/******************************************************************************************* * * 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. * **********************************************************************************************/ #ifndef RAYGUI_H #define RAYGUI_H #define RAYGUI_VERSION "2.6-dev" #if !defined(RAYGUI_STANDALONE) #include "raylib.h" #endif // Define functions scope to be used internally (static) or externally (extern) to the module including this file #if defined(RAYGUI_STATIC) #define RAYGUIDEF static // Functions just visible to module including this file #else #ifdef __cplusplus #define RAYGUIDEF extern "C" // Functions visible from other files (no name mangling of functions in C++) #else // NOTE: By default any function declared in a C file is extern #define RAYGUIDEF extern // Functions visible from other files #endif #endif #if defined(_WIN32) #if defined(BUILD_LIBTYPE_SHARED) #define RAYGUIDEF __declspec(dllexport) // We are building raygui as a Win32 shared library (.dll). #elif defined(USE_LIBTYPE_SHARED) #define RAYGUIDEF __declspec(dllimport) // We are using raygui as a Win32 shared library (.dll) #endif #endif #if !defined(RAYGUI_MALLOC) && !defined(RAYGUI_CALLOC) && !defined(RAYGUI_FREE) #include // Required for: malloc(), calloc(), free() #endif // Allow custom memory allocators #ifndef RAYGUI_MALLOC #define RAYGUI_MALLOC(sz) malloc(sz) #endif #ifndef RAYGUI_CALLOC #define RAYGUI_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RAYGUI_FREE #define RAYGUI_FREE(p) free(p) #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #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 #define TEXTEDIT_CURSOR_BLINK_FRAMES 20 // Text edit controls cursor blink timming //---------------------------------------------------------------------------------- // 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 { float x; float y; float width; float height; } Rectangle; // TODO: Texture2D type is very coupled to raylib, mostly required by GuiImageButton() // It should be redesigned to be provided by user typedef struct Texture2D { unsigned int id; // OpenGL texture id int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default int format; // Data format (PixelFormat type) } Texture2D; // Font character info typedef struct CharInfo CharInfo; // TODO: Font type is very coupled to raylib, mostly required by GuiLoadStyle() // It should be redesigned to be provided by user typedef struct Font { int baseSize; // Base size (default chars height) int charsCount; // Number of characters Texture2D texture; // Characters texture atlas Rectangle *recs; // Characters rectangles in texture CharInfo *chars; // Characters info data } Font; #endif // Style property typedef struct GuiStyleProp { unsigned short controlId; unsigned short propertyId; int propertyValue; } GuiStyleProp; // 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, STATUSBAR } 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, TEXT_PADDING, TEXT_ALIGNMENT, RESERVED } 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, SLIDER_PADDING } GuiSliderProperty; // ProgressBar typedef enum { PROGRESS_PADDING = 16, } GuiProgressBarProperty; // CheckBox typedef enum { CHECK_PADDING = 16 } GuiCheckBoxProperty; // ComboBox typedef enum { COMBO_BUTTON_WIDTH = 16, COMBO_BUTTON_PADDING } GuiComboBoxProperty; // DropdownBox typedef enum { ARROW_PADDING = 16, DROPDOWN_ITEMS_PADDING } GuiDropdownBoxProperty; // TextBox / TextBoxMulti / ValueBox / Spinner typedef enum { TEXT_INNER_PADDING = 16, TEXT_LINES_PADDING, COLOR_SELECTED_FG, COLOR_SELECTED_BG } GuiTextBoxProperty; // Spinner typedef enum { SPIN_BUTTON_WIDTH = 16, SPIN_BUTTON_PADDING, } GuiSpinnerProperty; // ScrollBar typedef enum { ARROWS_SIZE = 16, ARROWS_VISIBLE, SCROLL_SLIDER_PADDING, SCROLL_SLIDER_SIZE, SCROLL_PADDING, SCROLL_SPEED, } GuiScrollBarProperty; // ScrollBar side typedef enum { SCROLLBAR_LEFT_SIDE = 0, SCROLLBAR_RIGHT_SIDE } GuiScrollBarSide; // ListView typedef enum { LIST_ITEMS_HEIGHT = 16, LIST_ITEMS_PADDING, SCROLLBAR_WIDTH, SCROLLBAR_SIDE, } GuiListViewProperty; // ColorPicker typedef enum { 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 } GuiColorPickerProperty; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- // State 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 GuiFade(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f RAYGUIDEF void GuiSetState(int state); // Set gui state (global state) RAYGUIDEF int GuiGetState(void); // Get gui state (global state) // Font set/get functions RAYGUIDEF void GuiSetFont(Font font); // Set gui custom font (global state) RAYGUIDEF Font GuiGetFont(void); // Get gui custom font (global state) // 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 // Tooltips set functions RAYGUIDEF void GuiEnableTooltip(void); // Enable gui tooltips RAYGUIDEF void GuiDisableTooltip(void); // Disable gui tooltips RAYGUIDEF void GuiSetTooltip(const char *tooltip); // Set current tooltip for display RAYGUIDEF void GuiClearTooltip(void); // Clear any tooltip registered // Container/separator controls, useful for controls organization RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text 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, const char *text, Texture2D texture); // Image button control, returns true when clicked RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, const char *text, Texture2D texture, Rectangle texSource); // 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, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value RAYGUIDEF bool GuiValueBox(Rectangle bounds, const char *text, 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 *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider control, returns selected value RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // Slider Bar control, returns selected value RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue); // 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 int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active); // List View control, returns selected list item index RAYGUIDEF int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active); // List View with extended parameters RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message RAYGUIDEF int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text); // Text Input Box control, ask for text RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color); // Color Picker control (multiple color controls) RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color); // Color Panel control RAYGUIDEF float GuiColorBarAlpha(Rectangle bounds, float alpha); // Color Bar Alpha control RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float value); // Color Bar Hue control // Styles loading functions RAYGUIDEF void GuiLoadStyle(const char *fileName); // Load style file (.rgs) RAYGUIDEF void GuiLoadStyleDefault(void); // Load style default over global style /* 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 (if supported) #if defined(RAYGUI_SUPPORT_ICONS) // Gui icons functionality RAYGUIDEF void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color); RAYGUIDEF unsigned int *GuiGetIcons(void); // Get full icons data pointer RAYGUIDEF unsigned int *GuiGetIconData(int iconId); // Get icon bit data RAYGUIDEF void GuiSetIconData(int iconId, unsigned int *data); // Set icon bit data RAYGUIDEF void GuiSetIconPixel(int iconId, int x, int y); // Set icon pixel value RAYGUIDEF void GuiClearIconPixel(int iconId, int x, int y); // Clear icon pixel value RAYGUIDEF bool GuiCheckIconPixel(int iconId, int x, int y); // Check icon pixel value #endif #endif // RAYGUI_H /*********************************************************************************** * * RAYGUI IMPLEMENTATION * ************************************************************************************/ #if defined(RAYGUI_IMPLEMENTATION) #if defined(RAYGUI_SUPPORT_ICONS) #define RICONS_IMPLEMENTATION #include "ricons.h" // Required for: raygui icons data #endif #include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() #include // Required for: strlen() on GuiTextBox() #include // Required for: roundf() on GuiColorPicker() #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 color element typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static GuiControlState guiState = GUI_STATE_NORMAL; static Font guiFont = { 0 }; // Gui current font (WARNING: highly coupled to raylib) static bool guiLocked = false; // Gui lock state (no inputs processed) static float guiAlpha = 1.0f; // Gui element transpacency on drawing // Global gui style array (allocated on data segment 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; // Style loaded flag for lazy style initialization // Tooltips required variables static const char *guiTooltip = NULL; // Gui tooltip currently active (user provided) static bool guiTooltipEnabled = true; // Gui tooltips enabled //---------------------------------------------------------------------------------- // 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); // -- GuiDrawRectangle(), GuiDrawIcon() 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() static void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // -- GuiTextBoxMulti() //------------------------------------------------------------------------------- // 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() static char *LoadText(const char *fileName); // -- GuiLoadStyle() static const char *GetDirectoryPath(const char *filePath); // -- 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 const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings static int TextToInteger(const char *text); // Get integer value from text 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 //---------------------------------------------------------------------------------- static int GetTextWidth(const char *text); // Gui get text width using default font static Rectangle GetTextBounds(int control, Rectangle bounds); // Get text bounds considering control bounds static const char *GetTextIcon(const char *text, int *iconId); // Get text icon if provided and move text cursor static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint); // Gui draw text using default font static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color); // Gui draw rectangle using default raygui style static void GuiDrawTooltip(Rectangle bounds); // 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 //---------------------------------------------------------------------------------- // Gui Setup Functions Definition //---------------------------------------------------------------------------------- // Enable gui global state void GuiEnable(void) { guiState = GUI_STATE_NORMAL; } // Disable gui global state void GuiDisable(void) { guiState = GUI_STATE_DISABLED; } // Lock gui global state void GuiLock(void) { guiLocked = true; } // Unlock gui global state void GuiUnlock(void) { guiLocked = false; } // Set gui controls alpha global state void GuiFade(float alpha) { if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; guiAlpha = alpha; } // Set gui state (global state) void GuiSetState(int state) { guiState = (GuiControlState)state; } // Get gui state (global state) int GuiGetState(void) { return guiState; } // Set custom gui font // NOTE: Font loading/unloading is external to raygui void GuiSetFont(Font font) { if (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 (!guiStyleLoaded) GuiLoadStyleDefault(); guiFont = font; GuiSetStyle(DEFAULT, TEXT_SIZE, font.baseSize); } } // Get custom gui font Font GuiGetFont(void) { return guiFont; } // Set control style property value void GuiSetStyle(int control, int property, int value) { if (!guiStyleLoaded) GuiLoadStyleDefault(); guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property] = value; // Default properties are propagated to all controls if ((control == 0) && (property < NUM_PROPS_DEFAULT)) { for (int i = 1; i < NUM_CONTROLS; i++) guiStyle[i*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property] = value; } } // Get control style property value int GuiGetStyle(int control, int property) { if (!guiStyleLoaded) GuiLoadStyleDefault(); return guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property]; } // Enable gui tooltips void GuiEnableTooltip(void) { guiTooltipEnabled = true; } // Disable gui tooltips void GuiDisableTooltip(void) { guiTooltipEnabled = false; } // Set current tooltip for display void GuiSetTooltip(const char *tooltip) { guiTooltip = tooltip; } // Clear any tooltip registered void GuiClearTooltip(void) { guiTooltip = NULL; } //---------------------------------------------------------------------------------- // Gui Controls Functions Definition //---------------------------------------------------------------------------------- // Window Box control bool GuiWindowBox(Rectangle bounds, const char *title) { // NOTE: This define is also used by GuiMessageBox() and GuiTextInputBox() #define WINDOW_STATUSBAR_HEIGHT 22 //GuiControlState state = guiState; bool clicked = false; int statusBarHeight = WINDOW_STATUSBAR_HEIGHT + 2*GuiGetStyle(STATUSBAR, BORDER_WIDTH); statusBarHeight += (statusBarHeight%2); Rectangle statusBar = { bounds.x, bounds.y, bounds.width, statusBarHeight }; if (bounds.height < statusBarHeight*2) bounds.height = statusBarHeight*2; Rectangle windowPanel = { bounds.x, bounds.y + statusBarHeight - 1, bounds.width, bounds.height - statusBarHeight }; Rectangle 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 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_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); //-------------------------------------------------------------------- return clicked; } // Group Box control with text name void GuiGroupBox(Rectangle bounds, const char *text) { #define GROUPBOX_LINE_THICK 1 #define GROUPBOX_TEXT_PADDING 10 GuiControlState state = guiState; // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha)); GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, GROUPBOX_LINE_THICK }, 0, BLANK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha)); GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, 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 void GuiLine(Rectangle bounds, const char *text) { #define LINE_TEXT_PADDING 10 GuiControlState state = guiState; Color color = Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha); // Draw control //-------------------------------------------------------------------- if (text == NULL) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height/2, bounds.width, 1 }, 0, BLANK, color); else { Rectangle textBounds = { 0 }; textBounds.width = GetTextWidth(text); // TODO: Consider text icon textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + LINE_TEXT_PADDING; textBounds.y = bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; // Draw line with embedded text label: "--- text --------------" GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, LINE_TEXT_PADDING - 2, 1 }, 0, BLANK, color); GuiLabel(textBounds, text); GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + LINE_TEXT_PADDING + textBounds.width + 4, bounds.y, bounds.width - textBounds.width - LINE_TEXT_PADDING - 4, 1 }, 0, BLANK, color); } //-------------------------------------------------------------------- } // Panel control void GuiPanel(Rectangle bounds) { #define PANEL_BORDER_WIDTH 1 GuiControlState state = guiState; // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), guiAlpha), Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)), guiAlpha)); //-------------------------------------------------------------------- } // Scroll Panel control 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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background // Save size of the scrollbar slider const int slider = GuiGetStyle(SCROLLBAR, SCROLL_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, SCROLL_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, SCROLL_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 Rectangle corner = { horizontalScrollBar.x + horizontalScrollBar.width + 2, verticalScrollBar.y + verticalScrollBar.height + 2, horizontalScrollBarWidth - 4, verticalScrollBarWidth - 4 }; GuiDrawRectangle(corner, 0, BLANK, Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))), guiAlpha)); } // Draw scrollbar lines depending on current state GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, (float)BORDER + (state*3))), guiAlpha), BLANK); // Set scrollbar slider size back to the way it was before GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, slider); //-------------------------------------------------------------------- if (scroll != NULL) *scroll = scrollPos; return view; } // Label control 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)); //-------------------------------------------------------------------- } // Label control with Color void GuiLabelColor(Rectangle bounds, const char *text, Color color) { GuiControlState state = guiState; // Update control //-------------------------------------------------------------------- // ... //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(color, guiAlpha)); //-------------------------------------------------------------------- } // Button control, returns true when clicked 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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha), 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 bool GuiLabelButton(Rectangle bounds, const char *text) { GuiControlState state = guiState; bool pressed = false; // NOTE: We force bounds.width to be all text int textWidth = MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING)).x; if (bounds.width < textWidth) bounds.width = textWidth; // 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 bool GuiImageButton(Rectangle bounds, const char *text, Texture2D texture) { return GuiImageButtonEx(bounds, text, texture, RAYGUI_CLITERAL(Rectangle){ 0, 0, (float)texture.width, (float)texture.height }); } // Image button control, returns true when clicked bool GuiImageButtonEx(Rectangle bounds, const char *text, Texture2D texture, Rectangle texSource) { 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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha), 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/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 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) { GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BORDER_COLOR_PRESSED : (BORDER + state*3)))), guiAlpha), 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 { GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), guiAlpha), 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 int GuiToggleGroup(Rectangle bounds, const char *text, int active) { #if !defined(TOGGLEGROUP_MAX_ELEMENTS) #define TOGGLEGROUP_MAX_ELEMENTS 32 #endif float initBoundsX = bounds.x; // Get substrings items from text (items pointers) int rows[TOGGLEGROUP_MAX_ELEMENTS] = { 0 }; int itemsCount = 0; const char **items = GuiTextSplit(text, &itemsCount, rows); int prevRow = rows[0]; for (int i = 0; i < itemsCount; i++) { if (prevRow != rows[i]) { bounds.x = initBoundsX; bounds.y += (bounds.height + GuiGetStyle(TOGGLE, GROUP_PADDING)); prevRow = rows[i]; } if (i == active) GuiToggle(bounds, items[i], true); else if (GuiToggle(bounds, items[i], false) == true) active = i; bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING)); } return active; } // Check Box control, returns true when active bool GuiCheckBox(Rectangle bounds, const char *text, bool checked) { GuiControlState state = guiState; Rectangle textBounds = { 0 }; if (text != NULL) { textBounds.width = GetTextWidth(text); textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; if (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(CHECKBOX, TEXT_PADDING); } // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); Rectangle totalBounds = { (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_LEFT)? textBounds.x : bounds.x, bounds.y, bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING), bounds.height, }; // Check checkbox state if (CheckCollisionPointRec(mousePoint, totalBounds)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED; else state = GUI_STATE_FOCUSED; if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) checked = !checked; } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), guiAlpha), BLANK); if (checked) { Rectangle check = { bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING), bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING), bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)), bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)) }; GuiDrawRectangle(check, 0, BLANK, Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)), guiAlpha)); } if (text != NULL) GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_RIGHT)? GUI_TEXT_ALIGN_LEFT : GUI_TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- return checked; } // Combo Box control, returns selected item index int GuiComboBox(Rectangle bounds, const char *text, int active) { GuiControlState state = guiState; bounds.width -= (GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH) + GuiGetStyle(COMBOBOX, COMBO_BUTTON_PADDING)); Rectangle selector = { (float)bounds.x + bounds.width + GuiGetStyle(COMBOBOX, COMBO_BUTTON_PADDING), (float)bounds.y, (float)GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH), (float)bounds.height }; // Get substrings items from text (items pointers, lengths and count) int itemsCount = 0; const char **items = GuiTextSplit(text, &itemsCount, NULL); if (active < 0) active = 0; else if (active > itemsCount - 1) active = itemsCount - 1; // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked && (itemsCount > 1)) { Vector2 mousePoint = GetMousePosition(); if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector)) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { active += 1; if (active >= itemsCount) active = 0; } if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED; else state = GUI_STATE_FOCUSED; } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- // Draw combo box main GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))), guiAlpha)); GuiDrawText(items[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, itemsCount)); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign); GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); //-------------------------------------------------------------------- return active; } // Dropdown Box control // NOTE: Returns mouse click bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode) { GuiControlState state = guiState; int itemSelected = *active; int itemFocused = -1; // Get substrings items from text (items pointers, lengths and count) int itemsCount = 0; const char **items = GuiTextSplit(text, &itemsCount, NULL); Rectangle boundsOpen = bounds; boundsOpen.height = (itemsCount + 1)*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_PADDING)); Rectangle itemBounds = bounds; bool pressed = false; // Check mouse button pressed // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked && (itemsCount > 1)) { Vector2 mousePoint = GetMousePosition(); if (editMode) { state = GUI_STATE_PRESSED; // Check if mouse has been pressed or released outside limits if (!CheckCollisionPointRec(mousePoint, boundsOpen)) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true; } // Check if already selected item has been pressed again if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; // Check focused and selected item for (int i = 0; i < itemsCount; i++) { // Update item rectangle y position for next item itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_PADDING)); if (CheckCollisionPointRec(mousePoint, itemBounds)) { itemFocused = i; if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) { itemSelected = i; pressed = true; // Item selected, change to editMode = false } break; } } itemBounds = bounds; } else { if (CheckCollisionPointRec(mousePoint, bounds)) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { pressed = true; state = GUI_STATE_PRESSED; } else state = GUI_STATE_FOCUSED; } } } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- if (editMode) GuiPanel(boundsOpen); GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3)), guiAlpha)); GuiDrawText(items[itemSelected], GetTextBounds(DEFAULT, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3)), guiAlpha)); if (editMode) { // Draw visible items for (int i = 0; i < itemsCount; i++) { // Update item rectangle y position for next item itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_PADDING)); if (i == itemSelected) { GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_PRESSED)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_PRESSED)), guiAlpha)); GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_PRESSED)), guiAlpha)); } else if (i == itemFocused) { GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_FOCUSED)), guiAlpha), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_FOCUSED)), guiAlpha)); GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_FOCUSED)), guiAlpha)); } else GuiDrawText(items[i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_NORMAL)), guiAlpha)); } } // TODO: Avoid this function, use icon instead or 'v' DrawTriangle(RAYGUI_CLITERAL(Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2 }, RAYGUI_CLITERAL(Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 }, RAYGUI_CLITERAL(Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_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_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 }, // GUI_TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- *active = itemSelected; 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) bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode) { static int framesCounter = 0; // Required for blinking cursor GuiControlState state = guiState; bool pressed = false; Rectangle cursor = { bounds.x + GuiGetStyle(TEXTBOX, TEXT_PADDING) + GetTextWidth(text) + 2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), 1, GuiGetStyle(DEFAULT, TEXT_SIZE)*2 }; // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); if (editMode) { state = GUI_STATE_PRESSED; framesCounter++; int key = GetKeyPressed(); // Returns codepoint as Unicode int keyCount = strlen(text); // Only allow keys in range [32..125] if (keyCount < (textSize - 1)) { int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING)*2)); if ((GetTextWidth(text) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE))) && (key >= 32)) { int byteLength = 0; const char *textUtf8 = CodepointToUtf8(key, &byteLength); for (int i = 0; i < byteLength; i++) { text[keyCount] = textUtf8[i]; 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 (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) pressed = true; // Check text alignment to position cursor properly int textAlignment = GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT); if (textAlignment == GUI_TEXT_ALIGN_CENTER) cursor.x = bounds.x + GetTextWidth(text)/2 + bounds.width/2 + 1; else if (textAlignment == GUI_TEXT_ALIGN_RIGHT) cursor.x = bounds.x + bounds.width - GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING); } else { if (CheckCollisionPointRec(mousePoint, bounds)) { state = GUI_STATE_FOCUSED; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; } } if (pressed) framesCounter = 0; } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- if (state == GUI_STATE_PRESSED) { GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)), guiAlpha)); // Draw blinking cursor if (editMode && ((framesCounter/20)%2 == 0)) GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha)); } else if (state == GUI_STATE_DISABLED) { GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha)); } else GuiDrawRectangle(bounds, 1, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), BLANK); GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- return pressed; } // Spinner control, returns selected value bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) { GuiControlState state = guiState; bool pressed = false; int tempValue = *value; Rectangle spinner = { bounds.x + GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_PADDING), bounds.y, bounds.width - 2*(GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_PADDING)), bounds.height }; Rectangle leftButtonBound = { (float)bounds.x, (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height }; Rectangle rightButtonBound = { (float)bounds.x + bounds.width - GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height }; Rectangle textBounds = { 0 }; if (text != NULL) { textBounds.width = GetTextWidth(text); textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(SPINNER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; if (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SPINNER, TEXT_PADDING); } // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); // Check spinner state if (CheckCollisionPointRec(mousePoint, bounds)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED; else state = GUI_STATE_FOCUSED; } } if (!editMode) { if (tempValue < minValue) tempValue = minValue; if (tempValue > maxValue) tempValue = maxValue; } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- // TODO: Set Spinner properties for ValueBox pressed = GuiValueBox(spinner, NULL, &tempValue, minValue, maxValue, editMode); // Draw value selector custom buttons // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH); int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT); GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(SPINNER, BORDER_WIDTH)); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); #if defined(RAYGUI_SUPPORT_ICONS) 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); // Draw text label if provided if (text != NULL) GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_RIGHT)? GUI_TEXT_ALIGN_LEFT : GUI_TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- *value = tempValue; return pressed; } // Value Box control, updates input text with numbers // NOTE: Requires static variables: framesCounter bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode) { #if !defined(VALUEBOX_MAX_CHARS) #define VALUEBOX_MAX_CHARS 32 #endif static int framesCounter = 0; // Required for blinking cursor GuiControlState state = guiState; bool pressed = false; char textValue[VALUEBOX_MAX_CHARS + 1] = "\0"; sprintf(textValue, "%i", *value); Rectangle textBounds = { 0 }; if (text != NULL) { textBounds.width = GetTextWidth(text); textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; if (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(VALUEBOX, TEXT_PADDING); } // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); bool valueHasChanged = false; if (editMode) { state = GUI_STATE_PRESSED; framesCounter++; int keyCount = strlen(textValue); // Only allow keys in range [48..57] if (keyCount < VALUEBOX_MAX_CHARS) { int maxWidth = bounds.width; if (GetTextWidth(textValue) < maxWidth) { int key = GetKeyPressed(); if ((key >= 48) && (key <= 57)) { textValue[keyCount] = (char)key; keyCount++; valueHasChanged = true; } } } // Delete text if (keyCount > 0) { if (IsKeyPressed(KEY_BACKSPACE)) { keyCount--; textValue[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--; textValue[keyCount] = '\0'; if (keyCount < 0) keyCount = 0; valueHasChanged = true; } } if (valueHasChanged) *value = TextToInteger(textValue); if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) pressed = true; } else { if (*value > maxValue) *value = maxValue; else if (*value < minValue) *value = minValue; if (CheckCollisionPointRec(mousePoint, bounds)) { state = GUI_STATE_FOCUSED; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; } } if (pressed) framesCounter = 0; } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- Color baseColor = BLANK; if (state == GUI_STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED)); else if (state == GUI_STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED)); // WARNING: BLANK color does not work properly with Fade() GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), guiAlpha), baseColor); GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), GUI_TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))), guiAlpha)); // Draw blinking cursor if ((state == GUI_STATE_PRESSED) && (editMode && ((framesCounter/20)%2 == 0))) { // NOTE: ValueBox internal text is always centered Rectangle cursor = { bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 2, bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 1, bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH) }; GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED)), guiAlpha)); } // Draw text label if provided if (text != NULL) GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_RIGHT)? GUI_TEXT_ALIGN_LEFT : GUI_TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- return pressed; } // Text Box control with multiple lines bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) { static int framesCounter = 0; // Required for blinking cursor GuiControlState state = guiState; bool pressed = false; Rectangle textAreaBounds = { bounds.x + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING), bounds.y + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING), bounds.width - 2*GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING), bounds.height - 2*GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING) }; // Cursor position, [x, y] values should be updated Rectangle cursor = { 0, 0, 1, GuiGetStyle(DEFAULT, TEXT_SIZE) + 2 }; int textWidth = 0; int currentLine = 0; // 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); // Introduce characters if (keyCount < (textSize - 1)) { Vector2 textSize = MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING)); if (textSize.y < (textAreaBounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE))) { if (IsKeyPressed(KEY_ENTER)) { text[keyCount] = '\n'; keyCount++; } else if (((key >= 32) && (key < 255))) // TODO: Support Unicode inputs { text[keyCount] = (char)key; keyCount++; } } } // Delete characters 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; } } // Calculate cursor position considering text char oneCharText[2] = { 0 }; int lastBreakingPos = -1; for (int i = 0; i < keyCount && currentLine < keyCount; i++) { oneCharText[0] = text[i]; textWidth += (GetTextWidth(oneCharText) + GuiGetStyle(DEFAULT, TEXT_SPACING)); if (text[i] == ' ' || text[i] == '\n') lastBreakingPos = i; if ( text[i] == '\n' || textWidth >= textAreaBounds.width) { currentLine++; textWidth = 0; if (lastBreakingPos > 0) i = lastBreakingPos; else textWidth += (GetTextWidth(oneCharText) + GuiGetStyle(DEFAULT, TEXT_SPACING)); lastBreakingPos = -1; } } cursor.x = bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING) + textWidth - GuiGetStyle(DEFAULT, TEXT_SPACING); cursor.y = bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING)/2 + ((GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, TEXT_INNER_PADDING))*currentLine); // Exit edit mode if (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; } else { if (CheckCollisionPointRec(mousePoint, bounds)) { state = GUI_STATE_FOCUSED; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true; } } if (pressed) framesCounter = 0; // Reset blinking cursor } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- if (state == GUI_STATE_PRESSED) { GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)), guiAlpha)); // Draw blinking cursor if (editMode && ((framesCounter/20)%2 == 0)) GuiDrawRectangle(cursor, 0, BLANK, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha)); } else if (state == GUI_STATE_DISABLED) { GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha)); } else GuiDrawRectangle(bounds, 1, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha), BLANK); DrawTextRec(guiFont, text, textAreaBounds, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING), true, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha)); //-------------------------------------------------------------------- return pressed; } // Slider control with pro parameters // NOTE: Other GuiSlider*() controls use this one float GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue, int sliderWidth) { 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, SLIDER_PADDING), 0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_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; } // 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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), guiAlpha), 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)) GuiDrawRectangle(slider, 0, BLANK, Fade(GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)), guiAlpha)); else if (state == GUI_STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, Fade(GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_FOCUSED)), guiAlpha)); // Draw left/right text if provided if (textLeft != NULL) { Rectangle textBounds = { 0 }; textBounds.width = GetTextWidth(textLeft); // 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; GuiDrawText(textLeft, textBounds, GUI_TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha)); } if (textRight != NULL) { Rectangle textBounds = { 0 }; textBounds.width = GetTextWidth(textRight); // TODO: Consider text icon textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; GuiDrawText(textRight, textBounds, GUI_TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha)); } //-------------------------------------------------------------------- return value; } // Slider control extended, returns selected value and has text float GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) { return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH)); } // Slider Bar control extended, returns selected value float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) { return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, 0); } // Progress Bar control extended, shows current progress value float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue) { GuiControlState state = guiState; Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING), 0, bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING) }; // Update control //-------------------------------------------------------------------- if (state != GUI_STATE_DISABLED) progress.width = (int)(value/(maxValue - minValue)*(float)(bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH))); //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, BORDER + (state*3))), guiAlpha), BLANK); // Draw slider internal progress bar (depends on state) if ((state == GUI_STATE_NORMAL) || (state == GUI_STATE_PRESSED)) GuiDrawRectangle(progress, 0, BLANK, Fade(GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_PRESSED)), guiAlpha)); else if (state == GUI_STATE_FOCUSED) GuiDrawRectangle(progress, 0, BLANK, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT_COLOR_FOCUSED)), guiAlpha)); // Draw left/right text if provided if (textLeft != NULL) { Rectangle textBounds = { 0 }; textBounds.width = GetTextWidth(textLeft); // TODO: Consider text icon textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x - textBounds.width - GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; GuiDrawText(textLeft, textBounds, GUI_TEXT_ALIGN_RIGHT, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))), guiAlpha)); } if (textRight != NULL) { Rectangle textBounds = { 0 }; textBounds.width = GetTextWidth(textRight); // TODO: Consider text icon textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE); textBounds.x = bounds.x + bounds.width + GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; GuiDrawText(textRight, textBounds, GUI_TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))), guiAlpha)); } //-------------------------------------------------------------------- return value; } // Status Bar control void GuiStatusBar(Rectangle bounds, const char *text) { GuiControlState state = guiState; // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(STATUSBAR, (state != GUI_STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(STATUSBAR, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha)); GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(STATUSBAR, (state != GUI_STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha)); //-------------------------------------------------------------------- } // Dummy rectangle control, intended for placeholding 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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, 0, BLANK, 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 // TODO: I feel GuiScrollBar could be simplified... 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, SCROLL_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, SCROLL_PADDING), arrowUpLeft.y + arrowUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_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, SCROLL_SLIDER_PADDING), (float)scrollbar.y + (int)(((float)(value - minValue)/range)*(scrollbar.height - sliderSize)), (float)bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_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, SCROLL_PADDING), bounds.width - arrowUpLeft.width - arrowDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_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, SCROLL_SLIDER_PADDING), (float)sliderSize, (float)bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_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 //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha)); // Draw the background GuiDrawRectangle(scrollbar, 0, BLANK, Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha)); // Draw the scrollbar active area background GuiDrawRectangle(slider, 0, BLANK, 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 View control int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active) { int itemsCount = 0; const char **items = NULL; if (text != NULL) items = GuiTextSplit(text, &itemsCount, NULL); return GuiListViewEx(bounds, items, itemsCount, NULL, scrollIndex, active); } // List View control with extended parameters int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active) { GuiControlState state = guiState; int itemFocused = (focus == NULL)? -1 : *focus; int itemSelected = active; // Check if we need a scroll bar bool useScrollBar = false; if ((GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING))*count > bounds.height) useScrollBar = true; // Define base item rectangle [0] Rectangle itemBounds = { 0 }; itemBounds.x = bounds.x + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING); itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH); itemBounds.width = bounds.width - 2*GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH); itemBounds.height = GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT); if (useScrollBar) itemBounds.width -= GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH); // Get items on the list int visibleItems = bounds.height/(GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING)); if (visibleItems > count) visibleItems = count; int startIndex = (scrollIndex == NULL)? 0 : *scrollIndex; if ((startIndex < 0) || (startIndex > (count - visibleItems))) startIndex = 0; int endIndex = startIndex + visibleItems; // Update control //-------------------------------------------------------------------- if ((state != GUI_STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); // Check mouse inside list view if (CheckCollisionPointRec(mousePoint, bounds)) { state = GUI_STATE_FOCUSED; // Check focused and selected item for (int i = 0; i < visibleItems; i++) { if (CheckCollisionPointRec(mousePoint, itemBounds)) { itemFocused = startIndex + i; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { if (itemSelected == (startIndex + i)) itemSelected = -1; else itemSelected = startIndex + i; } break; } // Update item rectangle y position for next item itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING)); } if (useScrollBar) { int wheelMove = GetMouseWheelMove(); startIndex -= wheelMove; if (startIndex < 0) startIndex = 0; else if (startIndex > (count - visibleItems)) startIndex = count - visibleItems; endIndex = startIndex + visibleItems; if (endIndex > count) endIndex = count; } } else itemFocused = -1; // Reset item rectangle y to [0] itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH); } //-------------------------------------------------------------------- // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background // Draw visible items for (int i = 0; ((i < visibleItems) && (text != NULL)); i++) { if (state == GUI_STATE_DISABLED) { if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha)); GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED)), guiAlpha)); } else { if ((startIndex + i) == itemSelected) { // Draw item selected GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha)); GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)), guiAlpha)); } else if ((startIndex + i) == itemFocused) { // Draw item focused GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha), Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)), guiAlpha)); GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED)), guiAlpha)); } else { // Draw item normal GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)), guiAlpha)); } } // Update item rectangle y position for next item itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_PADDING)); } if (useScrollBar) { Rectangle scrollBarBounds = { bounds.x + bounds.width - GuiGetStyle(LISTVIEW, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), bounds.y + GuiGetStyle(LISTVIEW, BORDER_WIDTH), (float)GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) }; // Calculate percentage of visible items and apply same percentage to scrollbar float percentVisible = (float)(endIndex - startIndex)/count; float sliderSize = bounds.height*percentVisible; int prevSliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); // Save default slider size int prevScrollSpeed = GuiGetStyle(SCROLLBAR, SCROLL_SPEED); // Save default scroll speed GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, sliderSize); // Change slider size GuiSetStyle(SCROLLBAR, SCROLL_SPEED, count - visibleItems); // Change scroll speed startIndex = GuiScrollBar(scrollBarBounds, startIndex, 0, count - visibleItems); GuiSetStyle(SCROLLBAR, SCROLL_SPEED, prevScrollSpeed); // Reset scroll speed to default GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, prevSliderSize); // Reset slider size to default } //-------------------------------------------------------------------- if (focus != NULL) *focus = itemFocused; if (scrollIndex != NULL) *scrollIndex = startIndex; return itemSelected; } // Color Panel control 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 Rectangle selector = { 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) }; GuiDrawRectangle(selector, 0, BLANK, 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)); } GuiDrawRectangle(bounds, 1, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); //-------------------------------------------------------------------- return color; } Color GuiColorPanel(Rectangle bounds, Color color) { return GuiColorPanelEx(bounds, color, -1.0f); } // Color Bar Alpha control // NOTE: Returns alpha value normalized [0..1] float GuiColorBarAlpha(Rectangle bounds, float alpha) { #define COLORBARALPHA_CHECKED_SIZE 10 GuiControlState state = guiState; Rectangle selector = { (float)bounds.x + alpha*bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT), (float)bounds.height + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*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++) { Rectangle check = { bounds.x + x*COLORBARALPHA_CHECKED_SIZE, bounds.y + y*COLORBARALPHA_CHECKED_SIZE, COLORBARALPHA_CHECKED_SIZE, COLORBARALPHA_CHECKED_SIZE }; GuiDrawRectangle(check, 0, BLANK, ((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)); GuiDrawRectangle(bounds, 1, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); // Draw alpha bar: selector GuiDrawRectangle(selector, 0, BLANK, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha)); //-------------------------------------------------------------------- return alpha; } // Color Bar Hue control // NOTE: Returns hue value normalized [0..1] float GuiColorBarHue(Rectangle bounds, float hue) { GuiControlState state = guiState; Rectangle selector = { (float)bounds.x - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y + hue/360.0f*bounds.height - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2, (float)GuiGetStyle(COLORPICKER, HUEBAR_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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + (int)bounds.height/6 + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + 2*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + 3*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + 4*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (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, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.y + 5*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)/2, bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (int)bounds.height/6 - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), 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)); GuiDrawRectangle(bounds, 1, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha), BLANK); // Draw hue bar: selector GuiDrawRectangle(selector, 0, BLANK, 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(Rectangle bounds, Color color) // float GuiColorBarAlpha(Rectangle bounds, float alpha) // float GuiColorBarHue(Rectangle bounds, float value) // NOTE: bounds define GuiColorPanel() size Color GuiColorPicker(Rectangle bounds, Color color) { color = GuiColorPanel(bounds, color); Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_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)roundf(rgb.x*255.0f), (unsigned char)roundf(rgb.y*255.0f), (unsigned char)roundf(rgb.z*255.0f), color.a }; return color; } // Message Box control int GuiMessageBox(Rectangle bounds, const char *title, 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); Rectangle buttonBounds = { 0 }; buttonBounds.x = bounds.x + MESSAGEBOX_BUTTON_PADDING; buttonBounds.y = bounds.y + bounds.height - MESSAGEBOX_BUTTON_HEIGHT - MESSAGEBOX_BUTTON_PADDING; buttonBounds.width = (bounds.width - MESSAGEBOX_BUTTON_PADDING*(buttonsCount + 1))/buttonsCount; buttonBounds.height = MESSAGEBOX_BUTTON_HEIGHT; 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 - MESSAGEBOX_BUTTON_HEIGHT - MESSAGEBOX_BUTTON_PADDING)/2 - textSize.y/2; textBounds.width = textSize.x; textBounds.height = textSize.y; // Draw control //-------------------------------------------------------------------- if (GuiWindowBox(bounds, title)) 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 int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text) { #define TEXTINPUTBOX_BUTTON_HEIGHT 24 #define TEXTINPUTBOX_BUTTON_PADDING 10 #define TEXTINPUTBOX_HEIGHT 30 #define TEXTINPUTBOX_MAX_TEXT_LENGTH 256 // Used to enable text edit mode // WARNING: No more than one GuiTextInputBox() should be open at the same time static bool textEditMode = false; int btnIndex = -1; int buttonsCount = 0; const char **buttonsText = GuiTextSplit(buttons, &buttonsCount, NULL); Rectangle buttonBounds = { 0 }; buttonBounds.x = bounds.x + TEXTINPUTBOX_BUTTON_PADDING; buttonBounds.y = bounds.y + bounds.height - TEXTINPUTBOX_BUTTON_HEIGHT - TEXTINPUTBOX_BUTTON_PADDING; buttonBounds.width = (bounds.width - TEXTINPUTBOX_BUTTON_PADDING*(buttonsCount + 1))/buttonsCount; buttonBounds.height = TEXTINPUTBOX_BUTTON_HEIGHT; int messageInputHeight = bounds.height - WINDOW_STATUSBAR_HEIGHT - GuiGetStyle(STATUSBAR, BORDER_WIDTH) - TEXTINPUTBOX_BUTTON_HEIGHT - 2*TEXTINPUTBOX_BUTTON_PADDING; Rectangle textBounds = { 0 }; if (message != NULL) { Vector2 textSize = MeasureTextEx(guiFont, message, GuiGetStyle(DEFAULT, TEXT_SIZE), 1); textBounds.x = bounds.x + bounds.width/2 - textSize.x/2; textBounds.y = bounds.y + WINDOW_STATUSBAR_HEIGHT + messageInputHeight/4 - textSize.y/2; textBounds.width = textSize.x; textBounds.height = textSize.y; } Rectangle textBoxBounds = { 0 }; textBoxBounds.x = bounds.x + TEXTINPUTBOX_BUTTON_PADDING; textBoxBounds.y = bounds.y + WINDOW_STATUSBAR_HEIGHT - TEXTINPUTBOX_HEIGHT/2; if (message == NULL) textBoxBounds.y += messageInputHeight/2; else textBoxBounds.y += (messageInputHeight/2 + messageInputHeight/4); textBoxBounds.width = bounds.width - TEXTINPUTBOX_BUTTON_PADDING*2; textBoxBounds.height = TEXTINPUTBOX_HEIGHT; // Draw control //-------------------------------------------------------------------- if (GuiWindowBox(bounds, title)) btnIndex = 0; // Draw message if available if (message != NULL) { int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT); GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); GuiLabel(textBounds, message); GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment); } if (GuiTextBox(textBoxBounds, text, TEXTINPUTBOX_MAX_TEXT_LENGTH, textEditMode)) textEditMode = !textEditMode; int prevBtnTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT); GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); for (int i = 0; i < buttonsCount; i++) { if (GuiButton(buttonBounds, buttonsText[i])) btnIndex = i + 1; buttonBounds.x += (buttonBounds.width + MESSAGEBOX_BUTTON_PADDING); } GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevBtnTextAlignment); //-------------------------------------------------------------------- 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 Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs) { #if !defined(GRID_COLOR_ALPHA) #define GRID_COLOR_ALPHA 0.15f // Grid lines alpha amount #endif GuiControlState state = guiState; Vector2 mousePoint = GetMousePosition(); Vector2 currentCell = { -1, -1 }; int linesV = ((int)(bounds.width/spacing))*subdivs + 1; int linesH = ((int)(bounds.height/spacing))*subdivs + 1; // 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: { if (subdivs > 0) { // Draw vertical grid lines for (int i = 0; i < linesV; i++) { Rectangle lineV = { bounds.x + spacing * i / subdivs, bounds.y, 1, bounds.height }; GuiDrawRectangle(lineV, 0, BLANK, ((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++) { Rectangle lineH = { bounds.x, bounds.y + spacing * i / subdivs, bounds.width, 1 }; GuiDrawRectangle(lineH, 0, BLANK, ((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) 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; unsigned int propertyValue = 0; while (!feof(rgsFile)) { switch (buffer[0]) { case 'p': { // Style property: p sscanf(buffer, "p %d %d 0x%x", &controlId, &propertyId, &propertyValue); GuiSetStyle(controlId, propertyId, (int)propertyValue); } break; case 'f': { // Style font: f int fontSize = 0; char charmapFileName[256] = { 0 }; char fontFileName[256] = { 0 }; sscanf(buffer, "f %d %s %[^\n]s", &fontSize, charmapFileName, fontFileName); Font font = { 0 }; if (charmapFileName[0] != '0') { // Load characters from charmap file, // expected '\n' separated list of integer values char *charValues = LoadText(charmapFileName); if (charValues != NULL) { int charsCount = 0; const char **chars = TextSplit(charValues, '\n', &charsCount); int *values = (int *)RAYGUI_MALLOC(charsCount*sizeof(int)); for (int i = 0; i < charsCount; i++) values[i] = TextToInteger(chars[i]); font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, values, charsCount); RAYGUI_FREE(values); } } else font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, NULL, 0); if ((font.texture.id > 0) && (font.charsCount > 0)) GuiSetFont(font); } break; default: break; } fgets(buffer, 256, rgsFile); } } else tryBinary = true; fclose(rgsFile); } 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 *)RAYGUI_MALLOC(fontImageSize); fread(imFont.data, 1, fontImageSize, rgsFile); font.texture = LoadTextureFromImage(imFont); UnloadImage(imFont); } // Load font recs data font.recs = (Rectangle *)RAYGUI_CALLOC(font.charsCount, sizeof(Rectangle)); for (int i = 0; i < font.charsCount; i++) fread(&font.recs[i], 1, sizeof(Rectangle), rgsFile); // Load font chars info data font.chars = (CharInfo *)RAYGUI_CALLOC(font.charsCount, sizeof(CharInfo)); for (int i = 0; i < font.charsCount; i++) { 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); } GuiSetFont(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 default over global style 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); // WARNING: Some controls use other values GuiSetStyle(DEFAULT, TEXT_PADDING, 0); // WARNING: Some controls use other values GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); // WARNING: Some controls use other values // Initialize control-specific property values // NOTE: Those properties are in default list but require specific values by control type GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); GuiSetStyle(BUTTON, BORDER_WIDTH, 2); GuiSetStyle(SLIDER, TEXT_PADDING, 5); GuiSetStyle(CHECKBOX, TEXT_PADDING, 5); GuiSetStyle(CHECKBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_RIGHT); GuiSetStyle(TEXTBOX, TEXT_PADDING, 5); GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); GuiSetStyle(VALUEBOX, TEXT_PADDING, 4); GuiSetStyle(VALUEBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); GuiSetStyle(SPINNER, TEXT_PADDING, 4); GuiSetStyle(SPINNER, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); GuiSetStyle(STATUSBAR, TEXT_PADDING, 6); GuiSetStyle(STATUSBAR, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); // Initialize extended property values // NOTE: By default, extended property values are initialized to 0 GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls GuiSetStyle(DEFAULT, TEXT_SPACING, 1); // DEFAULT, shared by all controls GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property GuiSetStyle(TOGGLE, GROUP_PADDING, 2); GuiSetStyle(SLIDER, SLIDER_WIDTH, 15); GuiSetStyle(SLIDER, SLIDER_PADDING, 1); GuiSetStyle(PROGRESSBAR, PROGRESS_PADDING, 1); GuiSetStyle(CHECKBOX, CHECK_PADDING, 1); GuiSetStyle(COMBOBOX, COMBO_BUTTON_WIDTH, 30); GuiSetStyle(COMBOBOX, COMBO_BUTTON_PADDING, 2); GuiSetStyle(DROPDOWNBOX, ARROW_PADDING, 16); GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_PADDING, 2); GuiSetStyle(TEXTBOX, TEXT_LINES_PADDING, 5); GuiSetStyle(TEXTBOX, TEXT_INNER_PADDING, 4); GuiSetStyle(TEXTBOX, COLOR_SELECTED_FG, 0xf0fffeff); GuiSetStyle(TEXTBOX, COLOR_SELECTED_BG, 0x839affe0); GuiSetStyle(SPINNER, SPIN_BUTTON_WIDTH, 20); GuiSetStyle(SPINNER, SPIN_BUTTON_PADDING, 2); GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0); GuiSetStyle(SCROLLBAR, ARROWS_VISIBLE, 0); GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6); GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING, 0); GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, 16); GuiSetStyle(SCROLLBAR, SCROLL_PADDING, 0); GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 10); GuiSetStyle(LISTVIEW, LIST_ITEMS_HEIGHT, 0x1e); GuiSetStyle(LISTVIEW, LIST_ITEMS_PADDING, 2); GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 10); GuiSetStyle(LISTVIEW, SCROLLBAR_SIDE, SCROLLBAR_RIGHT_SIDE); GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 6); GuiSetStyle(COLORPICKER, HUEBAR_WIDTH, 0x14); GuiSetStyle(COLORPICKER, HUEBAR_PADDING, 0xa); GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT, 6); GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW, 2); guiFont = GetFontDefault(); // Initialize default font } // 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 const char *GuiIconText(int iconId, const char *text) { #if defined(RAYGUI_SUPPORT_ICONS) 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; #else return NULL; #endif } #if defined(RAYGUI_SUPPORT_ICONS) // Get full icons data pointer unsigned int *GuiGetIcons(void) { return guiIcons; } // Load raygui icons file (.rgi) // NOTE: In case nameIds are required, they can be requested with loadIconsName, // they are returned as a guiIconsName[iconsCount][RICON_MAX_NAME_LENGTH], // guiIconsName[]][] memory should be manually freed! char **GuiLoadIcons(const char *fileName, bool loadIconsName) { // Style File Structure (.rgi) // ------------------------------------------------------ // Offset | Size | Type | Description // ------------------------------------------------------ // 0 | 4 | char | Signature: "rGI " // 4 | 2 | short | Version: 100 // 6 | 2 | short | reserved // 8 | 2 | short | Num icons (N) // 10 | 2 | short | Icons size (Options: 16, 32, 64) (S) // Icons name id (32 bytes per name id) // foreach (icon) // { // 12+32*i | 32 | char | Icon NameId // } // Icons data: One bit per pixel, stored as unsigned int array (depends on icon size) // S*S pixels/32bit per unsigned int = K unsigned int per icon // foreach (icon) // { // ... | K | unsigned int | Icon Data // } FILE *rgiFile = fopen(fileName, "rb"); char **guiIconsName = NULL; if (rgiFile != NULL) { char signature[5] = ""; short version = 0; short reserved = 0; short iconsCount = 0; short iconsSize = 0; fread(signature, 1, 4, rgiFile); fread(&version, 1, sizeof(short), rgiFile); fread(&reserved, 1, sizeof(short), rgiFile); fread(&iconsCount, 1, sizeof(short), rgiFile); fread(&iconsSize, 1, sizeof(short), rgiFile); if ((signature[0] == 'r') && (signature[1] == 'G') && (signature[2] == 'I') && (signature[3] == ' ')) { if (loadIconsName) { guiIconsName = (char **)RAYGUI_MALLOC(iconsCount*sizeof(char **)); for (int i = 0; i < iconsCount; i++) { guiIconsName[i] = (char *)RAYGUI_MALLOC(RICON_MAX_NAME_LENGTH); fread(guiIconsName[i], 32, 1, rgiFile); } } // Read icons data directly over guiIcons data array fread(guiIcons, iconsCount*(iconsSize*iconsSize/32), sizeof(unsigned int), rgiFile); } fclose(rgiFile); } return guiIconsName; } // Draw selected icon using rectangles pixel-by-pixel void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color) { #define BIT_CHECK(a,b) ((a) & (1<<(b))) for (int i = 0, y = 0; i < RICON_SIZE*RICON_SIZE/32; i++) { for (int k = 0; k < 32; k++) { if (BIT_CHECK(guiIcons[iconId*RICON_DATA_ELEMENTS + i], k)) { #if !defined(RAYGUI_STANDALONE) DrawRectangle(position.x + (k%RICON_SIZE)*pixelSize, position.y + y*pixelSize, pixelSize, pixelSize, color); #endif } if ((k == 15) || (k == 31)) y++; } } } // Get icon bit data // NOTE: Bit data array grouped as unsigned int (ICON_SIZE*ICON_SIZE/32 elements) unsigned int *GuiGetIconData(int iconId) { static unsigned int iconData[RICON_DATA_ELEMENTS] = { 0 }; memset(iconData, 0, RICON_DATA_ELEMENTS*sizeof(unsigned int)); if (iconId < RICON_MAX_ICONS) memcpy(iconData, &guiIcons[iconId*RICON_DATA_ELEMENTS], RICON_DATA_ELEMENTS*sizeof(unsigned int)); return iconData; } // Set icon bit data // NOTE: Data must be provided as unsigned int array (ICON_SIZE*ICON_SIZE/32 elements) void GuiSetIconData(int iconId, unsigned int *data) { if (iconId < RICON_MAX_ICONS) memcpy(&guiIcons[iconId*RICON_DATA_ELEMENTS], data, RICON_DATA_ELEMENTS*sizeof(unsigned int)); } // Set icon pixel value void GuiSetIconPixel(int iconId, int x, int y) { #define BIT_SET(a,b) ((a) |= (1<<(b))) // This logic works for any RICON_SIZE pixels icons, // For example, in case of 16x16 pixels, every 2 lines fit in one unsigned int data element BIT_SET(guiIcons[iconId*RICON_DATA_ELEMENTS + y/(sizeof(unsigned int)*8/RICON_SIZE)], x + (y%(sizeof(unsigned int)*8/RICON_SIZE)*RICON_SIZE)); } // Clear icon pixel value void GuiClearIconPixel(int iconId, int x, int y) { #define BIT_CLEAR(a,b) ((a) &= ~((1)<<(b))) // This logic works for any RICON_SIZE pixels icons, // For example, in case of 16x16 pixels, every 2 lines fit in one unsigned int data element BIT_CLEAR(guiIcons[iconId*RICON_DATA_ELEMENTS + y/(sizeof(unsigned int)*8/RICON_SIZE)], x + (y%(sizeof(unsigned int)*8/RICON_SIZE)*RICON_SIZE)); } // Check icon pixel value bool GuiCheckIconPixel(int iconId, int x, int y) { #define BIT_CHECK(a,b) ((a) & (1<<(b))) return (BIT_CHECK(guiIcons[iconId*8 + y/2], x + (y%2*16))); } #endif // RAYGUI_SUPPORT_ICONS //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Gui get text width using default font static int GetTextWidth(const char *text) { 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 = bounds; textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH); textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH); textBounds.width = bounds.width - 2*GuiGetStyle(control, BORDER_WIDTH); textBounds.height = bounds.height - 2*GuiGetStyle(control, BORDER_WIDTH); // Consider TEXT_PADDING properly, depends on control type and TEXT_ALIGNMENT switch (control) { case COMBOBOX: bounds.width -= (GuiGetStyle(control, COMBO_BUTTON_WIDTH) + GuiGetStyle(control, COMBO_BUTTON_PADDING)); break; case VALUEBOX: break; // NOTE: ValueBox text value always centered, text padding applies to label default: { if (GuiGetStyle(control, TEXT_ALIGNMENT) == GUI_TEXT_ALIGN_RIGHT) textBounds.x -= GuiGetStyle(control, TEXT_PADDING); else textBounds.x += GuiGetStyle(control, TEXT_PADDING); } break; } // TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, LISTVIEW (scrollbar?) // More special cases (label side): CHECKBOX, SLIDER, VALUEBOX, SPINNER return textBounds; } // Get text icon if provided and move text cursor // NOTE: We support up to 999 values for iconId static const char *GetTextIcon(const char *text, int *iconId) { #if defined(RAYGUI_SUPPORT_ICONS) *iconId = -1; if (text[0] == '#') // Maybe we have an icon! { char iconValue[4] = { 0 }; // Maximum length for icon value: 3 digits + '\0' int pos = 1; while ((pos < 4) && (text[pos] >= '0') && (text[pos] <= '9')) { iconValue[pos - 1] = text[pos]; pos++; } if (text[pos] == '#') { *iconId = TextToInteger(iconValue); // Move text pointer after icon // WARNING: If only icon provided, it could point to EOL character! if (*iconId >= 0) text += (pos + 1); } } #endif return text; } // Gui draw text using default font static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint) { #define TEXT_VALIGN_PIXEL_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_SUPPORT_ICONS) if (iconId >= 0) { textWidth += RICON_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 + TEXT_VALIGN_PIXEL_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 + TEXT_VALIGN_PIXEL_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 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height); } break; default: break; } // NOTE: Make sure we get pixel-perfect coordinates, // In case of decimals we got weird text positioning position.x = (float)((int)position.x); position.y = (float)((int)position.y); //--------------------------------------------------------------------------------- // Draw text (with icon if available) //--------------------------------------------------------------------------------- #if defined(RAYGUI_SUPPORT_ICONS) if (iconId >= 0) { // NOTE: We consider icon height, probably different than text size GuiDrawIcon(iconId, RAYGUI_CLITERAL(Vector2){ position.x, bounds.y + bounds.height/2 - RICON_SIZE/2 + TEXT_VALIGN_PIXEL_OFFSET(bounds.height) }, 1, tint); position.x += (RICON_SIZE + ICON_TEXT_PADDING); } #endif DrawTextEx(guiFont, text, position, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING), tint); //--------------------------------------------------------------------------------- } } // Gui draw rectangle using default raygui plain style with borders static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color) { if (color.a > 0) { // Draw rectangle filled with color DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); } if (borderWidth > 0) { // Draw rectangle border lines with color DrawRectangle(rec.x, rec.y, rec.width, borderWidth, borderColor); DrawRectangle(rec.x, rec.y + borderWidth, borderWidth, rec.height - 2*borderWidth, borderColor); DrawRectangle(rec.x + rec.width - borderWidth, rec.y + borderWidth, borderWidth, rec.height - 2*borderWidth, borderColor); DrawRectangle(rec.x, rec.y + rec.height - borderWidth, rec.width, borderWidth, borderColor); } // TODO: For n-patch-based style we would need: [state] and maybe [control] // In this case all controls drawing logic should be moved to this function... I don't like it... } // Draw tooltip relatively to bounds static void GuiDrawTooltip(Rectangle bounds) { //static int tooltipFramesCounter = 0; // Not possible gets reseted at second function call! if (guiTooltipEnabled && (guiTooltip != NULL) && CheckCollisionPointRec(GetMousePosition(), bounds)) { Vector2 mousePosition = GetMousePosition(); Vector2 textSize = MeasureTextEx(guiFont, guiTooltip, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING)); Rectangle tooltipBounds = { mousePosition.x, mousePosition.y, textSize.x + 20, textSize.y*2 }; GuiDrawRectangle(tooltipBounds, 1, Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), guiAlpha), Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha)); tooltipBounds.x += 10; GuiLabel(tooltipBounds, guiTooltip); } } // 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 TEXTSPLIT_MAX_TEXT_ELEMENTS // 2. Maximum size of text to split is TEXTSPLIT_MAX_TEXT_LENGTH // NOTE: Those definitions could be externally provided if required #if !defined(TEXTSPLIT_MAX_TEXT_LENGTH) #define TEXTSPLIT_MAX_TEXT_LENGTH 1024 #endif #if !defined(TEXTSPLIT_MAX_TEXT_ELEMENTS) #define TEXTSPLIT_MAX_TEXT_ELEMENTS 128 #endif static const char *result[TEXTSPLIT_MAX_TEXT_ELEMENTS] = { NULL }; static char buffer[TEXTSPLIT_MAX_TEXT_LENGTH] = { 0 }; memset(buffer, 0, TEXTSPLIT_MAX_TEXT_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 < TEXTSPLIT_MAX_TEXT_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 == TEXTSPLIT_MAX_TEXT_ELEMENTS) 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 }; 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 }; 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; Color result = { color.r, color.g, color.b, (unsigned char)(255.0f*alpha) }; return result; } // 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 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); } #define TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH 1024 // Size of static buffer: TextSplit() #define TEXTSPLIT_MAX_SUBSTRINGS_COUNT 128 // Size of static pointers array: TextSplit() // Split string into multiple strings const char **TextSplit(const char *text, char delimiter, int *count) { // 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 TEXTSPLIT_MAX_SUBSTRINGS_COUNT // 2. Maximum size of text to split is TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH static const char *result[TEXTSPLIT_MAX_SUBSTRINGS_COUNT] = { NULL }; static char buffer[TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH); result[0] = buffer; int counter = 0; if (text != NULL) { counter = 1; // Count how many substrings we have on text and point to every one for (int i = 0; i < TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH; i++) { buffer[i] = text[i]; if (buffer[i] == '\0') break; else if (buffer[i] == delimiter) { buffer[i] = '\0'; // Set an end of string at this point result[counter] = buffer + i + 1; counter++; if (counter == TEXTSPLIT_MAX_SUBSTRINGS_COUNT) break; } } } *count = counter; return result; } // Get integer value from text // NOTE: This function replaces atoi() [stdlib.h] static int TextToInteger(const char *text) { int value = 0; int sign = 1; if ((text[0] == '+') || (text[0] == '-')) { if (text[0] == '-') sign = -1; text++; } for (int i = 0; ((text[i] >= '0') && (text[i] <= '9')); ++i) value = value*10 + (int)(text[i] - '0'); return value*sign; } // Encode codepoint into utf8 text (char array length returned as parameter) static const char *CodepointToUtf8(int codepoint, int *byteLength) { static char utf8[6] = { 0 }; int length = 0; if (codepoint <= 0x7f) { utf8[0] = (char)codepoint; length = 1; } else if (codepoint <= 0x7ff) { utf8[0] = (char)(((codepoint >> 6) & 0x1f) | 0xc0); utf8[1] = (char)((codepoint & 0x3f) | 0x80); length = 2; } else if (codepoint <= 0xffff) { utf8[0] = (char)(((codepoint >> 12) & 0x0f) | 0xe0); utf8[1] = (char)(((codepoint >> 6) & 0x3f) | 0x80); utf8[2] = (char)((codepoint & 0x3f) | 0x80); length = 3; } else if (codepoint <= 0x10ffff) { utf8[0] = (char)(((codepoint >> 18) & 0x07) | 0xf0); utf8[1] = (char)(((codepoint >> 12) & 0x3f) | 0x80); utf8[2] = (char)(((codepoint >> 6) & 0x3f) | 0x80); utf8[3] = (char)((codepoint & 0x3f) | 0x80); length = 4; } *byteLength = length; return utf8; } #endif // RAYGUI_STANDALONE #endif // RAYGUI_IMPLEMENTATION