/******************************************************************************************* * * raygui v2.5 - A simple and easy-to-use immediate-mode-gui library * * 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. * * Controls provided: * * # Container/separators Controls * - WindowBox * - GroupBox * - Line * - Panel * * # Basic Controls * - 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 * - ScrollBar * - ScrollPanel * - DummyRec * - Grid * * # Advance Controls * - ListView --> ListElement * - ColorPicker --> ColorPanel, ColorBarHue * - MessageBox --> Label, Button * - TextInputBox --> Label, TextBox, Button * * 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 * * #define RAYGUI_TEXTBOX_EXTENDED * Enables the advance GuiTextBox()/GuiValueBox()/GuiSpinner() implementation with * text selection support and text copy/cut/paste support * * VERSIONS HISTORY: * 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 * 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... * Vlad Adrian: Complete rewrite of GuiTextBox() to support extended features (2019) * 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 * * Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) * * 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 #define RAYGUI_VERSION "2.5-dev" #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 // Required for: atoi() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define TEXTEDIT_CURSOR_BLINK_FRAMES 20 // Text edit controls cursor blink timming #define NUM_CONTROLS 16 // Number of standard controls #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; // Texture2D type // NOTE: It should be provided by user typedef struct Texture2D Texture2D; // Font type // 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; #endif // Gui control state typedef enum { GUI_STATE_NORMAL = 0, GUI_STATE_FOCUSED, GUI_STATE_PRESSED, GUI_STATE_DISABLED, } GuiControlState; // Gui control text alignment typedef enum { GUI_TEXT_ALIGN_LEFT = 0, GUI_TEXT_ALIGN_CENTER, GUI_TEXT_ALIGN_RIGHT, } GuiTextAlignment; // Gui controls typedef enum { DEFAULT = 0, LABEL, // LABELBUTTON BUTTON, // IMAGEBUTTON TOGGLE, // TOGGLEGROUP SLIDER, // SLIDERBAR PROGRESSBAR, CHECKBOX, COMBOBOX, DROPDOWNBOX, TEXTBOX, // TEXTBOXMULTI VALUEBOX, SPINNER, LISTVIEW, COLORPICKER, SCROLLBAR, RESERVED } GuiControl; // Gui base properties for every control 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; // Gui extended properties depend on control // NOTE: We reserve a fixed size of additional properties per control // DEFAULT properties 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; // TextBox / TextBoxMulti / ValueBox / Spinner typedef enum { MULTILINE_PADDING = 16, COLOR_SELECTED_FG, COLOR_SELECTED_BG } GuiTextBoxProperty; typedef enum { SELECT_BUTTON_WIDTH = 16, SELECT_BUTTON_PADDING, SELECT_BUTTON_BORDER_WIDTH } GuiSpinnerProperty; // ScrollBar typedef enum { ARROWS_SIZE = 16, SLIDER_PADDING, SLIDER_SIZE, SCROLL_SPEED, ARROWS_VISIBLE } GuiScrollBarProperty; // ScrollBar side typedef enum { SCROLLBAR_LEFT_SIDE = 0, SCROLLBAR_RIGHT_SIDE } GuiScrollBarSide; // 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; //---------------------------------------------------------------------------------- // 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 #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 // 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 RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs); // Grid control // 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 RAYGUIDEF int GuiTextInputBox(Rectangle bounds, const char *windowTitle, const char *message, char *text, const char *buttons); // Text Input Box control, ask for text 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 #define RICONS_IMPLEMENTATION #include "ricons.h" // Required for: raygui icons #endif #include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() #include // Required for: strlen() on GuiTextBox() #if defined(RAYGUI_STANDALONE) #include // Required for: va_list, va_start(), vfprintf(), va_end() #endif #ifdef __cplusplus #define RAYGUI_CLITERAL(name) name #else #define RAYGUI_CLITERAL(name) (name) #endif //---------------------------------------------------------------------------------- // 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; #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 //---------------------------------------------------------------------------------- // 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 //------------------------------------------------------------------------------- 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() //------------------------------------------------------------------------------- // Drawing required functions //------------------------------------------------------------------------------- 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() //------------------------------------------------------------------------------- // 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() static Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // -- GuiLoadStyle() //------------------------------------------------------------------------------- // raylib functions already implemented in raygui //------------------------------------------------------------------------------- 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' 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 //------------------------------------------------------------------------------- #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; } // TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, SPINNER, LISTVIEW (scrollbar?) // More special cases (label side): CHECKBOX, SLIDER 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) { #define VALIGN_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect 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 DrawIcon(iconId, RAYGUI_CLITERAL(Vector2){ position.x, bounds.y + bounds.height/2 - RICONS_SIZE/2 + VALIGN_OFFSET(bounds.height) }, 1, tint); 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]; } #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 // 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)); 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, 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 int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH); int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT); 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 GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment); //-------------------------------------------------------------------- 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)); GuiLine(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, bounds.width, 1 }, text); //-------------------------------------------------------------------- } // 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; 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) }; // Calculate view area (area without the scrollbars) Rectangle view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? 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 }; // 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); } 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); } // Draw detail corner rectangle if both scroll bars are visible if (hasHorizontalScrollBar && hasVerticalScrollBar) { // TODO: Consider scroll bars side DrawRectangle(horizontalScrollBar.x + horizontalScrollBar.width + 2, verticalScrollBar.y + verticalScrollBar.height + 2, horizontalScrollBarWidth - 4, verticalScrollBarWidth - 4, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + (state * 3))), guiAlpha)); } // Set scrollbar slider size back to the way it was before GuiSetStyle(SCROLLBAR, SLIDER_SIZE, slider); // Draw scrollbar lines depending on current state DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, (float)BORDER + (state*3))), guiAlpha)); //-------------------------------------------------------------------- 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) { return GuiImageButtonEx(bounds, texture, RAYGUI_CLITERAL(Rectangle){ 0, 0, (float)texture.width, (float)texture.height }, NULL); } // 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)); 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)); //------------------------------------------------------------------ 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 if (CheckCollisionPointRec(mousePoint, RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING), bounds.height })) { 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)); Rectangle selector = { (float)bounds.x + bounds.width + GuiGetStyle(COMBOBOX, SELECTOR_PADDING), (float)bounds.y, (float)GuiGetStyle(COMBOBOX, SELECTOR_WIDTH), (float)bounds.height }; // 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 int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH); int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT); GuiSetStyle(BUTTON, BORDER_WIDTH, 1); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); GuiButton(selector, TextFormat("%i/%i", active + 1, elementsCount)); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign); GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); //-------------------------------------------------------------------- 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 { 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)) { state = GUI_STATE_FOCUSED; if (IsMouseButtonPressed(0)) pressed = true; } if (active && IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_C)) { // 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; } } } // Draw control //-------------------------------------------------------------------- DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha)); if (state == GUI_STATE_PRESSED) { 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) { // Draw the blinking cursor DrawRectangle(cursorPos.x, cursorPos.y, 1, GuiGetStyle(DEFAULT, TEXT_SIZE), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha)); } } 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))); return pressed; } #else // !RAYGUI_TEXTBOX_EXTENDED // 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; 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 }; // Update control //-------------------------------------------------------------------- if (!editMode) { if (tempValue < minValue) tempValue = minValue; if (tempValue > maxValue) tempValue = maxValue; } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- // TODO: Set Spinner properties for ValueBox 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); GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(SPINNER, BORDER_WIDTH)); 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) { int maxWidth = (bounds.width - (GuiGetStyle(VALUEBOX, INNER_PADDING)*2)); 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 //-------------------------------------------------------------------- DrawRectangleLinesEx(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), guiAlpha)); if (state == GUI_STATE_PRESSED) { 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)); } else if (state == GUI_STATE_DISABLED) { 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)); } GuiDrawText(text, GetTextBounds(VALUEBOX, bounds), GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- 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++; text[keyCount] = '\0'; } } } // 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) { 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)); // Draw blinking cursor 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)); } 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; } #endif // 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) { 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)); 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 //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)); } } 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; } // 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)); // 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)); GuiDrawText(text, textBounds, GuiGetStyle(SLIDER, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha)); // TODO: Review showValue parameter, really ugly... 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, 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 //-------------------------------------------------------------------- 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)); 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)); //-------------------------------------------------------------------- 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)); 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)); 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 const int spinnerSize = GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE)? (isVertical? bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) : bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH)) : 0; // Arrow buttons [<] [>] [∧] [∨] Rectangle arrowUpLeft = { 0 }; Rectangle arrowDownRight = { 0 }; // Actual area of the scrollbar excluding the arrow buttons Rectangle scrollbar = { 0 }; // Slider bar that moves --[///]----- Rectangle slider = { 0 }; // Normalize value if (value > maxValue) value = maxValue; if (value < minValue) value = minValue; const int range = maxValue - minValue; int sliderSize = GuiGetStyle(SCROLLBAR, SLIDER_SIZE); // Calculate rectangles for all of the components arrowUpLeft = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize }; if (isVertical) { 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) }; sliderSize = (sliderSize >= scrollbar.height)? (scrollbar.height - 2) : sliderSize; // Make sure the slider won't get outside of the scrollbar 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 }; } else { 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))}; sliderSize = (sliderSize >= scrollbar.width)? (scrollbar.width - 2) : sliderSize; // Make sure the slider won't get outside of the scrollbar 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)) }; } // 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)) { if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); else if (CheckCollisionPointRec(mousePoint, arrowDownRight)) value += range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); state = GUI_STATE_PRESSED; } else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { if (!isVertical) { Rectangle scrollArea = { arrowUpLeft.x + arrowUpLeft.width, arrowUpLeft.y, scrollbar.width, bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH)}; if (CheckCollisionPointRec(mousePoint, scrollArea)) value = ((float)(mousePoint.x - scrollArea.x - slider.width/2)*range)/(scrollArea.width - slider.width) + minValue; } else { Rectangle scrollArea = { arrowUpLeft.x, arrowUpLeft.y+arrowUpLeft.height, bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), scrollbar.height}; 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 // Draw arrows const int padding = (spinnerSize - GuiGetStyle(SCROLLBAR, ARROWS_SIZE))/2; const Vector2 lineCoords[] = { // 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 } }; Color lineColor = Fade(GetColor(GuiGetStyle(BUTTON, TEXT + state*3)), guiAlpha); if (GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE)) { if (isVertical) { DrawTriangle(lineCoords[6], lineCoords[7], lineCoords[8], lineColor); DrawTriangle(lineCoords[9], lineCoords[10], lineCoords[11], lineColor); } else { DrawTriangle(lineCoords[2], lineCoords[1], lineCoords[0], lineColor); DrawTriangle(lineCoords[5], lineCoords[4], lineCoords[3], lineColor); } } //-------------------------------------------------------------------- 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); } 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) }; if (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_RIGHT_SIDE) scrollBarRect.x = posX + elementWidth + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING); // Area without the scrollbar Rectangle viewArea = { (float)posX, (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), (float)elementWidth, (float)bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) }; 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++) { 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) })) { focusElement = i; } } } const int slider = GuiGetStyle(SCROLLBAR, SLIDER_SIZE); // Save default slider size // 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(); 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); GuiEnable(); } else if (i == auxActive) { GuiDisable(); 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); GuiEnable(); } 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); } } break; case GUI_STATE_FOCUSED: { for (int i = startIndex; i < endIndex; i++) { if ((enabled != NULL) && (enabled[i] == 0)) { GuiDisable(); 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); GuiEnable(); } 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); } } break; case GUI_STATE_PRESSED: { for (int i = startIndex; i < endIndex; i++) { if ((enabled != NULL) && (enabled[i] == 0)) { GuiDisable(); 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); GuiEnable(); } else if ((i == auxActive) && editMode) { 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; } else { 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; } } } break; case GUI_STATE_DISABLED: { for (int i = startIndex; i < endIndex; i++) { 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); } } break; default: break; } //-------------------------------------------------------------------- if (scrollIndex != NULL) *scrollIndex = startIndex; if (focus != NULL) *focus = focusElement; *active = auxActive; return pressed; } // Color Panel control RAYGUIDEF Color GuiColorPanelEx(Rectangle bounds, Color color, float hue) { 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 Vector3 maxHue = { hue >= 0.0f ? hue : hsv.x, 1.0f, 1.0f }; 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 }; const Color colWhite = { 255, 255, 255, 255 }; const Color colBlack = { 0, 0, 0, 255 }; // 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 color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x), (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) { 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)); // Draw color picker: selector 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)); } else { 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)); } DrawRectangleLinesEx(bounds, 1, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha)); //-------------------------------------------------------------------- return color; } RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color) { return GuiColorPanelEx(bounds, color, -1.0f); } // 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; 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 }; // 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 //-------------------------------------------------------------------- // Draw alpha bar: checked background if (state != GUI_STATE_DISABLED) { 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)); } } 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)); } 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)); //-------------------------------------------------------------------- return alpha; } // Color Bar Hue control // NOTE: Returns hue value normalized [0..1] RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float hue) { GuiControlState state = guiState; 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) }; // 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 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)); } 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)); // Draw hue bar: selector DrawRectangleRec(selector, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha)); //-------------------------------------------------------------------- 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); Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, BAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, BAR_WIDTH), (float)bounds.height }; //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) }; Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ color.r/255.0f, color.g/255.0f, color.b/255.0f }); hsv.x = GuiColorBarHue(boundsHue, hsv.x); //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f); Vector3 rgb = ConvertHSVtoRGB(hsv); color = RAYGUI_CLITERAL(Color){ (unsigned char)(rgb.x*255.0f), (unsigned char)(rgb.y*255.0f), (unsigned char)(rgb.z*255.0f), color.a }; 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 int buttonsCount = 0; const char **buttonsText = GuiTextSplit(buttons, &buttonsCount, NULL); Vector2 textSize = MeasureTextEx(guiFont, message, GuiGetStyle(DEFAULT, TEXT_SIZE), 1); 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; 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); for (int i = 0; i < buttonsCount; i++) { if (GuiButton(buttonBounds, buttonsText[i])) clicked = i + 1; buttonBounds.x += (buttonBounds.width + MESSAGEBOX_BUTTON_PADDING); } GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment); //-------------------------------------------------------------------- return clicked; } // 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; } // 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++) { 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)); } // Draw horizontal grid lines for (int i = 0; i < linesH; i++) { 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)); } } break; default: break; } return currentCell; } //---------------------------------------------------------------------------------- // Styles loading functions //---------------------------------------------------------------------------------- // Load raygui style file (.rgs) RAYGUIDEF void GuiLoadStyle(const char *fileName) { bool tryBinary = false; // Try reading the files as text file first FILE *rgsFile = fopen(fileName, "rt"); if (rgsFile != NULL) { 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; char signature[5] = ""; short version = 0; short reserved = 0; int propertiesCount = 0; fread(signature, 1, 4, rgsFile); fread(&version, 1, sizeof(short), rgsFile); fread(&reserved, 1, sizeof(short), rgsFile); fread(&propertiesCount, 1, sizeof(int), rgsFile); if ((signature[0] == 'r') && (signature[1] == 'G') && (signature[2] == 'S') && (signature[3] == ' ')) { short controlId = 0; short propertyId = 0; int propertyValue = 0; for (int i = 0; i < propertiesCount; i++) { fread(&controlId, 1, sizeof(short), rgsFile); fread(&propertyId, 1, sizeof(short), rgsFile); fread(&propertyValue, 1, sizeof(int), rgsFile); 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, (int)propertyId, propertyValue); if (propertyId < NUM_PROPS_DEFAULT) for (int i = 1; i < NUM_CONTROLS; i++) GuiSetStyle(i, (int)propertyId, propertyValue); } else GuiSetStyle((int)controlId, (int)propertyId, propertyValue); } // 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; fread(&fontDataSize, 1, sizeof(int), rgsFile); 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); imFont.data = (unsigned char *)malloc(fontImageSize); fread(imFont.data, 1, fontImageSize, rgsFile); font.texture = LoadTextureFromImage(imFont); UnloadImage(imFont); } // Load font chars data font.chars = (CharInfo *)calloc(font.charsCount, sizeof(CharInfo)); for (int i = 0; i < font.charsCount; i++) { fread(&font.recs[i], 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 } 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++) { for (int j = 0; j < (NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED); j++) GuiSetStyle(i, j, props[i]); } // 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)); } guiFont = GetFontDefault(); // Initialize default font // 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); 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); GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0); GuiSetStyle(SCROLLBAR, ARROWS_VISIBLE, 0); GuiSetStyle(SCROLLBAR, INNER_PADDING, 0); GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6); GuiSetStyle(SCROLLBAR, SLIDER_PADDING, 0); GuiSetStyle(SCROLLBAR, SLIDER_SIZE, 16); GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 10); 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); } // 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 // NOTE: Useful to add icons by name id (enum) instead of // 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); sprintf(buffer, "#%03i#", iconId); if (text != NULL) { for (int i = 5; i < 1024; i++) { buffer[i] = text[i - 5]; if (text[i - 5] == '\0') break; } } 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; return RAYGUI_CLITERAL(Color){ color.r, color.g, color.b, (unsigned char)(255.0f*alpha) }; } // 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; } // 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); } #endif // RAYGUI_STANDALONE #endif // RAYGUI_IMPLEMENTATION