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REVIEWED: Comments to be imperative form
This commit is contained in:
58
src/raygui.h
58
src/raygui.h
@ -83,8 +83,8 @@
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* used for all controls, when any of those base values is set, it is automatically populated to all
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* controls, so, specific control values overwriting generic style should be set after base values
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*
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* After the first BASE set we have the EXTENDED properties (by default guiStyle[16..23]), those
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* properties are actually common to all controls and can not be overwritten individually (like BASE ones)
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* After the first BASE properties set, the EXTENDED properties set is defined (by default guiStyle[16..23]),
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* those properties are actually common to all controls and can not be overwritten individually (like BASE ones)
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* Some of those properties are: TEXT_SIZE, TEXT_SPACING, LINE_COLOR, BACKGROUND_COLOR
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*
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* Custom control properties can be defined using the EXTENDED properties for each independent control.
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@ -568,7 +568,7 @@ typedef enum {
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//----------------------------------------------------------------------------------
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// DEFAULT extended properties
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// NOTE: Those properties are common to all controls or global
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// WARNING: We only have 8 slots for those properties by default!!! -> New global control: TEXT?
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// WARNING: Only 8 slots vailable for those properties by default
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typedef enum {
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TEXT_SIZE = 16, // Text size (glyphs max height)
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TEXT_SPACING, // Text spacing between glyphs
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@ -1521,11 +1521,11 @@ static Color GuiFade(Color color, float alpha); // Fade color by an alph
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// Gui Setup Functions Definition
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//----------------------------------------------------------------------------------
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// Enable gui global state
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// NOTE: We check for STATE_DISABLED to avoid messing custom global state setups
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// NOTE: Checking for STATE_DISABLED to avoid messing custom global state setups
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void GuiEnable(void) { if (guiState == STATE_DISABLED) guiState = STATE_NORMAL; }
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// Disable gui global state
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// NOTE: We check for STATE_NORMAL to avoid messing custom global state setups
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// NOTE: Checking for STATE_NORMAL to avoid messing custom global state setups
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void GuiDisable(void) { if (guiState == STATE_NORMAL) guiState = STATE_DISABLED; }
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// Lock gui global state
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@ -1558,9 +1558,9 @@ void GuiSetFont(Font font)
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{
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if (font.texture.id > 0)
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{
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// NOTE: If we try to setup a font but default style has not been
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// lazily loaded before, it will be overwritten, so we need to force
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// default style loading first
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// NOTE: If a font is tried to be set but default style has not been
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// lazily loaded first, it will be overwritten, so
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// default style loading needs to be forced first
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if (!guiStyleLoaded) GuiLoadStyleDefault();
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guiFont = font;
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@ -2032,7 +2032,7 @@ int GuiLabelButton(Rectangle bounds, const char *text)
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GuiState state = guiState;
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bool pressed = false;
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// NOTE: We force bounds.width to be all text
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// NOTE: Force bounds.width to be all text
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float textWidth = (float)GuiGetTextWidth(text);
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if ((bounds.width - 2*GuiGetStyle(LABEL, BORDER_WIDTH) - 2*GuiGetStyle(LABEL, TEXT_PADDING)) < textWidth) bounds.width = textWidth + 2*GuiGetStyle(LABEL, BORDER_WIDTH) + 2*GuiGetStyle(LABEL, TEXT_PADDING) + 2;
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@ -2564,7 +2564,7 @@ int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
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if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength;
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// If text does not fit in the textbox and current cursor position is out of bounds,
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// we add an index offset to text for drawing only what requires depending on cursor
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// adding an index offset to text for drawing only what requires depending on cursor
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while (textWidth >= textBounds.width)
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{
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int nextCodepointSize = 0;
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@ -3111,7 +3111,7 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in
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if (valueHasChanged) *value = TextToInteger(textValue);
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// NOTE: We are not clamp values until user input finishes
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// NOTE: Values are not clamped until user input finishes
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//if (*value > maxValue) *value = maxValue;
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//else if (*value < minValue) *value = minValue;
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@ -3579,7 +3579,7 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollInd
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int itemFocused = (focus == NULL)? -1 : *focus;
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int itemSelected = (active == NULL)? -1 : *active;
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// Check if we need a scroll bar
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// Check if scroll bar is needed
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bool useScrollBar = false;
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if ((GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING))*count > bounds.height) useScrollBar = true;
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@ -3670,7 +3670,7 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollInd
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GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, LIST_ITEMS_BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)));
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GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)));
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}
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else if (((startIndex + i) == itemFocused)) // && (focus != NULL)) // NOTE: We want items focused, despite not returned!
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else if (((startIndex + i) == itemFocused)) // && (focus != NULL)) // NOTE: Items focused, despite not returned
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{
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// Draw item focused
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GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, LIST_ITEMS_BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)));
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@ -4431,7 +4431,7 @@ void GuiLoadStyle(const char *fileName)
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// Load style default over global style
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void GuiLoadStyleDefault(void)
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{
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// We set this variable first to avoid cyclic function calls
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// Setting this flag first to avoid cyclic function calls
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// when calling GuiSetStyle() and GuiGetStyle()
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guiStyleLoaded = true;
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@ -4526,7 +4526,7 @@ void GuiLoadStyleDefault(void)
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// NOTE: Default raylib font character 95 is a white square
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Rectangle whiteChar = guiFont.recs[95];
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// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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// NOTE: Setting up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(guiFont.texture, RAYGUI_CLITERAL(Rectangle){ whiteChar.x + 1, whiteChar.y + 1, whiteChar.width - 2, whiteChar.height - 2 });
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}
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}
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@ -5043,14 +5043,14 @@ static Rectangle GetTextBounds(int control, Rectangle bounds)
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}
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// Get text icon if provided and move text cursor
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// NOTE: We support up to 999 values for iconId
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// NOTE: Up to #999# values supported for iconId
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static const char *GetTextIcon(const char *text, int *iconId)
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{
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#if !defined(RAYGUI_NO_ICONS)
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*iconId = -1;
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if (text[0] == '#') // Maybe we have an icon!
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if (text[0] == '#') // Maybe it is stars with an icon, ending # must be found
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{
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char iconValue[4] = { 0 }; // Maximum length for icon value: 3 digits + '\0'
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char iconValue[4] = { 0 }; // Maximum length for icon value: 3 digits + '\0'
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int pos = 1;
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while ((pos < 4) && (text[pos] >= '0') && (text[pos] <= '9'))
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@ -5147,7 +5147,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C
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// - For every line, wordwrap mode is checked (useful for GuitextBox(), read-only)
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// Get text lines (using '\n' as delimiter) to be processed individually
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// WARNING: We can't use GuiTextSplit() function because it can be already used
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// WARNING: GuiTextSplit() function can't be used now because it can have already been used
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// before the GuiDrawText() call and its buffer is static, it would be overriden :(
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int lineCount = 0;
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const char **lines = GetTextLines(text, &lineCount);
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@ -5171,7 +5171,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C
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Vector2 textBoundsPosition = { textBounds.x, textBounds.y };
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float textBoundsWidthOffset = 0.0f;
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// NOTE: We get text size after icon has been processed
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// NOTE: Get text size after icon has been processed
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// WARNING: GuiGetTextWidth() also processes text icon to get width! -> Really needed?
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int textSizeX = GuiGetTextWidth(lines[i]);
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@ -5206,8 +5206,8 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C
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default: break;
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}
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// NOTE: Make sure we get pixel-perfect coordinates,
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// In case of decimals we got weird text positioning
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// NOTE: Make sure getting pixel-perfect coordinates,
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// In case of decimals, it could result in text positioning artifacts
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textBoundsPosition.x = (float)((int)textBoundsPosition.x);
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textBoundsPosition.y = (float)((int)textBoundsPosition.y);
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//---------------------------------------------------------------------------------
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@ -5217,7 +5217,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C
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#if !defined(RAYGUI_NO_ICONS)
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if (iconId >= 0)
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{
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// NOTE: We consider icon height, probably different than text size
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// NOTE: Considering icon height, probably different than text size
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GuiDrawIcon(iconId, (int)textBoundsPosition.x, (int)(textBounds.y + textBounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height)), guiIconScale, tint);
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textBoundsPosition.x += (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING);
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textBoundsWidthOffset = (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING);
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@ -5243,8 +5243,8 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C
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int codepoint = GetCodepointNext(&lines[i][c], &codepointSize);
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int index = GetGlyphIndex(guiFont, codepoint);
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// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol moving one byte
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// NOTE: Normally, exiting the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but all of the bad bytes need to be drawn using the '?' symbol, moving one byte
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if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size
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// Get glyph width to check if it goes out of bounds
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@ -5422,7 +5422,7 @@ static const char **GuiTextSplit(const char *text, char delimiter, int *count, i
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if (textRow != NULL) textRow[0] = 0;
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// Count how many substrings we have on text and point to every one
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// Count how many substrings text contains and point to every one of them
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for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
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{
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buffer[i] = text[i];
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@ -5839,7 +5839,7 @@ const char **TextSplit(const char *text, char delimiter, int *count)
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{
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counter = 1;
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// Count how many substrings we have on text and point to every one
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// Count how many substrings text contains and point to every one of them
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for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
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{
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buffer[i] = text[i];
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@ -5947,9 +5947,9 @@ static const char *CodepointToUTF8(int codepoint, int *byteSize)
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}
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// Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found
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// When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
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// When a invalid UTF-8 byte is encountered, exiting as soon as possible and returning a '?'(0x3f) codepoint
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// Total number of bytes processed are returned as a parameter
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// NOTE: the standard says U+FFFD should be returned in case of errors
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// NOTE: The standard says U+FFFD should be returned in case of errors
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// but that character is not supported by the default font in raylib
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static int GetCodepointNext(const char *text, int *codepointSize)
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{
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