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Working on a tool to visually define raygui-based layouts and export C code base implementation prepared for completion
464 lines
20 KiB
C
464 lines
20 KiB
C
/*******************************************************************************************
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*
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* raylib GUI layout editor
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*
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* This example has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 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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#include "raygui.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_GUI_CONTROLS 128 // Maximum number of gui controls
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#define GRID_LINE_SPACING 10 // Grid line spacing in pixels
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#define GRID_ALPHA 0.1f // Grid lines alpha amount
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum {
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LABEL = 0,
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BUTTON,
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TOGGLE,
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TOGGLEGROUP,
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SLIDER,
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SLIDERBAR,
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PROGRESSBAR,
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SPINNER,
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COMBOBOX,
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CHECKBOX,
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TEXTBOX
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} GuiControlType;
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// Gui control type
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typedef struct {
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int id;
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GuiControlType type;
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Rectangle rec;
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} GuiControl;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static int screenWidth = 800;
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static int screenHeight = 450;
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static GuiControl layout[MAX_GUI_CONTROLS];
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static int controlsCounter = 0;
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//Rectangle defaultControlWidth[] = { };
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const char *controlTypeName[] = { "LABEL", "BUTTON", "TOGGLE", "TOGGLEGROUP", "SLIDER", "SLIDERBAR", "PROGRESSBAR", "SPINNER", "COMBOBOX", "CHECKBOX", "TEXTBOX" };
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const char *controlTypeNameLow[] = { "Label", "Button", "Toggle", "ToggleGroup", "Slider", "SliderBar", "ProgressBar", "Spinner", "ComboBox", "CheckBox", "TextBox" };
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const char *controlTypeNameShort[] = { "lbl", "btn", "tggl", "tgroup", "sldr", "sldrb", "prgssb", "spnr", "combox", "chkbox", "txtbox" };
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static void DrawGrid2D(int divsX, int divsY); // Draw 2d grid with a specific number of divisions for horizontal and vertical lines
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static void SaveGuiLayout(const char *fileName); // Save gui layout project information
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static void LoadGuiLayout(const char *fileName); // Load gui layout project information
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static void GenerateGuiLayoutCode(const char *fileName);// Generate C code for gui layout
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//----------------------------------------------------------------------------------
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// Main Entry point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib tool - raygui layout editor");
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int controlSelected = -1;
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char *list[3] = { "ONE", "TWO", "THREE" };
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bool snapMode = false;
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int selectedType = BUTTON;
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int mouseX, mouseY;
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SetTargetFPS(120);
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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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mouseX = GetMouseX();
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mouseY = GetMouseY();
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (controlSelected == -1))
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{
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// Add new control (button)
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layout[controlsCounter].id = controlsCounter;
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layout[controlsCounter].type = selectedType;
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layout[controlsCounter].rec = (Rectangle){ mouseX, mouseY, 100, 30 };
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controlsCounter++;
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}
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for (int i = 0; i < controlsCounter; i++)
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{
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if (CheckCollisionPointRec(GetMousePosition(), layout[i].rec))
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{
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controlSelected = i;
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break;
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}
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else controlSelected = -1;
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}
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if (controlSelected != -1)
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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layout[controlSelected].rec.x = mouseX - layout[controlSelected].rec.width/2;
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layout[controlSelected].rec.y = mouseY - layout[controlSelected].rec.height/2;
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// Snap to grid position and size
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if (snapMode)
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{
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// Snap rectangle position to closer snap point
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int offsetX = layout[controlSelected].rec.x%GRID_LINE_SPACING;
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int offsetY = layout[controlSelected].rec.y%GRID_LINE_SPACING;
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if (offsetX >= GRID_LINE_SPACING/2) layout[controlSelected].rec.x += (GRID_LINE_SPACING - offsetX);
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else layout[controlSelected].rec.x -= offsetX;
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if (offsetY >= GRID_LINE_SPACING/2) layout[controlSelected].rec.y += (GRID_LINE_SPACING - offsetY);
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else layout[controlSelected].rec.y -= offsetY;
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// Snap rectangle size to closer snap point sizes
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offsetX = layout[controlSelected].rec.width%GRID_LINE_SPACING;
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offsetY = layout[controlSelected].rec.height%GRID_LINE_SPACING;
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if (offsetX >= GRID_LINE_SPACING/2) layout[controlSelected].rec.width += (GRID_LINE_SPACING - offsetX);
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else layout[controlSelected].rec.width -= offsetX;
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if (offsetY >= GRID_LINE_SPACING/2) layout[controlSelected].rec.height += (GRID_LINE_SPACING - offsetY);
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else layout[controlSelected].rec.height -= offsetY;
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}
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}
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if (snapMode)
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{
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if (IsKeyPressed(KEY_RIGHT)) layout[controlSelected].rec.width += GRID_LINE_SPACING;
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else if (IsKeyPressed(KEY_LEFT)) layout[controlSelected].rec.width -= GRID_LINE_SPACING;
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if (IsKeyPressed(KEY_UP)) layout[controlSelected].rec.height -= GRID_LINE_SPACING;
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else if (IsKeyPressed(KEY_DOWN)) layout[controlSelected].rec.height += GRID_LINE_SPACING;
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}
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else
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{
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if (IsKeyDown(KEY_LEFT_CONTROL))
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{
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// Control modifier for a more precise sizing
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if (IsKeyPressed(KEY_RIGHT)) layout[controlSelected].rec.width++;
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else if (IsKeyPressed(KEY_LEFT)) layout[controlSelected].rec.width--;
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if (IsKeyPressed(KEY_UP)) layout[controlSelected].rec.height--;
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else if (IsKeyPressed(KEY_DOWN)) layout[controlSelected].rec.height++;
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}
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else
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{
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if (IsKeyDown(KEY_RIGHT)) layout[controlSelected].rec.width++;
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else if (IsKeyDown(KEY_LEFT)) layout[controlSelected].rec.width--;
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if (IsKeyDown(KEY_UP)) layout[controlSelected].rec.height--;
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else if (IsKeyDown(KEY_DOWN)) layout[controlSelected].rec.height++;
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}
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}
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// Delete selected control and shift array position
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if (IsKeyDown(KEY_BACKSPACE))
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{
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for (int i = controlSelected; i < controlsCounter; i++) layout[i] = layout[i + 1];
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controlsCounter--;
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controlSelected = -1;
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}
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}
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else
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{
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if (IsKeyPressed(KEY_LEFT))
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{
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selectedType--;
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if (selectedType < LABEL) selectedType = LABEL;
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}
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else if (IsKeyPressed(KEY_RIGHT))
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{
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selectedType++;
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if (selectedType > TEXTBOX) selectedType = TEXTBOX;
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}
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}
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if (IsKeyPressed(KEY_S)) snapMode = !snapMode;
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// Mouse snap
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// NOTE: Snap point changes when GRID_LINE_SPACING/2 has been surpassed in X and Y
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if ((snapMode) && (controlSelected == -1))
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{
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int offsetX = mouseX%GRID_LINE_SPACING;
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int offsetY = mouseY%GRID_LINE_SPACING;
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if (offsetX >= GRID_LINE_SPACING/2) mouseX += (GRID_LINE_SPACING - offsetX);
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else mouseX -= offsetX;
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if (offsetY >= GRID_LINE_SPACING/2) mouseY += (GRID_LINE_SPACING - offsetY);
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else mouseY -= offsetY;
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}
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if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_S)) SaveGuiLayout("test_layout.rlyt");
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if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_O)) LoadGuiLayout("test_layout.rlyt");
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if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_ENTER)) GenerateGuiLayoutCode("test_layout.c");
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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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DrawGrid2D(40, 20);
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if (controlSelected == -1)
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{
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DrawLine(mouseX - 8, mouseY, mouseX + 8, mouseY, RED);
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DrawLine(mouseX, mouseY - 8, mouseX, mouseY + 8, RED);
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}
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for (int i = 0; i < controlsCounter; i++)
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{
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switch (layout[i].type)
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{
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case LABEL: GuiLabel(layout[i].rec, "TEXT SAMPLE"); break;
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case BUTTON: GuiButton(layout[i].rec, "BUTTON"); break;
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case TOGGLE: GuiToggleButton(layout[i].rec, "TOGGLE", false); break;
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case TOGGLEGROUP: GuiToggleGroup(layout[i].rec, 3, list, 1); break;
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case SLIDER: GuiSlider(layout[i].rec, 40, 0, 100); break;
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case SLIDERBAR: GuiSliderBar(layout[i].rec, 40, 0, 100); break;
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case PROGRESSBAR: GuiProgressBar(layout[i].rec, 40); break;
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case SPINNER: GuiSpinner(layout[i].rec, 40, 0, 100); break;
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case COMBOBOX: GuiComboBox(layout[i].rec, 3, list, 1); break;
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case CHECKBOX: GuiCheckBox(layout[i].rec, "CHECKBOX", false); break;
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case TEXTBOX: GuiTextBox(layout[i].rec, "test text"); break;
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default: break;
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}
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}
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if ((controlSelected != -1) && (controlSelected < controlsCounter)) DrawRectangleRec(layout[controlSelected].rec, Fade(RED, 0.5f));
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// Debug information
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DrawText(FormatText("Controls count: %i", controlsCounter), 10, screenHeight - 20, 20, BLUE);
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DrawText(FormatText("Selected type: %s", controlTypeName[selectedType]), 300, screenHeight - 20, 20, BLUE);
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if (snapMode) DrawText("SNAP ON", 700, screenHeight - 20, 20, RED);
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if (controlSelected != -1) DrawText(FormatText("rec: (%i, %i, %i, %i)",
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layout[controlSelected].rec.x, layout[controlSelected].rec.y,
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layout[controlSelected].rec.width, layout[controlSelected].rec.height),
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10, screenHeight - 40, 10, DARKGREEN);
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DrawText(FormatText("mouse: (%i, %i)", mouseX, mouseY), 700, screenHeight - 40, 10, RED);
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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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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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// Draw 2d grid
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static void DrawGrid2D(int divsX, int divsY)
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{
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int spacing = 0;
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// Draw vertical grid lines
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for (int i = 0; i < divsX; i++)
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{
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for (int k = 0; k < 5; k++)
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{
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DrawRectangle(-(divsX/2*GRID_LINE_SPACING*5) + spacing - 1, -1, 1, 4000, ((k == 0) ? Fade(BLACK, GRID_ALPHA*2) : Fade(GRAY, GRID_ALPHA)));
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spacing += GRID_LINE_SPACING;
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}
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}
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spacing = 0;
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// Draw horizontal grid lines
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for (int i = 0; i < divsY; i++)
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{
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for (int k = 0; k < 5; k++)
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{
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DrawRectangle(-1, -(divsY/2*GRID_LINE_SPACING*5) + spacing - 1, 4000, 1, ((k == 0) ? Fade(BLACK, GRID_ALPHA*2) : Fade(GRAY, GRID_ALPHA)));
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spacing += GRID_LINE_SPACING;
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}
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}
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}
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// Save gui layout project information
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// NOTE: Exported as text file
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static void SaveGuiLayout(const char *fileName)
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{
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FILE *flayout = fopen(fileName, "wt");
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fprintf(flayout, "# Num Controls : %i\n\n", controlsCounter);
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for (int i = 0; i < controlsCounter; i++)
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{
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fprintf(flayout, "# Control %03i : %s\n", i, controlTypeName[layout[i].type]);
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fprintf(flayout, "type %i rec %i %i %i %i\n\n", layout[i].type, layout[i].rec.x, layout[i].rec.y, layout[i].rec.width, layout[i].rec.height);
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}
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fclose(flayout);
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}
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// Import gui layout project information
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// NOTE: Imported from text file
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static void LoadGuiLayout(const char *fileName)
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{
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char line[128];
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FILE *flayout = fopen(fileName, "rt");
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controlsCounter = 0;
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while (!feof(flayout))
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{
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fgets(line, 128, flayout);
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switch (line[0])
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{
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case 'c':
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{
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sscanf(line, "c type %i rec %i %i %i %i", &layout[controlsCounter].type,
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&layout[controlsCounter].rec.x,
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&layout[controlsCounter].rec.y,
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&layout[controlsCounter].rec.width,
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&layout[controlsCounter].rec.height);
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controlsCounter++;
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} break;
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default: break;
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}
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}
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fclose(flayout);
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}
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// Generate C code for gui layout
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static void GenerateGuiLayoutCode(const char *fileName)
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{
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FILE *ftool = fopen(fileName, "wt");
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fprintf(ftool, "/*******************************************************************************************\n");
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fprintf(ftool, "*\n");
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fprintf(ftool, "* $(tool_name) - $(tool_description)\n");
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fprintf(ftool, "*\n");
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fprintf(ftool, "* LICENSE: zlib/libpng\n");
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fprintf(ftool, "*\n");
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fprintf(ftool, "* Copyright (c) $(year) $(author)\n");
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fprintf(ftool, "*\n");
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fprintf(ftool, "**********************************************************************************************/\n\n");
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fprintf(ftool, "#include \"raylib.h\"\n\n");
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fprintf(ftool, "#define RAYGUI_IMPLEMENTATION\n");
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fprintf(ftool, "#include \"raygui.h\"\n\n");
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fprintf(ftool, "//----------------------------------------------------------------------------------\n");
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fprintf(ftool, "// Controls Functions Declaration\n");
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fprintf(ftool, "//----------------------------------------------------------------------------------\n");
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for (int i = 0; i < controlsCounter; i++) if (layout[i].type == BUTTON) fprintf(ftool, "static void Button%03i();\n", i);
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fprintf(ftool, "\n");
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fprintf(ftool, "//------------------------------------------------------------------------------------\n");
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fprintf(ftool, "// Program main entry point\n");
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fprintf(ftool, "//------------------------------------------------------------------------------------\n");
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fprintf(ftool, "int main()\n");
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fprintf(ftool, "{\n");
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fprintf(ftool, " // Initialization\n");
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fprintf(ftool, " //---------------------------------------------------------------------------------------\n");
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fprintf(ftool, " int screenWidth = %i;\n", screenWidth);
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fprintf(ftool, " int screenHeight = %i;\n\n", screenHeight);
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fprintf(ftool, " InitWindow(screenWidth, screenHeight, \"rFXGen\");\n\n");
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// Define controls rectangles
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fprintf(ftool, " Rectangle layoutRecs[%i] = {\n", controlsCounter);
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for (int i = 0; i < controlsCounter; i++)
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{
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fprintf(ftool, " (Rectangle){ %i, %i, %i, %i }", layout[i].rec.x, layout[i].rec.y, layout[i].rec.width, layout[i].rec.height);
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if (i == controlsCounter - 1) fprintf(ftool, " // %s %03i\n };\n\n", controlTypeName[layout[i].type], i);
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else fprintf(ftool, ", // %s %03i\n", controlTypeName[layout[i].type], i);
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}
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fprintf(ftool, " SetTargetFPS(60);\n");
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fprintf(ftool, " //--------------------------------------------------------------------------------------\n\n");
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fprintf(ftool, " // Main game loop\n");
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fprintf(ftool, " while (!WindowShouldClose()) // Detect window close button or ESC key\n");
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fprintf(ftool, " {\n");
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fprintf(ftool, " // Update\n");
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fprintf(ftool, " //----------------------------------------------------------------------------------\n");
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fprintf(ftool, " // TODO: Implement required update logic\n");
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fprintf(ftool, " //----------------------------------------------------------------------------------\n\n");
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fprintf(ftool, " // Draw\n");
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fprintf(ftool, " //----------------------------------------------------------------------------------\n");
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fprintf(ftool, " BeginDrawing();\n\n");
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fprintf(ftool, " ClearBackground(GuiBackground());\n\n");
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// Draw all controls
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for (int i = 0; i < controlsCounter; i++)
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{
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switch (layout[i].type)
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{
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case LABEL: fprintf(ftool, " GuiLabel(layoutRecs[%i], \"TEXT SAMPLE\");\n\n", i); break;
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case BUTTON: fprintf(ftool, " if (GuiButton(layoutRecs[%i], \"BUTTON\")) Button%03i(); \n\n", i, i); break;
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/*
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case TOGGLE: GuiToggleButton(layout[i].rec, \"TOGGLE\", false); break;
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case TOGGLEGROUP: GuiToggleGroup(layout[i].rec, 3, list, 1); break;
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case SLIDER: GuiSlider(layout[i].rec, 40, 0, 100); break;
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case SLIDERBAR: GuiSliderBar(layout[i].rec, 40, 0, 100); break;
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case PROGRESSBAR: GuiProgressBar(layout[i].rec, 40); break;
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case SPINNER: GuiSpinner(layout[i].rec, 40, 0, 100); break;
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case COMBOBOX: GuiComboBox(layout[i].rec, 3, list, 1); break;
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case CHECKBOX: GuiCheckBox(layout[i].rec, \"CHECKBOX\", false); break;
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case TEXTBOX: GuiTextBox(layout[i].rec, \"test text\"); break;
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*/
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default: break;
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}
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}
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fprintf(ftool, " EndDrawing();\n");
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fprintf(ftool, " //----------------------------------------------------------------------------------\n");
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fprintf(ftool, " }\n\n");
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fprintf(ftool, " // De-Initialization\n");
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fprintf(ftool, " //--------------------------------------------------------------------------------------\n");
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fprintf(ftool, " CloseWindow(); // Close window and OpenGL context\n");
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fprintf(ftool, " //--------------------------------------------------------------------------------------\n\n");
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fprintf(ftool, " return 0;\n");
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fprintf(ftool, "}\n\n");
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fprintf(ftool, "//------------------------------------------------------------------------------------\n");
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fprintf(ftool, "// Controls Functions Definitions (local)\n");
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fprintf(ftool, "//------------------------------------------------------------------------------------\n");
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for (int i = 0; i < controlsCounter; i++)
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if (layout[i].type == BUTTON)
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fprintf(ftool, "static void Button%03i()\n{\n // TODO: Implement control logic\n}\n\n", i);
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fclose(ftool);
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} |