Raylib 3
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/*******************************************************************************************
*
* raygui v2.8 - A simple and easy-to-use immediate-mode gui library
*
* DESCRIPTION:
*
* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also
* available as a standalone library, as long as input and drawing functions are provided.
*
* Controls provided:
*
* # Container/separators Controls
* - WindowBox
* - GroupBox
* - Line
* - Panel
*
* # Basic Controls
* - Label
* - Button
* - LabelButton --> Label
* - ImageButton --> Button
* - ImageButtonEx --> Button
* - Toggle
* - ToggleGroup --> Toggle
* - CheckBox
* - ComboBox
* - DropdownBox
* - TextBox
* - TextBoxMulti
* - ValueBox --> TextBox
* - Spinner --> Button, ValueBox
* - Slider
* - SliderBar --> Slider
* - ProgressBar
* - StatusBar
* - ScrollBar
* - ScrollPanel
* - DummyRec
* - Grid
*
* # Advance Controls
* - ListView
* - ColorPicker --> ColorPanel, ColorBarHue
* - MessageBox --> Window, Label, Button
* - TextInputBox --> Window, Label, TextBox, Button
*
* It also provides a set of functions for styling the controls based on its properties (size, color).
*
* CONFIGURATION:
*
* #define RAYGUI_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYGUI_STATIC (defined by default)
* The generated implementation will stay private inside implementation file and all
* internal symbols and functions will only be visible inside that file.
*
* #define RAYGUI_STANDALONE
* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
* internally in the library and input management and drawing functions must be provided by
* the user (check library implementation for further details).
*
* #define RAYGUI_SUPPORT_ICONS
* Includes riconsdata.h header defining a set of 128 icons (binary format) to be used on
* multiple controls and following raygui styles
*
*
* VERSIONS HISTORY:
* 2.8 (03-May-2020) Centralized rectangles drawing to GuiDrawRectangle()
* 2.7 (20-Feb-2020) Added possible tooltips API
* 2.6 (09-Sep-2019) ADDED: GuiTextInputBox()
* REDESIGNED: GuiListView*(), GuiDropdownBox(), GuiSlider*(), GuiProgressBar(), GuiMessageBox()
* REVIEWED: GuiTextBox(), GuiSpinner(), GuiValueBox(), GuiLoadStyle()
* Replaced property INNER_PADDING by TEXT_PADDING, renamed some properties
* Added 8 new custom styles ready to use
* Multiple minor tweaks and bugs corrected
* 2.5 (28-May-2019) Implemented extended GuiTextBox(), GuiValueBox(), GuiSpinner()
* 2.3 (29-Apr-2019) Added rIcons auxiliar library and support for it, multiple controls reviewed
* Refactor all controls drawing mechanism to use control state
* 2.2 (05-Feb-2019) Added GuiScrollBar(), GuiScrollPanel(), reviewed GuiListView(), removed Gui*Ex() controls
* 2.1 (26-Dec-2018) Redesign of GuiCheckBox(), GuiComboBox(), GuiDropdownBox(), GuiToggleGroup() > Use combined text string
* Complete redesign of style system (breaking change)
* 2.0 (08-Nov-2018) Support controls guiLock and custom fonts, reviewed GuiComboBox(), GuiListView()...
* 1.9 (09-Oct-2018) Controls review: GuiGrid(), GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()...
* 1.8 (01-May-2018) Lot of rework and redesign to align with rGuiStyler and rGuiLayout
* 1.5 (21-Jun-2017) Working in an improved styles system
* 1.4 (15-Jun-2017) Rewritten all GUI functions (removed useless ones)
* 1.3 (12-Jun-2017) Redesigned styles system
* 1.1 (01-Jun-2017) Complete review of the library
* 1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria.
* 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria.
* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
*
* CONTRIBUTORS:
* Ramon Santamaria: Supervision, review, redesign, update and maintenance...
* Vlad Adrian: Complete rewrite of GuiTextBox() to support extended features (2019)
* Sergio Martinez: Review, testing (2015) and redesign of multiple controls (2018)
* Adria Arranz: Testing and Implementation of additional controls (2018)
* Jordi Jorba: Testing and Implementation of additional controls (2018)
* Albert Martos: Review and testing of the library (2015)
* Ian Eito: Review and testing of the library (2015)
* Kevin Gato: Initial implementation of basic components (2014)
* Daniel Nicolas: Initial implementation of basic components (2014)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#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 <stdlib.h> // 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 <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf()
#include <string.h> // Required for: strlen() on GuiTextBox()
#include <math.h> // Required for: roundf() on GuiColorPicker()
#if defined(RAYGUI_STANDALONE)
#include <stdarg.h> // 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));