProperty ;
// ScrollBar side
typedef enum {
SCROLLBAR_LEFT_SIDE = 0 ,
SCROLLBAR_RIGHT_SIDE
} GuiScrollBarSide ;
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// ListView
typedef enum {
ELEMENTS_HEIGHT = 16 ,
ELEMENTS_PADDING ,
SCROLLBAR_WIDTH ,
SCROLLBAR_SIDE , // This property defines vertical scrollbar side (SCROLLBAR_LEFT_SIDE or SCROLLBAR_RIGHT_SIDE)
} GuiListViewProperty ;
// ColorPicker
typedef enum {
COLOR_SELECTOR_SIZE = 16 ,
BAR_WIDTH , // Lateral bar width
BAR_PADDING , // Lateral bar separation from panel
BAR_SELECTOR_HEIGHT , // Lateral bar selector height
BAR_SELECTOR_PADDING // Lateral bar selector outer padding
} GuiColorPickerProperty ;
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//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// Global gui modification functions
RAYGUIDEF void GuiEnable ( void ) ; // Enable gui controls (global state)
RAYGUIDEF void GuiDisable ( void ) ; // Disable gui controls (global state)
RAYGUIDEF void GuiLock ( void ) ; // Lock gui controls (global state)
RAYGUIDEF void GuiUnlock ( void ) ; // Unlock gui controls (global state)
RAYGUIDEF void GuiState ( int state ) ; // Set gui state (global state)
RAYGUIDEF void GuiFont ( Font font ) ; // Set gui custom font (global state)
RAYGUIDEF void GuiFade ( float alpha ) ; // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
// Style set/get functions
RAYGUIDEF void GuiSetStyle ( int control , int property , int value ) ; // Set one style property
RAYGUIDEF int GuiGetStyle ( int control , int property ) ; // Get one style property
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# if defined(RAYGUI_TEXTBOX_EXTENDED)
// GuiTextBox() extended functions
RAYGUIDEF void GuiTextBoxSetActive ( Rectangle bounds ) ; // Sets the active textbox
RAYGUIDEF Rectangle GuiTextBoxGetActive ( void ) ; // Get bounds of active textbox
RAYGUIDEF void GuiTextBoxSetCursor ( int cursor ) ; // Set cursor position of active textbox
RAYGUIDEF int GuiTextBoxGetCursor ( void ) ; // Get cursor position of active textbox
RAYGUIDEF void GuiTextBoxSetSelection ( int start , int length ) ; // Set selection of active textbox
RAYGUIDEF Vector2 GuiTextBoxGetSelection ( void ) ; // Get selection of active textbox (x - selection start y - selection length)
RAYGUIDEF bool GuiTextBoxIsActive ( Rectangle bounds ) ; // Returns true if a textbox control with specified `bounds` is the active textbox
RAYGUIDEF GuiTextBoxState GuiTextBoxGetState ( void ) ; // Get state for the active textbox
RAYGUIDEF void GuiTextBoxSetState ( GuiTextBoxState state ) ; // Set state for the active textbox (state must be valid else things will break)
RAYGUIDEF void GuiTextBoxSelectAll ( const char * text ) ; // Select all characters in the active textbox (same as pressing `CTRL` + `A`)
RAYGUIDEF void GuiTextBoxCopy ( const char * text ) ; // Copy selected text to clipboard from the active textbox (same as pressing `CTRL` + `C`)
RAYGUIDEF void GuiTextBoxPaste ( char * text , int textSize ) ; // Paste text from clipboard into the textbox (same as pressing `CTRL` + `V`)
RAYGUIDEF void GuiTextBoxCut ( char * text ) ; // Cut selected text in the active textbox and copy it to clipboard (same as pressing `CTRL` + `X`)
RAYGUIDEF int GuiTextBoxDelete ( char * text , int length , bool before ) ; // Deletes a character or selection before from the active textbox (depending on `before`). Returns bytes deleted.
RAYGUIDEF int GuiTextBoxGetByteIndex ( const char * text , int start , int from , int to ) ; // Get the byte index for a character starting at position `from` with index `start` until position `to`.
# endif
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// Container/separator controls, useful for controls organization
RAYGUIDEF bool GuiWindowBox ( Rectangle bounds , const char * text ) ; // Window Box control, shows a window that can be closed
RAYGUIDEF void GuiGroupBox ( Rectangle bounds , const char * text ) ; // Group Box control with title name
RAYGUIDEF void GuiLine ( Rectangle bounds , const char * text ) ; // Line separator control, could contain text
RAYGUIDEF void GuiPanel ( Rectangle bounds ) ; // Panel control, useful to group controls
RAYGUIDEF Rectangle GuiScrollPanel ( Rectangle bounds , Rectangle content , Vector2 * scroll ) ; // Scroll Panel control
// Basic controls set
RAYGUIDEF void GuiLabel ( Rectangle bounds , const char * text ) ; // Label control, shows text
RAYGUIDEF bool GuiButton ( Rectangle bounds , const char * text ) ; // Button control, returns true when clicked
RAYGUIDEF bool GuiLabelButton ( Rectangle bounds , const char * text ) ; // Label button control, show true when clicked
RAYGUIDEF bool GuiImageButton ( Rectangle bounds , Texture2D texture ) ; // Image button control, returns true when clicked
RAYGUIDEF bool GuiImageButtonEx ( Rectangle bounds , Texture2D texture , Rectangle texSource , const char * text ) ; // Image button extended control, returns true when clicked
RAYGUIDEF bool GuiToggle ( Rectangle bounds , const char * text , bool active ) ; // Toggle Button control, returns true when active
RAYGUIDEF int GuiToggleGroup ( Rectangle bounds , const char * text , int active ) ; // Toggle Group control, returns active toggle index
RAYGUIDEF bool GuiCheckBox ( Rectangle bounds , const char * text , bool checked ) ; // Check Box control, returns true when active
RAYGUIDEF int GuiComboBox ( Rectangle bounds , const char * text , int active ) ; // Combo Box control, returns selected item index
RAYGUIDEF bool GuiDropdownBox ( Rectangle bounds , const char * text , int * active , bool editMode ) ; // Dropdown Box control, returns selected item
RAYGUIDEF bool GuiSpinner ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode ) ; // Spinner control, returns selected value
RAYGUIDEF bool GuiValueBox ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode ) ; // Value Box control, updates input text with numbers
RAYGUIDEF bool GuiTextBox ( Rectangle bounds , char * text , int textSize , bool editMode ) ; // Text Box control, updates input text
RAYGUIDEF bool GuiTextBoxMulti ( Rectangle bounds , char * text , int textSize , bool editMode ) ; // Text Box control with multiple lines
RAYGUIDEF float GuiSlider ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue ) ; // Slider control, returns selected value
RAYGUIDEF float GuiSliderBar ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue ) ; // Slider Bar control, returns selected value
RAYGUIDEF float GuiProgressBar ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue ) ; // Progress Bar control, shows current progress value
RAYGUIDEF void GuiStatusBar ( Rectangle bounds , const char * text ) ; // Status Bar control, shows info text
RAYGUIDEF void GuiDummyRec ( Rectangle bounds , const char * text ) ; // Dummy control for placeholders
RAYGUIDEF int GuiScrollBar ( Rectangle bounds , int value , int minValue , int maxValue ) ; // Scroll Bar control
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RAYGUIDEF Vector2 GuiGrid ( Rectangle bounds , float spacing , int subdivs ) ; // Grid control
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// Advance controls set
RAYGUIDEF bool GuiListView ( Rectangle bounds , const char * text , int * active , int * scrollIndex , bool editMode ) ; // List View control, returns selected list element index
RAYGUIDEF bool GuiListViewEx ( Rectangle bounds , const char * * text , int count , int * enabled , int * active , int * focus , int * scrollIndex , bool editMode ) ; // List View with extended parameters
RAYGUIDEF int GuiMessageBox ( Rectangle bounds , const char * windowTitle , const char * message , const char * buttons ) ; // Message Box control, displays a message
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RAYGUIDEF int GuiTextInputBox ( Rectangle bounds , const char * windowTitle , const char * message , char * text , const char * buttons ) ; // Text Input Box control, ask for text
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RAYGUIDEF Color GuiColorPicker ( Rectangle bounds , Color color ) ; // Color Picker control
// Styles loading functions
RAYGUIDEF void GuiLoadStyle ( const char * fileName ) ; // Load style file (.rgs)
RAYGUIDEF void GuiLoadStyleProps ( const int * props , int count ) ; // Load style properties from array
RAYGUIDEF void GuiLoadStyleDefault ( void ) ; // Load style default over global style
RAYGUIDEF void GuiUpdateStyleComplete ( void ) ; // Updates full style properties set with default values
/*
typedef GuiStyle ( unsigned int * )
RAYGUIDEF GuiStyle LoadGuiStyle ( const char * fileName ) ; // Load style from file (.rgs)
RAYGUIDEF void UnloadGuiStyle ( GuiStyle style ) ; // Unload style
*/
RAYGUIDEF const char * GuiIconText ( int iconId , const char * text ) ; // Get text with icon id prepended
# endif // RAYGUI_H
/***********************************************************************************
*
* RAYGUI IMPLEMENTATION
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# if defined(RAYGUI_IMPLEMENTATION)
# if defined(RAYGUI_RICONS_SUPPORT)
# if defined(RAYGUI_STANDALONE)
# define RICONS_STANDALONE
# endif
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# define RICONS_IMPLEMENTATION
# include "ricons.h" // Required for: raygui icons
# endif
# include <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf()
# include <string.h> // Required for: strlen() on GuiTextBox()
# if defined(RAYGUI_STANDALONE)
# include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
# endif
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# ifdef __cplusplus
# define RAYGUI_CLITERAL(name) name
# else
# define RAYGUI_CLITERAL(name) (name)
# endif
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//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Gui control property style element
typedef enum { BORDER = 0 , BASE , TEXT , OTHER } GuiPropertyElement ;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static GuiControlState guiState = GUI_STATE_NORMAL ;
static Font guiFont = { 0 } ; // NOTE: Highly coupled to raylib
static bool guiLocked = false ;
static float guiAlpha = 1.0f ;
// Global gui style array (allocated on heap by default)
// NOTE: In raygui we manage a single int array with all the possible style properties.
// When a new style is loaded, it loads over the global style... but default gui style
// could always be recovered with GuiLoadStyleDefault()
static unsigned int guiStyle [ NUM_CONTROLS * ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) ] = { 0 } ;
static bool guiStyleLoaded = false ;
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# if defined(RAYGUI_TEXTBOX_EXTENDED)
static Rectangle guiTextBoxActive = { 0 } ; // Area of the currently active textbox
static GuiTextBoxState guiTextBoxState = { . cursor = - 1 , . start = 0 , . index = 0 , . select = - 1 } ; // Keeps state of the active textbox
# endif
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//----------------------------------------------------------------------------------
// Standalone Mode Functions Declaration
//
// NOTE: raygui depend on some raylib input and drawing functions
// To use raygui as standalone library, below functions must be defined by the user
//----------------------------------------------------------------------------------
# if defined(RAYGUI_STANDALONE)
# define KEY_RIGHT 262
# define KEY_LEFT 263
# define KEY_DOWN 264
# define KEY_UP 265
# define KEY_BACKSPACE 259
# define KEY_ENTER 257
# define MOUSE_LEFT_BUTTON 0
// Input required functions
//-------------------------------------------------------------------------------
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static Vector2 GetMousePosition ( void ) ;
static int GetMouseWheelMove ( void ) ;
static bool IsMouseButtonDown ( int button ) ;
static bool IsMouseButtonPressed ( int button ) ;
static bool IsMouseButtonReleased ( int button ) ;
static bool IsKeyDown ( int key ) ;
static bool IsKeyPressed ( int key ) ;
static int GetKeyPressed ( void ) ; // -- GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()
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//-------------------------------------------------------------------------------
// Drawing required functions
//-------------------------------------------------------------------------------
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static void DrawRectangle ( int x , int y , int width , int height , Color color ) ;
static void DrawRectangleGradientEx ( Rectangle rec , Color col1 , Color col2 , Color col3 , Color col4 ) ; // -- GuiColorPicker()
static void DrawTriangle ( Vector2 v1 , Vector2 v2 , Vector2 v3 , Color color ) ; // -- GuiDropdownBox(), GuiScrollBar()
static void DrawTextureRec ( Texture2D texture , Rectangle sourceRec , Vector2 position , Color tint ) ; // -- GuiImageButtonEx()
//-------------------------------------------------------------------------------
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// Text required functions
//-------------------------------------------------------------------------------
static Font GetFontDefault ( void ) ; // -- GuiLoadStyleDefault()
static Vector2 MeasureTextEx ( Font font , const char * text , float fontSize , float spacing ) ; // -- GetTextWidth(), GuiTextBoxMulti()
static void DrawTextEx ( Font font , const char * text , Vector2 position , float fontSize , float spacing , Color tint ) ; // -- GuiDrawText()
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static Font LoadFontEx ( const char * fileName , int fontSize , int * fontChars , int charsCount ) ; // -- GuiLoadStyle()
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//-------------------------------------------------------------------------------
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// raylib functions already implemented in raygui
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//-------------------------------------------------------------------------------
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static Color GetColor ( int hexValue ) ; // Returns a Color struct from hexadecimal value
static int ColorToInt ( Color color ) ; // Returns hexadecimal value for a Color
static Color Fade ( Color color , float alpha ) ; // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
static bool CheckCollisionPointRec ( Vector2 point , Rectangle rec ) ; // Check if point is inside rectangle
static const char * TextFormat ( const char * text , . . . ) ; // Formatting of text with variables to 'embed'
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static void DrawRectangleRec ( Rectangle rec , Color color ) ; // Draw rectangle filled with color
static void DrawRectangleLinesEx ( Rectangle rec , int lineThick , Color color ) ; // Draw rectangle outlines
static void DrawRectangleGradientV ( int posX , int posY , int width , int height , Color color1 , Color color2 ) ; // Draw rectangle vertical gradient
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//-------------------------------------------------------------------------------
# endif // RAYGUI_STANDALONE
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// List Element control, returns element state
static bool GuiListElement ( Rectangle bounds , const char * text , bool active , bool editMode ) ;
static Vector3 ConvertHSVtoRGB ( Vector3 hsv ) ; // Convert color data from HSV to RGB
static Vector3 ConvertRGBtoHSV ( Vector3 rgb ) ; // Convert color data from RGB to HSV
// Gui get text width using default font
static int GetTextWidth ( const char * text ) // TODO: GetTextSize()
{
Vector2 size = { 0 } ;
if ( ( text ! = NULL ) & & ( text [ 0 ] ! = ' \0 ' ) ) size = MeasureTextEx ( guiFont , text , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , GuiGetStyle ( DEFAULT , TEXT_SPACING ) ) ;
// TODO: Consider text icon width here???
return ( int ) size . x ;
}
// Get text bounds considering control bounds
static Rectangle GetTextBounds ( int control , Rectangle bounds )
{
Rectangle textBounds = { 0 } ;
textBounds . x = bounds . x + GuiGetStyle ( control , BORDER_WIDTH ) + GuiGetStyle ( control , INNER_PADDING ) ;
textBounds . y = bounds . y + GuiGetStyle ( control , BORDER_WIDTH ) + GuiGetStyle ( control , INNER_PADDING ) ;
textBounds . width = bounds . width - 2 * ( GuiGetStyle ( control , BORDER_WIDTH ) + GuiGetStyle ( control , INNER_PADDING ) ) ;
textBounds . height = bounds . height - 2 * ( GuiGetStyle ( control , BORDER_WIDTH ) + GuiGetStyle ( control , INNER_PADDING ) ) ;
switch ( control )
{
case COMBOBOX : bounds . width - = ( GuiGetStyle ( control , SELECTOR_WIDTH ) + GuiGetStyle ( control , SELECTOR_PADDING ) ) ; break ;
case CHECKBOX : bounds . x + = ( bounds . width + GuiGetStyle ( control , CHECK_TEXT_PADDING ) ) ; break ;
default : break ;
}
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// TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, SPINNER, LISTVIEW (scrollbar?)
// More special cases (label side): CHECKBOX, SLIDER
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return textBounds ;
}
// Get text icon if provided and move text cursor
static const char * GetTextIcon ( const char * text , int * iconId )
{
# if defined(RAYGUI_RICONS_SUPPORT)
if ( text [ 0 ] = = ' # ' ) // Maybe we have an icon!
{
char iconValue [ 4 ] = { 0 } ;
int i = 1 ;
for ( i = 1 ; i < 4 ; i + + )
{
if ( ( text [ i ] ! = ' # ' ) & & ( text [ i ] ! = ' \0 ' ) ) iconValue [ i - 1 ] = text [ i ] ;
else break ;
}
iconValue [ 3 ] = ' \0 ' ;
* iconId = atoi ( iconValue ) ;
// Move text pointer after icon
// WARNING: If only icon provided, it could point to EOL character!
if ( * iconId > 0 ) text + = ( i + 1 ) ;
}
# endif
return text ;
}
// Gui draw text using default font
static void GuiDrawText ( const char * text , Rectangle bounds , int alignment , Color tint )
{
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# define VALIGN_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect
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if ( ( text ! = NULL ) & & ( text [ 0 ] ! = ' \0 ' ) )
{
int iconId = 0 ;
text = GetTextIcon ( text , & iconId ) ; // Check text for icon and move cursor
// Get text position depending on alignment and iconId
//---------------------------------------------------------------------------------
# define ICON_TEXT_PADDING 4
Vector2 position = { bounds . x , bounds . y } ;
// NOTE: We get text size after icon been processed
int textWidth = GetTextWidth ( text ) ;
int textHeight = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
# if defined(RAYGUI_RICONS_SUPPORT)
if ( iconId > 0 )
{
textWidth + = RICONS_SIZE ;
// WARNING: If only icon provided, text could be pointing to eof character!
if ( ( text ! = NULL ) & & ( text [ 0 ] ! = ' \0 ' ) ) textWidth + = ICON_TEXT_PADDING ;
}
# endif
// Check guiTextAlign global variables
switch ( alignment )
{
case GUI_TEXT_ALIGN_LEFT :
{
position . x = bounds . x ;
position . y = bounds . y + bounds . height / 2 - textHeight / 2 + VALIGN_OFFSET ( bounds . height ) ;
} break ;
case GUI_TEXT_ALIGN_CENTER :
{
position . x = bounds . x + bounds . width / 2 - textWidth / 2 ;
position . y = bounds . y + bounds . height / 2 - textHeight / 2 + VALIGN_OFFSET ( bounds . height ) ;
} break ;
case GUI_TEXT_ALIGN_RIGHT :
{
position . x = bounds . x + bounds . width - textWidth ;
position . y = bounds . y + bounds . height / 2 - textHeight / 2 + VALIGN_OFFSET ( bounds . height ) ;
} break ;
default : break ;
}
//---------------------------------------------------------------------------------
// Draw text (with icon if available)
//---------------------------------------------------------------------------------
# if defined(RAYGUI_RICONS_SUPPORT)
# define ICON_TEXT_PADDING 4
if ( iconId > 0 )
{
// NOTE: We consider icon height, probably different than text size
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DrawIcon ( iconId , RAYGUI_CLITERAL ( Vector2 ) { position . x , bounds . y + bounds . height / 2 - RICONS_SIZE / 2 + VALIGN_OFFSET ( bounds . height ) } , 1 , tint ) ;
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position . x + = ( RICONS_SIZE + ICON_TEXT_PADDING ) ;
}
# endif
DrawTextEx ( guiFont , text , position , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , GuiGetStyle ( DEFAULT , TEXT_SPACING ) , tint ) ;
//---------------------------------------------------------------------------------
}
}
// Split controls text into multiple strings
// Also check for multiple columns (required by GuiToggleGroup())
static const char * * GuiTextSplit ( const char * text , int * count , int * textRow ) ;
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Enable gui global state
RAYGUIDEF void GuiEnable ( void ) { guiState = GUI_STATE_NORMAL ; }
// Disable gui global state
RAYGUIDEF void GuiDisable ( void ) { guiState = GUI_STATE_DISABLED ; }
// Lock gui global state
RAYGUIDEF void GuiLock ( void ) { guiLocked = true ; }
// Unlock gui global state
RAYGUIDEF void GuiUnlock ( void ) { guiLocked = false ; }
// Set gui state (global state)
RAYGUIDEF void GuiState ( int state ) { guiState = ( GuiControlState ) state ; }
// Define custom gui font
RAYGUIDEF void GuiFont ( Font font )
{
if ( font . texture . id > 0 )
{
guiFont = font ;
GuiSetStyle ( DEFAULT , TEXT_SIZE , font . baseSize ) ;
}
}
// Set gui controls alpha global state
RAYGUIDEF void GuiFade ( float alpha )
{
if ( alpha < 0.0f ) alpha = 0.0f ;
else if ( alpha > 1.0f ) alpha = 1.0f ;
guiAlpha = alpha ;
}
// Set control style property value
RAYGUIDEF void GuiSetStyle ( int control , int property , int value )
{
if ( ! guiStyleLoaded ) GuiLoadStyleDefault ( ) ;
guiStyle [ control * ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) + property ] = value ;
}
// Get control style property value
RAYGUIDEF int GuiGetStyle ( int control , int property )
{
if ( ! guiStyleLoaded ) GuiLoadStyleDefault ( ) ;
return guiStyle [ control * ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) + property ] ;
}
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# if defined(RAYGUI_TEXTBOX_EXTENDED)
// Sets the active textbox (reseting state of the previous active textbox)
RAYGUIDEF void GuiTextBoxSetActive ( Rectangle bounds )
{
guiTextBoxActive = bounds ;
guiTextBoxState = ( GuiTextBoxState ) { . cursor = - 1 , . start = 0 , . index = 0 , . select = - 1 } ;
}
// Gets bounds of active textbox
RAYGUIDEF Rectangle GuiTextBoxGetActive ( void ) { return guiTextBoxActive ; }
// Set cursor position of active textbox
RAYGUIDEF void GuiTextBoxSetCursor ( int cursor )
{
guiTextBoxState . cursor = ( cursor < 0 ) ? - 1 : cursor ;
guiTextBoxState . start = - 1 ; // Mark this to be recalculated
}
// Get cursor position of active textbox
RAYGUIDEF int GuiTextBoxGetCursor ( void ) { return guiTextBoxState . cursor ; }
// Set selection of active textbox
RAYGUIDEF void GuiTextBoxSetSelection ( int start , int length )
{
if ( start < 0 ) start = 0 ;
if ( length < 0 ) length = 0 ;
GuiTextBoxSetCursor ( start + length ) ;
guiTextBoxState . select = start ;
}
// Get selection of active textbox
RAYGUIDEF Vector2 GuiTextBoxGetSelection ( void )
{
if ( guiTextBoxState . select = = - 1 | | guiTextBoxState . select = = guiTextBoxState . cursor )
return RAYGUI_CLITERAL ( Vector2 ) { 0 } ;
else if ( guiTextBoxState . cursor > guiTextBoxState . select )
return RAYGUI_CLITERAL ( Vector2 ) { guiTextBoxState . select , guiTextBoxState . cursor - guiTextBoxState . select } ;
return RAYGUI_CLITERAL ( Vector2 ) { guiTextBoxState . cursor , guiTextBoxState . select - guiTextBoxState . cursor } ;
}
// Returns true if a textbox control with specified `bounds` is the active textbox
RAYGUIDEF bool GuiTextBoxIsActive ( Rectangle bounds )
{
return ( bounds . x = = guiTextBoxActive . x & & bounds . y = = guiTextBoxActive . y & &
bounds . width = = guiTextBoxActive . width & & bounds . height = = guiTextBoxActive . height ) ;
}
RAYGUIDEF GuiTextBoxState GuiTextBoxGetState ( void ) { return guiTextBoxState ; }
RAYGUIDEF void GuiTextBoxSetState ( GuiTextBoxState state )
{
// NOTE: should we check if state values are valid ?!?
guiTextBoxState = state ;
}
# endif
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// Window Box control
RAYGUIDEF bool GuiWindowBox ( Rectangle bounds , const char * text )
{
# define WINDOW_CLOSE_BUTTON_PADDING 2
# define WINDOW_STATUSBAR_HEIGHT 24
GuiControlState state = guiState ;
bool clicked = false ;
Rectangle statusBar = { bounds . x , bounds . y , bounds . width , WINDOW_STATUSBAR_HEIGHT } ;
if ( bounds . height < WINDOW_STATUSBAR_HEIGHT * 2 ) bounds . height = WINDOW_STATUSBAR_HEIGHT * 2 ;
Rectangle buttonRec = { statusBar . x + statusBar . width - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - WINDOW_CLOSE_BUTTON_PADDING - 20 ,
statusBar . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + WINDOW_CLOSE_BUTTON_PADDING , 18 , 18 } ;
// Update control
//--------------------------------------------------------------------
// NOTE: Logic is directly managed by button
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// Draw window base
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( DEFAULT , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
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DrawRectangleRec ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ,
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bounds . width - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) * 2 , bounds . height - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) * 2 } ,
Fade ( GetColor ( GuiGetStyle ( DEFAULT , BACKGROUND_COLOR ) ) , guiAlpha ) ) ;
// Draw window header as status bar
int defaultPadding = GuiGetStyle ( DEFAULT , INNER_PADDING ) ;
int defaultTextAlign = GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) ;
GuiSetStyle ( DEFAULT , INNER_PADDING , 8 ) ;
GuiSetStyle ( DEFAULT , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_LEFT ) ;
GuiStatusBar ( statusBar , text ) ;
GuiSetStyle ( DEFAULT , INNER_PADDING , defaultPadding ) ;
GuiSetStyle ( DEFAULT , TEXT_ALIGNMENT , defaultTextAlign ) ;
// Draw window close button
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int tempBorderWidth = GuiGetStyle ( BUTTON , BORDER_WIDTH ) ;
int tempTextAlignment = GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) ;
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GuiSetStyle ( BUTTON , BORDER_WIDTH , 1 ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
# if defined(RAYGUI_RICONS_SUPPORT)
clicked = GuiButton ( buttonRec , GuiIconText ( RICON_CROSS_SMALL , NULL ) ) ;
# else
clicked = GuiButton ( buttonRec , " x " ) ;
# endif
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GuiSetStyle ( BUTTON , BORDER_WIDTH , tempBorderWidth ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , tempTextAlignment ) ;
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//--------------------------------------------------------------------
return clicked ;
}
// Group Box control with title name
RAYGUIDEF void GuiGroupBox ( Rectangle bounds , const char * text )
{
# define GROUPBOX_LINE_THICK 1
# define GROUPBOX_TEXT_PADDING 10
# define GROUPBOX_PADDING 2
GuiControlState state = guiState ;
// Draw control
//--------------------------------------------------------------------
DrawRectangle ( bounds . x , bounds . y , GROUPBOX_LINE_THICK , bounds . height , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BORDER_COLOR_DISABLED : LINE_COLOR ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x , bounds . y + bounds . height - 1 , bounds . width , GROUPBOX_LINE_THICK , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BORDER_COLOR_DISABLED : LINE_COLOR ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + bounds . width - 1 , bounds . y , GROUPBOX_LINE_THICK , bounds . height , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BORDER_COLOR_DISABLED : LINE_COLOR ) ) , guiAlpha ) ) ;
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GuiLine ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , 1 } , text ) ;
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//--------------------------------------------------------------------
}
// Line control
RAYGUIDEF void GuiLine ( Rectangle bounds , const char * text )
{
# define LINE_THICK 1
# define LINE_TEXT_PADDING 10
# define LINE_TEXT_SPACING 2
GuiControlState state = guiState ;
Color color = Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BORDER_COLOR_DISABLED : LINE_COLOR ) ) , guiAlpha ) ;
// Draw control
//--------------------------------------------------------------------
if ( text = = NULL ) DrawRectangle ( bounds . x , bounds . y + bounds . height / 2 , bounds . width , 1 , color ) ;
else
{
Rectangle textBounds = { 0 } ;
textBounds . width = GetTextWidth ( text ) + 2 * LINE_TEXT_SPACING ; // TODO: Consider text icon
textBounds . height = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
textBounds . x = bounds . x + LINE_TEXT_PADDING + LINE_TEXT_SPACING ;
textBounds . y = bounds . y - GuiGetStyle ( DEFAULT , TEXT_SIZE ) / 2 ;
// Draw line with embedded text label: "--- text --------------"
DrawRectangle ( bounds . x , bounds . y , LINE_TEXT_PADDING , 1 , color ) ;
GuiLabel ( textBounds , text ) ;
DrawRectangle ( bounds . x + textBounds . width + LINE_TEXT_PADDING + 2 * LINE_TEXT_SPACING , bounds . y , bounds . width - ( textBounds . width + LINE_TEXT_PADDING + 2 * LINE_TEXT_SPACING ) , 1 , color ) ;
}
//--------------------------------------------------------------------
}
// Panel control
RAYGUIDEF void GuiPanel ( Rectangle bounds )
{
# define PANEL_BORDER_WIDTH 1
GuiControlState state = guiState ;
// Draw control
//--------------------------------------------------------------------
DrawRectangleRec ( bounds , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BASE_COLOR_DISABLED : BACKGROUND_COLOR ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , PANEL_BORDER_WIDTH , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state = = GUI_STATE_DISABLED ) ? BORDER_COLOR_DISABLED : LINE_COLOR ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
}
// Scroll Panel control
RAYGUIDEF Rectangle GuiScrollPanel ( Rectangle bounds , Rectangle content , Vector2 * scroll )
{
GuiControlState state = guiState ;
Vector2 scrollPos = { 0.0f , 0.0f } ;
if ( scroll ! = NULL ) scrollPos = * scroll ;
bool hasHorizontalScrollBar = ( content . width > bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ) ? true : false ;
bool hasVerticalScrollBar = ( content . height > bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ) ? true : false ;
// Recheck to account for the other scrollbar being visible
if ( ! hasHorizontalScrollBar ) hasHorizontalScrollBar = ( hasVerticalScrollBar & & ( content . width > ( bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) ) ) ) ? true : false ;
if ( ! hasVerticalScrollBar ) hasVerticalScrollBar = ( hasHorizontalScrollBar & & ( content . height > ( bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) ) ) ) ? true : false ;
const int horizontalScrollBarWidth = hasHorizontalScrollBar ? GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) : 0 ;
const int verticalScrollBarWidth = hasVerticalScrollBar ? GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) : 0 ;
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const Rectangle horizontalScrollBar = { ( float ) ( ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ? ( float ) bounds . x + verticalScrollBarWidth : ( float ) bounds . x ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) bounds . y + bounds . height - horizontalScrollBarWidth - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) bounds . width - verticalScrollBarWidth - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) horizontalScrollBarWidth } ;
const Rectangle verticalScrollBar = { ( float ) ( ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ? ( float ) bounds . x + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) : ( float ) bounds . x + bounds . width - verticalScrollBarWidth - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ) , ( float ) bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) verticalScrollBarWidth , ( float ) bounds . height - horizontalScrollBarWidth - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) } ;
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// Calculate view area (area without the scrollbars)
Rectangle view = ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ?
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RAYGUI_CLITERAL ( Rectangle ) { bounds . x + verticalScrollBarWidth + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - verticalScrollBarWidth , bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - horizontalScrollBarWidth } :
RAYGUI_CLITERAL ( Rectangle ) { bounds . x + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - verticalScrollBarWidth , bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - horizontalScrollBarWidth } ;
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// Clip view area to the actual content size
if ( view . width > content . width ) view . width = content . width ;
if ( view . height > content . height ) view . height = content . height ;
// TODO: Review!
const int horizontalMin = hasHorizontalScrollBar ? ( ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ? - verticalScrollBarWidth : 0 ) - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) : ( ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ? - verticalScrollBarWidth : 0 ) - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
const int horizontalMax = hasHorizontalScrollBar ? content . width - bounds . width + verticalScrollBarWidth + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - ( ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ) ? verticalScrollBarWidth : 0 ) : - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
const int verticalMin = hasVerticalScrollBar ? - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) : - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
const int verticalMax = hasVerticalScrollBar ? content . height - bounds . height + horizontalScrollBarWidth + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) : - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check button state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
if ( hasHorizontalScrollBar )
{
if ( IsKeyDown ( KEY_RIGHT ) ) scrollPos . x - = GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
if ( IsKeyDown ( KEY_LEFT ) ) scrollPos . x + = GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
}
if ( hasVerticalScrollBar )
{
if ( IsKeyDown ( KEY_DOWN ) ) scrollPos . y - = GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
if ( IsKeyDown ( KEY_UP ) ) scrollPos . y + = GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
}
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scrollPos . y + = GetMouseWheelMove ( ) * 20 ;
}
}
// Normalize scroll values
if ( scrollPos . x > - horizontalMin ) scrollPos . x = - horizontalMin ;
if ( scrollPos . x < - horizontalMax ) scrollPos . x = - horizontalMax ;
if ( scrollPos . y > - verticalMin ) scrollPos . y = - verticalMin ;
if ( scrollPos . y < - verticalMax ) scrollPos . y = - verticalMax ;
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleRec ( bounds , GetColor ( GuiGetStyle ( DEFAULT , BACKGROUND_COLOR ) ) ) ; // Draw background
// Save size of the scrollbar slider
const int slider = GuiGetStyle ( SCROLLBAR , SLIDER_SIZE ) ;
// Draw horizontal scrollbar if visible
if ( hasHorizontalScrollBar )
{
// Change scrollbar slider size to show the diff in size between the content width and the widget width
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , ( ( bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - verticalScrollBarWidth ) / content . width ) * ( bounds . width - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - verticalScrollBarWidth ) ) ;
scrollPos . x = - GuiScrollBar ( horizontalScrollBar , - scrollPos . x , horizontalMin , horizontalMax ) ;
}
// Draw vertical scrollbar if visible
if ( hasVerticalScrollBar )
{
// Change scrollbar slider size to show the diff in size between the content height and the widget height
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , ( ( bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - horizontalScrollBarWidth ) / content . height ) * ( bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) - horizontalScrollBarWidth ) ) ;
scrollPos . y = - GuiScrollBar ( verticalScrollBar , - scrollPos . y , verticalMin , verticalMax ) ;
}
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// Draw detail corner rectangle if both scroll bars are visible
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if ( hasHorizontalScrollBar & & hasVerticalScrollBar )
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{
// TODO: Consider scroll bars side
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DrawRectangle ( horizontalScrollBar . x + horizontalScrollBar . width + 2 ,
verticalScrollBar . y + verticalScrollBar . height + 2 ,
horizontalScrollBarWidth - 4 , verticalScrollBarWidth - 4 ,
Fade ( GetColor ( GuiGetStyle ( LISTVIEW , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
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}
// Set scrollbar slider size back to the way it was before
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , slider ) ;
// Draw scrollbar lines depending on current state
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DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , ( float ) BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
if ( scroll ! = NULL ) * scroll = scrollPos ;
return view ;
}
// Label control
RAYGUIDEF void GuiLabel ( Rectangle bounds , const char * text )
{
GuiControlState state = guiState ;
// Update control
//--------------------------------------------------------------------
// ...
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawText ( text , GetTextBounds ( LABEL , bounds ) , GuiGetStyle ( LABEL , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( LABEL , ( state = = GUI_STATE_DISABLED ) ? TEXT_COLOR_DISABLED : TEXT_COLOR_NORMAL ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
}
// Button control, returns true when clicked
RAYGUIDEF bool GuiButton ( Rectangle bounds , const char * text )
{
GuiControlState state = guiState ;
bool pressed = false ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check button state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) pressed = true ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( BUTTON , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( BUTTON , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , BASE + ( state * 3 ) ) ) , guiAlpha ) ) ;
GuiDrawText ( text , GetTextBounds ( BUTTON , bounds ) , GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//------------------------------------------------------------------
return pressed ;
}
// Label button control
RAYGUIDEF bool GuiLabelButton ( Rectangle bounds , const char * text )
{
GuiControlState state = guiState ;
bool pressed = false ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check checkbox state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) pressed = true ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
GuiDrawText ( text , GetTextBounds ( LABEL , bounds ) , GuiGetStyle ( LABEL , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( LABEL , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return pressed ;
}
// Image button control, returns true when clicked
RAYGUIDEF bool GuiImageButton ( Rectangle bounds , Texture2D texture )
{
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return GuiImageButtonEx ( bounds , texture , RAYGUI_CLITERAL ( Rectangle ) { 0 , 0 , ( float ) texture . width , ( float ) texture . height } , NULL ) ;
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}
// Image button control, returns true when clicked
RAYGUIDEF bool GuiImageButtonEx ( Rectangle bounds , Texture2D texture , Rectangle texSource , const char * text )
{
GuiControlState state = guiState ;
bool clicked = false ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check button state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) clicked = true ;
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( BUTTON , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( BUTTON , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( BUTTON , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , BASE + ( state * 3 ) ) ) , guiAlpha ) ) ;
if ( text ! = NULL ) GuiDrawText ( text , GetTextBounds ( BUTTON , bounds ) , GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( BUTTON , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
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if ( texture . id > 0 ) DrawTextureRec ( texture , texSource , RAYGUI_CLITERAL ( Vector2 ) { bounds . x + bounds . width / 2 - ( texSource . width + GuiGetStyle ( BUTTON , INNER_PADDING ) / 2 ) / 2 , bounds . y + bounds . height / 2 - texSource . height / 2 } , Fade ( GetColor ( GuiGetStyle ( BUTTON , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
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//------------------------------------------------------------------
return clicked ;
}
// Toggle Button control, returns true when active
RAYGUIDEF bool GuiToggle ( Rectangle bounds , const char * text , bool active )
{
GuiControlState state = guiState ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check toggle button state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) )
{
state = GUI_STATE_NORMAL ;
active = ! active ;
}
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if ( state = = GUI_STATE_NORMAL )
{
DrawRectangleLinesEx ( bounds , GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , ( active ? BORDER_COLOR_PRESSED : ( BORDER + state * 3 ) ) ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , ( active ? BASE_COLOR_PRESSED : ( BASE + state * 3 ) ) ) ) , guiAlpha ) ) ;
GuiDrawText ( text , GetTextBounds ( TOGGLE , bounds ) , GuiGetStyle ( TOGGLE , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , ( active ? TEXT_COLOR_PRESSED : ( TEXT + state * 3 ) ) ) ) , guiAlpha ) ) ;
}
else
{
DrawRectangleLinesEx ( bounds , GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , BORDER + state * 3 ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TOGGLE , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , BASE + state * 3 ) ) , guiAlpha ) ) ;
GuiDrawText ( text , GetTextBounds ( TOGGLE , bounds ) , GuiGetStyle ( TOGGLE , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( TOGGLE , TEXT + state * 3 ) ) , guiAlpha ) ) ;
}
//--------------------------------------------------------------------
return active ;
}
// Toggle Group control, returns toggled button index
RAYGUIDEF int GuiToggleGroup ( Rectangle bounds , const char * text , int active )
{
float initBoundsX = bounds . x ;
// Get substrings elements from text (elements pointers)
int rows [ 64 ] = { 0 } ;
int elementsCount = 0 ;
const char * * elementsPtrs = GuiTextSplit ( text , & elementsCount , rows ) ;
int prevRow = rows [ 0 ] ;
for ( int i = 0 ; i < elementsCount ; i + + )
{
if ( prevRow ! = rows [ i ] )
{
bounds . x = initBoundsX ;
bounds . y + = ( bounds . height + GuiGetStyle ( TOGGLE , GROUP_PADDING ) ) ;
prevRow = rows [ i ] ;
}
if ( i = = active ) GuiToggle ( bounds , elementsPtrs [ i ] , true ) ;
else if ( GuiToggle ( bounds , elementsPtrs [ i ] , false ) = = true ) active = i ;
bounds . x + = ( bounds . width + GuiGetStyle ( TOGGLE , GROUP_PADDING ) ) ;
}
return active ;
}
// Check Box control, returns true when active
RAYGUIDEF bool GuiCheckBox ( Rectangle bounds , const char * text , bool checked )
{
GuiControlState state = guiState ;
Rectangle textBounds = { 0 } ;
textBounds . x = bounds . x + bounds . width + GuiGetStyle ( CHECKBOX , CHECK_TEXT_PADDING ) ;
textBounds . y = bounds . y + bounds . height / 2 - GuiGetStyle ( DEFAULT , TEXT_SIZE ) / 2 ;
textBounds . width = GetTextWidth ( text ) ; // TODO: Consider text icon
textBounds . height = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check checkbox state
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if ( CheckCollisionPointRec ( mousePoint , RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width + textBounds . width + GuiGetStyle ( CHECKBOX , CHECK_TEXT_PADDING ) , bounds . height } ) )
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{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) checked = ! checked ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( CHECKBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( CHECKBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
if ( checked ) DrawRectangle ( bounds . x + GuiGetStyle ( CHECKBOX , BORDER_WIDTH ) + GuiGetStyle ( CHECKBOX , INNER_PADDING ) ,
bounds . y + GuiGetStyle ( CHECKBOX , BORDER_WIDTH ) + GuiGetStyle ( CHECKBOX , INNER_PADDING ) ,
bounds . width - 2 * ( GuiGetStyle ( CHECKBOX , BORDER_WIDTH ) + GuiGetStyle ( CHECKBOX , INNER_PADDING ) ) ,
bounds . height - 2 * ( GuiGetStyle ( CHECKBOX , BORDER_WIDTH ) + GuiGetStyle ( CHECKBOX , INNER_PADDING ) ) ,
Fade ( GetColor ( GuiGetStyle ( CHECKBOX , TEXT + state * 3 ) ) , guiAlpha ) ) ;
// NOTE: Forced left text alignment
GuiDrawText ( text , textBounds , GUI_TEXT_ALIGN_LEFT , Fade ( GetColor ( GuiGetStyle ( LABEL , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return checked ;
}
// Combo Box control, returns selected item index
RAYGUIDEF int GuiComboBox ( Rectangle bounds , const char * text , int active )
{
GuiControlState state = guiState ;
bounds . width - = ( GuiGetStyle ( COMBOBOX , SELECTOR_WIDTH ) + GuiGetStyle ( COMBOBOX , SELECTOR_PADDING ) ) ;
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Rectangle selector = { ( float ) bounds . x + bounds . width + GuiGetStyle ( COMBOBOX , SELECTOR_PADDING ) ,
( float ) bounds . y , ( float ) GuiGetStyle ( COMBOBOX , SELECTOR_WIDTH ) , ( float ) bounds . height } ;
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// Get substrings elements from text (elements pointers, lengths and count)
int elementsCount = 0 ;
const char * * elementsPtrs = GuiTextSplit ( text , & elementsCount , NULL ) ;
if ( active < 0 ) active = 0 ;
else if ( active > elementsCount - 1 ) active = elementsCount - 1 ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) | |
CheckCollisionPointRec ( mousePoint , selector ) )
{
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) )
{
active + = 1 ;
if ( active > = elementsCount ) active = 0 ;
}
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// Draw combo box main
DrawRectangleLinesEx ( bounds , GuiGetStyle ( COMBOBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( COMBOBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( COMBOBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( COMBOBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( COMBOBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( COMBOBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( COMBOBOX , BASE + ( state * 3 ) ) ) , guiAlpha ) ) ;
GuiDrawText ( elementsPtrs [ active ] , GetTextBounds ( COMBOBOX , bounds ) , GuiGetStyle ( COMBOBOX , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( COMBOBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
// Draw selector using a custom button
// NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
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int tempBorderWidth = GuiGetStyle ( BUTTON , BORDER_WIDTH ) ;
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int tempTextAlign = GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) ;
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GuiSetStyle ( BUTTON , BORDER_WIDTH , 1 ) ;
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GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
GuiButton ( selector , TextFormat ( " %i/%i " , active + 1 , elementsCount ) ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , tempTextAlign ) ;
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GuiSetStyle ( BUTTON , BORDER_WIDTH , tempBorderWidth ) ;
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//--------------------------------------------------------------------
return active ;
}
// Dropdown Box control, returns selected item
RAYGUIDEF bool GuiDropdownBox ( Rectangle bounds , const char * text , int * active , bool editMode )
{
GuiControlState state = guiState ;
// Get substrings elements from text (elements pointers, lengths and count)
int elementsCount = 0 ;
const char * * elementsPtrs = GuiTextSplit ( text , & elementsCount , NULL ) ;
bool pressed = false ;
int auxActive = * active ;
Rectangle closeBounds = bounds ;
Rectangle openBounds = bounds ;
openBounds . height * = ( elementsCount + 1 ) ;
// Update control
//--------------------------------------------------------------------
if ( guiLocked & & editMode ) guiLocked = false ;
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( editMode ) state = GUI_STATE_PRESSED ;
if ( ! editMode )
{
if ( CheckCollisionPointRec ( mousePoint , closeBounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) ) pressed = true ;
else state = GUI_STATE_FOCUSED ;
}
}
else
{
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if ( CheckCollisionPointRec ( mousePoint , closeBounds ) )
{
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) ) pressed = true ;
}
else if ( ! CheckCollisionPointRec ( mousePoint , openBounds ) )
{
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) | | IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) pressed = true ;
}
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// TODO: Review this ugly hack... DROPDOWNBOX depends on GuiListElement() that uses DEFAULT_TEXT_ALIGNMENT
int tempTextAlign = GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) ;
GuiSetStyle ( DEFAULT , TEXT_ALIGNMENT , GuiGetStyle ( DROPDOWNBOX , TEXT_ALIGNMENT ) ) ;
switch ( state )
{
case GUI_STATE_NORMAL :
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( DROPDOWNBOX , BASE_COLOR_NORMAL ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DROPDOWNBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( DROPDOWNBOX , BORDER_COLOR_NORMAL ) ) , guiAlpha ) ) ;
GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , bounds . height } , elementsPtrs [ auxActive ] , false , false ) ;
} break ;
case GUI_STATE_FOCUSED :
{
GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , bounds . height } , elementsPtrs [ auxActive ] , false , editMode ) ;
} break ;
case GUI_STATE_PRESSED :
{
if ( ! editMode ) GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , bounds . height } , elementsPtrs [ auxActive ] , true , true ) ;
if ( editMode )
{
GuiPanel ( openBounds ) ;
GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , bounds . height } , elementsPtrs [ auxActive ] , true , true ) ;
for ( int i = 0 ; i < elementsCount ; i + + )
{
if ( i = = auxActive & & editMode )
{
if ( GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y + bounds . height * ( i + 1 ) + GuiGetStyle ( DROPDOWNBOX , INNER_PADDING ) ,
bounds . width , bounds . height - GuiGetStyle ( DROPDOWNBOX , INNER_PADDING ) } ,
elementsPtrs [ i ] , true , true ) = = false ) pressed = true ;
}
else
{
if ( GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y + bounds . height * ( i + 1 ) + GuiGetStyle ( DROPDOWNBOX , INNER_PADDING ) ,
bounds . width , bounds . height - GuiGetStyle ( DROPDOWNBOX , INNER_PADDING ) } ,
elementsPtrs [ i ] , false , true ) )
{
auxActive = i ;
pressed = true ;
}
}
}
}
} break ;
case GUI_STATE_DISABLED :
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( DROPDOWNBOX , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DROPDOWNBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( DROPDOWNBOX , BORDER_COLOR_DISABLED ) ) , guiAlpha ) ) ;
GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y , bounds . width , bounds . height } , elementsPtrs [ auxActive ] , false , false ) ;
} break ;
default : break ;
}
GuiSetStyle ( DEFAULT , TEXT_ALIGNMENT , tempTextAlign ) ;
// TODO: Avoid this function, use icon instead or 'v'
DrawTriangle ( RAYGUI_CLITERAL ( Vector2 ) { bounds . x + bounds . width - GuiGetStyle ( DROPDOWNBOX , ARROW_RIGHT_PADDING ) , bounds . y + bounds . height / 2 - 2 } ,
RAYGUI_CLITERAL ( Vector2 ) { bounds . x + bounds . width - GuiGetStyle ( DROPDOWNBOX , ARROW_RIGHT_PADDING ) + 5 , bounds . y + bounds . height / 2 - 2 + 5 } ,
RAYGUI_CLITERAL ( Vector2 ) { bounds . x + bounds . width - GuiGetStyle ( DROPDOWNBOX , ARROW_RIGHT_PADDING ) + 10 , bounds . y + bounds . height / 2 - 2 } ,
Fade ( GetColor ( GuiGetStyle ( DROPDOWNBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 },
// GUI_TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha));
//--------------------------------------------------------------------
* active = auxActive ;
return pressed ;
}
# if defined(RAYGUI_TEXTBOX_EXTENDED)
// Spinner control, returns selected value
// NOTE: Requires static variables: timer, valueSpeed - ERROR!
RAYGUIDEF bool GuiSpinner ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode )
{
# define GUI_SPINNER_HOLD_SPEED 0.2f // Min 200ms delay
static float timer = 0.0f ;
int tempValue = * value ;
const float time = GetTime ( ) ; // Get current time
bool pressed = false , active = GuiTextBoxIsActive ( bounds ) ;
Rectangle spinner = { bounds . x + GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) + GuiGetStyle ( SPINNER , SELECT_BUTTON_PADDING ) , bounds . y ,
bounds . width - 2 * ( GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) + GuiGetStyle ( SPINNER , SELECT_BUTTON_PADDING ) ) , bounds . height } ;
Rectangle leftButtonBound = { bounds . x , bounds . y , GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , bounds . height } ;
Rectangle rightButtonBound = { bounds . x + bounds . width - GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , bounds . y , GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , bounds . height } ;
// Update control
//--------------------------------------------------------------------
Vector2 mouse = GetMousePosition ( ) ;
if ( tempValue < minValue ) tempValue = minValue ;
if ( tempValue > maxValue ) tempValue = maxValue ;
if ( editMode )
{
if ( ! active )
{
// This becomes the active textbox when mouse is pressed or held inside bounds
if ( ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) | | IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) & &
CheckCollisionPointRec ( mouse , bounds ) )
{
GuiTextBoxSetActive ( bounds ) ;
active = true ;
}
}
}
// Reset timer when one of the buttons is clicked (without this, holding the button down will not behave correctly)
if ( ( CheckCollisionPointRec ( mouse , leftButtonBound ) | | CheckCollisionPointRec ( mouse , rightButtonBound ) ) & &
IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) )
{
timer = time ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if ( GuiTextBoxIsActive ( bounds ) ) guiTextBoxActive = spinner ; // Set our spinner as the active textbox
pressed = GuiValueBox ( spinner , & tempValue , minValue , maxValue , editMode ) ;
if ( GuiTextBoxIsActive ( spinner ) ) guiTextBoxActive = bounds ; // Revert change
// Draw value selector custom buttons
// NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
int tempBorderWidth = GuiGetStyle ( BUTTON , BORDER_WIDTH ) ;
GuiSetStyle ( BUTTON , BORDER_WIDTH , GuiGetStyle ( SPINNER , BORDER_WIDTH ) ) ;
int tempTextAlign = GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
char * icon = " < " ;
# if defined(RAYGUI_RICONS_SUPPORT)
icon = ( char * ) GuiIconText ( RICON_ARROW_LEFT_FILL , NULL ) ;
# endif
if ( GuiButton ( leftButtonBound , icon ) | | // NOTE: also decrease value when the button is held down
( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) & &
CheckCollisionPointRec ( mouse , leftButtonBound ) & &
( time - timer ) > GUI_SPINNER_HOLD_SPEED ) )
{
tempValue - - ;
}
icon = " > " ;
# if defined(RAYGUI_RICONS_SUPPORT)
icon = ( char * ) GuiIconText ( RICON_ARROW_RIGHT_FILL , NULL ) ;
# endif
if ( GuiButton ( rightButtonBound , icon ) | | // NOTE: also increase value when the button is held down
( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) & &
CheckCollisionPointRec ( mouse , rightButtonBound ) & &
( time - timer ) > GUI_SPINNER_HOLD_SPEED ) )
{
tempValue + + ;
}
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , tempTextAlign ) ;
GuiSetStyle ( BUTTON , BORDER_WIDTH , tempBorderWidth ) ;
//--------------------------------------------------------------------
if ( tempValue < minValue ) tempValue = minValue ;
if ( tempValue > maxValue ) tempValue = maxValue ;
// Reset timer
if ( active & & ( ( ( time - timer ) > GUI_SPINNER_HOLD_SPEED ) | | ( timer = = 0.0f ) | | ( timer > time ) ) ) timer = time ;
* value = tempValue ;
return pressed ;
}
// Value Box control, updates input text with numbers
RAYGUIDEF bool GuiValueBox ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode )
{
# define VALUEBOX_MAX_CHARS 32
char text [ VALUEBOX_MAX_CHARS + 1 ] = { 0 } ;
sprintf ( text , " %i " , * value ) ;
bool pressed = GuiTextBox ( bounds , text , VALUEBOX_MAX_CHARS , editMode ) ;
* value = atoi ( text ) ;
if ( * value > maxValue ) * value = maxValue ;
else if ( * value < minValue ) * value = minValue ;
return pressed ;
}
enum {
GUI_MEASURE_MODE_CURSOR_END = 0xA ,
GUI_MEASURE_MODE_CURSOR_POS ,
GUI_MEASURE_MODE_CURSOR_COORDS ,
} ;
// Required by GuiTextBox()
// Highly synchronized with calculations in DrawTextRecEx()
static int GuiMeasureTextBox ( const char * text , int length , Rectangle rec , int * pos , int mode )
{
// Get gui font properties
const Font font = guiFont ;
const float fontSize = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
const float spacing = GuiGetStyle ( DEFAULT , TEXT_SPACING ) ;
int textOffsetX = 0 ; // Offset between characters
float scaleFactor = 0.0f ;
int letter = 0 ; // Current character
int index = 0 ; // Index position in sprite font
scaleFactor = fontSize / font . baseSize ;
int i = 0 , k = 0 ;
int glyphWidth = 0 ;
for ( i = 0 ; i < length ; i + + , k + + )
{
glyphWidth = 0 ;
int next = 1 ;
letter = GetNextCodepoint ( & text [ i ] , & next ) ;
if ( letter = = 0x3f ) next = 1 ;
index = GetGlyphIndex ( font , letter ) ;
i + = next - 1 ;
if ( letter ! = ' \n ' )
{
glyphWidth = ( font . chars [ index ] . advanceX = = 0 ) ?
( int ) ( font . chars [ index ] . rec . width * scaleFactor + spacing ) :
( int ) ( font . chars [ index ] . advanceX * scaleFactor + spacing ) ;
if ( ( textOffsetX + glyphWidth + 1 ) > = rec . width ) break ;
if ( ( mode = = GUI_MEASURE_MODE_CURSOR_POS ) & & ( * pos = = k ) ) break ;
else if ( mode = = GUI_MEASURE_MODE_CURSOR_COORDS )
{
// Check if the mouse pointer is inside the glyph rect
Rectangle grec = { rec . x + textOffsetX - 1 , rec . y , glyphWidth , ( font . baseSize + font . baseSize / 2 ) * scaleFactor - 1 } ;
Vector2 mouse = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mouse , grec ) )
{
// Smooth selection by dividing the glyph rectangle into 2 equal parts and checking where the mouse resides
if ( mouse . x > ( grec . x + glyphWidth / 2 ) )
{
textOffsetX + = glyphWidth ;
k + + ;
}
break ;
}
}
}
else break ;
textOffsetX + = glyphWidth ;
}
* pos = k ;
return ( rec . x + textOffsetX - 1 ) ;
}
static int GetPrevCodepoint ( const char * text , const char * start , int * prev )
{
int c = 0x3f ;
char * p = ( char * ) text ;
* prev = 1 ;
for ( int i = 0 ; ( p > = start ) & & ( i < 4 ) ; p - - , i + + )
{
if ( ( ( ( unsigned char ) * p ) > > 6 ) ! = 2 )
{
c = GetNextCodepoint ( p , prev ) ;
break ;
}
}
return c ;
}
// Required by GuiTextBoxEx()
// Highly synchronized with calculations in DrawTextRecEx()
static int GuiMeasureTextBoxRev ( const char * text , int length , Rectangle rec , int * pos )
{
// Get gui font properties
const Font font = guiFont ;
const float fontSize = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
const float spacing = GuiGetStyle ( DEFAULT , TEXT_SPACING ) ;
int textOffsetX = 0 ; // Offset between characters
float scaleFactor = 0.0f ;
int letter = 0 ; // Current character
int index = 0 ; // Index position in sprite font
scaleFactor = fontSize / font . baseSize ;
int i = 0 , k = 0 ;
int glyphWidth = 0 , prev = 1 ;
for ( i = length ; i > = 0 ; i - - , k + + )
{
glyphWidth = 0 ;
letter = GetPrevCodepoint ( & text [ i ] , & text [ 0 ] , & prev ) ;
if ( letter = = 0x3f ) prev = 1 ;
index = GetGlyphIndex ( font , letter ) ;
i - = prev - 1 ;
if ( letter ! = ' \n ' )
{
glyphWidth = ( font . chars [ index ] . advanceX = = 0 ) ?
( int ) ( font . chars [ index ] . rec . width * scaleFactor + spacing ) :
( int ) ( font . chars [ index ] . advanceX * scaleFactor + spacing ) ;
if ( ( textOffsetX + glyphWidth + 1 ) > = rec . width ) break ;
}
else break ;
textOffsetX + = glyphWidth ;
}
* pos = k ;
return ( i + prev ) ;
}
// Calculate cursor coordinates based on the cursor position `pos` inside the `text`.
static inline int GuiTextBoxGetCursorCoordinates ( const char * text , int length , Rectangle rec , int pos )
{
return GuiMeasureTextBox ( text , length , rec , & pos , GUI_MEASURE_MODE_CURSOR_POS ) ;
}
// Calculate cursor position in textbox based on mouse coordinates.
static inline int GuiTextBoxGetCursorFromMouse ( const char * text , int length , Rectangle rec , int * pos )
{
return GuiMeasureTextBox ( text , length , rec , pos , GUI_MEASURE_MODE_CURSOR_COORDS ) ;
}
// Calculates how many characters is the textbox able to draw inside rec
static inline int GuiTextBoxMaxCharacters ( const char * text , int length , Rectangle rec )
{
int pos = - 1 ;
GuiMeasureTextBox ( text , length , rec , & pos , GUI_MEASURE_MODE_CURSOR_END ) ;
return pos ;
}
// Returns total number of characters(codepoints) in a UTF8 encoded `text` until `\0` or a `\n` is found.
// NOTE: If a invalid UTF8 sequence is encountered a `?`(0x3f) codepoint is counted instead.
static inline unsigned int GuiCountCodepointsUntilNewline ( const char * text )
{
unsigned int len = 0 ;
char * ptr = ( char * ) & text [ 0 ] ;
while ( ( * ptr ! = ' \0 ' ) & & ( * ptr ! = ' \n ' ) )
{
int next = 0 ;
int letter = GetNextCodepoint ( ptr , & next ) ;
if ( letter = = 0x3f ) ptr + = 1 ;
else ptr + = next ;
+ + len ;
}
return len ;
}
static inline void MoveTextBoxCursorRight ( const char * text , int length , Rectangle textRec )
{
// FIXME: Counting codepoints each time we press the key is expensive, find another way
int count = GuiCountCodepointsUntilNewline ( text ) ;
if ( guiTextBoxState . cursor < count ) guiTextBoxState . cursor + + ;
const int max = GuiTextBoxMaxCharacters ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec ) ;
if ( ( guiTextBoxState . cursor - guiTextBoxState . start ) > max )
{
const int cidx = GuiTextBoxGetByteIndex ( text , guiTextBoxState . index , guiTextBoxState . start , guiTextBoxState . cursor ) ;
int pos = 0 ;
guiTextBoxState . index = GuiMeasureTextBoxRev ( text , cidx - 1 , textRec , & pos ) ;
guiTextBoxState . start = guiTextBoxState . cursor - pos ;
}
}
static inline void MoveTextBoxCursorLeft ( const char * text )
{
if ( guiTextBoxState . cursor > 0 ) guiTextBoxState . cursor - - ;
if ( guiTextBoxState . cursor < guiTextBoxState . start )
{
int prev = 0 ;
int letter = GetPrevCodepoint ( & text [ guiTextBoxState . index - 1 ] , text , & prev ) ;
if ( letter = = 0x3f ) prev = 1 ;
guiTextBoxState . start - - ;
guiTextBoxState . index - = prev ;
}
}
RAYGUIDEF int GuiTextBoxGetByteIndex ( const char * text , int start , int from , int to )
{
int i = start , k = from ;
while ( ( text [ i ] ! = ' \0 ' ) & & ( k < to ) )
{
int j = 0 ;
int letter = GetNextCodepoint ( & text [ i ] , & j ) ;
if ( letter = = 0x3f ) j = 1 ;
i + = j ;
+ + k ;
}
return i ;
}
RAYGUIDEF int GuiTextBoxDelete ( char * text , int length , bool before )
{
if ( ( guiTextBoxState . cursor ! = - 1 ) & & ( text ! = NULL ) )
{
int startIdx = 0 , endIdx = 0 ;
if ( ( guiTextBoxState . select ! = - 1 ) & & ( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
// Delete selection
int start = guiTextBoxState . cursor ;
int end = guiTextBoxState . select ;
if ( guiTextBoxState . cursor > guiTextBoxState . select )
{
start = guiTextBoxState . select ;
end = guiTextBoxState . cursor ;
}
// Convert to byte indexes
startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , start ) ;
endIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , end ) ;
// Adjust text box state
guiTextBoxState . cursor = start ; // Always set cursor to start of selection
if ( guiTextBoxState . select < guiTextBoxState . start ) guiTextBoxState . start = - 1 ; // Force to recalculate on the next frame
}
else
{
if ( before )
{
// Delete character before cursor
if ( guiTextBoxState . cursor ! = 0 )
{
endIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
guiTextBoxState . cursor - - ;
startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
if ( guiTextBoxState . cursor < guiTextBoxState . start ) guiTextBoxState . start = - 1 ; // Force to recalculate on the next frame
}
}
else
{
// Delete character after cursor
if ( guiTextBoxState . cursor + 1 < = GuiCountCodepointsUntilNewline ( text ) )
{
startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
endIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor + 1 ) ;
}
}
}
memmove ( & text [ startIdx ] , & text [ endIdx ] , length - endIdx ) ;
text [ length - ( endIdx - startIdx ) ] = ' \0 ' ;
guiTextBoxState . select = - 1 ; // Always deselect
return ( endIdx - startIdx ) ;
}
return 0 ;
}
RAYGUIDEF void GuiTextBoxSelectAll ( const char * text )
{
guiTextBoxState . cursor = GuiCountCodepointsUntilNewline ( text ) ;
if ( guiTextBoxState . cursor > 0 )
{
guiTextBoxState . select = 0 ;
guiTextBoxState . start = - 1 ; // Force recalculate on the next frame
}
else guiTextBoxState . select = - 1 ;
}
RAYGUIDEF void GuiTextBoxCopy ( const char * text )
{
if ( ( text ! = NULL ) & &
( guiTextBoxState . select ! = - 1 ) & &
( guiTextBoxState . cursor ! = - 1 ) & &
( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
int start = guiTextBoxState . cursor ;
int end = guiTextBoxState . select ;
if ( guiTextBoxState . cursor > guiTextBoxState . select )
{
start = guiTextBoxState . select ;
end = guiTextBoxState . cursor ;
}
// Convert to byte indexes
start = GuiTextBoxGetByteIndex ( text , 0 , 0 , start ) ;
end = GuiTextBoxGetByteIndex ( text , 0 , 0 , end ) ;
// FIXME: `TextSubtext()` only lets use copy MAX_TEXT_BUFFER_LENGTH (1024) bytes
// maybe modify `SetClipboardText()` so we can use it only on part of a string
const char * clipText = TextSubtext ( text , start , end - start ) ;
SetClipboardText ( clipText ) ;
}
}
// Paste text from clipboard into the active textbox.
// `text` is the pointer to the buffer used by the textbox while `textSize` is the text buffer max size
RAYGUIDEF void GuiTextBoxPaste ( char * text , int textSize )
{
const char * clipText = GetClipboardText ( ) ; // GLFW guaratees this should be UTF8 encoded!
int length = strlen ( text ) ;
if ( ( text ! = NULL ) & & ( clipText ! = NULL ) & & ( guiTextBoxState . cursor ! = - 1 ) )
{
if ( ( guiTextBoxState . select ! = - 1 ) & & ( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
// If there's a selection we'll have to delete it first
length - = GuiTextBoxDelete ( text , length , true ) ;
}
int clipLen = strlen ( clipText ) ; // We want the length in bytes
// Calculate how many bytes can we copy from clipboard text before we run out of space
int size = ( ( length + clipLen ) < = textSize ) ? clipLen : textSize - length ;
// Make room by shifting to right the bytes after cursor
int startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
int endIdx = startIdx + size ;
memmove ( & text [ endIdx ] , & text [ startIdx ] , length - startIdx ) ;
text [ length + size ] = ' \0 ' ; // Set the NULL char
// At long last copy the clipboard text
memcpy ( & text [ startIdx ] , clipText , size ) ;
// Set cursor position at the end of the pasted text
guiTextBoxState . cursor = 0 ;
for ( int i = 0 ; i < ( startIdx + size ) ; guiTextBoxState . cursor + + )
{
int next = 0 ;
int letter = GetNextCodepoint ( & text [ i ] , & next ) ;
if ( letter ! = 0x3f ) i + = next ;
else i + = 1 ;
}
guiTextBoxState . start = - 1 ; // Force to recalculate on the next frame
}
}
RAYGUIDEF void GuiTextBoxCut ( char * text )
{
if ( ( text ! = NULL ) & &
( guiTextBoxState . select ! = - 1 ) & &
( guiTextBoxState . cursor ! = - 1 ) & &
( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
// First copy selection to clipboard;
int start = guiTextBoxState . cursor , end = guiTextBoxState . select ;
if ( guiTextBoxState . cursor > guiTextBoxState . select )
{
start = guiTextBoxState . select ;
end = guiTextBoxState . cursor ;
}
// Convert to byte indexes
int startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , start ) ;
int endIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , end ) ;
// FIXME: `TextSubtext()` only lets use copy MAX_TEXT_BUFFER_LENGTH (1024) bytes
// maybe modify `SetClipboardText()` so we can use it only on parts of a string
const char * clipText = TextSubtext ( text , startIdx , endIdx - startIdx ) ;
SetClipboardText ( clipText ) ;
// Now delete selection (copy data over it)
int len = strlen ( text ) ;
memmove ( & text [ startIdx ] , & text [ endIdx ] , len - endIdx ) ;
text [ len - ( endIdx - startIdx ) ] = ' \0 ' ;
// Adjust text box state
guiTextBoxState . cursor = start ; // Always set cursor to start of selection
if ( guiTextBoxState . select < guiTextBoxState . start ) guiTextBoxState . start = - 1 ; // Force to recalculate
guiTextBoxState . select = - 1 ; // Deselect
}
}
static int EncodeCodepoint ( unsigned int c , char out [ 5 ] )
{
int len = 0 ;
if ( c < = 0x7f )
{
out [ 0 ] = ( char ) c ;
len = 1 ;
}
else if ( c < = 0x7ff )
{
out [ 0 ] = ( char ) ( ( ( c > > 6 ) & 0x1f ) | 0xc0 ) ;
out [ 1 ] = ( char ) ( ( c & 0x3f ) | 0x80 ) ;
len = 2 ;
}
else if ( c < = 0xffff )
{
out [ 0 ] = ( char ) ( ( ( c > > 12 ) & 0x0f ) | 0xe0 ) ;
out [ 1 ] = ( char ) ( ( ( c > > 6 ) & 0x3f ) | 0x80 ) ;
out [ 2 ] = ( char ) ( ( c & 0x3f ) | 0x80 ) ;
len = 3 ;
}
else if ( c < = 0x10ffff )
{
out [ 0 ] = ( char ) ( ( ( c > > 18 ) & 0x07 ) | 0xf0 ) ;
out [ 1 ] = ( char ) ( ( ( c > > 12 ) & 0x3f ) | 0x80 ) ;
out [ 2 ] = ( char ) ( ( ( c > > 6 ) & 0x3f ) | 0x80 ) ;
out [ 3 ] = ( char ) ( ( c & 0x3f ) | 0x80 ) ;
len = 4 ;
}
out [ len ] = 0 ;
return len ;
}
// A text box control supporting text selection, cursor positioning and commonly used keyboard shortcuts.
// NOTE 1: Requires static variables: framesCounter
// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation)
RAYGUIDEF bool GuiTextBox ( Rectangle bounds , char * text , int textSize , bool editMode )
{
// Define the cursor movement/selection speed when movement keys are held/pressed
# define GUI_TEXTBOX_CURSOR_SPEED_MODIFIER 5
static int framesCounter = 0 ; // Required for blinking cursor
GuiControlState state = guiState ;
bool pressed = false ;
// Make sure length doesn't exceed `textSize`. `textSize` is actually the max amount of characters the textbox can handle.
int length = strlen ( text ) ;
if ( length > textSize )
{
text [ textSize ] = ' \0 ' ;
length = textSize ;
}
// Make sure we have enough room to draw at least 1 character
if ( ( bounds . width - 2 * GuiGetStyle ( TEXTBOX , INNER_PADDING ) ) < GuiGetStyle ( DEFAULT , TEXT_SIZE ) )
{
bounds . width = GuiGetStyle ( DEFAULT , TEXT_SIZE ) + 2 * GuiGetStyle ( TEXTBOX , INNER_PADDING ) ;
}
// Center the text vertically
int verticalPadding = ( bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) - GuiGetStyle ( DEFAULT , TEXT_SIZE ) ) / 2 ;
if ( verticalPadding < 0 )
{
// Make sure the height is sufficient
bounds . height = 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) + GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
verticalPadding = 0 ;
}
// Calculate the drawing area for the text inside the control `bounds`
Rectangle textRec = { bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) + GuiGetStyle ( TEXTBOX , INNER_PADDING ) ,
bounds . y + verticalPadding + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) ,
bounds . width - 2 * ( GuiGetStyle ( TEXTBOX , INNER_PADDING ) + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) ) ,
GuiGetStyle ( DEFAULT , TEXT_SIZE ) } ;
Vector2 cursorPos = { textRec . x , textRec . y } ; // This holds the coordinates inside textRec of the cursor at current position and will be recalculated later
bool active = GuiTextBoxIsActive ( bounds ) ; // Check if this textbox is the global active textbox
int selStart = 0 , selLength = 0 , textStartIndex = 0 ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
const Vector2 mousePoint = GetMousePosition ( ) ;
if ( editMode )
{
// Check if we are the global active textbox
// A textbox becomes active when the user clicks it :)
if ( ! active )
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) & &
( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) | | IsMouseButtonPressed ( MOUSE_RIGHT_BUTTON ) ) )
{
// Hurray!!! we just became the active textbox
active = true ;
GuiTextBoxSetActive ( bounds ) ;
}
}
else if ( ! CheckCollisionPointRec ( mousePoint , bounds ) & & IsMouseButtonPressed ( MOUSE_RIGHT_BUTTON ) )
{
// When active and the right mouse is clicked outside the textbox we should deactivate it
GuiTextBoxSetActive ( RAYGUI_CLITERAL ( Rectangle ) { 0 , 0 , - 1 , - 1 } ) ; // Set a dummy rect as the active textbox bounds
active = false ;
}
if ( active )
{
state = GUI_STATE_PRESSED ;
framesCounter + + ;
// Make sure state doesn't have invalid values
if ( guiTextBoxState . cursor > length ) guiTextBoxState . cursor = - 1 ;
if ( guiTextBoxState . select > length ) guiTextBoxState . select = - 1 ;
if ( guiTextBoxState . start > length ) guiTextBoxState . start = - 1 ;
// Check textbox state for changes and recalculate if necesary
if ( guiTextBoxState . cursor = = - 1 )
{
// Set cursor to last visible character in textbox
guiTextBoxState . cursor = GuiTextBoxMaxCharacters ( text , length , textRec ) ;
}
if ( guiTextBoxState . start = = - 1 )
{
// Force recalculate text start position and text start index
// NOTE: start and index are always in sync
// start will hold the starting character position from where the text will be drawn
// while index will hold the byte index inside the text for that character
if ( guiTextBoxState . cursor = = 0 )
{
guiTextBoxState . start = guiTextBoxState . index = 0 ; // No need to recalculate
}
else
{
int pos = 0 ;
int len = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
guiTextBoxState . index = GuiMeasureTextBoxRev ( text , len , textRec , & pos ) ;
guiTextBoxState . start = guiTextBoxState . cursor - pos + 1 ;
}
}
// -----------------
// HANDLE KEY INPUT
// -----------------
// * -> | LSHIFT + -> move cursor to the right | increase selection by one
// * <- | LSHIFT + <- move cursor to the left | decrease selection by one
// * HOME | LSHIFT + HOME moves cursor to start of text | selects text from cursor to start of text
// * END | LSHIFT + END move cursor to end of text | selects text from cursor until end of text
// * CTRL + A select all characters in text
// * CTRL + C copy selected text
// * CTRL + X cut selected text
// * CTRL + V remove selected text, if any, then paste clipboard data
// * DEL delete character or selection after cursor
// * BACKSPACE delete character or selection before cursor
// TODO: Add more shortcuts (insert mode, select word, moveto/select prev/next word ...)
if ( IsKeyPressed ( KEY_RIGHT ) | |
( IsKeyDown ( KEY_RIGHT ) & & ( framesCounter % GUI_TEXTBOX_CURSOR_SPEED_MODIFIER = = 0 ) ) )
{
if ( IsKeyDown ( KEY_LEFT_SHIFT ) )
{
// Selecting
if ( guiTextBoxState . select = = - 1 ) guiTextBoxState . select = guiTextBoxState . cursor ; // Mark selection start
MoveTextBoxCursorRight ( text , length , textRec ) ;
}
else
{
if ( guiTextBoxState . select ! = - 1 & & guiTextBoxState . select ! = guiTextBoxState . cursor )
{
// Deselect and move cursor to end of selection
if ( guiTextBoxState . cursor < guiTextBoxState . select )
{
guiTextBoxState . cursor = guiTextBoxState . select - 1 ;
MoveTextBoxCursorRight ( text , length , textRec ) ;
}
}
else
{
// Move cursor to the right
MoveTextBoxCursorRight ( text , length , textRec ) ;
}
guiTextBoxState . select = - 1 ;
}
framesCounter = 0 ;
}
else if ( IsKeyPressed ( KEY_LEFT ) | | ( IsKeyDown ( KEY_LEFT ) & & ( framesCounter % GUI_TEXTBOX_CURSOR_SPEED_MODIFIER = = 0 ) ) )
{
if ( IsKeyDown ( KEY_LEFT_SHIFT ) )
{
// Selecting
if ( guiTextBoxState . select = = - 1 ) guiTextBoxState . select = guiTextBoxState . cursor ; // Mark selection start
MoveTextBoxCursorLeft ( text ) ;
}
else
{
if ( ( guiTextBoxState . select ! = - 1 ) & & ( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
// Deselect and move cursor to start of selection
if ( guiTextBoxState . cursor > guiTextBoxState . select )
{
guiTextBoxState . cursor = guiTextBoxState . select ;
if ( guiTextBoxState . start > guiTextBoxState . cursor )
{
guiTextBoxState . start = guiTextBoxState . cursor ;
guiTextBoxState . index = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . start ) ; // Recalculate byte index
}
}
}
else
{
// Move cursor to the left
MoveTextBoxCursorLeft ( text ) ;
}
guiTextBoxState . select = - 1 ;
}
framesCounter = 0 ;
}
else if ( IsKeyPressed ( KEY_BACKSPACE ) | | ( IsKeyDown ( KEY_BACKSPACE ) & & ( framesCounter % GUI_TEXTBOX_CURSOR_SPEED_MODIFIER ) = = 0 ) )
{
GuiTextBoxDelete ( text , length , true ) ;
}
else if ( IsKeyPressed ( KEY_DELETE ) | | ( IsKeyDown ( KEY_DELETE ) & & ( framesCounter % GUI_TEXTBOX_CURSOR_SPEED_MODIFIER ) = = 0 ) )
{
GuiTextBoxDelete ( text , length , false ) ;
}
else if ( IsKeyPressed ( KEY_HOME ) )
{
if ( IsKeyDown ( KEY_LEFT_SHIFT ) )
{
// Select from start of text to cursor
if ( ( guiTextBoxState . select > guiTextBoxState . cursor ) | |
( ( guiTextBoxState . select = = - 1 ) & & ( guiTextBoxState . cursor ! = 0 ) ) )
{
guiTextBoxState . select = guiTextBoxState . cursor ;
}
}
else guiTextBoxState . select = - 1 ; // Deselect everything
// Move cursor to start of text
guiTextBoxState . cursor = guiTextBoxState . start = guiTextBoxState . index = 0 ;
framesCounter = 0 ;
}
else if ( IsKeyPressed ( KEY_END ) )
{
int max = GuiCountCodepointsUntilNewline ( text ) ;
if ( IsKeyDown ( KEY_LEFT_SHIFT ) )
{
if ( ( guiTextBoxState . select = = - 1 ) & & ( guiTextBoxState . cursor ! = max ) )
{
guiTextBoxState . select = guiTextBoxState . cursor ;
}
}
else guiTextBoxState . select = - 1 ; // Deselect everything
int pos = 0 ;
guiTextBoxState . cursor = max ;
int len = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
guiTextBoxState . index = GuiMeasureTextBoxRev ( text , len , textRec , & pos ) ;
guiTextBoxState . start = guiTextBoxState . cursor - pos + 1 ;
}
else if ( IsKeyDown ( KEY_LEFT_CONTROL ) & & IsKeyPressed ( KEY_A ) )
{
// `CTRL + A` Select all
GuiTextBoxSelectAll ( text ) ;
}
else if ( IsKeyDown ( KEY_LEFT_CONTROL ) & & IsKeyPressed ( KEY_C ) )
{
// `CTRL + C` Copy selected text to clipboard
GuiTextBoxCopy ( text ) ;
}
else if ( IsKeyDown ( KEY_LEFT_CONTROL ) & & IsKeyPressed ( KEY_X ) )
{
// `CTRL + X` Cut selected text
GuiTextBoxCut ( text ) ;
}
else if ( IsKeyDown ( KEY_LEFT_CONTROL ) & & IsKeyPressed ( KEY_V ) )
{
// `CTRL + V` Paste clipboard text
GuiTextBoxPaste ( text , textSize ) ;
}
else if ( IsKeyPressed ( KEY_ENTER ) )
{
pressed = true ;
}
else
{
int key = GetKeyPressed ( ) ;
if ( ( key > = 32 ) & & ( ( guiTextBoxState . cursor + 1 ) < textSize ) )
{
if ( ( guiTextBoxState . select ! = - 1 ) & & ( guiTextBoxState . select ! = guiTextBoxState . cursor ) )
{
// Delete selection
GuiTextBoxDelete ( text , length , true ) ;
}
// Decode codepoint
char out [ 5 ] = { 0 } ;
int sz = EncodeCodepoint ( key , & out [ 0 ] ) ;
if ( sz ! = 0 )
{
int startIdx = GuiTextBoxGetByteIndex ( text , 0 , 0 , guiTextBoxState . cursor ) ;
int endIdx = startIdx + sz ;
if ( endIdx < = textSize & & length < textSize - 1 )
{
guiTextBoxState . cursor + + ;
guiTextBoxState . select = - 1 ;
memmove ( & text [ endIdx ] , & text [ startIdx ] , length - startIdx ) ;
memcpy ( & text [ startIdx ] , & out [ 0 ] , sz ) ;
length + = sz ;
text [ length ] = ' \0 ' ;
if ( guiTextBoxState . start ! = - 1 )
{
const int max = GuiTextBoxMaxCharacters ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec ) ;
if ( ( guiTextBoxState . cursor - guiTextBoxState . start ) > max ) guiTextBoxState . start = - 1 ;
}
}
}
}
}
// -------------
// HANDLE MOUSE
// -------------
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) )
{
if ( CheckCollisionPointRec ( mousePoint , textRec ) )
{
GuiTextBoxGetCursorFromMouse ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec , & guiTextBoxState . cursor ) ;
guiTextBoxState . cursor + = guiTextBoxState . start ;
guiTextBoxState . select = - 1 ;
}
else
{
// Clicked outside the `textRec` but still inside bounds
if ( mousePoint . x < = bounds . x + bounds . width / 2 ) guiTextBoxState . cursor = 0 + guiTextBoxState . start ;
else guiTextBoxState . cursor = guiTextBoxState . start + GuiTextBoxMaxCharacters ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec ) ;
guiTextBoxState . select = - 1 ;
}
}
else if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
int cursor = guiTextBoxState . cursor - guiTextBoxState . start ;
bool move = false ;
if ( CheckCollisionPointRec ( mousePoint , textRec ) )
{
GuiTextBoxGetCursorFromMouse ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec , & cursor ) ;
}
else
{
// Clicked outside the `textRec` but still inside bounds, this means that we must move the text
move = true ;
if ( mousePoint . x > bounds . x + bounds . width / 2 )
{
cursor = GuiTextBoxMaxCharacters ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec ) ;
}
}
guiTextBoxState . cursor = cursor + guiTextBoxState . start ;
if ( guiTextBoxState . select = = - 1 )
{
// Mark start of selection
guiTextBoxState . select = guiTextBoxState . cursor ;
}
// Move the text when cursor is positioned before or after the text
if ( ( framesCounter % GUI_TEXTBOX_CURSOR_SPEED_MODIFIER ) = = 0 & & move )
{
if ( cursor = = 0 ) MoveTextBoxCursorLeft ( text ) ;
else if ( cursor = = GuiTextBoxMaxCharacters ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec ) )
{
MoveTextBoxCursorRight ( text , length , textRec ) ;
}
}
}
}
// Calculate X coordinate of the blinking cursor
cursorPos . x = GuiTextBoxGetCursorCoordinates ( & text [ guiTextBoxState . index ] , length - guiTextBoxState . index , textRec , guiTextBoxState . cursor - guiTextBoxState . start ) ;
// Update variables
textStartIndex = guiTextBoxState . index ;
if ( guiTextBoxState . select = = - 1 )
{
selStart = guiTextBoxState . cursor ;
selLength = 0 ;
}
else if ( guiTextBoxState . cursor > guiTextBoxState . select )
{
selStart = guiTextBoxState . select ;
selLength = guiTextBoxState . cursor - guiTextBoxState . select ;
}
else
{
selStart = guiTextBoxState . cursor ;
selLength = guiTextBoxState . select - guiTextBoxState . cursor ;
}
// We aren't drawing all of the text so make sure `DrawTextRecEx()` is selecting things correctly
if ( guiTextBoxState . start > selStart )
{
selLength - = guiTextBoxState . start - selStart ;
selStart = 0 ;
}
else selStart = selStart - guiTextBoxState . start ;
}
else state = GUI_STATE_FOCUSED ;
}
else
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
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{
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state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonPressed ( 0 ) ) pressed = true ;
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}
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if ( active & & IsKeyDown ( KEY_LEFT_CONTROL ) & & IsKeyPressed ( KEY_C ) )
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{
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// If active copy all text to clipboard even when disabled
// Backup textbox state
int select = guiTextBoxState . select ;
int cursor = guiTextBoxState . cursor ;
int start = guiTextBoxState . start ;
if ( guiTextBoxState . select = = - 1 | | guiTextBoxState . select = = guiTextBoxState . cursor )
{
// If no selection then mark all text to be copied to clipboard
GuiTextBoxSelectAll ( text ) ;
}
GuiTextBoxCopy ( text ) ;
// Restore textbox state
guiTextBoxState . select = select ;
guiTextBoxState . cursor = cursor ;
guiTextBoxState . start = start ;
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}
}
}
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// Draw control
//--------------------------------------------------------------------
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DrawRectangleLinesEx ( bounds , GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
if ( state = = GUI_STATE_PRESSED )
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{
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DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
if ( editMode & & active & & ( ( framesCounter / TEXTEDIT_CURSOR_BLINK_FRAMES ) % 2 = = 0 ) & & selLength = = 0 )
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{
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// Draw the blinking cursor
DrawRectangle ( cursorPos . x , cursorPos . y , 1 , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER_COLOR_PRESSED ) ) , guiAlpha ) ) ;
}
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}
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else if ( state = = GUI_STATE_DISABLED )
{
DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
}
// Finally draw the text and selection
DrawTextRecEx ( guiFont , & text [ textStartIndex ] , textRec , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , GuiGetStyle ( DEFAULT , TEXT_SPACING ) , false , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) , selStart , selLength , GetColor ( GuiGetStyle ( TEXTBOX , COLOR_SELECTED_FG ) ) , GetColor ( GuiGetStyle ( TEXTBOX , COLOR_SELECTED_BG ) ) ) ;
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return pressed ;
}
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# else // !RAYGUI_TEXTBOX_EXTENDED
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// Spinner control, returns selected value
// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR!
RAYGUIDEF bool GuiSpinner ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode )
{
bool pressed = false ;
int tempValue = * value ;
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Rectangle spinner = { bounds . x + GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) + GuiGetStyle ( SPINNER , SELECT_BUTTON_PADDING ) , bounds . y ,
bounds . width - 2 * ( GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) + GuiGetStyle ( SPINNER , SELECT_BUTTON_PADDING ) ) , bounds . height } ;
Rectangle leftButtonBound = { ( float ) bounds . x , ( float ) bounds . y , ( float ) GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , ( float ) bounds . height } ;
Rectangle rightButtonBound = { ( float ) bounds . x + bounds . width - GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , ( float ) bounds . y , ( float ) GuiGetStyle ( SPINNER , SELECT_BUTTON_WIDTH ) , ( float ) bounds . height } ;
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// Update control
//--------------------------------------------------------------------
if ( ! editMode )
{
if ( tempValue < minValue ) tempValue = minValue ;
if ( tempValue > maxValue ) tempValue = maxValue ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
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// TODO: Set Spinner properties for ValueBox
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pressed = GuiValueBox ( spinner , & tempValue , minValue , maxValue , editMode ) ;
// Draw value selector custom buttons
// NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
int tempBorderWidth = GuiGetStyle ( BUTTON , BORDER_WIDTH ) ;
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GuiSetStyle ( BUTTON , BORDER_WIDTH , GuiGetStyle ( SPINNER , BORDER_WIDTH ) ) ;
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int tempTextAlign = GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
# if defined(RAYGUI_RICONS_SUPPORT)
if ( GuiButton ( leftButtonBound , GuiIconText ( RICON_ARROW_LEFT_FILL , NULL ) ) ) tempValue - - ;
if ( GuiButton ( rightButtonBound , GuiIconText ( RICON_ARROW_RIGHT_FILL , NULL ) ) ) tempValue + + ;
# else
if ( GuiButton ( leftButtonBound , " < " ) ) tempValue - - ;
if ( GuiButton ( rightButtonBound , " > " ) ) tempValue + + ;
# endif
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , tempTextAlign ) ;
GuiSetStyle ( BUTTON , BORDER_WIDTH , tempBorderWidth ) ;
//--------------------------------------------------------------------
* value = tempValue ;
return pressed ;
}
// Value Box control, updates input text with numbers
// NOTE: Requires static variables: framesCounter
RAYGUIDEF bool GuiValueBox ( Rectangle bounds , int * value , int minValue , int maxValue , bool editMode )
{
# define VALUEBOX_MAX_CHARS 32
static int framesCounter = 0 ; // Required for blinking cursor
GuiControlState state = guiState ;
bool pressed = false ;
char text [ VALUEBOX_MAX_CHARS + 1 ] = " \0 " ;
sprintf ( text , " %i " , * value ) ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
bool valueHasChanged = false ;
if ( editMode )
{
state = GUI_STATE_PRESSED ;
framesCounter + + ;
int keyCount = strlen ( text ) ;
// Only allow keys in range [48..57]
if ( keyCount < VALUEBOX_MAX_CHARS )
{
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int maxWidth = ( bounds . width - ( GuiGetStyle ( VALUEBOX , INNER_PADDING ) * 2 ) ) ;
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if ( GetTextWidth ( text ) < maxWidth )
{
int key = GetKeyPressed ( ) ;
if ( ( key > = 48 ) & & ( key < = 57 ) )
{
text [ keyCount ] = ( char ) key ;
keyCount + + ;
valueHasChanged = true ;
}
}
}
// Delete text
if ( keyCount > 0 )
{
if ( IsKeyPressed ( KEY_BACKSPACE ) )
{
keyCount - - ;
text [ keyCount ] = ' \0 ' ;
framesCounter = 0 ;
if ( keyCount < 0 ) keyCount = 0 ;
valueHasChanged = true ;
}
else if ( IsKeyDown ( KEY_BACKSPACE ) )
{
if ( ( framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES ) & & ( framesCounter % 2 ) = = 0 ) keyCount - - ;
text [ keyCount ] = ' \0 ' ;
if ( keyCount < 0 ) keyCount = 0 ;
valueHasChanged = true ;
}
}
if ( valueHasChanged ) * value = atoi ( text ) ;
}
else
{
if ( * value > maxValue ) * value = maxValue ;
else if ( * value < minValue ) * value = minValue ;
}
if ( ! editMode )
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonPressed ( 0 ) ) pressed = true ;
}
}
else
{
if ( IsKeyPressed ( KEY_ENTER ) | | ( ! CheckCollisionPointRec ( mousePoint , bounds ) & & IsMouseButtonPressed ( 0 ) ) ) pressed = true ;
}
if ( pressed ) framesCounter = 0 ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
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DrawRectangleLinesEx ( bounds , GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( VALUEBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
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if ( state = = GUI_STATE_PRESSED )
{
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DrawRectangle ( bounds . x + GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( VALUEBOX , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
if ( editMode & & ( ( framesCounter / 20 ) % 2 = = 0 ) ) DrawRectangle ( bounds . x + GetTextWidth ( text ) / 2 + bounds . width / 2 + 2 , bounds . y + GuiGetStyle ( VALUEBOX , INNER_PADDING ) , 1 , bounds . height - GuiGetStyle ( VALUEBOX , INNER_PADDING ) * 2 , Fade ( GetColor ( GuiGetStyle ( VALUEBOX , BORDER_COLOR_PRESSED ) ) , guiAlpha ) ) ;
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}
else if ( state = = GUI_STATE_DISABLED )
{
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DrawRectangle ( bounds . x + GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( VALUEBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( VALUEBOX , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
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}
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GuiDrawText ( text , GetTextBounds ( VALUEBOX , bounds ) , GuiGetStyle ( VALUEBOX , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( VALUEBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
return pressed ;
}
// Text Box control, updates input text
// NOTE 1: Requires static variables: framesCounter
// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation)
RAYGUIDEF bool GuiTextBox ( Rectangle bounds , char * text , int textSize , bool editMode )
{
static int framesCounter = 0 ; // Required for blinking cursor
GuiControlState state = guiState ;
bool pressed = false ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( editMode )
{
state = GUI_STATE_PRESSED ;
framesCounter + + ;
int key = GetKeyPressed ( ) ;
int keyCount = strlen ( text ) ;
// Only allow keys in range [32..125]
if ( keyCount < ( textSize - 1 ) )
{
int maxWidth = ( bounds . width - ( GuiGetStyle ( DEFAULT , INNER_PADDING ) * 2 ) ) ;
if ( GetTextWidth ( text ) < ( maxWidth - GuiGetStyle ( DEFAULT , TEXT_SIZE ) ) )
{
if ( ( ( key > = 32 ) & & ( key < = 125 ) ) | |
( ( key > = 128 ) & & ( key < 255 ) ) )
{
text [ keyCount ] = ( char ) key ;
keyCount + + ;
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text [ keyCount ] = ' \0 ' ;
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}
}
}
// Delete text
if ( keyCount > 0 )
{
if ( IsKeyPressed ( KEY_BACKSPACE ) )
{
keyCount - - ;
text [ keyCount ] = ' \0 ' ;
framesCounter = 0 ;
if ( keyCount < 0 ) keyCount = 0 ;
}
else if ( IsKeyDown ( KEY_BACKSPACE ) )
{
if ( ( framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES ) & & ( framesCounter % 2 ) = = 0 ) keyCount - - ;
text [ keyCount ] = ' \0 ' ;
if ( keyCount < 0 ) keyCount = 0 ;
}
}
}
if ( ! editMode )
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonPressed ( 0 ) ) pressed = true ;
}
}
else
{
if ( IsKeyPressed ( KEY_ENTER ) | | ( ! CheckCollisionPointRec ( mousePoint , bounds ) & & IsMouseButtonPressed ( 0 ) ) ) pressed = true ;
}
if ( pressed ) framesCounter = 0 ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
if ( state = = GUI_STATE_PRESSED )
{
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DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
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// Draw blinking cursor
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if ( editMode & & ( ( framesCounter / 20 ) % 2 = = 0 ) ) DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , INNER_PADDING ) + GetTextWidth ( text ) + 2 + bounds . width / 2 * GuiGetStyle ( TEXTBOX , TEXT_ALIGNMENT ) , bounds . y + bounds . height / 2 - GuiGetStyle ( DEFAULT , TEXT_SIZE ) , 1 , GuiGetStyle ( DEFAULT , TEXT_SIZE ) * 2 , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER_COLOR_PRESSED ) ) , guiAlpha ) ) ;
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}
else if ( state = = GUI_STATE_DISABLED )
{
DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
}
GuiDrawText ( text , GetTextBounds ( TEXTBOX , bounds ) , GuiGetStyle ( TEXTBOX , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return pressed ;
}
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# endif
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// Text Box control with multiple lines
RAYGUIDEF bool GuiTextBoxMulti ( Rectangle bounds , char * text , int textSize , bool editMode )
{
static int framesCounter = 0 ; // Required for blinking cursor
GuiControlState state = guiState ;
bool pressed = false ;
bool textHasChange = false ;
int currentLine = 0 ;
//const char *numChars = NULL;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( editMode )
{
state = GUI_STATE_PRESSED ;
framesCounter + + ;
int keyCount = strlen ( text ) ;
int maxWidth = ( bounds . width - ( GuiGetStyle ( TEXTBOX , INNER_PADDING ) * 2 ) ) ;
int maxHeight = ( bounds . height - ( GuiGetStyle ( TEXTBOX , INNER_PADDING ) * 2 ) ) ;
//numChars = TextFormat("%i/%i", keyCount, textSize - 1);
// Only allow keys in range [32..125]
if ( keyCount < ( textSize - 1 ) )
{
int key = GetKeyPressed ( ) ;
if ( MeasureTextEx ( guiFont , text , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , 1 ) . y < ( maxHeight - GuiGetStyle ( DEFAULT , TEXT_SIZE ) ) )
{
if ( IsKeyPressed ( KEY_ENTER ) )
{
text [ keyCount ] = ' \n ' ;
keyCount + + ;
}
else if ( ( ( key > = 32 ) & & ( key < = 125 ) ) | |
( ( key > = 128 ) & & ( key < 255 ) ) )
{
text [ keyCount ] = ( char ) key ;
keyCount + + ;
textHasChange = true ;
}
}
else if ( GetTextWidth ( strrchr ( text , ' \n ' ) ) < ( maxWidth - GuiGetStyle ( DEFAULT , TEXT_SIZE ) ) )
{
if ( ( ( key > = 32 ) & & ( key < = 125 ) ) | |
( ( key > = 128 ) & & ( key < 255 ) ) )
{
text [ keyCount ] = ( char ) key ;
keyCount + + ;
textHasChange = true ;
}
}
}
// Delete text
if ( keyCount > 0 )
{
if ( IsKeyPressed ( KEY_BACKSPACE ) )
{
keyCount - - ;
text [ keyCount ] = ' \0 ' ;
framesCounter = 0 ;
if ( keyCount < 0 ) keyCount = 0 ;
textHasChange = true ;
}
else if ( IsKeyDown ( KEY_BACKSPACE ) )
{
if ( ( framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES ) & & ( framesCounter % 2 ) = = 0 ) keyCount - - ;
text [ keyCount ] = ' \0 ' ;
if ( keyCount < 0 ) keyCount = 0 ;
textHasChange = true ;
}
}
// Introduce automatic new line if necessary
if ( textHasChange )
{
textHasChange = false ;
char * lastLine = strrchr ( text , ' \n ' ) ;
int maxWidth = ( bounds . width - ( GuiGetStyle ( TEXTBOX , INNER_PADDING ) * 2 ) ) ;
if ( lastLine ! = NULL )
{
if ( GetTextWidth ( lastLine ) > maxWidth )
{
int firstIndex = lastLine - text ;
char * lastSpace = strrchr ( lastLine , 32 ) ;
if ( lastSpace ! = NULL )
{
int secondIndex = lastSpace - lastLine ;
text [ firstIndex + secondIndex ] = ' \n ' ;
}
else
{
int len = ( lastLine ! = NULL ) ? strlen ( lastLine ) : 0 ;
char lastChar = lastLine [ len - 1 ] ;
lastLine [ len - 1 ] = ' \n ' ;
lastLine [ len ] = lastChar ;
lastLine [ len + 1 ] = ' \0 ' ;
keyCount + + ;
}
}
}
else
{
if ( GetTextWidth ( text ) > maxWidth )
{
char * lastSpace = strrchr ( text , 32 ) ;
if ( lastSpace ! = NULL )
{
int index = lastSpace - text ;
text [ index ] = ' \n ' ;
}
else
{
int len = ( lastLine ! = NULL ) ? strlen ( lastLine ) : 0 ;
char lastChar = lastLine [ len - 1 ] ;
lastLine [ len - 1 ] = ' \n ' ;
lastLine [ len ] = lastChar ;
lastLine [ len + 1 ] = ' \0 ' ;
keyCount + + ;
}
}
}
}
// Counting how many new lines
for ( int i = 0 ; i < keyCount ; i + + )
{
if ( text [ i ] = = ' \n ' ) currentLine + + ;
}
}
// Changing edit mode
if ( ! editMode )
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonPressed ( 0 ) ) pressed = true ;
}
}
else
{
if ( ! CheckCollisionPointRec ( mousePoint , bounds ) & & IsMouseButtonPressed ( 0 ) ) pressed = true ;
}
if ( pressed ) framesCounter = 0 ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
if ( state = = GUI_STATE_PRESSED )
{
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DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
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if ( editMode )
{
if ( ( framesCounter / 20 ) % 2 = = 0 )
{
char * line = NULL ;
if ( currentLine > 0 ) line = strrchr ( text , ' \n ' ) ;
else line = text ;
// Draw text cursor
DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) + GuiGetStyle ( TEXTBOX , INNER_PADDING ) + GetTextWidth ( line ) ,
bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) + GuiGetStyle ( TEXTBOX , INNER_PADDING ) / 2 + ( ( GuiGetStyle ( DEFAULT , TEXT_SIZE ) + GuiGetStyle ( TEXTBOX , INNER_PADDING ) ) * currentLine ) ,
1 , GuiGetStyle ( DEFAULT , TEXT_SIZE ) + GuiGetStyle ( TEXTBOX , INNER_PADDING ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BORDER_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
}
// Draw characters counter
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//GuiDrawText(numChars, RAYGUI_CLITERAL(Vector2){ bounds.x + bounds.width - GetTextWidth(numChars) - GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE) - GuiGetStyle(TEXTBOX, INNER_PADDING) }, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha/2));
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}
}
else if ( state = = GUI_STATE_DISABLED )
{
DrawRectangle ( bounds . x + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( TEXTBOX , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
}
GuiDrawText ( text , GetTextBounds ( TEXTBOX , bounds ) , GuiGetStyle ( TEXTBOX , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( TEXTBOX , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return pressed ;
}
// Slider control with pro parameters
// NOTE: Other GuiSlider*() controls use this one
RAYGUIDEF float GuiSliderPro ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , int sliderWidth , bool showValue )
{
GuiControlState state = guiState ;
int sliderValue = ( int ) ( ( ( value - minValue ) / ( maxValue - minValue ) ) * ( bounds . width - 2 * GuiGetStyle ( SLIDER , BORDER_WIDTH ) ) ) ;
Rectangle slider = { bounds . x , bounds . y + GuiGetStyle ( SLIDER , BORDER_WIDTH ) + GuiGetStyle ( SLIDER , INNER_PADDING ) ,
0 , bounds . height - 2 * GuiGetStyle ( SLIDER , BORDER_WIDTH ) - 2 * GuiGetStyle ( SLIDER , INNER_PADDING ) } ;
if ( sliderWidth > 0 ) // Slider
{
slider . x + = ( sliderValue - sliderWidth / 2 ) ;
slider . width = sliderWidth ;
}
else if ( sliderWidth = = 0 ) // SliderBar
{
slider . x + = GuiGetStyle ( SLIDER , BORDER_WIDTH ) ;
slider . width = sliderValue ;
}
Rectangle textBounds = { 0 } ;
textBounds . width = GetTextWidth ( text ) ; // TODO: Consider text icon
textBounds . height = GuiGetStyle ( DEFAULT , TEXT_SIZE ) ;
textBounds . x = bounds . x - textBounds . width - GuiGetStyle ( SLIDER , TEXT_PADDING ) ;
textBounds . y = bounds . y + bounds . height / 2 - GuiGetStyle ( DEFAULT , TEXT_SIZE ) / 2 ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
state = GUI_STATE_PRESSED ;
// Get equivalent value and slider position from mousePoint.x
value = ( ( maxValue - minValue ) * ( mousePoint . x - ( float ) ( bounds . x + sliderWidth / 2 ) ) ) / ( float ) ( bounds . width - sliderWidth ) + minValue ;
if ( sliderWidth > 0 ) slider . x = mousePoint . x - slider . width / 2 ; // Slider
else if ( sliderWidth = = 0 ) slider . width = sliderValue ; // SliderBar
}
else state = GUI_STATE_FOCUSED ;
}
if ( value > maxValue ) value = maxValue ;
else if ( value < minValue ) value = minValue ;
}
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// Bar limits check
if ( sliderWidth > 0 ) // Slider
{
if ( slider . x < = ( bounds . x + GuiGetStyle ( SLIDER , BORDER_WIDTH ) ) ) slider . x = bounds . x + GuiGetStyle ( SLIDER , BORDER_WIDTH ) ;
else if ( ( slider . x + slider . width ) > = ( bounds . x + bounds . width ) ) slider . x = bounds . x + bounds . width - slider . width - GuiGetStyle ( SLIDER , BORDER_WIDTH ) ;
}
else if ( sliderWidth = = 0 ) // SliderBar
{
if ( slider . width > bounds . width ) slider . width = bounds . width - 2 * GuiGetStyle ( SLIDER , BORDER_WIDTH ) ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( SLIDER , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( SLIDER , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
DrawRectangle ( bounds . x + GuiGetStyle ( SLIDER , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( SLIDER , BORDER_WIDTH ) , bounds . width - 2 * GuiGetStyle ( SLIDER , BORDER_WIDTH ) , bounds . height - 2 * GuiGetStyle ( SLIDER , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( SLIDER , ( state ! = GUI_STATE_DISABLED ) ? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
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// Draw slider internal bar (depends on state)
if ( ( state = = GUI_STATE_NORMAL ) | | ( state = = GUI_STATE_PRESSED ) ) DrawRectangleRec ( slider , Fade ( GetColor ( GuiGetStyle ( SLIDER , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
else if ( state = = GUI_STATE_FOCUSED ) DrawRectangleRec ( slider , Fade ( GetColor ( GuiGetStyle ( SLIDER , TEXT_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
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GuiDrawText ( text , textBounds , GuiGetStyle ( SLIDER , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( SLIDER , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
// TODO: Review showValue parameter, really ugly...
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if ( showValue ) GuiDrawText ( TextFormat ( " %.02f " , value ) , RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + bounds . width + GuiGetStyle ( SLIDER , TEXT_PADDING ) ,
( float ) bounds . y + bounds . height / 2 - GuiGetStyle ( DEFAULT , TEXT_SIZE ) / 2 + GuiGetStyle ( SLIDER , INNER_PADDING ) ,
( float ) GuiGetStyle ( DEFAULT , TEXT_SIZE ) , ( float ) GuiGetStyle ( DEFAULT , TEXT_SIZE ) } , GUI_TEXT_ALIGN_LEFT ,
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Fade ( GetColor ( GuiGetStyle ( SLIDER , TEXT + ( state * 3 ) ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return value ;
}
// Slider control extended, returns selected value and has text
RAYGUIDEF float GuiSlider ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue )
{
return GuiSliderPro ( bounds , text , value , minValue , maxValue , GuiGetStyle ( SLIDER , SLIDER_WIDTH ) , showValue ) ;
}
// Slider Bar control extended, returns selected value
RAYGUIDEF float GuiSliderBar ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue )
{
return GuiSliderPro ( bounds , text , value , minValue , maxValue , 0 , showValue ) ;
}
// Progress Bar control extended, shows current progress value
RAYGUIDEF float GuiProgressBar ( Rectangle bounds , const char * text , float value , float minValue , float maxValue , bool showValue )
{
GuiControlState state = guiState ;
Rectangle progress = { bounds . x + GuiGetStyle ( PROGRESSBAR , BORDER_WIDTH ) ,
bounds . y + GuiGetStyle ( PROGRESSBAR , BORDER_WIDTH ) + GuiGetStyle ( PROGRESSBAR , INNER_PADDING ) , 0 ,
bounds . height - 2 * GuiGetStyle ( PROGRESSBAR , BORDER_WIDTH ) - 2 * GuiGetStyle ( PROGRESSBAR , INNER_PADDING ) } ;
// Update control
//--------------------------------------------------------------------
if ( state ! = GUI_STATE_DISABLED ) progress . width = ( int ) ( value / ( maxValue - minValue ) * ( float ) ( bounds . width - 2 * GuiGetStyle ( PROGRESSBAR , BORDER_WIDTH ) ) ) ;
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
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if ( showValue ) GuiLabel ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + bounds . width + GuiGetStyle ( SLIDER , TEXT_PADDING ) , ( float ) bounds . y + bounds . height / 2 - GuiGetStyle ( DEFAULT , TEXT_SIZE ) / 2 + GuiGetStyle ( SLIDER , INNER_PADDING ) , ( float ) GuiGetStyle ( DEFAULT , TEXT_SIZE ) , ( float ) GuiGetStyle ( DEFAULT , TEXT_SIZE ) } , TextFormat ( " %.02f " , value ) ) ;
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DrawRectangleLinesEx ( bounds , GuiGetStyle ( PROGRESSBAR , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( PROGRESSBAR , BORDER + ( state * 3 ) ) ) , guiAlpha ) ) ;
// Draw slider internal progress bar (depends on state)
if ( ( state = = GUI_STATE_NORMAL ) | | ( state = = GUI_STATE_PRESSED ) ) DrawRectangleRec ( progress , Fade ( GetColor ( GuiGetStyle ( PROGRESSBAR , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
else if ( state = = GUI_STATE_FOCUSED ) DrawRectangleRec ( progress , Fade ( GetColor ( GuiGetStyle ( PROGRESSBAR , TEXT_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
return value ;
}
// Status Bar control
RAYGUIDEF void GuiStatusBar ( Rectangle bounds , const char * text )
{
GuiControlState state = guiState ;
// Draw control
//--------------------------------------------------------------------
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state ! = GUI_STATE_DISABLED ) ? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED ) ) , guiAlpha ) ) ;
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DrawRectangleRec ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , bounds . width - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) * 2 , bounds . height - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) * 2 } , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state ! = GUI_STATE_DISABLED ) ? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
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GuiDrawText ( text , GetTextBounds ( DEFAULT , bounds ) , GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state ! = GUI_STATE_DISABLED ) ? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
}
// Dummy rectangle control, intended for placeholding
RAYGUIDEF void GuiDummyRec ( Rectangle bounds , const char * text )
{
GuiControlState state = guiState ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
// Check button state
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleRec ( bounds , Fade ( GetColor ( GuiGetStyle ( DEFAULT , ( state ! = GUI_STATE_DISABLED ) ? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
GuiDrawText ( text , GetTextBounds ( DEFAULT , bounds ) , GUI_TEXT_ALIGN_CENTER , Fade ( GetColor ( GuiGetStyle ( BUTTON , ( state ! = GUI_STATE_DISABLED ) ? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED ) ) , guiAlpha ) ) ;
//------------------------------------------------------------------
}
// Scroll Bar control
RAYGUIDEF int GuiScrollBar ( Rectangle bounds , int value , int minValue , int maxValue )
{
GuiControlState state = guiState ;
// Is the scrollbar horizontal or vertical?
bool isVertical = ( bounds . width > bounds . height ) ? false : true ;
// The size (width or height depending on scrollbar type) of the spinner buttons
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const int spinnerSize = GuiGetStyle ( SCROLLBAR , ARROWS_VISIBLE ) ? ( isVertical ? bounds . width - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) : bounds . height - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) ) : 0 ;
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// Arrow buttons [<] [>] [∧] [∨ ]
Rectangle arrowUpLeft = { 0 } ;
Rectangle arrowDownRight = { 0 } ;
// Actual area of the scrollbar excluding the arrow buttons
Rectangle scrollbar = { 0 } ;
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// Slider bar that moves --[///]-----
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Rectangle slider = { 0 } ;
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// Normalize value
if ( value > maxValue ) value = maxValue ;
if ( value < minValue ) value = minValue ;
const int range = maxValue - minValue ;
int sliderSize = GuiGetStyle ( SCROLLBAR , SLIDER_SIZE ) ;
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// Calculate rectangles for all of the components
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arrowUpLeft = RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) bounds . y + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) spinnerSize , ( float ) spinnerSize } ;
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if ( isVertical )
{
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arrowDownRight = RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) bounds . y + bounds . height - spinnerSize - GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) spinnerSize , ( float ) spinnerSize } ;
scrollbar = RAYGUI_CLITERAL ( Rectangle ) { bounds . x + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , INNER_PADDING ) , arrowUpLeft . y + arrowUpLeft . height , bounds . width - 2 * ( GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , INNER_PADDING ) ) , bounds . height - arrowUpLeft . height - arrowDownRight . height - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) } ;
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sliderSize = ( sliderSize > = scrollbar . height ) ? ( scrollbar . height - 2 ) : sliderSize ; // Make sure the slider won't get outside of the scrollbar
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slider = RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , SLIDER_PADDING ) , ( float ) scrollbar . y + ( int ) ( ( ( float ) ( value - minValue ) / range ) * ( scrollbar . height - sliderSize ) ) , ( float ) bounds . width - 2 * ( GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , SLIDER_PADDING ) ) , ( float ) sliderSize } ;
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}
else
{
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arrowDownRight = RAYGUI_CLITERAL ( Rectangle ) { ( float ) bounds . x + bounds . width - spinnerSize - GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) bounds . y + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , ( float ) spinnerSize , ( float ) spinnerSize } ;
scrollbar = RAYGUI_CLITERAL ( Rectangle ) { arrowUpLeft . x + arrowUpLeft . width , bounds . y + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , INNER_PADDING ) , bounds . width - arrowUpLeft . width - arrowDownRight . width - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , bounds . height - 2 * ( GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , INNER_PADDING ) ) } ;
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sliderSize = ( sliderSize > = scrollbar . width ) ? ( scrollbar . width - 2 ) : sliderSize ; // Make sure the slider won't get outside of the scrollbar
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slider = RAYGUI_CLITERAL ( Rectangle ) { ( float ) scrollbar . x + ( int ) ( ( ( float ) ( value - minValue ) / range ) * ( scrollbar . width - sliderSize ) ) , ( float ) bounds . y + GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , SLIDER_PADDING ) , ( float ) sliderSize , ( float ) bounds . height - 2 * ( GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) + GuiGetStyle ( SCROLLBAR , SLIDER_PADDING ) ) } ;
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}
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
state = GUI_STATE_FOCUSED ;
// Handle mouse wheel
int wheel = GetMouseWheelMove ( ) ;
if ( wheel ! = 0 ) value + = wheel ;
if ( IsMouseButtonPressed ( MOUSE_LEFT_BUTTON ) )
{
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if ( CheckCollisionPointRec ( mousePoint , arrowUpLeft ) ) value - = range / GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
else if ( CheckCollisionPointRec ( mousePoint , arrowDownRight ) ) value + = range / GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ;
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state = GUI_STATE_PRESSED ;
}
else if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
if ( ! isVertical )
{
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Rectangle scrollArea = { arrowUpLeft . x + arrowUpLeft . width , arrowUpLeft . y , scrollbar . width , bounds . height - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) } ;
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if ( CheckCollisionPointRec ( mousePoint , scrollArea ) ) value = ( ( float ) ( mousePoint . x - scrollArea . x - slider . width / 2 ) * range ) / ( scrollArea . width - slider . width ) + minValue ;
}
else
{
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Rectangle scrollArea = { arrowUpLeft . x , arrowUpLeft . y + arrowUpLeft . height , bounds . width - 2 * GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , scrollbar . height } ;
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if ( CheckCollisionPointRec ( mousePoint , scrollArea ) ) value = ( ( float ) ( mousePoint . y - scrollArea . y - slider . height / 2 ) * range ) / ( scrollArea . height - slider . height ) + minValue ;
}
}
}
// Normalize value
if ( value > maxValue ) value = maxValue ;
if ( value < minValue ) value = minValue ;
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleRec ( bounds , Fade ( GetColor ( GuiGetStyle ( DEFAULT , BORDER_COLOR_DISABLED ) ) , guiAlpha ) ) ; // Draw the background
DrawRectangleRec ( scrollbar , Fade ( GetColor ( GuiGetStyle ( BUTTON , BASE_COLOR_NORMAL ) ) , guiAlpha ) ) ; // Draw the scrollbar active area background
DrawRectangleLinesEx ( bounds , GuiGetStyle ( SCROLLBAR , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER + state * 3 ) ) , guiAlpha ) ) ;
DrawRectangleRec ( slider , Fade ( GetColor ( GuiGetStyle ( SLIDER , BORDER + state * 3 ) ) , guiAlpha ) ) ; // Draw the slider bar
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// Draw arrows
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const int padding = ( spinnerSize - GuiGetStyle ( SCROLLBAR , ARROWS_SIZE ) ) / 2 ;
const Vector2 lineCoords [ ] =
{
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// Coordinates for < 0,1,2
{ arrowUpLeft . x + padding , arrowUpLeft . y + spinnerSize / 2 } ,
{ arrowUpLeft . x + spinnerSize - padding , arrowUpLeft . y + padding } ,
{ arrowUpLeft . x + spinnerSize - padding , arrowUpLeft . y + spinnerSize - padding } ,
// Coordinates for > 3,4,5
{ arrowDownRight . x + padding , arrowDownRight . y + padding } ,
{ arrowDownRight . x + spinnerSize - padding , arrowDownRight . y + spinnerSize / 2 } ,
{ arrowDownRight . x + padding , arrowDownRight . y + spinnerSize - padding } ,
// Coordinates for ∧ 6,7,8
{ arrowUpLeft . x + spinnerSize / 2 , arrowUpLeft . y + padding } ,
{ arrowUpLeft . x + padding , arrowUpLeft . y + spinnerSize - padding } ,
{ arrowUpLeft . x + spinnerSize - padding , arrowUpLeft . y + spinnerSize - padding } ,
// Coordinates for ∨ 9,10,11
{ arrowDownRight . x + padding , arrowDownRight . y + padding } ,
{ arrowDownRight . x + spinnerSize / 2 , arrowDownRight . y + spinnerSize - padding } ,
{ arrowDownRight . x + spinnerSize - padding , arrowDownRight . y + padding }
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} ;
Color lineColor = Fade ( GetColor ( GuiGetStyle ( BUTTON , TEXT + state * 3 ) ) , guiAlpha ) ;
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if ( GuiGetStyle ( SCROLLBAR , ARROWS_VISIBLE ) )
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{
if ( isVertical )
{
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DrawTriangle ( lineCoords [ 6 ] , lineCoords [ 7 ] , lineCoords [ 8 ] , lineColor ) ;
DrawTriangle ( lineCoords [ 9 ] , lineCoords [ 10 ] , lineCoords [ 11 ] , lineColor ) ;
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}
else
{
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DrawTriangle ( lineCoords [ 2 ] , lineCoords [ 1 ] , lineCoords [ 0 ] , lineColor ) ;
DrawTriangle ( lineCoords [ 5 ] , lineCoords [ 4 ] , lineCoords [ 3 ] , lineColor ) ;
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}
}
//--------------------------------------------------------------------
return value ;
}
// List Element control, returns element state
static bool GuiListElement ( Rectangle bounds , const char * text , bool active , bool editMode )
{
GuiControlState state = guiState ;
if ( ! guiLocked & & editMode ) state = GUI_STATE_NORMAL ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( ! active )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) ) state = GUI_STATE_PRESSED ;
else state = GUI_STATE_FOCUSED ;
}
if ( IsMouseButtonReleased ( MOUSE_LEFT_BUTTON ) ) active = ! active ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
// Draw element rectangle
switch ( state )
{
case GUI_STATE_NORMAL :
{
if ( active )
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER_COLOR_PRESSED ) ) , guiAlpha ) ) ;
}
} break ;
case GUI_STATE_FOCUSED :
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BASE_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER_COLOR_FOCUSED ) ) , guiAlpha ) ) ;
} break ;
case GUI_STATE_PRESSED :
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BASE_COLOR_PRESSED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER_COLOR_PRESSED ) ) , guiAlpha ) ) ;
} break ;
case GUI_STATE_DISABLED :
{
if ( active )
{
DrawRectangle ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BASE_COLOR_DISABLED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER_COLOR_NORMAL ) ) , guiAlpha ) ) ;
}
} break ;
default : break ;
}
// Draw text depending on state
if ( state = = GUI_STATE_NORMAL ) GuiDrawText ( text , GetTextBounds ( DEFAULT , bounds ) , GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , active ? TEXT_COLOR_PRESSED : TEXT_COLOR_NORMAL ) ) , guiAlpha ) ) ;
else if ( state = = GUI_STATE_DISABLED ) GuiDrawText ( text , GetTextBounds ( DEFAULT , bounds ) , GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , active ? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED ) ) , guiAlpha ) ) ;
else GuiDrawText ( text , GetTextBounds ( DEFAULT , bounds ) , GuiGetStyle ( DEFAULT , TEXT_ALIGNMENT ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , TEXT + state * 3 ) ) , guiAlpha ) ) ;
//--------------------------------------------------------------------
return active ;
}
// List View control
RAYGUIDEF bool GuiListView ( Rectangle bounds , const char * text , int * active , int * scrollIndex , bool editMode )
{
bool result = 0 ;
int count = 0 ;
const char * * textList = GuiTextSplit ( text , & count , NULL ) ;
result = GuiListViewEx ( bounds , textList , count , NULL , active , NULL , scrollIndex , editMode ) ;
return result ;
}
// List View control extended parameters
// NOTE: Elements could be disabled individually and focused element could be obtained:
// int *enabled defines an array with enabled elements inside the list
// int *focus returns focused element (may be not pressed)
RAYGUIDEF bool GuiListViewEx ( Rectangle bounds , const char * * text , int count , int * enabled , int * active , int * focus , int * scrollIndex , bool editMode )
{
GuiControlState state = guiState ;
bool pressed = false ;
int focusElement = - 1 ;
int startIndex = ( scrollIndex = = NULL ) ? 0 : * scrollIndex ;
bool useScrollBar = true ;
bool pressedKey = false ;
int visibleElements = bounds . height / ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) ;
if ( ( startIndex < 0 ) | | ( startIndex > count - visibleElements ) ) startIndex = 0 ;
int endIndex = startIndex + visibleElements ;
int auxActive = * active ;
float barHeight = bounds . height ;
float minBarHeight = 10 ;
// Update control
//--------------------------------------------------------------------
// All the elements fit inside ListView and dont need scrollbar.
if ( visibleElements > = count )
{
useScrollBar = false ;
startIndex = 0 ;
endIndex = count ;
}
// Calculate position X and width to draw each element.
int posX = bounds . x + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ;
int elementWidth = bounds . width - 2 * GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
if ( useScrollBar )
{
posX = GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_LEFT_SIDE ? posX + GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) : posX ;
elementWidth = bounds . width - GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) - 2 * GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) - GuiGetStyle ( DEFAULT , BORDER_WIDTH ) ;
}
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Rectangle scrollBarRect = { ( float ) bounds . x + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) GuiGetStyle ( LISTVIEW , SCROLLBAR_WIDTH ) , ( float ) bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) } ;
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if ( GuiGetStyle ( LISTVIEW , SCROLLBAR_SIDE ) = = SCROLLBAR_RIGHT_SIDE ) scrollBarRect . x = posX + elementWidth + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ;
// Area without the scrollbar
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Rectangle viewArea = { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , ( float ) elementWidth , ( float ) bounds . height - 2 * GuiGetStyle ( DEFAULT , BORDER_WIDTH ) } ;
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if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked ) // && !guiLocked
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( editMode )
{
state = GUI_STATE_PRESSED ;
// Change active with keys
if ( IsKeyPressed ( KEY_UP ) )
{
if ( auxActive > 0 )
{
auxActive - - ;
if ( ( useScrollBar ) & & ( auxActive < startIndex ) ) startIndex - - ;
}
pressedKey = true ;
}
else if ( IsKeyPressed ( KEY_DOWN ) )
{
if ( auxActive < count - 1 )
{
auxActive + + ;
if ( ( useScrollBar ) & & ( auxActive > = endIndex ) ) startIndex + + ;
}
pressedKey = true ;
}
if ( useScrollBar )
{
endIndex = startIndex + visibleElements ;
if ( CheckCollisionPointRec ( mousePoint , viewArea ) )
{
int wheel = GetMouseWheelMove ( ) ;
if ( wheel < 0 & & endIndex < count ) startIndex - = wheel ;
else if ( wheel > 0 & & startIndex > 0 ) startIndex - = wheel ;
}
if ( pressedKey )
{
pressedKey = false ;
if ( ( auxActive < startIndex ) | | ( auxActive > = endIndex ) ) startIndex = auxActive ;
}
if ( startIndex < 0 ) startIndex = 0 ;
else if ( startIndex > ( count - ( endIndex - startIndex ) ) )
{
startIndex = count - ( endIndex - startIndex ) ;
}
endIndex = startIndex + visibleElements ;
if ( endIndex > count ) endIndex = count ;
}
}
if ( ! editMode )
{
if ( CheckCollisionPointRec ( mousePoint , viewArea ) )
{
state = GUI_STATE_FOCUSED ;
if ( IsMouseButtonPressed ( 0 ) ) pressed = true ;
startIndex - = GetMouseWheelMove ( ) ;
if ( startIndex < 0 ) startIndex = 0 ;
else if ( startIndex > ( count - ( endIndex - startIndex ) ) )
{
startIndex = count - ( endIndex - startIndex ) ;
}
pressed = true ;
}
}
else
{
if ( ! CheckCollisionPointRec ( mousePoint , viewArea ) )
{
if ( IsMouseButtonPressed ( 0 ) | | ( GetMouseWheelMove ( ) ! = 0 ) ) pressed = true ;
}
}
// Get focused element
for ( int i = startIndex ; i < endIndex ; i + + )
{
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if ( CheckCollisionPointRec ( mousePoint , RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } ) )
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{
focusElement = i ;
}
}
}
const int slider = GuiGetStyle ( SCROLLBAR , SLIDER_SIZE ) ; // Save default slider size
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// Calculate percentage of visible elements and apply same percentage to scrollbar
if ( useScrollBar )
{
float percentVisible = ( endIndex - startIndex ) * 100 / count ;
barHeight * = percentVisible / 100 ;
if ( barHeight < minBarHeight ) barHeight = minBarHeight ;
else if ( barHeight > bounds . height ) barHeight = bounds . height ;
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , barHeight ) ; // Change slider size
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
DrawRectangleRec ( bounds , GetColor ( GuiGetStyle ( DEFAULT , BACKGROUND_COLOR ) ) ) ; // Draw background
// Draw scrollBar
if ( useScrollBar )
{
const int scrollSpeed = GuiGetStyle ( SCROLLBAR , SCROLL_SPEED ) ; // Save default scroll speed
GuiSetStyle ( SCROLLBAR , SCROLL_SPEED , count - visibleElements ) ; // Hack to make the spinner buttons work
int index = scrollIndex ! = NULL ? * scrollIndex : startIndex ;
index = GuiScrollBar ( scrollBarRect , index , 0 , count - visibleElements ) ;
GuiSetStyle ( SCROLLBAR , SCROLL_SPEED , scrollSpeed ) ; // Reset scroll speed to default
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , slider ) ; // Reset slider size to default
// FIXME: Quick hack to make this thing work, think of a better way
if ( scrollIndex ! = NULL & & CheckCollisionPointRec ( GetMousePosition ( ) , scrollBarRect ) & & IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
startIndex = index ;
if ( startIndex < 0 ) startIndex = 0 ;
if ( startIndex > ( count - ( endIndex - startIndex ) ) )
{
startIndex = count - ( endIndex - startIndex ) ;
}
endIndex = startIndex + visibleElements ;
if ( endIndex > count ) endIndex = count ;
}
}
DrawRectangleLinesEx ( bounds , GuiGetStyle ( DEFAULT , BORDER_WIDTH ) , Fade ( GetColor ( GuiGetStyle ( LISTVIEW , BORDER + state * 3 ) ) , guiAlpha ) ) ;
// Draw ListView states
switch ( state )
{
case GUI_STATE_NORMAL :
{
for ( int i = startIndex ; i < endIndex ; i + + )
{
if ( ( enabled ! = NULL ) & & ( enabled [ i ] = = 0 ) )
{
GuiDisable ( ) ;
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GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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GuiEnable ( ) ;
}
else if ( i = = auxActive )
{
GuiDisable ( ) ;
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GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , true , false ) ;
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GuiEnable ( ) ;
}
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else GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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}
} break ;
case GUI_STATE_FOCUSED :
{
for ( int i = startIndex ; i < endIndex ; i + + )
{
if ( ( enabled ! = NULL ) & & ( enabled [ i ] = = 0 ) )
{
GuiDisable ( ) ;
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GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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GuiEnable ( ) ;
}
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else if ( i = = auxActive ) GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , true , false ) ;
else GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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}
} break ;
case GUI_STATE_PRESSED :
{
for ( int i = startIndex ; i < endIndex ; i + + )
{
if ( ( enabled ! = NULL ) & & ( enabled [ i ] = = 0 ) )
{
GuiDisable ( ) ;
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GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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GuiEnable ( ) ;
}
else if ( ( i = = auxActive ) & & editMode )
{
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if ( GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , true , true ) = = false ) auxActive = - 1 ;
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}
else
{
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if ( GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , true ) = = true ) auxActive = i ;
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}
}
} break ;
case GUI_STATE_DISABLED :
{
for ( int i = startIndex ; i < endIndex ; i + + )
{
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if ( i = = auxActive ) GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , true , false ) ;
else GuiListElement ( RAYGUI_CLITERAL ( Rectangle ) { ( float ) posX , ( float ) bounds . y + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) + GuiGetStyle ( DEFAULT , BORDER_WIDTH ) + ( i - startIndex ) * ( GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) + GuiGetStyle ( LISTVIEW , ELEMENTS_PADDING ) ) , ( float ) elementWidth , ( float ) GuiGetStyle ( LISTVIEW , ELEMENTS_HEIGHT ) } , text [ i ] , false , false ) ;
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}
} break ;
default : break ;
}
//--------------------------------------------------------------------
if ( scrollIndex ! = NULL ) * scrollIndex = startIndex ;
if ( focus ! = NULL ) * focus = focusElement ;
* active = auxActive ;
return pressed ;
}
// Color Panel control
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RAYGUIDEF Color GuiColorPanelEx ( Rectangle bounds , Color color , float hue )
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{
GuiControlState state = guiState ;
Vector2 pickerSelector = { 0 } ;
Vector3 vcolor = { ( float ) color . r / 255.0f , ( float ) color . g / 255.0f , ( float ) color . b / 255.0f } ;
Vector3 hsv = ConvertRGBtoHSV ( vcolor ) ;
pickerSelector . x = bounds . x + ( float ) hsv . y * bounds . width ; // HSV: Saturation
pickerSelector . y = bounds . y + ( 1.0f - ( float ) hsv . z ) * bounds . height ; // HSV: Value
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Vector3 maxHue = { hue > = 0.0f ? hue : hsv . x , 1.0f , 1.0f } ;
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Vector3 rgbHue = ConvertHSVtoRGB ( maxHue ) ;
Color maxHueCol = { ( unsigned char ) ( 255.0f * rgbHue . x ) ,
( unsigned char ) ( 255.0f * rgbHue . y ) ,
( unsigned char ) ( 255.0f * rgbHue . z ) , 255 } ;
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const Color colWhite = { 255 , 255 , 255 , 255 } ;
const Color colBlack = { 0 , 0 , 0 , 255 } ;
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// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
state = GUI_STATE_PRESSED ;
pickerSelector = mousePoint ;
// Calculate color from picker
Vector2 colorPick = { pickerSelector . x - bounds . x , pickerSelector . y - bounds . y } ;
colorPick . x / = ( float ) bounds . width ; // Get normalized value on x
colorPick . y / = ( float ) bounds . height ; // Get normalized value on y
hsv . y = colorPick . x ;
hsv . z = 1.0f - colorPick . y ;
Vector3 rgb = ConvertHSVtoRGB ( hsv ) ;
// NOTE: Vector3ToColor() only available on raylib 1.8.1
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color = RAYGUI_CLITERAL ( Color ) { ( unsigned char ) ( 255.0f * rgb . x ) ,
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( unsigned char ) ( 255.0f * rgb . y ) ,
( unsigned char ) ( 255.0f * rgb . z ) ,
( unsigned char ) ( 255.0f * ( float ) color . a / 255.0f ) } ;
}
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if ( state ! = GUI_STATE_DISABLED )
{
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DrawRectangleGradientEx ( bounds , Fade ( colWhite , guiAlpha ) , Fade ( colWhite , guiAlpha ) , Fade ( maxHueCol , guiAlpha ) , Fade ( maxHueCol , guiAlpha ) ) ;
DrawRectangleGradientEx ( bounds , Fade ( colBlack , 0 ) , Fade ( colBlack , guiAlpha ) , Fade ( colBlack , guiAlpha ) , Fade ( colBlack , 0 ) ) ;
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// Draw color picker: selector
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DrawRectangle ( pickerSelector . x - GuiGetStyle ( COLORPICKER , COLOR_SELECTOR_SIZE ) / 2 , pickerSelector . y - GuiGetStyle ( COLORPICKER , COLOR_SELECTOR_SIZE ) / 2 , GuiGetStyle ( COLORPICKER , COLOR_SELECTOR_SIZE ) , GuiGetStyle ( COLORPICKER , COLOR_SELECTOR_SIZE ) , Fade ( colWhite , guiAlpha ) ) ;
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}
else
{
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DrawRectangleGradientEx ( bounds , Fade ( Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BASE_COLOR_DISABLED ) ) , 0.1f ) , guiAlpha ) , Fade ( Fade ( colBlack , 0.6f ) , guiAlpha ) , Fade ( Fade ( colBlack , 0.6f ) , guiAlpha ) , Fade ( Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER_COLOR_DISABLED ) ) , 0.6f ) , guiAlpha ) ) ;
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}
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DrawRectangleLinesEx ( bounds , 1 , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER + state * 3 ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
return color ;
}
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RAYGUIDEF Color GuiColorPanel ( Rectangle bounds , Color color )
{
return GuiColorPanelEx ( bounds , color , - 1.0f ) ;
}
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// Color Bar Alpha control
// NOTE: Returns alpha value normalized [0..1]
RAYGUIDEF float GuiColorBarAlpha ( Rectangle bounds , float alpha )
{
# define COLORBARALPHA_CHECKED_SIZE 10
GuiControlState state = guiState ;
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Rectangle selector = { ( float ) bounds . x + alpha * bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( float ) bounds . y - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( float ) GuiGetStyle ( COLORPICKER , BAR_SELECTOR_HEIGHT ) , ( float ) bounds . height + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) * 2 } ;
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// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) | |
CheckCollisionPointRec ( mousePoint , selector ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
state = GUI_STATE_PRESSED ;
selector . x = mousePoint . x - selector . width / 2 ;
alpha = ( mousePoint . x - bounds . x ) / bounds . width ;
if ( alpha < = 0.0f ) alpha = 0.0f ;
if ( alpha > = 1.0f ) alpha = 1.0f ;
//selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
}
else state = GUI_STATE_FOCUSED ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
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// Draw alpha bar: checked background
if ( state ! = GUI_STATE_DISABLED )
{
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int checksX = bounds . width / COLORBARALPHA_CHECKED_SIZE ;
int checksY = bounds . height / COLORBARALPHA_CHECKED_SIZE ;
for ( int x = 0 ; x < checksX ; x + + )
{
for ( int y = 0 ; y < checksY ; y + + )
{
DrawRectangle ( bounds . x + x * COLORBARALPHA_CHECKED_SIZE ,
bounds . y + y * COLORBARALPHA_CHECKED_SIZE ,
COLORBARALPHA_CHECKED_SIZE , COLORBARALPHA_CHECKED_SIZE ,
( ( x + y ) % 2 ) ? Fade ( Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER_COLOR_DISABLED ) ) , 0.4f ) , guiAlpha ) :
Fade ( Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BASE_COLOR_DISABLED ) ) , 0.4f ) , guiAlpha ) ) ;
}
}
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DrawRectangleGradientEx ( bounds , RAYGUI_CLITERAL ( Color ) { 255 , 255 , 255 , 0 } , RAYGUI_CLITERAL ( Color ) { 255 , 255 , 255 , 0 } , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 0 , 0 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 0 , 0 , 255 } , guiAlpha ) ) ;
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}
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else DrawRectangleGradientEx ( bounds , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BASE_COLOR_DISABLED ) ) , 0.1f ) , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BASE_COLOR_DISABLED ) ) , 0.1f ) , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER_COLOR_DISABLED ) ) , guiAlpha ) , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER_COLOR_DISABLED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , 1 , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER + state * 3 ) ) , guiAlpha ) ) ;
// Draw alpha bar: selector
DrawRectangleRec ( selector , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER + state * 3 ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
return alpha ;
}
// Color Bar Hue control
// NOTE: Returns hue value normalized [0..1]
RAYGUIDEF float GuiColorBarHue ( Rectangle bounds , float hue )
{
GuiControlState state = guiState ;
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Rectangle selector = { ( float ) bounds . x - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( float ) bounds . y + hue / 360.0f * bounds . height - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( float ) bounds . width + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) * 2 , ( float ) GuiGetStyle ( COLORPICKER , BAR_SELECTOR_HEIGHT ) } ;
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// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
Vector2 mousePoint = GetMousePosition ( ) ;
if ( CheckCollisionPointRec ( mousePoint , bounds ) | |
CheckCollisionPointRec ( mousePoint , selector ) )
{
if ( IsMouseButtonDown ( MOUSE_LEFT_BUTTON ) )
{
state = GUI_STATE_PRESSED ;
selector . y = mousePoint . y - selector . height / 2 ;
hue = ( mousePoint . y - bounds . y ) * 360 / bounds . height ;
if ( hue < = 0.0f ) hue = 0.0f ;
if ( hue > = 359.0f ) hue = 359.0f ;
}
else state = GUI_STATE_FOCUSED ;
/*if (IsKeyDown(KEY_UP))
{
hue - = 2.0f ;
if ( hue < = 0.0f ) hue = 0.0f ;
}
else if ( IsKeyDown ( KEY_DOWN ) )
{
hue + = 2.0f ;
if ( hue > = 360.0f ) hue = 360.0f ;
} */
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
if ( state ! = GUI_STATE_DISABLED )
{
// Draw hue bar:color bars
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DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 0 , 0 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 255 , 0 , 255 } , guiAlpha ) ) ;
DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + ( int ) bounds . height / 6 + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 255 , 0 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 255 , 0 , 255 } , guiAlpha ) ) ;
DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + 2 * ( ( int ) bounds . height / 6 ) + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 255 , 0 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 255 , 255 , 255 } , guiAlpha ) ) ;
DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + 3 * ( ( int ) bounds . height / 6 ) + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 255 , 255 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 0 , 255 , 255 } , guiAlpha ) ) ;
DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + 4 * ( ( int ) bounds . height / 6 ) + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 , Fade ( RAYGUI_CLITERAL ( Color ) { 0 , 0 , 255 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 0 , 255 , 255 } , guiAlpha ) ) ;
DrawRectangleGradientV ( bounds . x + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . y + 5 * ( ( int ) bounds . height / 6 ) + GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) / 2 , bounds . width - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , ( int ) bounds . height / 6 - GuiGetStyle ( COLORPICKER , BAR_SELECTOR_PADDING ) , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 0 , 255 , 255 } , guiAlpha ) , Fade ( RAYGUI_CLITERAL ( Color ) { 255 , 0 , 0 , 255 } , guiAlpha ) ) ;
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}
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else DrawRectangleGradientV ( bounds . x , bounds . y , bounds . width , bounds . height , Fade ( Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BASE_COLOR_DISABLED ) ) , 0.1f ) , guiAlpha ) , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER_COLOR_DISABLED ) ) , guiAlpha ) ) ;
DrawRectangleLinesEx ( bounds , 1 , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER + state * 3 ) ) , guiAlpha ) ) ;
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// Draw hue bar: selector
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DrawRectangleRec ( selector , Fade ( GetColor ( GuiGetStyle ( COLORPICKER , BORDER + state * 3 ) ) , guiAlpha ) ) ;
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//--------------------------------------------------------------------
return hue ;
}
// TODO: Color GuiColorBarSat() [WHITE->color]
// TODO: Color GuiColorBarValue() [BLACK->color], HSV / HSL
// TODO: float GuiColorBarLuminance() [BLACK->WHITE]
// Color Picker control
// NOTE: It's divided in multiple controls:
// Color GuiColorPanel() - Color select panel
// float GuiColorBarAlpha(Rectangle bounds, float alpha)
// float GuiColorBarHue(Rectangle bounds, float value)
// NOTE: bounds define GuiColorPanel() size
RAYGUIDEF Color GuiColorPicker ( Rectangle bounds , Color color )
{
color = GuiColorPanel ( bounds , color ) ;
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Rectangle boundsHue = { ( float ) bounds . x + bounds . width + GuiGetStyle ( COLORPICKER , BAR_PADDING ) , ( float ) bounds . y , ( float ) GuiGetStyle ( COLORPICKER , BAR_WIDTH ) , ( float ) bounds . height } ;
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//Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
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Vector3 hsv = ConvertRGBtoHSV ( RAYGUI_CLITERAL ( Vector3 ) { color . r / 255.0f , color . g / 255.0f , color . b / 255.0f } ) ;
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hsv . x = GuiColorBarHue ( boundsHue , hsv . x ) ;
//color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
Vector3 rgb = ConvertHSVtoRGB ( hsv ) ;
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color = RAYGUI_CLITERAL ( Color ) { ( unsigned char ) ( rgb . x * 255.0f ) , ( unsigned char ) ( rgb . y * 255.0f ) , ( unsigned char ) ( rgb . z * 255.0f ) , color . a } ;
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return color ;
}
// Message Box control
RAYGUIDEF int GuiMessageBox ( Rectangle bounds , const char * windowTitle , const char * message , const char * buttons )
{
# define MESSAGEBOX_BUTTON_HEIGHT 24
# define MESSAGEBOX_BUTTON_PADDING 10
int clicked = - 1 ; // Returns clicked button from buttons list, 0 refers to closed window button
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int buttonsCount = 0 ;
const char * * buttonsText = GuiTextSplit ( buttons , & buttonsCount , NULL ) ;
Vector2 textSize = MeasureTextEx ( guiFont , message , GuiGetStyle ( DEFAULT , TEXT_SIZE ) , 1 ) ;
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Rectangle textBounds = { 0 } ;
textBounds . x = bounds . x + bounds . width / 2 - textSize . x / 2 ;
textBounds . y = bounds . y + WINDOW_STATUSBAR_HEIGHT + ( bounds . height - WINDOW_STATUSBAR_HEIGHT ) / 4 - textSize . y / 2 ;
textBounds . width = textSize . x ;
textBounds . height = textSize . y ;
Rectangle buttonBounds = { 0 } ;
buttonBounds . x = bounds . x + MESSAGEBOX_BUTTON_PADDING ;
buttonBounds . y = bounds . y + bounds . height / 2 + bounds . height / 4 - MESSAGEBOX_BUTTON_HEIGHT / 2 ;
buttonBounds . width = ( bounds . width - MESSAGEBOX_BUTTON_PADDING * ( buttonsCount + 1 ) ) / buttonsCount ;
buttonBounds . height = MESSAGEBOX_BUTTON_HEIGHT ;
// Draw control
//--------------------------------------------------------------------
if ( GuiWindowBox ( bounds , windowTitle ) ) clicked = 0 ;
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int prevTextAlignment = GuiGetStyle ( LABEL , TEXT_ALIGNMENT ) ;
GuiSetStyle ( LABEL , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
GuiLabel ( textBounds , message ) ;
GuiSetStyle ( LABEL , TEXT_ALIGNMENT , prevTextAlignment ) ;
prevTextAlignment = GuiGetStyle ( BUTTON , TEXT_ALIGNMENT ) ;
GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
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for ( int i = 0 ; i < buttonsCount ; i + + )
{
if ( GuiButton ( buttonBounds , buttonsText [ i ] ) ) clicked = i + 1 ;
buttonBounds . x + = ( buttonBounds . width + MESSAGEBOX_BUTTON_PADDING ) ;
}
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GuiSetStyle ( BUTTON , TEXT_ALIGNMENT , prevTextAlignment ) ;
//--------------------------------------------------------------------
return clicked ;
}
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// Text Input Box control, ask for text
RAYGUIDEF int GuiTextInputBox ( Rectangle bounds , const char * windowTitle , const char * message , char * text , const char * buttons )
{
int btnIndex = - 1 ;
// TODO: GuiTextInputBox()
return btnIndex ;
}
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// Grid control
// NOTE: Returns grid mouse-hover selected cell
// About drawing lines at subpixel spacing, simple put, not easy solution:
// https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster
RAYGUIDEF Vector2 GuiGrid ( Rectangle bounds , float spacing , int subdivs )
{
# define GRID_COLOR_ALPHA 0.15f // Grid lines alpha amount
GuiControlState state = guiState ;
Vector2 mousePoint = GetMousePosition ( ) ;
Vector2 currentCell = { - 1 , - 1 } ;
int linesV = ( ( int ) ( bounds . width / spacing ) + 1 ) * subdivs ;
int linesH = ( ( int ) ( bounds . height / spacing ) + 1 ) * subdivs ;
// Update control
//--------------------------------------------------------------------
if ( ( state ! = GUI_STATE_DISABLED ) & & ! guiLocked )
{
if ( CheckCollisionPointRec ( mousePoint , bounds ) )
{
currentCell . x = ( int ) ( ( mousePoint . x - bounds . x ) / spacing ) ;
currentCell . y = ( int ) ( ( mousePoint . y - bounds . y ) / spacing ) ;
}
}
//--------------------------------------------------------------------
// Draw control
//--------------------------------------------------------------------
switch ( state )
{
case GUI_STATE_NORMAL :
{
// Draw vertical grid lines
for ( int i = 0 ; i < linesV ; i + + )
{
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DrawRectangleRec ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x + spacing * i , bounds . y , 1 , bounds . height } , ( ( i % subdivs ) = = 0 ) ? Fade ( GetColor ( GuiGetStyle ( DEFAULT , LINE_COLOR ) ) , GRID_COLOR_ALPHA * 4 ) : Fade ( GetColor ( GuiGetStyle ( DEFAULT , LINE_COLOR ) ) , GRID_COLOR_ALPHA ) ) ;
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}
// Draw horizontal grid lines
for ( int i = 0 ; i < linesH ; i + + )
{
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DrawRectangleRec ( RAYGUI_CLITERAL ( Rectangle ) { bounds . x , bounds . y + spacing * i , bounds . width , 1 } , ( ( i % subdivs ) = = 0 ) ? Fade ( GetColor ( GuiGetStyle ( DEFAULT , LINE_COLOR ) ) , GRID_COLOR_ALPHA * 4 ) : Fade ( GetColor ( GuiGetStyle ( DEFAULT , LINE_COLOR ) ) , GRID_COLOR_ALPHA ) ) ;
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}
} break ;
default : break ;
}
return currentCell ;
}
//----------------------------------------------------------------------------------
// Styles loading functions
//----------------------------------------------------------------------------------
// Load raygui style file (.rgs)
RAYGUIDEF void GuiLoadStyle ( const char * fileName )
{
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bool tryBinary = false ;
// Try reading the files as text file first
FILE * rgsFile = fopen ( fileName , " rt " ) ;
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if ( rgsFile ! = NULL )
{
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char buffer [ 256 ] = { 0 } ;
fgets ( buffer , 256 , rgsFile ) ;
if ( buffer [ 0 ] = = ' # ' )
{
int controlId = 0 ;
int propertyId = 0 ;
int propertyValue = 0 ;
while ( ! feof ( rgsFile ) )
{
switch ( buffer [ 0 ] )
{
case ' p ' :
{
sscanf ( buffer , " p %d %d 0x%x " , & controlId , & propertyId , & propertyValue ) ;
if ( controlId = = 0 ) // DEFAULT control
{
// If a DEFAULT property is loaded, it is propagated to all controls,
// NOTE: All DEFAULT properties should be defined first in the file
GuiSetStyle ( 0 , propertyId , propertyValue ) ;
if ( propertyId < NUM_PROPS_DEFAULT ) for ( int i = 1 ; i < NUM_CONTROLS ; i + + ) GuiSetStyle ( i , propertyId , propertyValue ) ;
}
else GuiSetStyle ( controlId , propertyId , propertyValue ) ;
} break ;
case ' f ' :
{
int fontSize = 0 ;
int fontSpacing = 0 ;
char fontFileName [ 256 ] = { 0 } ;
sscanf ( buffer , " f %d %d %[^ \n ]s " , & fontSize , & fontSpacing , fontFileName ) ;
Font font = LoadFontEx ( FormatText ( " %s/%s " , GetDirectoryPath ( fileName ) , fontFileName ) , fontSize , NULL , 0 ) ;
if ( ( font . texture . id > 0 ) & & ( font . charsCount > 0 ) )
{
GuiFont ( font ) ;
GuiSetStyle ( DEFAULT , TEXT_SIZE , fontSize ) ;
GuiSetStyle ( DEFAULT , TEXT_SPACING , fontSpacing ) ;
}
} break ;
default : break ;
}
fgets ( buffer , 256 , rgsFile ) ;
}
}
else tryBinary = true ;
fclose ( rgsFile ) ;
}
else return ;
if ( tryBinary )
{
rgsFile = fopen ( fileName , " rb " ) ;
if ( rgsFile = = NULL ) return ;
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char signature [ 5 ] = " " ;
short version = 0 ;
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short reserved = 0 ;
int propertiesCount = 0 ;
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fread ( signature , 1 , 4 , rgsFile ) ;
fread ( & version , 1 , sizeof ( short ) , rgsFile ) ;
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fread ( & reserved , 1 , sizeof ( short ) , rgsFile ) ;
fread ( & propertiesCount , 1 , sizeof ( int ) , rgsFile ) ;
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if ( ( signature [ 0 ] = = ' r ' ) & &
( signature [ 1 ] = = ' G ' ) & &
( signature [ 2 ] = = ' S ' ) & &
( signature [ 3 ] = = ' ' ) )
{
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short controlId = 0 ;
short propertyId = 0 ;
int propertyValue = 0 ;
for ( int i = 0 ; i < propertiesCount ; i + + )
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{
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fread ( & controlId , 1 , sizeof ( short ) , rgsFile ) ;
fread ( & propertyId , 1 , sizeof ( short ) , rgsFile ) ;
fread ( & propertyValue , 1 , sizeof ( int ) , rgsFile ) ;
if ( controlId = = 0 ) // DEFAULT control
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{
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// If a DEFAULT property is loaded, it is propagated to all controls
// NOTE: All DEFAULT properties should be defined first in the file
GuiSetStyle ( 0 , ( int ) propertyId , propertyValue ) ;
if ( propertyId < NUM_PROPS_DEFAULT ) for ( int i = 1 ; i < NUM_CONTROLS ; i + + ) GuiSetStyle ( i , ( int ) propertyId , propertyValue ) ;
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}
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else GuiSetStyle ( ( int ) controlId , ( int ) propertyId , propertyValue ) ;
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}
// Font loading is highly dependant on raylib API to load font data and image
// TODO: Find some mechanism to support it in standalone mode
# if !defined(RAYGUI_STANDALONE)
// Load custom font if available
int fontDataSize = 0 ;
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fread ( & fontDataSize , 1 , sizeof ( int ) , rgsFile ) ;
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if ( fontDataSize > 0 )
{
Font font = { 0 } ;
int fontType = 0 ; // 0-Normal, 1-SDF
Rectangle whiteRec = { 0 } ;
fread ( & font . baseSize , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & font . charsCount , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & fontType , 1 , sizeof ( int ) , rgsFile ) ;
// Load font white rectangle
fread ( & whiteRec , 1 , sizeof ( Rectangle ) , rgsFile ) ;
// Load font image parameters
int fontImageSize = 0 ;
fread ( & fontImageSize , 1 , sizeof ( int ) , rgsFile ) ;
if ( fontImageSize > 0 )
{
Image imFont = { 0 } ;
imFont . mipmaps = 1 ;
fread ( & imFont . width , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & imFont . height , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & imFont . format , 1 , sizeof ( int ) , rgsFile ) ;
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imFont . data = ( unsigned char * ) malloc ( fontImageSize ) ;
fread ( imFont . data , 1 , fontImageSize , rgsFile ) ;
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font . texture = LoadTextureFromImage ( imFont ) ;
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UnloadImage ( imFont ) ;
}
// Load font chars data
font . chars = ( CharInfo * ) calloc ( font . charsCount , sizeof ( CharInfo ) ) ;
for ( int i = 0 ; i < font . charsCount ; i + + )
{
fread ( & font . chars [ i ] . rec , 1 , sizeof ( Rectangle ) , rgsFile ) ;
fread ( & font . chars [ i ] . value , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & font . chars [ i ] . offsetX , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & font . chars [ i ] . offsetY , 1 , sizeof ( int ) , rgsFile ) ;
fread ( & font . chars [ i ] . advanceX , 1 , sizeof ( int ) , rgsFile ) ;
}
GuiFont ( font ) ;
// Set font texture source rectangle to be used as white texture to draw shapes
// NOTE: This way, all gui can be draw using a single draw call
if ( ( whiteRec . width ! = 0 ) & & ( whiteRec . height ! = 0 ) ) SetShapesTexture ( font . texture , whiteRec ) ;
}
# endif
}
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fclose ( rgsFile ) ;
}
}
// Load style from a palette values array
RAYGUIDEF void GuiLoadStyleProps ( const int * props , int count )
{
int completeSets = count / ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) ;
int uncompleteSetProps = count % ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) ;
// Load style palette values from array (complete property sets)
for ( int i = 0 ; i < completeSets ; i + + )
{
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for ( int j = 0 ; j < ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) ; j + + ) GuiSetStyle ( i , j , props [ i ] ) ;
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}
// Load style palette values from array (uncomplete property set)
for ( int k = 0 ; k < uncompleteSetProps ; k + + ) GuiSetStyle ( completeSets , k , props [ completeSets * ( NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED ) + k ] ) ;
}
// Load style default over global style
RAYGUIDEF void GuiLoadStyleDefault ( void )
{
// We set this variable first to avoid cyclic function calls
// when calling GuiSetStyle() and GuiGetStyle()
guiStyleLoaded = true ;
// Initialize default LIGHT style property values
GuiSetStyle ( DEFAULT , BORDER_COLOR_NORMAL , 0x838383ff ) ;
GuiSetStyle ( DEFAULT , BASE_COLOR_NORMAL , 0xc9c9c9ff ) ;
GuiSetStyle ( DEFAULT , TEXT_COLOR_NORMAL , 0x686868ff ) ;
GuiSetStyle ( DEFAULT , BORDER_COLOR_FOCUSED , 0x5bb2d9ff ) ;
GuiSetStyle ( DEFAULT , BASE_COLOR_FOCUSED , 0xc9effeff ) ;
GuiSetStyle ( DEFAULT , TEXT_COLOR_FOCUSED , 0x6c9bbcff ) ;
GuiSetStyle ( DEFAULT , BORDER_COLOR_PRESSED , 0x0492c7ff ) ;
GuiSetStyle ( DEFAULT , BASE_COLOR_PRESSED , 0x97e8ffff ) ;
GuiSetStyle ( DEFAULT , TEXT_COLOR_PRESSED , 0x368bafff ) ;
GuiSetStyle ( DEFAULT , BORDER_COLOR_DISABLED , 0xb5c1c2ff ) ;
GuiSetStyle ( DEFAULT , BASE_COLOR_DISABLED , 0xe6e9e9ff ) ;
GuiSetStyle ( DEFAULT , TEXT_COLOR_DISABLED , 0xaeb7b8ff ) ;
GuiSetStyle ( DEFAULT , BORDER_WIDTH , 1 ) ;
GuiSetStyle ( DEFAULT , INNER_PADDING , 1 ) ;
GuiSetStyle ( DEFAULT , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
// Populate all controls with default style
for ( int i = 1 ; i < NUM_CONTROLS ; i + + )
{
for ( int j = 0 ; j < NUM_PROPS_DEFAULT ; j + + ) GuiSetStyle ( i , j , GuiGetStyle ( DEFAULT , j ) ) ;
}
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guiFont = GetFontDefault ( ) ; // Initialize default font
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// Initialize extended property values
// NOTE: By default, extended property values are initialized to 0
GuiSetStyle ( DEFAULT , TEXT_SIZE , 10 ) ;
GuiSetStyle ( DEFAULT , TEXT_SPACING , 1 ) ;
GuiSetStyle ( DEFAULT , LINE_COLOR , 0x90abb5ff ) ; // DEFAULT specific property
GuiSetStyle ( DEFAULT , BACKGROUND_COLOR , 0xf5f5f5ff ) ; // DEFAULT specific property
GuiSetStyle ( LABEL , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_LEFT ) ;
GuiSetStyle ( BUTTON , BORDER_WIDTH , 2 ) ;
GuiSetStyle ( BUTTON , INNER_PADDING , 4 ) ;
GuiSetStyle ( TOGGLE , GROUP_PADDING , 2 ) ;
GuiSetStyle ( SLIDER , SLIDER_WIDTH , 15 ) ;
GuiSetStyle ( SLIDER , TEXT_PADDING , 5 ) ;
GuiSetStyle ( CHECKBOX , CHECK_TEXT_PADDING , 5 ) ;
GuiSetStyle ( COMBOBOX , SELECTOR_WIDTH , 30 ) ;
GuiSetStyle ( COMBOBOX , SELECTOR_PADDING , 2 ) ;
GuiSetStyle ( DROPDOWNBOX , ARROW_RIGHT_PADDING , 16 ) ;
GuiSetStyle ( TEXTBOX , INNER_PADDING , 4 ) ;
GuiSetStyle ( TEXTBOX , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_LEFT ) ;
GuiSetStyle ( TEXTBOX , MULTILINE_PADDING , 5 ) ;
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GuiSetStyle ( TEXTBOX , COLOR_SELECTED_FG , 0xf0fffeff ) ;
GuiSetStyle ( TEXTBOX , COLOR_SELECTED_BG , 0x839affe0 ) ;
GuiSetStyle ( VALUEBOX , TEXT_ALIGNMENT , GUI_TEXT_ALIGN_CENTER ) ;
GuiSetStyle ( SPINNER , SELECT_BUTTON_WIDTH , 20 ) ;
GuiSetStyle ( SPINNER , SELECT_BUTTON_PADDING , 2 ) ;
GuiSetStyle ( SPINNER , SELECT_BUTTON_BORDER_WIDTH , 1 ) ;
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GuiSetStyle ( SCROLLBAR , BORDER_WIDTH , 0 ) ;
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GuiSetStyle ( SCROLLBAR , ARROWS_VISIBLE , 0 ) ;
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GuiSetStyle ( SCROLLBAR , INNER_PADDING , 0 ) ;
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GuiSetStyle ( SCROLLBAR , ARROWS_SIZE , 6 ) ;
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GuiSetStyle ( SCROLLBAR , SLIDER_PADDING , 0 ) ;
GuiSetStyle ( SCROLLBAR , SLIDER_SIZE , 16 ) ;
GuiSetStyle ( SCROLLBAR , SCROLL_SPEED , 10 ) ;
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GuiSetStyle ( LISTVIEW , ELEMENTS_HEIGHT , 0x1e ) ;
GuiSetStyle ( LISTVIEW , ELEMENTS_PADDING , 2 ) ;
GuiSetStyle ( LISTVIEW , SCROLLBAR_WIDTH , 10 ) ;
GuiSetStyle ( LISTVIEW , SCROLLBAR_SIDE , SCROLLBAR_RIGHT_SIDE ) ;
GuiSetStyle ( COLORPICKER , COLOR_SELECTOR_SIZE , 6 ) ;
GuiSetStyle ( COLORPICKER , BAR_WIDTH , 0x14 ) ;
GuiSetStyle ( COLORPICKER , BAR_PADDING , 0xa ) ;
GuiSetStyle ( COLORPICKER , BAR_SELECTOR_HEIGHT , 6 ) ;
GuiSetStyle ( COLORPICKER , BAR_SELECTOR_PADDING , 2 ) ;
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}
// Updates controls style with default values
RAYGUIDEF void GuiUpdateStyleComplete ( void )
{
// Populate all controls with default style
// NOTE: Extended style properties are ignored
for ( int i = 1 ; i < NUM_CONTROLS ; i + + )
{
for ( int j = 0 ; j < NUM_PROPS_DEFAULT ; j + + ) GuiSetStyle ( i , j , GuiGetStyle ( DEFAULT , j ) ) ;
}
}
// Get text with icon id prepended
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// NOTE: Useful to add icons by name id (enum) instead of
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// a number that can change between ricon versions
RAYGUIDEF const char * GuiIconText ( int iconId , const char * text )
{
static char buffer [ 1024 ] = { 0 } ;
memset ( buffer , 0 , 1024 ) ;
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sprintf ( buffer , " #%03i# " , iconId ) ;
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if ( text ! = NULL )
{
for ( int i = 5 ; i < 1024 ; i + + )
{
buffer [ i ] = text [ i - 5 ] ;
if ( text [ i - 5 ] = = ' \0 ' ) break ;
}
}
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return buffer ;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Split controls text into multiple strings
// Also check for multiple columns (required by GuiToggleGroup())
static const char * * GuiTextSplit ( const char * text , int * count , int * textRow )
{
// NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
// inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
// all used memory is static... it has some limitations:
// 1. Maximum number of possible split strings is set by MAX_SUBSTRINGS_COUNT
// 2. Maximum size of text to split is MAX_TEXT_BUFFER_LENGTH
# define MAX_TEXT_BUFFER_LENGTH 1024
# define MAX_SUBSTRINGS_COUNT 64
static const char * result [ MAX_SUBSTRINGS_COUNT ] = { NULL } ;
static char buffer [ MAX_TEXT_BUFFER_LENGTH ] = { 0 } ;
memset ( buffer , 0 , MAX_TEXT_BUFFER_LENGTH ) ;
result [ 0 ] = buffer ;
int counter = 1 ;
if ( textRow ! = NULL ) textRow [ 0 ] = 0 ;
// Count how many substrings we have on text and point to every one
for ( int i = 0 ; i < MAX_TEXT_BUFFER_LENGTH ; i + + )
{
buffer [ i ] = text [ i ] ;
if ( buffer [ i ] = = ' \0 ' ) break ;
else if ( ( buffer [ i ] = = ' ; ' ) | | ( buffer [ i ] = = ' \n ' ) )
{
result [ counter ] = buffer + i + 1 ;
if ( textRow ! = NULL )
{
if ( buffer [ i ] = = ' \n ' ) textRow [ counter ] = textRow [ counter - 1 ] + 1 ;
else textRow [ counter ] = textRow [ counter - 1 ] ;
}
buffer [ i ] = ' \0 ' ; // Set an end of string at this point
counter + + ;
if ( counter = = MAX_SUBSTRINGS_COUNT ) break ;
}
}
* count = counter ;
return result ;
}
// Convert color data from RGB to HSV
// NOTE: Color data should be passed normalized
static Vector3 ConvertRGBtoHSV ( Vector3 rgb )
{
Vector3 hsv = { 0.0f } ;
float min = 0.0f ;
float max = 0.0f ;
float delta = 0.0f ;
min = ( rgb . x < rgb . y ) ? rgb . x : rgb . y ;
min = ( min < rgb . z ) ? min : rgb . z ;
max = ( rgb . x > rgb . y ) ? rgb . x : rgb . y ;
max = ( max > rgb . z ) ? max : rgb . z ;
hsv . z = max ; // Value
delta = max - min ;
if ( delta < 0.00001f )
{
hsv . y = 0.0f ;
hsv . x = 0.0f ; // Undefined, maybe NAN?
return hsv ;
}
if ( max > 0.0f )
{
// NOTE: If max is 0, this divide would cause a crash
hsv . y = ( delta / max ) ; // Saturation
}
else
{
// NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
hsv . y = 0.0f ;
hsv . x = 0.0f ; // Undefined, maybe NAN?
return hsv ;
}
// NOTE: Comparing float values could not work properly
if ( rgb . x > = max ) hsv . x = ( rgb . y - rgb . z ) / delta ; // Between yellow & magenta
else
{
if ( rgb . y > = max ) hsv . x = 2.0f + ( rgb . z - rgb . x ) / delta ; // Between cyan & yellow
else hsv . x = 4.0f + ( rgb . x - rgb . y ) / delta ; // Between magenta & cyan
}
hsv . x * = 60.0f ; // Convert to degrees
if ( hsv . x < 0.0f ) hsv . x + = 360.0f ;
return hsv ;
}
// Convert color data from HSV to RGB
// NOTE: Color data should be passed normalized
static Vector3 ConvertHSVtoRGB ( Vector3 hsv )
{
Vector3 rgb = { 0.0f } ;
float hh = 0.0f , p = 0.0f , q = 0.0f , t = 0.0f , ff = 0.0f ;
long i = 0 ;
// NOTE: Comparing float values could not work properly
if ( hsv . y < = 0.0f )
{
rgb . x = hsv . z ;
rgb . y = hsv . z ;
rgb . z = hsv . z ;
return rgb ;
}
hh = hsv . x ;
if ( hh > = 360.0f ) hh = 0.0f ;
hh / = 60.0f ;
i = ( long ) hh ;
ff = hh - i ;
p = hsv . z * ( 1.0f - hsv . y ) ;
q = hsv . z * ( 1.0f - ( hsv . y * ff ) ) ;
t = hsv . z * ( 1.0f - ( hsv . y * ( 1.0f - ff ) ) ) ;
switch ( i )
{
case 0 :
{
rgb . x = hsv . z ;
rgb . y = t ;
rgb . z = p ;
} break ;
case 1 :
{
rgb . x = q ;
rgb . y = hsv . z ;
rgb . z = p ;
} break ;
case 2 :
{
rgb . x = p ;
rgb . y = hsv . z ;
rgb . z = t ;
} break ;
case 3 :
{
rgb . x = p ;
rgb . y = q ;
rgb . z = hsv . z ;
} break ;
case 4 :
{
rgb . x = t ;
rgb . y = p ;
rgb . z = hsv . z ;
} break ;
case 5 :
default :
{
rgb . x = hsv . z ;
rgb . y = p ;
rgb . z = q ;
} break ;
}
return rgb ;
}
# if defined(RAYGUI_STANDALONE)
// Returns a Color struct from hexadecimal value
static Color GetColor ( int hexValue )
{
Color color ;
color . r = ( unsigned char ) ( hexValue > > 24 ) & 0xFF ;
color . g = ( unsigned char ) ( hexValue > > 16 ) & 0xFF ;
color . b = ( unsigned char ) ( hexValue > > 8 ) & 0xFF ;
color . a = ( unsigned char ) hexValue & 0xFF ;
return color ;
}
// Returns hexadecimal value for a Color
static int ColorToInt ( Color color )
{
return ( ( ( int ) color . r < < 24 ) | ( ( int ) color . g < < 16 ) | ( ( int ) color . b < < 8 ) | ( int ) color . a ) ;
}
// Check if point is inside rectangle
static bool CheckCollisionPointRec ( Vector2 point , Rectangle rec )
{
bool collision = false ;
if ( ( point . x > = rec . x ) & & ( point . x < = ( rec . x + rec . width ) ) & &
( point . y > = rec . y ) & & ( point . y < = ( rec . y + rec . height ) ) ) collision = true ;
return collision ;
}
// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
static Color Fade ( Color color , float alpha )
{
if ( alpha < 0.0f ) alpha = 0.0f ;
else if ( alpha > 1.0f ) alpha = 1.0f ;
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return RAYGUI_CLITERAL ( Color ) { color . r , color . g , color . b , ( unsigned char ) ( 255.0f * alpha ) } ;
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}
// Formatting of text with variables to 'embed'
static const char * TextFormat ( const char * text , . . . )
{
# define MAX_FORMATTEXT_LENGTH 64
static char buffer [ MAX_FORMATTEXT_LENGTH ] ;
va_list args ;
va_start ( args , text ) ;
vsprintf ( buffer , text , args ) ;
va_end ( args ) ;
return buffer ;
}
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// Draw rectangle filled with color
static void DrawRectangleRec ( Rectangle rec , Color color )
{
DrawRectangle ( rec . x , rec . y , rec . width , rec . height , color ) ;
}
// Draw rectangle border lines with color
static void DrawRectangleLinesEx ( Rectangle rec , int lineThick , Color color )
{
DrawRectangle ( rec . x , rec . y , rec . width , lineThick , color ) ;
DrawRectangle ( rec . x , rec . y + lineThick , lineThick , rec . height - 2 * lineThick , color ) ;
DrawRectangle ( rec . x + rec . width - lineThick , rec . y + lineThick , lineThick , rec . height - 2 * lineThick , color ) ;
DrawRectangle ( rec . x , rec . y + rec . height - lineThick , rec . width , lineThick , color ) ;
}
// Draw rectangle with vertical gradient fill color
// NOTE: This function is only used by GuiColorPicker()
static void DrawRectangleGradientV ( int posX , int posY , int width , int height , Color color1 , Color color2 )
{
Rectangle bounds = { ( float ) posX , ( float ) posY , ( float ) width , ( float ) height } ;
DrawRectangleGradientEx ( bounds , color1 , color2 , color2 , color1 ) ;
}
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# endif // RAYGUI_STANDALONE
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# endif // RAYGUI_IMPLEMENTATION