194 lines
5.8 KiB
C
194 lines
5.8 KiB
C
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/*******************************************************************************************
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*
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* raygui - Standalone mode custom backend
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*
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* Just edit this file to include your custom implementation to your graphic API
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*
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* LICENSE: <your_license>
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*
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* Copyright (c) <year> <developer_name>
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*
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**********************************************************************************************/
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//#include "my_cool_graphic_api.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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// TODO: Define input keys required by raygui
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//----------------------------------------------------------------------------------
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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#define KEY_UP 265
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#define KEY_BACKSPACE 259
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#define KEY_ENTER 257
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#define MOUSE_LEFT_BUTTON 0
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// TODO: Define required structures, maybe Font/Texture2D should be defined here?
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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// TODO: Define all raygui required functions (previously provided by raylib)
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//----------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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// Input required functions
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//-------------------------------------------------------------------------------
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static Vector2 GetMousePosition(void)
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{
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Vector2 position = { 0 };
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// TODO: Mouse position
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return position;
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}
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static int GetMouseWheelMove(void)
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{
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// TODO: Mouse wheel movement variation, reseted every frame
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return 0;
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}
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static bool IsMouseButtonDown(int button)
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{
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// TODO: Return true while mouse button [0..2] is being down
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return false;
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}
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static bool IsMouseButtonPressed(int button)
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{
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// TODO: Return true when mouse button [0..2] has been pressed: up->down
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return false;
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}
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static bool IsMouseButtonReleased(int button)
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{
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// TODO: Return true when mouse button [0..2] has been released: down->up
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return false;
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}
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static bool IsKeyDown(int key)
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{
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// TODO: Return true while key is being down
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return false;
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}
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static bool IsKeyPressed(int key)
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{
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// TODO: Return true when key has been pressed: up->down
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return false;
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}
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// USED IN: GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()
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static int GetKeyPressed(void)
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{
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// TODO: Return last key pressed (up->down) in the frame
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return 0;
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}
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//-------------------------------------------------------------------------------
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// Drawing required functions
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//-------------------------------------------------------------------------------
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static void DrawRectangle(int x, int y, int width, int height, Color color)
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{
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// TODO: Draw rectangle on the screen
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}
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// USED IN: GuiColorPicker()
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static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
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{
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// TODO: Draw rectangle with gradients (4 vertex colors) on the screen
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}
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// USED IN: GuiDropdownBox(), GuiScrollBar()
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static void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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// TODO: Draw triangle on the screen, required for arrows
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}
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// USED IN: GuiImageButtonEx()
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static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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// TODO: Draw texture (piece defined by source rectangle) on screen
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}
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// USED IN: GuiTextBoxMulti()
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static void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
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{
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// TODO: Draw text limited by a rectangle. This advance function wraps the text inside the rectangle
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}
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//-------------------------------------------------------------------------------
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// Text required functions
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//-------------------------------------------------------------------------------
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// USED IN: GuiLoadStyleDefault()
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static Font GetFontDefault(void)
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{
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Font font = { 0 };
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// TODO: Return default rendering Font for the UI
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return font;
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}
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// USED IN: GetTextWidth(), GuiTextBoxMulti()
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static Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing)
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{
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Vector2 size = { 0 };
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// TODO: Return text size (width, height) on screen depending on the Font, text, fontSize and spacing
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return size;
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}
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// USED IN: GuiDrawText()
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static void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
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{
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// TODO: Draw text on the screen
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}
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//-------------------------------------------------------------------------------
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// GuiLoadStyle() required functions
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//-------------------------------------------------------------------------------
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static Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount)
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{
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Font font = { 0 };
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// TODO: Load a new font from a file
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return font;
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}
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static char *LoadText(const char *fileName)
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{
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// TODO: Load text file data, used by GuiLoadStyle() to load characters list required on Font generation,
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// this is a .rgs feature, probably this function is not required in most cases
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return NULL;
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}
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static const char *GetDirectoryPath(const char *filePath)
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{
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// TODO: Get directory path for .rgs file, required to look for a possible .ttf/.otf font file referenced,
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// this is a .rgs feature, probably this function is not required in most cases
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return NULL;
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}
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