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raygui.pbi
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raygui.pbi
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;********************************************************************************************
;*
;* raygui v2.8 - 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
;* available 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
;* - ColorPicker --> ColorPanel, ColorBarHue
;* - MessageBox --> Window, Label, Button
;* - TextInputBox --> Window, 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_SUPPORT_ICONS
;* Includes riconsdata.h header defining a set of 128 icons (binary format) to be used on
;* multiple controls and following raygui styles
;*
;*
;* VERSIONS HISTORY:
;* 2.8 (03-May-2020) Centralized rectangles drawing to GuiDrawRectangle()
;* 2.7 (20-Feb-2020) Added possible tooltips API
;* 2.6 (09-Sep-2019) ADDED: GuiTextInputBox()
;* REDESIGNED: GuiListView*(), GuiDropdownBox(), GuiSlider*(), GuiProgressBar(), GuiMessageBox()
;* REVIEWED: GuiTextBox(), GuiSpinner(), GuiValueBox(), GuiLoadStyle()
;* Replaced property INNER_PADDING by TEXT_PADDING, renamed some properties
;* Added 8 new custom styles ready to use
;* Multiple minor tweaks and bugs corrected
;* 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) 2014-2020 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.
;*
;***********************************************************************************************
;*
;* Translated to PureBasic by Danilo Krahn, May 2020
;*
;***********************************************************************************************
XIncludeFile "raylib.pbi"
EnableExplicit
;- -- DeclareModule Start
;{ -- DeclareModule Start
DeclareModule raygui
UseModule ray
;>---------------------------------------------------------------------------------
; Defines and Macros
;>---------------------------------------------------------------------------------
#RAYGUI_VERSION = "2.8"
#NUM_CONTROLS = 16 ; Number of standard controls
#NUM_PROPS_DEFAULT = 16 ; Number of standard properties
#NUM_PROPS_EXTENDED = 8 ; Number of extended properties
#TEXTEDIT_CURSOR_BLINK_FRAMES = 20 ; Text edit controls cursor blink timming
; NOTE: This define is also used by GuiMessageBox() and GuiTextInputBox()
#WINDOW_STATUSBAR_HEIGHT = 22
#PANEL_BORDER_WIDTH = 1
#ICON_TEXT_PADDING = 4
#GROUPBOX_LINE_THICK = 1
#GROUPBOX_TEXT_PADDING = 10
#LINE_TEXT_PADDING = 10
#TOGGLEGROUP_MAX_ELEMENTS = 32
Macro TEXT_VALIGN_PIXEL_OFFSET(h)
(Int(h)%2) ; Vertical alignment for pixel perfect
EndMacro
;- ---- Enumerations Start
;{ ---- Enumerations Start
;>---------------------------------------------------------------------------------
; Enumerators Definition
;>---------------------------------------------------------------------------------
; Gui control property style color element
Enumeration GuiPropertyElement
#BORDER = 0
#BASE
#TEXT
#OTHER
EndEnumeration
; Gui control state
Enumeration GuiControlState
#GUI_STATE_NORMAL = 0
#GUI_STATE_FOCUSED
#GUI_STATE_PRESSED
#GUI_STATE_DISABLED
EndEnumeration
; Gui control text alignment
Enumeration GuiTextAlignment
#GUI_TEXT_ALIGN_LEFT = 0
#GUI_TEXT_ALIGN_CENTER
#GUI_TEXT_ALIGN_RIGHT
EndEnumeration
; Gui controls
Enumeration GuiControl
#DEFAULT = 0
#LABEL ; LABELBUTTON
#BUTTON ; IMAGEBUTTON
#TOGGLE ; TOGGLEGROUP
#SLIDER ; SLIDERBAR
#PROGRESSBAR
#CHECKBOX
#COMBOBOX
#DROPDOWNBOX
#TEXTBOX ; TEXTBOXMULTI
#VALUEBOX
#SPINNER
#LISTVIEW
#COLORPICKER
#SCROLLBAR
#STATUSBAR
EndEnumeration
; Gui base properties for every control
Enumeration GuiControlProperty
#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
#TEXT_PADDING
#TEXT_ALIGNMENT
#RESERVED
EndEnumeration
; Gui extended properties depend on control
; NOTE: We reserve a fixed size of additional properties per control
; DEFAULT properties
Enumeration GuiDefaultProperty
#TEXT_SIZE = 16
#TEXT_SPACING
#LINE_COLOR
#BACKGROUND_COLOR
EndEnumeration
; Label
;Enumeration GuiLabelProperty
;EndEnumeration
; Button
;Enumeration GuiButtonProperty
;EndEnumeration
; Toggle / ToggleGroup
Enumeration GuiToggleProperty
#GROUP_PADDING = 16
EndEnumeration
; Slider / SliderBar
Enumeration GuiSliderProperty
#SLIDER_WIDTH = 16
#SLIDER_PADDING
EndEnumeration
; ProgressBar
Enumeration GuiProgressBarProperty
#PROGRESS_PADDING = 16
EndEnumeration
; CheckBox
Enumeration GuiCheckBoxProperty
#CHECK_PADDING = 16
EndEnumeration
; ComboBox
Enumeration GuiComboBoxProperty
#COMBO_BUTTON_WIDTH = 16
#COMBO_BUTTON_PADDING
EndEnumeration
; DropdownBox
Enumeration GuiDropdownBoxProperty
#ARROW_PADDING = 16
#DROPDOWN_ITEMS_PADDING
EndEnumeration
; TextBox / TextBoxMulti / ValueBox / Spinner
Enumeration GuiTextBoxProperty
#TEXT_INNER_PADDING = 16
#TEXT_LINES_PADDING
#COLOR_SELECTED_FG
#COLOR_SELECTED_BG
EndEnumeration
; Spinner
Enumeration GuiSpinnerProperty
#SPIN_BUTTON_WIDTH = 16
#SPIN_BUTTON_PADDING
EndEnumeration
; ScrollBar
Enumeration GuiScrollBarProperty
#ARROWS_SIZE = 16
#ARROWS_VISIBLE
#SCROLL_SLIDER_PADDING
#SCROLL_SLIDER_SIZE
#SCROLL_PADDING
#SCROLL_SPEED
EndEnumeration
; ScrollBar side
Enumeration GuiScrollBarSide
#SCROLLBAR_LEFT_SIDE = 0
#SCROLLBAR_RIGHT_SIDE
EndEnumeration
; ListView
Enumeration GuiListViewProperty
#LIST_ITEMS_HEIGHT = 16
#LIST_ITEMS_PADDING
#SCROLLBAR_WIDTH
#SCROLLBAR_SIDE
EndEnumeration
; ColorPicker
Enumeration GuiColorPickerProperty
#COLOR_SELECTOR_SIZE = 16
#HUEBAR_WIDTH ; Right hue bar width
#HUEBAR_PADDING ; Right hue bar separation from panel
#HUEBAR_SELECTOR_HEIGHT ; Right hue bar selector height
#HUEBAR_SELECTOR_OVERFLOW ; Right hue bar selector overflow
EndEnumeration
;- ---- Enumerations End
;} ---- Enumerations End
;- ---- Structures Start
;{ ---- Structures Start
;>---------------------------------------------------------------------------------
; Structures Definition
;>---------------------------------------------------------------------------------
; Style property
Structure GuiStyleProp
controlId.u
propertyId.u
propertyValue.l
EndStructure
;- ---- Structures End
;} ---- Structures End
;- ---- Function Declarations Start
;{ ---- Function Declarations Start
;>---------------------------------------------------------------------------------
; Function Declarations
;>---------------------------------------------------------------------------------
; State modification functions
Declare GuiEnable() ; Enable gui controls (global state)
Declare GuiDisable() ; Disable gui controls (global state)
Declare GuiLock() ; Lock gui controls (global state)
Declare GuiUnlock() ; Unlock gui controls (global state)
Declare GuiFade(alpha.f) ; Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
Declare GuiSetState(state.i) ; Set gui state (global state)
Declare.i GuiGetState() ; Get gui state (global state)
; Font set/get functions
Declare GuiSetFont(*in_font.ray::Font) ; Set gui custom font (global state)
Declare GuiGetFont(*out_result.ray::Font) ; Get gui custom font (global state)
; Style set/get functions
Declare GuiSetStyle(control.u, property.u, value.l) ; Set one style property
Declare.l GuiGetStyle(control.u, property.u) ; Get one style property
; Tooltips set functions
Declare GuiEnableTooltip() ; Enable gui tooltips
Declare GuiDisableTooltip() ; Disable gui tooltips
Declare GuiSetTooltip(tooltip.s) ; Set current tooltip for display
Declare GuiClearTooltip() ; Clear any tooltip registered
; Container/separator controls, useful for controls organization
Declare.i GuiWindowBox(*in_bounds.Rectangle, title.s) ; Window Box control, shows a window that can be closed
Declare GuiGroupBox(*in_bounds.Rectangle, text.s) ; Group Box control with text name
Declare GuiLine(*in_bounds.Rectangle, text.s) ; Line separator control, could contain text
Declare GuiPanel(*in_bounds.Rectangle) ; Panel control, useful to group controls
;Declare Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll) ; Scroll Panel control
; Basic controls set
Declare GuiLabel(*in_bounds.Rectangle, text.s) ; Label control, shows text
Declare.i GuiButton(*in_bounds.Rectangle, text.s) ; Button control, returns true when clicked
Declare.i GuiLabelButton(*in_bounds.Rectangle, text.s) ; Label button control, show true when clicked
Declare.i GuiImageButton(*in_bounds.Rectangle, text.s,
*in_texture.Texture2D) ; Image button control, returns true when clicked
Declare.i GuiImageButtonEx(*in_bounds.Rectangle, text.s,
*in_texture.Texture2D,
*in_texSource.Rectangle) ; Image button extended control, returns true when clicked
Declare.i GuiToggle(*in_bounds.Rectangle, text.s, active.i) ; Toggle Button control, returns true when active
Declare.i GuiToggleGroup(*in_bounds.Rectangle, text.s,
active.i) ; Toggle Group control, returns active toggle index
Declare.i GuiCheckBox(*in_bounds.Rectangle, text.s,
checked.i) ; Check Box control, returns true when active
;Declare int GuiComboBox(Rectangle bounds, const char *text, int active) ; Combo Box control, returns selected item index
;Declare bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode) ; Dropdown Box control, returns selected item
;Declare bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) ; Spinner control, returns selected value
;Declare bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) ; Value Box control, updates input text with numbers
;Declare bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode) ; Text Box control, updates input text
;Declare bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) ; Text Box control with multiple lines
Declare.f GuiSlider(*in_bounds.Rectangle,
textLeft.s, textRight.s,
value.f, minValue.f, maxValue.f) ; Slider control, returns selected value
Declare.f GuiSliderBar(*in_bounds.Rectangle,
textLeft.s, textRight.s,
value.f, minValue.f, maxValue.f) ; Slider Bar control, returns selected value
Declare.f GuiProgressBar(*in_bounds.Rectangle,
textLeft.s, textRight.s,
value.f, minValue.f, maxValue.f) ; Progress Bar control, shows current progress value
Declare GuiStatusBar(*in_bounds.Rectangle, text.s) ; Status Bar control, shows info text
;Declare GuiDummyRec(Rectangle bounds, const char *text) ; Dummy control for placeholders
;Declare int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) ; Scroll Bar control
;Declare Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs) ; Grid control
; Advance controls set
;Declare int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active) ; List View control, returns selected list item index
;Declare int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active) ; List View with extended parameters
;Declare int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons) ; Message Box control, displays a message
;Declare int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text) ; Text Input Box control, ask for text
;Declare Color GuiColorPicker(Rectangle bounds, Color color) ; Color Picker control (multiple color controls)
;Declare Color GuiColorPanel(Rectangle bounds, Color color) ; Color Panel control
;Declare float GuiColorBarAlpha(Rectangle bounds, float alpha) ; Color Bar Alpha control
;Declare float GuiColorBarHue(Rectangle bounds, float value) ; Color Bar Hue control
; Styles loading functions
; Declare GuiLoadStyle(fileName.s) ; Load style file (.rgs)
Declare GuiLoadStyleDefault() ; Load style default over global style
;/*
;typedef GuiStyle (unsigned int *)
;Declare GuiStyle LoadGuiStyle(const char *fileName) ; Load style from file (.rgs)
;Declare UnloadGuiStyle(GuiStyle style) ; Unload style
;*/
;Declare const char *GuiIconText(int iconId, const char *text) ; Get text with icon id prepended (if supported)
; Gui icons functionality
; Declare GuiDrawIcon(iconId.i, *in_position.ray::Vector2, pixelSize.i, color.i)
;
; Declare.i GuiGetIcons() ; Get full icons data pointer
; Declare.i GuiGetIconData(iconId.i) ; Get icon bit data
; Declare GuiSetIconData(iconId.i, *in_data) ; Set icon bit data
;
; Declare GuiSetIconPixel(iconId.i, x.i, y.i) ; Set icon pixel value
; Declare GuiClearIconPixel(iconId.i, x.i, y.i) ; Clear icon pixel value
; Declare.i GuiCheckIconPixel(iconId.i, x.i, y.i) ; Check icon pixel value
;>---------------------------------------------------------------------------------
; Module specific Functions Declaration (internal)
;>---------------------------------------------------------------------------------
Declare.i GetTextWidth(text.s) ; Gui get text width using default font
Declare GetTextBounds(*out_result.Rectangle, control, *in_bounds.Rectangle) ; Get text bounds considering control bounds
Declare.s GetTextIcon(text.s, *iconId.Integer) ; Get text icon if provided and move text cursor
Declare GuiDrawText(text.s, *in_bounds.Rectangle, alignment, tint) ; Gui draw text using default font
Declare GuiDrawRectangle(*in_rec.Rectangle, borderWidth, borderColor, color) ; Gui draw rectangle using default raygui style
Declare GuiDrawTooltip(*in_bounds.Rectangle) ; Draw tooltip relatively to bounds
;static const char **GuiTextSplit(const char *text, int *count, int *textRow); // Split controls text into multiple strings
;static Vector3 ConvertHSVtoRGB(Vector3 hsv); // Convert color data from HSV to RGB
;static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color data from RGB to HSV
;- ---- Function Declarations End
;} ---- Function Declarations End
EndDeclareModule
;- -- DeclareModule End
;} -- DeclareModule End
;- -- Module Start
;{ -- Module Start
Module raygui
EnableExplicit
;- ---- Global Variables Start
;{ ---- Global Variables Start
;>---------------------------------------------------------------------------------
; Global Variables Definition
;>---------------------------------------------------------------------------------
Global guiState = #GUI_STATE_NORMAL ; Enumeration GuiControlState
Global guiFont.ray::Font ; Gui current font (WARNING: highly coupled to raylib)
Global guiLocked = #False ; Gui lock state (no inputs processed)
Global guiAlpha.f = 1.0 ; Gui element transpacency on drawing
; 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()
Global Dim guiStyle.i(#NUM_CONTROLS*(#NUM_PROPS_DEFAULT + #NUM_PROPS_EXTENDED))
Global guiStyleLoaded = #False ; Style loaded flag for lazy style initialization
; Tooltips required variables
Global guiTooltip.s ; Gui tooltip currently active (user provided)
Global guiTooltipEnabled = #True ; Gui tooltips enabled
;- ---- Global Variables End
;} ---- Global Variables End
;>---------------------------------------------------------------------------------
; Gui Setup Functions Definition
;>---------------------------------------------------------------------------------
; Enable gui global state
Procedure GuiEnable()
guiState = #GUI_STATE_NORMAL
EndProcedure
; Disable gui global state
Procedure GuiDisable()
guiState = #GUI_STATE_DISABLED
EndProcedure
; Lock gui global state
Procedure GuiLock()
guiLocked = #True
EndProcedure
; Unlock gui global state
Procedure GuiUnlock()
guiLocked = #False
EndProcedure
; Set gui controls alpha global state
Procedure GuiFade(alpha.f)
If alpha < 0.0
alpha = 0.0
ElseIf alpha > 1.0
alpha = 1.0
EndIf
guiAlpha = alpha
EndProcedure
; Set gui state (global state)
Procedure GuiSetState(state.i)
guiState = state
EndProcedure
; Get gui state (global state)
Procedure.i GuiGetState()
ProcedureReturn guiState
EndProcedure
; Set custom gui font
; NOTE: Font loading/unloading is external to raygui
Procedure GuiSetFont(*in_font.ray::Font)
If *in_font And *in_font\texture\id > 0
; NOTE: If we try to setup a font but default style has not been
; lazily loaded before, it will be overwritten, so we need to force
; default style loading first
If Not guiStyleLoaded
GuiLoadStyleDefault()
EndIf
guiFont\baseSize = *in_font\baseSize
guiFont\charsCount = *in_font\charsCount
guiFont\texture = *in_font\texture
guiFont\recs = *in_font\recs ; TODO: need to copy?
guiFont\chars = *in_font\chars ; TODO: need to copy?
GuiSetStyle(#DEFAULT, #TEXT_SIZE, *in_font\baseSize)
EndIf
EndProcedure
; Get custom gui font
Procedure GuiGetFont(*out_result.ray::Font)
If Not *out_result : ProcedureReturn : EndIf
If *out_result
*out_result\baseSize = guiFont\baseSize
*out_result\charsCount = guiFont\charsCount
*out_result\texture = guiFont\texture
*out_result\recs = guiFont\recs ; TODO: need to copy?
*out_result\chars = guiFont\chars ; TODO: need to copy?
EndIf
EndProcedure
; Set control style property value
Procedure GuiSetStyle(control.u, property.u, value.l)
If Not guiStyleLoaded
GuiLoadStyleDefault()
EndIf
guiStyle(control*(#NUM_PROPS_DEFAULT + #NUM_PROPS_EXTENDED) + property) = value
; Default properties are propagated to all controls
If control = 0 And property < #NUM_PROPS_DEFAULT
Define i
For i = 1 To #NUM_CONTROLS-1
guiStyle(i*(#NUM_PROPS_DEFAULT + #NUM_PROPS_EXTENDED) + property) = value
Next
EndIf
EndProcedure
; Get control style property value
Procedure.l GuiGetStyle(control.u, property.u)
If Not guiStyleLoaded
GuiLoadStyleDefault()
EndIf
ProcedureReturn guiStyle(control*(#NUM_PROPS_DEFAULT + #NUM_PROPS_EXTENDED) + property)
EndProcedure
; Enable gui tooltips
Procedure GuiEnableTooltip()
guiTooltipEnabled = #True
EndProcedure
; Disable gui tooltips
Procedure GuiDisableTooltip()
guiTooltipEnabled = #False
EndProcedure
; Set current tooltip for display
Procedure GuiSetTooltip(tooltip.s)
guiTooltip = tooltip
EndProcedure
; Clear any tooltip registered
Procedure GuiClearTooltip()
guiTooltip = #Null$
EndProcedure
;>---------------------------------------------------------------------------------
; Gui Controls Functions Definition
;>---------------------------------------------------------------------------------
; Window Box control
Procedure GuiWindowBox(*in_bounds.Rectangle, title.s)
If Not *in_bounds : ProcedureReturn : EndIf
;Protected state = guiState
Protected clicked = #False
Protected statusBarHeight = #WINDOW_STATUSBAR_HEIGHT + 2*GuiGetStyle(#STATUSBAR, #BORDER_WIDTH)
statusBarHeight + (statusBarHeight%2)
Protected statusBar.Rectangle
InitRectangle( @statusBar, *in_bounds\x, *in_bounds\y, *in_bounds\width, statusBarHeight )
Protected height = *in_bounds\height
If height < statusBarHeight*2
height = statusBarHeight*2
EndIf
Protected windowPanel.Rectangle
InitRectangle( @windowPanel, *in_bounds\x, *in_bounds\y + statusBarHeight - 1, *in_bounds\width, height - statusBarHeight )
Protected closeButtonRec.ray::Rectangle
InitRectangle( @closeButtonRec, statusBar\x + statusBar\width - GuiGetStyle(#STATUSBAR, #BORDER_WIDTH) - 20,
statusBar\y + statusBarHeight/2 - 18/2, 18, 18 )
; Update control
;>-------------------------------------------------------------------
; NOTE: Logic is directly managed by button
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
GuiStatusBar(@statusBar, title) ; Draw window header as status bar
GuiPanel(@windowPanel) ; Draw window base
; Draw window close button
Protected tempBorderWidth = GuiGetStyle(#BUTTON, #BORDER_WIDTH)
Protected tempTextAlignment = GuiGetStyle(#BUTTON, #TEXT_ALIGNMENT)
GuiSetStyle(#BUTTON, #BORDER_WIDTH, 1)
GuiSetStyle(#BUTTON, #TEXT_ALIGNMENT, #GUI_TEXT_ALIGN_CENTER)
;#if defined(RAYGUI_SUPPORT_ICONS)
;clicked = GuiButton(closeButtonRec, GuiIconText(RICON_CROSS_SMALL, NULL));
;#else
clicked = GuiButton(closeButtonRec, "x");
;#endif
GuiSetStyle(#BUTTON, #BORDER_WIDTH, tempBorderWidth)
GuiSetStyle(#BUTTON, #TEXT_ALIGNMENT, tempTextAlignment)
;>-------------------------------------------------------------------
ProcedureReturn clicked
EndProcedure
; Group Box control with text name
Procedure GuiGroupBox(*in_bounds.Rectangle, text.s)
If Not *in_bounds : ProcedureReturn : EndIf
Protected state = guiState
Protected rect.Rectangle
Protected color
If state = #GUI_STATE_DISABLED
color = #BORDER_COLOR_DISABLED
Else
color = #LINE_COLOR
EndIf
; Draw control
;>-------------------------------------------------------------------
InitRectangle(@rect, *in_bounds\x, *in_bounds\y, #GROUPBOX_LINE_THICK, *in_bounds\height)
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, Fade(GetColor(GuiGetStyle(#DEFAULT, color)), guiAlpha))
InitRectangle(@rect, *in_bounds\x, *in_bounds\y + *in_bounds\height - 1, *in_bounds\width, #GROUPBOX_LINE_THICK)
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, Fade(GetColor(GuiGetStyle(#DEFAULT, color)), guiAlpha))
InitRectangle(@rect, *in_bounds\x + *in_bounds\width - 1, *in_bounds\y, #GROUPBOX_LINE_THICK, *in_bounds\height )
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, Fade(GetColor(GuiGetStyle(#DEFAULT, color)), guiAlpha))
InitRectangle(@rect, *in_bounds\x, *in_bounds\y, *in_bounds\width, 1 )
GuiLine(@rect, text)
;>-------------------------------------------------------------------
EndProcedure
; Line control
Procedure GuiLine(*in_bounds.Rectangle, text.s)
If Not *in_bounds : ProcedureReturn : EndIf
Protected state = guiState
Protected rect.Rectangle
Protected col
If state = #GUI_STATE_DISABLED
col = #BORDER_COLOR_DISABLED
Else
col = #LINE_COLOR
EndIf
Protected color = Fade(GetColor(GuiGetStyle(#DEFAULT, col)), guiAlpha)
; Draw control
;>-------------------------------------------------------------------
If text = ""
InitRectangle(@rect, *in_bounds\x, *in_bounds\y + *in_bounds\height/2, *in_bounds\width, 1)
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, color)
Else
Protected textBounds.Rectangle
textBounds\width = GetTextWidth(text) ; TODO: Consider text icon
textBounds\height = GuiGetStyle(#DEFAULT, #TEXT_SIZE)
textBounds\x = *in_bounds\x + #LINE_TEXT_PADDING
textBounds\y = *in_bounds\y - GuiGetStyle(#DEFAULT, #TEXT_SIZE)/2
; Draw line with embedded text label: "--- text --------------"
InitRectangle(@rect, *in_bounds\x, *in_bounds\y, #LINE_TEXT_PADDING - 2, 1)
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, color)
GuiLabel(@textBounds, text)
InitRectangle(@rect, *in_bounds\x + #LINE_TEXT_PADDING + textBounds\width + 4, *in_bounds\y, *in_bounds\width - textBounds\width - #LINE_TEXT_PADDING - 4, 1)
GuiDrawRectangle(@rect, 0, #COLOR_BLANK, color)
EndIf
;>-------------------------------------------------------------------
EndProcedure
; Panel control
Procedure GuiPanel(*in_bounds.Rectangle)
If Not *in_bounds : ProcedureReturn : EndIf
Protected state = guiState
Protected color1, color2
If state = #GUI_STATE_DISABLED
color1 = #BORDER_COLOR_DISABLED
color2 = #BASE_COLOR_DISABLED
Else
color1 = #LINE_COLOR
color2 = #BACKGROUND_COLOR
EndIf
; Draw control
;>-------------------------------------------------------------------
GuiDrawRectangle(*in_bounds, #PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(#DEFAULT, color1)), guiAlpha),
Fade(GetColor(GuiGetStyle(#DEFAULT, color2)), guiAlpha))
;>-------------------------------------------------------------------
EndProcedure
; Label control
Procedure GuiLabel(*in_bounds.Rectangle, text.s)
If Not *in_bounds : ProcedureReturn : EndIf
Protected state = guiState
Protected color1, textBounds.Rectangle
If state = #GUI_STATE_DISABLED
color1 = #TEXT_COLOR_DISABLED
Else
color1 = #TEXT_COLOR_NORMAL
EndIf
GetTextBounds(@textBounds, #LABEL, *in_bounds)
; Update control
;>-------------------------------------------------------------------
; ...
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
GuiDrawText(text, @textBounds, GuiGetStyle(#LABEL, #TEXT_ALIGNMENT),
Fade(GetColor(GuiGetStyle(#LABEL, color1)), guiAlpha))
;>-------------------------------------------------------------------
EndProcedure
; Button control, returns true when clicked
Procedure.i GuiButton(*in_bounds.Rectangle, text.s)
If Not *in_bounds : ProcedureReturn : EndIf
Protected state = guiState
Protected pressed = #False
Protected textBounds.Rectangle
; Update control
;>-------------------------------------------------------------------
If state <> #GUI_STATE_DISABLED And Not guiLocked
Protected mousePoint.Vector2
GetMousePosition(@mousePoint)
; Check button state
If CheckCollisionPointRec(@mousePoint, *in_bounds)
If IsMouseButtonDown(#MOUSE_LEFT_BUTTON)
state = #GUI_STATE_PRESSED
Else
state = #GUI_STATE_FOCUSED
EndIf
If IsMouseButtonReleased(#MOUSE_LEFT_BUTTON)
pressed = #True
EndIf
EndIf
EndIf
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
GuiDrawRectangle(*in_bounds, GuiGetStyle(#BUTTON, #BORDER_WIDTH),
Fade(GetColor(GuiGetStyle(#BUTTON, #BORDER + (state*3))), guiAlpha),
Fade(GetColor(GuiGetStyle(#BUTTON, #BASE + (state*3))), guiAlpha))
GetTextBounds(@textBounds, #BUTTON, *in_bounds)
GuiDrawText(text, @textBounds, GuiGetStyle(#BUTTON, #TEXT_ALIGNMENT),
Fade(GetColor(GuiGetStyle(#BUTTON, #TEXT + (state*3))), guiAlpha))
;>-------------------------------------------------------------------
ProcedureReturn pressed
EndProcedure
; Label button control
Procedure.i GuiLabelButton(*in_bounds.Rectangle, text.s)
Protected state = guiState
Protected pressed = #False
Protected bounds.Rectangle, finalRect.Rectangle
InitRectangle(@bounds, *in_bounds\x, *in_bounds\y, *in_bounds\width, *in_bounds\height)
; NOTE: We force *in_bounds\width to be all text
Protected textSize.Vector2
MeasureTextEx(@textSize, @guiFont, text, GuiGetStyle(#DEFAULT, #TEXT_SIZE), GuiGetStyle(#DEFAULT, #TEXT_SPACING))
Protected textWidth = textSize\x
If bounds\width < textWidth
bounds\width = textWidth
EndIf
; Update control
;>-------------------------------------------------------------------
If state <> #GUI_STATE_DISABLED And Not guiLocked
Protected mousePoint.Vector2
GetMousePosition(@mousePoint)
; Check checkbox state
If CheckCollisionPointRec(@mousePoint, @bounds)
If IsMouseButtonDown(#MOUSE_LEFT_BUTTON)
state = #GUI_STATE_PRESSED
Else
state = #GUI_STATE_FOCUSED
EndIf
If IsMouseButtonReleased(#MOUSE_LEFT_BUTTON)
pressed = #True
EndIf
EndIf
EndIf
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
GetTextBounds(@finalRect, #LABEL, @bounds)
GuiDrawText(text, @finalRect, GuiGetStyle(#LABEL, #TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(#LABEL, #TEXT + (state*3))), guiAlpha))
;>-------------------------------------------------------------------
ProcedureReturn pressed
EndProcedure
;// Image button control, returns true when clicked
Procedure.i GuiImageButton(*in_bounds.Rectangle, text.s, *in_texture.Texture2D)
If Not *in_bounds Or Not *in_texture
ProcedureReturn #False
EndIf
Protected rect.Rectangle
InitRectangle(@rect, 0, 0, *in_texture\width, *in_texture\height)
ProcedureReturn GuiImageButtonEx(*in_bounds, text, *in_texture, @rect)
EndProcedure
;// Image button control, returns true when clicked
Procedure.i GuiImageButtonEx(*in_bounds.Rectangle, text.s, *in_texture.Texture2D, *in_texSource.Rectangle)
If Not *in_bounds Or Not *in_texture Or Not *in_texSource
ProcedureReturn #False
EndIf
Protected state = guiState
Protected clicked = #False
; Update control
;>-------------------------------------------------------------------
If state <> #GUI_STATE_DISABLED And Not guiLocked
Protected mousePoint.Vector2
GetMousePosition(@mousePoint)
; Check button state
If CheckCollisionPointRec(@mousePoint, *in_bounds)
If IsMouseButtonDown(#MOUSE_LEFT_BUTTON)
state = #GUI_STATE_PRESSED
ElseIf IsMouseButtonReleased(#MOUSE_LEFT_BUTTON)
clicked = #True
Else
state = #GUI_STATE_FOCUSED
EndIf
EndIf
EndIf
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
GuiDrawRectangle(*in_bounds, GuiGetStyle(#BUTTON, #BORDER_WIDTH),
Fade(GetColor(GuiGetStyle(#BUTTON, #BORDER + (state*3))), guiAlpha),
Fade(GetColor(GuiGetStyle(#BUTTON, #BASE + (state*3))), guiAlpha))
If text <> ""
Protected rect.Rectangle
GetTextBounds(@rect, #BUTTON, *in_bounds)
GuiDrawText(text, @rect, GuiGetStyle(#BUTTON, #TEXT_ALIGNMENT),
Fade(GetColor(GuiGetStyle(#BUTTON, #TEXT + (state*3))), guiAlpha))
EndIf
If *in_texture\id > 0
Protected vec.Vector2
InitVector2(@vec, *in_bounds\x + *in_bounds\width/2 - *in_texSource\width/2, *in_bounds\y + *in_bounds\height/2 - *in_texSource\height/2)
DrawTextureRec(*in_texture, *in_texSource, @vec, Fade(GetColor(GuiGetStyle(#BUTTON, #TEXT + (state*3))), guiAlpha))
EndIf
;>-------------------------------------------------------------------
ProcedureReturn clicked
EndProcedure
; Toggle Button control, returns true when active
Procedure.i GuiToggle(*in_bounds.Rectangle, text.s, active.i)
If Not *in_bounds : ProcedureReturn #False : EndIf
Protected state = guiState
Protected rect.Rectangle
; Update control
;>-------------------------------------------------------------------
If state <> #GUI_STATE_DISABLED And Not guiLocked
Protected mousePoint.Vector2
GetMousePosition(@mousePoint)
; Check toggle button state
If CheckCollisionPointRec(@mousePoint, *in_bounds)
If IsMouseButtonDown(#MOUSE_LEFT_BUTTON)
state = #GUI_STATE_PRESSED
ElseIf IsMouseButtonReleased(#MOUSE_LEFT_BUTTON)
state = #GUI_STATE_NORMAL
active ! 1
Else
state = #GUI_STATE_FOCUSED
EndIf
EndIf
EndIf
;>-------------------------------------------------------------------
; Draw control
;>-------------------------------------------------------------------
If state = #GUI_STATE_NORMAL
Protected color1, color2, color3
If active
color1 = #BORDER_COLOR_PRESSED
color2 = #BASE_COLOR_PRESSED
color3 = #TEXT_COLOR_PRESSED
Else
color1 = #BORDER + state*3
color2 = #BASE + state*3
color3 = #TEXT + state*3
EndIf
GuiDrawRectangle(*in_bounds, GuiGetStyle(#TOGGLE, #BORDER_WIDTH),
Fade(GetColor(GuiGetStyle(#TOGGLE, color1)), guiAlpha), Fade(GetColor(GuiGetStyle(#TOGGLE, color2)), guiAlpha))
GetTextBounds(@rect, #TOGGLE, *in_bounds)
GuiDrawText(text, @rect, GuiGetStyle(#TOGGLE, #TEXT_ALIGNMENT),