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Added extended GuiTextBox() example
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309
examples/text_box_selection/gui_text_box.c
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309
examples/text_box_selection/gui_text_box.c
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/*******************************************************************************************
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*
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* raygui - Controls test
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*
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* TEST CONTROLS:
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* - GuiScrollPanel()
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*
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* DEPENDENCIES:
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* raylib 2.5 - Windowing/input management and drawing.
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* raygui 2.0 - Immediate-mode GUI controls.
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*
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* COMPILATION (Windows - MinGW):
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -I../../src -lraylib -lopengl32 -lgdi32 -std=c99
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*
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* COMPILATION (Linux - gcc):
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* gcc -o $(NAME_PART) $(FILE_NAME) -I../../src -lraylib -std=c99
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
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*
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**********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#define RAYGUI_RICONS_SUPPORT
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#define RAYGUI_TEXTBOX_EXTENDED
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#include "../src/raygui.h"
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#include <stdio.h>
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#include <limits.h>
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// -----------------
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// DEFINES
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// -----------------
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#define SIZEOF(A) (sizeof(A)/sizeof(A[0])) // Get number of elements in array `A`. Total size of `A` should be known at compile time.
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 450
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#define TEXTBOX_MAX_HEIGHT 55
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// -----------------
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// GLOBAL VARIABLES
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// -----------------
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char text0[92] = "Lorem ipsum dolor sit amet, \xE7\x8C\xBF\xE3\x82\x82\xE6\x9C\xA8\xE3\x81\x8B\xE3\x82\x89\xE8\x90\xBD\xE3\x81\xA1\xE3\x82\x8B consectetur adipiscing elit"; // including some hiragana/kanji
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char text1[128] = "Here's another, much bigger textbox." "\xf4\xa1\xa1\xff" " TIP: try COPY/PASTE ;)"; // including some invalid UTF8
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int spinnerValue = 0, boxValue = 0;
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int textboxActive = 0; // Keeps traks of the active textbox
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struct {
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Rectangle bounds;
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int maxWidth;
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} textbox[] = { // Params for each of the 4 textboxes
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{ .bounds = (Rectangle){20,60,160,25}, .maxWidth = 160 },
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{ .bounds = (Rectangle){220,60,300,25}, .maxWidth = 300 },
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{ .bounds = (Rectangle){565,60,95,25}, .maxWidth = 95 },
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{ .bounds = (Rectangle){680,60,100,25}, .maxWidth = 100 }
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};
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int fontSize = 10, fontSpacing = 1, padding = 0, border = 0;
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Font font = {0};
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Color colorBG = {0}, colorFG = {0}, *colorSelected = NULL;
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bool showMenu = false;
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Rectangle menuRect = {0};
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Texture2D pattern = {0};
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// -----------------
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// FUNCTIONS
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// -----------------
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// Draw a color button, if clicked return true.
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bool ColorButton(Rectangle bounds, Color color)
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{
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Rectangle body = {bounds.x + 2, bounds.y + 2, bounds.width - 4, bounds.height - 4};
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bool pressed = false;
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// Update control
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Vector2 mouse = GetMousePosition();
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, bounds)) pressed = true;
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// Draw control
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DrawTexture(pattern, body.x, body.y, WHITE);
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DrawRectangleRec(body, color);
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DrawRectangleLinesEx(bounds, 1, BLACK);
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return pressed;
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}
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// Handles GUI logic
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void UpdateGUI()
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{
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// Check all of the 4 textboxes to get the active textbox
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for(int i=0; i<SIZEOF(textbox); ++i)
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{
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if(GuiTextBoxIsActive(textbox[i].bounds))
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{
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textboxActive = i;
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break;
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}
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}
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// Show/Hide the textbox menu
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Vector2 mouse = GetMousePosition();
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if(textboxActive < 2 && !showMenu && CheckCollisionPointRec(mouse, textbox[textboxActive].bounds) && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))
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{
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showMenu = true;
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menuRect = (Rectangle){mouse.x, mouse.y, 80, 110};
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}
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// code for hiding the menu
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if(showMenu && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !CheckCollisionPointRec(mouse, menuRect)) showMenu = false;
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// HANDLE DROPPED FONT FILES, IF ANY
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if(IsFileDropped())
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{
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int count = 0;
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char** files = GetDroppedFiles(&count);
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if(IsFileExtension(files[0], ".ttf") || IsFileExtension(files[0], ".fnt"))
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{
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Font fnt = LoadFont(files[0]);
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if(fnt.texture.id != 0)
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{
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// Font was loaded, only change font on success
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GuiFont(fnt);
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fontSize = fnt.baseSize;
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// Remove old font
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if(font.texture.id != 0) UnloadFont(font);
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font = fnt;
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}
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}
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ClearDroppedFiles();
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}
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}
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// Handles GUI drawing
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void DrawGUI()
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{
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// DRAW TEXTBOXES TO TEST
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// Set custom style for textboxes
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if(font.texture.id != 0) GuiFont(font); // Use our custom font if valid
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GuiSetStyle(DEFAULT, TEXT_SIZE, fontSize);
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GuiSetStyle(DEFAULT, TEXT_SPACING, fontSpacing);
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GuiSetStyle(TEXTBOX, INNER_PADDING, padding);
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GuiSetStyle(TEXTBOX, BORDER_WIDTH, border);
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GuiSetStyle(TEXTBOX, COLOR_SELECTED_BG, ColorToInt(colorBG));
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GuiSetStyle(TEXTBOX, COLOR_SELECTED_FG, ColorToInt(colorFG));
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// Draw textboxes
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GuiTextBox(textbox[0].bounds, text0, SIZEOF(text0) - 1, true);
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GuiTextBox(textbox[1].bounds, text1, SIZEOF(text1) - 1, true);
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GuiSpinner(textbox[2].bounds, &spinnerValue, INT_MIN, INT_MAX, true);
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GuiValueBox(textbox[3].bounds, &boxValue, INT_MIN, INT_MAX, true);
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// RESET STYLE TO DEFAULT
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GuiLoadStyleDefault();
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GuiFont(GetFontDefault());
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GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
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// DRAW HEX VIEW
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// Convert text to hex representation and draw it on screen
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char hex[(((textboxActive == 1) ? SIZEOF(text1) : SIZEOF(text0)) +1)*3 + 1];
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char* text = (textboxActive == 1) ? text1 : text0;
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int maxSize = (textboxActive == 1) ? SIZEOF(text1) : SIZEOF(text0);
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for(int i=0, j=0; i < maxSize; ++i, j+=3)
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{
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sprintf(&hex[j], "%02hhX ", (char)text[i]);
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}
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int startIdx = 0, endIdx = 0;
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if(textboxActive < 2)
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{
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Vector2 sel = GuiTextBoxGetSelection();
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startIdx = GuiTextBoxGetByteIndex(text, 0, 0, sel.x);
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endIdx = GuiTextBoxGetByteIndex(text, 0, 0, sel.x + sel.y);
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}
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int len = endIdx - startIdx;
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DrawTextRecEx(guiFont, hex, (Rectangle){20,95,760,205}, 20, 1, true, BLACK, startIdx*3, len*3, colorFG, colorBG);
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// DISPLAY A MENU ON RIGHT CLICKING A TEXTBOX
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// draw the menu and handle clicked item
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if(showMenu)
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{
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GuiSetStyle(LISTVIEW, ELEMENTS_HEIGHT, 24); // make items look a little bigger
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const char* menuItems[] = { "#17# Cut", "#16# Copy", "#18# Paste", "#101# SelectAll" };
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int enabledItems[] = { textboxActive < 2 ? 1 : 0, textboxActive < 2 ? 1 : 0, GetClipboardText() != NULL, 1 };
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int active=-1, focus=0, scroll=0;
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GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); // Fixes visual glitch with other alignments
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GuiListViewEx(menuRect, menuItems, SIZEOF(menuItems), enabledItems, &active, &focus, &scroll, true);
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if(active != -1)
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{
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showMenu = false;
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char* text = (textboxActive == 1) ? text1 : text0;
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switch(active)
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{
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case 0: GuiTextBoxCut(text); break;
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case 1: GuiTextBoxCopy(text); break;
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case 2: GuiTextBoxPaste(text, (textboxActive == 1) ? SIZEOF(text1) : SIZEOF(text0)); break;
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case 3: GuiTextBoxSelectAll(text); break;
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default: break;
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}
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}
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}
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// DRAW THE GUI FOR CHANGING THE TEXTBOXES
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// UI for changing the font size and spacing of all textboxes
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GuiLine((Rectangle){25,280,750,10}, NULL);
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GuiGroupBox((Rectangle){20,320,190,100}, GuiIconText(RICON_GEAR, "FONT"));
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GuiLabel((Rectangle){30,340,60,20}, "Size");
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GuiSpinner((Rectangle){95,340,100,20},&fontSize, 10, 40, true);
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GuiLabel((Rectangle){30,380,60,20}, "Spacing");
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GuiSpinner((Rectangle){95,380,100,20},&fontSpacing, 1, 10, true);
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// UI for changing the style of all textboxes
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GuiGroupBox((Rectangle){225,320,190,100}, GuiIconText(RICON_COLOR_BUCKET, "STYLE"));
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GuiLabel((Rectangle){240,340,60,20}, "Padding");
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GuiSpinner((Rectangle){305,340,100,20},&padding, 2, 30, true);
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GuiLabel((Rectangle){240,380,60,20}, "Border");
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GuiSpinner((Rectangle){305,380,100,20},&border, 0, 8, true);
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// UI for changing the width/height of the active textbox
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bool changed = false;
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int width = textbox[textboxActive].bounds.width, height = textbox[textboxActive].bounds.height;
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GuiGroupBox((Rectangle){430,320,175,100}, GuiIconText(RICON_CURSOR_SCALE, "SCALE"));
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GuiLabel((Rectangle){435,340,55,20}, "Width");
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if(GuiSpinner((Rectangle){495,340,100,20}, &width, 30, textbox[textboxActive].maxWidth, true)) changed = true;
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GuiLabel((Rectangle){435,380,55,20}, "Height");
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if(GuiSpinner((Rectangle){495,380,100,20}, &height, 12, TEXTBOX_MAX_HEIGHT, true)) changed = true;
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_CENTER);
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GuiLabel((Rectangle){30,290,740,10}, GuiIconText(RICON_TEXT_T, " DRAG A FONT FILE (*.TTF, *.FNT) ANYWHERE TO CHANGE THE DEFAULT FONT!"));
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT);
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textbox[textboxActive].bounds.y = 85 - height;
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textbox[textboxActive].bounds.height = height;
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textbox[textboxActive].bounds.width = width;
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if(changed) GuiTextBoxSetActive(textbox[textboxActive].bounds);
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// UI for selecting the selected text background and foreground color
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if(ColorButton((Rectangle){625,320,30,30}, colorFG)) colorSelected = &colorFG;
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if(ColorButton((Rectangle){625,389,30,30}, colorBG)) colorSelected = &colorBG;
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*colorSelected = GuiColorPicker((Rectangle){660,320,90,85}, *colorSelected);
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float alpha = colorSelected->a;
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GuiSetStyle(SLIDER, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_LEFT); // Slider for the selected color alpha value
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colorSelected->a = GuiSlider((Rectangle){664,420,100,20}, GuiIconText(RICON_CROP_ALPHA, "Alpha"), alpha, 0.f, 255.f, true);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(int argc, char **argv)
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{
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// Initialization
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//---------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raygui - GuiTextBoxEx()");
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// Generate a checked pattern used by the color buttons
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Image timg = GenImageChecked(26, 26, 5, 5, RAYWHITE, DARKGRAY);
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pattern = LoadTextureFromImage(timg);
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UnloadImage(timg);
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// Load initial style
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GuiLoadStyleDefault();
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//font = LoadFont("/home/adrian/Descărcări/raylib/examples/text/resources/notoCJK.fnt");
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//GuiFont(font);
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fontSize = GuiGetStyle(DEFAULT, TEXT_SIZE);
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fontSpacing = GuiGetStyle(DEFAULT, TEXT_SPACING);
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padding = GuiGetStyle(TEXTBOX, INNER_PADDING);
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border = GuiGetStyle(TEXTBOX, BORDER_WIDTH);
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colorFG = GetColor(GuiGetStyle(TEXTBOX, COLOR_SELECTED_FG));
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colorBG = GetColor(GuiGetStyle(TEXTBOX, COLOR_SELECTED_BG));
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colorSelected = &colorFG;
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Implement required update logic
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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UpdateGUI();
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DrawGUI();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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