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authorRay <raysan5@gmail.com>2019-05-03 16:00:16 +0200
committerRay <raysan5@gmail.com>2019-05-03 16:00:16 +0200
commit62f1511e5f36fdf4e9dfb5b7d930c3121bf7072c (patch)
tree64ba32943468abe7b89c80ca2d7b85b1cb6443d9 /examples
parent0c53360a3abd923a7421ffc435fbb0ef76a08db1 (diff)
downloadraylib-62f1511e5f36fdf4e9dfb5b7d930c3121bf7072c.tar.gz
raylib-62f1511e5f36fdf4e9dfb5b7d930c3121bf7072c.zip
Batch of 9 new shapes examples!
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included: - shapes_bouncing_ball - shapes_collision_area - shapes_following_eyes - shapes_draw_circle_sector (requires raygui.h) - shapes_draw_rectangle_rounded (requires raygui.h) - shapes_draw_ring (requires raygui.h) - shapes_easings_ball_anim (requires easings.h) - shapes_easings_box_anim (requires easings.h) - shapes_easings_rectangle_array (requires easings.h)
Diffstat (limited to 'examples')
-rw-r--r--examples/shapes/easings.h257
-rw-r--r--examples/shapes/raygui.h3306
-rw-r--r--examples/shapes/shapes_bouncing_ball.c76
-rw-r--r--examples/shapes/shapes_bouncing_ball.pngbin0 -> 15523 bytes
-rw-r--r--examples/shapes/shapes_collision_area.c108
-rw-r--r--examples/shapes/shapes_collision_area.pngbin0 -> 15319 bytes
-rw-r--r--examples/shapes/shapes_draw_circle_sector.c79
-rw-r--r--examples/shapes/shapes_draw_circle_sector.pngbin0 -> 18474 bytes
-rw-r--r--examples/shapes/shapes_draw_rectangle_rounded.c87
-rw-r--r--examples/shapes/shapes_draw_rectangle_rounded.pngbin0 -> 17952 bytes
-rw-r--r--examples/shapes/shapes_draw_ring.c92
-rw-r--r--examples/shapes/shapes_draw_ring.pngbin0 -> 21873 bytes
-rw-r--r--examples/shapes/shapes_easing_box_anim.c136
-rw-r--r--examples/shapes/shapes_easing_box_anim.pngbin0 -> 15217 bytes
-rw-r--r--examples/shapes/shapes_easings_ball_anim.c110
-rw-r--r--examples/shapes/shapes_easings_ball_anim.pngbin0 -> 15602 bytes
-rw-r--r--examples/shapes/shapes_easings_rectangle_array.c118
-rw-r--r--examples/shapes/shapes_easings_rectangle_array.pngbin0 -> 17142 bytes
-rw-r--r--examples/shapes/shapes_following_eyes.c104
-rw-r--r--examples/shapes/shapes_following_eyes.pngbin0 -> 16169 bytes
20 files changed, 4473 insertions, 0 deletions
diff --git a/examples/shapes/easings.h b/examples/shapes/easings.h
new file mode 100644
index 00000000..810aeccb
--- /dev/null
+++ b/examples/shapes/easings.h
@@ -0,0 +1,257 @@
+/*******************************************************************************************
+*
+* raylib easings (header only file)
+*
+* Useful easing functions for values animation
+*
+* This header uses:
+* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
+* // This requires lots of memory on system.
+* How to use:
+* The four inputs t,b,c,d are defined as follows:
+* t = current time (in any unit measure, but same unit as duration)
+* b = starting value to interpolate
+* c = the total change in value of b that needs to occur
+* d = total time it should take to complete (duration)
+*
+* Example:
+*
+* int currentTime = 0;
+* int duration = 100;
+* float startPositionX = 0.0f;
+* float finalPositionX = 30.0f;
+* float currentPositionX = startPositionX;
+*
+* while (currentPositionX < finalPositionX)
+* {
+* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
+* currentTime++;
+* }
+*
+* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
+*
+* Robert Penner License
+* ---------------------------------------------------------------------------------
+* Open source under the BSD License.
+*
+* Copyright (c) 2001 Robert Penner. All rights reserved.
+*
+* Redistribution and use in source and binary forms, with or without modification,
+* are permitted provided that the following conditions are met:
+*
+* - Redistributions of source code must retain the above copyright notice,
+* this list of conditions and the following disclaimer.
+* - Redistributions in binary form must reproduce the above copyright notice,
+* this list of conditions and the following disclaimer in the documentation
+* and/or other materials provided with the distribution.
+* - Neither the name of the author nor the names of contributors may be used
+* to endorse or promote products derived from this software without specific
+* prior written permission.
+*
+* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
+* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
+* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
+* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
+* OF THE POSSIBILITY OF SUCH DAMAGE.
+* ---------------------------------------------------------------------------------
+*
+* Copyright (c) 2015 Ramon Santamaria
+*
+* 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 EASINGS_H
+#define EASINGS_H
+
+#define EASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
+
+#if defined(EASINGS_STATIC_INLINE)
+ #define EASEDEF static inline
+#else
+ #define EASEDEF extern
+#endif
+
+#include <math.h> // Required for: sin(), cos(), sqrt(), pow()
+
+#ifndef PI
+ #define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
+#endif
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Linear Easing functions
+EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
+EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
+
+// Sine Easing functions
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2)) + c + b); }
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2)) + b); }
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2*(cos(PI*t/d) - 1) + b); }
+
+// Circular Easing functions
+EASEDEF float EaseCircIn(float t, float b, float c, float d) { return (-c*(sqrt(1 - (t/=d)*t) - 1) + b); }
+EASEDEF float EaseCircOut(float t, float b, float c, float d) { return (c*sqrt(1 - (t=t/d-1)*t) + b); }
+EASEDEF float EaseCircInOut(float t, float b, float c, float d)
+{
+ if ((t/=d/2) < 1) return (-c/2*(sqrt(1 - t*t) - 1) + b);
+ return (c/2*(sqrt(1 - t*(t-=2)) + 1) + b);
+}
+
+// Cubic Easing functions
+EASEDEF float EaseCubicIn(float t, float b, float c, float d) { return (c*(t/=d)*t*t + b); }
+EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t/d-1)*t*t + 1) + b); }
+EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
+{
+ if ((t/=d/2) < 1) return (c/2*t*t*t + b);
+ return (c/2*((t-=2)*t*t + 2) + b);
+}
+
+// Quadratic Easing functions
+EASEDEF float EaseQuadIn(float t, float b, float c, float d) { return (c*(t/=d)*t + b); }
+EASEDEF float EaseQuadOut(float t, float b, float c, float d) { return (-c*(t/=d)*(t-2) + b); }
+EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
+{
+ if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
+ return (-c/2*(((t-2)*(--t)) - 1) + b);
+}
+
+// Exponential Easing functions
+EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0) ? b : (c*pow(2, 10*(t/d - 1)) + b); }
+EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2, -10*t/d) + 1) + b); }
+EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
+{
+ if (t == 0) return b;
+ if (t == d) return (b + c);
+ if ((t/=d/2) < 1) return (c/2*pow(2, 10*(t - 1)) + b);
+
+ return (c/2*(-pow(2, -10*--t) + 2) + b);
+}
+
+// Back Easing functions
+EASEDEF float EaseBackIn(float t, float b, float c, float d)
+{
+ float s = 1.70158f;
+ float postFix = t/=d;
+ return (c*(postFix)*t*((s + 1)*t - s) + b);
+}
+
+EASEDEF float EaseBackOut(float t, float b, float c, float d)
+{
+ float s = 1.70158f;
+ return (c*((t=t/d-1)*t*((s + 1)*t + s) + 1) + b);
+}
+
+EASEDEF float EaseBackInOut(float t, float b, float c, float d)
+{
+ float s = 1.70158f;
+ if ((t/=d/2) < 1) return (c/2*(t*t*(((s*=(1.525f)) + 1)*t - s)) + b);
+
+ float postFix = t-=2;
+ return (c/2*((postFix)*t*(((s*=(1.525f)) + 1)*t + s) + 2) + b);
+}
+
+// Bounce Easing functions
+EASEDEF float EaseBounceOut(float t, float b, float c, float d)
+{
+ if ((t/=d) < (1/2.75f))
+ {
+ return (c*(7.5625f*t*t) + b);
+ }
+ else if (t < (2/2.75f))
+ {
+ float postFix = t-=(1.5f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.75f) + b);
+ }
+ else if (t < (2.5/2.75))
+ {
+ float postFix = t-=(2.25f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
+ }
+ else
+ {
+ float postFix = t-=(2.625f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
+ }
+}
+
+EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, 0, c, d) + b); }
+EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
+{
+ if (t < d/2) return (EaseBounceIn(t*2, 0, c, d)*0.5f + b);
+ else return (EaseBounceOut(t*2-d, 0, c, d)*0.5f + c*0.5f + b);
+}
+
+// Elastic Easing functions
+EASEDEF float EaseElasticIn(float t, float b, float c, float d)
+{
+ if (t == 0) return b;
+ if ((t/=d) == 1) return (b + c);
+
+ float p = d*0.3f;
+ float a = c;
+ float s = p/4;
+ float postFix = a*pow(2, 10*(t-=1));
+
+ return (-(postFix*sin((t*d-s)*(2*PI)/p )) + b);
+}
+
+EASEDEF float EaseElasticOut(float t, float b, float c, float d)
+{
+ if (t == 0) return b;
+ if ((t/=d) == 1) return (b + c);
+
+ float p = d*0.3f;
+ float a = c;
+ float s = p/4;
+
+ return (a*pow(2,-10*t)*sin((t*d-s)*(2*PI)/p) + c + b);
+}
+
+EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
+{
+ if (t == 0) return b;
+ if ((t/=d/2) == 2) return (b + c);
+
+ float p = d*(0.3f*1.5f);
+ float a = c;
+ float s = p/4;
+
+ if (t < 1)
+ {
+ float postFix = a*pow(2, 10*(t-=1));
+ return -0.5f*(postFix*sin((t*d-s)*(2*PI)/p)) + b;
+ }
+
+ float postFix = a*pow(2, -10*(t-=1));
+
+ return (postFix*sin((t*d-s)*(2*PI)/p)*0.5f + c + b);
+}
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // EASINGS_H
diff --git a/examples/shapes/raygui.h b/examples/shapes/raygui.h
new file mode 100644
index 00000000..3277d7ea
--- /dev/null
+++ b/examples/shapes/raygui.h
@@ -0,0 +1,3306 @@
+/*******************************************************************************************
+*
+* raygui v2.0-dev - A simple and easy-to-use immedite-mode-gui library
+*
+* DESCRIPTION:
+*
+* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also possible
+* to be used as a standalone library, as long as input and drawing functions are provided.
+*
+* Basic controls provided:
+*
+* - WindowBox
+* - GroupBox
+* - Line
+* - Panel
+* - 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
+* - ScrollPanel
+* - ListView --> ListElement
+* - ColorPicker --> ColorPanel, ColorBarHue
+* - MessageBox
+* - DummyRec
+* - ScrollBar
+* - Grid
+*
+* It also provides a set of functions for styling the controls based on its properties (size, color).
+*
+* CONFIGURATION:
+*
+* #define RAYGUI_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RAYGUI_STATIC (defined by default)
+* The generated implementation will stay private inside implementation file and all
+* internal symbols and functions will only be visible inside that file.
+*
+* #define RAYGUI_STANDALONE
+* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
+* internally in the library and input management and drawing functions must be provided by
+* the user (check library implementation for further details).
+*
+* #define RAYGUI_RICONS_SUPPORT
+* Includes ricons.h header defining a set of 128 icons (binary format) to be used on
+* multiple controls and following raygui styles
+*
+* VERSIONS HISTORY:
+* 2.0 (xx-Dec-2018) Complete review of new controls, redesigned style system
+* 1.9 (01-May-2018) Lot of rework and redesign! Lots of new controls!
+* 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...
+* 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) 2014-2018 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 "2.0-dev"
+
+#if !defined(RAYGUI_STANDALONE)
+ #include "raylib.h"
+#endif
+
+#if defined(RAYGUI_IMPLEMENTATION)
+ #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RAYGUIDEF __declspec(dllexport) extern // We are building raygui as a Win32 shared library (.dll).
+ #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RAYGUIDEF __declspec(dllimport) // We are using raygui as a Win32 shared library (.dll)
+ #else
+ #ifdef __cplusplus
+ #define RAYGUIDEF extern "C" // Functions visible from other files (no name mangling of functions in C++)
+ #else
+ #define RAYGUIDEF extern // Functions visible from other files
+ #endif
+ #endif
+#elif defined(RAYGUI_STATIC)
+ #define RAYGUIDEF static // Functions just visible to module including this file
+#endif
+
+#include <stdlib.h> // Required for: atoi()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define VALIGN_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect
+
+#define TEXTEDIT_CURSOR_BLINK_FRAMES 20 // Text edit controls cursor blink timming
+
+#define NUM_CONTROLS 13 // Number of standard controls
+#define NUM_PROPS_DEFAULT 16 // Number of standard properties
+#define NUM_PROPS_EXTENDED 8 // Number of extended properties
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Some types are required for RAYGUI_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+ #ifndef __cplusplus
+ // Boolean type
+ #ifndef true
+ typedef enum { false, true } bool;
+ #endif
+ #endif
+
+ // Vector2 type
+ typedef struct Vector2 {
+ float x;
+ float y;
+ } Vector2;
+
+ // Vector3 type
+ typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+ } Vector3;
+
+ // Color type, RGBA (32bit)
+ typedef struct Color {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+ unsigned char a;
+ } Color;
+
+ // Rectangle type
+ typedef struct Rectangle {
+ int x;
+ int y;
+ int width;
+ int height;
+ } Rectangle;
+
+ // Texture2D type
+ typedef struct Texture2D { } Texture2D;
+
+ // Font type
+ typedef struct Font { } Font;
+#endif
+
+// Gui global state enum
+typedef enum {
+ GUI_STATE_NORMAL = 0,
+ GUI_STATE_FOCUSED,
+ GUI_STATE_PRESSED,
+ GUI_STATE_DISABLED,
+} GuiControlState;
+
+// Gui global text alignment
+typedef enum {
+ GUI_TEXT_ALIGN_LEFT = 0,
+ GUI_TEXT_ALIGN_CENTER,
+ GUI_TEXT_ALIGN_RIGHT,
+} GuiTextAlignment;
+
+// Gui standard controls
+typedef enum {
+ DEFAULT = 0,
+ LABEL, // LABELBUTTON
+ BUTTON, // IMAGEBUTTON
+ TOGGLE, // TOGGLEGROUP
+ SLIDER, // SLIDERBAR
+ PROGRESSBAR,
+ CHECKBOX,
+ COMBOBOX,
+ DROPDOWNBOX,
+ TEXTBOX, // VALUEBOX, SPINNER, TEXTBOXMULTI -> TODO: Probably they should not be dependant on TEXTBOX style!
+ LISTVIEW,
+ COLORPICKER,
+ SCROLLBAR
+} GuiControlStandard;
+
+// Gui default properties for every control
+typedef enum {
+ BORDER_COLOR_NORMAL = 0,
+ BASE_COLOR_NORMAL,
+ TEXT_COLOR_NORMAL,
+ BORDER_COLOR_FOCUSED,
+ BASE_COLOR_FOCUSED,
+ TEXT_COLOR_FOCUSED,
+ BORDER_COLOR_PRESSED,
+ BASE_COLOR_PRESSED,
+ TEXT_COLOR_PRESSED,
+ BORDER_COLOR_DISABLED,
+ BASE_COLOR_DISABLED,
+ TEXT_COLOR_DISABLED,
+ BORDER_WIDTH,
+ INNER_PADDING,
+ TEXT_ALIGNMENT,
+ RESERVED02
+} GuiControlProperty;
+
+// Gui extended properties depending on control type
+// NOTE: We reserve a fixed size of additional properties per control (8)
+
+// Default properties
+typedef enum {
+ TEXT_SIZE = 16,
+ TEXT_SPACING,
+ LINE_COLOR,
+ //LINE_THICK,
+ BACKGROUND_COLOR,
+} GuiDefaultProperty;
+
+// Label
+//typedef enum { } GuiLabelProperty;
+
+// Button
+//typedef enum { } GuiButtonProperty;
+
+// Toggle / ToggleGroup
+typedef enum {
+ GROUP_PADDING = 16,
+} GuiToggleProperty;
+
+// Slider / SliderBar
+typedef enum {
+ SLIDER_WIDTH = 16,
+ TEXT_PADDING
+} GuiSliderProperty;
+
+// ProgressBar
+//typedef enum { } GuiProgressBarProperty;
+
+// TextBox / TextBoxMulti / ValueBox / Spinner
+typedef enum {
+ MULTILINE_PADDING = 16,
+ SPINNER_BUTTON_WIDTH,
+ SPINNER_BUTTON_PADDING,
+ SPINNER_BUTTON_BORDER_WIDTH
+} GuiTextBoxProperty;
+
+// CheckBox
+typedef enum {
+ CHECK_TEXT_PADDING = 16
+} GuiCheckBoxProperty;
+
+// ComboBox
+typedef enum {
+ SELECTOR_WIDTH = 16,
+ SELECTOR_PADDING
+} GuiComboBoxProperty;
+
+// DropdownBox
+typedef enum {
+ ARROW_RIGHT_PADDING = 16,
+} GuiDropdownBoxProperty;
+
+// ColorPicker
+typedef enum {
+ COLOR_SELECTOR_SIZE = 16,
+ BAR_WIDTH, // Lateral bar width
+ BAR_PADDING, // Lateral bar separation from panel
+ BAR_SELECTOR_HEIGHT, // Lateral bar selector height
+ BAR_SELECTOR_PADDING // Lateral bar selector outer padding
+} GuiColorPickerProperty;
+
+// ListView
+typedef enum {
+ ELEMENTS_HEIGHT = 16,
+ ELEMENTS_PADDING,
+ SCROLLBAR_WIDTH,
+ SCROLLBAR_SIDE, // This property defines vertical scrollbar side (SCROLLBAR_LEFT_SIDE or SCROLLBAR_RIGHT_SIDE)
+} GuiListViewProperty;
+
+// ScrollBar
+typedef enum {
+ ARROWS_SIZE = 16,
+ SLIDER_PADDING,
+ SLIDER_SIZE,
+ SCROLL_SPEED,
+ SHOW_SPINNER_BUTTONS
+} GuiScrollBarProperty;
+
+// ScrollBar side
+typedef enum {
+ SCROLLBAR_LEFT_SIDE = 0,
+ SCROLLBAR_RIGHT_SIDE
+} GuiScrollBarSide;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+// Global gui modification functions
+RAYGUIDEF void GuiEnable(void); // Enable gui controls (global state)
+RAYGUIDEF void GuiDisable(void); // Disable gui controls (global state)
+RAYGUIDEF void GuiLock(void); // Lock gui controls (global state)
+RAYGUIDEF void GuiUnlock(void); // Unlock gui controls (global state)
+RAYGUIDEF void GuiState(int state); // Set gui state (global state)
+RAYGUIDEF void GuiFont(Font font); // Set gui custom font (global state)
+RAYGUIDEF void GuiFade(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
+
+// Style set/get functions
+RAYGUIDEF void GuiSetStyle(int control, int property, int value); // Set one style property
+RAYGUIDEF int GuiGetStyle(int control, int property); // Get one style property
+
+// Container/separator controls, useful for controls organization
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text); // Window Box control, shows a window that can be closed
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with title name
+RAYGUIDEF void GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text
+RAYGUIDEF void GuiPanel(Rectangle bounds); // Panel control, useful to group controls
+RAYGUIDEF Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll); // Scroll Panel control
+
+// Basic controls set
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text); // Label control, shows text
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture); // Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text); // Image button extended control, returns true when clicked
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active); // Toggle Button control, returns true when active
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char *text, int active); // Toggle Group control, returns active toggle index
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked); // Check Box control, returns true when active
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char *text, int active); // Combo Box control, returns selected item index
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control with multiple lines
+RAYGUIDEF float GuiSlider(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue); // Slider control, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue); // Slider Bar control, returns selected value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue); // Progress Bar control, shows current progress value
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders
+RAYGUIDEF int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue); // Scroll Bar control
+
+// Advance controls set
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char *text, int *active, int *scrollIndex, bool editMode); // List View control, returns selected list element index
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int count, int *enabled, int *active, int *focus, int *scrollIndex, bool editMode); // List View with extended parameters
+RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message, const char *buttons); // Message Box control, displays a message
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color); // Color Picker control
+RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs); // Grid
+
+// Styles loading functions
+RAYGUIDEF void GuiLoadStyle(const char *fileName); // Load style file (.rgs)
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count); // Load style properties from array
+RAYGUIDEF void GuiLoadStyleDefault(void); // Load style default over global style
+RAYGUIDEF void GuiUpdateStyleComplete(void); // Updates full style properties set with default values
+
+/*
+typedef GuiStyle (unsigned int *)
+RAYGUIDEF GuiStyle LoadGuiStyle(const char *fileName); // Load style from file (.rgs)
+RAYGUIDEF void UnloadGuiStyle(GuiStyle style); // Unload style
+*/
+
+RAYGUIDEF const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended
+
+#endif // RAYGUI_H
+
+
+/***********************************************************************************
+*
+* RAYGUI IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RAYGUI_IMPLEMENTATION)
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+ #if defined(RAYGUI_STANDALONE)
+ #define RICONS_STANDALONE
+ #endif
+
+ #define RICONS_IMPLEMENTATION
+ #include "ricons.h" // Required for: raygui icons
+#endif
+
+#include <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf()
+#include <string.h> // Required for: strlen() on GuiTextBox()
+
+#if defined(RAYGUI_STANDALONE)
+ #include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Gui control property style element
+typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static GuiControlState guiState = GUI_STATE_NORMAL;
+
+static Font guiFont = { 0 }; // NOTE: Highly coupled to raylib
+static bool guiLocked = false;
+static float guiAlpha = 1.0f;
+
+// Global gui style array (allocated on heap by default)
+// NOTE: In raygui we manage a single int array with all the possible style properties.
+// When a new style is loaded, it loads over the global style... but default gui style
+// could always be recovered with GuiLoadStyleDefault()
+static unsigned int guiStyle[NUM_CONTROLS*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED)] = { 0 };
+static bool guiStyleLoaded = false;
+
+//----------------------------------------------------------------------------------
+// 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
+
+#ifdef __cplusplus
+ #define CLITERAL
+#else
+ #define CLITERAL (Color)
+#endif
+
+#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
+#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
+#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray -- GuiColorBarAlpha()
+
+// raylib functions are 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'
+//-------------------------------------------------------------------------------
+
+// Input required functions
+//-------------------------------------------------------------------------------
+static Vector2 GetMousePosition(void) { return (Vector2){ 0, 0 }; }
+static int GetMouseWheelMove(void) { return 0; }
+static bool IsMouseButtonDown(int button) { return false; }
+static bool IsMouseButtonPressed(int button) { return false; }
+static bool IsMouseButtonReleased(int button) { return false; }
+
+static bool IsKeyDown(int key) { return false; }
+static bool IsKeyPressed(int key) { return false; }
+static int GetKeyPressed(void) { return 0; } // -- GuiTextBox()
+//-------------------------------------------------------------------------------
+
+// Drawing required functions
+//-------------------------------------------------------------------------------
+static void DrawRectangle(int x, int y, int width, int height, Color color) { /* TODO */ }
+static void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); }
+
+static void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) { /* TODO */ }
+
+static void DrawRectangleLines(int x, int y, int width, int height, Color color) { /* TODO */ } // -- GuiColorPicker()
+static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // -- GuiColorPicker()
+static void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // -- GuiColorPicker()
+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) { /* TODO */ } // -- GuiDropdownBox()
+static void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) { /* TODO */ } // -- GuiScrollBar()
+
+static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { } // -- GuiImageButtonEx()
+//-------------------------------------------------------------------------------
+
+// Text required functions
+//-------------------------------------------------------------------------------
+static Font GetFontDefault(void); // -- GetTextWidth()
+
+static Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing) { return (Vector2){ 0.0f }; } // Measure text size depending on font
+static void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint) { } // Draw text using font and additional parameters
+//-------------------------------------------------------------------------------
+
+#endif // RAYGUI_STANDALONE
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode);
+
+static Vector3 ConvertHSVtoRGB(Vector3 hsv); // Convert color data from HSV to RGB
+static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color data from RGB to HSV
+
+// Gui get text width using default font
+static int GetTextWidth(const char *text) // TODO: GetTextSize()
+{
+ Vector2 size = { 0 };
+
+ if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+ if ((text != NULL) && (text[0] != '\0')) size = MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING));
+
+ // TODO: Consider text icon width here???
+
+ return (int)size.x;
+}
+
+// Get text bounds considering control bounds
+static Rectangle GetTextBounds(int control, Rectangle bounds)
+{
+ Rectangle textBounds = { 0 };
+
+ textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING);
+ textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING);
+ textBounds.width = bounds.width - 2*(GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING));
+ textBounds.height = bounds.height - 2*(GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, INNER_PADDING));
+
+ switch (control)
+ {
+ case COMBOBOX: bounds.width -= (GuiGetStyle(control, SELECTOR_WIDTH) + GuiGetStyle(control, SELECTOR_PADDING)); break;
+ case CHECKBOX: bounds.x += (bounds.width + GuiGetStyle(control, CHECK_TEXT_PADDING)); break;
+ default: break;
+ }
+ // TODO: Special cases: COMBOBOX, DROPDOWNBOX, SPINNER, LISTVIEW (scrollbar?)
+ // More special cases: CHECKBOX, SLIDER
+
+ return textBounds;
+}
+
+// Get text icon if provided and move text cursor
+static const char *GetTextIcon(const char *text, int *iconId)
+{
+#if defined(RAYGUI_RICONS_SUPPORT)
+ if (text[0] == '#') // Maybe we have an icon!
+ {
+ char iconValue[4] = { 0 };
+
+ int i = 1;
+ for (i = 1; i < 4; i++)
+ {
+ if ((text[i] != '#') && (text[i] != '\0')) iconValue[i - 1] = text[i];
+ else break;
+ }
+
+ iconValue[3] = '\0';
+ *iconId = atoi(iconValue);
+
+ // Move text pointer after icon
+ // WARNING: If only icon provided, it could point to EOL character!
+ if (*iconId > 0) text += (i + 1);
+ }
+#endif
+
+ return text;
+}
+
+// Gui draw text using default font
+static void GuiDrawText(const char *text, Rectangle bounds, int alignment, Color tint)
+{
+ if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+ if ((text != NULL) && (text[0] != '\0'))
+ {
+ int iconId = 0;
+ text = GetTextIcon(text, &iconId); // Check text for icon and move cursor
+
+ // Get text position depending on alignment and iconId
+ //---------------------------------------------------------------------------------
+ #define ICON_TEXT_PADDING 4
+
+ Vector2 position = { bounds.x, bounds.y };
+
+ // NOTE: We get text size after icon been processed
+ int textWidth = GetTextWidth(text);
+ int textHeight = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+ if (iconId > 0)
+ {
+ textWidth += RICONS_SIZE;
+
+ // WARNING: If only icon provided, text could be pointing to eof character!
+ if ((text != NULL) && (text[0] != '\0')) textWidth += ICON_TEXT_PADDING;
+ }
+#endif
+
+ // Check guiTextAlign global variables
+ switch (alignment)
+ {
+ case GUI_TEXT_ALIGN_LEFT:
+ {
+ position.x = bounds.x;
+ position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+ } break;
+ case GUI_TEXT_ALIGN_CENTER:
+ {
+ position.x = bounds.x + bounds.width/2 - textWidth/2;
+ position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+ } break;
+ case GUI_TEXT_ALIGN_RIGHT:
+ {
+ position.x = bounds.x + bounds.width - textWidth;
+ position.y = bounds.y + bounds.height/2 - textHeight/2 + VALIGN_OFFSET(bounds.height);
+ } break;
+ default: break;
+ }
+ //---------------------------------------------------------------------------------
+
+ // Draw text (with icon if available)
+ //---------------------------------------------------------------------------------
+#if defined(RAYGUI_RICONS_SUPPORT)
+ #define ICON_TEXT_PADDING 4
+
+ if (iconId > 0)
+ {
+ // NOTE: We consider icon height, probably different than text size
+ DrawIcon(iconId, (Vector2){ position.x, bounds.y + bounds.height/2 - RICONS_SIZE/2 + VALIGN_OFFSET(bounds.height) }, 1, tint);
+ position.x += (RICONS_SIZE + ICON_TEXT_PADDING);
+ }
+#endif
+ DrawTextEx(guiFont, text, position, GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SPACING), tint);
+ //---------------------------------------------------------------------------------
+ }
+}
+
+// Split controls text into multiple strings
+// Also check for multiple columns (required by GuiToggleGroup())
+static const char **GuiTextSplit(const char *text, int *count, int *textRow);
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Enable gui global state
+RAYGUIDEF void GuiEnable(void) { guiState = GUI_STATE_NORMAL; }
+
+// Disable gui global state
+RAYGUIDEF void GuiDisable(void) { guiState = GUI_STATE_DISABLED; }
+
+// Lock gui global state
+RAYGUIDEF void GuiLock(void) { guiLocked = true; }
+
+// Unlock gui global state
+RAYGUIDEF void GuiUnlock(void) { guiLocked = false; }
+
+// Set gui state (global state)
+RAYGUIDEF void GuiState(int state) { guiState = (GuiControlState)state; }
+
+// Define custom gui font
+RAYGUIDEF void GuiFont(Font font)
+{
+ if (font.texture.id > 0)
+ {
+ guiFont = font;
+ GuiSetStyle(DEFAULT, TEXT_SIZE, font.baseSize);
+
+ // Populate all controls with new font size
+ for (int i = 1; i < NUM_CONTROLS; i++) GuiSetStyle(i, TEXT_SIZE, GuiGetStyle(DEFAULT, TEXT_SIZE));
+
+ // NOTE: Loaded font spacing must be set manually
+ //GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+ }
+}
+
+// Set gui controls alpha global state
+RAYGUIDEF void GuiFade(float alpha)
+{
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
+
+ guiAlpha = alpha;
+}
+
+// Set control style property value
+RAYGUIDEF void GuiSetStyle(int control, int property, int value)
+{
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+ guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property] = value;
+}
+
+// Get control style property value
+RAYGUIDEF int GuiGetStyle(int control, int property)
+{
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+ return guiStyle[control*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + property];
+}
+
+// Window Box control
+RAYGUIDEF bool GuiWindowBox(Rectangle bounds, const char *text)
+{
+ #define WINDOW_CLOSE_BUTTON_PADDING 2
+ #define WINDOW_STATUSBAR_HEIGHT 24
+
+ GuiControlState state = guiState;
+ bool clicked = false;
+
+ Rectangle statusBar = { bounds.x, bounds.y, bounds.width, WINDOW_STATUSBAR_HEIGHT };
+ if (bounds.height < WINDOW_STATUSBAR_HEIGHT*2) bounds.height = WINDOW_STATUSBAR_HEIGHT*2;
+
+ Rectangle buttonRec = { statusBar.x + statusBar.width - GuiGetStyle(DEFAULT, BORDER_WIDTH) - WINDOW_CLOSE_BUTTON_PADDING - 20,
+ statusBar.y + GuiGetStyle(DEFAULT, BORDER_WIDTH) + WINDOW_CLOSE_BUTTON_PADDING, 18, 18 };
+ // Update control
+ //--------------------------------------------------------------------
+ // NOTE: Logic is directly managed by button
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+
+ // Draw window base
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BORDER + (state*3))), guiAlpha));
+ DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH),
+ bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 },
+ Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+
+ // Draw window header as status bar
+ int defaultPadding = GuiGetStyle(DEFAULT, INNER_PADDING);
+ int defaultTextAlign = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
+ GuiSetStyle(DEFAULT, INNER_PADDING, 8);
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+ GuiStatusBar(statusBar, text);
+ GuiSetStyle(DEFAULT, INNER_PADDING, defaultPadding);
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, defaultTextAlign);
+
+ // Draw window close button
+ int buttonBorder = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ int buttonTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+#if defined(RAYGUI_RICONS_SUPPORT)
+ clicked = GuiButton(buttonRec, GuiIconText(RICON_CROSS_SMALL, NULL));
+#else
+ clicked = GuiButton(buttonRec, "x");
+#endif
+ GuiSetStyle(BUTTON, BORDER_WIDTH, buttonBorder);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, buttonTextAlignment);
+ //--------------------------------------------------------------------
+
+ return clicked;
+}
+
+// Group Box control with title name
+RAYGUIDEF void GuiGroupBox(Rectangle bounds, const char *text)
+{
+ #define GROUPBOX_LINE_THICK 1
+ #define GROUPBOX_TEXT_PADDING 10
+ #define GROUPBOX_PADDING 2
+
+ GuiControlState state = guiState;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangle(bounds.x, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+ DrawRectangle(bounds.x, bounds.y + bounds.height - 1, bounds.width, GROUPBOX_LINE_THICK, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+ DrawRectangle(bounds.x + bounds.width - 1, bounds.y, GROUPBOX_LINE_THICK, bounds.height, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha));
+
+ GuiLine((Rectangle){ bounds.x, bounds.y, bounds.width, 1 }, text);
+ //--------------------------------------------------------------------
+}
+
+// Line control
+RAYGUIDEF void GuiLine(Rectangle bounds, const char *text)
+{
+ #define LINE_THICK 1
+ #define LINE_TEXT_PADDING 10
+ #define LINE_TEXT_SPACING 2
+
+ GuiControlState state = guiState;
+
+ Color color = Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)), guiAlpha);
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (text == NULL) DrawRectangle(bounds.x, bounds.y + bounds.height/2, bounds.width, 1, color);
+ else
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = GetTextWidth(text) + 2*LINE_TEXT_SPACING; // TODO: Consider text icon
+ textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + LINE_TEXT_PADDING + LINE_TEXT_SPACING;
+ textBounds.y = bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ // Draw line with embedded text label: "--- text --------------"
+ DrawRectangle(bounds.x, bounds.y, LINE_TEXT_PADDING, 1, color);
+ GuiLabel(textBounds, text);
+ DrawRectangle(bounds.x + textBounds.width + LINE_TEXT_PADDING + 2*LINE_TEXT_SPACING, bounds.y, bounds.width - (textBounds.width + LINE_TEXT_PADDING + 2*LINE_TEXT_SPACING), 1, color);
+ }
+ //--------------------------------------------------------------------
+}
+
+// Panel control
+RAYGUIDEF void GuiPanel(Rectangle bounds)
+{
+ #define PANEL_BORDER_WIDTH 1
+
+ GuiControlState state = guiState;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)), guiAlpha));
+ DrawRectangleLinesEx(bounds, PANEL_BORDER_WIDTH, Fade(GetColor(GuiGetStyle(DEFAULT, (state == GUI_STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), guiAlpha));
+ //--------------------------------------------------------------------
+}
+
+// Scroll Panel control
+RAYGUIDEF Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll)
+{
+ GuiControlState state = guiState;
+
+ Vector2 scrollPos = { 0.0f, 0.0f };
+ if (scroll != NULL) scrollPos = *scroll;
+
+ bool hasHorizontalScrollBar = (content.width > bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+ bool hasVerticalScrollBar = (content.height > bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+
+ // Recheck to account for the other scrollbar being visible
+ if (!hasHorizontalScrollBar) hasHorizontalScrollBar = (hasVerticalScrollBar && (content.width > (bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+ if (!hasVerticalScrollBar) hasVerticalScrollBar = (hasHorizontalScrollBar && (content.height > (bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+
+ const int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+ const int verticalScrollBarWidth = hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+ const Rectangle horizontalScrollBar = { ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? bounds.x + verticalScrollBarWidth : bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH), horizontalScrollBarWidth };
+ const Rectangle verticalScrollBar = { ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), verticalScrollBarWidth, bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+ // Calculate view area (area without the scrollbars)
+ Rectangle view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)?
+ (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 } :
+ (Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth };
+
+ // Clip view area to the actual content size
+ if (view.width > content.width) view.width = content.width;
+ if (view.height > content.height) view.height = content.height;
+
+ // TODO: Review!
+ const int horizontalMin = hasHorizontalScrollBar? ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? -verticalScrollBarWidth : 0) - GuiGetStyle(DEFAULT, BORDER_WIDTH) : ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? -verticalScrollBarWidth : 0) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ const int horizontalMax = hasHorizontalScrollBar? content.width - bounds.width + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) - ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? verticalScrollBarWidth : 0) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ const int verticalMin = hasVerticalScrollBar? -GuiGetStyle(DEFAULT, BORDER_WIDTH) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ const int verticalMax = hasVerticalScrollBar? content.height - bounds.height + horizontalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) : -GuiGetStyle(DEFAULT, BORDER_WIDTH);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+
+ if (hasHorizontalScrollBar)
+ {
+ if (IsKeyDown(KEY_RIGHT)) scrollPos.x -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ if (IsKeyDown(KEY_LEFT)) scrollPos.x += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ }
+
+ if (hasVerticalScrollBar)
+ {
+ if (IsKeyDown(KEY_DOWN)) scrollPos.y -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ if (IsKeyDown(KEY_UP)) scrollPos.y += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ }
+
+ scrollPos.y += GetMouseWheelMove()*20;
+ }
+ }
+
+ // Normalize scroll values
+ if (scrollPos.x > -horizontalMin) scrollPos.x = -horizontalMin;
+ if (scrollPos.x < -horizontalMax) scrollPos.x = -horizontalMax;
+ if (scrollPos.y > -verticalMin) scrollPos.y = -verticalMin;
+ if (scrollPos.y < -verticalMax) scrollPos.y = -verticalMax;
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleRec(bounds, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
+
+ // Save size of the scrollbar slider
+ const int slider = GuiGetStyle(SCROLLBAR, SLIDER_SIZE);
+
+ // Draw horizontal scrollbar if visible
+ if (hasHorizontalScrollBar)
+ {
+ // Change scrollbar slider size to show the diff in size between the content width and the widget width
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, ((bounds.width - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)/content.width)*(bounds.width - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth));
+ scrollPos.x = -GuiScrollBar(horizontalScrollBar, -scrollPos.x, horizontalMin, horizontalMax);
+ }
+
+ // Draw vertical scrollbar if visible
+ if (hasVerticalScrollBar)
+ {
+ // Change scrollbar slider size to show the diff in size between the content height and the widget height
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, ((bounds.height - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)/content.height)* (bounds.height - 2 * GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth));
+ scrollPos.y = -GuiScrollBar(verticalScrollBar, -scrollPos.y, verticalMin, verticalMax);
+ }
+
+ // Draw detail corner rectangle if both scroll bars are visible
+ if (hasHorizontalScrollBar && hasVerticalScrollBar)
+ {
+ // TODO: Consider scroll bars side
+ DrawRectangle(horizontalScrollBar.x + horizontalScrollBar.width + 2,
+ verticalScrollBar.y + verticalScrollBar.height + 2,
+ horizontalScrollBarWidth - 4, verticalScrollBarWidth - 4,
+ Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))), guiAlpha));
+ }
+
+ // Set scrollbar slider size back to the way it was before
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, slider);
+
+ // Draw scrollbar lines depending on current state
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ if (scroll != NULL) *scroll = scrollPos;
+
+ return view;
+}
+
+// Label control
+RAYGUIDEF void GuiLabel(Rectangle bounds, const char *text)
+{
+ GuiControlState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ // ...
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, (state == GUI_STATE_DISABLED)? TEXT_COLOR_DISABLED : TEXT_COLOR_NORMAL)), guiAlpha));
+ //--------------------------------------------------------------------
+}
+
+// Button control, returns true when clicked
+RAYGUIDEF bool GuiButton(Rectangle bounds, const char *text)
+{
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE + (state*3))), guiAlpha));
+
+ GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+ //------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Label button control
+RAYGUIDEF bool GuiLabelButton(Rectangle bounds, const char *text)
+{
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check checkbox state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButton(Rectangle bounds, Texture2D texture)
+{
+ return GuiImageButtonEx(bounds, texture, (Rectangle){ 0, 0, texture.width, texture.height }, NULL);
+}
+
+// Image button control, returns true when clicked
+RAYGUIDEF bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, const char *text)
+{
+ GuiControlState state = guiState;
+ bool clicked = false;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) clicked = true;
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.y + GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(BUTTON, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(BUTTON, BASE + (state*3))), guiAlpha));
+
+ if (text != NULL) GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+ if (texture.id > 0) DrawTextureRec(texture, texSource, (Vector2){ bounds.x + bounds.width/2 - (texSource.width + GuiGetStyle(BUTTON, INNER_PADDING)/2)/2, bounds.y + bounds.height/2 - texSource.height/2 }, Fade(GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))), guiAlpha));
+ //------------------------------------------------------------------
+
+ return clicked;
+}
+
+// Toggle Button control, returns true when active
+RAYGUIDEF bool GuiToggle(Rectangle bounds, const char *text, bool active)
+{
+ GuiControlState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check toggle button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ state = GUI_STATE_NORMAL;
+ active = !active;
+ }
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state == GUI_STATE_NORMAL)
+ {
+ DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BORDER_COLOR_PRESSED : (BORDER + state*3)))), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, (active? BASE_COLOR_PRESSED : (BASE + state*3)))), guiAlpha));
+
+ GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, (active? TEXT_COLOR_PRESSED : (TEXT + state*3)))), guiAlpha));
+ }
+ else
+ {
+ DrawRectangleLinesEx(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.y + GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TOGGLE, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TOGGLE, BASE + state*3)), guiAlpha));
+
+ GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + state*3)), guiAlpha));
+ }
+ //--------------------------------------------------------------------
+
+ return active;
+}
+
+// Toggle Group control, returns toggled button index
+RAYGUIDEF int GuiToggleGroup(Rectangle bounds, const char *text, int active)
+{
+ float initBoundsX = bounds.x;
+
+ // Get substrings elements from text (elements pointers)
+ int rows[64] = { 0 };
+ int elementsCount = 0;
+ const char **elementsPtrs = GuiTextSplit(text, &elementsCount, rows);
+
+ int prevRow = rows[0];
+
+ for (int i = 0; i < elementsCount; i++)
+ {
+ if (prevRow != rows[i])
+ {
+ bounds.x = initBoundsX;
+ bounds.y += (bounds.height + GuiGetStyle(TOGGLE, GROUP_PADDING));
+ prevRow = rows[i];
+ }
+
+ if (i == active) GuiToggle(bounds, elementsPtrs[i], true);
+ else if (GuiToggle(bounds, elementsPtrs[i], false) == true) active = i;
+
+ bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING));
+ }
+
+ return active;
+}
+
+// Check Box control, returns true when active
+RAYGUIDEF bool GuiCheckBox(Rectangle bounds, const char *text, bool checked)
+{
+ GuiControlState state = guiState;
+
+ Rectangle textBounds = { 0 };
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ textBounds.width = GetTextWidth(text); // TODO: Consider text icon
+ textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check checkbox state
+ if (CheckCollisionPointRec(mousePoint, (Rectangle){ bounds.x, bounds.y, bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, CHECK_TEXT_PADDING), bounds.height }))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) checked = !checked;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), guiAlpha));
+ if (checked) DrawRectangle(bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+ bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING),
+ bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+ bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, INNER_PADDING)),
+ Fade(GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)), guiAlpha));
+
+ // NOTE: Forced left text alignment
+ GuiDrawText(text, textBounds, GUI_TEXT_ALIGN_LEFT, Fade(GetColor(GuiGetStyle(LABEL, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return checked;
+}
+
+// Combo Box control, returns selected item index
+RAYGUIDEF int GuiComboBox(Rectangle bounds, const char *text, int active)
+{
+ GuiControlState state = guiState;
+
+ bounds.width -= (GuiGetStyle(COMBOBOX, SELECTOR_WIDTH) + GuiGetStyle(COMBOBOX, SELECTOR_PADDING));
+
+ Rectangle selector = { bounds.x + bounds.width + GuiGetStyle(COMBOBOX, SELECTOR_PADDING),
+ bounds.y, GuiGetStyle(COMBOBOX, SELECTOR_WIDTH), bounds.height };
+
+ // Get substrings elements from text (elements pointers, lengths and count)
+ int elementsCount = 0;
+ const char **elementsPtrs = GuiTextSplit(text, &elementsCount, NULL);
+
+ if (active < 0) active = 0;
+ else if (active > elementsCount - 1) active = elementsCount - 1;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds) ||
+ CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ active += 1;
+ if (active >= elementsCount) active = 0;
+ }
+
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ // Draw combo box main
+ DrawRectangleLinesEx(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(COMBOBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))), guiAlpha));
+
+ GuiDrawText(elementsPtrs[active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3))), guiAlpha));
+
+ // Draw selector using a custom button
+ // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+ int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+ GuiButton(selector, TextFormat("%i/%i", active + 1, elementsCount));
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+ //--------------------------------------------------------------------
+
+ return active;
+}
+
+// Dropdown Box control, returns selected item
+RAYGUIDEF bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode)
+{
+ GuiControlState state = guiState;
+
+ // Get substrings elements from text (elements pointers, lengths and count)
+ int elementsCount = 0;
+ const char **elementsPtrs = GuiTextSplit(text, &elementsCount, NULL);
+
+ bool pressed = false;
+ int auxActive = *active;
+
+ Rectangle closeBounds = bounds;
+ Rectangle openBounds = bounds;
+
+ openBounds.height *= (elementsCount + 1);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if (guiLocked && editMode) guiLocked = false;
+
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (editMode) state = GUI_STATE_PRESSED;
+
+ if (!editMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, closeBounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ else
+ {
+ if (CheckCollisionPointRec(mousePoint, closeBounds))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pressed = true;
+ }
+ else if (!CheckCollisionPointRec(mousePoint, openBounds))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+
+ // TODO: Review this ugly hack... DROPDOWNBOX depends on GiListElement() that uses DEFAULT_TEXT_ALIGNMENT
+ int tempTextAlign = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT));
+
+ switch (state)
+ {
+ case GUI_STATE_NORMAL:
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_NORMAL)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_NORMAL)), guiAlpha));
+
+ GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, false);
+ } break;
+ case GUI_STATE_FOCUSED:
+ {
+ GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, editMode);
+ } break;
+ case GUI_STATE_PRESSED:
+ {
+ if (!editMode) GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], true, true);
+ if (editMode)
+ {
+ GuiPanel(openBounds);
+
+ GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], true, true);
+
+ for (int i = 0; i < elementsCount; i++)
+ {
+ if (i == auxActive && editMode)
+ {
+ if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i + 1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING),
+ bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) },
+ elementsPtrs[i], true, true) == false) pressed = true;
+ }
+ else
+ {
+ if (GuiListElement((Rectangle){ bounds.x, bounds.y + bounds.height*(i+1) + GuiGetStyle(DROPDOWNBOX, INNER_PADDING),
+ bounds.width, bounds.height - GuiGetStyle(DROPDOWNBOX, INNER_PADDING) },
+ elementsPtrs[i], false, true))
+ {
+ auxActive = i;
+ pressed = true;
+ }
+ }
+ }
+ }
+ } break;
+ case GUI_STATE_DISABLED:
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_DISABLED)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_DISABLED)), guiAlpha));
+
+ GuiListElement((Rectangle){ bounds.x, bounds.y, bounds.width, bounds.height }, elementsPtrs[auxActive], false, false);
+ } break;
+ default: break;
+ }
+
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, tempTextAlign);
+
+ DrawTriangle((Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING), bounds.y + bounds.height/2 - 2 },
+ (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 5, bounds.y + bounds.height/2 - 2 + 5 },
+ (Vector2){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING) + 10, bounds.y + bounds.height/2 - 2 },
+ Fade(GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ *active = auxActive;
+ return pressed;
+}
+
+// Spinner control, returns selected value
+// NOTE: Requires static variables: framesCounter, valueSpeed - ERROR!
+RAYGUIDEF bool GuiSpinner(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode)
+{
+ bool pressed = false;
+ int tempValue = *value;
+
+ Rectangle spinner = { bounds.x + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH) + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING), bounds.y,
+ bounds.width - 2*(GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH) + GuiGetStyle(TEXTBOX, SPINNER_BUTTON_PADDING)), bounds.height };
+ Rectangle leftButtonBound = { bounds.x, bounds.y, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.height };
+ Rectangle rightButtonBound = { bounds.x + bounds.width - GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.y, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH), bounds.height };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if (!editMode)
+ {
+ if (tempValue < minValue) tempValue = minValue;
+ if (tempValue > maxValue) tempValue = maxValue;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ pressed = GuiValueBox(spinner, &tempValue, minValue, maxValue, editMode);
+
+ // Draw value selector custom buttons
+ // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+ int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH));
+
+ int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+#if defined(RAYGUI_RICONS_SUPPORT)
+ if (GuiButton(leftButtonBound, GuiIconText(RICON_ARROW_LEFT_FILL, NULL))) tempValue--;
+ if (GuiButton(rightButtonBound, GuiIconText(RICON_ARROW_RIGHT_FILL, NULL))) tempValue++;
+#else
+ if (GuiButton(leftButtonBound, "<")) tempValue--;
+ if (GuiButton(rightButtonBound, ">")) tempValue++;
+#endif
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+ //--------------------------------------------------------------------
+
+ *value = tempValue;
+ return pressed;
+}
+
+// Value Box control, updates input text with numbers
+// NOTE: Requires static variables: framesCounter
+RAYGUIDEF bool GuiValueBox(Rectangle bounds, int *value, int minValue, int maxValue, bool editMode)
+{
+ #define VALUEBOX_MAX_CHARS 32
+
+ static int framesCounter = 0; // Required for blinking cursor
+
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ char text[VALUEBOX_MAX_CHARS + 1] = "\0";
+ sprintf(text, "%i", *value);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ bool valueHasChanged = false;
+
+ if (editMode)
+ {
+ state = GUI_STATE_PRESSED;
+
+ framesCounter++;
+
+ int keyCount = strlen(text);
+
+ // Only allow keys in range [48..57]
+ if (keyCount < VALUEBOX_MAX_CHARS)
+ {
+ int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+ if (GetTextWidth(text) < maxWidth)
+ {
+ int key = GetKeyPressed();
+ if ((key >= 48) && (key <= 57))
+ {
+ text[keyCount] = (char)key;
+ keyCount++;
+ valueHasChanged = true;
+ }
+ }
+ }
+
+ // Delete text
+ if (keyCount > 0)
+ {
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ keyCount--;
+ text[keyCount] = '\0';
+ framesCounter = 0;
+ if (keyCount < 0) keyCount = 0;
+ valueHasChanged = true;
+ }
+ else if (IsKeyDown(KEY_BACKSPACE))
+ {
+ if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+ text[keyCount] = '\0';
+ if (keyCount < 0) keyCount = 0;
+ valueHasChanged = true;
+ }
+ }
+
+ if (valueHasChanged) *value = atoi(text);
+ }
+ else
+ {
+ if (*value > maxValue) *value = maxValue;
+ else if (*value < minValue) *value = minValue;
+ }
+
+ if (!editMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = GUI_STATE_FOCUSED;
+ if (IsMouseButtonPressed(0)) pressed = true;
+ }
+ }
+ else
+ {
+ if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+ }
+
+ if (pressed) framesCounter = 0;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+ if (state == GUI_STATE_PRESSED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+ if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GetTextWidth(text)/2 + bounds.width/2 + 2, bounds.y + GuiGetStyle(TEXTBOX, INNER_PADDING), 1, bounds.height - GuiGetStyle(TEXTBOX, INNER_PADDING)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+ }
+ else if (state == GUI_STATE_DISABLED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+ }
+
+ GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Text Box control, updates input text
+// NOTE 1: Requires static variables: framesCounter
+// NOTE 2: Returns if KEY_ENTER pressed (useful for data validation)
+RAYGUIDEF bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+ static int framesCounter = 0; // Required for blinking cursor
+
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (editMode)
+ {
+ state = GUI_STATE_PRESSED;
+ framesCounter++;
+
+ int key = GetKeyPressed();
+ int keyCount = strlen(text);
+
+ // Only allow keys in range [32..125]
+ if (keyCount < (textSize - 1))
+ {
+ int maxWidth = (bounds.width - (GuiGetStyle(DEFAULT, INNER_PADDING)*2));
+
+ if (GetTextWidth(text) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+ {
+ if (((key >= 32) && (key <= 125)) ||
+ ((key >= 128) && (key < 255)))
+ {
+ text[keyCount] = (char)key;
+ keyCount++;
+ }
+ }
+ }
+
+ // Delete text
+ if (keyCount > 0)
+ {
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ keyCount--;
+ text[keyCount] = '\0';
+ framesCounter = 0;
+ if (keyCount < 0) keyCount = 0;
+ }
+ else if (IsKeyDown(KEY_BACKSPACE))
+ {
+ if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+ text[keyCount] = '\0';
+ if (keyCount < 0) keyCount = 0;
+ }
+ }
+ }
+
+ if (!editMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = GUI_STATE_FOCUSED;
+ if (IsMouseButtonPressed(0)) pressed = true;
+ }
+ }
+ else
+ {
+ if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0))) pressed = true;
+ }
+
+ if (pressed) framesCounter = 0;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+ if (state == GUI_STATE_PRESSED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+
+ // Draw blinking cursor
+ // TODO: Consider TEXTBOX TEXT_ALIGNMENT
+ if (editMode && ((framesCounter/20)%2 == 0)) DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, INNER_PADDING) + GetTextWidth(text) + 2, bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE), 1, GuiGetStyle(DEFAULT, TEXT_SIZE)*2, Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)), guiAlpha));
+ }
+ else if (state == GUI_STATE_DISABLED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+ }
+
+ GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Text Box control with multiple lines
+RAYGUIDEF bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+ static int framesCounter = 0; // Required for blinking cursor
+
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ bool textHasChange = false;
+ int currentLine = 0;
+ //const char *numChars = NULL;
+
+ // Security check because font is used directly in this control
+ if (guiFont.texture.id == 0) guiFont = GetFontDefault();
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (editMode)
+ {
+ state = GUI_STATE_PRESSED;
+
+ framesCounter++;
+
+ int keyCount = strlen(text);
+ int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+ int maxHeight = (bounds.height - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+ //numChars = TextFormat("%i/%i", keyCount, textSize - 1);
+
+ // Only allow keys in range [32..125]
+ if (keyCount < (textSize - 1))
+ {
+ int key = GetKeyPressed();
+
+ if (MeasureTextEx(guiFont, text, GuiGetStyle(DEFAULT, TEXT_SIZE), 1).y < (maxHeight - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ text[keyCount] = '\n';
+ keyCount++;
+ }
+ else if (((key >= 32) && (key <= 125)) ||
+ ((key >= 128) && (key < 255)))
+ {
+ text[keyCount] = (char)key;
+ keyCount++;
+ textHasChange = true;
+ }
+ }
+ else if (GetTextWidth(strrchr(text, '\n')) < (maxWidth - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+ {
+ if (((key >= 32) && (key <= 125)) ||
+ ((key >= 128) && (key < 255)))
+ {
+ text[keyCount] = (char)key;
+ keyCount++;
+ textHasChange = true;
+ }
+ }
+ }
+
+ // Delete text
+ if (keyCount > 0)
+ {
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ keyCount--;
+ text[keyCount] = '\0';
+ framesCounter = 0;
+ if (keyCount < 0) keyCount = 0;
+ textHasChange = true;
+ }
+ else if (IsKeyDown(KEY_BACKSPACE))
+ {
+ if ((framesCounter > TEXTEDIT_CURSOR_BLINK_FRAMES) && (framesCounter%2) == 0) keyCount--;
+ text[keyCount] = '\0';
+ if (keyCount < 0) keyCount = 0;
+ textHasChange = true;
+ }
+ }
+
+ // Introduce automatic new line if necessary
+ if (textHasChange)
+ {
+ textHasChange = false;
+
+ char *lastLine = strrchr(text, '\n');
+ int maxWidth = (bounds.width - (GuiGetStyle(TEXTBOX, INNER_PADDING)*2));
+
+ if (lastLine != NULL)
+ {
+ if (GetTextWidth(lastLine) > maxWidth)
+ {
+ int firstIndex = lastLine - text;
+
+ char *lastSpace = strrchr(lastLine, 32);
+
+ if (lastSpace != NULL)
+ {
+ int secondIndex = lastSpace - lastLine;
+ text[firstIndex + secondIndex] = '\n';
+ }
+ else
+ {
+ int len = (lastLine != NULL)? strlen(lastLine) : 0;
+ char lastChar = lastLine[len - 1];
+ lastLine[len - 1] = '\n';
+ lastLine[len] = lastChar;
+ lastLine[len + 1] = '\0';
+ keyCount++;
+ }
+ }
+ }
+ else
+ {
+ if (GetTextWidth(text) > maxWidth)
+ {
+ char *lastSpace = strrchr(text, 32);
+
+ if (lastSpace != NULL)
+ {
+ int index = lastSpace - text;
+ text[index] = '\n';
+ }
+ else
+ {
+ int len = (lastLine != NULL)? strlen(lastLine) : 0;
+ char lastChar = lastLine[len - 1];
+ lastLine[len - 1] = '\n';
+ lastLine[len] = lastChar;
+ lastLine[len + 1] = '\0';
+ keyCount++;
+ }
+ }
+ }
+ }
+
+ // Counting how many new lines
+ for (int i = 0; i < keyCount; i++)
+ {
+ if (text[i] == '\n') currentLine++;
+ }
+ }
+
+ // Changing edit mode
+ if (!editMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = GUI_STATE_FOCUSED;
+ if (IsMouseButtonPressed(0)) pressed = true;
+ }
+ }
+ else
+ {
+ if (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(0)) pressed = true;
+ }
+
+ if (pressed) framesCounter = 0;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), guiAlpha));
+
+ if (state == GUI_STATE_PRESSED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_FOCUSED)), guiAlpha));
+
+ if (editMode)
+ {
+ if ((framesCounter/20)%2 == 0)
+ {
+ char *line = NULL;
+ if (currentLine > 0) line = strrchr(text, '\n');
+ else line = text;
+
+ // Draw text cursor
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING) + GetTextWidth(line),
+ bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH) + GuiGetStyle(TEXTBOX, INNER_PADDING)/2 + ((GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING))*currentLine),
+ 1, GuiGetStyle(DEFAULT, TEXT_SIZE) + GuiGetStyle(TEXTBOX, INNER_PADDING), Fade(GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_FOCUSED)), guiAlpha));
+ }
+
+ // Draw characters counter
+ //GuiDrawText(numChars, (Vector2){ bounds.x + bounds.width - GetTextWidth(numChars) - GuiGetStyle(TEXTBOX, INNER_PADDING), bounds.y + bounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE) - GuiGetStyle(TEXTBOX, INNER_PADDING) }, Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT_COLOR_PRESSED)), guiAlpha/2));
+ }
+ }
+ else if (state == GUI_STATE_DISABLED)
+ {
+ DrawRectangle(bounds.x + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(TEXTBOX, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)), guiAlpha));
+ }
+
+ GuiDrawText(text, GetTextBounds(TEXTBOX, bounds), GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Slider control with pro parameters
+// NOTE: Other GuiSlider*() controls use this one
+RAYGUIDEF float GuiSliderPro(Rectangle bounds, const char *text, float value, float minValue, float maxValue, int sliderWidth, bool showValue)
+{
+ GuiControlState state = guiState;
+
+ int sliderValue = (int)(((value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH)));
+
+ Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, INNER_PADDING),
+ 0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, INNER_PADDING) };
+
+ if (sliderWidth > 0) // Slider
+ {
+ slider.x += (sliderValue - sliderWidth/2);
+ slider.width = sliderWidth;
+ }
+ else if (sliderWidth == 0) // SliderBar
+ {
+ slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH);
+ slider.width = sliderValue;
+ }
+
+ Rectangle textBounds = { 0 };
+ textBounds.width = GetTextWidth(text); // TODO: Consider text icon
+ textBounds.height = GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = GUI_STATE_PRESSED;
+
+ // Get equivalent value and slider position from mousePoint.x
+ value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue;
+
+ if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2; // Slider
+ else if (sliderWidth == 0) slider.width = sliderValue; // SliderBar
+ }
+ else state = GUI_STATE_FOCUSED;
+ }
+
+ if (value > maxValue) value = maxValue;
+ else if (value < minValue) value = minValue;
+ }
+
+ // Bar limits check
+ if (sliderWidth > 0) // Slider
+ {
+ if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH);
+ else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH);
+ }
+ else if (sliderWidth == 0) // SliderBar
+ {
+ if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH);
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(SLIDER, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+ DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, (state == GUI_STATE_NORMAL)? BASE_COLOR_PRESSED : (BASE + (state*3)))), guiAlpha));
+
+ GuiDrawText(text, textBounds, GuiGetStyle(SLIDER, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha));
+
+ // TODO: Review showValue parameter, really ugly...
+ if (showValue) GuiDrawText(TextFormat("%.02f", value), (Rectangle){ bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING),
+ bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING),
+ GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SIZE) }, GUI_TEXT_ALIGN_LEFT,
+ Fade(GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return value;
+}
+
+// Slider control extended, returns selected value and has text
+RAYGUIDEF float GuiSlider(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+ return GuiSliderPro(bounds, text, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH), showValue);
+}
+
+// Slider Bar control extended, returns selected value
+RAYGUIDEF float GuiSliderBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+ return GuiSliderPro(bounds, text, value, minValue, maxValue, 0, showValue);
+}
+
+// Progress Bar control extended, shows current progress value
+RAYGUIDEF float GuiProgressBar(Rectangle bounds, const char *text, float value, float minValue, float maxValue, bool showValue)
+{
+ GuiControlState state = guiState;
+
+ Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH),
+ bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, INNER_PADDING), 0,
+ bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, INNER_PADDING) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if (state != GUI_STATE_DISABLED) progress.width = (int)(value/(maxValue - minValue)*(float)(bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)));
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (showValue) GuiLabel((Rectangle){ bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING), bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2 + GuiGetStyle(SLIDER, INNER_PADDING), GuiGetStyle(DEFAULT, TEXT_SIZE), GuiGetStyle(DEFAULT, TEXT_SIZE) }, TextFormat("%.02f", value));
+
+ DrawRectangleLinesEx(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(PROGRESSBAR, (state != GUI_STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha));
+ DrawRectangle(bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)), guiAlpha));
+ DrawRectangleRec(progress, Fade(GetColor(GuiGetStyle(PROGRESSBAR, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return value;
+}
+
+// Status Bar control
+RAYGUIDEF void GuiStatusBar(Rectangle bounds, const char *text)
+{
+ GuiControlState state = guiState;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BORDER_COLOR_NORMAL : BORDER_COLOR_DISABLED)), guiAlpha));
+ DrawRectangleRec((Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2, bounds.height - GuiGetStyle(DEFAULT, BORDER_WIDTH)*2 }, Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+
+ GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+ //--------------------------------------------------------------------
+}
+
+// Dummy rectangle control, intended for placeholding
+RAYGUIDEF void GuiDummyRec(Rectangle bounds, const char *text)
+{
+ GuiControlState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, (state != GUI_STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)), guiAlpha));
+
+ GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GUI_TEXT_ALIGN_CENTER, Fade(GetColor(GuiGetStyle(BUTTON, (state != GUI_STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+ //------------------------------------------------------------------
+}
+
+// Scroll Bar control
+RAYGUIDEF int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue)
+{
+ GuiControlState state = guiState;
+
+ // Is the scrollbar horizontal or vertical?
+ bool isVertical = (bounds.width > bounds.height)? false : true;
+
+ // The size (width or height depending on scrollbar type) of the spinner buttons
+ const int spinnerSize = GuiGetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS)? (isVertical? bounds.width - 2 * GuiGetStyle(SCROLLBAR, BORDER_WIDTH) : bounds.height - 2 * GuiGetStyle(SCROLLBAR, BORDER_WIDTH)) : 0;
+
+ // Spinner buttons [<] [>] [∧] [∨]
+ Rectangle spinnerUpLeft, spinnerDownRight;
+ // Actual area of the scrollbar excluding the spinner buttons
+ Rectangle scrollbar; // ------------
+ // Slider bar that moves --[///]-----
+ Rectangle slider;
+
+ // Normalize value
+ if (value > maxValue) value = maxValue;
+ if (value < minValue) value = minValue;
+
+ const int range = maxValue - minValue;
+ int sliderSize = GuiGetStyle(SCROLLBAR, SLIDER_SIZE);
+
+ // Calculate rectangles for all of the components
+ spinnerUpLeft = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize };
+
+ if (isVertical)
+ {
+ spinnerDownRight = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + bounds.height - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize};
+ scrollbar = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING), spinnerUpLeft.y + spinnerUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING)), bounds.height - spinnerUpLeft.height - spinnerDownRight.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 = (Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING),scrollbar.y + (int)(((float)(value - minValue)/range)*(scrollbar.height - sliderSize)),bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING)), sliderSize };
+ }
+ else
+ {
+ spinnerDownRight = (Rectangle){ bounds.x + bounds.width - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), spinnerSize, spinnerSize};
+ scrollbar = (Rectangle){ spinnerUpLeft.x + spinnerUpLeft.width, bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING), bounds.width - spinnerUpLeft.width - spinnerDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, INNER_PADDING))};
+ sliderSize = (sliderSize >= scrollbar.width)? (scrollbar.width - 2) : sliderSize; // Make sure the slider won't get outside of the scrollbar
+ slider = (Rectangle){ scrollbar.x + (int)(((float)(value - minValue)/range)*(scrollbar.width - sliderSize)), bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING), sliderSize, bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SLIDER_PADDING)) };
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = GUI_STATE_FOCUSED;
+
+ // Handle mouse wheel
+ int wheel = GetMouseWheelMove();
+ if (wheel != 0) value += wheel;
+
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ if (CheckCollisionPointRec(mousePoint, spinnerUpLeft)) value -= range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ else if (CheckCollisionPointRec(mousePoint, spinnerDownRight)) value += range/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+
+ state = GUI_STATE_PRESSED;
+ }
+ else if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ if (!isVertical)
+ {
+ Rectangle scrollArea = { spinnerUpLeft.x + spinnerUpLeft.width, spinnerUpLeft.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 = { spinnerUpLeft.x, spinnerUpLeft.y+spinnerUpLeft.height, bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), scrollbar.height};
+ if (CheckCollisionPointRec(mousePoint, scrollArea)) value = ((float)(mousePoint.y - scrollArea.y - slider.height/2)*range)/(scrollArea.height - slider.height) + minValue;
+ }
+ }
+ }
+
+ // Normalize value
+ if (value > maxValue) value = maxValue;
+ if (value < minValue) value = minValue;
+ }
+ //--------------------------------------------------------------------
+
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleRec(bounds, Fade(GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED)), guiAlpha)); // Draw the background
+ DrawRectangleRec(scrollbar, Fade(GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL)), guiAlpha)); // Draw the scrollbar active area background
+
+ DrawRectangleLinesEx(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha));
+
+ DrawRectangleRec(slider, Fade(GetColor(GuiGetStyle(SLIDER, BORDER + state*3)), guiAlpha)); // Draw the slider bar
+
+ // Draw arrows using lines
+ const int padding = (spinnerSize - GuiGetStyle(SCROLLBAR, ARROWS_SIZE))/2;
+ const Vector2 lineCoords[] =
+ {
+ //coordinates for < 0,1,2
+ {spinnerUpLeft.x + padding, spinnerUpLeft.y + spinnerSize/2},
+ {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + padding },
+ {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + spinnerSize - padding},
+
+ //coordinates for > 3,4,5
+ {spinnerDownRight.x + padding, spinnerDownRight.y + padding},
+ {spinnerDownRight.x + spinnerSize - padding, spinnerDownRight.y + spinnerSize/2 },
+ {spinnerDownRight.x + padding, spinnerDownRight.y + spinnerSize - padding},
+
+ //coordinates for ∧ 6,7,8
+ {spinnerUpLeft.x + spinnerSize/2, spinnerUpLeft.y + padding},
+ {spinnerUpLeft.x + padding, spinnerUpLeft.y + spinnerSize - padding},
+ {spinnerUpLeft.x + spinnerSize - padding, spinnerUpLeft.y + spinnerSize - padding},
+
+ //coordinates for ∨ 9,10,11
+ {spinnerDownRight.x + padding, spinnerDownRight.y + padding},
+ {spinnerDownRight.x + spinnerSize/2, spinnerDownRight.y + spinnerSize - padding },
+ {spinnerDownRight.x + spinnerSize - padding, spinnerDownRight.y + padding}
+ };
+
+ Color lineColor = Fade(GetColor(GuiGetStyle(BUTTON, TEXT + state*3)), guiAlpha);
+
+ if (GuiGetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS))
+ {
+ if (isVertical)
+ {
+ // Draw ∧
+ DrawLineEx(lineCoords[6], lineCoords[7], 3.0f, lineColor);
+ DrawLineEx(lineCoords[6], lineCoords[8], 3.0f, lineColor);
+
+ // Draw ∨
+ DrawLineEx(lineCoords[9], lineCoords[10], 3.0f, lineColor);
+ DrawLineEx(lineCoords[11], lineCoords[10], 3.0f, lineColor);
+ }
+ else
+ {
+ // Draw <
+ DrawLineEx(lineCoords[0], lineCoords[1], 3.0f, lineColor);
+ DrawLineEx(lineCoords[0], lineCoords[2], 3.0f, lineColor);
+
+ // Draw >
+ DrawLineEx(lineCoords[3], lineCoords[4], 3.0f, lineColor);
+ DrawLineEx(lineCoords[5], lineCoords[4], 3.0f, lineColor);
+ }
+ }
+ //--------------------------------------------------------------------
+
+ return value;
+}
+
+// List Element control, returns element state
+static bool GuiListElement(Rectangle bounds, const char *text, bool active, bool editMode)
+{
+ GuiControlState state = guiState;
+
+ if (!guiLocked && editMode) state = GUI_STATE_NORMAL;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (!active)
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = GUI_STATE_PRESSED;
+ else state = GUI_STATE_FOCUSED;
+ }
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) active = !active;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ // Draw element rectangle
+ switch (state)
+ {
+ case GUI_STATE_NORMAL:
+ {
+ if (active)
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+ }
+ } break;
+ case GUI_STATE_FOCUSED:
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), guiAlpha));
+ } break;
+ case GUI_STATE_PRESSED:
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), guiAlpha));
+ } break;
+ case GUI_STATE_DISABLED:
+ {
+ if (active)
+ {
+ DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)), guiAlpha));
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), guiAlpha));
+ }
+ } break;
+ default: break;
+ }
+
+ // Draw text depending on state
+ if (state == GUI_STATE_NORMAL) GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, active? TEXT_COLOR_PRESSED : TEXT_COLOR_NORMAL)), guiAlpha));
+ else if (state == GUI_STATE_DISABLED) GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, active? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)), guiAlpha));
+ else GuiDrawText(text, GetTextBounds(DEFAULT, bounds), GuiGetStyle(DEFAULT, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(LISTVIEW, TEXT + state*3)), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return active;
+}
+
+// List View control
+RAYGUIDEF bool GuiListView(Rectangle bounds, const char *text, int *active, int *scrollIndex, bool editMode)
+{
+ bool result = 0;
+
+ int count = 0;
+ const char **textList = GuiTextSplit(text, &count, NULL);
+
+ result = GuiListViewEx(bounds, textList, count, NULL, active, NULL, scrollIndex, editMode);
+
+ return result;
+}
+
+// List View control extended parameters
+// NOTE: Elements could be disabled individually and focused element could be obtained:
+// int *enabled defines an array with enabled elements inside the list
+// int *focus returns focused element (may be not pressed)
+RAYGUIDEF bool GuiListViewEx(Rectangle bounds, const char **text, int count, int *enabled, int *active, int *focus, int *scrollIndex, bool editMode)
+{
+ GuiControlState state = guiState;
+ bool pressed = false;
+
+ int focusElement = -1;
+ int startIndex = (scrollIndex == NULL)? 0 : *scrollIndex;
+ bool useScrollBar = true;
+ bool pressedKey = false;
+
+ int visibleElements = bounds.height/(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING));
+ if ((startIndex < 0) || (startIndex > count - visibleElements)) startIndex = 0;
+ int endIndex = startIndex + visibleElements;
+
+ int auxActive = *active;
+
+ float barHeight = bounds.height;
+ float minBarHeight = 10;
+
+ // Update control
+ //--------------------------------------------------------------------
+ // All the elements fit inside ListView and dont need scrollbar.
+ if (visibleElements >= count)
+ {
+ useScrollBar = false;
+ startIndex = 0;
+ endIndex = count;
+ }
+
+ // Calculate position X and width to draw each element.
+ int posX = bounds.x + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+ int elementWidth = bounds.width - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+
+ if (useScrollBar)
+ {
+ posX = GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE? posX + GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : posX;
+ elementWidth = bounds.width - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) - 2*GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ }
+
+ Rectangle scrollBarRect = { bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+ if (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_RIGHT_SIDE) scrollBarRect.x = posX + elementWidth + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING);
+
+ // Area without the scrollbar
+ Rectangle viewArea = { posX, bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), elementWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) };
+
+ if ((state != GUI_STATE_DISABLED) && !guiLocked) // && !guiLocked
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (editMode)
+ {
+ state = GUI_STATE_PRESSED;
+
+ // Change active with keys
+ if (IsKeyPressed(KEY_UP))
+ {
+ if (auxActive > 0)
+ {
+ auxActive--;
+ if ((useScrollBar) && (auxActive < startIndex)) startIndex--;
+ }
+
+ pressedKey = true;
+ }
+ else if (IsKeyPressed(KEY_DOWN))
+ {
+ if (auxActive < count - 1)
+ {
+ auxActive++;
+ if ((useScrollBar) && (auxActive >= endIndex)) startIndex++;
+ }
+
+ pressedKey = true;
+ }
+
+ if (useScrollBar)
+ {
+ endIndex = startIndex + visibleElements;
+ if (CheckCollisionPointRec(mousePoint, viewArea))
+ {
+ int wheel = GetMouseWheelMove();
+
+ if (wheel < 0 && endIndex < count) startIndex -= wheel;
+ else if (wheel > 0 && startIndex > 0) startIndex -= wheel;
+ }
+
+ if (pressedKey)
+ {
+ pressedKey = false;
+ if ((auxActive < startIndex) || (auxActive >= endIndex)) startIndex = auxActive;
+ }
+
+ if (startIndex < 0) startIndex = 0;
+ else if (startIndex > (count - (endIndex - startIndex)))
+ {
+ startIndex = count - (endIndex - startIndex);
+ }
+
+ endIndex = startIndex + visibleElements;
+
+ if (endIndex > count) endIndex = count;
+ }
+ }
+
+ if (!editMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, viewArea))
+ {
+ state = GUI_STATE_FOCUSED;
+ if (IsMouseButtonPressed(0)) pressed = true;
+
+ startIndex -= GetMouseWheelMove();
+
+ if (startIndex < 0) startIndex = 0;
+ else if (startIndex > (count - (endIndex - startIndex)))
+ {
+ startIndex = count - (endIndex - startIndex);
+ }
+
+ pressed = true;
+ }
+ }
+ else
+ {
+ if (!CheckCollisionPointRec(mousePoint, viewArea))
+ {
+ if (IsMouseButtonPressed(0) || (GetMouseWheelMove() != 0)) pressed = true;
+ }
+ }
+
+ // Get focused element
+ for (int i = startIndex; i < endIndex; i++)
+ {
+ if (CheckCollisionPointRec(mousePoint, (Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }))
+ {
+ focusElement = i;
+ }
+ }
+ }
+
+ const int slider = GuiGetStyle(SCROLLBAR, SLIDER_SIZE); // Save default slider size
+
+ // Calculate percentage of visible elements and apply same percentage to scrollbar
+ if (useScrollBar)
+ {
+ float percentVisible = (endIndex - startIndex)*100/count;
+ barHeight *= percentVisible/100;
+
+ if (barHeight < minBarHeight) barHeight = minBarHeight;
+ else if (barHeight > bounds.height) barHeight = bounds.height;
+
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, barHeight); // Change slider size
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ DrawRectangleRec(bounds, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
+
+ // Draw scrollBar
+ if (useScrollBar)
+ {
+ const int scrollSpeed = GuiGetStyle(SCROLLBAR, SCROLL_SPEED); // Save default scroll speed
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, count - visibleElements); // Hack to make the spinner buttons work
+
+ int index = scrollIndex != NULL? *scrollIndex : startIndex;
+ index = GuiScrollBar(scrollBarRect, index, 0, count - visibleElements);
+
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, scrollSpeed); // Reset scroll speed to default
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, slider); // Reset slider size to default
+
+ // FIXME: Quick hack to make this thing work, think of a better way
+ if (scrollIndex != NULL && CheckCollisionPointRec(GetMousePosition(), scrollBarRect) && IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ startIndex = index;
+ if (startIndex < 0) startIndex = 0;
+ if (startIndex > (count - (endIndex - startIndex)))
+ {
+ startIndex = count - (endIndex - startIndex);
+ }
+
+ endIndex = startIndex + visibleElements;
+
+ if (endIndex > count) endIndex = count;
+ }
+ }
+
+ DrawRectangleLinesEx(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), Fade(GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), guiAlpha));
+
+ // Draw ListView states
+ switch (state)
+ {
+ case GUI_STATE_NORMAL:
+ {
+ for (int i = startIndex; i < endIndex; i++)
+ {
+ if ((enabled != NULL) && (enabled[i] == 0))
+ {
+ GuiDisable();
+ GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ GuiEnable();
+ }
+ else if (i == auxActive)
+ {
+ GuiDisable();
+ GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+ GuiEnable();
+ }
+ else GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ }
+ } break;
+ case GUI_STATE_FOCUSED:
+ {
+ for (int i = startIndex; i < endIndex; i++)
+ {
+ if ((enabled != NULL) && (enabled[i] == 0))
+ {
+ GuiDisable();
+ GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ GuiEnable();
+ }
+ else if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+ else GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ }
+ } break;
+ case GUI_STATE_PRESSED:
+ {
+ for (int i = startIndex; i < endIndex; i++)
+ {
+ if ((enabled != NULL) && (enabled[i] == 0))
+ {
+ GuiDisable();
+ GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ GuiEnable();
+ }
+ else if ((i == auxActive) && editMode)
+ {
+ if (GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, true) == false) auxActive = -1;
+ }
+ else
+ {
+ if (GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, true) == true) auxActive = i;
+ }
+ }
+ } break;
+ case GUI_STATE_DISABLED:
+ {
+ for (int i = startIndex; i < endIndex; i++)
+ {
+ if (i == auxActive) GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], true, false);
+ else GuiListElement((Rectangle){ posX, bounds.y + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING) + GuiGetStyle(DEFAULT, BORDER_WIDTH) + (i - startIndex)*(GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) + GuiGetStyle(LISTVIEW, ELEMENTS_PADDING)), elementWidth, GuiGetStyle(LISTVIEW, ELEMENTS_HEIGHT) }, text[i], false, false);
+ }
+ } break;
+ default: break;
+ }
+ //--------------------------------------------------------------------
+
+ if (scrollIndex != NULL) *scrollIndex = startIndex;
+ if (focus != NULL) *focus = focusElement;
+ *active = auxActive;
+
+ return pressed;
+}
+
+// Color Panel control
+RAYGUIDEF Color GuiColorPanel(Rectangle bounds, Color color)
+{
+ GuiControlState state = guiState;
+ Vector2 pickerSelector = { 0 };
+
+ Vector3 vcolor = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
+ Vector3 hsv = ConvertRGBtoHSV(vcolor);
+
+ pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation
+ pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value
+
+ Vector3 maxHue = { hsv.x, 1.0f, 1.0f };
+ Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
+ Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
+ (unsigned char)(255.0f*rgbHue.y),
+ (unsigned char)(255.0f*rgbHue.z), 255 };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = GUI_STATE_PRESSED;
+ pickerSelector = mousePoint;
+
+ // Calculate color from picker
+ Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
+
+ colorPick.x /= (float)bounds.width; // Get normalized value on x
+ colorPick.y /= (float)bounds.height; // Get normalized value on y
+
+ hsv.y = colorPick.x;
+ hsv.z = 1.0f - colorPick.y;
+
+ Vector3 rgb = ConvertHSVtoRGB(hsv);
+
+ // NOTE: Vector3ToColor() only available on raylib 1.8.1
+ color = (Color){ (unsigned char)(255.0f*rgb.x),
+ (unsigned char)(255.0f*rgb.y),
+ (unsigned char)(255.0f*rgb.z),
+ (unsigned char)(255.0f*(float)color.a/255.0f) };
+
+ }
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state != GUI_STATE_DISABLED)
+ {
+ DrawRectangleGradientEx(bounds, Fade(WHITE, guiAlpha), Fade(WHITE, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
+ DrawRectangleGradientEx(bounds, Fade(BLACK, 0), Fade(BLACK, guiAlpha), Fade(BLACK, guiAlpha), Fade(BLACK, 0));
+
+ // Draw color picker: selector
+ DrawRectangle(pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), Fade(WHITE, guiAlpha));
+ }
+ else
+ {
+ DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(BLACK, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
+ }
+
+ DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return color;
+}
+
+// Color Bar Alpha control
+// NOTE: Returns alpha value normalized [0..1]
+RAYGUIDEF float GuiColorBarAlpha(Rectangle bounds, float alpha)
+{
+ #define COLORBARALPHA_CHECKED_SIZE 10
+
+ GuiControlState state = guiState;
+ Rectangle selector = { bounds.x + alpha*bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT), bounds.height + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2 };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds) ||
+ CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = GUI_STATE_PRESSED;
+ selector.x = mousePoint.x - selector.width/2;
+
+ alpha = (mousePoint.x - bounds.x)/bounds.width;
+ if (alpha <= 0.0f) alpha = 0.0f;
+ if (alpha >= 1.0f) alpha = 1.0f;
+ //selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
+ }
+ else state = GUI_STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ // Draw alpha bar: checked background
+ if (state != GUI_STATE_DISABLED)
+ {
+ for (int i = 0; i < bounds.width/COLORBARALPHA_CHECKED_SIZE; i++) DrawRectangle(bounds.x + COLORBARALPHA_CHECKED_SIZE*(i%((int)bounds.width/COLORBARALPHA_CHECKED_SIZE)), bounds.y, bounds.width/(bounds.width/COLORBARALPHA_CHECKED_SIZE), COLORBARALPHA_CHECKED_SIZE, (i%2)? Fade(Fade(GRAY, 0.4f), guiAlpha) : Fade(Fade(RAYWHITE, 0.4f), guiAlpha));
+ for (int i = 0; i < bounds.width/COLORBARALPHA_CHECKED_SIZE; i++) DrawRectangle(bounds.x + COLORBARALPHA_CHECKED_SIZE*(i%((int)bounds.width/COLORBARALPHA_CHECKED_SIZE)), bounds.y + COLORBARALPHA_CHECKED_SIZE, bounds.width/(bounds.width/COLORBARALPHA_CHECKED_SIZE), COLORBARALPHA_CHECKED_SIZE, (i%2)? Fade(Fade(RAYWHITE, 0.4f), guiAlpha) : Fade(Fade(GRAY, 0.4f), guiAlpha));
+ DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade((Color){ 255,255,255,0 }, guiAlpha), Fade((Color){ 0,0,0,255 }, guiAlpha));
+ }
+ else DrawRectangleGradientH(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+
+ DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+
+ switch (state)
+ {
+ case GUI_STATE_NORMAL: DrawRectangle(selector.x , selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha)); break;
+ case GUI_STATE_FOCUSED: DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_FOCUSED)), guiAlpha)); break;
+ case GUI_STATE_PRESSED: DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_PRESSED)), guiAlpha)); break;
+ case GUI_STATE_DISABLED: DrawRectangleRec(selector, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha)); break;
+ default: break;
+ }
+ //--------------------------------------------------------------------
+
+ return alpha;
+}
+
+// Color Bar Hue control
+// NOTE: Returns hue value normalized [0..1]
+RAYGUIDEF float GuiColorBarHue(Rectangle bounds, float hue)
+{
+ GuiControlState state = guiState;
+ Rectangle selector = { bounds.x - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.y + hue/360.0f*bounds.height - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), bounds.width + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)*2, GuiGetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds) ||
+ CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = GUI_STATE_PRESSED;
+ selector.y = mousePoint.y - selector.height/2;
+
+ hue = (mousePoint.y - bounds.y)*360/bounds.height;
+ if (hue <= 0.0f) hue = 0.0f;
+ if (hue >= 359.0f) hue = 359.0f;
+
+ }
+ else state = GUI_STATE_FOCUSED;
+
+ /*if (IsKeyDown(KEY_UP))
+ {
+ hue -= 2.0f;
+ if (hue <= 0.0f) hue = 0.0f;
+ }
+ else if (IsKeyDown(KEY_DOWN))
+ {
+ hue += 2.0f;
+ if (hue >= 360.0f) hue = 360.0f;
+ }*/
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state != GUI_STATE_DISABLED)
+ {
+ // Draw hue bar:color bars
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,0,0,255 }, guiAlpha), Fade((Color){ 255,255,0,255 }, guiAlpha));
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + (int)bounds.height/6 + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 255,255,0,255 }, guiAlpha), Fade((Color){ 0,255,0,255 }, guiAlpha));
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 2*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,0,255 }, guiAlpha), Fade((Color){ 0,255,255,255 }, guiAlpha));
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 3*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,255,255,255 }, guiAlpha), Fade((Color){ 0,0,255,255 }, guiAlpha));
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 4*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6, Fade((Color){ 0,0,255,255 }, guiAlpha), Fade((Color){ 255,0,255,255 }, guiAlpha));
+ DrawRectangleGradientV(bounds.x + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.y + 5*((int)bounds.height/6) + GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING)/2, bounds.width - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), (int)bounds.height/6 - GuiGetStyle(COLORPICKER, BAR_SELECTOR_PADDING), Fade((Color){ 255,0,255,255 }, guiAlpha), Fade((Color){ 255,0,0,255 }, guiAlpha));
+ }
+ else
+ {
+ DrawRectangleGradientV(bounds.x, bounds.y, bounds.width, bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+ }
+
+ // Draw hue bar: selector
+ DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), guiAlpha));
+ DrawRectangle(selector.x, selector.y, selector.width, selector.height, Fade(GetColor(GuiGetStyle(COLORPICKER, (state == GUI_STATE_NORMAL)? BORDER_COLOR_PRESSED : (BORDER + state*3))), guiAlpha));
+ //--------------------------------------------------------------------
+
+ return hue;
+}
+
+// TODO: Color GuiColorBarSat() [WHITE->color]
+// TODO: Color GuiColorBarValue() [BLACK->color], HSV / HSL
+// TODO: float GuiColorBarLuminance() [BLACK->WHITE]
+
+// Color Picker control
+// NOTE: It's divided in multiple controls:
+// Color GuiColorPanel() - Color select panel
+// float GuiColorBarAlpha(Rectangle bounds, float alpha)
+// float GuiColorBarHue(Rectangle bounds, float value)
+// NOTE: bounds define GuiColorPanel() size
+RAYGUIDEF Color GuiColorPicker(Rectangle bounds, Color color)
+{
+ color = GuiColorPanel(bounds, color);
+
+ Rectangle boundsHue = { bounds.x + bounds.width + GuiGetStyle(COLORPICKER, BAR_PADDING), bounds.y, GuiGetStyle(COLORPICKER, BAR_WIDTH), bounds.height };
+ //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
+
+ Vector3 hsv = ConvertRGBtoHSV((Vector3){ color.r/255.0f, color.g/255.0f, color.b/255.0f });
+ hsv.x = GuiColorBarHue(boundsHue, hsv.x);
+ //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
+ Vector3 rgb = ConvertHSVtoRGB(hsv);
+ color = (Color){ (unsigned char)(rgb.x*255.0f), (unsigned char)(rgb.y*255.0f), (unsigned char)(rgb.z*255.0f), color.a };
+
+ return color;
+}
+
+// Message Box control
+RAYGUIDEF int GuiMessageBox(Rectangle bounds, const char *windowTitle, const char *message, const char *buttons)
+{
+ #define MESSAGEBOX_BUTTON_HEIGHT 24
+ #define MESSAGEBOX_BUTTON_PADDING 10
+
+ int clicked = -1; // Returns clicked button from buttons list, 0 refers to closed window button
+
+ int buttonsCount = 0;
+ const char **buttonsText = GuiTextSplit(buttons, &buttonsCount, NULL);
+
+ Vector2 textSize = MeasureTextEx(guiFont, message, GuiGetStyle(DEFAULT, TEXT_SIZE), 1);
+
+ Rectangle textBounds = { 0 };
+ textBounds.x = bounds.x + bounds.width/2 - textSize.x/2;
+ textBounds.y = bounds.y + WINDOW_STATUSBAR_HEIGHT + (bounds.height - WINDOW_STATUSBAR_HEIGHT)/4 - textSize.y/2;
+ textBounds.width = textSize.x;
+ textBounds.height = textSize.y;
+
+ Rectangle buttonBounds = { 0 };
+ buttonBounds.x = bounds.x + MESSAGEBOX_BUTTON_PADDING;
+ buttonBounds.y = bounds.y + bounds.height/2 + bounds.height/4 - MESSAGEBOX_BUTTON_HEIGHT/2;
+ buttonBounds.width = (bounds.width - MESSAGEBOX_BUTTON_PADDING*(buttonsCount + 1))/buttonsCount;
+ buttonBounds.height = MESSAGEBOX_BUTTON_HEIGHT;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (GuiWindowBox(bounds, windowTitle)) clicked = 0;
+
+ int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+ GuiLabel(textBounds, message);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
+
+ prevTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+ for (int i = 0; i < buttonsCount; i++)
+ {
+ if (GuiButton(buttonBounds, buttonsText[i])) clicked = i + 1;
+ buttonBounds.x += (buttonBounds.width + MESSAGEBOX_BUTTON_PADDING);
+ }
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment);
+ //--------------------------------------------------------------------
+
+ return clicked;
+}
+
+// Grid control
+// NOTE: Returns grid mouse-hover selected cell
+// About drawing lines at subpixel spacing, simple put, not easy solution:
+// https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster
+RAYGUIDEF Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs)
+{
+ #define GRID_COLOR_ALPHA 0.15f // Grid lines alpha amount
+
+ GuiControlState state = guiState;
+ Vector2 mousePoint = GetMousePosition();
+ Vector2 currentCell = { -1, -1 };
+
+ int linesV = ((int)(bounds.width/spacing) + 1)*subdivs;
+ int linesH = ((int)(bounds.height/spacing) + 1)*subdivs;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != GUI_STATE_DISABLED) && !guiLocked)
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ currentCell.x = (int)((mousePoint.x - bounds.x)/spacing);
+ currentCell.y = (int)((mousePoint.y - bounds.y)/spacing);
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ switch (state)
+ {
+ case GUI_STATE_NORMAL:
+ {
+ // Draw vertical grid lines
+ for (int i = 0; i < linesV; i++)
+ {
+ DrawRectangleRec((Rectangle){ bounds.x + spacing*i, bounds.y, 1, bounds.height }, ((i%subdivs) == 0)? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA));
+ }
+
+ // Draw horizontal grid lines
+ for (int i = 0; i < linesH; i++)
+ {
+ DrawRectangleRec((Rectangle){ bounds.x, bounds.y + spacing*i, bounds.width, 1 }, ((i%subdivs) == 0)? Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA*4) : Fade(GetColor(GuiGetStyle(DEFAULT, LINE_COLOR)), GRID_COLOR_ALPHA));
+ }
+
+ } break;
+ default: break;
+ }
+
+ return currentCell;
+}
+
+//----------------------------------------------------------------------------------
+// Styles loading functions
+//----------------------------------------------------------------------------------
+
+// Load raygui style file (.rgs)
+RAYGUIDEF void GuiLoadStyle(const char *fileName)
+{
+ FILE *rgsFile = fopen(fileName, "rb");
+
+ if (rgsFile != NULL)
+ {
+ unsigned int value = 0;
+
+ char signature[5] = "";
+ short version = 0;
+ short numControls = 0;
+ short numPropsDefault = 0;
+ short numPropsExtended = 0;
+
+ fread(signature, 1, 4, rgsFile);
+ fread(&version, 1, sizeof(short), rgsFile);
+ fread(&numControls, 1, sizeof(short), rgsFile);
+ fread(&numPropsDefault, 1, sizeof(short), rgsFile);
+ fread(&numPropsExtended, 1, sizeof(short), rgsFile);
+
+ if ((signature[0] == 'r') &&
+ (signature[1] == 'G') &&
+ (signature[2] == 'S') &&
+ (signature[3] == ' '))
+ {
+ for (int i = 0; i < NUM_CONTROLS; i++)
+ {
+ for (int j = 0; j < NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED; j++)
+ {
+ fread(&value, 1, sizeof(unsigned int), rgsFile);
+ GuiSetStyle(i, j, value);
+ }
+ }
+
+ // Font loading is highly dependant on raylib API to load font data and image
+ // TODO: Find some mechanism to support it in standalone mode
+
+#if !defined(RAYGUI_STANDALONE)
+ // Load custom font if available
+ int fontDataSize = 0;
+ fwrite(&fontDataSize, 1, sizeof(int), rgsFile);
+
+ if (fontDataSize > 0)
+ {
+ Font font = { 0 };
+ int fontType = 0; // 0-Normal, 1-SDF
+ Rectangle whiteRec = { 0 };
+
+ fread(&font.baseSize, 1, sizeof(int), rgsFile);
+ fread(&font.charsCount, 1, sizeof(int), rgsFile);
+ fread(&fontType, 1, sizeof(int), rgsFile);
+
+ // Load font white rectangle
+ fread(&whiteRec, 1, sizeof(Rectangle), rgsFile);
+
+ // Load font image parameters
+ int fontImageSize = 0;
+ fread(&fontImageSize, 1, sizeof(int), rgsFile);
+
+ if (fontImageSize > 0)
+ {
+ Image imFont = { 0 };
+ imFont.mipmaps = 1;
+ fread(&imFont.width, 1, sizeof(int), rgsFile);
+ fread(&imFont.height, 1, sizeof(int), rgsFile);
+ fread(&imFont.format, 1, sizeof(int), rgsFile);
+ fread(&imFont.data, 1, fontImageSize, rgsFile);
+
+ font.texture = LoadTextureFromImage(imFont);
+ UnloadImage(imFont);
+ }
+
+ // Load font chars data
+ font.chars = (CharInfo *)calloc(font.charsCount, sizeof(CharInfo));
+ for (int i = 0; i < font.charsCount; i++)
+ {
+ fread(&font.chars[i].rec, 1, sizeof(Rectangle), rgsFile);
+ fread(&font.chars[i].value, 1, sizeof(int), rgsFile);
+ fread(&font.chars[i].offsetX, 1, sizeof(int), rgsFile);
+ fread(&font.chars[i].offsetY, 1, sizeof(int), rgsFile);
+ fread(&font.chars[i].advanceX, 1, sizeof(int), rgsFile);
+ }
+
+ GuiFont(font);
+
+ // Set font texture source rectangle to be used as white texture to draw shapes
+ // NOTE: This way, all gui can be draw using a single draw call
+ if ((whiteRec.width != 0) && (whiteRec.height != 0)) SetShapesTexture(font.texture, whiteRec);
+ }
+#endif
+ }
+
+ fclose(rgsFile);
+ }
+}
+
+// Load style from a palette values array
+RAYGUIDEF void GuiLoadStyleProps(const int *props, int count)
+{
+ int completeSets = count/(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+ int uncompleteSetProps = count%(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED);
+
+ // Load style palette values from array (complete property sets)
+ for (int i = 0; i < completeSets; i++)
+ {
+ for (int j = 0; j < (NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED); i++) GuiSetStyle(i, j, props[i]);
+ }
+
+ // Load style palette values from array (uncomplete property set)
+ for (int k = 0; k < uncompleteSetProps; k++) GuiSetStyle(completeSets, k, props[completeSets*(NUM_PROPS_DEFAULT + NUM_PROPS_EXTENDED) + k]);
+}
+
+// Load style default over global style
+RAYGUIDEF void GuiLoadStyleDefault(void)
+{
+ // We set this variable first to avoid cyclic function calls
+ // when calling GuiSetStyle() and GuiGetStyle()
+ guiStyleLoaded = true;
+
+ // Initialize default LIGHT style property values
+ GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, 0x5bb2d9ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, 0xc9effeff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, 0x6c9bbcff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, 0x0492c7ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, 0x97e8ffff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, 0x368bafff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff);
+ GuiSetStyle(DEFAULT, BORDER_WIDTH, 1);
+ GuiSetStyle(DEFAULT, INNER_PADDING, 1);
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
+
+ // Populate all controls with default style
+ for (int i = 1; i < NUM_CONTROLS; i++)
+ {
+ for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+ }
+
+ // Initialize extended property values
+ // NOTE: By default, extended property values are initialized to 0
+ GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
+ GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+ GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property
+ GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property
+
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+ GuiSetStyle(BUTTON, INNER_PADDING, 4);
+ GuiSetStyle(TOGGLE, GROUP_PADDING, 2);
+ GuiSetStyle(SLIDER, SLIDER_WIDTH, 15);
+ GuiSetStyle(SLIDER, TEXT_PADDING, 5);
+ GuiSetStyle(CHECKBOX, CHECK_TEXT_PADDING, 5);
+ GuiSetStyle(COMBOBOX, SELECTOR_WIDTH, 30);
+ GuiSetStyle(COMBOBOX, SELECTOR_PADDING, 2);
+ GuiSetStyle(DROPDOWNBOX, ARROW_RIGHT_PADDING, 16);
+ GuiSetStyle(TEXTBOX, INNER_PADDING, 4);
+ GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
+ GuiSetStyle(TEXTBOX, MULTILINE_PADDING, 5);
+ GuiSetStyle(TEXTBOX, SPINNER_BUTTON_WIDTH, 20); // SPINNER specific property
+ GuiSetStyle(TEXTBOX, SPINNER_BUTTON_PADDING, 2); // SPINNER specific property
+ GuiSetStyle(TEXTBOX, SPINNER_BUTTON_BORDER_WIDTH, 1); // SPINNER specific property
+ //GuiSetStyle(VALUEBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER); // TODO.
+ GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 6);
+ GuiSetStyle(COLORPICKER, BAR_WIDTH, 0x14);
+ GuiSetStyle(COLORPICKER, BAR_PADDING, 0xa);
+ GuiSetStyle(COLORPICKER, BAR_SELECTOR_HEIGHT, 6);
+ GuiSetStyle(COLORPICKER, BAR_SELECTOR_PADDING, 2);
+ GuiSetStyle(LISTVIEW, ELEMENTS_HEIGHT, 0x1e);
+ GuiSetStyle(LISTVIEW, ELEMENTS_PADDING, 2);
+ GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 10);
+ GuiSetStyle(LISTVIEW, SCROLLBAR_SIDE, SCROLLBAR_RIGHT_SIDE);
+ GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0);
+ GuiSetStyle(SCROLLBAR, SHOW_SPINNER_BUTTONS, 0);
+ GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6);
+ GuiSetStyle(SCROLLBAR, INNER_PADDING, 0);
+ GuiSetStyle(SCROLLBAR, SLIDER_PADDING, 0);
+ GuiSetStyle(SCROLLBAR, SLIDER_SIZE, 16);
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 10);
+}
+
+// Updates controls style with default values
+RAYGUIDEF void GuiUpdateStyleComplete(void)
+{
+ // Populate all controls with default style
+ // NOTE: Extended style properties are ignored
+ for (int i = 1; i < NUM_CONTROLS; i++)
+ {
+ for (int j = 0; j < NUM_PROPS_DEFAULT; j++) GuiSetStyle(i, j, GuiGetStyle(DEFAULT, j));
+ }
+}
+
+// Get text with icon id prepended
+// NOTE: Useful to add icons by name id (enum) instead of
+// a number that can change between ricon versions
+RAYGUIDEF const char *GuiIconText(int iconId, const char *text)
+{
+ static char buffer[1024] = { 0 };
+ memset(buffer, 0, 1024);
+
+ sprintf(buffer, "#%03i#", iconId);
+
+ if (text != NULL)
+ {
+ for (int i = 5; i < 1024; i++)
+ {
+ buffer[i] = text[i - 5];
+ if (text[i - 5] == '\0') break;
+ }
+ }
+
+ return buffer;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Split controls text into multiple strings
+// Also check for multiple columns (required by GuiToggleGroup())
+static const char **GuiTextSplit(const char *text, int *count, int *textRow)
+{
+ // NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
+ // inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
+ // all used memory is static... it has some limitations:
+ // 1. Maximum number of possible split strings is set by MAX_SUBSTRINGS_COUNT
+ // 2. Maximum size of text to split is MAX_TEXT_BUFFER_LENGTH
+
+ #define MAX_TEXT_BUFFER_LENGTH 1024
+ #define MAX_SUBSTRINGS_COUNT 64
+
+ static const char *result[MAX_SUBSTRINGS_COUNT] = { NULL };
+ static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 };
+ memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH);
+
+ result[0] = buffer;
+ int counter = 1;
+
+ if (textRow != NULL) textRow[0] = 0;
+
+ // Count how many substrings we have on text and point to every one
+ for (int i = 0; i < MAX_TEXT_BUFFER_LENGTH; i++)
+ {
+ buffer[i] = text[i];
+ if (buffer[i] == '\0') break;
+ else if ((buffer[i] == ';') || (buffer[i] == '\n'))
+ {
+ result[counter] = buffer + i + 1;
+
+ if (textRow != NULL)
+ {
+ if (buffer[i] == '\n') textRow[counter] = textRow[counter - 1] + 1;
+ else textRow[counter] = textRow[counter - 1];
+ }
+
+ buffer[i] = '\0'; // Set an end of string at this point
+
+ counter++;
+ if (counter == MAX_SUBSTRINGS_COUNT) break;
+ }
+ }
+
+ *count = counter;
+
+ return result;
+}
+
+// Convert color data from RGB to HSV
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertRGBtoHSV(Vector3 rgb)
+{
+ Vector3 hsv = { 0.0f };
+ float min = 0.0f;
+ float max = 0.0f;
+ float delta = 0.0f;
+
+ min = (rgb.x < rgb.y)? rgb.x : rgb.y;
+ min = (min < rgb.z)? min : rgb.z;
+
+ max = (rgb.x > rgb.y)? rgb.x : rgb.y;
+ max = (max > rgb.z)? max : rgb.z;
+
+ hsv.z = max; // Value
+ delta = max - min;
+
+ if (delta < 0.00001f)
+ {
+ hsv.y = 0.0f;
+ hsv.x = 0.0f; // Undefined, maybe NAN?
+ return hsv;
+ }
+
+ if (max > 0.0f)
+ {
+ // NOTE: If max is 0, this divide would cause a crash
+ hsv.y = (delta/max); // Saturation
+ }
+ else
+ {
+ // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
+ hsv.y = 0.0f;
+ hsv.x = 0.0f; // Undefined, maybe NAN?
+ return hsv;
+ }
+
+ // NOTE: Comparing float values could not work properly
+ if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
+ else
+ {
+ if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
+ else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
+ }
+
+ hsv.x *= 60.0f; // Convert to degrees
+
+ if (hsv.x < 0.0f) hsv.x += 360.0f;
+
+ return hsv;
+}
+
+// Convert color data from HSV to RGB
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertHSVtoRGB(Vector3 hsv)
+{
+ Vector3 rgb = { 0.0f };
+ float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
+ long i = 0;
+
+ // NOTE: Comparing float values could not work properly
+ if (hsv.y <= 0.0f)
+ {
+ rgb.x = hsv.z;
+ rgb.y = hsv.z;
+ rgb.z = hsv.z;
+ return rgb;
+ }
+
+ hh = hsv.x;
+ if (hh >= 360.0f) hh = 0.0f;
+ hh /= 60.0f;
+
+ i = (long)hh;
+ ff = hh - i;
+ p = hsv.z*(1.0f - hsv.y);
+ q = hsv.z*(1.0f - (hsv.y*ff));
+ t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
+
+ switch (i)
+ {
+ case 0:
+ {
+ rgb.x = hsv.z;
+ rgb.y = t;
+ rgb.z = p;
+ } break;
+ case 1:
+ {
+ rgb.x = q;
+ rgb.y = hsv.z;
+ rgb.z = p;
+ } break;
+ case 2:
+ {
+ rgb.x = p;
+ rgb.y = hsv.z;
+ rgb.z = t;
+ } break;
+ case 3:
+ {
+ rgb.x = p;
+ rgb.y = q;
+ rgb.z = hsv.z;
+ } break;
+ case 4:
+ {
+ rgb.x = t;
+ rgb.y = p;
+ rgb.z = hsv.z;
+ } break;
+ case 5:
+ default:
+ {
+ rgb.x = hsv.z;
+ rgb.y = p;
+ rgb.z = q;
+ } break;
+ }
+
+ return rgb;
+}
+
+#if defined(RAYGUI_STANDALONE)
+// Returns a Color struct from hexadecimal value
+static Color GetColor(int hexValue)
+{
+ Color color;
+
+ color.r = (unsigned char)(hexValue >> 24) & 0xFF;
+ color.g = (unsigned char)(hexValue >> 16) & 0xFF;
+ color.b = (unsigned char)(hexValue >> 8) & 0xFF;
+ color.a = (unsigned char)hexValue & 0xFF;
+
+ return color;
+}
+
+// Returns hexadecimal value for a Color
+static int ColorToInt(Color color)
+{
+ return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
+}
+
+// Check if point is inside rectangle
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+ bool collision = false;
+
+ if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) &&
+ (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+ return collision;
+}
+
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+static Color Fade(Color color, float alpha)
+{
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
+
+ return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
+}
+
+// Formatting of text with variables to 'embed'
+static const char *TextFormat(const char *text, ...)
+{
+ #define MAX_FORMATTEXT_LENGTH 64
+
+ static char buffer[MAX_FORMATTEXT_LENGTH];
+
+ va_list args;
+ va_start(args, text);
+ vsprintf(buffer, text, args);
+ va_end(args);
+
+ return buffer;
+}
+#endif // RAYGUI_STANDALONE
+
+#endif // RAYGUI_IMPLEMENTATION
diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c
new file mode 100644
index 00000000..6b27c9dd
--- /dev/null
+++ b/examples/shapes/shapes_bouncing_ball.c
@@ -0,0 +1,76 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - bouncing ball
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //---------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
+
+ Vector2 ballPosition = { GetScreenWidth()/2, GetScreenHeight()/2 };
+ Vector2 ballSpeed = { 5.0f, 4.0f };
+ int ballRadius = 20;
+
+ bool pause = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60);
+ //----------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //-----------------------------------------------------
+ if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+
+ if (!pause)
+ {
+ ballPosition.x += ballSpeed.x;
+ ballPosition.y += ballSpeed.y;
+
+ // Check walls collision for bouncing
+ if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
+ if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
+ }
+ else framesCounter++;
+ //-----------------------------------------------------
+
+ // Draw
+ //-----------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawCircleV(ballPosition, ballRadius, MAROON);
+ DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+
+ // On pause, we draw a blinking message
+ if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //-----------------------------------------------------
+ }
+
+ // De-Initialization
+ //---------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //----------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_bouncing_ball.png b/examples/shapes/shapes_bouncing_ball.png
new file mode 100644
index 00000000..9d98e3a8
--- /dev/null
+++ b/examples/shapes/shapes_bouncing_ball.png
Binary files differ
diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c
new file mode 100644
index 00000000..e61623ab
--- /dev/null
+++ b/examples/shapes/shapes_collision_area.c
@@ -0,0 +1,108 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - collision area
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <stdlib.h> // Required for abs()
+
+int main()
+{
+ // Initialization
+ //---------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
+
+ // Box A: Moving box
+ Rectangle boxA = { 10, GetScreenHeight()/2 - 50, 200, 100 };
+ int boxASpeedX = 4;
+
+ // Box B: Mouse moved box
+ Rectangle boxB = { GetScreenWidth()/2 - 30, GetScreenHeight()/2 - 30, 60, 60 };
+
+ Rectangle boxCollision = { 0 }; // Collision rectangle
+
+ int screenUpperLimit = 40; // Top menu limits
+
+ bool pause = false; // Movement pause
+ bool collision = false; // Collision detection
+
+ SetTargetFPS(60);
+ //----------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //-----------------------------------------------------
+ // Move box if not paused
+ if (!pause) boxA.x += boxASpeedX;
+
+ // Bounce box on x screen limits
+ if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
+
+ // Update player-controlled-box (box02)
+ boxB.x = GetMouseX() - boxB.width/2;
+ boxB.y = GetMouseY() - boxB.height/2;
+
+ // Make sure Box B does not go out of move area limits
+ if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
+ else if (boxB.x <= 0) boxB.x = 0;
+
+ if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
+ else if (boxB.y <= screenUpperLimit) boxB.y = screenUpperLimit;
+
+ // Check boxes collision
+ collision = CheckCollisionRecs(boxA, boxB);
+
+ // Get collision rectangle (only on collision)
+ if (collision) boxCollision = GetCollisionRec(boxA, boxB);
+
+ // Pause Box A movement
+ if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+ //-----------------------------------------------------
+
+ // Draw
+ //-----------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
+
+ DrawRectangleRec(boxA, GOLD);
+ DrawRectangleRec(boxB, BLUE);
+
+ if (collision)
+ {
+ // Draw collision area
+ DrawRectangleRec(boxCollision, LIME);
+
+ // Draw collision message
+ DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
+
+ // Draw collision area
+ DrawText(FormatText("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
+ }
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //-----------------------------------------------------
+ }
+
+ // De-Initialization
+ //---------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //----------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_collision_area.png b/examples/shapes/shapes_collision_area.png
new file mode 100644
index 00000000..760e1bc1
--- /dev/null
+++ b/examples/shapes/shapes_collision_area.png
Binary files differ
diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c
new file mode 100644
index 00000000..a88a59d5
--- /dev/null
+++ b/examples/shapes/shapes_draw_circle_sector.c
@@ -0,0 +1,79 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw circle sector (with gui options)
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
+
+ Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+
+ float outerRadius = 180.f;
+ int startAngle = 0;
+ int endAngle = 180;
+ int segments = 0;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // NOTE: All variables update happens inside GUI control functions
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
+ DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.6));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", startAngle, 0, 720, true );
+ endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", endAngle, 0, 720, true);
+
+ outerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", outerRadius, 0, 200, true);
+ segments = GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", segments, 0, 100, true);
+ //------------------------------------------------------------------------------
+
+ DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= 4)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_draw_circle_sector.png b/examples/shapes/shapes_draw_circle_sector.png
new file mode 100644
index 00000000..f1624b81
--- /dev/null
+++ b/examples/shapes/shapes_draw_circle_sector.png
Binary files differ
diff --git a/examples/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_draw_rectangle_rounded.c
new file mode 100644
index 00000000..35fe63fb
--- /dev/null
+++ b/examples/shapes/shapes_draw_rectangle_rounded.c
@@ -0,0 +1,87 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw rectangle rounded (with gui options)
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
+
+ float roundness = 0.2f;
+ int width = 200;
+ int height = 100;
+ int segments = 0;
+ int lineThick = 1;
+
+ bool drawRect = false;
+ bool drawRoundedRect = true;
+ bool drawRoundedLines = false;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ Rectangle rec = { (GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2, width, height };
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6));
+ if (drawRoundedRect) DrawRectangleRounded(rec, roundness, segments, Fade(MAROON, 0.2));
+ if (drawRoundedLines) DrawRectangleRoundedLines(rec,roundness, segments, lineThick, Fade(MAROON, 0.4));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ width = GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", width, 0, GetScreenWidth() - 300, true );
+ height = GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", height, 0, GetScreenHeight() - 50, true);
+ roundness = GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", roundness, 0.0f, 1.0f, true);
+ lineThick = GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", lineThick, 0, 20, true);
+ segments = GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", segments, 0, 60, true);
+
+ drawRoundedRect = GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", drawRoundedRect);
+ drawRoundedLines = GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", drawRoundedLines);
+ drawRect = GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", drawRect);
+ //------------------------------------------------------------------------------
+
+ DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shapes/shapes_draw_rectangle_rounded.png b/examples/shapes/shapes_draw_rectangle_rounded.png
new file mode 100644
index 00000000..20d1708f
--- /dev/null
+++ b/examples/shapes/shapes_draw_rectangle_rounded.png
Binary files differ
diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_draw_ring.c
new file mode 100644
index 00000000..d56b9c2e
--- /dev/null
+++ b/examples/shapes/shapes_draw_ring.c
@@ -0,0 +1,92 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw ring (with gui options)
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
+
+ Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
+
+ float innerRadius = 80.0f;
+ float outerRadius = 190.0f;
+
+ int startAngle = 0;
+ int endAngle = 360;
+ int segments = 0;
+
+ bool drawRing = true;
+ bool drawRingLines = false;
+ bool drawCircleLines = false;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // NOTE: All variables update happens inside GUI control functions
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
+ if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
+ if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
+ endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
+
+ innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
+ outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
+
+ segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
+
+ drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
+ drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
+ drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
+ //------------------------------------------------------------------------------
+
+ DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_draw_ring.png b/examples/shapes/shapes_draw_ring.png
new file mode 100644
index 00000000..f97734a2
--- /dev/null
+++ b/examples/shapes/shapes_draw_ring.png
Binary files differ
diff --git a/examples/shapes/shapes_easing_box_anim.c b/examples/shapes/shapes_easing_box_anim.c
new file mode 100644
index 00000000..c74cb2a3
--- /dev/null
+++ b/examples/shapes/shapes_easing_box_anim.c
@@ -0,0 +1,136 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings box anim
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h" // Required for easing functions
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
+
+ // Box variables to be animated with easings
+ Rectangle rec = { GetScreenWidth()/2, -100, 100, 100 };
+ float rotation = 0.0f;
+ float alpha = 1.0f;
+
+ int state = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ switch (state)
+ {
+ case 0: // Move box down to center of screen
+ {
+ framesCounter++;
+
+ // NOTE: Remember that 3rd parameter of easing function refers to
+ // desired value variation, do not confuse it with expected final value!
+ rec.y = EaseElasticOut(framesCounter, -100, GetScreenHeight()/2 + 100, 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 1;
+ }
+ } break;
+ case 1: // Scale box to an horizontal bar
+ {
+ framesCounter++;
+ rec.height = EaseBounceOut(framesCounter, 100, -90, 120);
+ rec.width = EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 2;
+ }
+ } break;
+ case 2: // Rotate horizontal bar rectangle
+ {
+ framesCounter++;
+ rotation = EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
+
+ if (framesCounter >= 240)
+ {
+ framesCounter = 0;
+ state = 3;
+ }
+ } break;
+ case 3: // Increase bar size to fill all screen
+ {
+ framesCounter++;
+ rec.height = EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 4;
+ }
+ } break;
+ case 4: // Fade out animation
+ {
+ framesCounter++;
+ alpha = EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
+
+ if (framesCounter >= 160)
+ {
+ framesCounter = 0;
+ state = 5;
+ }
+ } break;
+ default: break;
+ }
+
+ // Reset animation at any moment
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ rec = (Rectangle){ GetScreenWidth()/2, -100, 100, 100 };
+ rotation = 0.0f;
+ alpha = 1.0f;
+ state = 0;
+ framesCounter = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
+
+ DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_easing_box_anim.png b/examples/shapes/shapes_easing_box_anim.png
new file mode 100644
index 00000000..87982417
--- /dev/null
+++ b/examples/shapes/shapes_easing_box_anim.png
Binary files differ
diff --git a/examples/shapes/shapes_easings_ball_anim.c b/examples/shapes/shapes_easings_ball_anim.c
new file mode 100644
index 00000000..4477203c
--- /dev/null
+++ b/examples/shapes/shapes_easings_ball_anim.c
@@ -0,0 +1,110 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings ball anim
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h" // Required for easing functions
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
+
+ // Ball variable value to be animated with easings
+ int ballPositionX = -100;
+ int ballRadius = 20;
+ float ballAlpha = 0.0f;
+
+ int state = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (state == 0) // Move ball position X with easing
+ {
+ framesCounter++;
+ ballPositionX = EaseElasticOut(framesCounter, -100, screenWidth/2 + 100, 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 1;
+ }
+ }
+ else if (state == 1) // Increase ball radius with easing
+ {
+ framesCounter++;
+ ballRadius = EaseElasticIn(framesCounter, 20, 500, 200);
+
+ if (framesCounter >= 200)
+ {
+ framesCounter = 0;
+ state = 2;
+ }
+ }
+ else if (state == 2) // Change ball alpha with easing (background color blending)
+ {
+ framesCounter++;
+ ballAlpha = EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
+
+ if (framesCounter >= 200)
+ {
+ framesCounter = 0;
+ state = 3;
+ }
+ }
+ else if (state == 3) // Reset state to play again
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ // Reset required variables to play again
+ ballPositionX = -100;
+ ballRadius = 20;
+ ballAlpha = 0.0f;
+ state = 0;
+ }
+ }
+
+ if (IsKeyPressed(KEY_R)) framesCounter = 0;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+ DrawCircle(ballPositionX, 200, ballRadius, Fade(RED, 1.0f - ballAlpha));
+
+ if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_easings_ball_anim.png b/examples/shapes/shapes_easings_ball_anim.png
new file mode 100644
index 00000000..1668b136
--- /dev/null
+++ b/examples/shapes/shapes_easings_ball_anim.png
Binary files differ
diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangle_array.c
new file mode 100644
index 00000000..27bad5c9
--- /dev/null
+++ b/examples/shapes/shapes_easings_rectangle_array.c
@@ -0,0 +1,118 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings rectangle array
+*
+* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
+* the library to same directory as example or make sure it's available on include path.
+*
+* This example has been created using raylib 2.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "easings.h" // Required for easing functions
+
+#define RECS_WIDTH 50
+#define RECS_HEIGHT 50
+
+#define MAX_RECS_X 800/RECS_WIDTH
+#define MAX_RECS_Y 450/RECS_HEIGHT
+
+#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
+
+ Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
+
+ for (int y = 0; y < MAX_RECS_Y; y++)
+ {
+ for (int x = 0; x < MAX_RECS_X; x++)
+ {
+ recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2 + RECS_WIDTH*x;
+ recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2 + RECS_HEIGHT*y;
+ recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
+ recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
+ }
+ }
+
+ float rotation = 0.0f;
+ int framesCounter = 0;
+ int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (state == 0)
+ {
+ framesCounter++;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = EaseCircOut(framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
+ recs[i].width = EaseCircOut(framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
+
+ if (recs[i].height < 0) recs[i].height = 0;
+ if (recs[i].width < 0) recs[i].width = 0;
+
+ if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing
+
+ rotation = EaseLinearIn(framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
+ }
+ }
+ else if ((state == 1) && IsKeyPressed(KEY_SPACE))
+ {
+ // When animation has finished, press space to restart
+ framesCounter = 0;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = RECS_HEIGHT;
+ recs[i].width = RECS_WIDTH;
+ }
+
+ state = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state == 0)
+ {
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
+ }
+ }
+ else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_easings_rectangle_array.png b/examples/shapes/shapes_easings_rectangle_array.png
new file mode 100644
index 00000000..661290e6
--- /dev/null
+++ b/examples/shapes/shapes_easings_rectangle_array.png
Binary files differ
diff --git a/examples/shapes/shapes_following_eyes.c b/examples/shapes/shapes_following_eyes.c
new file mode 100644
index 00000000..e99a7e07
--- /dev/null
+++ b/examples/shapes/shapes_following_eyes.c
@@ -0,0 +1,104 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - following eyes
+*
+* This example has been created using raylib 2.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <math.h> // Required for: atan2f()
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
+
+ Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
+ Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
+ float scleraRadius = 80;
+
+ Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
+ Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
+ float irisRadius = 24;
+
+ float angle;
+ float dx, dy, dxx, dyy;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ irisLeftPosition = GetMousePosition();
+ irisRightPosition = GetMousePosition();
+
+ // Check not inside the left eye sclera
+ if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
+ {
+ dx = irisLeftPosition.x - scleraLeftPosition.x;
+ dy = irisLeftPosition.y - scleraLeftPosition.y;
+
+ angle = atan2f(dy, dx);
+
+ dxx = (scleraRadius - irisRadius)*cosf(angle);
+ dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+ irisLeftPosition.x = scleraLeftPosition.x + dxx;
+ irisLeftPosition.y = scleraLeftPosition.y + dyy;
+ }
+
+ // Check not inside the right eye sclera
+ if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
+ {
+ dx = irisRightPosition.x - scleraRightPosition.x;
+ dy = irisRightPosition.y - scleraRightPosition.y;
+
+ angle = atan2f(dy, dx);
+
+ dxx = (scleraRadius - irisRadius)*cosf(angle);
+ dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+ irisRightPosition.x = scleraRightPosition.x + dxx;
+ irisRightPosition.y = scleraRightPosition.y + dyy;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
+ DrawCircleV(irisLeftPosition, irisRadius, BROWN);
+ DrawCircleV(irisLeftPosition, 10, BLACK);
+
+ DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
+ DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
+ DrawCircleV(irisRightPosition, 10, BLACK);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/shapes/shapes_following_eyes.png b/examples/shapes/shapes_following_eyes.png
new file mode 100644
index 00000000..7a2bc9ce
--- /dev/null
+++ b/examples/shapes/shapes_following_eyes.png
Binary files differ