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-rw-r--r--deps/raylib/examples/shapes/raygui.h5757
-rw-r--r--deps/raylib/examples/shapes/reasings.h263
-rw-r--r--deps/raylib/examples/shapes/resources/.gitkeep0
-rw-r--r--deps/raylib/examples/shapes/shapes_basic_shapes.c86
-rw-r--r--deps/raylib/examples/shapes/shapes_basic_shapes.pngbin0 -> 30382 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_bouncing_ball.c82
-rw-r--r--deps/raylib/examples/shapes/shapes_bouncing_ball.pngbin0 -> 15523 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_collision_area.c117
-rw-r--r--deps/raylib/examples/shapes/shapes_collision_area.pngbin0 -> 15595 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_colors_palette.c104
-rw-r--r--deps/raylib/examples/shapes/shapes_colors_palette.pngbin0 -> 18089 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_circle_sector.c88
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_circle_sector.pngbin0 -> 18474 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.c94
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.pngbin0 -> 17952 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_ring.c100
-rw-r--r--deps/raylib/examples/shapes/shapes_draw_ring.pngbin0 -> 21873 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_ball_anim.c115
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_ball_anim.pngbin0 -> 15602 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_box_anim.c141
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_box_anim.pngbin0 -> 15217 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_rectangle_array.c123
-rw-r--r--deps/raylib/examples/shapes/shapes_easings_rectangle_array.pngbin0 -> 17142 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_following_eyes.c109
-rw-r--r--deps/raylib/examples/shapes/shapes_following_eyes.pngbin0 -> 16169 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_lines_bezier.c85
-rw-r--r--deps/raylib/examples/shapes/shapes_lines_bezier.pngbin0 -> 17953 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_logo_raylib.c61
-rw-r--r--deps/raylib/examples/shapes/shapes_logo_raylib.pngbin0 -> 12676 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_logo_raylib_anim.c165
-rw-r--r--deps/raylib/examples/shapes/shapes_logo_raylib_anim.pngbin0 -> 4787 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_rectangle_advanced.c330
-rw-r--r--deps/raylib/examples/shapes/shapes_rectangle_advanced.pngbin0 -> 6839 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_rectangle_scaling.c103
-rw-r--r--deps/raylib/examples/shapes/shapes_rectangle_scaling.pngbin0 -> 15191 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_splines_drawing.c273
-rw-r--r--deps/raylib/examples/shapes/shapes_splines_drawing.pngbin0 -> 26123 bytes
-rw-r--r--deps/raylib/examples/shapes/shapes_top_down_lights.c356
-rw-r--r--deps/raylib/examples/shapes/shapes_top_down_lights.pngbin0 -> 73147 bytes
39 files changed, 8552 insertions, 0 deletions
diff --git a/deps/raylib/examples/shapes/raygui.h b/deps/raylib/examples/shapes/raygui.h
new file mode 100644
index 0000000..85c4778
--- /dev/null
+++ b/deps/raylib/examples/shapes/raygui.h
@@ -0,0 +1,5757 @@
+/*******************************************************************************************
+*
+* raygui v4.5-dev - A simple and easy-to-use immediate-mode gui library
+*
+* DESCRIPTION:
+* raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also
+* available as a standalone library, as long as input and drawing functions are provided.
+*
+* FEATURES:
+* - Immediate-mode gui, minimal retained data
+* - +25 controls provided (basic and advanced)
+* - Styling system for colors, font and metrics
+* - Icons supported, embedded as a 1-bit icons pack
+* - Standalone mode option (custom input/graphics backend)
+* - Multiple support tools provided for raygui development
+*
+* POSSIBLE IMPROVEMENTS:
+* - Better standalone mode API for easy plug of custom backends
+* - Externalize required inputs, allow user easier customization
+*
+* LIMITATIONS:
+* - No editable multi-line word-wraped text box supported
+* - No auto-layout mechanism, up to the user to define controls position and size
+* - Standalone mode requires library modification and some user work to plug another backend
+*
+* NOTES:
+* - WARNING: GuiLoadStyle() and GuiLoadStyle{Custom}() functions, allocate memory for
+* font atlas recs and glyphs, freeing that memory is (usually) up to the user,
+* no unload function is explicitly provided... but note that GuiLoadStyleDefault() unloads
+* by default any previously loaded font (texture, recs, glyphs).
+* - Global UI alpha (guiAlpha) is applied inside GuiDrawRectangle() and GuiDrawText() functions
+*
+* CONTROLS PROVIDED:
+* # Container/separators Controls
+* - WindowBox --> StatusBar, Panel
+* - GroupBox --> Line
+* - Line
+* - Panel --> StatusBar
+* - ScrollPanel --> StatusBar
+* - TabBar --> Button
+*
+* # Basic Controls
+* - Label
+* - LabelButton --> Label
+* - Button
+* - Toggle
+* - ToggleGroup --> Toggle
+* - ToggleSlider
+* - CheckBox
+* - ComboBox
+* - DropdownBox
+* - TextBox
+* - ValueBox --> TextBox
+* - Spinner --> Button, ValueBox
+* - Slider
+* - SliderBar --> Slider
+* - ProgressBar
+* - StatusBar
+* - DummyRec
+* - Grid
+*
+* # Advance Controls
+* - ListView
+* - ColorPicker --> ColorPanel, ColorBarHue
+* - MessageBox --> Window, Label, Button
+* - TextInputBox --> Window, Label, TextBox, Button
+*
+* It also provides a set of functions for styling the controls based on its properties (size, color).
+*
+*
+* RAYGUI STYLE (guiStyle):
+* raygui uses a global data array for all gui style properties (allocated on data segment by default),
+* when a new style is loaded, it is loaded over the global style... but a default gui style could always be
+* recovered with GuiLoadStyleDefault() function, that overwrites the current style to the default one
+*
+* The global style array size is fixed and depends on the number of controls and properties:
+*
+* static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)];
+*
+* guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB
+*
+* Note that the first set of BASE properties (by default guiStyle[0..15]) belong to the generic style
+* used for all controls, when any of those base values is set, it is automatically populated to all
+* controls, so, specific control values overwriting generic style should be set after base values.
+*
+* After the first BASE set we have the EXTENDED properties (by default guiStyle[16..23]), those
+* properties are actually common to all controls and can not be overwritten individually (like BASE ones)
+* Some of those properties are: TEXT_SIZE, TEXT_SPACING, LINE_COLOR, BACKGROUND_COLOR
+*
+* Custom control properties can be defined using the EXTENDED properties for each independent control.
+*
+* TOOL: rGuiStyler is a visual tool to customize raygui style: github.com/raysan5/rguistyler
+*
+*
+* RAYGUI ICONS (guiIcons):
+* raygui could use a global array containing icons data (allocated on data segment by default),
+* a custom icons set could be loaded over this array using GuiLoadIcons(), but loaded icons set
+* must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS will be loaded
+*
+* Every icon is codified in binary form, using 1 bit per pixel, so, every 16x16 icon
+* requires 8 integers (16*16/32) to be stored in memory.
+*
+* When the icon is draw, actually one quad per pixel is drawn if the bit for that pixel is set.
+*
+* The global icons array size is fixed and depends on the number of icons and size:
+*
+* static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS];
+*
+* guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
+*
+* TOOL: rGuiIcons is a visual tool to customize/create raygui icons: github.com/raysan5/rguiicons
+*
+* RAYGUI LAYOUT:
+* raygui currently does not provide an auto-layout mechanism like other libraries,
+* layouts must be defined manually on controls drawing, providing the right bounds Rectangle for it.
+*
+* TOOL: rGuiLayout is a visual tool to create raygui layouts: github.com/raysan5/rguilayout
+*
+* CONFIGURATION:
+* #define RAYGUI_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RAYGUI_STANDALONE
+* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
+* internally in the library and input management and drawing functions must be provided by
+* the user (check library implementation for further details).
+*
+* #define RAYGUI_NO_ICONS
+* Avoid including embedded ricons data (256 icons, 16x16 pixels, 1-bit per pixel, 2KB)
+*
+* #define RAYGUI_CUSTOM_ICONS
+* Includes custom ricons.h header defining a set of custom icons,
+* this file can be generated using rGuiIcons tool
+*
+* #define RAYGUI_DEBUG_RECS_BOUNDS
+* Draw control bounds rectangles for debug
+*
+* #define RAYGUI_DEBUG_TEXT_BOUNDS
+* Draw text bounds rectangles for debug
+*
+* VERSIONS HISTORY:
+* 4.5-dev (Sep-2024) Current dev version...
+* ADDED: guiControlExclusiveMode and guiControlExclusiveRec for exclusive modes
+* ADDED: GuiValueBoxFloat()
+* ADDED: GuiDropdonwBox() properties: DROPDOWN_ARROW_HIDDEN, DROPDOWN_ROLL_UP
+* ADDED: GuiListView() property: LIST_ITEMS_BORDER_WIDTH
+* ADDED: Multiple new icons
+* REVIEWED: GuiTabBar(), close tab with mouse middle button
+* REVIEWED: GuiScrollPanel(), scroll speed proportional to content
+* REVIEWED: GuiDropdownBox(), support roll up and hidden arrow
+* REVIEWED: GuiTextBox(), cursor position initialization
+* REVIEWED: GuiSliderPro(), control value change check
+* REVIEWED: GuiGrid(), simplified implementation
+* REVIEWED: GuiIconText(), increase buffer size and reviewed padding
+* REVIEWED: GuiDrawText(), improved wrap mode drawing
+* REVIEWED: GuiScrollBar(), minor tweaks
+* REVIEWED: Functions descriptions, removed wrong return value reference
+* REDESIGNED: GuiColorPanel(), improved HSV <-> RGBA convertion
+*
+* 4.0 (12-Sep-2023) ADDED: GuiToggleSlider()
+* ADDED: GuiColorPickerHSV() and GuiColorPanelHSV()
+* ADDED: Multiple new icons, mostly compiler related
+* ADDED: New DEFAULT properties: TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE
+* ADDED: New enum values: GuiTextAlignment, GuiTextAlignmentVertical, GuiTextWrapMode
+* ADDED: Support loading styles with custom font charset from external file
+* REDESIGNED: GuiTextBox(), support mouse cursor positioning
+* REDESIGNED: GuiDrawText(), support multiline and word-wrap modes (read only)
+* REDESIGNED: GuiProgressBar() to be more visual, progress affects border color
+* REDESIGNED: Global alpha consideration moved to GuiDrawRectangle() and GuiDrawText()
+* REDESIGNED: GuiScrollPanel(), get parameters by reference and return result value
+* REDESIGNED: GuiToggleGroup(), get parameters by reference and return result value
+* REDESIGNED: GuiComboBox(), get parameters by reference and return result value
+* REDESIGNED: GuiCheckBox(), get parameters by reference and return result value
+* REDESIGNED: GuiSlider(), get parameters by reference and return result value
+* REDESIGNED: GuiSliderBar(), get parameters by reference and return result value
+* REDESIGNED: GuiProgressBar(), get parameters by reference and return result value
+* REDESIGNED: GuiListView(), get parameters by reference and return result value
+* REDESIGNED: GuiColorPicker(), get parameters by reference and return result value
+* REDESIGNED: GuiColorPanel(), get parameters by reference and return result value
+* REDESIGNED: GuiColorBarAlpha(), get parameters by reference and return result value
+* REDESIGNED: GuiColorBarHue(), get parameters by reference and return result value
+* REDESIGNED: GuiGrid(), get parameters by reference and return result value
+* REDESIGNED: GuiGrid(), added extra parameter
+* REDESIGNED: GuiListViewEx(), change parameters order
+* REDESIGNED: All controls return result as int value
+* REVIEWED: GuiScrollPanel() to avoid smallish scroll-bars
+* REVIEWED: All examples and specially controls_test_suite
+* RENAMED: gui_file_dialog module to gui_window_file_dialog
+* UPDATED: All styles to include ISO-8859-15 charset (as much as possible)
+*
+* 3.6 (10-May-2023) ADDED: New icon: SAND_TIMER
+* ADDED: GuiLoadStyleFromMemory() (binary only)
+* REVIEWED: GuiScrollBar() horizontal movement key
+* REVIEWED: GuiTextBox() crash on cursor movement
+* REVIEWED: GuiTextBox(), additional inputs support
+* REVIEWED: GuiLabelButton(), avoid text cut
+* REVIEWED: GuiTextInputBox(), password input
+* REVIEWED: Local GetCodepointNext(), aligned with raylib
+* REDESIGNED: GuiSlider*()/GuiScrollBar() to support out-of-bounds
+*
+* 3.5 (20-Apr-2023) ADDED: GuiTabBar(), based on GuiToggle()
+* ADDED: Helper functions to split text in separate lines
+* ADDED: Multiple new icons, useful for code editing tools
+* REMOVED: Unneeded icon editing functions
+* REMOVED: GuiTextBoxMulti(), very limited and broken
+* REMOVED: MeasureTextEx() dependency, logic directly implemented
+* REMOVED: DrawTextEx() dependency, logic directly implemented
+* REVIEWED: GuiScrollBar(), improve mouse-click behaviour
+* REVIEWED: Library header info, more info, better organized
+* REDESIGNED: GuiTextBox() to support cursor movement
+* REDESIGNED: GuiDrawText() to divide drawing by lines
+*
+* 3.2 (22-May-2022) RENAMED: Some enum values, for unification, avoiding prefixes
+* REMOVED: GuiScrollBar(), only internal
+* REDESIGNED: GuiPanel() to support text parameter
+* REDESIGNED: GuiScrollPanel() to support text parameter
+* REDESIGNED: GuiColorPicker() to support text parameter
+* REDESIGNED: GuiColorPanel() to support text parameter
+* REDESIGNED: GuiColorBarAlpha() to support text parameter
+* REDESIGNED: GuiColorBarHue() to support text parameter
+* REDESIGNED: GuiTextInputBox() to support password
+*
+* 3.1 (12-Jan-2022) REVIEWED: Default style for consistency (aligned with rGuiLayout v2.5 tool)
+* REVIEWED: GuiLoadStyle() to support compressed font atlas image data and unload previous textures
+* REVIEWED: External icons usage logic
+* REVIEWED: GuiLine() for centered alignment when including text
+* RENAMED: Multiple controls properties definitions to prepend RAYGUI_
+* RENAMED: RICON_ references to RAYGUI_ICON_ for library consistency
+* Projects updated and multiple tweaks
+*
+* 3.0 (04-Nov-2021) Integrated ricons data to avoid external file
+* REDESIGNED: GuiTextBoxMulti()
+* REMOVED: GuiImageButton*()
+* Multiple minor tweaks and bugs corrected
+*
+* 2.9 (17-Mar-2021) REMOVED: Tooltip API
+* 2.8 (03-May-2020) Centralized rectangles drawing to GuiDrawRectangle()
+* 2.7 (20-Feb-2020) ADDED: Possible tooltips API
+* 2.6 (09-Sep-2019) ADDED: GuiTextInputBox()
+* REDESIGNED: GuiListView*(), GuiDropdownBox(), GuiSlider*(), GuiProgressBar(), GuiMessageBox()
+* REVIEWED: GuiTextBox(), GuiSpinner(), GuiValueBox(), GuiLoadStyle()
+* Replaced property INNER_PADDING by TEXT_PADDING, renamed some properties
+* ADDED: 8 new custom styles ready to use
+* Multiple minor tweaks and bugs corrected
+*
+* 2.5 (28-May-2019) Implemented extended GuiTextBox(), GuiValueBox(), GuiSpinner()
+* 2.3 (29-Apr-2019) ADDED: rIcons auxiliar library and support for it, multiple controls reviewed
+* Refactor all controls drawing mechanism to use control state
+* 2.2 (05-Feb-2019) ADDED: GuiScrollBar(), GuiScrollPanel(), reviewed GuiListView(), removed Gui*Ex() controls
+* 2.1 (26-Dec-2018) REDESIGNED: GuiCheckBox(), GuiComboBox(), GuiDropdownBox(), GuiToggleGroup() > Use combined text string
+* REDESIGNED: Style system (breaking change)
+* 2.0 (08-Nov-2018) ADDED: Support controls guiLock and custom fonts
+* REVIEWED: GuiComboBox(), GuiListView()...
+* 1.9 (09-Oct-2018) REVIEWED: GuiGrid(), GuiTextBox(), GuiTextBoxMulti(), GuiValueBox()...
+* 1.8 (01-May-2018) Lot of rework and redesign to align with rGuiStyler and rGuiLayout
+* 1.5 (21-Jun-2017) Working in an improved styles system
+* 1.4 (15-Jun-2017) Rewritten all GUI functions (removed useless ones)
+* 1.3 (12-Jun-2017) Complete redesign of style system
+* 1.1 (01-Jun-2017) Complete review of the library
+* 1.0 (07-Jun-2016) Converted to header-only by Ramon Santamaria.
+* 0.9 (07-Mar-2016) Reviewed and tested by Albert Martos, Ian Eito, Sergio Martinez and Ramon Santamaria.
+* 0.8 (27-Aug-2015) Initial release. Implemented by Kevin Gato, Daniel Nicolás and Ramon Santamaria.
+*
+* DEPENDENCIES:
+* raylib 5.0 - Inputs reading (keyboard/mouse), shapes drawing, font loading and text drawing
+*
+* STANDALONE MODE:
+* By default raygui depends on raylib mostly for the inputs and the drawing functionality but that dependency can be disabled
+* with the config flag RAYGUI_STANDALONE. In that case is up to the user to provide another backend to cover library needs.
+*
+* The following functions should be redefined for a custom backend:
+*
+* - Vector2 GetMousePosition(void);
+* - float GetMouseWheelMove(void);
+* - bool IsMouseButtonDown(int button);
+* - bool IsMouseButtonPressed(int button);
+* - bool IsMouseButtonReleased(int button);
+* - bool IsKeyDown(int key);
+* - bool IsKeyPressed(int key);
+* - int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox()
+*
+* - void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle()
+* - void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker()
+*
+* - Font GetFontDefault(void); // -- GuiLoadStyleDefault()
+* - Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle()
+* - Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image
+* - void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization)
+* - char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data
+* - void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data
+* - const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs
+* - int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list
+* - void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list
+* - unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle()
+*
+* CONTRIBUTORS:
+* Ramon Santamaria: Supervision, review, redesign, update and maintenance
+* Vlad Adrian: Complete rewrite of GuiTextBox() to support extended features (2019)
+* Sergio Martinez: Review, testing (2015) and redesign of multiple controls (2018)
+* Adria Arranz: Testing and implementation of additional controls (2018)
+* Jordi Jorba: Testing and implementation of additional controls (2018)
+* Albert Martos: Review and testing of the library (2015)
+* Ian Eito: Review and testing of the library (2015)
+* Kevin Gato: Initial implementation of basic components (2014)
+* Daniel Nicolas: Initial implementation of basic components (2014)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYGUI_H
+#define RAYGUI_H
+
+#define RAYGUI_VERSION_MAJOR 4
+#define RAYGUI_VERSION_MINOR 5
+#define RAYGUI_VERSION_PATCH 0
+#define RAYGUI_VERSION "4.5-dev"
+
+#if !defined(RAYGUI_STANDALONE)
+ #include "raylib.h"
+#endif
+
+// Function specifiers in case library is build/used as a shared library (Windows)
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+#if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RAYGUIAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RAYGUIAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#endif
+
+// Function specifiers definition
+#ifndef RAYGUIAPI
+ #define RAYGUIAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// Allow custom memory allocators
+#ifndef RAYGUI_MALLOC
+ #define RAYGUI_MALLOC(sz) malloc(sz)
+#endif
+#ifndef RAYGUI_CALLOC
+ #define RAYGUI_CALLOC(n,sz) calloc(n,sz)
+#endif
+#ifndef RAYGUI_FREE
+ #define RAYGUI_FREE(p) free(p)
+#endif
+
+// Simple log system to avoid printf() calls if required
+// NOTE: Avoiding those calls, also avoids const strings memory usage
+#define RAYGUI_SUPPORT_LOG_INFO
+#if defined(RAYGUI_SUPPORT_LOG_INFO)
+ #define RAYGUI_LOG(...) printf(__VA_ARGS__)
+#else
+ #define RAYGUI_LOG(...)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+// NOTE: Some types are required for RAYGUI_STANDALONE usage
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+ #ifndef __cplusplus
+ // Boolean type
+ #ifndef true
+ typedef enum { false, true } bool;
+ #endif
+ #endif
+
+ // Vector2 type
+ typedef struct Vector2 {
+ float x;
+ float y;
+ } Vector2;
+
+ // Vector3 type // -- ConvertHSVtoRGB(), ConvertRGBtoHSV()
+ typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+ } Vector3;
+
+ // Color type, RGBA (32bit)
+ typedef struct Color {
+ unsigned char r;
+ unsigned char g;
+ unsigned char b;
+ unsigned char a;
+ } Color;
+
+ // Rectangle type
+ typedef struct Rectangle {
+ float x;
+ float y;
+ float width;
+ float height;
+ } Rectangle;
+
+ // TODO: Texture2D type is very coupled to raylib, required by Font type
+ // It should be redesigned to be provided by user
+ typedef struct Texture2D {
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+ } Texture2D;
+
+ // Image, pixel data stored in CPU memory (RAM)
+ typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+ } Image;
+
+ // GlyphInfo, font characters glyphs info
+ typedef struct GlyphInfo {
+ int value; // Character value (Unicode)
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ Image image; // Character image data
+ } GlyphInfo;
+
+ // TODO: Font type is very coupled to raylib, mostly required by GuiLoadStyle()
+ // It should be redesigned to be provided by user
+ typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+ } Font;
+#endif
+
+// Style property
+// NOTE: Used when exporting style as code for convenience
+typedef struct GuiStyleProp {
+ unsigned short controlId; // Control identifier
+ unsigned short propertyId; // Property identifier
+ int propertyValue; // Property value
+} GuiStyleProp;
+
+/*
+// Controls text style -NOT USED-
+// NOTE: Text style is defined by control
+typedef struct GuiTextStyle {
+ unsigned int size;
+ int charSpacing;
+ int lineSpacing;
+ int alignmentH;
+ int alignmentV;
+ int padding;
+} GuiTextStyle;
+*/
+
+// Gui control state
+typedef enum {
+ STATE_NORMAL = 0,
+ STATE_FOCUSED,
+ STATE_PRESSED,
+ STATE_DISABLED
+} GuiState;
+
+// Gui control text alignment
+typedef enum {
+ TEXT_ALIGN_LEFT = 0,
+ TEXT_ALIGN_CENTER,
+ TEXT_ALIGN_RIGHT
+} GuiTextAlignment;
+
+// Gui control text alignment vertical
+// NOTE: Text vertical position inside the text bounds
+typedef enum {
+ TEXT_ALIGN_TOP = 0,
+ TEXT_ALIGN_MIDDLE,
+ TEXT_ALIGN_BOTTOM
+} GuiTextAlignmentVertical;
+
+// Gui control text wrap mode
+// NOTE: Useful for multiline text
+typedef enum {
+ TEXT_WRAP_NONE = 0,
+ TEXT_WRAP_CHAR,
+ TEXT_WRAP_WORD
+} GuiTextWrapMode;
+
+// Gui controls
+typedef enum {
+ // Default -> populates to all controls when set
+ DEFAULT = 0,
+
+ // Basic controls
+ LABEL, // Used also for: LABELBUTTON
+ BUTTON,
+ TOGGLE, // Used also for: TOGGLEGROUP
+ SLIDER, // Used also for: SLIDERBAR, TOGGLESLIDER
+ PROGRESSBAR,
+ CHECKBOX,
+ COMBOBOX,
+ DROPDOWNBOX,
+ TEXTBOX, // Used also for: TEXTBOXMULTI
+ VALUEBOX,
+ SPINNER, // Uses: BUTTON, VALUEBOX
+ LISTVIEW,
+ COLORPICKER,
+ SCROLLBAR,
+ STATUSBAR
+} GuiControl;
+
+// Gui base properties for every control
+// NOTE: RAYGUI_MAX_PROPS_BASE properties (by default 16 properties)
+typedef enum {
+ BORDER_COLOR_NORMAL = 0, // Control border color in STATE_NORMAL
+ BASE_COLOR_NORMAL, // Control base color in STATE_NORMAL
+ TEXT_COLOR_NORMAL, // Control text color in STATE_NORMAL
+ BORDER_COLOR_FOCUSED, // Control border color in STATE_FOCUSED
+ BASE_COLOR_FOCUSED, // Control base color in STATE_FOCUSED
+ TEXT_COLOR_FOCUSED, // Control text color in STATE_FOCUSED
+ BORDER_COLOR_PRESSED, // Control border color in STATE_PRESSED
+ BASE_COLOR_PRESSED, // Control base color in STATE_PRESSED
+ TEXT_COLOR_PRESSED, // Control text color in STATE_PRESSED
+ BORDER_COLOR_DISABLED, // Control border color in STATE_DISABLED
+ BASE_COLOR_DISABLED, // Control base color in STATE_DISABLED
+ TEXT_COLOR_DISABLED, // Control text color in STATE_DISABLED
+ BORDER_WIDTH, // Control border size, 0 for no border
+ //TEXT_SIZE, // Control text size (glyphs max height) -> GLOBAL for all controls
+ //TEXT_SPACING, // Control text spacing between glyphs -> GLOBAL for all controls
+ //TEXT_LINE_SPACING // Control text spacing between lines -> GLOBAL for all controls
+ TEXT_PADDING, // Control text padding, not considering border
+ TEXT_ALIGNMENT, // Control text horizontal alignment inside control text bound (after border and padding)
+ //TEXT_WRAP_MODE // Control text wrap-mode inside text bounds -> GLOBAL for all controls
+} GuiControlProperty;
+
+// TODO: Which text styling properties should be global or per-control?
+// At this moment TEXT_PADDING and TEXT_ALIGNMENT is configured and saved per control while
+// TEXT_SIZE, TEXT_SPACING, TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE are global and
+// should be configured by user as needed while defining the UI layout
+
+// Gui extended properties depend on control
+// NOTE: RAYGUI_MAX_PROPS_EXTENDED properties (by default, max 8 properties)
+//----------------------------------------------------------------------------------
+// DEFAULT extended properties
+// NOTE: Those properties are common to all controls or global
+// WARNING: We only have 8 slots for those properties by default!!! -> New global control: TEXT?
+typedef enum {
+ TEXT_SIZE = 16, // Text size (glyphs max height)
+ TEXT_SPACING, // Text spacing between glyphs
+ LINE_COLOR, // Line control color
+ BACKGROUND_COLOR, // Background color
+ TEXT_LINE_SPACING, // Text spacing between lines
+ TEXT_ALIGNMENT_VERTICAL, // Text vertical alignment inside text bounds (after border and padding)
+ TEXT_WRAP_MODE // Text wrap-mode inside text bounds
+ //TEXT_DECORATION // Text decoration: 0-None, 1-Underline, 2-Line-through, 3-Overline
+ //TEXT_DECORATION_THICK // Text decoration line thickness
+} GuiDefaultProperty;
+
+// Other possible text properties:
+// TEXT_WEIGHT // Normal, Italic, Bold -> Requires specific font change
+// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING...
+
+// Label
+//typedef enum { } GuiLabelProperty;
+
+// Button/Spinner
+//typedef enum { } GuiButtonProperty;
+
+// Toggle/ToggleGroup
+typedef enum {
+ GROUP_PADDING = 16, // ToggleGroup separation between toggles
+} GuiToggleProperty;
+
+// Slider/SliderBar
+typedef enum {
+ SLIDER_WIDTH = 16, // Slider size of internal bar
+ SLIDER_PADDING // Slider/SliderBar internal bar padding
+} GuiSliderProperty;
+
+// ProgressBar
+typedef enum {
+ PROGRESS_PADDING = 16, // ProgressBar internal padding
+} GuiProgressBarProperty;
+
+// ScrollBar
+typedef enum {
+ ARROWS_SIZE = 16, // ScrollBar arrows size
+ ARROWS_VISIBLE, // ScrollBar arrows visible
+ SCROLL_SLIDER_PADDING, // ScrollBar slider internal padding
+ SCROLL_SLIDER_SIZE, // ScrollBar slider size
+ SCROLL_PADDING, // ScrollBar scroll padding from arrows
+ SCROLL_SPEED, // ScrollBar scrolling speed
+} GuiScrollBarProperty;
+
+// CheckBox
+typedef enum {
+ CHECK_PADDING = 16 // CheckBox internal check padding
+} GuiCheckBoxProperty;
+
+// ComboBox
+typedef enum {
+ COMBO_BUTTON_WIDTH = 16, // ComboBox right button width
+ COMBO_BUTTON_SPACING // ComboBox button separation
+} GuiComboBoxProperty;
+
+// DropdownBox
+typedef enum {
+ ARROW_PADDING = 16, // DropdownBox arrow separation from border and items
+ DROPDOWN_ITEMS_SPACING, // DropdownBox items separation
+ DROPDOWN_ARROW_HIDDEN, // DropdownBox arrow hidden
+ DROPDOWN_ROLL_UP // DropdownBox roll up flag (default rolls down)
+} GuiDropdownBoxProperty;
+
+// TextBox/TextBoxMulti/ValueBox/Spinner
+typedef enum {
+ TEXT_READONLY = 16, // TextBox in read-only mode: 0-text editable, 1-text no-editable
+} GuiTextBoxProperty;
+
+// Spinner
+typedef enum {
+ SPIN_BUTTON_WIDTH = 16, // Spinner left/right buttons width
+ SPIN_BUTTON_SPACING, // Spinner buttons separation
+} GuiSpinnerProperty;
+
+// ListView
+typedef enum {
+ LIST_ITEMS_HEIGHT = 16, // ListView items height
+ LIST_ITEMS_SPACING, // ListView items separation
+ SCROLLBAR_WIDTH, // ListView scrollbar size (usually width)
+ SCROLLBAR_SIDE, // ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE)
+ LIST_ITEMS_BORDER_WIDTH // ListView items border width
+} GuiListViewProperty;
+
+// ColorPicker
+typedef enum {
+ COLOR_SELECTOR_SIZE = 16,
+ HUEBAR_WIDTH, // ColorPicker right hue bar width
+ HUEBAR_PADDING, // ColorPicker right hue bar separation from panel
+ HUEBAR_SELECTOR_HEIGHT, // ColorPicker right hue bar selector height
+ HUEBAR_SELECTOR_OVERFLOW // ColorPicker right hue bar selector overflow
+} GuiColorPickerProperty;
+
+#define SCROLLBAR_LEFT_SIDE 0
+#define SCROLLBAR_RIGHT_SIDE 1
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Global gui state control functions
+RAYGUIAPI void GuiEnable(void); // Enable gui controls (global state)
+RAYGUIAPI void GuiDisable(void); // Disable gui controls (global state)
+RAYGUIAPI void GuiLock(void); // Lock gui controls (global state)
+RAYGUIAPI void GuiUnlock(void); // Unlock gui controls (global state)
+RAYGUIAPI bool GuiIsLocked(void); // Check if gui is locked (global state)
+RAYGUIAPI void GuiSetAlpha(float alpha); // Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
+RAYGUIAPI void GuiSetState(int state); // Set gui state (global state)
+RAYGUIAPI int GuiGetState(void); // Get gui state (global state)
+
+// Font set/get functions
+RAYGUIAPI void GuiSetFont(Font font); // Set gui custom font (global state)
+RAYGUIAPI Font GuiGetFont(void); // Get gui custom font (global state)
+
+// Style set/get functions
+RAYGUIAPI void GuiSetStyle(int control, int property, int value); // Set one style property
+RAYGUIAPI int GuiGetStyle(int control, int property); // Get one style property
+
+// Styles loading functions
+RAYGUIAPI void GuiLoadStyle(const char *fileName); // Load style file over global style variable (.rgs)
+RAYGUIAPI void GuiLoadStyleDefault(void); // Load style default over global style
+
+// Tooltips management functions
+RAYGUIAPI void GuiEnableTooltip(void); // Enable gui tooltips (global state)
+RAYGUIAPI void GuiDisableTooltip(void); // Disable gui tooltips (global state)
+RAYGUIAPI void GuiSetTooltip(const char *tooltip); // Set tooltip string
+
+// Icons functionality
+RAYGUIAPI const char *GuiIconText(int iconId, const char *text); // Get text with icon id prepended (if supported)
+#if !defined(RAYGUI_NO_ICONS)
+RAYGUIAPI void GuiSetIconScale(int scale); // Set default icon drawing size
+RAYGUIAPI unsigned int *GuiGetIcons(void); // Get raygui icons data pointer
+RAYGUIAPI char **GuiLoadIcons(const char *fileName, bool loadIconsName); // Load raygui icons file (.rgi) into internal icons data
+RAYGUIAPI void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color); // Draw icon using pixel size at specified position
+#endif
+
+// Controls
+//----------------------------------------------------------------------------------------------------------
+// Container/separator controls, useful for controls organization
+RAYGUIAPI int GuiWindowBox(Rectangle bounds, const char *title); // Window Box control, shows a window that can be closed
+RAYGUIAPI int GuiGroupBox(Rectangle bounds, const char *text); // Group Box control with text name
+RAYGUIAPI int GuiLine(Rectangle bounds, const char *text); // Line separator control, could contain text
+RAYGUIAPI int GuiPanel(Rectangle bounds, const char *text); // Panel control, useful to group controls
+RAYGUIAPI int GuiTabBar(Rectangle bounds, const char **text, int count, int *active); // Tab Bar control, returns TAB to be closed or -1
+RAYGUIAPI int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view); // Scroll Panel control
+
+// Basic controls set
+RAYGUIAPI int GuiLabel(Rectangle bounds, const char *text); // Label control
+RAYGUIAPI int GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked
+RAYGUIAPI int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, returns true when clicked
+RAYGUIAPI int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control
+RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control
+RAYGUIAPI int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control
+RAYGUIAPI int GuiCheckBox(Rectangle bounds, const char *text, bool *checked); // Check Box control, returns true when active
+RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control
+
+RAYGUIAPI int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control
+RAYGUIAPI int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control
+RAYGUIAPI int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers
+RAYGUIAPI int GuiValueBoxFloat(Rectangle bounds, const char *text, char *textValue, float *value, bool editMode); // Value box control for float values
+RAYGUIAPI int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text
+
+RAYGUIAPI int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control
+RAYGUIAPI int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control
+RAYGUIAPI int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control
+RAYGUIAPI int GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text
+RAYGUIAPI int GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders
+RAYGUIAPI int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control
+
+// Advance controls set
+RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control
+RAYGUIAPI int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus); // List View with extended parameters
+RAYGUIAPI int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message
+RAYGUIAPI int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive); // Text Input Box control, ask for text, supports secret
+RAYGUIAPI int GuiColorPicker(Rectangle bounds, const char *text, Color *color); // Color Picker control (multiple color controls)
+RAYGUIAPI int GuiColorPanel(Rectangle bounds, const char *text, Color *color); // Color Panel control
+RAYGUIAPI int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha); // Color Bar Alpha control
+RAYGUIAPI int GuiColorBarHue(Rectangle bounds, const char *text, float *value); // Color Bar Hue control
+RAYGUIAPI int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Picker control that avoids conversion to RGB on each call (multiple color controls)
+RAYGUIAPI int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()
+//----------------------------------------------------------------------------------------------------------
+
+#if !defined(RAYGUI_NO_ICONS)
+
+#if !defined(RAYGUI_CUSTOM_ICONS)
+//----------------------------------------------------------------------------------
+// Icons enumeration
+//----------------------------------------------------------------------------------
+typedef enum {
+ ICON_NONE = 0,
+ ICON_FOLDER_FILE_OPEN = 1,
+ ICON_FILE_SAVE_CLASSIC = 2,
+ ICON_FOLDER_OPEN = 3,
+ ICON_FOLDER_SAVE = 4,
+ ICON_FILE_OPEN = 5,
+ ICON_FILE_SAVE = 6,
+ ICON_FILE_EXPORT = 7,
+ ICON_FILE_ADD = 8,
+ ICON_FILE_DELETE = 9,
+ ICON_FILETYPE_TEXT = 10,
+ ICON_FILETYPE_AUDIO = 11,
+ ICON_FILETYPE_IMAGE = 12,
+ ICON_FILETYPE_PLAY = 13,
+ ICON_FILETYPE_VIDEO = 14,
+ ICON_FILETYPE_INFO = 15,
+ ICON_FILE_COPY = 16,
+ ICON_FILE_CUT = 17,
+ ICON_FILE_PASTE = 18,
+ ICON_CURSOR_HAND = 19,
+ ICON_CURSOR_POINTER = 20,
+ ICON_CURSOR_CLASSIC = 21,
+ ICON_PENCIL = 22,
+ ICON_PENCIL_BIG = 23,
+ ICON_BRUSH_CLASSIC = 24,
+ ICON_BRUSH_PAINTER = 25,
+ ICON_WATER_DROP = 26,
+ ICON_COLOR_PICKER = 27,
+ ICON_RUBBER = 28,
+ ICON_COLOR_BUCKET = 29,
+ ICON_TEXT_T = 30,
+ ICON_TEXT_A = 31,
+ ICON_SCALE = 32,
+ ICON_RESIZE = 33,
+ ICON_FILTER_POINT = 34,
+ ICON_FILTER_BILINEAR = 35,
+ ICON_CROP = 36,
+ ICON_CROP_ALPHA = 37,
+ ICON_SQUARE_TOGGLE = 38,
+ ICON_SYMMETRY = 39,
+ ICON_SYMMETRY_HORIZONTAL = 40,
+ ICON_SYMMETRY_VERTICAL = 41,
+ ICON_LENS = 42,
+ ICON_LENS_BIG = 43,
+ ICON_EYE_ON = 44,
+ ICON_EYE_OFF = 45,
+ ICON_FILTER_TOP = 46,
+ ICON_FILTER = 47,
+ ICON_TARGET_POINT = 48,
+ ICON_TARGET_SMALL = 49,
+ ICON_TARGET_BIG = 50,
+ ICON_TARGET_MOVE = 51,
+ ICON_CURSOR_MOVE = 52,
+ ICON_CURSOR_SCALE = 53,
+ ICON_CURSOR_SCALE_RIGHT = 54,
+ ICON_CURSOR_SCALE_LEFT = 55,
+ ICON_UNDO = 56,
+ ICON_REDO = 57,
+ ICON_REREDO = 58,
+ ICON_MUTATE = 59,
+ ICON_ROTATE = 60,
+ ICON_REPEAT = 61,
+ ICON_SHUFFLE = 62,
+ ICON_EMPTYBOX = 63,
+ ICON_TARGET = 64,
+ ICON_TARGET_SMALL_FILL = 65,
+ ICON_TARGET_BIG_FILL = 66,
+ ICON_TARGET_MOVE_FILL = 67,
+ ICON_CURSOR_MOVE_FILL = 68,
+ ICON_CURSOR_SCALE_FILL = 69,
+ ICON_CURSOR_SCALE_RIGHT_FILL = 70,
+ ICON_CURSOR_SCALE_LEFT_FILL = 71,
+ ICON_UNDO_FILL = 72,
+ ICON_REDO_FILL = 73,
+ ICON_REREDO_FILL = 74,
+ ICON_MUTATE_FILL = 75,
+ ICON_ROTATE_FILL = 76,
+ ICON_REPEAT_FILL = 77,
+ ICON_SHUFFLE_FILL = 78,
+ ICON_EMPTYBOX_SMALL = 79,
+ ICON_BOX = 80,
+ ICON_BOX_TOP = 81,
+ ICON_BOX_TOP_RIGHT = 82,
+ ICON_BOX_RIGHT = 83,
+ ICON_BOX_BOTTOM_RIGHT = 84,
+ ICON_BOX_BOTTOM = 85,
+ ICON_BOX_BOTTOM_LEFT = 86,
+ ICON_BOX_LEFT = 87,
+ ICON_BOX_TOP_LEFT = 88,
+ ICON_BOX_CENTER = 89,
+ ICON_BOX_CIRCLE_MASK = 90,
+ ICON_POT = 91,
+ ICON_ALPHA_MULTIPLY = 92,
+ ICON_ALPHA_CLEAR = 93,
+ ICON_DITHERING = 94,
+ ICON_MIPMAPS = 95,
+ ICON_BOX_GRID = 96,
+ ICON_GRID = 97,
+ ICON_BOX_CORNERS_SMALL = 98,
+ ICON_BOX_CORNERS_BIG = 99,
+ ICON_FOUR_BOXES = 100,
+ ICON_GRID_FILL = 101,
+ ICON_BOX_MULTISIZE = 102,
+ ICON_ZOOM_SMALL = 103,
+ ICON_ZOOM_MEDIUM = 104,
+ ICON_ZOOM_BIG = 105,
+ ICON_ZOOM_ALL = 106,
+ ICON_ZOOM_CENTER = 107,
+ ICON_BOX_DOTS_SMALL = 108,
+ ICON_BOX_DOTS_BIG = 109,
+ ICON_BOX_CONCENTRIC = 110,
+ ICON_BOX_GRID_BIG = 111,
+ ICON_OK_TICK = 112,
+ ICON_CROSS = 113,
+ ICON_ARROW_LEFT = 114,
+ ICON_ARROW_RIGHT = 115,
+ ICON_ARROW_DOWN = 116,
+ ICON_ARROW_UP = 117,
+ ICON_ARROW_LEFT_FILL = 118,
+ ICON_ARROW_RIGHT_FILL = 119,
+ ICON_ARROW_DOWN_FILL = 120,
+ ICON_ARROW_UP_FILL = 121,
+ ICON_AUDIO = 122,
+ ICON_FX = 123,
+ ICON_WAVE = 124,
+ ICON_WAVE_SINUS = 125,
+ ICON_WAVE_SQUARE = 126,
+ ICON_WAVE_TRIANGULAR = 127,
+ ICON_CROSS_SMALL = 128,
+ ICON_PLAYER_PREVIOUS = 129,
+ ICON_PLAYER_PLAY_BACK = 130,
+ ICON_PLAYER_PLAY = 131,
+ ICON_PLAYER_PAUSE = 132,
+ ICON_PLAYER_STOP = 133,
+ ICON_PLAYER_NEXT = 134,
+ ICON_PLAYER_RECORD = 135,
+ ICON_MAGNET = 136,
+ ICON_LOCK_CLOSE = 137,
+ ICON_LOCK_OPEN = 138,
+ ICON_CLOCK = 139,
+ ICON_TOOLS = 140,
+ ICON_GEAR = 141,
+ ICON_GEAR_BIG = 142,
+ ICON_BIN = 143,
+ ICON_HAND_POINTER = 144,
+ ICON_LASER = 145,
+ ICON_COIN = 146,
+ ICON_EXPLOSION = 147,
+ ICON_1UP = 148,
+ ICON_PLAYER = 149,
+ ICON_PLAYER_JUMP = 150,
+ ICON_KEY = 151,
+ ICON_DEMON = 152,
+ ICON_TEXT_POPUP = 153,
+ ICON_GEAR_EX = 154,
+ ICON_CRACK = 155,
+ ICON_CRACK_POINTS = 156,
+ ICON_STAR = 157,
+ ICON_DOOR = 158,
+ ICON_EXIT = 159,
+ ICON_MODE_2D = 160,
+ ICON_MODE_3D = 161,
+ ICON_CUBE = 162,
+ ICON_CUBE_FACE_TOP = 163,
+ ICON_CUBE_FACE_LEFT = 164,
+ ICON_CUBE_FACE_FRONT = 165,
+ ICON_CUBE_FACE_BOTTOM = 166,
+ ICON_CUBE_FACE_RIGHT = 167,
+ ICON_CUBE_FACE_BACK = 168,
+ ICON_CAMERA = 169,
+ ICON_SPECIAL = 170,
+ ICON_LINK_NET = 171,
+ ICON_LINK_BOXES = 172,
+ ICON_LINK_MULTI = 173,
+ ICON_LINK = 174,
+ ICON_LINK_BROKE = 175,
+ ICON_TEXT_NOTES = 176,
+ ICON_NOTEBOOK = 177,
+ ICON_SUITCASE = 178,
+ ICON_SUITCASE_ZIP = 179,
+ ICON_MAILBOX = 180,
+ ICON_MONITOR = 181,
+ ICON_PRINTER = 182,
+ ICON_PHOTO_CAMERA = 183,
+ ICON_PHOTO_CAMERA_FLASH = 184,
+ ICON_HOUSE = 185,
+ ICON_HEART = 186,
+ ICON_CORNER = 187,
+ ICON_VERTICAL_BARS = 188,
+ ICON_VERTICAL_BARS_FILL = 189,
+ ICON_LIFE_BARS = 190,
+ ICON_INFO = 191,
+ ICON_CROSSLINE = 192,
+ ICON_HELP = 193,
+ ICON_FILETYPE_ALPHA = 194,
+ ICON_FILETYPE_HOME = 195,
+ ICON_LAYERS_VISIBLE = 196,
+ ICON_LAYERS = 197,
+ ICON_WINDOW = 198,
+ ICON_HIDPI = 199,
+ ICON_FILETYPE_BINARY = 200,
+ ICON_HEX = 201,
+ ICON_SHIELD = 202,
+ ICON_FILE_NEW = 203,
+ ICON_FOLDER_ADD = 204,
+ ICON_ALARM = 205,
+ ICON_CPU = 206,
+ ICON_ROM = 207,
+ ICON_STEP_OVER = 208,
+ ICON_STEP_INTO = 209,
+ ICON_STEP_OUT = 210,
+ ICON_RESTART = 211,
+ ICON_BREAKPOINT_ON = 212,
+ ICON_BREAKPOINT_OFF = 213,
+ ICON_BURGER_MENU = 214,
+ ICON_CASE_SENSITIVE = 215,
+ ICON_REG_EXP = 216,
+ ICON_FOLDER = 217,
+ ICON_FILE = 218,
+ ICON_SAND_TIMER = 219,
+ ICON_WARNING = 220,
+ ICON_HELP_BOX = 221,
+ ICON_INFO_BOX = 222,
+ ICON_PRIORITY = 223,
+ ICON_LAYERS_ISO = 224,
+ ICON_LAYERS2 = 225,
+ ICON_MLAYERS = 226,
+ ICON_MAPS = 227,
+ ICON_HOT = 228,
+ ICON_229 = 229,
+ ICON_230 = 230,
+ ICON_231 = 231,
+ ICON_232 = 232,
+ ICON_233 = 233,
+ ICON_234 = 234,
+ ICON_235 = 235,
+ ICON_236 = 236,
+ ICON_237 = 237,
+ ICON_238 = 238,
+ ICON_239 = 239,
+ ICON_240 = 240,
+ ICON_241 = 241,
+ ICON_242 = 242,
+ ICON_243 = 243,
+ ICON_244 = 244,
+ ICON_245 = 245,
+ ICON_246 = 246,
+ ICON_247 = 247,
+ ICON_248 = 248,
+ ICON_249 = 249,
+ ICON_250 = 250,
+ ICON_251 = 251,
+ ICON_252 = 252,
+ ICON_253 = 253,
+ ICON_254 = 254,
+ ICON_255 = 255,
+} GuiIconName;
+#endif
+
+#endif
+
+#if defined(__cplusplus)
+} // Prevents name mangling of functions
+#endif
+
+#endif // RAYGUI_H
+
+/***********************************************************************************
+*
+* RAYGUI IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RAYGUI_IMPLEMENTATION)
+
+#include <ctype.h> // required for: isspace() [GuiTextBox()]
+#include <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() [GuiLoadStyle(), GuiLoadIcons()]
+#include <stdlib.h> // Required for: malloc(), calloc(), free() [GuiLoadStyle(), GuiLoadIcons()]
+#include <string.h> // Required for: strlen() [GuiTextBox(), GuiValueBox()], memset(), memcpy()
+#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [TextFormat()]
+#include <math.h> // Required for: roundf() [GuiColorPicker()]
+
+#ifdef __cplusplus
+ #define RAYGUI_CLITERAL(name) name
+#else
+ #define RAYGUI_CLITERAL(name) (name)
+#endif
+
+// Check if two rectangles are equal, used to validate a slider bounds as an id
+#ifndef CHECK_BOUNDS_ID
+ #define CHECK_BOUNDS_ID(src, dst) ((src.x == dst.x) && (src.y == dst.y) && (src.width == dst.width) && (src.height == dst.height))
+#endif
+
+#if !defined(RAYGUI_NO_ICONS) && !defined(RAYGUI_CUSTOM_ICONS)
+
+// Embedded icons, no external file provided
+#define RAYGUI_ICON_SIZE 16 // Size of icons in pixels (squared)
+#define RAYGUI_ICON_MAX_ICONS 256 // Maximum number of icons
+#define RAYGUI_ICON_MAX_NAME_LENGTH 32 // Maximum length of icon name id
+
+// Icons data is defined by bit array (every bit represents one pixel)
+// Those arrays are stored as unsigned int data arrays, so,
+// every array element defines 32 pixels (bits) of information
+// One icon is defined by 8 int, (8 int * 32 bit = 256 bit = 16*16 pixels)
+// NOTE: Number of elemens depend on RAYGUI_ICON_SIZE (by default 16x16 pixels)
+#define RAYGUI_ICON_DATA_ELEMENTS (RAYGUI_ICON_SIZE*RAYGUI_ICON_SIZE/32)
+
+//----------------------------------------------------------------------------------
+// Icons data for all gui possible icons (allocated on data segment by default)
+//
+// NOTE 1: Every icon is codified in binary form, using 1 bit per pixel, so,
+// every 16x16 icon requires 8 integers (16*16/32) to be stored
+//
+// NOTE 2: A different icon set could be loaded over this array using GuiLoadIcons(),
+// but loaded icons set must be same RAYGUI_ICON_SIZE and no more than RAYGUI_ICON_MAX_ICONS
+//
+// guiIcons size is by default: 256*(16*16/32) = 2048*4 = 8192 bytes = 8 KB
+//----------------------------------------------------------------------------------
+static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = {
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_NONE
+ 0x3ff80000, 0x2f082008, 0x2042207e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x00007ffe, // ICON_FOLDER_FILE_OPEN
+ 0x3ffe0000, 0x44226422, 0x400247e2, 0x5ffa4002, 0x57ea500a, 0x500a500a, 0x40025ffa, 0x00007ffe, // ICON_FILE_SAVE_CLASSIC
+ 0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024002, 0x44424282, 0x793e4102, 0x00000100, // ICON_FOLDER_OPEN
+ 0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x41024102, 0x44424102, 0x793e4282, 0x00000000, // ICON_FOLDER_SAVE
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x24442284, 0x21042104, 0x20042104, 0x00003ffc, // ICON_FILE_OPEN
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x21042004, 0x21042104, 0x22842444, 0x20042104, 0x00003ffc, // ICON_FILE_SAVE
+ 0x3ff00000, 0x201c2010, 0x00042004, 0x20041004, 0x20844784, 0x00841384, 0x20042784, 0x00003ffc, // ICON_FILE_EXPORT
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x22042204, 0x22042f84, 0x20042204, 0x00003ffc, // ICON_FILE_ADD
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x25042884, 0x25042204, 0x20042884, 0x00003ffc, // ICON_FILE_DELETE
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // ICON_FILETYPE_TEXT
+ 0x3ff00000, 0x201c2010, 0x27042004, 0x244424c4, 0x26442444, 0x20642664, 0x20042004, 0x00003ffc, // ICON_FILETYPE_AUDIO
+ 0x3ff00000, 0x201c2010, 0x26042604, 0x20042004, 0x35442884, 0x2414222c, 0x20042004, 0x00003ffc, // ICON_FILETYPE_IMAGE
+ 0x3ff00000, 0x201c2010, 0x20c42004, 0x22442144, 0x22442444, 0x20c42144, 0x20042004, 0x00003ffc, // ICON_FILETYPE_PLAY
+ 0x3ff00000, 0x3ffc2ff0, 0x3f3c2ff4, 0x3dbc2eb4, 0x3dbc2bb4, 0x3f3c2eb4, 0x3ffc2ff4, 0x00002ff4, // ICON_FILETYPE_VIDEO
+ 0x3ff00000, 0x201c2010, 0x21842184, 0x21842004, 0x21842184, 0x21842184, 0x20042184, 0x00003ffc, // ICON_FILETYPE_INFO
+ 0x0ff00000, 0x381c0810, 0x28042804, 0x28042804, 0x28042804, 0x28042804, 0x20102ffc, 0x00003ff0, // ICON_FILE_COPY
+ 0x00000000, 0x701c0000, 0x079c1e14, 0x55a000f0, 0x079c00f0, 0x701c1e14, 0x00000000, 0x00000000, // ICON_FILE_CUT
+ 0x01c00000, 0x13e41bec, 0x3f841004, 0x204420c4, 0x20442044, 0x20442044, 0x207c2044, 0x00003fc0, // ICON_FILE_PASTE
+ 0x00000000, 0x3aa00fe0, 0x2abc2aa0, 0x2aa42aa4, 0x20042aa4, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_CURSOR_HAND
+ 0x00000000, 0x003c000c, 0x030800c8, 0x30100c10, 0x10202020, 0x04400840, 0x01800280, 0x00000000, // ICON_CURSOR_POINTER
+ 0x00000000, 0x00180000, 0x01f00078, 0x03e007f0, 0x07c003e0, 0x04000e40, 0x00000000, 0x00000000, // ICON_CURSOR_CLASSIC
+ 0x00000000, 0x04000000, 0x11000a00, 0x04400a80, 0x01100220, 0x00580088, 0x00000038, 0x00000000, // ICON_PENCIL
+ 0x04000000, 0x15000a00, 0x50402880, 0x14102820, 0x05040a08, 0x015c028c, 0x007c00bc, 0x00000000, // ICON_PENCIL_BIG
+ 0x01c00000, 0x01400140, 0x01400140, 0x0ff80140, 0x0ff80808, 0x0aa80808, 0x0aa80aa8, 0x00000ff8, // ICON_BRUSH_CLASSIC
+ 0x1ffc0000, 0x5ffc7ffe, 0x40004000, 0x00807f80, 0x01c001c0, 0x01c001c0, 0x01c001c0, 0x00000080, // ICON_BRUSH_PAINTER
+ 0x00000000, 0x00800000, 0x01c00080, 0x03e001c0, 0x07f003e0, 0x036006f0, 0x000001c0, 0x00000000, // ICON_WATER_DROP
+ 0x00000000, 0x3e003800, 0x1f803f80, 0x0c201e40, 0x02080c10, 0x00840104, 0x00380044, 0x00000000, // ICON_COLOR_PICKER
+ 0x00000000, 0x07800300, 0x1fe00fc0, 0x3f883fd0, 0x0e021f04, 0x02040402, 0x00f00108, 0x00000000, // ICON_RUBBER
+ 0x00c00000, 0x02800140, 0x08200440, 0x20081010, 0x2ffe3004, 0x03f807fc, 0x00e001f0, 0x00000040, // ICON_COLOR_BUCKET
+ 0x00000000, 0x21843ffc, 0x01800180, 0x01800180, 0x01800180, 0x01800180, 0x03c00180, 0x00000000, // ICON_TEXT_T
+ 0x00800000, 0x01400180, 0x06200340, 0x0c100620, 0x1ff80c10, 0x380c1808, 0x70067004, 0x0000f80f, // ICON_TEXT_A
+ 0x78000000, 0x50004000, 0x00004800, 0x03c003c0, 0x03c003c0, 0x00100000, 0x0002000a, 0x0000000e, // ICON_SCALE
+ 0x75560000, 0x5e004002, 0x54001002, 0x41001202, 0x408200fe, 0x40820082, 0x40820082, 0x00006afe, // ICON_RESIZE
+ 0x00000000, 0x3f003f00, 0x3f003f00, 0x3f003f00, 0x00400080, 0x001c0020, 0x001c001c, 0x00000000, // ICON_FILTER_POINT
+ 0x6d800000, 0x00004080, 0x40804080, 0x40800000, 0x00406d80, 0x001c0020, 0x001c001c, 0x00000000, // ICON_FILTER_BILINEAR
+ 0x40080000, 0x1ffe2008, 0x14081008, 0x11081208, 0x10481088, 0x10081028, 0x10047ff8, 0x00001002, // ICON_CROP
+ 0x00100000, 0x3ffc0010, 0x2ab03550, 0x22b02550, 0x20b02150, 0x20302050, 0x2000fff0, 0x00002000, // ICON_CROP_ALPHA
+ 0x40000000, 0x1ff82000, 0x04082808, 0x01082208, 0x00482088, 0x00182028, 0x35542008, 0x00000002, // ICON_SQUARE_TOGGLE
+ 0x00000000, 0x02800280, 0x06c006c0, 0x0ea00ee0, 0x1e901eb0, 0x3e883e98, 0x7efc7e8c, 0x00000000, // ICON_SYMMETRY
+ 0x01000000, 0x05600100, 0x1d480d50, 0x7d423d44, 0x3d447d42, 0x0d501d48, 0x01000560, 0x00000100, // ICON_SYMMETRY_HORIZONTAL
+ 0x01800000, 0x04200240, 0x10080810, 0x00001ff8, 0x00007ffe, 0x0ff01ff8, 0x03c007e0, 0x00000180, // ICON_SYMMETRY_VERTICAL
+ 0x00000000, 0x010800f0, 0x02040204, 0x02040204, 0x07f00308, 0x1c000e00, 0x30003800, 0x00000000, // ICON_LENS
+ 0x00000000, 0x061803f0, 0x08240c0c, 0x08040814, 0x0c0c0804, 0x23f01618, 0x18002400, 0x00000000, // ICON_LENS_BIG
+ 0x00000000, 0x00000000, 0x1c7007c0, 0x638e3398, 0x1c703398, 0x000007c0, 0x00000000, 0x00000000, // ICON_EYE_ON
+ 0x00000000, 0x10002000, 0x04700fc0, 0x610e3218, 0x1c703098, 0x001007a0, 0x00000008, 0x00000000, // ICON_EYE_OFF
+ 0x00000000, 0x00007ffc, 0x40047ffc, 0x10102008, 0x04400820, 0x02800280, 0x02800280, 0x00000100, // ICON_FILTER_TOP
+ 0x00000000, 0x40027ffe, 0x10082004, 0x04200810, 0x02400240, 0x02400240, 0x01400240, 0x000000c0, // ICON_FILTER
+ 0x00800000, 0x00800080, 0x00000080, 0x3c9e0000, 0x00000000, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_POINT
+ 0x00800000, 0x00800080, 0x00800080, 0x3f7e01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_SMALL
+ 0x00800000, 0x00800080, 0x03e00080, 0x3e3e0220, 0x03e00220, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_BIG
+ 0x01000000, 0x04400280, 0x01000100, 0x43842008, 0x43849ab2, 0x01002008, 0x04400100, 0x01000280, // ICON_TARGET_MOVE
+ 0x01000000, 0x04400280, 0x01000100, 0x41042108, 0x41049ff2, 0x01002108, 0x04400100, 0x01000280, // ICON_CURSOR_MOVE
+ 0x781e0000, 0x500a4002, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x4002500a, 0x0000781e, // ICON_CURSOR_SCALE
+ 0x00000000, 0x20003c00, 0x24002800, 0x01000200, 0x00400080, 0x00140024, 0x003c0004, 0x00000000, // ICON_CURSOR_SCALE_RIGHT
+ 0x00000000, 0x0004003c, 0x00240014, 0x00800040, 0x02000100, 0x28002400, 0x3c002000, 0x00000000, // ICON_CURSOR_SCALE_LEFT
+ 0x00000000, 0x00100020, 0x10101fc8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // ICON_UNDO
+ 0x00000000, 0x08000400, 0x080813f8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // ICON_REDO
+ 0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3f902020, 0x00400020, 0x00000000, // ICON_REREDO
+ 0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3fc82010, 0x00200010, 0x00000000, // ICON_MUTATE
+ 0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18101020, 0x00100fc8, 0x00000020, // ICON_ROTATE
+ 0x00000000, 0x04000200, 0x240429fc, 0x20042204, 0x20442004, 0x3f942024, 0x00400020, 0x00000000, // ICON_REPEAT
+ 0x00000000, 0x20001000, 0x22104c0e, 0x00801120, 0x11200040, 0x4c0e2210, 0x10002000, 0x00000000, // ICON_SHUFFLE
+ 0x7ffe0000, 0x50024002, 0x44024802, 0x41024202, 0x40424082, 0x40124022, 0x4002400a, 0x00007ffe, // ICON_EMPTYBOX
+ 0x00800000, 0x03e00080, 0x08080490, 0x3c9e0808, 0x08080808, 0x03e00490, 0x00800080, 0x00000000, // ICON_TARGET
+ 0x00800000, 0x00800080, 0x00800080, 0x3ffe01c0, 0x008001c0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_SMALL_FILL
+ 0x00800000, 0x00800080, 0x03e00080, 0x3ffe03e0, 0x03e003e0, 0x00800080, 0x00800080, 0x00000000, // ICON_TARGET_BIG_FILL
+ 0x01000000, 0x07c00380, 0x01000100, 0x638c2008, 0x638cfbbe, 0x01002008, 0x07c00100, 0x01000380, // ICON_TARGET_MOVE_FILL
+ 0x01000000, 0x07c00380, 0x01000100, 0x610c2108, 0x610cfffe, 0x01002108, 0x07c00100, 0x01000380, // ICON_CURSOR_MOVE_FILL
+ 0x781e0000, 0x6006700e, 0x04204812, 0x00000240, 0x02400000, 0x48120420, 0x700e6006, 0x0000781e, // ICON_CURSOR_SCALE_FILL
+ 0x00000000, 0x38003c00, 0x24003000, 0x01000200, 0x00400080, 0x000c0024, 0x003c001c, 0x00000000, // ICON_CURSOR_SCALE_RIGHT_FILL
+ 0x00000000, 0x001c003c, 0x0024000c, 0x00800040, 0x02000100, 0x30002400, 0x3c003800, 0x00000000, // ICON_CURSOR_SCALE_LEFT_FILL
+ 0x00000000, 0x00300020, 0x10301ff8, 0x10001020, 0x10001000, 0x10001000, 0x00001fc0, 0x00000000, // ICON_UNDO_FILL
+ 0x00000000, 0x0c000400, 0x0c081ff8, 0x00080408, 0x00080008, 0x00080008, 0x000003f8, 0x00000000, // ICON_REDO_FILL
+ 0x00000000, 0x3ffc0000, 0x20042004, 0x20002000, 0x20402000, 0x3ff02060, 0x00400060, 0x00000000, // ICON_REREDO_FILL
+ 0x00000000, 0x3ffc0000, 0x20042004, 0x27fc2004, 0x20202000, 0x3ff82030, 0x00200030, 0x00000000, // ICON_MUTATE_FILL
+ 0x00000000, 0x0ff00000, 0x10081818, 0x11801008, 0x10001180, 0x18301020, 0x00300ff8, 0x00000020, // ICON_ROTATE_FILL
+ 0x00000000, 0x06000200, 0x26042ffc, 0x20042204, 0x20442004, 0x3ff42064, 0x00400060, 0x00000000, // ICON_REPEAT_FILL
+ 0x00000000, 0x30001000, 0x32107c0e, 0x00801120, 0x11200040, 0x7c0e3210, 0x10003000, 0x00000000, // ICON_SHUFFLE_FILL
+ 0x00000000, 0x30043ffc, 0x24042804, 0x21042204, 0x20442084, 0x20142024, 0x3ffc200c, 0x00000000, // ICON_EMPTYBOX_SMALL
+ 0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX
+ 0x00000000, 0x23c43ffc, 0x23c423c4, 0x200423c4, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP
+ 0x00000000, 0x3e043ffc, 0x3e043e04, 0x20043e04, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP_RIGHT
+ 0x00000000, 0x20043ffc, 0x20042004, 0x3e043e04, 0x3e043e04, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_RIGHT
+ 0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x3e042004, 0x3e043e04, 0x3ffc3e04, 0x00000000, // ICON_BOX_BOTTOM_RIGHT
+ 0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x23c42004, 0x23c423c4, 0x3ffc23c4, 0x00000000, // ICON_BOX_BOTTOM
+ 0x00000000, 0x20043ffc, 0x20042004, 0x20042004, 0x207c2004, 0x207c207c, 0x3ffc207c, 0x00000000, // ICON_BOX_BOTTOM_LEFT
+ 0x00000000, 0x20043ffc, 0x20042004, 0x207c207c, 0x207c207c, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_LEFT
+ 0x00000000, 0x207c3ffc, 0x207c207c, 0x2004207c, 0x20042004, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_TOP_LEFT
+ 0x00000000, 0x20043ffc, 0x20042004, 0x23c423c4, 0x23c423c4, 0x20042004, 0x3ffc2004, 0x00000000, // ICON_BOX_CENTER
+ 0x7ffe0000, 0x40024002, 0x47e24182, 0x4ff247e2, 0x47e24ff2, 0x418247e2, 0x40024002, 0x00007ffe, // ICON_BOX_CIRCLE_MASK
+ 0x7fff0000, 0x40014001, 0x40014001, 0x49555ddd, 0x4945495d, 0x400149c5, 0x40014001, 0x00007fff, // ICON_POT
+ 0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x404e40ce, 0x48125432, 0x4006540e, 0x00007ffe, // ICON_ALPHA_MULTIPLY
+ 0x7ffe0000, 0x53327332, 0x44ce4cce, 0x41324332, 0x5c4e40ce, 0x44124432, 0x40065c0e, 0x00007ffe, // ICON_ALPHA_CLEAR
+ 0x7ffe0000, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x42fe417e, 0x00007ffe, // ICON_DITHERING
+ 0x07fe0000, 0x1ffa0002, 0x7fea000a, 0x402a402a, 0x5b2a512a, 0x5128552a, 0x40205128, 0x00007fe0, // ICON_MIPMAPS
+ 0x00000000, 0x1ff80000, 0x12481248, 0x12481ff8, 0x1ff81248, 0x12481248, 0x00001ff8, 0x00000000, // ICON_BOX_GRID
+ 0x12480000, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x7ffe1248, 0x12481248, 0x12487ffe, 0x00001248, // ICON_GRID
+ 0x00000000, 0x1c380000, 0x1c3817e8, 0x08100810, 0x08100810, 0x17e81c38, 0x00001c38, 0x00000000, // ICON_BOX_CORNERS_SMALL
+ 0x700e0000, 0x700e5ffa, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x5ffa700e, 0x0000700e, // ICON_BOX_CORNERS_BIG
+ 0x3f7e0000, 0x21422142, 0x21422142, 0x00003f7e, 0x21423f7e, 0x21422142, 0x3f7e2142, 0x00000000, // ICON_FOUR_BOXES
+ 0x00000000, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x3bb80000, 0x3bb83bb8, 0x00000000, // ICON_GRID_FILL
+ 0x7ffe0000, 0x7ffe7ffe, 0x77fe7000, 0x77fe77fe, 0x777e7700, 0x777e777e, 0x777e777e, 0x0000777e, // ICON_BOX_MULTISIZE
+ 0x781e0000, 0x40024002, 0x00004002, 0x01800000, 0x00000180, 0x40020000, 0x40024002, 0x0000781e, // ICON_ZOOM_SMALL
+ 0x781e0000, 0x40024002, 0x00004002, 0x03c003c0, 0x03c003c0, 0x40020000, 0x40024002, 0x0000781e, // ICON_ZOOM_MEDIUM
+ 0x781e0000, 0x40024002, 0x07e04002, 0x07e007e0, 0x07e007e0, 0x400207e0, 0x40024002, 0x0000781e, // ICON_ZOOM_BIG
+ 0x781e0000, 0x5ffa4002, 0x1ff85ffa, 0x1ff81ff8, 0x1ff81ff8, 0x5ffa1ff8, 0x40025ffa, 0x0000781e, // ICON_ZOOM_ALL
+ 0x00000000, 0x2004381c, 0x00002004, 0x00000000, 0x00000000, 0x20040000, 0x381c2004, 0x00000000, // ICON_ZOOM_CENTER
+ 0x00000000, 0x1db80000, 0x10081008, 0x10080000, 0x00001008, 0x10081008, 0x00001db8, 0x00000000, // ICON_BOX_DOTS_SMALL
+ 0x35560000, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x00002002, 0x35562002, 0x00000000, // ICON_BOX_DOTS_BIG
+ 0x7ffe0000, 0x40024002, 0x48124ff2, 0x49924812, 0x48124992, 0x4ff24812, 0x40024002, 0x00007ffe, // ICON_BOX_CONCENTRIC
+ 0x00000000, 0x10841ffc, 0x10841084, 0x1ffc1084, 0x10841084, 0x10841084, 0x00001ffc, 0x00000000, // ICON_BOX_GRID_BIG
+ 0x00000000, 0x00000000, 0x10000000, 0x04000800, 0x01040200, 0x00500088, 0x00000020, 0x00000000, // ICON_OK_TICK
+ 0x00000000, 0x10080000, 0x04200810, 0x01800240, 0x02400180, 0x08100420, 0x00001008, 0x00000000, // ICON_CROSS
+ 0x00000000, 0x02000000, 0x00800100, 0x00200040, 0x00200010, 0x00800040, 0x02000100, 0x00000000, // ICON_ARROW_LEFT
+ 0x00000000, 0x00400000, 0x01000080, 0x04000200, 0x04000800, 0x01000200, 0x00400080, 0x00000000, // ICON_ARROW_RIGHT
+ 0x00000000, 0x00000000, 0x00000000, 0x08081004, 0x02200410, 0x00800140, 0x00000000, 0x00000000, // ICON_ARROW_DOWN
+ 0x00000000, 0x00000000, 0x01400080, 0x04100220, 0x10040808, 0x00000000, 0x00000000, 0x00000000, // ICON_ARROW_UP
+ 0x00000000, 0x02000000, 0x03800300, 0x03e003c0, 0x03e003f0, 0x038003c0, 0x02000300, 0x00000000, // ICON_ARROW_LEFT_FILL
+ 0x00000000, 0x00400000, 0x01c000c0, 0x07c003c0, 0x07c00fc0, 0x01c003c0, 0x004000c0, 0x00000000, // ICON_ARROW_RIGHT_FILL
+ 0x00000000, 0x00000000, 0x00000000, 0x0ff81ffc, 0x03e007f0, 0x008001c0, 0x00000000, 0x00000000, // ICON_ARROW_DOWN_FILL
+ 0x00000000, 0x00000000, 0x01c00080, 0x07f003e0, 0x1ffc0ff8, 0x00000000, 0x00000000, 0x00000000, // ICON_ARROW_UP_FILL
+ 0x00000000, 0x18a008c0, 0x32881290, 0x24822686, 0x26862482, 0x12903288, 0x08c018a0, 0x00000000, // ICON_AUDIO
+ 0x00000000, 0x04800780, 0x004000c0, 0x662000f0, 0x08103c30, 0x130a0e18, 0x0000318e, 0x00000000, // ICON_FX
+ 0x00000000, 0x00800000, 0x08880888, 0x2aaa0a8a, 0x0a8a2aaa, 0x08880888, 0x00000080, 0x00000000, // ICON_WAVE
+ 0x00000000, 0x00600000, 0x01080090, 0x02040108, 0x42044204, 0x24022402, 0x00001800, 0x00000000, // ICON_WAVE_SINUS
+ 0x00000000, 0x07f80000, 0x04080408, 0x04080408, 0x04080408, 0x7c0e0408, 0x00000000, 0x00000000, // ICON_WAVE_SQUARE
+ 0x00000000, 0x00000000, 0x00a00040, 0x22084110, 0x08021404, 0x00000000, 0x00000000, 0x00000000, // ICON_WAVE_TRIANGULAR
+ 0x00000000, 0x00000000, 0x04200000, 0x01800240, 0x02400180, 0x00000420, 0x00000000, 0x00000000, // ICON_CROSS_SMALL
+ 0x00000000, 0x18380000, 0x12281428, 0x10a81128, 0x112810a8, 0x14281228, 0x00001838, 0x00000000, // ICON_PLAYER_PREVIOUS
+ 0x00000000, 0x18000000, 0x11801600, 0x10181060, 0x10601018, 0x16001180, 0x00001800, 0x00000000, // ICON_PLAYER_PLAY_BACK
+ 0x00000000, 0x00180000, 0x01880068, 0x18080608, 0x06081808, 0x00680188, 0x00000018, 0x00000000, // ICON_PLAYER_PLAY
+ 0x00000000, 0x1e780000, 0x12481248, 0x12481248, 0x12481248, 0x12481248, 0x00001e78, 0x00000000, // ICON_PLAYER_PAUSE
+ 0x00000000, 0x1ff80000, 0x10081008, 0x10081008, 0x10081008, 0x10081008, 0x00001ff8, 0x00000000, // ICON_PLAYER_STOP
+ 0x00000000, 0x1c180000, 0x14481428, 0x15081488, 0x14881508, 0x14281448, 0x00001c18, 0x00000000, // ICON_PLAYER_NEXT
+ 0x00000000, 0x03c00000, 0x08100420, 0x10081008, 0x10081008, 0x04200810, 0x000003c0, 0x00000000, // ICON_PLAYER_RECORD
+ 0x00000000, 0x0c3007e0, 0x13c81818, 0x14281668, 0x14281428, 0x1c381c38, 0x08102244, 0x00000000, // ICON_MAGNET
+ 0x07c00000, 0x08200820, 0x3ff80820, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // ICON_LOCK_CLOSE
+ 0x07c00000, 0x08000800, 0x3ff80800, 0x23882008, 0x21082388, 0x20082108, 0x1ff02008, 0x00000000, // ICON_LOCK_OPEN
+ 0x01c00000, 0x0c180770, 0x3086188c, 0x60832082, 0x60034781, 0x30062002, 0x0c18180c, 0x01c00770, // ICON_CLOCK
+ 0x0a200000, 0x1b201b20, 0x04200e20, 0x04200420, 0x04700420, 0x0e700e70, 0x0e700e70, 0x04200e70, // ICON_TOOLS
+ 0x01800000, 0x3bdc318c, 0x0ff01ff8, 0x7c3e1e78, 0x1e787c3e, 0x1ff80ff0, 0x318c3bdc, 0x00000180, // ICON_GEAR
+ 0x01800000, 0x3ffc318c, 0x1c381ff8, 0x781e1818, 0x1818781e, 0x1ff81c38, 0x318c3ffc, 0x00000180, // ICON_GEAR_BIG
+ 0x00000000, 0x08080ff8, 0x08081ffc, 0x0aa80aa8, 0x0aa80aa8, 0x0aa80aa8, 0x08080aa8, 0x00000ff8, // ICON_BIN
+ 0x00000000, 0x00000000, 0x20043ffc, 0x08043f84, 0x04040f84, 0x04040784, 0x000007fc, 0x00000000, // ICON_HAND_POINTER
+ 0x00000000, 0x24400400, 0x00001480, 0x6efe0e00, 0x00000e00, 0x24401480, 0x00000400, 0x00000000, // ICON_LASER
+ 0x00000000, 0x03c00000, 0x08300460, 0x11181118, 0x11181118, 0x04600830, 0x000003c0, 0x00000000, // ICON_COIN
+ 0x00000000, 0x10880080, 0x06c00810, 0x366c07e0, 0x07e00240, 0x00001768, 0x04200240, 0x00000000, // ICON_EXPLOSION
+ 0x00000000, 0x3d280000, 0x2528252c, 0x3d282528, 0x05280528, 0x05e80528, 0x00000000, 0x00000000, // ICON_1UP
+ 0x01800000, 0x03c003c0, 0x018003c0, 0x0ff007e0, 0x0bd00bd0, 0x0a500bd0, 0x02400240, 0x02400240, // ICON_PLAYER
+ 0x01800000, 0x03c003c0, 0x118013c0, 0x03c81ff8, 0x07c003c8, 0x04400440, 0x0c080478, 0x00000000, // ICON_PLAYER_JUMP
+ 0x3ff80000, 0x30183ff8, 0x30183018, 0x3ff83ff8, 0x03000300, 0x03c003c0, 0x03e00300, 0x000003e0, // ICON_KEY
+ 0x3ff80000, 0x3ff83ff8, 0x33983ff8, 0x3ff83398, 0x3ff83ff8, 0x00000540, 0x0fe00aa0, 0x00000fe0, // ICON_DEMON
+ 0x00000000, 0x0ff00000, 0x20041008, 0x25442004, 0x10082004, 0x06000bf0, 0x00000300, 0x00000000, // ICON_TEXT_POPUP
+ 0x00000000, 0x11440000, 0x07f00be8, 0x1c1c0e38, 0x1c1c0c18, 0x07f00e38, 0x11440be8, 0x00000000, // ICON_GEAR_EX
+ 0x00000000, 0x20080000, 0x0c601010, 0x07c00fe0, 0x07c007c0, 0x0c600fe0, 0x20081010, 0x00000000, // ICON_CRACK
+ 0x00000000, 0x20080000, 0x0c601010, 0x04400fe0, 0x04405554, 0x0c600fe0, 0x20081010, 0x00000000, // ICON_CRACK_POINTS
+ 0x00000000, 0x00800080, 0x01c001c0, 0x1ffc3ffe, 0x03e007f0, 0x07f003e0, 0x0c180770, 0x00000808, // ICON_STAR
+ 0x0ff00000, 0x08180810, 0x08100818, 0x0a100810, 0x08180810, 0x08100818, 0x08100810, 0x00001ff8, // ICON_DOOR
+ 0x0ff00000, 0x08100810, 0x08100810, 0x10100010, 0x4f902010, 0x10102010, 0x08100010, 0x00000ff0, // ICON_EXIT
+ 0x00040000, 0x001f000e, 0x0ef40004, 0x12f41284, 0x0ef41214, 0x10040004, 0x7ffc3004, 0x10003000, // ICON_MODE_2D
+ 0x78040000, 0x501f600e, 0x0ef44004, 0x12f41284, 0x0ef41284, 0x10140004, 0x7ffc300c, 0x10003000, // ICON_MODE_3D
+ 0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE
+ 0x7fe00000, 0x5ff87ff0, 0x47fe4ffc, 0x44224402, 0x44224422, 0x241275e2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_TOP
+ 0x7fe00000, 0x50386030, 0x47c2483c, 0x443e443e, 0x443e443e, 0x241e75fe, 0x0c06140e, 0x000007fe, // ICON_CUBE_FACE_LEFT
+ 0x7fe00000, 0x50286030, 0x47fe4804, 0x47fe47fe, 0x47fe47fe, 0x27fe77fe, 0x0ffe17fe, 0x000007fe, // ICON_CUBE_FACE_FRONT
+ 0x7fe00000, 0x50286030, 0x47fe4804, 0x44224402, 0x44224422, 0x3bf27be2, 0x0bfe1bfa, 0x000007fe, // ICON_CUBE_FACE_BOTTOM
+ 0x7fe00000, 0x70286030, 0x7ffe7804, 0x7c227c02, 0x7c227c22, 0x3c127de2, 0x0c061c0a, 0x000007fe, // ICON_CUBE_FACE_RIGHT
+ 0x7fe00000, 0x6fe85ff0, 0x781e77e4, 0x7be27be2, 0x7be27be2, 0x24127be2, 0x0c06140a, 0x000007fe, // ICON_CUBE_FACE_BACK
+ 0x00000000, 0x2a0233fe, 0x22022602, 0x22022202, 0x2a022602, 0x00a033fe, 0x02080110, 0x00000000, // ICON_CAMERA
+ 0x00000000, 0x200c3ffc, 0x000c000c, 0x3ffc000c, 0x30003000, 0x30003000, 0x3ffc3004, 0x00000000, // ICON_SPECIAL
+ 0x00000000, 0x0022003e, 0x012201e2, 0x0100013e, 0x01000100, 0x79000100, 0x4f004900, 0x00007800, // ICON_LINK_NET
+ 0x00000000, 0x44007c00, 0x45004600, 0x00627cbe, 0x00620022, 0x45007cbe, 0x44004600, 0x00007c00, // ICON_LINK_BOXES
+ 0x00000000, 0x0044007c, 0x0010007c, 0x3f100010, 0x3f1021f0, 0x3f100010, 0x3f0021f0, 0x00000000, // ICON_LINK_MULTI
+ 0x00000000, 0x0044007c, 0x00440044, 0x0010007c, 0x00100010, 0x44107c10, 0x440047f0, 0x00007c00, // ICON_LINK
+ 0x00000000, 0x0044007c, 0x00440044, 0x0000007c, 0x00000010, 0x44007c10, 0x44004550, 0x00007c00, // ICON_LINK_BROKE
+ 0x02a00000, 0x22a43ffc, 0x20042004, 0x20042ff4, 0x20042ff4, 0x20042ff4, 0x20042004, 0x00003ffc, // ICON_TEXT_NOTES
+ 0x3ffc0000, 0x20042004, 0x245e27c4, 0x27c42444, 0x2004201e, 0x201e2004, 0x20042004, 0x00003ffc, // ICON_NOTEBOOK
+ 0x00000000, 0x07e00000, 0x04200420, 0x24243ffc, 0x24242424, 0x24242424, 0x3ffc2424, 0x00000000, // ICON_SUITCASE
+ 0x00000000, 0x0fe00000, 0x08200820, 0x40047ffc, 0x7ffc5554, 0x40045554, 0x7ffc4004, 0x00000000, // ICON_SUITCASE_ZIP
+ 0x00000000, 0x20043ffc, 0x3ffc2004, 0x13c81008, 0x100813c8, 0x10081008, 0x1ff81008, 0x00000000, // ICON_MAILBOX
+ 0x00000000, 0x40027ffe, 0x5ffa5ffa, 0x5ffa5ffa, 0x40025ffa, 0x03c07ffe, 0x1ff81ff8, 0x00000000, // ICON_MONITOR
+ 0x0ff00000, 0x6bfe7ffe, 0x7ffe7ffe, 0x68167ffe, 0x08106816, 0x08100810, 0x0ff00810, 0x00000000, // ICON_PRINTER
+ 0x3ff80000, 0xfffe2008, 0x870a8002, 0x904a888a, 0x904a904a, 0x870a888a, 0xfffe8002, 0x00000000, // ICON_PHOTO_CAMERA
+ 0x0fc00000, 0xfcfe0cd8, 0x8002fffe, 0x84428382, 0x84428442, 0x80028382, 0xfffe8002, 0x00000000, // ICON_PHOTO_CAMERA_FLASH
+ 0x00000000, 0x02400180, 0x08100420, 0x20041008, 0x23c42004, 0x22442244, 0x3ffc2244, 0x00000000, // ICON_HOUSE
+ 0x00000000, 0x1c700000, 0x3ff83ef8, 0x3ff83ff8, 0x0fe01ff0, 0x038007c0, 0x00000100, 0x00000000, // ICON_HEART
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x80000000, 0xe000c000, // ICON_CORNER
+ 0x00000000, 0x14001c00, 0x15c01400, 0x15401540, 0x155c1540, 0x15541554, 0x1ddc1554, 0x00000000, // ICON_VERTICAL_BARS
+ 0x00000000, 0x03000300, 0x1b001b00, 0x1b601b60, 0x1b6c1b60, 0x1b6c1b6c, 0x1b6c1b6c, 0x00000000, // ICON_VERTICAL_BARS_FILL
+ 0x00000000, 0x00000000, 0x403e7ffe, 0x7ffe403e, 0x7ffe0000, 0x43fe43fe, 0x00007ffe, 0x00000000, // ICON_LIFE_BARS
+ 0x7ffc0000, 0x43844004, 0x43844284, 0x43844004, 0x42844284, 0x42844284, 0x40044384, 0x00007ffc, // ICON_INFO
+ 0x40008000, 0x10002000, 0x04000800, 0x01000200, 0x00400080, 0x00100020, 0x00040008, 0x00010002, // ICON_CROSSLINE
+ 0x00000000, 0x1ff01ff0, 0x18301830, 0x1f001830, 0x03001f00, 0x00000300, 0x03000300, 0x00000000, // ICON_HELP
+ 0x3ff00000, 0x2abc3550, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x2aac3554, 0x00003ffc, // ICON_FILETYPE_ALPHA
+ 0x3ff00000, 0x201c2010, 0x22442184, 0x28142424, 0x29942814, 0x2ff42994, 0x20042004, 0x00003ffc, // ICON_FILETYPE_HOME
+ 0x07fe0000, 0x04020402, 0x7fe20402, 0x44224422, 0x44224422, 0x402047fe, 0x40204020, 0x00007fe0, // ICON_LAYERS_VISIBLE
+ 0x07fe0000, 0x04020402, 0x7c020402, 0x44024402, 0x44024402, 0x402047fe, 0x40204020, 0x00007fe0, // ICON_LAYERS
+ 0x00000000, 0x40027ffe, 0x7ffe4002, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_WINDOW
+ 0x09100000, 0x09f00910, 0x09100910, 0x00000910, 0x24a2779e, 0x27a224a2, 0x709e20a2, 0x00000000, // ICON_HIDPI
+ 0x3ff00000, 0x201c2010, 0x2a842e84, 0x2e842a84, 0x2ba42004, 0x2aa42aa4, 0x20042ba4, 0x00003ffc, // ICON_FILETYPE_BINARY
+ 0x00000000, 0x00000000, 0x00120012, 0x4a5e4bd2, 0x485233d2, 0x00004bd2, 0x00000000, 0x00000000, // ICON_HEX
+ 0x01800000, 0x381c0660, 0x23c42004, 0x23c42044, 0x13c82204, 0x08101008, 0x02400420, 0x00000180, // ICON_SHIELD
+ 0x007e0000, 0x20023fc2, 0x40227fe2, 0x400a403a, 0x400a400a, 0x400a400a, 0x4008400e, 0x00007ff8, // ICON_FILE_NEW
+ 0x00000000, 0x0042007e, 0x40027fc2, 0x44024002, 0x5f024402, 0x44024402, 0x7ffe4002, 0x00000000, // ICON_FOLDER_ADD
+ 0x44220000, 0x12482244, 0xf3cf0000, 0x14280420, 0x48122424, 0x08100810, 0x1ff81008, 0x03c00420, // ICON_ALARM
+ 0x0aa00000, 0x1ff80aa0, 0x1068700e, 0x1008706e, 0x1008700e, 0x1008700e, 0x0aa01ff8, 0x00000aa0, // ICON_CPU
+ 0x07e00000, 0x04201db8, 0x04a01c38, 0x04a01d38, 0x04a01d38, 0x04a01d38, 0x04201d38, 0x000007e0, // ICON_ROM
+ 0x00000000, 0x03c00000, 0x3c382ff0, 0x3c04380c, 0x01800000, 0x03c003c0, 0x00000180, 0x00000000, // ICON_STEP_OVER
+ 0x01800000, 0x01800180, 0x01800180, 0x03c007e0, 0x00000180, 0x01800000, 0x03c003c0, 0x00000180, // ICON_STEP_INTO
+ 0x01800000, 0x07e003c0, 0x01800180, 0x01800180, 0x00000180, 0x01800000, 0x03c003c0, 0x00000180, // ICON_STEP_OUT
+ 0x00000000, 0x0ff003c0, 0x181c1c34, 0x303c301c, 0x30003000, 0x1c301800, 0x03c00ff0, 0x00000000, // ICON_RESTART
+ 0x00000000, 0x00000000, 0x07e003c0, 0x0ff00ff0, 0x0ff00ff0, 0x03c007e0, 0x00000000, 0x00000000, // ICON_BREAKPOINT_ON
+ 0x00000000, 0x00000000, 0x042003c0, 0x08100810, 0x08100810, 0x03c00420, 0x00000000, 0x00000000, // ICON_BREAKPOINT_OFF
+ 0x00000000, 0x00000000, 0x1ff81ff8, 0x1ff80000, 0x00001ff8, 0x1ff81ff8, 0x00000000, 0x00000000, // ICON_BURGER_MENU
+ 0x00000000, 0x00000000, 0x00880070, 0x0c880088, 0x1e8810f8, 0x3e881288, 0x00000000, 0x00000000, // ICON_CASE_SENSITIVE
+ 0x00000000, 0x02000000, 0x07000a80, 0x07001fc0, 0x02000a80, 0x00300030, 0x00000000, 0x00000000, // ICON_REG_EXP
+ 0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_FOLDER
+ 0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x00003ffc, // ICON_FILE
+ 0x1ff00000, 0x20082008, 0x17d02fe8, 0x05400ba0, 0x09200540, 0x23881010, 0x2fe827c8, 0x00001ff0, // ICON_SAND_TIMER
+ 0x01800000, 0x02400240, 0x05a00420, 0x09900990, 0x11881188, 0x21842004, 0x40024182, 0x00003ffc, // ICON_WARNING
+ 0x7ffe0000, 0x4ff24002, 0x4c324ff2, 0x4f824c02, 0x41824f82, 0x41824002, 0x40024182, 0x00007ffe, // ICON_HELP_BOX
+ 0x7ffe0000, 0x41824002, 0x40024182, 0x41824182, 0x41824182, 0x41824182, 0x40024182, 0x00007ffe, // ICON_INFO_BOX
+ 0x01800000, 0x04200240, 0x10080810, 0x7bde2004, 0x0a500a50, 0x08500bd0, 0x08100850, 0x00000ff0, // ICON_PRIORITY
+ 0x01800000, 0x18180660, 0x80016006, 0x98196006, 0x99996666, 0x19986666, 0x01800660, 0x00000000, // ICON_LAYERS_ISO
+ 0x07fe0000, 0x1c020402, 0x74021402, 0x54025402, 0x54025402, 0x500857fe, 0x40205ff8, 0x00007fe0, // ICON_LAYERS2
+ 0x0ffe0000, 0x3ffa0802, 0x7fea200a, 0x402a402a, 0x422a422a, 0x422e422a, 0x40384e28, 0x00007fe0, // ICON_MLAYERS
+ 0x0ffe0000, 0x3ffa0802, 0x7fea200a, 0x402a402a, 0x5b2a512a, 0x512e552a, 0x40385128, 0x00007fe0, // ICON_MAPS
+ 0x04200000, 0x1cf00c60, 0x11f019f0, 0x0f3807b8, 0x1e3c0f3c, 0x1c1c1e1c, 0x1e3c1c1c, 0x00000f70, // ICON_HOT
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_229
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_230
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_231
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_232
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_233
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_234
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_235
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_236
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_237
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_238
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_239
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_240
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_241
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_242
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_243
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_244
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_245
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_246
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_247
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_248
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_249
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_250
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_251
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_252
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_253
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_254
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_255
+};
+
+// NOTE: A pointer to current icons array should be defined
+static unsigned int *guiIconsPtr = guiIcons;
+
+#endif // !RAYGUI_NO_ICONS && !RAYGUI_CUSTOM_ICONS
+
+#ifndef RAYGUI_ICON_SIZE
+ #define RAYGUI_ICON_SIZE 0
+#endif
+
+// WARNING: Those values define the total size of the style data array,
+// if changed, previous saved styles could become incompatible
+#define RAYGUI_MAX_CONTROLS 16 // Maximum number of controls
+#define RAYGUI_MAX_PROPS_BASE 16 // Maximum number of base properties
+#define RAYGUI_MAX_PROPS_EXTENDED 8 // Maximum number of extended properties
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Gui control property style color element
+typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static GuiState guiState = STATE_NORMAL; // Gui global state, if !STATE_NORMAL, forces defined state
+
+static Font guiFont = { 0 }; // Gui current font (WARNING: highly coupled to raylib)
+static bool guiLocked = false; // Gui lock state (no inputs processed)
+static float guiAlpha = 1.0f; // Gui controls transparency
+
+static unsigned int guiIconScale = 1; // Gui icon default scale (if icons enabled)
+
+static bool guiTooltip = false; // Tooltip enabled/disabled
+static const char *guiTooltipPtr = NULL; // Tooltip string pointer (string provided by user)
+
+static bool guiControlExclusiveMode = false; // Gui control exclusive mode (no inputs processed except current control)
+static Rectangle guiControlExclusiveRec = { 0 }; // Gui control exclusive bounds rectangle, used as an unique identifier
+
+static int textBoxCursorIndex = 0; // Cursor index, shared by all GuiTextBox*()
+//static int blinkCursorFrameCounter = 0; // Frame counter for cursor blinking
+static int autoCursorCooldownCounter = 0; // Cooldown frame counter for automatic cursor movement on key-down
+static int autoCursorDelayCounter = 0; // Delay frame counter for automatic cursor movement
+
+//----------------------------------------------------------------------------------
+// Style data array for all gui style properties (allocated on data segment by default)
+//
+// NOTE 1: First set of BASE properties are generic to all controls but could be individually
+// overwritten per control, first set of EXTENDED properties are generic to all controls and
+// can not be overwritten individually but custom EXTENDED properties can be used by control
+//
+// NOTE 2: A new style set could be loaded over this array using GuiLoadStyle(),
+// but default gui style could always be recovered with GuiLoadStyleDefault()
+//
+// guiStyle size is by default: 16*(16 + 8) = 384*4 = 1536 bytes = 1.5 KB
+//----------------------------------------------------------------------------------
+static unsigned int guiStyle[RAYGUI_MAX_CONTROLS*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED)] = { 0 };
+
+static bool guiStyleLoaded = false; // Style loaded flag for lazy style initialization
+
+//----------------------------------------------------------------------------------
+// Standalone Mode Functions Declaration
+//
+// NOTE: raygui depend on some raylib input and drawing functions
+// To use raygui as standalone library, below functions must be defined by the user
+//----------------------------------------------------------------------------------
+#if defined(RAYGUI_STANDALONE)
+
+#define KEY_RIGHT 262
+#define KEY_LEFT 263
+#define KEY_DOWN 264
+#define KEY_UP 265
+#define KEY_BACKSPACE 259
+#define KEY_ENTER 257
+
+#define MOUSE_LEFT_BUTTON 0
+
+// Input required functions
+//-------------------------------------------------------------------------------
+static Vector2 GetMousePosition(void);
+static float GetMouseWheelMove(void);
+static bool IsMouseButtonDown(int button);
+static bool IsMouseButtonPressed(int button);
+static bool IsMouseButtonReleased(int button);
+
+static bool IsKeyDown(int key);
+static bool IsKeyPressed(int key);
+static int GetCharPressed(void); // -- GuiTextBox(), GuiValueBox()
+//-------------------------------------------------------------------------------
+
+// Drawing required functions
+//-------------------------------------------------------------------------------
+static void DrawRectangle(int x, int y, int width, int height, Color color); // -- GuiDrawRectangle()
+static void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // -- GuiColorPicker()
+//-------------------------------------------------------------------------------
+
+// Text required functions
+//-------------------------------------------------------------------------------
+static Font GetFontDefault(void); // -- GuiLoadStyleDefault()
+static Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // -- GuiLoadStyle(), load font
+
+static Texture2D LoadTextureFromImage(Image image); // -- GuiLoadStyle(), required to load texture from embedded font atlas image
+static void SetShapesTexture(Texture2D tex, Rectangle rec); // -- GuiLoadStyle(), required to set shapes rec to font white rec (optimization)
+
+static char *LoadFileText(const char *fileName); // -- GuiLoadStyle(), required to load charset data
+static void UnloadFileText(char *text); // -- GuiLoadStyle(), required to unload charset data
+
+static const char *GetDirectoryPath(const char *filePath); // -- GuiLoadStyle(), required to find charset/font file from text .rgs
+
+static int *LoadCodepoints(const char *text, int *count); // -- GuiLoadStyle(), required to load required font codepoints list
+static void UnloadCodepoints(int *codepoints); // -- GuiLoadStyle(), required to unload codepoints list
+
+static unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // -- GuiLoadStyle()
+//-------------------------------------------------------------------------------
+
+// raylib functions already implemented in raygui
+//-------------------------------------------------------------------------------
+static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+static int ColorToInt(Color color); // Returns hexadecimal value for a Color
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+static const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
+static const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+static int TextToInteger(const char *text); // Get integer value from text
+static float TextToFloat(const char *text); // Get float value from text
+
+static int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded text
+static const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode codepoint into UTF-8 text (char array size returned as parameter)
+
+static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw rectangle vertical gradient
+//-------------------------------------------------------------------------------
+
+#endif // RAYGUI_STANDALONE
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize); // Load style from memory (binary only)
+
+static int GetTextWidth(const char *text); // Gui get text width using gui font and style
+static Rectangle GetTextBounds(int control, Rectangle bounds); // Get text bounds considering control bounds
+static const char *GetTextIcon(const char *text, int *iconId); // Get text icon if provided and move text cursor
+
+static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint); // Gui draw text using default font
+static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color); // Gui draw rectangle using default raygui style
+
+static const char **GuiTextSplit(const char *text, char delimiter, int *count, int *textRow); // Split controls text into multiple strings
+static Vector3 ConvertHSVtoRGB(Vector3 hsv); // Convert color data from HSV to RGB
+static Vector3 ConvertRGBtoHSV(Vector3 rgb); // Convert color data from RGB to HSV
+
+static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue); // Scroll bar control, used by GuiScrollPanel()
+static void GuiTooltip(Rectangle controlRec); // Draw tooltip using control rec position
+
+static Color GuiFade(Color color, float alpha); // Fade color by an alpha factor
+
+//----------------------------------------------------------------------------------
+// Gui Setup Functions Definition
+//----------------------------------------------------------------------------------
+// Enable gui global state
+// NOTE: We check for STATE_DISABLED to avoid messing custom global state setups
+void GuiEnable(void) { if (guiState == STATE_DISABLED) guiState = STATE_NORMAL; }
+
+// Disable gui global state
+// NOTE: We check for STATE_NORMAL to avoid messing custom global state setups
+void GuiDisable(void) { if (guiState == STATE_NORMAL) guiState = STATE_DISABLED; }
+
+// Lock gui global state
+void GuiLock(void) { guiLocked = true; }
+
+// Unlock gui global state
+void GuiUnlock(void) { guiLocked = false; }
+
+// Check if gui is locked (global state)
+bool GuiIsLocked(void) { return guiLocked; }
+
+// Set gui controls alpha global state
+void GuiSetAlpha(float alpha)
+{
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
+
+ guiAlpha = alpha;
+}
+
+// Set gui state (global state)
+void GuiSetState(int state) { guiState = (GuiState)state; }
+
+// Get gui state (global state)
+int GuiGetState(void) { return guiState; }
+
+// Set custom gui font
+// NOTE: Font loading/unloading is external to raygui
+void GuiSetFont(Font font)
+{
+ if (font.texture.id > 0)
+ {
+ // NOTE: If we try to setup a font but default style has not been
+ // lazily loaded before, it will be overwritten, so we need to force
+ // default style loading first
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+
+ guiFont = font;
+ }
+}
+
+// Get custom gui font
+Font GuiGetFont(void)
+{
+ return guiFont;
+}
+
+// Set control style property value
+void GuiSetStyle(int control, int property, int value)
+{
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+ guiStyle[control*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property] = value;
+
+ // Default properties are propagated to all controls
+ if ((control == 0) && (property < RAYGUI_MAX_PROPS_BASE))
+ {
+ for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) guiStyle[i*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property] = value;
+ }
+}
+
+// Get control style property value
+int GuiGetStyle(int control, int property)
+{
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+ return guiStyle[control*(RAYGUI_MAX_PROPS_BASE + RAYGUI_MAX_PROPS_EXTENDED) + property];
+}
+
+//----------------------------------------------------------------------------------
+// Gui Controls Functions Definition
+//----------------------------------------------------------------------------------
+
+// Window Box control
+int GuiWindowBox(Rectangle bounds, const char *title)
+{
+ // Window title bar height (including borders)
+ // NOTE: This define is also used by GuiMessageBox() and GuiTextInputBox()
+ #if !defined(RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT)
+ #define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 24
+ #endif
+
+ int result = 0;
+ //GuiState state = guiState;
+
+ int statusBarHeight = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT;
+
+ Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)statusBarHeight };
+ if (bounds.height < statusBarHeight*2.0f) bounds.height = statusBarHeight*2.0f;
+
+ Rectangle windowPanel = { bounds.x, bounds.y + (float)statusBarHeight - 1, bounds.width, bounds.height - (float)statusBarHeight + 1 };
+ Rectangle closeButtonRec = { statusBar.x + statusBar.width - GuiGetStyle(STATUSBAR, BORDER_WIDTH) - 20,
+ statusBar.y + statusBarHeight/2.0f - 18.0f/2.0f, 18, 18 };
+
+ // Update control
+ //--------------------------------------------------------------------
+ // NOTE: Logic is directly managed by button
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiStatusBar(statusBar, title); // Draw window header as status bar
+ GuiPanel(windowPanel, NULL); // Draw window base
+
+ // Draw window close button
+ int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+#if defined(RAYGUI_NO_ICONS)
+ result = GuiButton(closeButtonRec, "x");
+#else
+ result = GuiButton(closeButtonRec, GuiIconText(ICON_CROSS_SMALL, NULL));
+#endif
+ GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment);
+ //--------------------------------------------------------------------
+
+ return result; // Window close button clicked: result = 1
+}
+
+// Group Box control with text name
+int GuiGroupBox(Rectangle bounds, const char *text)
+{
+ #if !defined(RAYGUI_GROUPBOX_LINE_THICK)
+ #define RAYGUI_GROUPBOX_LINE_THICK 1
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR)));
+
+ GuiLine(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, bounds.width, (float)GuiGetStyle(DEFAULT, TEXT_SIZE) }, text);
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Line control
+int GuiLine(Rectangle bounds, const char *text)
+{
+ #if !defined(RAYGUI_LINE_ORIGIN_SIZE)
+ #define RAYGUI_LINE_MARGIN_TEXT 12
+ #endif
+ #if !defined(RAYGUI_LINE_TEXT_PADDING)
+ #define RAYGUI_LINE_TEXT_PADDING 4
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ Color color = GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR));
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (text == NULL) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height/2, bounds.width, 1 }, 0, BLANK, color);
+ else
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(text) + 2;
+ textBounds.height = bounds.height;
+ textBounds.x = bounds.x + RAYGUI_LINE_MARGIN_TEXT;
+ textBounds.y = bounds.y;
+
+ // Draw line with embedded text label: "--- text --------------"
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height/2, RAYGUI_LINE_MARGIN_TEXT - RAYGUI_LINE_TEXT_PADDING, 1 }, 0, BLANK, color);
+ GuiDrawText(text, textBounds, TEXT_ALIGN_LEFT, color);
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + 12 + textBounds.width + 4, bounds.y + bounds.height/2, bounds.width - textBounds.width - RAYGUI_LINE_MARGIN_TEXT - RAYGUI_LINE_TEXT_PADDING, 1 }, 0, BLANK, color);
+ }
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Panel control
+int GuiPanel(Rectangle bounds, const char *text)
+{
+ #if !defined(RAYGUI_PANEL_BORDER_WIDTH)
+ #define RAYGUI_PANEL_BORDER_WIDTH 1
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ // Text will be drawn as a header bar (if provided)
+ Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT };
+ if ((text != NULL) && (bounds.height < RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f)) bounds.height = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f;
+
+ if (text != NULL)
+ {
+ // Move panel bounds after the header bar
+ bounds.y += (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
+ bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
+ }
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar
+
+ GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED: (int)LINE_COLOR)),
+ GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR)));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Tab Bar control
+// NOTE: Using GuiToggle() for the TABS
+int GuiTabBar(Rectangle bounds, const char **text, int count, int *active)
+{
+ #define RAYGUI_TABBAR_ITEM_WIDTH 160
+
+ int result = -1;
+ //GuiState state = guiState;
+
+ Rectangle tabBounds = { bounds.x, bounds.y, RAYGUI_TABBAR_ITEM_WIDTH, bounds.height };
+
+ if (*active < 0) *active = 0;
+ else if (*active > count - 1) *active = count - 1;
+
+ int offsetX = 0; // Required in case tabs go out of screen
+ offsetX = (*active + 2)*RAYGUI_TABBAR_ITEM_WIDTH - GetScreenWidth();
+ if (offsetX < 0) offsetX = 0;
+
+ bool toggle = false; // Required for individual toggles
+
+ // Draw control
+ //--------------------------------------------------------------------
+ for (int i = 0; i < count; i++)
+ {
+ tabBounds.x = bounds.x + (RAYGUI_TABBAR_ITEM_WIDTH + 4)*i - offsetX;
+
+ if (tabBounds.x < GetScreenWidth())
+ {
+ // Draw tabs as toggle controls
+ int textAlignment = GuiGetStyle(TOGGLE, TEXT_ALIGNMENT);
+ int textPadding = GuiGetStyle(TOGGLE, TEXT_PADDING);
+ GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+ GuiSetStyle(TOGGLE, TEXT_PADDING, 8);
+
+ if (i == (*active))
+ {
+ toggle = true;
+ GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle);
+ }
+ else
+ {
+ toggle = false;
+ GuiToggle(tabBounds, GuiIconText(12, text[i]), &toggle);
+ if (toggle) *active = i;
+ }
+
+ // Close tab with middle mouse button pressed
+ if (CheckCollisionPointRec(GetMousePosition(), tabBounds) && IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) result = i;
+
+ GuiSetStyle(TOGGLE, TEXT_PADDING, textPadding);
+ GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, textAlignment);
+
+ // Draw tab close button
+ // NOTE: Only draw close button for current tab: if (CheckCollisionPointRec(mousePosition, tabBounds))
+ int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ int tempTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+#if defined(RAYGUI_NO_ICONS)
+ if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, "x")) result = i;
+#else
+ if (GuiButton(RAYGUI_CLITERAL(Rectangle){ tabBounds.x + tabBounds.width - 14 - 5, tabBounds.y + 5, 14, 14 }, GuiIconText(ICON_CROSS_SMALL, NULL))) result = i;
+#endif
+ GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlignment);
+ }
+ }
+
+ // Draw tab-bar bottom line
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, 1 }, 0, BLANK, GetColor(GuiGetStyle(TOGGLE, BORDER_COLOR_NORMAL)));
+ //--------------------------------------------------------------------
+
+ return result; // Return as result the current TAB closing requested
+}
+
+// Scroll Panel control
+int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view)
+{
+ #define RAYGUI_MIN_SCROLLBAR_WIDTH 40
+ #define RAYGUI_MIN_SCROLLBAR_HEIGHT 40
+ #define RAYGUI_MIN_MOUSE_WHEEL_SPEED 20
+
+ int result = 0;
+ GuiState state = guiState;
+
+ Rectangle temp = { 0 };
+ if (view == NULL) view = &temp;
+
+ Vector2 scrollPos = { 0.0f, 0.0f };
+ if (scroll != NULL) scrollPos = *scroll;
+
+ // Text will be drawn as a header bar (if provided)
+ Rectangle statusBar = { bounds.x, bounds.y, bounds.width, (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT };
+ if (bounds.height < RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f) bounds.height = RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT*2.0f;
+
+ if (text != NULL)
+ {
+ // Move panel bounds after the header bar
+ bounds.y += (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 1;
+ bounds.height -= (float)RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + 1;
+ }
+
+ bool hasHorizontalScrollBar = (content.width > bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+ bool hasVerticalScrollBar = (content.height > bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH))? true : false;
+
+ // Recheck to account for the other scrollbar being visible
+ if (!hasHorizontalScrollBar) hasHorizontalScrollBar = (hasVerticalScrollBar && (content.width > (bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+ if (!hasVerticalScrollBar) hasVerticalScrollBar = (hasHorizontalScrollBar && (content.height > (bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH))))? true : false;
+
+ int horizontalScrollBarWidth = hasHorizontalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+ int verticalScrollBarWidth = hasVerticalScrollBar? GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH) : 0;
+ Rectangle horizontalScrollBar = {
+ (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + verticalScrollBarWidth : (float)bounds.x) + GuiGetStyle(DEFAULT, BORDER_WIDTH),
+ (float)bounds.y + bounds.height - horizontalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH),
+ (float)bounds.width - verticalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH),
+ (float)horizontalScrollBarWidth
+ };
+ Rectangle verticalScrollBar = {
+ (float)((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)bounds.x + bounds.width - verticalScrollBarWidth - GuiGetStyle(DEFAULT, BORDER_WIDTH)),
+ (float)bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH),
+ (float)verticalScrollBarWidth,
+ (float)bounds.height - horizontalScrollBarWidth - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH)
+ };
+
+ // Make sure scroll bars have a minimum width/height
+ if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH;
+ if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT;
+
+ // Calculate view area (area without the scrollbars)
+ *view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)?
+ RAYGUI_CLITERAL(Rectangle){ bounds.x + verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth } :
+ RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.y + GuiGetStyle(DEFAULT, BORDER_WIDTH), bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth, bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth };
+
+ // Clip view area to the actual content size
+ if (view->width > content.width) view->width = content.width;
+ if (view->height > content.height) view->height = content.height;
+
+ float horizontalMin = hasHorizontalScrollBar? ((GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH) : (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)-verticalScrollBarWidth : 0) - (float)GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ float horizontalMax = hasHorizontalScrollBar? content.width - bounds.width + (float)verticalScrollBarWidth + GuiGetStyle(DEFAULT, BORDER_WIDTH) - (((float)GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (float)verticalScrollBarWidth : 0) : (float)-GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ float verticalMin = hasVerticalScrollBar? 0.0f : -1.0f;
+ float verticalMax = hasVerticalScrollBar? content.height - bounds.height + (float)horizontalScrollBarWidth + (float)GuiGetStyle(DEFAULT, BORDER_WIDTH) : (float)-GuiGetStyle(DEFAULT, BORDER_WIDTH);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+
+#if defined(SUPPORT_SCROLLBAR_KEY_INPUT)
+ if (hasHorizontalScrollBar)
+ {
+ if (IsKeyDown(KEY_RIGHT)) scrollPos.x -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ if (IsKeyDown(KEY_LEFT)) scrollPos.x += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ }
+
+ if (hasVerticalScrollBar)
+ {
+ if (IsKeyDown(KEY_DOWN)) scrollPos.y -= GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ if (IsKeyDown(KEY_UP)) scrollPos.y += GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ }
+#endif
+ float wheelMove = GetMouseWheelMove();
+
+ // Set scrolling speed with mouse wheel based on ratio between bounds and content
+ Vector2 mouseWheelSpeed = { content.width/bounds.width, content.height/bounds.height };
+ if (mouseWheelSpeed.x < RAYGUI_MIN_MOUSE_WHEEL_SPEED) mouseWheelSpeed.x = RAYGUI_MIN_MOUSE_WHEEL_SPEED;
+ if (mouseWheelSpeed.y < RAYGUI_MIN_MOUSE_WHEEL_SPEED) mouseWheelSpeed.y = RAYGUI_MIN_MOUSE_WHEEL_SPEED;
+
+ // Horizontal and vertical scrolling with mouse wheel
+ if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT))) scrollPos.x += wheelMove*mouseWheelSpeed.x;
+ else scrollPos.y += wheelMove*mouseWheelSpeed.y; // Vertical scroll
+ }
+ }
+
+ // Normalize scroll values
+ if (scrollPos.x > -horizontalMin) scrollPos.x = -horizontalMin;
+ if (scrollPos.x < -horizontalMax) scrollPos.x = -horizontalMax;
+ if (scrollPos.y > -verticalMin) scrollPos.y = -verticalMin;
+ if (scrollPos.y < -verticalMax) scrollPos.y = -verticalMax;
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar
+
+ GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
+
+ // Save size of the scrollbar slider
+ const int slider = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE);
+
+ // Draw horizontal scrollbar if visible
+ if (hasHorizontalScrollBar)
+ {
+ // Change scrollbar slider size to show the diff in size between the content width and the widget width
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)(((bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)/(int)content.width)*((int)bounds.width - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - verticalScrollBarWidth)));
+ scrollPos.x = (float)-GuiScrollBar(horizontalScrollBar, (int)-scrollPos.x, (int)horizontalMin, (int)horizontalMax);
+ }
+ else scrollPos.x = 0.0f;
+
+ // Draw vertical scrollbar if visible
+ if (hasVerticalScrollBar)
+ {
+ // Change scrollbar slider size to show the diff in size between the content height and the widget height
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)(((bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)/(int)content.height)*((int)bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH) - horizontalScrollBarWidth)));
+ scrollPos.y = (float)-GuiScrollBar(verticalScrollBar, (int)-scrollPos.y, (int)verticalMin, (int)verticalMax);
+ }
+ else scrollPos.y = 0.0f;
+
+ // Draw detail corner rectangle if both scroll bars are visible
+ if (hasHorizontalScrollBar && hasVerticalScrollBar)
+ {
+ Rectangle corner = { (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) + 2) : (horizontalScrollBar.x + horizontalScrollBar.width + 2), verticalScrollBar.y + verticalScrollBar.height + 2, (float)horizontalScrollBarWidth - 4, (float)verticalScrollBarWidth - 4 };
+ GuiDrawRectangle(corner, 0, BLANK, GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3))));
+ }
+
+ // Draw scrollbar lines depending on current state
+ GuiDrawRectangle(bounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), BLANK);
+
+ // Set scrollbar slider size back to the way it was before
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, slider);
+ //--------------------------------------------------------------------
+
+ if (scroll != NULL) *scroll = scrollPos;
+
+ return result;
+}
+
+// Label control
+int GuiLabel(Rectangle bounds, const char *text)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ //...
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Button control, returns true when clicked
+int GuiButton(Rectangle bounds, const char *text)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), GetColor(GuiGetStyle(BUTTON, BASE + (state*3))));
+ GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), GetColor(GuiGetStyle(BUTTON, TEXT + (state*3))));
+
+ if (state == STATE_FOCUSED) GuiTooltip(bounds);
+ //------------------------------------------------------------------
+
+ return result; // Button pressed: result = 1
+}
+
+// Label button control
+int GuiLabelButton(Rectangle bounds, const char *text)
+{
+ GuiState state = guiState;
+ bool pressed = false;
+
+ // NOTE: We force bounds.width to be all text
+ float textWidth = (float)GetTextWidth(text);
+ 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;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check checkbox state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) pressed = true;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return pressed;
+}
+
+// Toggle Button control
+int GuiToggle(Rectangle bounds, const char *text, bool *active)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ bool temp = false;
+ if (active == NULL) active = &temp;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check toggle button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_NORMAL;
+ *active = !(*active);
+ }
+ else state = STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state == STATE_NORMAL)
+ {
+ GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, ((*active)? BORDER_COLOR_PRESSED : (BORDER + state*3)))), GetColor(GuiGetStyle(TOGGLE, ((*active)? BASE_COLOR_PRESSED : (BASE + state*3)))));
+ GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, ((*active)? TEXT_COLOR_PRESSED : (TEXT + state*3)))));
+ }
+ else
+ {
+ GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), GetColor(GuiGetStyle(TOGGLE, BASE + state*3)));
+ GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, TEXT + state*3)));
+ }
+
+ if (state == STATE_FOCUSED) GuiTooltip(bounds);
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Toggle Group control
+int GuiToggleGroup(Rectangle bounds, const char *text, int *active)
+{
+ #if !defined(RAYGUI_TOGGLEGROUP_MAX_ITEMS)
+ #define RAYGUI_TOGGLEGROUP_MAX_ITEMS 32
+ #endif
+
+ int result = 0;
+ float initBoundsX = bounds.x;
+
+ int temp = 0;
+ if (active == NULL) active = &temp;
+
+ bool toggle = false; // Required for individual toggles
+
+ // Get substrings items from text (items pointers)
+ int rows[RAYGUI_TOGGLEGROUP_MAX_ITEMS] = { 0 };
+ int itemCount = 0;
+ const char **items = GuiTextSplit(text, ';', &itemCount, rows);
+
+ int prevRow = rows[0];
+
+ for (int i = 0; i < itemCount; i++)
+ {
+ if (prevRow != rows[i])
+ {
+ bounds.x = initBoundsX;
+ bounds.y += (bounds.height + GuiGetStyle(TOGGLE, GROUP_PADDING));
+ prevRow = rows[i];
+ }
+
+ if (i == (*active))
+ {
+ toggle = true;
+ GuiToggle(bounds, items[i], &toggle);
+ }
+ else
+ {
+ toggle = false;
+ GuiToggle(bounds, items[i], &toggle);
+ if (toggle) *active = i;
+ }
+
+ bounds.x += (bounds.width + GuiGetStyle(TOGGLE, GROUP_PADDING));
+ }
+
+ return result;
+}
+
+// Toggle Slider control extended
+int GuiToggleSlider(Rectangle bounds, const char *text, int *active)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ int temp = 0;
+ if (active == NULL) active = &temp;
+
+ //bool toggle = false; // Required for individual toggles
+
+ // Get substrings items from text (items pointers)
+ int itemCount = 0;
+ const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
+
+ Rectangle slider = {
+ 0, // Calculated later depending on the active toggle
+ bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING),
+ (bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - (itemCount + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING))/itemCount,
+ bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_PRESSED;
+ (*active)++;
+ result = 1;
+ }
+ else state = STATE_FOCUSED;
+ }
+
+ if ((*active) && (state != STATE_FOCUSED)) state = STATE_PRESSED;
+ }
+
+ if (*active >= itemCount) *active = 0;
+ slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH) + (*active + 1)*GuiGetStyle(SLIDER, SLIDER_PADDING) + (*active)*slider.width;
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + (state*3))),
+ GetColor(GuiGetStyle(TOGGLE, BASE_COLOR_NORMAL)));
+
+ // Draw internal slider
+ if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
+ else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_FOCUSED)));
+ else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
+
+ // Draw text in slider
+ if (text != NULL)
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(text);
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = slider.x + slider.width/2 - textBounds.width/2;
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ GuiDrawText(items[*active], textBounds, GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + (state*3))), guiAlpha));
+ }
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Check Box control, returns 1 when state changed
+int GuiCheckBox(Rectangle bounds, const char *text, bool *checked)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ bool temp = false;
+ if (checked == NULL) checked = &temp;
+
+ Rectangle textBounds = { 0 };
+
+ if (text != NULL)
+ {
+ textBounds.width = (float)GetTextWidth(text) + 2;
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ if (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(CHECKBOX, TEXT_PADDING);
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ Rectangle totalBounds = {
+ (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT)? textBounds.x : bounds.x,
+ bounds.y,
+ bounds.width + textBounds.width + GuiGetStyle(CHECKBOX, TEXT_PADDING),
+ bounds.height,
+ };
+
+ // Check checkbox state
+ if (CheckCollisionPointRec(mousePoint, totalBounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ *checked = !(*checked);
+ result = 1;
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(CHECKBOX, BORDER_WIDTH), GetColor(GuiGetStyle(CHECKBOX, BORDER + (state*3))), BLANK);
+
+ if (*checked)
+ {
+ Rectangle check = { bounds.x + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING),
+ bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING),
+ bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)),
+ bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)) };
+ GuiDrawRectangle(check, 0, BLANK, GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3)));
+ }
+
+ GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Combo Box control
+int GuiComboBox(Rectangle bounds, const char *text, int *active)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ int temp = 0;
+ if (active == NULL) active = &temp;
+
+ bounds.width -= (GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH) + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING));
+
+ Rectangle selector = { (float)bounds.x + bounds.width + GuiGetStyle(COMBOBOX, COMBO_BUTTON_SPACING),
+ (float)bounds.y, (float)GuiGetStyle(COMBOBOX, COMBO_BUTTON_WIDTH), (float)bounds.height };
+
+ // Get substrings items from text (items pointers, lengths and count)
+ int itemCount = 0;
+ const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
+
+ if (*active < 0) *active = 0;
+ else if (*active > (itemCount - 1)) *active = itemCount - 1;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1) && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePoint, bounds) ||
+ CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ *active += 1;
+ if (*active >= itemCount) *active = 0; // Cyclic combobox
+ }
+
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ // Draw combo box main
+ GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3))));
+ GuiDrawText(items[*active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3))));
+
+ // Draw selector using a custom button
+ // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+ int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 1);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+
+ GuiButton(selector, TextFormat("%i/%i", *active + 1, itemCount));
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Dropdown Box control
+// NOTE: Returns mouse click
+int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ int temp = 0;
+ if (active == NULL) active = &temp;
+
+ int itemSelected = *active;
+ int itemFocused = -1;
+
+ int direction = 0; // Dropdown box open direction: down (default)
+ if (GuiGetStyle(DROPDOWNBOX, DROPDOWN_ROLL_UP) == 1) direction = 1; // Up
+
+ // Get substrings items from text (items pointers, lengths and count)
+ int itemCount = 0;
+ const char **items = GuiTextSplit(text, ';', &itemCount, NULL);
+
+ Rectangle boundsOpen = bounds;
+ boundsOpen.height = (itemCount + 1)*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
+ if (direction == 1) boundsOpen.y -= itemCount*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)) + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING);
+
+ Rectangle itemBounds = bounds;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1) && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (editMode)
+ {
+ state = STATE_PRESSED;
+
+ // Check if mouse has been pressed or released outside limits
+ if (!CheckCollisionPointRec(mousePoint, boundsOpen))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) result = 1;
+ }
+
+ // Check if already selected item has been pressed again
+ if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1;
+
+ // Check focused and selected item
+ for (int i = 0; i < itemCount; i++)
+ {
+ // Update item rectangle y position for next item
+ if (direction == 0) itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
+ else itemBounds.y -= (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
+
+ if (CheckCollisionPointRec(mousePoint, itemBounds))
+ {
+ itemFocused = i;
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
+ {
+ itemSelected = i;
+ result = 1; // Item selected
+ }
+ break;
+ }
+ }
+
+ itemBounds = bounds;
+ }
+ else
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ result = 1;
+ state = STATE_PRESSED;
+ }
+ else state = STATE_FOCUSED;
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (editMode) GuiPanel(boundsOpen, NULL);
+
+ GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3)));
+ GuiDrawText(items[itemSelected], GetTextBounds(DROPDOWNBOX, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3)));
+
+ if (editMode)
+ {
+ // Draw visible items
+ for (int i = 0; i < itemCount; i++)
+ {
+ // Update item rectangle y position for next item
+ if (direction == 0) itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
+ else itemBounds.y -= (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING));
+
+ if (i == itemSelected)
+ {
+ GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_PRESSED)));
+ GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_PRESSED)));
+ }
+ else if (i == itemFocused)
+ {
+ GuiDrawRectangle(itemBounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE_COLOR_FOCUSED)));
+ GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_FOCUSED)));
+ }
+ else GuiDrawText(items[i], GetTextBounds(DROPDOWNBOX, itemBounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT_COLOR_NORMAL)));
+ }
+ }
+
+ if (!GuiGetStyle(DROPDOWNBOX, DROPDOWN_ARROW_HIDDEN))
+ {
+ // Draw arrows (using icon if available)
+#if defined(RAYGUI_NO_ICONS)
+ GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
+#else
+ GuiDrawText(direction? "#121#" : "#120#", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 6, 10, 10 },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); // ICON_ARROW_DOWN_FILL
+#endif
+ }
+ //--------------------------------------------------------------------
+
+ *active = itemSelected;
+
+ // TODO: Use result to return more internal states: mouse-press out-of-bounds, mouse-press over selected-item...
+ return result; // Mouse click: result = 1
+}
+
+// Text Box control
+// NOTE: Returns true on ENTER pressed (useful for data validation)
+int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+ #if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)
+ #define RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN 40 // Frames to wait for autocursor movement
+ #endif
+ #if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY)
+ #define RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY 1 // Frames delay for autocursor movement
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ bool multiline = false; // TODO: Consider multiline text input
+ int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE);
+
+ Rectangle textBounds = GetTextBounds(TEXTBOX, bounds);
+ int textLength = (int)strlen(text); // Get current text length
+ int thisCursorIndex = textBoxCursorIndex;
+ if (thisCursorIndex > textLength) thisCursorIndex = textLength;
+ int textWidth = GetTextWidth(text) - GetTextWidth(text + thisCursorIndex);
+ int textIndexOffset = 0; // Text index offset to start drawing in the box
+
+ // Cursor rectangle
+ // NOTE: Position X value should be updated
+ Rectangle cursor = {
+ textBounds.x + textWidth + GuiGetStyle(DEFAULT, TEXT_SPACING),
+ textBounds.y + textBounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE),
+ 2,
+ (float)GuiGetStyle(DEFAULT, TEXT_SIZE)*2
+ };
+
+ if (cursor.height >= bounds.height) cursor.height = bounds.height - GuiGetStyle(TEXTBOX, BORDER_WIDTH)*2;
+ if (cursor.y < (bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH))) cursor.y = bounds.y + GuiGetStyle(TEXTBOX, BORDER_WIDTH);
+
+ // Mouse cursor rectangle
+ // NOTE: Initialized outside of screen
+ Rectangle mouseCursor = cursor;
+ mouseCursor.x = -1;
+ mouseCursor.width = 1;
+
+ // Auto-cursor movement logic
+ // NOTE: Cursor moves automatically when key down after some time
+ if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_BACKSPACE) || IsKeyDown(KEY_DELETE)) autoCursorCooldownCounter++;
+ else
+ {
+ autoCursorCooldownCounter = 0; // GLOBAL: Cursor cooldown counter
+ autoCursorDelayCounter = 0; // GLOBAL: Cursor delay counter
+ }
+
+ // Blink-cursor frame counter
+ //if (!autoCursorMode) blinkCursorFrameCounter++;
+ //else blinkCursorFrameCounter = 0;
+
+ // Update control
+ //--------------------------------------------------------------------
+ // WARNING: Text editing is only supported under certain conditions:
+ if ((state != STATE_DISABLED) && // Control not disabled
+ !GuiGetStyle(TEXTBOX, TEXT_READONLY) && // TextBox not on read-only mode
+ !guiLocked && // Gui not locked
+ !guiControlExclusiveMode && // No gui slider on dragging
+ (wrapMode == TEXT_WRAP_NONE)) // No wrap mode
+ {
+ Vector2 mousePosition = GetMousePosition();
+
+ if (editMode)
+ {
+ state = STATE_PRESSED;
+
+ if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength;
+
+ // If text does not fit in the textbox and current cursor position is out of bounds,
+ // we add an index offset to text for drawing only what requires depending on cursor
+ while (textWidth >= textBounds.width)
+ {
+ int nextCodepointSize = 0;
+ GetCodepointNext(text + textIndexOffset, &nextCodepointSize);
+
+ textIndexOffset += nextCodepointSize;
+
+ textWidth = GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex);
+ }
+
+ int codepoint = GetCharPressed(); // Get Unicode codepoint
+ if (multiline && IsKeyPressed(KEY_ENTER)) codepoint = (int)'\n';
+
+ // Encode codepoint as UTF-8
+ int codepointSize = 0;
+ const char *charEncoded = CodepointToUTF8(codepoint, &codepointSize);
+
+ // Add codepoint to text, at current cursor position
+ // NOTE: Make sure we do not overflow buffer size
+ if (((multiline && (codepoint == (int)'\n')) || (codepoint >= 32)) && ((textLength + codepointSize) < textSize))
+ {
+ // Move forward data from cursor position
+ for (int i = (textLength + codepointSize); i > textBoxCursorIndex; i--) text[i] = text[i - codepointSize];
+
+ // Add new codepoint in current cursor position
+ for (int i = 0; i < codepointSize; i++) text[textBoxCursorIndex + i] = charEncoded[i];
+
+ textBoxCursorIndex += codepointSize;
+ textLength += codepointSize;
+
+ // Make sure text last character is EOL
+ text[textLength] = '\0';
+ }
+
+ // Move cursor to start
+ if ((textLength > 0) && IsKeyPressed(KEY_HOME)) textBoxCursorIndex = 0;
+
+ // Move cursor to end
+ if ((textLength > textBoxCursorIndex) && IsKeyPressed(KEY_END)) textBoxCursorIndex = textLength;
+
+ // Delete codepoint from text, after current cursor position
+ if ((textLength > textBoxCursorIndex) && (IsKeyPressed(KEY_DELETE) || (IsKeyDown(KEY_DELETE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))))
+ {
+ autoCursorDelayCounter++;
+
+ if (IsKeyPressed(KEY_DELETE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
+ {
+ int nextCodepointSize = 0;
+ GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize);
+
+ // Move backward text from cursor position
+ for (int i = textBoxCursorIndex; i < textLength; i++) text[i] = text[i + nextCodepointSize];
+
+ textLength -= codepointSize;
+ if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength;
+
+ // Make sure text last character is EOL
+ text[textLength] = '\0';
+ }
+ }
+
+ // Delete related codepoints from text, before current cursor position
+ if ((textLength > 0) && IsKeyPressed(KEY_BACKSPACE) && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL)))
+ {
+ int i = textBoxCursorIndex - 1;
+ int accCodepointSize = 0;
+
+ // Move cursor to the end of word if on space already
+ while ((i > 0) && isspace(text[i]))
+ {
+ int prevCodepointSize = 0;
+ GetCodepointPrevious(text + i, &prevCodepointSize);
+ i -= prevCodepointSize;
+ accCodepointSize += prevCodepointSize;
+ }
+
+ // Move cursor to the start of the word
+ while ((i > 0) && !isspace(text[i]))
+ {
+ int prevCodepointSize = 0;
+ GetCodepointPrevious(text + i, &prevCodepointSize);
+ i -= prevCodepointSize;
+ accCodepointSize += prevCodepointSize;
+ }
+
+ // Move forward text from cursor position
+ for (int j = (textBoxCursorIndex - accCodepointSize); j < textLength; j++) text[j] = text[j + accCodepointSize];
+
+ // Prevent cursor index from decrementing past 0
+ if (textBoxCursorIndex > 0)
+ {
+ textBoxCursorIndex -= accCodepointSize;
+ textLength -= accCodepointSize;
+ }
+
+ // Make sure text last character is EOL
+ text[textLength] = '\0';
+ }
+ else if ((textLength > 0) && (IsKeyPressed(KEY_BACKSPACE) || (IsKeyDown(KEY_BACKSPACE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN))))
+ {
+ autoCursorDelayCounter++;
+
+ if (IsKeyPressed(KEY_BACKSPACE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
+ {
+ int prevCodepointSize = 0;
+
+ // Prevent cursor index from decrementing past 0
+ if (textBoxCursorIndex > 0)
+ {
+ GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize);
+
+ // Move backward text from cursor position
+ for (int i = (textBoxCursorIndex - prevCodepointSize); i < textLength; i++) text[i] = text[i + prevCodepointSize];
+
+ textBoxCursorIndex -= codepointSize;
+ textLength -= codepointSize;
+ }
+
+ // Make sure text last character is EOL
+ text[textLength] = '\0';
+ }
+ }
+
+ // Move cursor position with keys
+ if (IsKeyPressed(KEY_LEFT) || (IsKeyDown(KEY_LEFT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))
+ {
+ autoCursorDelayCounter++;
+
+ if (IsKeyPressed(KEY_LEFT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
+ {
+ int prevCodepointSize = 0;
+ if (textBoxCursorIndex > 0) GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize);
+
+ if (textBoxCursorIndex >= prevCodepointSize) textBoxCursorIndex -= prevCodepointSize;
+ }
+ }
+ else if (IsKeyPressed(KEY_RIGHT) || (IsKeyDown(KEY_RIGHT) && (autoCursorCooldownCounter > RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))
+ {
+ autoCursorDelayCounter++;
+
+ if (IsKeyPressed(KEY_RIGHT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames
+ {
+ int nextCodepointSize = 0;
+ GetCodepointNext(text + textBoxCursorIndex, &nextCodepointSize);
+
+ if ((textBoxCursorIndex + nextCodepointSize) <= textLength) textBoxCursorIndex += nextCodepointSize;
+ }
+ }
+
+ // Move cursor position with mouse
+ if (CheckCollisionPointRec(mousePosition, textBounds)) // Mouse hover text
+ {
+ float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/(float)guiFont.baseSize;
+ int codepointIndex = 0;
+ float glyphWidth = 0.0f;
+ float widthToMouseX = 0;
+ int mouseCursorIndex = 0;
+
+ for (int i = textIndexOffset; i < textLength; i++)
+ {
+ codepoint = GetCodepointNext(&text[i], &codepointSize);
+ codepointIndex = GetGlyphIndex(guiFont, codepoint);
+
+ if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor);
+ else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor);
+
+ if (mousePosition.x <= (textBounds.x + (widthToMouseX + glyphWidth/2)))
+ {
+ mouseCursor.x = textBounds.x + widthToMouseX;
+ mouseCursorIndex = i;
+ break;
+ }
+
+ widthToMouseX += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+ }
+
+ // Check if mouse cursor is at the last position
+ int textEndWidth = GetTextWidth(text + textIndexOffset);
+ if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2))
+ {
+ mouseCursor.x = textBounds.x + textEndWidth;
+ mouseCursorIndex = textLength;
+ }
+
+ // Place cursor at required index on mouse click
+ if ((mouseCursor.x >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ cursor.x = mouseCursor.x;
+ textBoxCursorIndex = mouseCursorIndex;
+ }
+ }
+ else mouseCursor.x = -1;
+
+ // Recalculate cursor position.y depending on textBoxCursorIndex
+ cursor.x = bounds.x + GuiGetStyle(TEXTBOX, TEXT_PADDING) + GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex) + GuiGetStyle(DEFAULT, TEXT_SPACING);
+ //if (multiline) cursor.y = GetTextLines()
+
+ // Finish text editing on ENTER or mouse click outside bounds
+ if ((!multiline && IsKeyPressed(KEY_ENTER)) ||
+ (!CheckCollisionPointRec(mousePosition, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+ {
+ textBoxCursorIndex = 0; // GLOBAL: Reset the shared cursor index
+ result = 1;
+ }
+ }
+ else
+ {
+ if (CheckCollisionPointRec(mousePosition, bounds))
+ {
+ state = STATE_FOCUSED;
+
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ textBoxCursorIndex = textLength; // GLOBAL: Place cursor index to the end of current text
+ result = 1;
+ }
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state == STATE_PRESSED)
+ {
+ GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_PRESSED)));
+ }
+ else if (state == STATE_DISABLED)
+ {
+ GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), GetColor(GuiGetStyle(TEXTBOX, BASE_COLOR_DISABLED)));
+ }
+ else GuiDrawRectangle(bounds, GuiGetStyle(TEXTBOX, BORDER_WIDTH), GetColor(GuiGetStyle(TEXTBOX, BORDER + (state*3))), BLANK);
+
+ // Draw text considering index offset if required
+ // NOTE: Text index offset depends on cursor position
+ GuiDrawText(text + textIndexOffset, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3))));
+
+ // Draw cursor
+ if (editMode && !GuiGetStyle(TEXTBOX, TEXT_READONLY))
+ {
+ //if (autoCursorMode || ((blinkCursorFrameCounter/40)%2 == 0))
+ GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)));
+
+ // Draw mouse position cursor (if required)
+ if (mouseCursor.x >= 0) GuiDrawRectangle(mouseCursor, 0, BLANK, GetColor(GuiGetStyle(TEXTBOX, BORDER_COLOR_PRESSED)));
+ }
+ else if (state == STATE_FOCUSED) GuiTooltip(bounds);
+ //--------------------------------------------------------------------
+
+ return result; // Mouse button pressed: result = 1
+}
+
+/*
+// Text Box control with multiple lines and word-wrap
+// NOTE: This text-box is readonly, no editing supported by default
+bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
+{
+ bool pressed = false;
+
+ GuiSetStyle(TEXTBOX, TEXT_READONLY, 1);
+ GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // WARNING: If wrap mode enabled, text editing is not supported
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_TOP);
+
+ // TODO: Implement methods to calculate cursor position properly
+ pressed = GuiTextBox(bounds, text, textSize, editMode);
+
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE);
+ GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_NONE);
+ GuiSetStyle(TEXTBOX, TEXT_READONLY, 0);
+
+ return pressed;
+}
+*/
+
+// Spinner control, returns selected value
+int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
+{
+ int result = 1;
+ GuiState state = guiState;
+
+ int tempValue = *value;
+
+ Rectangle spinner = { bounds.x + GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_SPACING), bounds.y,
+ bounds.width - 2*(GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH) + GuiGetStyle(SPINNER, SPIN_BUTTON_SPACING)), bounds.height };
+ Rectangle leftButtonBound = { (float)bounds.x, (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height };
+ Rectangle rightButtonBound = { (float)bounds.x + bounds.width - GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.y, (float)GuiGetStyle(SPINNER, SPIN_BUTTON_WIDTH), (float)bounds.height };
+
+ Rectangle textBounds = { 0 };
+ if (text != NULL)
+ {
+ textBounds.width = (float)GetTextWidth(text) + 2;
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(SPINNER, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ if (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SPINNER, TEXT_PADDING);
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check spinner state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+ }
+ }
+
+#if defined(RAYGUI_NO_ICONS)
+ if (GuiButton(leftButtonBound, "<")) tempValue--;
+ if (GuiButton(rightButtonBound, ">")) tempValue++;
+#else
+ if (GuiButton(leftButtonBound, GuiIconText(ICON_ARROW_LEFT_FILL, NULL))) tempValue--;
+ if (GuiButton(rightButtonBound, GuiIconText(ICON_ARROW_RIGHT_FILL, NULL))) tempValue++;
+#endif
+
+ if (!editMode)
+ {
+ if (tempValue < minValue) tempValue = minValue;
+ if (tempValue > maxValue) tempValue = maxValue;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ result = GuiValueBox(spinner, NULL, &tempValue, minValue, maxValue, editMode);
+
+ // Draw value selector custom buttons
+ // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values
+ int tempBorderWidth = GuiGetStyle(BUTTON, BORDER_WIDTH);
+ int tempTextAlign = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, GuiGetStyle(SPINNER, BORDER_WIDTH));
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, tempTextAlign);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth);
+
+ // Draw text label if provided
+ GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ *value = tempValue;
+ return result;
+}
+
+// Value Box control, updates input text with numbers
+// NOTE: Requires static variables: frameCounter
+int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
+{
+ #if !defined(RAYGUI_VALUEBOX_MAX_CHARS)
+ #define RAYGUI_VALUEBOX_MAX_CHARS 32
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ char textValue[RAYGUI_VALUEBOX_MAX_CHARS + 1] = "\0";
+ sprintf(textValue, "%i", *value);
+
+ Rectangle textBounds = { 0 };
+ if (text != NULL)
+ {
+ textBounds.width = (float)GetTextWidth(text) + 2;
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ if (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(VALUEBOX, TEXT_PADDING);
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ bool valueHasChanged = false;
+
+ if (editMode)
+ {
+ state = STATE_PRESSED;
+
+ int keyCount = (int)strlen(textValue);
+
+ // Only allow keys in range [48..57]
+ if (keyCount < RAYGUI_VALUEBOX_MAX_CHARS)
+ {
+ if (GetTextWidth(textValue) < bounds.width)
+ {
+ int key = GetCharPressed();
+ if ((key >= 48) && (key <= 57))
+ {
+ textValue[keyCount] = (char)key;
+ keyCount++;
+ valueHasChanged = true;
+ }
+ }
+ }
+
+ // Delete text
+ if (keyCount > 0)
+ {
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ keyCount--;
+ textValue[keyCount] = '\0';
+ valueHasChanged = true;
+ }
+ }
+
+ if (valueHasChanged) *value = TextToInteger(textValue);
+
+ // NOTE: We are not clamp values until user input finishes
+ //if (*value > maxValue) *value = maxValue;
+ //else if (*value < minValue) *value = minValue;
+
+ if ((IsKeyPressed(KEY_ENTER) || IsKeyPressed(KEY_KP_ENTER)) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
+ {
+ if (*value > maxValue) *value = maxValue;
+ else if (*value < minValue) *value = minValue;
+
+ result = 1;
+ }
+ }
+ else
+ {
+ if (*value > maxValue) *value = maxValue;
+ else if (*value < minValue) *value = minValue;
+
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = STATE_FOCUSED;
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1;
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ Color baseColor = BLANK;
+ if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED));
+ else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED));
+
+ GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor);
+ GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))));
+
+ // Draw cursor
+ if (editMode)
+ {
+ // NOTE: ValueBox internal text is always centered
+ Rectangle cursor = { bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 1, bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 4, bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH) };
+ GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED)));
+ }
+
+ // Draw text label if provided
+ GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Floating point Value Box control, updates input val_str with numbers
+// NOTE: Requires static variables: frameCounter
+int GuiValueBoxFloat(Rectangle bounds, const char *text, char *textValue, float *value, bool editMode)
+{
+ #if !defined(RAYGUI_VALUEBOX_MAX_CHARS)
+ #define RAYGUI_VALUEBOX_MAX_CHARS 32
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ //char textValue[RAYGUI_VALUEBOX_MAX_CHARS + 1] = "\0";
+ //sprintf(textValue, "%2.2f", *value);
+
+ Rectangle textBounds = {0};
+ if (text != NULL)
+ {
+ textBounds.width = (float)GetTextWidth(text) + 2;
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ if (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(VALUEBOX, TEXT_PADDING);
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ bool valueHasChanged = false;
+
+ if (editMode)
+ {
+ state = STATE_PRESSED;
+
+ int keyCount = (int)strlen(textValue);
+
+ // Only allow keys in range [48..57]
+ if (keyCount < RAYGUI_VALUEBOX_MAX_CHARS)
+ {
+ if (GetTextWidth(textValue) < bounds.width)
+ {
+ int key = GetCharPressed();
+ if (((key >= 48) && (key <= 57)) ||
+ (key == '.') ||
+ ((keyCount == 0) && (key == '+')) || // NOTE: Sign can only be in first position
+ ((keyCount == 0) && (key == '-')))
+ {
+ textValue[keyCount] = (char)key;
+ keyCount++;
+
+ valueHasChanged = true;
+ }
+ }
+ }
+
+ // Pressed backspace
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ if (keyCount > 0)
+ {
+ keyCount--;
+ textValue[keyCount] = '\0';
+ valueHasChanged = true;
+ }
+ }
+
+ if (valueHasChanged) *value = TextToFloat(textValue);
+
+ if ((IsKeyPressed(KEY_ENTER) || IsKeyPressed(KEY_KP_ENTER)) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) result = 1;
+ }
+ else
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = STATE_FOCUSED;
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1;
+ }
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ Color baseColor = BLANK;
+ if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED));
+ else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED));
+
+ GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor);
+ GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3))));
+
+ // Draw cursor
+ if (editMode)
+ {
+ // NOTE: ValueBox internal text is always centered
+ Rectangle cursor = {bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 1,
+ bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 4,
+ bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH)};
+ GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED)));
+ }
+
+ // Draw text label if provided
+ GuiDrawText(text, textBounds,
+ (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT,
+ GetColor(GuiGetStyle(LABEL, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Slider control with pro parameters
+// NOTE: Other GuiSlider*() controls use this one
+int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue, int sliderWidth)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ float temp = (maxValue - minValue)/2.0f;
+ if (value == NULL) value = &temp;
+ float oldValue = *value;
+
+ Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING),
+ 0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec))
+ {
+ state = STATE_PRESSED;
+ // Get equivalent value and slider position from mousePosition.x
+ *value = (maxValue - minValue)*((mousePoint.x - bounds.x - sliderWidth/2)/(bounds.width-sliderWidth)) + minValue;
+ }
+ }
+ else
+ {
+ guiControlExclusiveMode = false;
+ guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
+ }
+ }
+ else if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_PRESSED;
+ guiControlExclusiveMode = true;
+ guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts
+
+ if (!CheckCollisionPointRec(mousePoint, slider))
+ {
+ // Get equivalent value and slider position from mousePosition.x
+ *value = (maxValue - minValue)*((mousePoint.x - bounds.x - sliderWidth/2)/(bounds.width-sliderWidth)) + minValue;
+ }
+ }
+ else state = STATE_FOCUSED;
+ }
+
+ if (*value > maxValue) *value = maxValue;
+ else if (*value < minValue) *value = minValue;
+ }
+
+ // Control value change check
+ if (oldValue == *value) result = 0;
+ else result = 1;
+
+ // Slider bar limits check
+ float sliderValue = (((*value - minValue)/(maxValue - minValue))*(bounds.width - sliderWidth - 2*GuiGetStyle(SLIDER, BORDER_WIDTH)));
+ if (sliderWidth > 0) // Slider
+ {
+ slider.x += sliderValue;
+ slider.width = (float)sliderWidth;
+ if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH);
+ else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH);
+ }
+ else if (sliderWidth == 0) // SliderBar
+ {
+ slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH);
+ slider.width = sliderValue;
+ if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH);
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(SLIDER, BORDER_WIDTH), GetColor(GuiGetStyle(SLIDER, BORDER + (state*3))), GetColor(GuiGetStyle(SLIDER, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)));
+
+ // Draw slider internal bar (depends on state)
+ if (state == STATE_NORMAL) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BASE_COLOR_PRESSED)));
+ else if (state == STATE_FOCUSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_FOCUSED)));
+ else if (state == STATE_PRESSED) GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, TEXT_COLOR_PRESSED)));
+
+ // Draw left/right text if provided
+ if (textLeft != NULL)
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(textLeft);
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))));
+ }
+
+ if (textRight != NULL)
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(textRight);
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3))));
+ }
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Slider control extended, returns selected value and has text
+int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
+{
+ return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, GuiGetStyle(SLIDER, SLIDER_WIDTH));
+}
+
+// Slider Bar control extended, returns selected value
+int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
+{
+ return GuiSliderPro(bounds, textLeft, textRight, value, minValue, maxValue, 0);
+}
+
+// Progress Bar control extended, shows current progress value
+int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ float temp = (maxValue - minValue)/2.0f;
+ if (value == NULL) value = &temp;
+
+ // Progress bar
+ Rectangle progress = { bounds.x + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH),
+ bounds.y + GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) + GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING), 0,
+ bounds.height - 2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) - 2*GuiGetStyle(PROGRESSBAR, PROGRESS_PADDING) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if (*value > maxValue) *value = maxValue;
+
+ // WARNING: Working with floats could lead to rounding issues
+ if ((state != STATE_DISABLED)) progress.width = (float)(*value/(maxValue - minValue))*bounds.width - ((*value >= maxValue)? (float)(2*GuiGetStyle(PROGRESSBAR, BORDER_WIDTH)) : 0.0f);
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state == STATE_DISABLED)
+ {
+ GuiDrawRectangle(bounds, GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(PROGRESSBAR, BORDER + (state*3))), BLANK);
+ }
+ else
+ {
+ if (*value > minValue)
+ {
+ // Draw progress bar with colored border, more visual
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, (int)progress.width + (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
+ }
+ else GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
+
+ if (*value >= maxValue) GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + progress.width + 1, bounds.y, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_FOCUSED)));
+ else
+ {
+ // Draw borders not yet reached by value
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + (int)progress.width + 1, bounds.y + bounds.height - 1, bounds.width - (int)progress.width - 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH) }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y + 1, (float)GuiGetStyle(PROGRESSBAR, BORDER_WIDTH), bounds.height - 2 }, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BORDER_COLOR_NORMAL)));
+ }
+
+ // Draw slider internal progress bar (depends on state)
+ GuiDrawRectangle(progress, 0, BLANK, GetColor(GuiGetStyle(PROGRESSBAR, BASE_COLOR_PRESSED)));
+ }
+
+ // Draw left/right text if provided
+ if (textLeft != NULL)
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(textLeft);
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x - textBounds.width - GuiGetStyle(PROGRESSBAR, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))));
+ }
+
+ if (textRight != NULL)
+ {
+ Rectangle textBounds = { 0 };
+ textBounds.width = (float)GetTextWidth(textRight);
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ textBounds.x = bounds.x + bounds.width + GuiGetStyle(PROGRESSBAR, TEXT_PADDING);
+ textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+
+ GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3))));
+ }
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Status Bar control
+int GuiStatusBar(Rectangle bounds, const char *text)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(STATUSBAR, BORDER + (state*3))), GetColor(GuiGetStyle(STATUSBAR, BASE + (state*3))));
+ GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), GetColor(GuiGetStyle(STATUSBAR, TEXT + (state*3))));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Dummy rectangle control, intended for placeholding
+int GuiDummyRec(Rectangle bounds, const char *text)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check button state
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) state = STATE_PRESSED;
+ else state = STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state != STATE_DISABLED)? BASE_COLOR_NORMAL : BASE_COLOR_DISABLED)));
+ GuiDrawText(text, GetTextBounds(DEFAULT, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(BUTTON, (state != STATE_DISABLED)? TEXT_COLOR_NORMAL : TEXT_COLOR_DISABLED)));
+ //------------------------------------------------------------------
+
+ return result;
+}
+
+// List View control
+int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active)
+{
+ int result = 0;
+ int itemCount = 0;
+ const char **items = NULL;
+
+ if (text != NULL) items = GuiTextSplit(text, ';', &itemCount, NULL);
+
+ result = GuiListViewEx(bounds, items, itemCount, scrollIndex, active, NULL);
+
+ return result;
+}
+
+// List View control with extended parameters
+int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus)
+{
+ int result = 0;
+ GuiState state = guiState;
+
+ int itemFocused = (focus == NULL)? -1 : *focus;
+ int itemSelected = (active == NULL)? -1 : *active;
+
+ // Check if we need a scroll bar
+ bool useScrollBar = false;
+ if ((GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING))*count > bounds.height) useScrollBar = true;
+
+ // Define base item rectangle [0]
+ Rectangle itemBounds = { 0 };
+ itemBounds.x = bounds.x + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING);
+ itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) + GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ itemBounds.width = bounds.width - 2*GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) - GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ itemBounds.height = (float)GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT);
+ if (useScrollBar) itemBounds.width -= GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH);
+
+ // Get items on the list
+ int visibleItems = (int)bounds.height/(GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
+ if (visibleItems > count) visibleItems = count;
+
+ int startIndex = (scrollIndex == NULL)? 0 : *scrollIndex;
+ if ((startIndex < 0) || (startIndex > (count - visibleItems))) startIndex = 0;
+ int endIndex = startIndex + visibleItems;
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ // Check mouse inside list view
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = STATE_FOCUSED;
+
+ // Check focused and selected item
+ for (int i = 0; i < visibleItems; i++)
+ {
+ if (CheckCollisionPointRec(mousePoint, itemBounds))
+ {
+ itemFocused = startIndex + i;
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ if (itemSelected == (startIndex + i)) itemSelected = -1;
+ else itemSelected = startIndex + i;
+ }
+ break;
+ }
+
+ // Update item rectangle y position for next item
+ itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
+ }
+
+ if (useScrollBar)
+ {
+ int wheelMove = (int)GetMouseWheelMove();
+ startIndex -= wheelMove;
+
+ if (startIndex < 0) startIndex = 0;
+ else if (startIndex > (count - visibleItems)) startIndex = count - visibleItems;
+
+ endIndex = startIndex + visibleItems;
+ if (endIndex > count) endIndex = count;
+ }
+ }
+ else itemFocused = -1;
+
+ // Reset item rectangle y to [0]
+ itemBounds.y = bounds.y + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING) + GuiGetStyle(DEFAULT, BORDER_WIDTH);
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background
+
+ // Draw visible items
+ for (int i = 0; ((i < visibleItems) && (text != NULL)); i++)
+ {
+ GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, LIST_ITEMS_BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), BLANK);
+
+ if (state == STATE_DISABLED)
+ {
+ if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED)));
+
+ GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_DISABLED)));
+ }
+ else
+ {
+ if (((startIndex + i) == itemSelected) && (active != NULL))
+ {
+ // Draw item selected
+ GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_PRESSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_PRESSED)));
+ GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_PRESSED)));
+ }
+ else if (((startIndex + i) == itemFocused)) // && (focus != NULL)) // NOTE: We want items focused, despite not returned!
+ {
+ // Draw item focused
+ GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_FOCUSED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_FOCUSED)));
+ GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_FOCUSED)));
+ }
+ else
+ {
+ // Draw item normal
+ GuiDrawText(text[startIndex + i], GetTextBounds(DEFAULT, itemBounds), GuiGetStyle(LISTVIEW, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LISTVIEW, TEXT_COLOR_NORMAL)));
+ }
+ }
+
+ // Update item rectangle y position for next item
+ itemBounds.y += (GuiGetStyle(LISTVIEW, LIST_ITEMS_HEIGHT) + GuiGetStyle(LISTVIEW, LIST_ITEMS_SPACING));
+ }
+
+ if (useScrollBar)
+ {
+ Rectangle scrollBarBounds = {
+ bounds.x + bounds.width - GuiGetStyle(LISTVIEW, BORDER_WIDTH) - GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH),
+ bounds.y + GuiGetStyle(LISTVIEW, BORDER_WIDTH), (float)GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH),
+ bounds.height - 2*GuiGetStyle(DEFAULT, BORDER_WIDTH)
+ };
+
+ // Calculate percentage of visible items and apply same percentage to scrollbar
+ float percentVisible = (float)(endIndex - startIndex)/count;
+ float sliderSize = bounds.height*percentVisible;
+
+ int prevSliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); // Save default slider size
+ int prevScrollSpeed = GuiGetStyle(SCROLLBAR, SCROLL_SPEED); // Save default scroll speed
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, (int)sliderSize); // Change slider size
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, count - visibleItems); // Change scroll speed
+
+ startIndex = GuiScrollBar(scrollBarBounds, startIndex, 0, count - visibleItems);
+
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, prevScrollSpeed); // Reset scroll speed to default
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, prevSliderSize); // Reset slider size to default
+ }
+ //--------------------------------------------------------------------
+
+ if (active != NULL) *active = itemSelected;
+ if (focus != NULL) *focus = itemFocused;
+ if (scrollIndex != NULL) *scrollIndex = startIndex;
+
+ return result;
+}
+
+// Color Panel control - Color (RGBA) variant.
+int GuiColorPanel(Rectangle bounds, const char *text, Color *color)
+{
+ int result = 0;
+
+ Vector3 vcolor = { (float)color->r/255.0f, (float)color->g/255.0f, (float)color->b/255.0f };
+ Vector3 hsv = ConvertRGBtoHSV(vcolor);
+ Vector3 prevHsv = hsv; // workaround to see if GuiColorPanelHSV modifies the hsv.
+
+ GuiColorPanelHSV(bounds, text, &hsv);
+
+ // Check if the hsv was changed, only then change the color.
+ // This is required, because the Color->HSV->Color conversion has precision errors.
+ // Thus the assignment from HSV to Color should only be made, if the HSV has a new user-entered value.
+ // Otherwise GuiColorPanel would often modify it's color without user input.
+ // TODO: GuiColorPanelHSV could return 1 if the slider was dragged, to simplify this check.
+ if (hsv.x != prevHsv.x || hsv.y != prevHsv.y || hsv.z != prevHsv.z)
+ {
+ Vector3 rgb = ConvertHSVtoRGB(hsv);
+
+ // NOTE: Vector3ToColor() only available on raylib 1.8.1
+ *color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x),
+ (unsigned char)(255.0f*rgb.y),
+ (unsigned char)(255.0f*rgb.z),
+ color->a };
+ }
+ return result;
+}
+
+// Color Bar Alpha control
+// NOTE: Returns alpha value normalized [0..1]
+int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha)
+{
+ #if !defined(RAYGUI_COLORBARALPHA_CHECKED_SIZE)
+ #define RAYGUI_COLORBARALPHA_CHECKED_SIZE 10
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+ Rectangle selector = { (float)bounds.x + (*alpha)*bounds.width - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.y - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT), (float)bounds.height + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2 };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec))
+ {
+ state = STATE_PRESSED;
+
+ *alpha = (mousePoint.x - bounds.x)/bounds.width;
+ if (*alpha <= 0.0f) *alpha = 0.0f;
+ if (*alpha >= 1.0f) *alpha = 1.0f;
+ }
+ }
+ else
+ {
+ guiControlExclusiveMode = false;
+ guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
+ }
+ }
+ else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_PRESSED;
+ guiControlExclusiveMode = true;
+ guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts
+
+ *alpha = (mousePoint.x - bounds.x)/bounds.width;
+ if (*alpha <= 0.0f) *alpha = 0.0f;
+ if (*alpha >= 1.0f) *alpha = 1.0f;
+ //selector.x = bounds.x + (int)(((alpha - 0)/(100 - 0))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))) - selector.width/2;
+ }
+ else state = STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+
+ // Draw alpha bar: checked background
+ if (state != STATE_DISABLED)
+ {
+ int checksX = (int)bounds.width/RAYGUI_COLORBARALPHA_CHECKED_SIZE;
+ int checksY = (int)bounds.height/RAYGUI_COLORBARALPHA_CHECKED_SIZE;
+
+ for (int x = 0; x < checksX; x++)
+ {
+ for (int y = 0; y < checksY; y++)
+ {
+ Rectangle check = { bounds.x + x*RAYGUI_COLORBARALPHA_CHECKED_SIZE, bounds.y + y*RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE, RAYGUI_COLORBARALPHA_CHECKED_SIZE };
+ GuiDrawRectangle(check, 0, BLANK, ((x + y)%2)? Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.4f) : Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.4f));
+ }
+ }
+
+ DrawRectangleGradientEx(bounds, RAYGUI_CLITERAL(Color){ 255, 255, 255, 0 }, RAYGUI_CLITERAL(Color){ 255, 255, 255, 0 }, Fade(RAYGUI_CLITERAL(Color){ 0, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 0, 255 }, guiAlpha));
+ }
+ else DrawRectangleGradientEx(bounds, Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+
+ GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
+
+ // Draw alpha bar: selector
+ GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Color Bar Hue control
+// Returns hue value normalized [0..1]
+// NOTE: Other similar bars (for reference):
+// Color GuiColorBarSat() [WHITE->color]
+// Color GuiColorBarValue() [BLACK->color], HSV/HSL
+// float GuiColorBarLuminance() [BLACK->WHITE]
+int GuiColorBarHue(Rectangle bounds, const char *text, float *hue)
+{
+ int result = 0;
+ GuiState state = guiState;
+ Rectangle selector = { (float)bounds.x - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW), (float)bounds.y + (*hue)/360.0f*bounds.height - GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT)/2, (float)bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW)*2, (float)GuiGetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT) };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec))
+ {
+ state = STATE_PRESSED;
+
+ *hue = (mousePoint.y - bounds.y)*360/bounds.height;
+ if (*hue <= 0.0f) *hue = 0.0f;
+ if (*hue >= 359.0f) *hue = 359.0f;
+ }
+ }
+ else
+ {
+ guiControlExclusiveMode = false;
+ guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
+ }
+ }
+ else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_PRESSED;
+ guiControlExclusiveMode = true;
+ guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts
+
+ *hue = (mousePoint.y - bounds.y)*360/bounds.height;
+ if (*hue <= 0.0f) *hue = 0.0f;
+ if (*hue >= 359.0f) *hue = 359.0f;
+
+ }
+ else state = STATE_FOCUSED;
+
+ /*if (IsKeyDown(KEY_UP))
+ {
+ hue -= 2.0f;
+ if (hue <= 0.0f) hue = 0.0f;
+ }
+ else if (IsKeyDown(KEY_DOWN))
+ {
+ hue += 2.0f;
+ if (hue >= 360.0f) hue = 360.0f;
+ }*/
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state != STATE_DISABLED)
+ {
+ // Draw hue bar:color bars
+ // TODO: Use directly DrawRectangleGradientEx(bounds, color1, color2, color2, color1);
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha));
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + bounds.height/6), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha));
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 2*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 0, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha));
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 3*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 255, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 255, 255 }, guiAlpha));
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 4*(bounds.height/6)), (int)bounds.width, (int)ceilf(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 0, 0, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 255, 255 }, guiAlpha));
+ DrawRectangleGradientV((int)bounds.x, (int)(bounds.y + 5*(bounds.height/6)), (int)bounds.width, (int)(bounds.height/6), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 255, 255 }, guiAlpha), Fade(RAYGUI_CLITERAL(Color){ 255, 0, 0, 255 }, guiAlpha));
+ }
+ else DrawRectangleGradientV((int)bounds.x, (int)bounds.y, (int)bounds.width, (int)bounds.height, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), guiAlpha));
+
+ GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
+
+ // Draw hue bar: selector
+ GuiDrawRectangle(selector, 0, BLANK, GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)));
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Color Picker control
+// NOTE: It's divided in multiple controls:
+// Color GuiColorPanel(Rectangle bounds, Color color)
+// float GuiColorBarAlpha(Rectangle bounds, float alpha)
+// float GuiColorBarHue(Rectangle bounds, float value)
+// NOTE: bounds define GuiColorPanel() size
+// NOTE: this picker converts RGB to HSV, which can cause the Hue control to jump. If you have this problem, consider using the HSV variant instead
+int GuiColorPicker(Rectangle bounds, const char *text, Color *color)
+{
+ int result = 0;
+
+ Color temp = { 200, 0, 0, 255 };
+ if (color == NULL) color = &temp;
+
+ GuiColorPanel(bounds, NULL, color);
+
+ Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height };
+ //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) };
+
+ // NOTE: this conversion can cause low hue-resolution, if the r, g and b value are very similar, which causes the hue bar to shift around when only the GuiColorPanel is used.
+ Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ (*color).r/255.0f, (*color).g/255.0f, (*color).b/255.0f });
+
+ GuiColorBarHue(boundsHue, NULL, &hsv.x);
+
+ //color.a = (unsigned char)(GuiColorBarAlpha(boundsAlpha, (float)color.a/255.0f)*255.0f);
+ Vector3 rgb = ConvertHSVtoRGB(hsv);
+
+ *color = RAYGUI_CLITERAL(Color){ (unsigned char)roundf(rgb.x*255.0f), (unsigned char)roundf(rgb.y*255.0f), (unsigned char)roundf(rgb.z*255.0f), (*color).a };
+
+ return result;
+}
+
+// Color Picker control that avoids conversion to RGB and back to HSV on each call, thus avoiding jittering.
+// The user can call ConvertHSVtoRGB() to convert *colorHsv value to RGB.
+// NOTE: It's divided in multiple controls:
+// int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
+// int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha)
+// float GuiColorBarHue(Rectangle bounds, float value)
+// NOTE: bounds define GuiColorPanelHSV() size
+int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
+{
+ int result = 0;
+
+ Vector3 tempHsv = { 0 };
+
+ if (colorHsv == NULL)
+ {
+ const Vector3 tempColor = { 200.0f/255.0f, 0.0f, 0.0f };
+ tempHsv = ConvertRGBtoHSV(tempColor);
+ colorHsv = &tempHsv;
+ }
+
+ GuiColorPanelHSV(bounds, NULL, colorHsv);
+
+ const Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height };
+
+ GuiColorBarHue(boundsHue, NULL, &colorHsv->x);
+
+ return result;
+}
+
+// Color Panel control - HSV variant
+int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv)
+{
+ int result = 0;
+ GuiState state = guiState;
+ Vector2 pickerSelector = { 0 };
+
+ const Color colWhite = { 255, 255, 255, 255 };
+ const Color colBlack = { 0, 0, 0, 255 };
+
+ pickerSelector.x = bounds.x + (float)colorHsv->y*bounds.width; // HSV: Saturation
+ pickerSelector.y = bounds.y + (1.0f - (float)colorHsv->z)*bounds.height; // HSV: Value
+
+ Vector3 maxHue = { colorHsv->x, 1.0f, 1.0f };
+ Vector3 rgbHue = ConvertHSVtoRGB(maxHue);
+ Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x),
+ (unsigned char)(255.0f*rgbHue.y),
+ (unsigned char)(255.0f*rgbHue.z), 255 };
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec))
+ {
+ pickerSelector = mousePoint;
+
+ if (pickerSelector.x < bounds.x) pickerSelector.x = bounds.x;
+ if (pickerSelector.x > bounds.x + bounds.width) pickerSelector.x = bounds.x + bounds.width;
+ if (pickerSelector.y < bounds.y) pickerSelector.y = bounds.y;
+ if (pickerSelector.y > bounds.y + bounds.height) pickerSelector.y = bounds.y + bounds.height;
+
+ // Calculate color from picker
+ Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
+
+ colorPick.x /= (float)bounds.width; // Get normalized value on x
+ colorPick.y /= (float)bounds.height; // Get normalized value on y
+
+ colorHsv->y = colorPick.x;
+ colorHsv->z = 1.0f - colorPick.y;
+
+ }
+ }
+ else
+ {
+ guiControlExclusiveMode = false;
+ guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
+ }
+ }
+ else if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
+ {
+ state = STATE_PRESSED;
+ guiControlExclusiveMode = true;
+ guiControlExclusiveRec = bounds;
+ pickerSelector = mousePoint;
+
+ // Calculate color from picker
+ Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y };
+
+ colorPick.x /= (float)bounds.width; // Get normalized value on x
+ colorPick.y /= (float)bounds.height; // Get normalized value on y
+
+ colorHsv->y = colorPick.x;
+ colorHsv->z = 1.0f - colorPick.y;
+ }
+ else state = STATE_FOCUSED;
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state != STATE_DISABLED)
+ {
+ DrawRectangleGradientEx(bounds, Fade(colWhite, guiAlpha), Fade(colWhite, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha));
+ DrawRectangleGradientEx(bounds, Fade(colBlack, 0), Fade(colBlack, guiAlpha), Fade(colBlack, guiAlpha), Fade(colBlack, 0));
+
+ // Draw color picker: selector
+ Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) };
+ GuiDrawRectangle(selector, 0, BLANK, colWhite);
+ }
+ else
+ {
+ DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha));
+ }
+
+ GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK);
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Message Box control
+int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons)
+{
+ #if !defined(RAYGUI_MESSAGEBOX_BUTTON_HEIGHT)
+ #define RAYGUI_MESSAGEBOX_BUTTON_HEIGHT 24
+ #endif
+ #if !defined(RAYGUI_MESSAGEBOX_BUTTON_PADDING)
+ #define RAYGUI_MESSAGEBOX_BUTTON_PADDING 12
+ #endif
+
+ int result = -1; // Returns clicked button from buttons list, 0 refers to closed window button
+
+ int buttonCount = 0;
+ const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL);
+ Rectangle buttonBounds = { 0 };
+ buttonBounds.x = bounds.x + RAYGUI_MESSAGEBOX_BUTTON_PADDING;
+ buttonBounds.y = bounds.y + bounds.height - RAYGUI_MESSAGEBOX_BUTTON_HEIGHT - RAYGUI_MESSAGEBOX_BUTTON_PADDING;
+ buttonBounds.width = (bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount;
+ buttonBounds.height = RAYGUI_MESSAGEBOX_BUTTON_HEIGHT;
+
+ //int textWidth = GetTextWidth(message) + 2;
+
+ Rectangle textBounds = { 0 };
+ textBounds.x = bounds.x + RAYGUI_MESSAGEBOX_BUTTON_PADDING;
+ textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + RAYGUI_MESSAGEBOX_BUTTON_PADDING;
+ textBounds.width = bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*2;
+ textBounds.height = bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 3*RAYGUI_MESSAGEBOX_BUTTON_PADDING - RAYGUI_MESSAGEBOX_BUTTON_HEIGHT;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (GuiWindowBox(bounds, title)) result = 0;
+
+ int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+ GuiLabel(textBounds, message);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
+
+ prevTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+
+ for (int i = 0; i < buttonCount; i++)
+ {
+ if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1;
+ buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING);
+ }
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevTextAlignment);
+ //--------------------------------------------------------------------
+
+ return result;
+}
+
+// Text Input Box control, ask for text
+int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive)
+{
+ #if !defined(RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT)
+ #define RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT 24
+ #endif
+ #if !defined(RAYGUI_TEXTINPUTBOX_BUTTON_PADDING)
+ #define RAYGUI_TEXTINPUTBOX_BUTTON_PADDING 12
+ #endif
+ #if !defined(RAYGUI_TEXTINPUTBOX_HEIGHT)
+ #define RAYGUI_TEXTINPUTBOX_HEIGHT 26
+ #endif
+
+ // Used to enable text edit mode
+ // WARNING: No more than one GuiTextInputBox() should be open at the same time
+ static bool textEditMode = false;
+
+ int result = -1;
+
+ int buttonCount = 0;
+ const char **buttonsText = GuiTextSplit(buttons, ';', &buttonCount, NULL);
+ Rectangle buttonBounds = { 0 };
+ buttonBounds.x = bounds.x + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
+ buttonBounds.y = bounds.y + bounds.height - RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
+ buttonBounds.width = (bounds.width - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount;
+ buttonBounds.height = RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT;
+
+ int messageInputHeight = (int)bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - GuiGetStyle(STATUSBAR, BORDER_WIDTH) - RAYGUI_TEXTINPUTBOX_BUTTON_HEIGHT - 2*RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
+
+ Rectangle textBounds = { 0 };
+ if (message != NULL)
+ {
+ int textSize = GetTextWidth(message) + 2;
+
+ textBounds.x = bounds.x + bounds.width/2 - textSize/2;
+ textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + messageInputHeight/4 - (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/2;
+ textBounds.width = (float)textSize;
+ textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+ }
+
+ Rectangle textBoxBounds = { 0 };
+ textBoxBounds.x = bounds.x + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
+ textBoxBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - RAYGUI_TEXTINPUTBOX_HEIGHT/2;
+ if (message == NULL) textBoxBounds.y = bounds.y + 24 + RAYGUI_TEXTINPUTBOX_BUTTON_PADDING;
+ else textBoxBounds.y += (messageInputHeight/2 + messageInputHeight/4);
+ textBoxBounds.width = bounds.width - RAYGUI_TEXTINPUTBOX_BUTTON_PADDING*2;
+ textBoxBounds.height = RAYGUI_TEXTINPUTBOX_HEIGHT;
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (GuiWindowBox(bounds, title)) result = 0;
+
+ // Draw message if available
+ if (message != NULL)
+ {
+ int prevTextAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+ GuiLabel(textBounds, message);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, prevTextAlignment);
+ }
+
+ if (secretViewActive != NULL)
+ {
+ static char stars[] = "****************";
+ if (GuiTextBox(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x, textBoxBounds.y, textBoxBounds.width - 4 - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.height },
+ ((*secretViewActive == 1) || textEditMode)? text : stars, textMaxSize, textEditMode)) textEditMode = !textEditMode;
+
+ GuiToggle(RAYGUI_CLITERAL(Rectangle){ textBoxBounds.x + textBoxBounds.width - RAYGUI_TEXTINPUTBOX_HEIGHT, textBoxBounds.y, RAYGUI_TEXTINPUTBOX_HEIGHT, RAYGUI_TEXTINPUTBOX_HEIGHT }, (*secretViewActive == 1)? "#44#" : "#45#", secretViewActive);
+ }
+ else
+ {
+ if (GuiTextBox(textBoxBounds, text, textMaxSize, textEditMode)) textEditMode = !textEditMode;
+ }
+
+ int prevBtnTextAlignment = GuiGetStyle(BUTTON, TEXT_ALIGNMENT);
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+
+ for (int i = 0; i < buttonCount; i++)
+ {
+ if (GuiButton(buttonBounds, buttonsText[i])) result = i + 1;
+ buttonBounds.x += (buttonBounds.width + RAYGUI_MESSAGEBOX_BUTTON_PADDING);
+ }
+
+ if (result >= 0) textEditMode = false;
+
+ GuiSetStyle(BUTTON, TEXT_ALIGNMENT, prevBtnTextAlignment);
+ //--------------------------------------------------------------------
+
+ return result; // Result is the pressed button index
+}
+
+// Grid control
+// NOTE: Returns grid mouse-hover selected cell
+// About drawing lines at subpixel spacing, simple put, not easy solution:
+// https://stackoverflow.com/questions/4435450/2d-opengl-drawing-lines-that-dont-exactly-fit-pixel-raster
+int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell)
+{
+ // Grid lines alpha amount
+ #if !defined(RAYGUI_GRID_ALPHA)
+ #define RAYGUI_GRID_ALPHA 0.15f
+ #endif
+
+ int result = 0;
+ GuiState state = guiState;
+
+ Vector2 mousePoint = GetMousePosition();
+ Vector2 currentMouseCell = { -1, -1 };
+
+ float spaceWidth = spacing/(float)subdivs;
+ int linesV = (int)(bounds.width/spaceWidth) + 1;
+ int linesH = (int)(bounds.height/spaceWidth) + 1;
+
+ int color = GuiGetStyle(DEFAULT, LINE_COLOR);
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode)
+ {
+ if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ // NOTE: Cell values must be the upper left of the cell the mouse is in
+ currentMouseCell.x = floorf((mousePoint.x - bounds.x)/spacing);
+ currentMouseCell.y = floorf((mousePoint.y - bounds.y)/spacing);
+ }
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ if (state == STATE_DISABLED) color = GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED);
+
+ if (subdivs > 0)
+ {
+ // Draw vertical grid lines
+ for (int i = 0; i < linesV; i++)
+ {
+ Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height + 1 };
+ GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA));
+ }
+
+ // Draw horizontal grid lines
+ for (int i = 0; i < linesH; i++)
+ {
+ Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width + 1, 1 };
+ GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA));
+ }
+ }
+
+ if (mouseCell != NULL) *mouseCell = currentMouseCell;
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Tooltip management functions
+// NOTE: Tooltips requires some global variables: tooltipPtr
+//----------------------------------------------------------------------------------
+// Enable gui tooltips (global state)
+void GuiEnableTooltip(void) { guiTooltip = true; }
+
+// Disable gui tooltips (global state)
+void GuiDisableTooltip(void) { guiTooltip = false; }
+
+// Set tooltip string
+void GuiSetTooltip(const char *tooltip) { guiTooltipPtr = tooltip; }
+
+//----------------------------------------------------------------------------------
+// Styles loading functions
+//----------------------------------------------------------------------------------
+
+// Load raygui style file (.rgs)
+// NOTE: By default a binary file is expected, that file could contain a custom font,
+// in that case, custom font image atlas is GRAY+ALPHA and pixel data can be compressed (DEFLATE)
+void GuiLoadStyle(const char *fileName)
+{
+ #define MAX_LINE_BUFFER_SIZE 256
+
+ bool tryBinary = false;
+ if (!guiStyleLoaded) GuiLoadStyleDefault();
+
+ // Try reading the files as text file first
+ FILE *rgsFile = fopen(fileName, "rt");
+
+ if (rgsFile != NULL)
+ {
+ char buffer[MAX_LINE_BUFFER_SIZE] = { 0 };
+ fgets(buffer, MAX_LINE_BUFFER_SIZE, rgsFile);
+
+ if (buffer[0] == '#')
+ {
+ int controlId = 0;
+ int propertyId = 0;
+ unsigned int propertyValue = 0;
+
+ while (!feof(rgsFile))
+ {
+ switch (buffer[0])
+ {
+ case 'p':
+ {
+ // Style property: p <control_id> <property_id> <property_value> <property_name>
+
+ sscanf(buffer, "p %d %d 0x%x", &controlId, &propertyId, &propertyValue);
+ GuiSetStyle(controlId, propertyId, (int)propertyValue);
+
+ } break;
+ case 'f':
+ {
+ // Style font: f <gen_font_size> <charmap_file> <font_file>
+
+ int fontSize = 0;
+ char charmapFileName[256] = { 0 };
+ char fontFileName[256] = { 0 };
+ sscanf(buffer, "f %d %s %[^\r\n]s", &fontSize, charmapFileName, fontFileName);
+
+ Font font = { 0 };
+ int *codepoints = NULL;
+ int codepointCount = 0;
+
+ if (charmapFileName[0] != '0')
+ {
+ // Load text data from file
+ // NOTE: Expected an UTF-8 array of codepoints, no separation
+ char *textData = LoadFileText(TextFormat("%s/%s", GetDirectoryPath(fileName), charmapFileName));
+ codepoints = LoadCodepoints(textData, &codepointCount);
+ UnloadFileText(textData);
+ }
+
+ if (fontFileName[0] != '\0')
+ {
+ // In case a font is already loaded and it is not default internal font, unload it
+ if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture);
+
+ if (codepointCount > 0) font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, codepoints, codepointCount);
+ else font = LoadFontEx(TextFormat("%s/%s", GetDirectoryPath(fileName), fontFileName), fontSize, NULL, 0); // Default to 95 standard codepoints
+ }
+
+ // If font texture not properly loaded, revert to default font and size/spacing
+ if (font.texture.id == 0)
+ {
+ font = GetFontDefault();
+ GuiSetStyle(DEFAULT, TEXT_SIZE, 10);
+ GuiSetStyle(DEFAULT, TEXT_SPACING, 1);
+ }
+
+ UnloadCodepoints(codepoints);
+
+ if ((font.texture.id > 0) && (font.glyphCount > 0)) GuiSetFont(font);
+
+ } break;
+ default: break;
+ }
+
+ fgets(buffer, MAX_LINE_BUFFER_SIZE, rgsFile);
+ }
+ }
+ else tryBinary = true;
+
+ fclose(rgsFile);
+ }
+
+ if (tryBinary)
+ {
+ rgsFile = fopen(fileName, "rb");
+
+ if (rgsFile != NULL)
+ {
+ fseek(rgsFile, 0, SEEK_END);
+ int fileDataSize = ftell(rgsFile);
+ fseek(rgsFile, 0, SEEK_SET);
+
+ if (fileDataSize > 0)
+ {
+ unsigned char *fileData = (unsigned char *)RAYGUI_MALLOC(fileDataSize*sizeof(unsigned char));
+ fread(fileData, sizeof(unsigned char), fileDataSize, rgsFile);
+
+ GuiLoadStyleFromMemory(fileData, fileDataSize);
+
+ RAYGUI_FREE(fileData);
+ }
+
+ fclose(rgsFile);
+ }
+ }
+}
+
+// Load style default over global style
+void GuiLoadStyleDefault(void)
+{
+ // We set this variable first to avoid cyclic function calls
+ // when calling GuiSetStyle() and GuiGetStyle()
+ guiStyleLoaded = true;
+
+ // Initialize default LIGHT style property values
+ // WARNING: Default value are applied to all controls on set but
+ // they can be overwritten later on for every custom control
+ GuiSetStyle(DEFAULT, BORDER_COLOR_NORMAL, 0x838383ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_NORMAL, 0xc9c9c9ff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_NORMAL, 0x686868ff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_FOCUSED, 0x5bb2d9ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_FOCUSED, 0xc9effeff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_FOCUSED, 0x6c9bbcff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_PRESSED, 0x0492c7ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_PRESSED, 0x97e8ffff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_PRESSED, 0x368bafff);
+ GuiSetStyle(DEFAULT, BORDER_COLOR_DISABLED, 0xb5c1c2ff);
+ GuiSetStyle(DEFAULT, BASE_COLOR_DISABLED, 0xe6e9e9ff);
+ GuiSetStyle(DEFAULT, TEXT_COLOR_DISABLED, 0xaeb7b8ff);
+ GuiSetStyle(DEFAULT, BORDER_WIDTH, 1);
+ GuiSetStyle(DEFAULT, TEXT_PADDING, 0);
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+
+ // Initialize default extended property values
+ // NOTE: By default, extended property values are initialized to 0
+ GuiSetStyle(DEFAULT, TEXT_SIZE, 10); // DEFAULT, shared by all controls
+ GuiSetStyle(DEFAULT, TEXT_SPACING, 1); // DEFAULT, shared by all controls
+ GuiSetStyle(DEFAULT, LINE_COLOR, 0x90abb5ff); // DEFAULT specific property
+ GuiSetStyle(DEFAULT, BACKGROUND_COLOR, 0xf5f5f5ff); // DEFAULT specific property
+ GuiSetStyle(DEFAULT, TEXT_LINE_SPACING, 15); // DEFAULT, 15 pixels between lines
+ GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); // DEFAULT, text aligned vertically to middle of text-bounds
+
+ // Initialize control-specific property values
+ // NOTE: Those properties are in default list but require specific values by control type
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+ GuiSetStyle(BUTTON, BORDER_WIDTH, 2);
+ GuiSetStyle(SLIDER, TEXT_PADDING, 4);
+ GuiSetStyle(PROGRESSBAR, TEXT_PADDING, 4);
+ GuiSetStyle(CHECKBOX, TEXT_PADDING, 4);
+ GuiSetStyle(CHECKBOX, TEXT_ALIGNMENT, TEXT_ALIGN_RIGHT);
+ GuiSetStyle(DROPDOWNBOX, TEXT_PADDING, 0);
+ GuiSetStyle(DROPDOWNBOX, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+ GuiSetStyle(TEXTBOX, TEXT_PADDING, 4);
+ GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+ GuiSetStyle(VALUEBOX, TEXT_PADDING, 0);
+ GuiSetStyle(VALUEBOX, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+ GuiSetStyle(SPINNER, TEXT_PADDING, 0);
+ GuiSetStyle(SPINNER, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+ GuiSetStyle(STATUSBAR, TEXT_PADDING, 8);
+ GuiSetStyle(STATUSBAR, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
+
+ // Initialize extended property values
+ // NOTE: By default, extended property values are initialized to 0
+ GuiSetStyle(TOGGLE, GROUP_PADDING, 2);
+ GuiSetStyle(SLIDER, SLIDER_WIDTH, 16);
+ GuiSetStyle(SLIDER, SLIDER_PADDING, 1);
+ GuiSetStyle(PROGRESSBAR, PROGRESS_PADDING, 1);
+ GuiSetStyle(CHECKBOX, CHECK_PADDING, 1);
+ GuiSetStyle(COMBOBOX, COMBO_BUTTON_WIDTH, 32);
+ GuiSetStyle(COMBOBOX, COMBO_BUTTON_SPACING, 2);
+ GuiSetStyle(DROPDOWNBOX, ARROW_PADDING, 16);
+ GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 2);
+ GuiSetStyle(SPINNER, SPIN_BUTTON_WIDTH, 24);
+ GuiSetStyle(SPINNER, SPIN_BUTTON_SPACING, 2);
+ GuiSetStyle(SCROLLBAR, BORDER_WIDTH, 0);
+ GuiSetStyle(SCROLLBAR, ARROWS_VISIBLE, 0);
+ GuiSetStyle(SCROLLBAR, ARROWS_SIZE, 6);
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING, 0);
+ GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, 16);
+ GuiSetStyle(SCROLLBAR, SCROLL_PADDING, 0);
+ GuiSetStyle(SCROLLBAR, SCROLL_SPEED, 12);
+ GuiSetStyle(LISTVIEW, LIST_ITEMS_HEIGHT, 28);
+ GuiSetStyle(LISTVIEW, LIST_ITEMS_SPACING, 2);
+ GuiSetStyle(LISTVIEW, SCROLLBAR_WIDTH, 12);
+ GuiSetStyle(LISTVIEW, SCROLLBAR_SIDE, SCROLLBAR_RIGHT_SIDE);
+ GuiSetStyle(COLORPICKER, COLOR_SELECTOR_SIZE, 8);
+ GuiSetStyle(COLORPICKER, HUEBAR_WIDTH, 16);
+ GuiSetStyle(COLORPICKER, HUEBAR_PADDING, 8);
+ GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_HEIGHT, 8);
+ GuiSetStyle(COLORPICKER, HUEBAR_SELECTOR_OVERFLOW, 2);
+
+ if (guiFont.texture.id != GetFontDefault().texture.id)
+ {
+ // Unload previous font texture
+ UnloadTexture(guiFont.texture);
+ RL_FREE(guiFont.recs);
+ RL_FREE(guiFont.glyphs);
+ guiFont.recs = NULL;
+ guiFont.glyphs = NULL;
+
+ // Setup default raylib font
+ guiFont = GetFontDefault();
+
+ // NOTE: Default raylib font character 95 is a white square
+ Rectangle whiteChar = guiFont.recs[95];
+
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(guiFont.texture, RAYGUI_CLITERAL(Rectangle){ whiteChar.x + 1, whiteChar.y + 1, whiteChar.width - 2, whiteChar.height - 2 });
+ }
+}
+
+// Get text with icon id prepended
+// NOTE: Useful to add icons by name id (enum) instead of
+// a number that can change between ricon versions
+const char *GuiIconText(int iconId, const char *text)
+{
+#if defined(RAYGUI_NO_ICONS)
+ return NULL;
+#else
+ static char buffer[1024] = { 0 };
+ static char iconBuffer[16] = { 0 };
+
+ if (text != NULL)
+ {
+ memset(buffer, 0, 1024);
+ sprintf(buffer, "#%03i#", iconId);
+
+ for (int i = 5; i < 1024; i++)
+ {
+ buffer[i] = text[i - 5];
+ if (text[i - 5] == '\0') break;
+ }
+
+ return buffer;
+ }
+ else
+ {
+ sprintf(iconBuffer, "#%03i#", iconId);
+
+ return iconBuffer;
+ }
+#endif
+}
+
+#if !defined(RAYGUI_NO_ICONS)
+// Get full icons data pointer
+unsigned int *GuiGetIcons(void) { return guiIconsPtr; }
+
+// Load raygui icons file (.rgi)
+// NOTE: In case nameIds are required, they can be requested with loadIconsName,
+// they are returned as a guiIconsName[iconCount][RAYGUI_ICON_MAX_NAME_LENGTH],
+// WARNING: guiIconsName[]][] memory should be manually freed!
+char **GuiLoadIcons(const char *fileName, bool loadIconsName)
+{
+ // Style File Structure (.rgi)
+ // ------------------------------------------------------
+ // Offset | Size | Type | Description
+ // ------------------------------------------------------
+ // 0 | 4 | char | Signature: "rGI "
+ // 4 | 2 | short | Version: 100
+ // 6 | 2 | short | reserved
+
+ // 8 | 2 | short | Num icons (N)
+ // 10 | 2 | short | Icons size (Options: 16, 32, 64) (S)
+
+ // Icons name id (32 bytes per name id)
+ // foreach (icon)
+ // {
+ // 12+32*i | 32 | char | Icon NameId
+ // }
+
+ // Icons data: One bit per pixel, stored as unsigned int array (depends on icon size)
+ // S*S pixels/32bit per unsigned int = K unsigned int per icon
+ // foreach (icon)
+ // {
+ // ... | K | unsigned int | Icon Data
+ // }
+
+ FILE *rgiFile = fopen(fileName, "rb");
+
+ char **guiIconsName = NULL;
+
+ if (rgiFile != NULL)
+ {
+ char signature[5] = { 0 };
+ short version = 0;
+ short reserved = 0;
+ short iconCount = 0;
+ short iconSize = 0;
+
+ fread(signature, 1, 4, rgiFile);
+ fread(&version, sizeof(short), 1, rgiFile);
+ fread(&reserved, sizeof(short), 1, rgiFile);
+ fread(&iconCount, sizeof(short), 1, rgiFile);
+ fread(&iconSize, sizeof(short), 1, rgiFile);
+
+ if ((signature[0] == 'r') &&
+ (signature[1] == 'G') &&
+ (signature[2] == 'I') &&
+ (signature[3] == ' '))
+ {
+ if (loadIconsName)
+ {
+ guiIconsName = (char **)RAYGUI_MALLOC(iconCount*sizeof(char **));
+ for (int i = 0; i < iconCount; i++)
+ {
+ guiIconsName[i] = (char *)RAYGUI_MALLOC(RAYGUI_ICON_MAX_NAME_LENGTH);
+ fread(guiIconsName[i], 1, RAYGUI_ICON_MAX_NAME_LENGTH, rgiFile);
+ }
+ }
+ else fseek(rgiFile, iconCount*RAYGUI_ICON_MAX_NAME_LENGTH, SEEK_CUR);
+
+ // Read icons data directly over internal icons array
+ fread(guiIconsPtr, sizeof(unsigned int), iconCount*(iconSize*iconSize/32), rgiFile);
+ }
+
+ fclose(rgiFile);
+ }
+
+ return guiIconsName;
+}
+
+// Draw selected icon using rectangles pixel-by-pixel
+void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color)
+{
+ #define BIT_CHECK(a,b) ((a) & (1u<<(b)))
+
+ for (int i = 0, y = 0; i < RAYGUI_ICON_SIZE*RAYGUI_ICON_SIZE/32; i++)
+ {
+ for (int k = 0; k < 32; k++)
+ {
+ if (BIT_CHECK(guiIconsPtr[iconId*RAYGUI_ICON_DATA_ELEMENTS + i], k))
+ {
+ #if !defined(RAYGUI_STANDALONE)
+ GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ (float)posX + (k%RAYGUI_ICON_SIZE)*pixelSize, (float)posY + y*pixelSize, (float)pixelSize, (float)pixelSize }, 0, BLANK, color);
+ #endif
+ }
+
+ if ((k == 15) || (k == 31)) y++;
+ }
+ }
+}
+
+// Set icon drawing size
+void GuiSetIconScale(int scale)
+{
+ if (scale >= 1) guiIconScale = scale;
+}
+
+#endif // !RAYGUI_NO_ICONS
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Load style from memory
+// WARNING: Binary files only
+static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize)
+{
+ unsigned char *fileDataPtr = (unsigned char *)fileData;
+
+ char signature[5] = { 0 };
+ short version = 0;
+ short reserved = 0;
+ int propertyCount = 0;
+
+ memcpy(signature, fileDataPtr, 4);
+ memcpy(&version, fileDataPtr + 4, sizeof(short));
+ memcpy(&reserved, fileDataPtr + 4 + 2, sizeof(short));
+ memcpy(&propertyCount, fileDataPtr + 4 + 2 + 2, sizeof(int));
+ fileDataPtr += 12;
+
+ if ((signature[0] == 'r') &&
+ (signature[1] == 'G') &&
+ (signature[2] == 'S') &&
+ (signature[3] == ' '))
+ {
+ short controlId = 0;
+ short propertyId = 0;
+ unsigned int propertyValue = 0;
+
+ for (int i = 0; i < propertyCount; i++)
+ {
+ memcpy(&controlId, fileDataPtr, sizeof(short));
+ memcpy(&propertyId, fileDataPtr + 2, sizeof(short));
+ memcpy(&propertyValue, fileDataPtr + 2 + 2, sizeof(unsigned int));
+ fileDataPtr += 8;
+
+ if (controlId == 0) // DEFAULT control
+ {
+ // If a DEFAULT property is loaded, it is propagated to all controls
+ // NOTE: All DEFAULT properties should be defined first in the file
+ GuiSetStyle(0, (int)propertyId, propertyValue);
+
+ if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int j = 1; j < RAYGUI_MAX_CONTROLS; j++) GuiSetStyle(j, (int)propertyId, propertyValue);
+ }
+ else GuiSetStyle((int)controlId, (int)propertyId, propertyValue);
+ }
+
+ // Font loading is highly dependant on raylib API to load font data and image
+
+#if !defined(RAYGUI_STANDALONE)
+ // Load custom font if available
+ int fontDataSize = 0;
+ memcpy(&fontDataSize, fileDataPtr, sizeof(int));
+ fileDataPtr += 4;
+
+ if (fontDataSize > 0)
+ {
+ Font font = { 0 };
+ int fontType = 0; // 0-Normal, 1-SDF
+
+ memcpy(&font.baseSize, fileDataPtr, sizeof(int));
+ memcpy(&font.glyphCount, fileDataPtr + 4, sizeof(int));
+ memcpy(&fontType, fileDataPtr + 4 + 4, sizeof(int));
+ fileDataPtr += 12;
+
+ // Load font white rectangle
+ Rectangle fontWhiteRec = { 0 };
+ memcpy(&fontWhiteRec, fileDataPtr, sizeof(Rectangle));
+ fileDataPtr += 16;
+
+ // Load font image parameters
+ int fontImageUncompSize = 0;
+ int fontImageCompSize = 0;
+ memcpy(&fontImageUncompSize, fileDataPtr, sizeof(int));
+ memcpy(&fontImageCompSize, fileDataPtr + 4, sizeof(int));
+ fileDataPtr += 8;
+
+ Image imFont = { 0 };
+ imFont.mipmaps = 1;
+ memcpy(&imFont.width, fileDataPtr, sizeof(int));
+ memcpy(&imFont.height, fileDataPtr + 4, sizeof(int));
+ memcpy(&imFont.format, fileDataPtr + 4 + 4, sizeof(int));
+ fileDataPtr += 12;
+
+ if ((fontImageCompSize > 0) && (fontImageCompSize != fontImageUncompSize))
+ {
+ // Compressed font atlas image data (DEFLATE), it requires DecompressData()
+ int dataUncompSize = 0;
+ unsigned char *compData = (unsigned char *)RAYGUI_MALLOC(fontImageCompSize);
+ memcpy(compData, fileDataPtr, fontImageCompSize);
+ fileDataPtr += fontImageCompSize;
+
+ imFont.data = DecompressData(compData, fontImageCompSize, &dataUncompSize);
+
+ // Security check, dataUncompSize must match the provided fontImageUncompSize
+ if (dataUncompSize != fontImageUncompSize) RAYGUI_LOG("WARNING: Uncompressed font atlas image data could be corrupted");
+
+ RAYGUI_FREE(compData);
+ }
+ else
+ {
+ // Font atlas image data is not compressed
+ imFont.data = (unsigned char *)RAYGUI_MALLOC(fontImageUncompSize);
+ memcpy(imFont.data, fileDataPtr, fontImageUncompSize);
+ fileDataPtr += fontImageUncompSize;
+ }
+
+ if (font.texture.id != GetFontDefault().texture.id) UnloadTexture(font.texture);
+ font.texture = LoadTextureFromImage(imFont);
+
+ RAYGUI_FREE(imFont.data);
+
+ // Validate font atlas texture was loaded correctly
+ if (font.texture.id != 0)
+ {
+ // Load font recs data
+ int recsDataSize = font.glyphCount*sizeof(Rectangle);
+ int recsDataCompressedSize = 0;
+
+ // WARNING: Version 400 adds the compression size parameter
+ if (version >= 400)
+ {
+ // RGS files version 400 support compressed recs data
+ memcpy(&recsDataCompressedSize, fileDataPtr, sizeof(int));
+ fileDataPtr += sizeof(int);
+ }
+
+ if ((recsDataCompressedSize > 0) && (recsDataCompressedSize != recsDataSize))
+ {
+ // Recs data is compressed, uncompress it
+ unsigned char *recsDataCompressed = (unsigned char *)RAYGUI_MALLOC(recsDataCompressedSize);
+
+ memcpy(recsDataCompressed, fileDataPtr, recsDataCompressedSize);
+ fileDataPtr += recsDataCompressedSize;
+
+ int recsDataUncompSize = 0;
+ font.recs = (Rectangle *)DecompressData(recsDataCompressed, recsDataCompressedSize, &recsDataUncompSize);
+
+ // Security check, data uncompressed size must match the expected original data size
+ if (recsDataUncompSize != recsDataSize) RAYGUI_LOG("WARNING: Uncompressed font recs data could be corrupted");
+
+ RAYGUI_FREE(recsDataCompressed);
+ }
+ else
+ {
+ // Recs data is uncompressed
+ font.recs = (Rectangle *)RAYGUI_CALLOC(font.glyphCount, sizeof(Rectangle));
+ for (int i = 0; i < font.glyphCount; i++)
+ {
+ memcpy(&font.recs[i], fileDataPtr, sizeof(Rectangle));
+ fileDataPtr += sizeof(Rectangle);
+ }
+ }
+
+ // Load font glyphs info data
+ int glyphsDataSize = font.glyphCount*16; // 16 bytes data per glyph
+ int glyphsDataCompressedSize = 0;
+
+ // WARNING: Version 400 adds the compression size parameter
+ if (version >= 400)
+ {
+ // RGS files version 400 support compressed glyphs data
+ memcpy(&glyphsDataCompressedSize, fileDataPtr, sizeof(int));
+ fileDataPtr += sizeof(int);
+ }
+
+ // Allocate required glyphs space to fill with data
+ font.glyphs = (GlyphInfo *)RAYGUI_CALLOC(font.glyphCount, sizeof(GlyphInfo));
+
+ if ((glyphsDataCompressedSize > 0) && (glyphsDataCompressedSize != glyphsDataSize))
+ {
+ // Glyphs data is compressed, uncompress it
+ unsigned char *glypsDataCompressed = (unsigned char *)RAYGUI_MALLOC(glyphsDataCompressedSize);
+
+ memcpy(glypsDataCompressed, fileDataPtr, glyphsDataCompressedSize);
+ fileDataPtr += glyphsDataCompressedSize;
+
+ int glyphsDataUncompSize = 0;
+ unsigned char *glyphsDataUncomp = DecompressData(glypsDataCompressed, glyphsDataCompressedSize, &glyphsDataUncompSize);
+
+ // Security check, data uncompressed size must match the expected original data size
+ if (glyphsDataUncompSize != glyphsDataSize) RAYGUI_LOG("WARNING: Uncompressed font glyphs data could be corrupted");
+
+ unsigned char *glyphsDataUncompPtr = glyphsDataUncomp;
+
+ for (int i = 0; i < font.glyphCount; i++)
+ {
+ memcpy(&font.glyphs[i].value, glyphsDataUncompPtr, sizeof(int));
+ memcpy(&font.glyphs[i].offsetX, glyphsDataUncompPtr + 4, sizeof(int));
+ memcpy(&font.glyphs[i].offsetY, glyphsDataUncompPtr + 8, sizeof(int));
+ memcpy(&font.glyphs[i].advanceX, glyphsDataUncompPtr + 12, sizeof(int));
+ glyphsDataUncompPtr += 16;
+ }
+
+ RAYGUI_FREE(glypsDataCompressed);
+ RAYGUI_FREE(glyphsDataUncomp);
+ }
+ else
+ {
+ // Glyphs data is uncompressed
+ for (int i = 0; i < font.glyphCount; i++)
+ {
+ memcpy(&font.glyphs[i].value, fileDataPtr, sizeof(int));
+ memcpy(&font.glyphs[i].offsetX, fileDataPtr + 4, sizeof(int));
+ memcpy(&font.glyphs[i].offsetY, fileDataPtr + 8, sizeof(int));
+ memcpy(&font.glyphs[i].advanceX, fileDataPtr + 12, sizeof(int));
+ fileDataPtr += 16;
+ }
+ }
+ }
+ else font = GetFontDefault(); // Fallback in case of errors loading font atlas texture
+
+ GuiSetFont(font);
+
+ // Set font texture source rectangle to be used as white texture to draw shapes
+ // NOTE: It makes possible to draw shapes and text (full UI) in a single draw call
+ if ((fontWhiteRec.x > 0) &&
+ (fontWhiteRec.y > 0) &&
+ (fontWhiteRec.width > 0) &&
+ (fontWhiteRec.height > 0)) SetShapesTexture(font.texture, fontWhiteRec);
+ }
+#endif
+ }
+}
+
+// Gui get text width considering icon
+static int GetTextWidth(const char *text)
+{
+ #if !defined(ICON_TEXT_PADDING)
+ #define ICON_TEXT_PADDING 4
+ #endif
+
+ Vector2 textSize = { 0 };
+ int textIconOffset = 0;
+
+ if ((text != NULL) && (text[0] != '\0'))
+ {
+ if (text[0] == '#')
+ {
+ for (int i = 1; (i < 5) && (text[i] != '\0'); i++)
+ {
+ if (text[i] == '#')
+ {
+ textIconOffset = i;
+ break;
+ }
+ }
+ }
+
+ text += textIconOffset;
+
+ // Make sure guiFont is set, GuiGetStyle() initializes it lazynessly
+ float fontSize = (float)GuiGetStyle(DEFAULT, TEXT_SIZE);
+
+ // Custom MeasureText() implementation
+ if ((guiFont.texture.id > 0) && (text != NULL))
+ {
+ // Get size in bytes of text, considering end of line and line break
+ int size = 0;
+ for (int i = 0; i < MAX_LINE_BUFFER_SIZE; i++)
+ {
+ if ((text[i] != '\0') && (text[i] != '\n')) size++;
+ else break;
+ }
+
+ float scaleFactor = fontSize/(float)guiFont.baseSize;
+ textSize.y = (float)guiFont.baseSize*scaleFactor;
+ float glyphWidth = 0.0f;
+
+ for (int i = 0, codepointSize = 0; i < size; i += codepointSize)
+ {
+ int codepoint = GetCodepointNext(&text[i], &codepointSize);
+ int codepointIndex = GetGlyphIndex(guiFont, codepoint);
+
+ if (guiFont.glyphs[codepointIndex].advanceX == 0) glyphWidth = ((float)guiFont.recs[codepointIndex].width*scaleFactor);
+ else glyphWidth = ((float)guiFont.glyphs[codepointIndex].advanceX*scaleFactor);
+
+ textSize.x += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+ }
+ }
+
+ if (textIconOffset > 0) textSize.x += (RAYGUI_ICON_SIZE + ICON_TEXT_PADDING);
+ }
+
+ return (int)textSize.x;
+}
+
+// Get text bounds considering control bounds
+static Rectangle GetTextBounds(int control, Rectangle bounds)
+{
+ Rectangle textBounds = bounds;
+
+ textBounds.x = bounds.x + GuiGetStyle(control, BORDER_WIDTH);
+ textBounds.y = bounds.y + GuiGetStyle(control, BORDER_WIDTH) + GuiGetStyle(control, TEXT_PADDING);
+ textBounds.width = bounds.width - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING);
+ textBounds.height = bounds.height - 2*GuiGetStyle(control, BORDER_WIDTH) - 2*GuiGetStyle(control, TEXT_PADDING); // NOTE: Text is processed line per line!
+
+ // Depending on control, TEXT_PADDING and TEXT_ALIGNMENT properties could affect the text-bounds
+ switch (control)
+ {
+ case COMBOBOX:
+ case DROPDOWNBOX:
+ case LISTVIEW:
+ // TODO: Special cases (no label): COMBOBOX, DROPDOWNBOX, LISTVIEW
+ case SLIDER:
+ case CHECKBOX:
+ case VALUEBOX:
+ case SPINNER:
+ // TODO: More special cases (label on side): SLIDER, CHECKBOX, VALUEBOX, SPINNER
+ default:
+ {
+ // TODO: WARNING: TEXT_ALIGNMENT is already considered in GuiDrawText()
+ if (GuiGetStyle(control, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT) textBounds.x -= GuiGetStyle(control, TEXT_PADDING);
+ else textBounds.x += GuiGetStyle(control, TEXT_PADDING);
+ }
+ break;
+ }
+
+ return textBounds;
+}
+
+// Get text icon if provided and move text cursor
+// NOTE: We support up to 999 values for iconId
+static const char *GetTextIcon(const char *text, int *iconId)
+{
+#if !defined(RAYGUI_NO_ICONS)
+ *iconId = -1;
+ if (text[0] == '#') // Maybe we have an icon!
+ {
+ char iconValue[4] = { 0 }; // Maximum length for icon value: 3 digits + '\0'
+
+ int pos = 1;
+ while ((pos < 4) && (text[pos] >= '0') && (text[pos] <= '9'))
+ {
+ iconValue[pos - 1] = text[pos];
+ pos++;
+ }
+
+ if (text[pos] == '#')
+ {
+ *iconId = TextToInteger(iconValue);
+
+ // Move text pointer after icon
+ // WARNING: If only icon provided, it could point to EOL character: '\0'
+ if (*iconId >= 0) text += (pos + 1);
+ }
+ }
+#endif
+
+ return text;
+}
+
+// Get text divided into lines (by line-breaks '\n')
+const char **GetTextLines(const char *text, int *count)
+{
+ #define RAYGUI_MAX_TEXT_LINES 128
+
+ static const char *lines[RAYGUI_MAX_TEXT_LINES] = { 0 };
+ for (int i = 0; i < RAYGUI_MAX_TEXT_LINES; i++) lines[i] = NULL; // Init NULL pointers to substrings
+
+ int textSize = (int)strlen(text);
+
+ lines[0] = text;
+ int len = 0;
+ *count = 1;
+ //int lineSize = 0; // Stores current line size, not returned
+
+ for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++)
+ {
+ if (text[i] == '\n')
+ {
+ //lineSize = len;
+ k++;
+ lines[k] = &text[i + 1]; // WARNING: next value is valid?
+ len = 0;
+ *count += 1;
+ }
+ else len++;
+ }
+
+ //lines[*count - 1].size = len;
+
+ return lines;
+}
+
+// Get text width to next space for provided string
+static float GetNextSpaceWidth(const char *text, int *nextSpaceIndex)
+{
+ float width = 0;
+ int codepointByteCount = 0;
+ int codepoint = 0;
+ int index = 0;
+ float glyphWidth = 0;
+ float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize;
+
+ for (int i = 0; text[i] != '\0'; i++)
+ {
+ if (text[i] != ' ')
+ {
+ codepoint = GetCodepoint(&text[i], &codepointByteCount);
+ index = GetGlyphIndex(guiFont, codepoint);
+ glyphWidth = (guiFont.glyphs[index].advanceX == 0)? guiFont.recs[index].width*scaleFactor : guiFont.glyphs[index].advanceX*scaleFactor;
+ width += (glyphWidth + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+ }
+ else
+ {
+ *nextSpaceIndex = i;
+ break;
+ }
+ }
+
+ return width;
+}
+
+// Gui draw text using default font
+static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, Color tint)
+{
+ #define TEXT_VALIGN_PIXEL_OFFSET(h) ((int)h%2) // Vertical alignment for pixel perfect
+
+ #if !defined(ICON_TEXT_PADDING)
+ #define ICON_TEXT_PADDING 4
+ #endif
+
+ if ((text == NULL) || (text[0] == '\0')) return; // Security check
+
+ // PROCEDURE:
+ // - Text is processed line per line
+ // - For every line, horizontal alignment is defined
+ // - For all text, vertical alignment is defined (multiline text only)
+ // - For every line, wordwrap mode is checked (useful for GuitextBox(), read-only)
+
+ // Get text lines (using '\n' as delimiter) to be processed individually
+ // WARNING: We can't use GuiTextSplit() function because it can be already used
+ // before the GuiDrawText() call and its buffer is static, it would be overriden :(
+ int lineCount = 0;
+ const char **lines = GetTextLines(text, &lineCount);
+
+ // Text style variables
+ //int alignment = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT);
+ int alignmentVertical = GuiGetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL);
+ int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE); // Wrap-mode only available in read-only mode, no for text editing
+
+ // TODO: WARNING: This totalHeight is not valid for vertical alignment in case of word-wrap
+ float totalHeight = (float)(lineCount*GuiGetStyle(DEFAULT, TEXT_SIZE) + (lineCount - 1)*GuiGetStyle(DEFAULT, TEXT_SIZE)/2);
+ float posOffsetY = 0.0f;
+
+ for (int i = 0; i < lineCount; i++)
+ {
+ int iconId = 0;
+ lines[i] = GetTextIcon(lines[i], &iconId); // Check text for icon and move cursor
+
+ // Get text position depending on alignment and iconId
+ //---------------------------------------------------------------------------------
+ Vector2 textBoundsPosition = { textBounds.x, textBounds.y };
+ float textBoundsWidthOffset = 0.0f;
+
+ // NOTE: We get text size after icon has been processed
+ // WARNING: GetTextWidth() also processes text icon to get width! -> Really needed?
+ int textSizeX = GetTextWidth(lines[i]);
+
+ // If text requires an icon, add size to measure
+ if (iconId >= 0)
+ {
+ textSizeX += RAYGUI_ICON_SIZE*guiIconScale;
+
+ // WARNING: If only icon provided, text could be pointing to EOF character: '\0'
+#if !defined(RAYGUI_NO_ICONS)
+ if ((lines[i] != NULL) && (lines[i][0] != '\0')) textSizeX += ICON_TEXT_PADDING;
+#endif
+ }
+
+ // Check guiTextAlign global variables
+ switch (alignment)
+ {
+ case TEXT_ALIGN_LEFT: textBoundsPosition.x = textBounds.x; break;
+ case TEXT_ALIGN_CENTER: textBoundsPosition.x = textBounds.x + textBounds.width/2 - textSizeX/2; break;
+ case TEXT_ALIGN_RIGHT: textBoundsPosition.x = textBounds.x + textBounds.width - textSizeX; break;
+ default: break;
+ }
+
+ if (textSizeX > textBounds.width && (lines[i] != NULL) && (lines[i][0] != '\0')) textBoundsPosition.x = textBounds.x;
+
+ switch (alignmentVertical)
+ {
+ // Only valid in case of wordWrap = 0;
+ case TEXT_ALIGN_TOP: textBoundsPosition.y = textBounds.y + posOffsetY; break;
+ case TEXT_ALIGN_MIDDLE: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height/2 - totalHeight/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break;
+ case TEXT_ALIGN_BOTTOM: textBoundsPosition.y = textBounds.y + posOffsetY + textBounds.height - totalHeight + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height); break;
+ default: break;
+ }
+
+ // NOTE: Make sure we get pixel-perfect coordinates,
+ // In case of decimals we got weird text positioning
+ textBoundsPosition.x = (float)((int)textBoundsPosition.x);
+ textBoundsPosition.y = (float)((int)textBoundsPosition.y);
+ //---------------------------------------------------------------------------------
+
+ // Draw text (with icon if available)
+ //---------------------------------------------------------------------------------
+#if !defined(RAYGUI_NO_ICONS)
+ if (iconId >= 0)
+ {
+ // NOTE: We consider icon height, probably different than text size
+ GuiDrawIcon(iconId, (int)textBoundsPosition.x, (int)(textBounds.y + textBounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height)), guiIconScale, tint);
+ textBoundsPosition.x += (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING);
+ textBoundsWidthOffset = (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING);
+ }
+#endif
+ // Get size in bytes of text,
+ // considering end of line and line break
+ int lineSize = 0;
+ for (int c = 0; (lines[i][c] != '\0') && (lines[i][c] != '\n') && (lines[i][c] != '\r'); c++, lineSize++){ }
+ float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize;
+
+ int lastSpaceIndex = 0;
+ bool tempWrapCharMode = false;
+
+ int textOffsetY = 0;
+ float textOffsetX = 0.0f;
+ float glyphWidth = 0;
+
+ int ellipsisWidth = GetTextWidth("...");
+ bool textOverflow = false;
+ for (int c = 0, codepointSize = 0; c < lineSize; c += codepointSize)
+ {
+ int codepoint = GetCodepointNext(&lines[i][c], &codepointSize);
+ int index = GetGlyphIndex(guiFont, codepoint);
+
+ // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
+ // but we need to draw all of the bad bytes using the '?' symbol moving one byte
+ if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size
+
+ // Get glyph width to check if it goes out of bounds
+ if (guiFont.glyphs[index].advanceX == 0) glyphWidth = ((float)guiFont.recs[index].width*scaleFactor);
+ else glyphWidth = (float)guiFont.glyphs[index].advanceX*scaleFactor;
+
+ // Wrap mode text measuring, to validate if
+ // it can be drawn or a new line is required
+ if (wrapMode == TEXT_WRAP_CHAR)
+ {
+ // Jump to next line if current character reach end of the box limits
+ if ((textOffsetX + glyphWidth) > textBounds.width - textBoundsWidthOffset)
+ {
+ textOffsetX = 0.0f;
+ textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
+
+ if (tempWrapCharMode) // Wrap at char level when too long words
+ {
+ wrapMode = TEXT_WRAP_WORD;
+ tempWrapCharMode = false;
+ }
+ }
+ }
+ else if (wrapMode == TEXT_WRAP_WORD)
+ {
+ if (codepoint == 32) lastSpaceIndex = c;
+
+ // Get width to next space in line
+ int nextSpaceIndex = 0;
+ float nextSpaceWidth = GetNextSpaceWidth(lines[i] + c, &nextSpaceIndex);
+
+ int nextSpaceIndex2 = 0;
+ float nextWordSize = GetNextSpaceWidth(lines[i] + lastSpaceIndex + 1, &nextSpaceIndex2);
+
+ if (nextWordSize > textBounds.width - textBoundsWidthOffset)
+ {
+ // Considering the case the next word is longer than bounds
+ tempWrapCharMode = true;
+ wrapMode = TEXT_WRAP_CHAR;
+ }
+ else if ((textOffsetX + nextSpaceWidth) > textBounds.width - textBoundsWidthOffset)
+ {
+ textOffsetX = 0.0f;
+ textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
+ }
+ }
+
+ if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint
+ else
+ {
+ // TODO: There are multiple types of spaces in Unicode,
+ // maybe it's a good idea to add support for more: http://jkorpela.fi/chars/spaces.html
+ if ((codepoint != ' ') && (codepoint != '\t')) // Do not draw codepoints with no glyph
+ {
+ if (wrapMode == TEXT_WRAP_NONE)
+ {
+ // Draw only required text glyphs fitting the textBounds.width
+ if (textSizeX > textBounds.width)
+ {
+ if (textOffsetX <= (textBounds.width - glyphWidth - textBoundsWidthOffset - ellipsisWidth))
+ {
+ DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
+ }
+ else if (!textOverflow)
+ {
+ textOverflow = true;
+
+ for (int j = 0; j < ellipsisWidth; j += ellipsisWidth/3)
+ {
+ DrawTextCodepoint(guiFont, '.', RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX + j, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
+ }
+ }
+ }
+ else
+ {
+ DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
+ }
+ }
+ else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD))
+ {
+ // Draw only glyphs inside the bounds
+ if ((textBoundsPosition.y + textOffsetY) <= (textBounds.y + textBounds.height - GuiGetStyle(DEFAULT, TEXT_SIZE)))
+ {
+ DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha));
+ }
+ }
+ }
+
+ if (guiFont.glyphs[index].advanceX == 0) textOffsetX += ((float)guiFont.recs[index].width*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+ else textOffsetX += ((float)guiFont.glyphs[index].advanceX*scaleFactor + (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+ }
+ }
+
+ if (wrapMode == TEXT_WRAP_NONE) posOffsetY += (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING);
+ else if ((wrapMode == TEXT_WRAP_CHAR) || (wrapMode == TEXT_WRAP_WORD)) posOffsetY += (textOffsetY + (float)GuiGetStyle(DEFAULT, TEXT_LINE_SPACING));
+ //---------------------------------------------------------------------------------
+ }
+
+#if defined(RAYGUI_DEBUG_TEXT_BOUNDS)
+ GuiDrawRectangle(textBounds, 0, WHITE, Fade(BLUE, 0.4f));
+#endif
+}
+
+// Gui draw rectangle using default raygui plain style with borders
+static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, Color color)
+{
+ if (color.a > 0)
+ {
+ // Draw rectangle filled with color
+ DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, GuiFade(color, guiAlpha));
+ }
+
+ if (borderWidth > 0)
+ {
+ // Draw rectangle border lines with color
+ DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha));
+ DrawRectangle((int)rec.x, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha));
+ DrawRectangle((int)rec.x + (int)rec.width - borderWidth, (int)rec.y + borderWidth, borderWidth, (int)rec.height - 2*borderWidth, GuiFade(borderColor, guiAlpha));
+ DrawRectangle((int)rec.x, (int)rec.y + (int)rec.height - borderWidth, (int)rec.width, borderWidth, GuiFade(borderColor, guiAlpha));
+ }
+
+#if defined(RAYGUI_DEBUG_RECS_BOUNDS)
+ DrawRectangle((int)rec.x, (int)rec.y, (int)rec.width, (int)rec.height, Fade(RED, 0.4f));
+#endif
+}
+
+// Draw tooltip using control bounds
+static void GuiTooltip(Rectangle controlRec)
+{
+ if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL) && !guiControlExclusiveMode)
+ {
+ Vector2 textSize = MeasureTextEx(GuiGetFont(), guiTooltipPtr, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), (float)GuiGetStyle(DEFAULT, TEXT_SPACING));
+
+ if ((controlRec.x + textSize.x + 16) > GetScreenWidth()) controlRec.x -= (textSize.x + 16 - controlRec.width);
+
+ GuiPanel(RAYGUI_CLITERAL(Rectangle){ controlRec.x, controlRec.y + controlRec.height + 4, textSize.x + 16, GuiGetStyle(DEFAULT, TEXT_SIZE) + 8.f }, NULL);
+
+ int textPadding = GuiGetStyle(LABEL, TEXT_PADDING);
+ int textAlignment = GuiGetStyle(LABEL, TEXT_ALIGNMENT);
+ GuiSetStyle(LABEL, TEXT_PADDING, 0);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
+ GuiLabel(RAYGUI_CLITERAL(Rectangle){ controlRec.x, controlRec.y + controlRec.height + 4, textSize.x + 16, GuiGetStyle(DEFAULT, TEXT_SIZE) + 8.f }, guiTooltipPtr);
+ GuiSetStyle(LABEL, TEXT_ALIGNMENT, textAlignment);
+ GuiSetStyle(LABEL, TEXT_PADDING, textPadding);
+ }
+}
+
+// Split controls text into multiple strings
+// Also check for multiple columns (required by GuiToggleGroup())
+static const char **GuiTextSplit(const char *text, char delimiter, int *count, int *textRow)
+{
+ // NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
+ // inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
+ // all used memory is static... it has some limitations:
+ // 1. Maximum number of possible split strings is set by RAYGUI_TEXTSPLIT_MAX_ITEMS
+ // 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE
+ // NOTE: Those definitions could be externally provided if required
+
+ // TODO: HACK: GuiTextSplit() - Review how textRows are returned to user
+ // textRow is an externally provided array of integers that stores row number for every splitted string
+
+ #if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS)
+ #define RAYGUI_TEXTSPLIT_MAX_ITEMS 128
+ #endif
+ #if !defined(RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE)
+ #define RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE 1024
+ #endif
+
+ static const char *result[RAYGUI_TEXTSPLIT_MAX_ITEMS] = { NULL }; // String pointers array (points to buffer data)
+ static char buffer[RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE] = { 0 }; // Buffer data (text input copy with '\0' added)
+ memset(buffer, 0, RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE);
+
+ result[0] = buffer;
+ int counter = 1;
+
+ if (textRow != NULL) textRow[0] = 0;
+
+ // Count how many substrings we have on text and point to every one
+ for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
+ {
+ buffer[i] = text[i];
+ if (buffer[i] == '\0') break;
+ else if ((buffer[i] == delimiter) || (buffer[i] == '\n'))
+ {
+ result[counter] = buffer + i + 1;
+
+ if (textRow != NULL)
+ {
+ if (buffer[i] == '\n') textRow[counter] = textRow[counter - 1] + 1;
+ else textRow[counter] = textRow[counter - 1];
+ }
+
+ buffer[i] = '\0'; // Set an end of string at this point
+
+ counter++;
+ if (counter > RAYGUI_TEXTSPLIT_MAX_ITEMS) break;
+ }
+ }
+
+ *count = counter;
+
+ return result;
+}
+
+// Convert color data from RGB to HSV
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertRGBtoHSV(Vector3 rgb)
+{
+ Vector3 hsv = { 0 };
+ float min = 0.0f;
+ float max = 0.0f;
+ float delta = 0.0f;
+
+ min = (rgb.x < rgb.y)? rgb.x : rgb.y;
+ min = (min < rgb.z)? min : rgb.z;
+
+ max = (rgb.x > rgb.y)? rgb.x : rgb.y;
+ max = (max > rgb.z)? max : rgb.z;
+
+ hsv.z = max; // Value
+ delta = max - min;
+
+ if (delta < 0.00001f)
+ {
+ hsv.y = 0.0f;
+ hsv.x = 0.0f; // Undefined, maybe NAN?
+ return hsv;
+ }
+
+ if (max > 0.0f)
+ {
+ // NOTE: If max is 0, this divide would cause a crash
+ hsv.y = (delta/max); // Saturation
+ }
+ else
+ {
+ // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
+ hsv.y = 0.0f;
+ hsv.x = 0.0f; // Undefined, maybe NAN?
+ return hsv;
+ }
+
+ // NOTE: Comparing float values could not work properly
+ if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
+ else
+ {
+ if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
+ else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
+ }
+
+ hsv.x *= 60.0f; // Convert to degrees
+
+ if (hsv.x < 0.0f) hsv.x += 360.0f;
+
+ return hsv;
+}
+
+// Convert color data from HSV to RGB
+// NOTE: Color data should be passed normalized
+static Vector3 ConvertHSVtoRGB(Vector3 hsv)
+{
+ Vector3 rgb = { 0 };
+ float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
+ long i = 0;
+
+ // NOTE: Comparing float values could not work properly
+ if (hsv.y <= 0.0f)
+ {
+ rgb.x = hsv.z;
+ rgb.y = hsv.z;
+ rgb.z = hsv.z;
+ return rgb;
+ }
+
+ hh = hsv.x;
+ if (hh >= 360.0f) hh = 0.0f;
+ hh /= 60.0f;
+
+ i = (long)hh;
+ ff = hh - i;
+ p = hsv.z*(1.0f - hsv.y);
+ q = hsv.z*(1.0f - (hsv.y*ff));
+ t = hsv.z*(1.0f - (hsv.y*(1.0f - ff)));
+
+ switch (i)
+ {
+ case 0:
+ {
+ rgb.x = hsv.z;
+ rgb.y = t;
+ rgb.z = p;
+ } break;
+ case 1:
+ {
+ rgb.x = q;
+ rgb.y = hsv.z;
+ rgb.z = p;
+ } break;
+ case 2:
+ {
+ rgb.x = p;
+ rgb.y = hsv.z;
+ rgb.z = t;
+ } break;
+ case 3:
+ {
+ rgb.x = p;
+ rgb.y = q;
+ rgb.z = hsv.z;
+ } break;
+ case 4:
+ {
+ rgb.x = t;
+ rgb.y = p;
+ rgb.z = hsv.z;
+ } break;
+ case 5:
+ default:
+ {
+ rgb.x = hsv.z;
+ rgb.y = p;
+ rgb.z = q;
+ } break;
+ }
+
+ return rgb;
+}
+
+// Scroll bar control (used by GuiScrollPanel())
+static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue)
+{
+ GuiState state = guiState;
+
+ // Is the scrollbar horizontal or vertical?
+ bool isVertical = (bounds.width > bounds.height)? false : true;
+
+ // The size (width or height depending on scrollbar type) of the spinner buttons
+ const int spinnerSize = GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE)?
+ (isVertical? (int)bounds.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) :
+ (int)bounds.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH)) : 0;
+
+ // Arrow buttons [<] [>] [∧] [∨]
+ Rectangle arrowUpLeft = { 0 };
+ Rectangle arrowDownRight = { 0 };
+
+ // Actual area of the scrollbar excluding the arrow buttons
+ Rectangle scrollbar = { 0 };
+
+ // Slider bar that moves --[///]-----
+ Rectangle slider = { 0 };
+
+ // Normalize value
+ if (value > maxValue) value = maxValue;
+ if (value < minValue) value = minValue;
+
+ int valueRange = maxValue - minValue;
+ if (valueRange <= 0) valueRange = 1;
+
+ int sliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE);
+ if (sliderSize < 1) sliderSize = 1; // TODO: Consider a minimum slider size
+
+ // Calculate rectangles for all of the components
+ arrowUpLeft = RAYGUI_CLITERAL(Rectangle){
+ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH),
+ (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH),
+ (float)spinnerSize, (float)spinnerSize };
+
+ if (isVertical)
+ {
+ arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + bounds.height - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize };
+ scrollbar = RAYGUI_CLITERAL(Rectangle){ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), arrowUpLeft.y + arrowUpLeft.height, bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)), bounds.height - arrowUpLeft.height - arrowDownRight.height - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH) };
+
+ // Make sure the slider won't get outside of the scrollbar
+ sliderSize = (sliderSize >= scrollbar.height)? ((int)scrollbar.height - 2) : sliderSize;
+ slider = RAYGUI_CLITERAL(Rectangle){
+ bounds.x + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING),
+ scrollbar.y + (int)(((float)(value - minValue)/valueRange)*(scrollbar.height - sliderSize)),
+ bounds.width - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)),
+ (float)sliderSize };
+ }
+ else // horizontal
+ {
+ arrowDownRight = RAYGUI_CLITERAL(Rectangle){ (float)bounds.x + bounds.width - spinnerSize - GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH), (float)spinnerSize, (float)spinnerSize };
+ scrollbar = RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x + arrowUpLeft.width, bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING), bounds.width - arrowUpLeft.width - arrowDownRight.width - 2*GuiGetStyle(SCROLLBAR, BORDER_WIDTH), bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_PADDING)) };
+
+ // Make sure the slider won't get outside of the scrollbar
+ sliderSize = (sliderSize >= scrollbar.width)? ((int)scrollbar.width - 2) : sliderSize;
+ slider = RAYGUI_CLITERAL(Rectangle){
+ scrollbar.x + (int)(((float)(value - minValue)/valueRange)*(scrollbar.width - sliderSize)),
+ bounds.y + GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING),
+ (float)sliderSize,
+ bounds.height - 2*(GuiGetStyle(SCROLLBAR, BORDER_WIDTH) + GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_PADDING)) };
+ }
+
+ // Update control
+ //--------------------------------------------------------------------
+ if ((state != STATE_DISABLED) && !guiLocked)
+ {
+ Vector2 mousePoint = GetMousePosition();
+
+ if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds
+ {
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) &&
+ !CheckCollisionPointRec(mousePoint, arrowUpLeft) &&
+ !CheckCollisionPointRec(mousePoint, arrowDownRight))
+ {
+ if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec))
+ {
+ state = STATE_PRESSED;
+
+ if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue);
+ else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue);
+ }
+ }
+ else
+ {
+ guiControlExclusiveMode = false;
+ guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 };
+ }
+ }
+ else if (CheckCollisionPointRec(mousePoint, bounds))
+ {
+ state = STATE_FOCUSED;
+
+ // Handle mouse wheel
+ int wheel = (int)GetMouseWheelMove();
+ if (wheel != 0) value += wheel;
+
+ // Handle mouse button down
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+ {
+ guiControlExclusiveMode = true;
+ guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts
+
+ // Check arrows click
+ if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ else if (CheckCollisionPointRec(mousePoint, arrowDownRight)) value += valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED);
+ else if (!CheckCollisionPointRec(mousePoint, slider))
+ {
+ // If click on scrollbar position but not on slider, place slider directly on that position
+ if (isVertical) value = (int)(((float)(mousePoint.y - scrollbar.y - slider.height/2)*valueRange)/(scrollbar.height - slider.height) + minValue);
+ else value = (int)(((float)(mousePoint.x - scrollbar.x - slider.width/2)*valueRange)/(scrollbar.width - slider.width) + minValue);
+ }
+
+ state = STATE_PRESSED;
+ }
+
+ // Keyboard control on mouse hover scrollbar
+ /*
+ if (isVertical)
+ {
+ if (IsKeyDown(KEY_DOWN)) value += 5;
+ else if (IsKeyDown(KEY_UP)) value -= 5;
+ }
+ else
+ {
+ if (IsKeyDown(KEY_RIGHT)) value += 5;
+ else if (IsKeyDown(KEY_LEFT)) value -= 5;
+ }
+ */
+ }
+
+ // Normalize value
+ if (value > maxValue) value = maxValue;
+ if (value < minValue) value = minValue;
+ }
+ //--------------------------------------------------------------------
+
+ // Draw control
+ //--------------------------------------------------------------------
+ GuiDrawRectangle(bounds, GuiGetStyle(SCROLLBAR, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_DISABLED))); // Draw the background
+
+ GuiDrawRectangle(scrollbar, 0, BLANK, GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL))); // Draw the scrollbar active area background
+ GuiDrawRectangle(slider, 0, BLANK, GetColor(GuiGetStyle(SLIDER, BORDER + state*3))); // Draw the slider bar
+
+ // Draw arrows (using icon if available)
+ if (GuiGetStyle(SCROLLBAR, ARROWS_VISIBLE))
+ {
+#if defined(RAYGUI_NO_ICONS)
+ GuiDrawText(isVertical? "^" : "<",
+ RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
+ GuiDrawText(isVertical? "v" : ">",
+ RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3))));
+#else
+ GuiDrawText(isVertical? "#121#" : "#118#",
+ RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL
+ GuiDrawText(isVertical? "#120#" : "#119#",
+ RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height },
+ TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL
+#endif
+ }
+ //--------------------------------------------------------------------
+
+ return value;
+}
+
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+// WARNING: It multiplies current alpha by alpha scale factor
+static Color GuiFade(Color color, float alpha)
+{
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
+
+ Color result = { color.r, color.g, color.b, (unsigned char)(color.a*alpha) };
+
+ return result;
+}
+
+#if defined(RAYGUI_STANDALONE)
+// Returns a Color struct from hexadecimal value
+static Color GetColor(int hexValue)
+{
+ Color color;
+
+ color.r = (unsigned char)(hexValue >> 24) & 0xFF;
+ color.g = (unsigned char)(hexValue >> 16) & 0xFF;
+ color.b = (unsigned char)(hexValue >> 8) & 0xFF;
+ color.a = (unsigned char)hexValue & 0xFF;
+
+ return color;
+}
+
+// Returns hexadecimal value for a Color
+static int ColorToInt(Color color)
+{
+ return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
+}
+
+// Check if point is inside rectangle
+static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
+{
+ bool collision = false;
+
+ if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) &&
+ (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
+
+ return collision;
+}
+
+// Formatting of text with variables to 'embed'
+static const char *TextFormat(const char *text, ...)
+{
+ #if !defined(RAYGUI_TEXTFORMAT_MAX_SIZE)
+ #define RAYGUI_TEXTFORMAT_MAX_SIZE 256
+ #endif
+
+ static char buffer[RAYGUI_TEXTFORMAT_MAX_SIZE];
+
+ va_list args;
+ va_start(args, text);
+ vsprintf(buffer, text, args);
+ va_end(args);
+
+ return buffer;
+}
+
+// Draw rectangle with vertical gradient fill color
+// NOTE: This function is only used by GuiColorPicker()
+static void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
+{
+ Rectangle bounds = { (float)posX, (float)posY, (float)width, (float)height };
+ DrawRectangleGradientEx(bounds, color1, color2, color2, color1);
+}
+
+// Split string into multiple strings
+const char **TextSplit(const char *text, char delimiter, int *count)
+{
+ // NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter)
+ // inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated,
+ // all used memory is static... it has some limitations:
+ // 1. Maximum number of possible split strings is set by RAYGUI_TEXTSPLIT_MAX_ITEMS
+ // 2. Maximum size of text to split is RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE
+
+ #if !defined(RAYGUI_TEXTSPLIT_MAX_ITEMS)
+ #define RAYGUI_TEXTSPLIT_MAX_ITEMS 128
+ #endif
+ #if !defined(RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE)
+ #define RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE 1024
+ #endif
+
+ static const char *result[RAYGUI_TEXTSPLIT_MAX_ITEMS] = { NULL };
+ static char buffer[RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE] = { 0 };
+ memset(buffer, 0, RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE);
+
+ result[0] = buffer;
+ int counter = 0;
+
+ if (text != NULL)
+ {
+ counter = 1;
+
+ // Count how many substrings we have on text and point to every one
+ for (int i = 0; i < RAYGUI_TEXTSPLIT_MAX_TEXT_SIZE; i++)
+ {
+ buffer[i] = text[i];
+ if (buffer[i] == '\0') break;
+ else if (buffer[i] == delimiter)
+ {
+ buffer[i] = '\0'; // Set an end of string at this point
+ result[counter] = buffer + i + 1;
+ counter++;
+
+ if (counter == RAYGUI_TEXTSPLIT_MAX_ITEMS) break;
+ }
+ }
+ }
+
+ *count = counter;
+ return result;
+}
+
+// Get integer value from text
+// NOTE: This function replaces atoi() [stdlib.h]
+static int TextToInteger(const char *text)
+{
+ int value = 0;
+ int sign = 1;
+
+ if ((text[0] == '+') || (text[0] == '-'))
+ {
+ if (text[0] == '-') sign = -1;
+ text++;
+ }
+
+ for (int i = 0; ((text[i] >= '0') && (text[i] <= '9')); ++i) value = value*10 + (int)(text[i] - '0');
+
+ return value*sign;
+}
+
+// Get float value from text
+// NOTE: This function replaces atof() [stdlib.h]
+// WARNING: Only '.' character is understood as decimal point
+static float TextToFloat(const char *text)
+{
+ float value = 0.0f;
+ float sign = 1.0f;
+
+ if ((text[0] == '+') || (text[0] == '-'))
+ {
+ if (text[0] == '-') sign = -1.0f;
+ text++;
+ }
+
+ int i = 0;
+ for (; ((text[i] >= '0') && (text[i] <= '9')); i++) value = value*10.0f + (float)(text[i] - '0');
+
+ if (text[i++] != '.') value *= sign;
+ else
+ {
+ float divisor = 10.0f;
+ for (; ((text[i] >= '0') && (text[i] <= '9')); i++)
+ {
+ value += ((float)(text[i] - '0'))/divisor;
+ divisor = divisor*10.0f;
+ }
+ }
+
+ return value;
+}
+
+// Encode codepoint into UTF-8 text (char array size returned as parameter)
+static const char *CodepointToUTF8(int codepoint, int *byteSize)
+{
+ static char utf8[6] = { 0 };
+ int size = 0;
+
+ if (codepoint <= 0x7f)
+ {
+ utf8[0] = (char)codepoint;
+ size = 1;
+ }
+ else if (codepoint <= 0x7ff)
+ {
+ utf8[0] = (char)(((codepoint >> 6) & 0x1f) | 0xc0);
+ utf8[1] = (char)((codepoint & 0x3f) | 0x80);
+ size = 2;
+ }
+ else if (codepoint <= 0xffff)
+ {
+ utf8[0] = (char)(((codepoint >> 12) & 0x0f) | 0xe0);
+ utf8[1] = (char)(((codepoint >> 6) & 0x3f) | 0x80);
+ utf8[2] = (char)((codepoint & 0x3f) | 0x80);
+ size = 3;
+ }
+ else if (codepoint <= 0x10ffff)
+ {
+ utf8[0] = (char)(((codepoint >> 18) & 0x07) | 0xf0);
+ utf8[1] = (char)(((codepoint >> 12) & 0x3f) | 0x80);
+ utf8[2] = (char)(((codepoint >> 6) & 0x3f) | 0x80);
+ utf8[3] = (char)((codepoint & 0x3f) | 0x80);
+ size = 4;
+ }
+
+ *byteSize = size;
+
+ return utf8;
+}
+
+// Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found
+// When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
+// Total number of bytes processed are returned as a parameter
+// NOTE: the standard says U+FFFD should be returned in case of errors
+// but that character is not supported by the default font in raylib
+static int GetCodepointNext(const char *text, int *codepointSize)
+{
+ const char *ptr = text;
+ int codepoint = 0x3f; // Codepoint (defaults to '?')
+ *codepointSize = 1;
+
+ // Get current codepoint and bytes processed
+ if (0xf0 == (0xf8 & ptr[0]))
+ {
+ // 4 byte UTF-8 codepoint
+ if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks
+ codepoint = ((0x07 & ptr[0]) << 18) | ((0x3f & ptr[1]) << 12) | ((0x3f & ptr[2]) << 6) | (0x3f & ptr[3]);
+ *codepointSize = 4;
+ }
+ else if (0xe0 == (0xf0 & ptr[0]))
+ {
+ // 3 byte UTF-8 codepoint */
+ if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks
+ codepoint = ((0x0f & ptr[0]) << 12) | ((0x3f & ptr[1]) << 6) | (0x3f & ptr[2]);
+ *codepointSize = 3;
+ }
+ else if (0xc0 == (0xe0 & ptr[0]))
+ {
+ // 2 byte UTF-8 codepoint
+ if ((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } //10xxxxxx checks
+ codepoint = ((0x1f & ptr[0]) << 6) | (0x3f & ptr[1]);
+ *codepointSize = 2;
+ }
+ else if (0x00 == (0x80 & ptr[0]))
+ {
+ // 1 byte UTF-8 codepoint
+ codepoint = ptr[0];
+ *codepointSize = 1;
+ }
+
+ return codepoint;
+}
+#endif // RAYGUI_STANDALONE
+
+#endif // RAYGUI_IMPLEMENTATION
diff --git a/deps/raylib/examples/shapes/reasings.h b/deps/raylib/examples/shapes/reasings.h
new file mode 100644
index 0000000..c3ee116
--- /dev/null
+++ b/deps/raylib/examples/shapes/reasings.h
@@ -0,0 +1,263 @@
+/*******************************************************************************************
+*
+* reasings - raylib easings library, based on Robert Penner library
+*
+* Useful easing functions for values animation
+*
+* This header uses:
+* #define REASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
+* // This requires lots of memory on system.
+* How to use:
+* The four inputs t,b,c,d are defined as follows:
+* t = current time (in any unit measure, but same unit as duration)
+* b = starting value to interpolate
+* c = the total change in value of b that needs to occur
+* d = total time it should take to complete (duration)
+*
+* Example:
+*
+* int currentTime = 0;
+* int duration = 100;
+* float startPositionX = 0.0f;
+* float finalPositionX = 30.0f;
+* float currentPositionX = startPositionX;
+*
+* while (currentPositionX < finalPositionX)
+* {
+* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
+* currentTime++;
+* }
+*
+* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
+*
+* Robert Penner License
+* ---------------------------------------------------------------------------------
+* Open source under the BSD License.
+*
+* Copyright (c) 2001 Robert Penner. All rights reserved.
+*
+* Redistribution and use in source and binary forms, with or without modification,
+* are permitted provided that the following conditions are met:
+*
+* - Redistributions of source code must retain the above copyright notice,
+* this list of conditions and the following disclaimer.
+* - Redistributions in binary form must reproduce the above copyright notice,
+* this list of conditions and the following disclaimer in the documentation
+* and/or other materials provided with the distribution.
+* - Neither the name of the author nor the names of contributors may be used
+* to endorse or promote products derived from this software without specific
+* prior written permission.
+*
+* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
+* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
+* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
+* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
+* OF THE POSSIBILITY OF SUCH DAMAGE.
+* ---------------------------------------------------------------------------------
+*
+* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef REASINGS_H
+#define REASINGS_H
+
+#define REASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
+
+#if defined(REASINGS_STATIC_INLINE)
+ #define EASEDEF static inline
+#else
+ #define EASEDEF extern
+#endif
+
+#include <math.h> // Required for: sinf(), cosf(), sqrtf(), powf()
+
+#ifndef PI
+ #define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
+#endif
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Linear Easing functions
+EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear
+EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In
+EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear Out
+EASEDEF float EaseLinearInOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In Out
+
+// Sine Easing functions
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); } // Ease: Sine In
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); } // Ease: Sine Out
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); } // Ease: Sine In Out
+
+// Circular Easing functions
+EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); } // Ease: Circular In
+EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); } // Ease: Circular Out
+EASEDEF float EaseCircInOut(float t, float b, float c, float d) // Ease: Circular In Out
+{
+ if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
+ t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
+}
+
+// Cubic Easing functions
+EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); } // Ease: Cubic In
+EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); } // Ease: Cubic Out
+EASEDEF float EaseCubicInOut(float t, float b, float c, float d) // Ease: Cubic In Out
+{
+ if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
+ t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
+}
+
+// Quadratic Easing functions
+EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); } // Ease: Quadratic In
+EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); } // Ease: Quadratic Out
+EASEDEF float EaseQuadInOut(float t, float b, float c, float d) // Ease: Quadratic In Out
+{
+ if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
+ return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
+}
+
+// Exponential Easing functions
+EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*powf(2.0f, 10.0f*(t/d - 1.0f)) + b); } // Ease: Exponential In
+EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-powf(2.0f, -10.0f*t/d) + 1.0f) + b); } // Ease: Exponential Out
+EASEDEF float EaseExpoInOut(float t, float b, float c, float d) // Ease: Exponential In Out
+{
+ if (t == 0.0f) return b;
+ if (t == d) return (b + c);
+ if ((t/=d/2.0f) < 1.0f) return (c/2.0f*powf(2.0f, 10.0f*(t - 1.0f)) + b);
+
+ return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
+}
+
+// Back Easing functions
+EASEDEF float EaseBackIn(float t, float b, float c, float d) // Ease: Back In
+{
+ float s = 1.70158f;
+ float postFix = t/=d;
+ return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
+}
+
+EASEDEF float EaseBackOut(float t, float b, float c, float d) // Ease: Back Out
+{
+ float s = 1.70158f;
+ t = t/d - 1.0f;
+ return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
+}
+
+EASEDEF float EaseBackInOut(float t, float b, float c, float d) // Ease: Back In Out
+{
+ float s = 1.70158f;
+ if ((t/=d/2.0f) < 1.0f)
+ {
+ s *= 1.525f;
+ return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
+ }
+
+ float postFix = t-=2.0f;
+ s *= 1.525f;
+ return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
+}
+
+// Bounce Easing functions
+EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
+{
+ if ((t/=d) < (1.0f/2.75f))
+ {
+ return (c*(7.5625f*t*t) + b);
+ }
+ else if (t < (2.0f/2.75f))
+ {
+ float postFix = t-=(1.5f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.75f) + b);
+ }
+ else if (t < (2.5/2.75))
+ {
+ float postFix = t-=(2.25f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
+ }
+ else
+ {
+ float postFix = t-=(2.625f/2.75f);
+ return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
+ }
+}
+
+EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); } // Ease: Bounce In
+EASEDEF float EaseBounceInOut(float t, float b, float c, float d) // Ease: Bounce In Out
+{
+ if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
+ else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
+}
+
+// Elastic Easing functions
+EASEDEF float EaseElasticIn(float t, float b, float c, float d) // Ease: Elastic In
+{
+ if (t == 0.0f) return b;
+ if ((t/=d) == 1.0f) return (b + c);
+
+ float p = d*0.3f;
+ float a = c;
+ float s = p/4.0f;
+ float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
+
+ return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
+}
+
+EASEDEF float EaseElasticOut(float t, float b, float c, float d) // Ease: Elastic Out
+{
+ if (t == 0.0f) return b;
+ if ((t/=d) == 1.0f) return (b + c);
+
+ float p = d*0.3f;
+ float a = c;
+ float s = p/4.0f;
+
+ return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
+}
+
+EASEDEF float EaseElasticInOut(float t, float b, float c, float d) // Ease: Elastic In Out
+{
+ if (t == 0.0f) return b;
+ if ((t/=d/2.0f) == 2.0f) return (b + c);
+
+ float p = d*(0.3f*1.5f);
+ float a = c;
+ float s = p/4.0f;
+
+ if (t < 1.0f)
+ {
+ float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
+ return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
+ }
+
+ float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
+
+ return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
+}
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // REASINGS_H
diff --git a/deps/raylib/examples/shapes/resources/.gitkeep b/deps/raylib/examples/shapes/resources/.gitkeep
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/deps/raylib/examples/shapes/resources/.gitkeep
diff --git a/deps/raylib/examples/shapes/shapes_basic_shapes.c b/deps/raylib/examples/shapes/shapes_basic_shapes.c
new file mode 100644
index 0000000..9c0fff7
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_basic_shapes.c
@@ -0,0 +1,86 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
+*
+* Example originally created with raylib 1.0, last time updated with raylib 4.2
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
+
+ float rotation = 0.0f;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ rotation += 0.2f;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
+
+ // Circle shapes and lines
+ DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
+ DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
+ DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
+
+ // Rectangle shapes and lines
+ DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
+ DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
+ DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
+
+ // Triangle shapes and lines
+ DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
+ (Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f },
+ (Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET);
+
+ DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f },
+ (Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f },
+ (Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);
+
+ // Polygon shapes and lines
+ DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN);
+ DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN);
+ DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE);
+
+ // NOTE: We draw all LINES based shapes together to optimize internal drawing,
+ // this way, all LINES are rendered in a single draw pass
+ DrawLine(18, 42, screenWidth - 18, 42, BLACK);
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_basic_shapes.png b/deps/raylib/examples/shapes/shapes_basic_shapes.png
new file mode 100644
index 0000000..a7d4a99
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_basic_shapes.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_bouncing_ball.c b/deps/raylib/examples/shapes/shapes_bouncing_ball.c
new file mode 100644
index 0000000..df0c37c
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_bouncing_ball.c
@@ -0,0 +1,82 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - bouncing ball
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //---------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
+
+ Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
+ Vector2 ballSpeed = { 5.0f, 4.0f };
+ int ballRadius = 20;
+
+ bool pause = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //----------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //-----------------------------------------------------
+ if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+
+ if (!pause)
+ {
+ ballPosition.x += ballSpeed.x;
+ ballPosition.y += ballSpeed.y;
+
+ // Check walls collision for bouncing
+ if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
+ if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
+ }
+ else framesCounter++;
+ //-----------------------------------------------------
+
+ // Draw
+ //-----------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawCircleV(ballPosition, (float)ballRadius, MAROON);
+ DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+
+ // On pause, we draw a blinking message
+ if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //-----------------------------------------------------
+ }
+
+ // De-Initialization
+ //---------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //----------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_bouncing_ball.png b/deps/raylib/examples/shapes/shapes_bouncing_ball.png
new file mode 100644
index 0000000..9d98e3a
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_bouncing_ball.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_collision_area.c b/deps/raylib/examples/shapes/shapes_collision_area.c
new file mode 100644
index 0000000..c2e2c1e
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_collision_area.c
@@ -0,0 +1,117 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - collision area
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: abs()
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //---------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
+
+ // Box A: Moving box
+ Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
+ int boxASpeedX = 4;
+
+ // Box B: Mouse moved box
+ Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
+
+ Rectangle boxCollision = { 0 }; // Collision rectangle
+
+ int screenUpperLimit = 40; // Top menu limits
+
+ bool pause = false; // Movement pause
+ bool collision = false; // Collision detection
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //----------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //-----------------------------------------------------
+ // Move box if not paused
+ if (!pause) boxA.x += boxASpeedX;
+
+ // Bounce box on x screen limits
+ if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
+
+ // Update player-controlled-box (box02)
+ boxB.x = GetMouseX() - boxB.width/2;
+ boxB.y = GetMouseY() - boxB.height/2;
+
+ // Make sure Box B does not go out of move area limits
+ if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
+ else if (boxB.x <= 0) boxB.x = 0;
+
+ if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
+ else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
+
+ // Check boxes collision
+ collision = CheckCollisionRecs(boxA, boxB);
+
+ // Get collision rectangle (only on collision)
+ if (collision) boxCollision = GetCollisionRec(boxA, boxB);
+
+ // Pause Box A movement
+ if (IsKeyPressed(KEY_SPACE)) pause = !pause;
+ //-----------------------------------------------------
+
+ // Draw
+ //-----------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
+
+ DrawRectangleRec(boxA, GOLD);
+ DrawRectangleRec(boxB, BLUE);
+
+ if (collision)
+ {
+ // Draw collision area
+ DrawRectangleRec(boxCollision, LIME);
+
+ // Draw collision message
+ DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
+
+ // Draw collision area
+ DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
+ }
+
+ // Draw help instructions
+ DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //-----------------------------------------------------
+ }
+
+ // De-Initialization
+ //---------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //----------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_collision_area.png b/deps/raylib/examples/shapes/shapes_collision_area.png
new file mode 100644
index 0000000..049e6fb
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_collision_area.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_colors_palette.c b/deps/raylib/examples/shapes/shapes_colors_palette.c
new file mode 100644
index 0000000..60a6dd6
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_colors_palette.c
@@ -0,0 +1,104 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - Colors palette
+*
+* Example originally created with raylib 1.0, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_COLORS_COUNT 21 // Number of colors available
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
+
+ Color colors[MAX_COLORS_COUNT] = {
+ DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
+ GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
+ GREEN, SKYBLUE, PURPLE, BEIGE };
+
+ const char *colorNames[MAX_COLORS_COUNT] = {
+ "DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE",
+ "DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN",
+ "LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" };
+
+ Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 }; // Rectangles array
+
+ // Fills colorsRecs data (for every rectangle)
+ for (int i = 0; i < MAX_COLORS_COUNT; i++)
+ {
+ colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
+ colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
+ colorsRecs[i].width = 100.0f;
+ colorsRecs[i].height = 100.0f;
+ }
+
+ int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER
+
+ Vector2 mousePoint = { 0.0f, 0.0f };
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ mousePoint = GetMousePosition();
+
+ for (int i = 0; i < MAX_COLORS_COUNT; i++)
+ {
+ if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) colorState[i] = 1;
+ else colorState[i] = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("raylib colors palette", 28, 42, 20, BLACK);
+ DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY);
+
+ for (int i = 0; i < MAX_COLORS_COUNT; i++) // Draw all rectangles
+ {
+ DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
+
+ if (IsKeyDown(KEY_SPACE) || colorState[i])
+ {
+ DrawRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK);
+ DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
+ DrawText(colorNames[i], (int)(colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12),
+ (int)(colorsRecs[i].y + colorsRecs[i].height - 20), 10, colors[i]);
+ }
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_colors_palette.png b/deps/raylib/examples/shapes/shapes_colors_palette.png
new file mode 100644
index 0000000..b68e497
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_colors_palette.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_draw_circle_sector.c b/deps/raylib/examples/shapes/shapes_draw_circle_sector.c
new file mode 100644
index 0000000..cb9ab85
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_circle_sector.c
@@ -0,0 +1,88 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw circle sector (with gui options)
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
+
+ Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
+
+ float outerRadius = 180.0f;
+ float startAngle = 0.0f;
+ float endAngle = 180.0f;
+ float segments = 10.0f;
+ float minSegments = 4;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // NOTE: All variables update happens inside GUI control functions
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.3f));
+ DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.6f));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, 0, 720);
+ GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, 0, 720);
+
+ GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200);
+ GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);
+ //------------------------------------------------------------------------------
+
+ minSegments = truncf(ceilf((endAngle - startAngle) / 90));
+ DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_draw_circle_sector.png b/deps/raylib/examples/shapes/shapes_draw_circle_sector.png
new file mode 100644
index 0000000..f1624b8
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_circle_sector.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.c b/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.c
new file mode 100644
index 0000000..5899188
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.c
@@ -0,0 +1,94 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw rectangle rounded (with gui options)
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
+
+ float roundness = 0.2f;
+ float width = 200.0f;
+ float height = 100.0f;
+ float segments = 0.0f;
+ float lineThick = 1.0f;
+
+ bool drawRect = false;
+ bool drawRoundedRect = true;
+ bool drawRoundedLines = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ Rectangle rec = { ((float)GetScreenWidth() - width - 250)/2, (GetScreenHeight() - height)/2.0f, (float)width, (float)height };
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(560, 0, 560, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6f));
+ if (drawRoundedRect) DrawRectangleRounded(rec, roundness, (int)segments, Fade(MAROON, 0.2f));
+ if (drawRoundedLines) DrawRectangleRoundedLinesEx(rec, roundness, (int)segments, lineThick, Fade(MAROON, 0.4f));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", TextFormat("%.2f", width), &width, 0, (float)GetScreenWidth() - 300);
+ GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", TextFormat("%.2f", height), &height, 0, (float)GetScreenHeight() - 50);
+ GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", TextFormat("%.2f", roundness), &roundness, 0.0f, 1.0f);
+ GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", TextFormat("%.2f", lineThick), &lineThick, 0, 20);
+ GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 60);
+
+ GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", &drawRoundedRect);
+ GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", &drawRoundedLines);
+ GuiCheckBox((Rectangle){ 640, 380, 20, 20}, "DrawRect", &drawRect);
+ //------------------------------------------------------------------------------
+
+ DrawText(TextFormat("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 640, 280, 10, (segments >= 4)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.png b/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.png
new file mode 100644
index 0000000..20d1708
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_rectangle_rounded.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_draw_ring.c b/deps/raylib/examples/shapes/shapes_draw_ring.c
new file mode 100644
index 0000000..8bccdf7
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_ring.c
@@ -0,0 +1,100 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - draw ring (with gui options)
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include <raylib.h>
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for GUI controls
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
+
+ Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
+
+ float innerRadius = 80.0f;
+ float outerRadius = 190.0f;
+
+ float startAngle = 0.0f;
+ float endAngle = 360.0f;
+ float segments = 0.0f;
+
+ bool drawRing = true;
+ bool drawRingLines = false;
+ bool drawCircleLines = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // NOTE: All variables update happens inside GUI control functions
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
+ DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
+
+ if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.3f));
+ if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(BLACK, 0.4f));
+ if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, (int)segments, Fade(BLACK, 0.4f));
+
+ // Draw GUI controls
+ //------------------------------------------------------------------------------
+ GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, -450, 450);
+ GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, -450, 450);
+
+ GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", TextFormat("%.2f", innerRadius), &innerRadius, 0, 100);
+ GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200);
+
+ GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);
+
+ GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", &drawRing);
+ GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", &drawRingLines);
+ GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", &drawCircleLines);
+ //------------------------------------------------------------------------------
+
+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
+ DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= minSegments)? MAROON : DARKGRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_draw_ring.png b/deps/raylib/examples/shapes/shapes_draw_ring.png
new file mode 100644
index 0000000..f97734a
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_draw_ring.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_easings_ball_anim.c b/deps/raylib/examples/shapes/shapes_easings_ball_anim.c
new file mode 100644
index 0000000..d54f24a
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_ball_anim.c
@@ -0,0 +1,115 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings ball anim
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "reasings.h" // Required for easing functions
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
+
+ // Ball variable value to be animated with easings
+ int ballPositionX = -100;
+ int ballRadius = 20;
+ float ballAlpha = 0.0f;
+
+ int state = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (state == 0) // Move ball position X with easing
+ {
+ framesCounter++;
+ ballPositionX = (int)EaseElasticOut((float)framesCounter, -100, screenWidth/2.0f + 100, 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 1;
+ }
+ }
+ else if (state == 1) // Increase ball radius with easing
+ {
+ framesCounter++;
+ ballRadius = (int)EaseElasticIn((float)framesCounter, 20, 500, 200);
+
+ if (framesCounter >= 200)
+ {
+ framesCounter = 0;
+ state = 2;
+ }
+ }
+ else if (state == 2) // Change ball alpha with easing (background color blending)
+ {
+ framesCounter++;
+ ballAlpha = EaseCubicOut((float)framesCounter, 0.0f, 1.0f, 200);
+
+ if (framesCounter >= 200)
+ {
+ framesCounter = 0;
+ state = 3;
+ }
+ }
+ else if (state == 3) // Reset state to play again
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ // Reset required variables to play again
+ ballPositionX = -100;
+ ballRadius = 20;
+ ballAlpha = 0.0f;
+ state = 0;
+ }
+ }
+
+ if (IsKeyPressed(KEY_R)) framesCounter = 0;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+ DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha));
+
+ if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_easings_ball_anim.png b/deps/raylib/examples/shapes/shapes_easings_ball_anim.png
new file mode 100644
index 0000000..1668b13
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_ball_anim.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_easings_box_anim.c b/deps/raylib/examples/shapes/shapes_easings_box_anim.c
new file mode 100644
index 0000000..c82beac
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_box_anim.c
@@ -0,0 +1,141 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings box anim
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "reasings.h" // Required for easing functions
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
+
+ // Box variables to be animated with easings
+ Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };
+ float rotation = 0.0f;
+ float alpha = 1.0f;
+
+ int state = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ switch (state)
+ {
+ case 0: // Move box down to center of screen
+ {
+ framesCounter++;
+
+ // NOTE: Remember that 3rd parameter of easing function refers to
+ // desired value variation, do not confuse it with expected final value!
+ rec.y = EaseElasticOut((float)framesCounter, -100, GetScreenHeight()/2.0f + 100, 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 1;
+ }
+ } break;
+ case 1: // Scale box to an horizontal bar
+ {
+ framesCounter++;
+ rec.height = EaseBounceOut((float)framesCounter, 100, -90, 120);
+ rec.width = EaseBounceOut((float)framesCounter, 100, (float)GetScreenWidth(), 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 2;
+ }
+ } break;
+ case 2: // Rotate horizontal bar rectangle
+ {
+ framesCounter++;
+ rotation = EaseQuadOut((float)framesCounter, 0.0f, 270.0f, 240);
+
+ if (framesCounter >= 240)
+ {
+ framesCounter = 0;
+ state = 3;
+ }
+ } break;
+ case 3: // Increase bar size to fill all screen
+ {
+ framesCounter++;
+ rec.height = EaseCircOut((float)framesCounter, 10, (float)GetScreenWidth(), 120);
+
+ if (framesCounter >= 120)
+ {
+ framesCounter = 0;
+ state = 4;
+ }
+ } break;
+ case 4: // Fade out animation
+ {
+ framesCounter++;
+ alpha = EaseSineOut((float)framesCounter, 1.0f, -1.0f, 160);
+
+ if (framesCounter >= 160)
+ {
+ framesCounter = 0;
+ state = 5;
+ }
+ } break;
+ default: break;
+ }
+
+ // Reset animation at any moment
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ rec = (Rectangle){ GetScreenWidth()/2.0f, -100, 100, 100 };
+ rotation = 0.0f;
+ alpha = 1.0f;
+ state = 0;
+ framesCounter = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectanglePro(rec, (Vector2){ rec.width/2, rec.height/2 }, rotation, Fade(BLACK, alpha));
+
+ DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_easings_box_anim.png b/deps/raylib/examples/shapes/shapes_easings_box_anim.png
new file mode 100644
index 0000000..8798241
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_box_anim.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_easings_rectangle_array.c b/deps/raylib/examples/shapes/shapes_easings_rectangle_array.c
new file mode 100644
index 0000000..ed13e93
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_rectangle_array.c
@@ -0,0 +1,123 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - easings rectangle array
+*
+* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
+* the library to same directory as example or make sure it's available on include path.
+*
+* Example originally created with raylib 2.0, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "reasings.h" // Required for easing functions
+
+#define RECS_WIDTH 50
+#define RECS_HEIGHT 50
+
+#define MAX_RECS_X 800/RECS_WIDTH
+#define MAX_RECS_Y 450/RECS_HEIGHT
+
+#define PLAY_TIME_IN_FRAMES 240 // At 60 fps = 4 seconds
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
+
+ Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
+
+ for (int y = 0; y < MAX_RECS_Y; y++)
+ {
+ for (int x = 0; x < MAX_RECS_X; x++)
+ {
+ recs[y*MAX_RECS_X + x].x = RECS_WIDTH/2.0f + RECS_WIDTH*x;
+ recs[y*MAX_RECS_X + x].y = RECS_HEIGHT/2.0f + RECS_HEIGHT*y;
+ recs[y*MAX_RECS_X + x].width = RECS_WIDTH;
+ recs[y*MAX_RECS_X + x].height = RECS_HEIGHT;
+ }
+ }
+
+ float rotation = 0.0f;
+ int framesCounter = 0;
+ int state = 0; // Rectangles animation state: 0-Playing, 1-Finished
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (state == 0)
+ {
+ framesCounter++;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = EaseCircOut((float)framesCounter, RECS_HEIGHT, -RECS_HEIGHT, PLAY_TIME_IN_FRAMES);
+ recs[i].width = EaseCircOut((float)framesCounter, RECS_WIDTH, -RECS_WIDTH, PLAY_TIME_IN_FRAMES);
+
+ if (recs[i].height < 0) recs[i].height = 0;
+ if (recs[i].width < 0) recs[i].width = 0;
+
+ if ((recs[i].height == 0) && (recs[i].width == 0)) state = 1; // Finish playing
+
+ rotation = EaseLinearIn((float)framesCounter, 0.0f, 360.0f, PLAY_TIME_IN_FRAMES);
+ }
+ }
+ else if ((state == 1) && IsKeyPressed(KEY_SPACE))
+ {
+ // When animation has finished, press space to restart
+ framesCounter = 0;
+
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ recs[i].height = RECS_HEIGHT;
+ recs[i].width = RECS_WIDTH;
+ }
+
+ state = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state == 0)
+ {
+ for (int i = 0; i < MAX_RECS_X*MAX_RECS_Y; i++)
+ {
+ DrawRectanglePro(recs[i], (Vector2){ recs[i].width/2, recs[i].height/2 }, rotation, RED);
+ }
+ }
+ else if (state == 1) DrawText("PRESS [SPACE] TO PLAY AGAIN!", 240, 200, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_easings_rectangle_array.png b/deps/raylib/examples/shapes/shapes_easings_rectangle_array.png
new file mode 100644
index 0000000..661290e
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_easings_rectangle_array.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_following_eyes.c b/deps/raylib/examples/shapes/shapes_following_eyes.c
new file mode 100644
index 0000000..7e428f2
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_following_eyes.c
@@ -0,0 +1,109 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - following eyes
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <math.h> // Required for: atan2f()
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
+
+ Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
+ Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
+ float scleraRadius = 80;
+
+ Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
+ Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
+ float irisRadius = 24;
+
+ float angle = 0.0f;
+ float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ irisLeftPosition = GetMousePosition();
+ irisRightPosition = GetMousePosition();
+
+ // Check not inside the left eye sclera
+ if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
+ {
+ dx = irisLeftPosition.x - scleraLeftPosition.x;
+ dy = irisLeftPosition.y - scleraLeftPosition.y;
+
+ angle = atan2f(dy, dx);
+
+ dxx = (scleraRadius - irisRadius)*cosf(angle);
+ dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+ irisLeftPosition.x = scleraLeftPosition.x + dxx;
+ irisLeftPosition.y = scleraLeftPosition.y + dyy;
+ }
+
+ // Check not inside the right eye sclera
+ if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
+ {
+ dx = irisRightPosition.x - scleraRightPosition.x;
+ dy = irisRightPosition.y - scleraRightPosition.y;
+
+ angle = atan2f(dy, dx);
+
+ dxx = (scleraRadius - irisRadius)*cosf(angle);
+ dyy = (scleraRadius - irisRadius)*sinf(angle);
+
+ irisRightPosition.x = scleraRightPosition.x + dxx;
+ irisRightPosition.y = scleraRightPosition.y + dyy;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawCircleV(scleraLeftPosition, scleraRadius, LIGHTGRAY);
+ DrawCircleV(irisLeftPosition, irisRadius, BROWN);
+ DrawCircleV(irisLeftPosition, 10, BLACK);
+
+ DrawCircleV(scleraRightPosition, scleraRadius, LIGHTGRAY);
+ DrawCircleV(irisRightPosition, irisRadius, DARKGREEN);
+ DrawCircleV(irisRightPosition, 10, BLACK);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_following_eyes.png b/deps/raylib/examples/shapes/shapes_following_eyes.png
new file mode 100644
index 0000000..7a2bc9c
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_following_eyes.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_lines_bezier.c b/deps/raylib/examples/shapes/shapes_lines_bezier.c
new file mode 100644
index 0000000..1293e16
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_lines_bezier.c
@@ -0,0 +1,85 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - Cubic-bezier lines
+*
+* Example originally created with raylib 1.7, last time updated with raylib 1.7
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
+
+ Vector2 startPoint = { 30, 30 };
+ Vector2 endPoint = { (float)screenWidth - 30, (float)screenHeight - 30 };
+ bool moveStartPoint = false;
+ bool moveEndPoint = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ Vector2 mouse = GetMousePosition();
+
+ if (CheckCollisionPointCircle(mouse, startPoint, 10.0f) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) moveStartPoint = true;
+ else if (CheckCollisionPointCircle(mouse, endPoint, 10.0f) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) moveEndPoint = true;
+
+ if (moveStartPoint)
+ {
+ startPoint = mouse;
+ if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) moveStartPoint = false;
+ }
+
+ if (moveEndPoint)
+ {
+ endPoint = mouse;
+ if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) moveEndPoint = false;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("MOVE START-END POINTS WITH MOUSE", 15, 20, 20, GRAY);
+
+ // Draw line Cubic Bezier, in-out interpolation (easing), no control points
+ DrawLineBezier(startPoint, endPoint, 4.0f, BLUE);
+
+ // Draw start-end spline circles with some details
+ DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14.0f : 8.0f, moveStartPoint? RED : BLUE);
+ DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14.0f : 8.0f, moveEndPoint? RED : BLUE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_lines_bezier.png b/deps/raylib/examples/shapes/shapes_lines_bezier.png
new file mode 100644
index 0000000..aa5edf3
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_lines_bezier.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_logo_raylib.c b/deps/raylib/examples/shapes/shapes_logo_raylib.c
new file mode 100644
index 0000000..f637df2
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_logo_raylib.c
@@ -0,0 +1,61 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - Draw raylib logo using basic shapes
+*
+* Example originally created with raylib 1.0, last time updated with raylib 1.0
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK);
+ DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
+ DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
+
+ DrawText("this is NOT a texture!", 350, 370, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_logo_raylib.png b/deps/raylib/examples/shapes/shapes_logo_raylib.png
new file mode 100644
index 0000000..6b385f7
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_logo_raylib.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_logo_raylib_anim.c b/deps/raylib/examples/shapes/shapes_logo_raylib_anim.c
new file mode 100644
index 0000000..ace9c8d
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_logo_raylib_anim.c
@@ -0,0 +1,165 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - raylib logo animation
+*
+* Example originally created with raylib 2.5, last time updated with raylib 4.0
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
+
+ int logoPositionX = screenWidth/2 - 128;
+ int logoPositionY = screenHeight/2 - 128;
+
+ int framesCounter = 0;
+ int lettersCount = 0;
+
+ int topSideRecWidth = 16;
+ int leftSideRecHeight = 16;
+
+ int bottomSideRecWidth = 16;
+ int rightSideRecHeight = 16;
+
+ int state = 0; // Tracking animation states (State Machine)
+ float alpha = 1.0f; // Useful for fading
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (state == 0) // State 0: Small box blinking
+ {
+ framesCounter++;
+
+ if (framesCounter == 120)
+ {
+ state = 1;
+ framesCounter = 0; // Reset counter... will be used later...
+ }
+ }
+ else if (state == 1) // State 1: Top and left bars growing
+ {
+ topSideRecWidth += 4;
+ leftSideRecHeight += 4;
+
+ if (topSideRecWidth == 256) state = 2;
+ }
+ else if (state == 2) // State 2: Bottom and right bars growing
+ {
+ bottomSideRecWidth += 4;
+ rightSideRecHeight += 4;
+
+ if (bottomSideRecWidth == 256) state = 3;
+ }
+ else if (state == 3) // State 3: Letters appearing (one by one)
+ {
+ framesCounter++;
+
+ if (framesCounter/12) // Every 12 frames, one more letter!
+ {
+ lettersCount++;
+ framesCounter = 0;
+ }
+
+ if (lettersCount >= 10) // When all letters have appeared, just fade out everything
+ {
+ alpha -= 0.02f;
+
+ if (alpha <= 0.0f)
+ {
+ alpha = 0.0f;
+ state = 4;
+ }
+ }
+ }
+ else if (state == 4) // State 4: Reset and Replay
+ {
+ if (IsKeyPressed(KEY_R))
+ {
+ framesCounter = 0;
+ lettersCount = 0;
+
+ topSideRecWidth = 16;
+ leftSideRecHeight = 16;
+
+ bottomSideRecWidth = 16;
+ rightSideRecHeight = 16;
+
+ alpha = 1.0f;
+ state = 0; // Return to State 0
+ }
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (state == 0)
+ {
+ if ((framesCounter/15)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
+ }
+ else if (state == 1)
+ {
+ DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+ DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+ }
+ else if (state == 2)
+ {
+ DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
+ DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
+
+ DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
+ DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
+ }
+ else if (state == 3)
+ {
+ DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
+ DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
+
+ DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
+ DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
+
+ DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
+
+ DrawText(TextSubtext("raylib", 0, lettersCount), GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
+ }
+ else if (state == 4)
+ {
+ DrawText("[R] REPLAY", 340, 200, 20, GRAY);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_logo_raylib_anim.png b/deps/raylib/examples/shapes/shapes_logo_raylib_anim.png
new file mode 100644
index 0000000..103dfc4
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_logo_raylib_anim.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_rectangle_advanced.c b/deps/raylib/examples/shapes/shapes_rectangle_advanced.c
new file mode 100644
index 0000000..e885a10
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_rectangle_advanced.c
@@ -0,0 +1,330 @@
+#include "raylib.h"
+#include "rlgl.h"
+#include <math.h>
+
+// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
+// Adapted from both `DrawRectangleRounded` and `DrawRectangleGradientH`
+void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
+{
+ // Neither side is rounded
+ if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
+ {
+ DrawRectangleGradientEx(rec, left, left, right, right);
+ return;
+ }
+
+ if (roundnessLeft >= 1.0f) roundnessLeft = 1.0f;
+ if (roundnessRight >= 1.0f) roundnessRight = 1.0f;
+
+ // Calculate corner radius both from right and left
+ float recSize = rec.width > rec.height ? rec.height : rec.width;
+ float radiusLeft = (recSize*roundnessLeft)/2;
+ float radiusRight = (recSize*roundnessRight)/2;
+
+ if (radiusLeft <= 0.0f) radiusLeft = 0.0f;
+ if (radiusRight <= 0.0f) radiusRight = 0.0f;
+
+ if (radiusRight <= 0.0f && radiusLeft <= 0.0f) return;
+
+ float stepLength = 90.0f/(float)segments;
+
+ /*
+ Diagram Copied here for reference, original at `DrawRectangleRounded` source code
+
+ P0____________________P1
+ /| |\
+ /1| 2 |3\
+ P7 /__|____________________|__\ P2
+ | |P8 P9| |
+ | 8 | 9 | 4 |
+ | __|____________________|__ |
+ P6 \ |P11 P10| / P3
+ \7| 6 |5/
+ \|____________________|/
+ P5 P4
+ */
+
+ // Coordinates of the 12 points also apdated from `DrawRectangleRounded`
+ const Vector2 point[12] = {
+ // PO, P1, P2
+ {(float)rec.x + radiusLeft, rec.y}, {(float)(rec.x + rec.width) - radiusRight, rec.y}, { rec.x + rec.width, (float)rec.y + radiusRight },
+ // P3, P4
+ {rec.x + rec.width, (float)(rec.y + rec.height) - radiusRight}, {(float)(rec.x + rec.width) - radiusRight, rec.y + rec.height},
+ // P5, P6, P7
+ {(float)rec.x + radiusLeft, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radiusLeft}, {rec.x, (float)rec.y + radiusLeft},
+ // P8, P9
+ {(float)rec.x + radiusLeft, (float)rec.y + radiusLeft}, {(float)(rec.x + rec.width) - radiusRight, (float)rec.y + radiusRight},
+ // P10, P11
+ {(float)(rec.x + rec.width) - radiusRight, (float)(rec.y + rec.height) - radiusRight}, {(float)rec.x + radiusLeft, (float)(rec.y + rec.height) - radiusLeft}
+ };
+
+ const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
+ const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f };
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
+ for (int k = 0; k < 4; ++k)
+ {
+ Color color;
+ float radius;
+ if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner
+ if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
+ if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
+ if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
+ float angle = angles[k];
+ const Vector2 center = centers[k];
+
+ for (int i = 0; i < segments/2; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
+ angle += (stepLength*2);
+ }
+
+ // End one even segments
+ if ( segments % 2)
+ {
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ }
+ }
+
+ //
+ // Here we use the `Diagram` to guide ourselves to which point receives what color.
+ //
+ // By choosing the color correctly associated with a pointe the gradient effect
+ // will naturally come from OpenGL interpolation.
+ //
+
+ // [2] Upper Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[0].x, point[0].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[1].x, point[1].y);
+
+ // [4] Left Rectangle
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[2].x, point[2].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // [6] Bottom Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[5].x, point[5].y);
+
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[4].x, point[4].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+
+ // [8] left Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[7].x, point[7].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[6].x, point[6].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+
+ // [9] Middle Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+
+ rlEnd();
+ rlSetTexture(0);
+#else
+
+ //
+ // Here we use the `Diagram` to guide ourselves to which point receives what color.
+ //
+ // By choosing the color correctly associated with a pointe the gradient effect
+ // will naturally come from OpenGL interpolation.
+ // But this time instead of Quad, we think in triangles.
+ //
+
+ rlBegin(RL_TRIANGLES);
+
+ // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
+ for (int k = 0; k < 4; ++k)
+ {
+ Color color;
+ float radius;
+ if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner
+ if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
+ if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
+ if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
+ float angle = angles[k];
+ const Vector2 center = centers[k];
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(center.x, center.y);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+ angle += stepLength;
+ }
+ }
+
+ // [2] Upper Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[0].x, point[0].y);
+ rlVertex2f(point[8].x, point[8].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[9].x, point[9].y);
+ rlVertex2f(point[1].x, point[1].y);
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[0].x, point[0].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[9].x, point[9].y);
+
+ // [4] Right Rectangle
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[9].x, point[9].y);
+ rlVertex2f(point[10].x, point[10].y);
+ rlVertex2f(point[3].x, point[3].y);
+ rlVertex2f(point[2].x, point[2].y);
+ rlVertex2f(point[9].x, point[9].y);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // [6] Bottom Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[11].x, point[11].y);
+ rlVertex2f(point[5].x, point[5].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[4].x, point[4].y);
+ rlVertex2f(point[10].x, point[10].y);
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[11].x, point[11].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[4].x, point[4].y);
+
+ // [8] Left Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[7].x, point[7].y);
+ rlVertex2f(point[6].x, point[6].y);
+ rlVertex2f(point[11].x, point[11].y);
+ rlVertex2f(point[8].x, point[8].y);
+ rlVertex2f(point[7].x, point[7].y);
+ rlVertex2f(point[11].x, point[11].y);
+
+ // [9] Middle Rectangle
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[8].x, point[8].y);
+ rlVertex2f(point[11].x, point[11].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[10].x, point[10].y);
+ rlVertex2f(point[9].x, point[9].y);
+ rlColor4ub(left.r, left.g, left.b, left.a);
+ rlVertex2f(point[8].x, point[8].y);
+ rlColor4ub(right.r, right.g, right.b, right.a);
+ rlVertex2f(point[10].x, point[10].y);
+ rlEnd();
+#endif
+}
+
+int main(int argc, char *argv[])
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update rectangle bounds
+ //----------------------------------------------------------------------------------
+ float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f;
+ Rectangle rec = {
+ GetScreenWidth() / 2.0f - width/2,
+ GetScreenHeight() / 2.0f - (5)*(height/2),
+ width, height
+ };
+ //--------------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+
+ // Draw All Rectangles with different roundess for each side and different gradients
+ DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, BLUE, RED);
+
+ rec.y += rec.height + 1;
+ DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, RED, PINK);
+
+ rec.y += rec.height + 1;
+ DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, RED, BLUE);
+
+ rec.y += rec.height + 1;
+ DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, BLUE, BLACK);
+
+ rec.y += rec.height + 1;
+ DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, BLUE, PINK);
+ EndDrawing();
+ //--------------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+ return 0;
+}
+
diff --git a/deps/raylib/examples/shapes/shapes_rectangle_advanced.png b/deps/raylib/examples/shapes/shapes_rectangle_advanced.png
new file mode 100644
index 0000000..a68170a
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_rectangle_advanced.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_rectangle_scaling.c b/deps/raylib/examples/shapes/shapes_rectangle_scaling.c
new file mode 100644
index 0000000..dcafab9
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_rectangle_scaling.c
@@ -0,0 +1,103 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - rectangle scaling by mouse
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MOUSE_SCALE_MARK_SIZE 12
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
+
+ Rectangle rec = { 100, 100, 200, 80 };
+
+ Vector2 mousePosition = { 0 };
+
+ bool mouseScaleReady = false;
+ bool mouseScaleMode = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ mousePosition = GetMousePosition();
+
+ if (CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
+ {
+ mouseScaleReady = true;
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
+ }
+ else mouseScaleReady = false;
+
+ if (mouseScaleMode)
+ {
+ mouseScaleReady = true;
+
+ rec.width = (mousePosition.x - rec.x);
+ rec.height = (mousePosition.y - rec.y);
+
+ // Check minimum rec size
+ if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
+ if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
+
+ // Check maximum rec size
+ if (rec.width > (GetScreenWidth() - rec.x)) rec.width = GetScreenWidth() - rec.x;
+ if (rec.height > (GetScreenHeight() - rec.y)) rec.height = GetScreenHeight() - rec.y;
+
+ if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) mouseScaleMode = false;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, GRAY);
+
+ DrawRectangleRec(rec, Fade(GREEN, 0.5f));
+
+ if (mouseScaleReady)
+ {
+ DrawRectangleLinesEx(rec, 1, RED);
+ DrawTriangle((Vector2){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height },
+ (Vector2){ rec.x + rec.width, rec.y + rec.height },
+ (Vector2){ rec.x + rec.width, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE }, RED);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_rectangle_scaling.png b/deps/raylib/examples/shapes/shapes_rectangle_scaling.png
new file mode 100644
index 0000000..83d67de
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_rectangle_scaling.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_splines_drawing.c b/deps/raylib/examples/shapes/shapes_splines_drawing.c
new file mode 100644
index 0000000..536b558
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_splines_drawing.c
@@ -0,0 +1,273 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - splines drawing
+*
+* Example originally created with raylib 5.0, last time updated with raylib 5.0
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2023 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define RAYGUI_IMPLEMENTATION
+#include "raygui.h" // Required for UI controls
+
+#include <stdlib.h> // Required for: NULL
+
+#define MAX_SPLINE_POINTS 32
+
+// Cubic Bezier spline control points
+// NOTE: Every segment has two control points
+typedef struct {
+ Vector2 start;
+ Vector2 end;
+} ControlPoint;
+
+// Spline types
+typedef enum {
+ SPLINE_LINEAR = 0, // Linear
+ SPLINE_BASIS, // B-Spline
+ SPLINE_CATMULLROM, // Catmull-Rom
+ SPLINE_BEZIER // Cubic Bezier
+} SplineType;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
+
+ Vector2 points[MAX_SPLINE_POINTS] = {
+ { 50.0f, 400.0f },
+ { 160.0f, 220.0f },
+ { 340.0f, 380.0f },
+ { 520.0f, 60.0f },
+ { 710.0f, 260.0f },
+ };
+
+ // Array required for spline bezier-cubic,
+ // including control points interleaved with start-end segment points
+ Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 };
+
+ int pointCount = 5;
+ int selectedPoint = -1;
+ int focusedPoint = -1;
+ Vector2 *selectedControlPoint = NULL;
+ Vector2 *focusedControlPoint = NULL;
+
+ // Cubic Bezier control points initialization
+ ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ control[i].start = (Vector2){ points[i].x + 50, points[i].y };
+ control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y };
+ }
+
+ // Spline config variables
+ float splineThickness = 8.0f;
+ int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
+ bool splineTypeEditMode = false;
+ bool splineHelpersActive = true;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Spline points creation logic (at the end of spline)
+ if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
+ {
+ points[pointCount] = GetMousePosition();
+ int i = pointCount - 1;
+ control[i].start = (Vector2){ points[i].x + 50, points[i].y };
+ control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y };
+ pointCount++;
+ }
+
+ // Spline point focus and selection logic
+ for (int i = 0; i < pointCount; i++)
+ {
+ if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
+ {
+ focusedPoint = i;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
+ break;
+ }
+ else focusedPoint = -1;
+ }
+
+ // Spline point movement logic
+ if (selectedPoint >= 0)
+ {
+ points[selectedPoint] = GetMousePosition();
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
+ }
+
+ // Cubic Bezier spline control points logic
+ if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
+ {
+ // Spline control point focus and selection logic
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
+ {
+ focusedControlPoint = &control[i].start;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
+ break;
+ }
+ else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
+ {
+ focusedControlPoint = &control[i].end;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
+ break;
+ }
+ else focusedControlPoint = NULL;
+ }
+
+ // Spline control point movement logic
+ if (selectedControlPoint != NULL)
+ {
+ *selectedControlPoint = GetMousePosition();
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
+ }
+ }
+
+ // Spline selection logic
+ if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0;
+ else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1;
+ else if (IsKeyPressed(KEY_THREE)) splineTypeActive = 2;
+ else if (IsKeyPressed(KEY_FOUR)) splineTypeActive = 3;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (splineTypeActive == SPLINE_LINEAR)
+ {
+ // Draw spline: linear
+ DrawSplineLinear(points, pointCount, splineThickness, RED);
+ }
+ else if (splineTypeActive == SPLINE_BASIS)
+ {
+ // Draw spline: basis
+ DrawSplineBasis(points, pointCount, splineThickness, RED); // Provide connected points array
+
+ /*
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ // Drawing individual segments, not considering thickness connection compensation
+ DrawSplineSegmentBasis(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON);
+ }
+ */
+ }
+ else if (splineTypeActive == SPLINE_CATMULLROM)
+ {
+ // Draw spline: catmull-rom
+ DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array
+
+ /*
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ // Drawing individual segments, not considering thickness connection compensation
+ DrawSplineSegmentCatmullRom(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON);
+ }
+ */
+ }
+ else if (splineTypeActive == SPLINE_BEZIER)
+ {
+ // NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be
+ // provided interleaved with the start and end point of every segment
+ for (int i = 0; i < (pointCount - 1); i++)
+ {
+ pointsInterleaved[3*i] = points[i];
+ pointsInterleaved[3*i + 1] = control[i].start;
+ pointsInterleaved[3*i + 2] = control[i].end;
+ }
+
+ pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
+
+ // Draw spline: cubic-bezier (with control points)
+ DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED);
+
+ /*
+ for (int i = 0; i < 3*(pointCount - 1); i += 3)
+ {
+ // Drawing individual segments, not considering thickness connection compensation
+ DrawSplineSegmentBezierCubic(pointsInterleaved[i], pointsInterleaved[i + 1], pointsInterleaved[i + 2], pointsInterleaved[i + 3], splineThickness, MAROON);
+ }
+ */
+
+ // Draw spline control points
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ // Every cubic bezier point have two control points
+ DrawCircleV(control[i].start, 6, GOLD);
+ DrawCircleV(control[i].end, 6, GOLD);
+ if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 8, GREEN);
+ else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN);
+ DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY);
+ DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY);
+
+ // Draw spline control lines
+ DrawLineV(points[i], control[i].start, GRAY);
+ //DrawLineV(control[i].start, control[i].end, LIGHTGRAY);
+ DrawLineV(control[i].end, points[i + 1], GRAY);
+ }
+ }
+
+ if (splineHelpersActive)
+ {
+ // Draw spline point helpers
+ for (int i = 0; i < pointCount; i++)
+ {
+ DrawCircleLinesV(points[i], (focusedPoint == i)? 12.0f : 8.0f, (focusedPoint == i)? BLUE: DARKBLUE);
+ if ((splineTypeActive != SPLINE_LINEAR) &&
+ (splineTypeActive != SPLINE_BEZIER) &&
+ (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
+
+ DrawText(TextFormat("[%.0f, %.0f]", points[i].x, points[i].y), (int)points[i].x, (int)points[i].y + 10, 10, BLACK);
+ }
+ }
+
+ // Check all possible UI states that require controls lock
+ if (splineTypeEditMode) GuiLock();
+
+ // Draw spline config
+ GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
+ GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
+
+ GuiCheckBox((Rectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive);
+
+ GuiUnlock();
+
+ GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
+ if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/deps/raylib/examples/shapes/shapes_splines_drawing.png b/deps/raylib/examples/shapes/shapes_splines_drawing.png
new file mode 100644
index 0000000..686f04c
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_splines_drawing.png
Binary files differ
diff --git a/deps/raylib/examples/shapes/shapes_top_down_lights.c b/deps/raylib/examples/shapes/shapes_top_down_lights.c
new file mode 100644
index 0000000..abe845f
--- /dev/null
+++ b/deps/raylib/examples/shapes/shapes_top_down_lights.c
@@ -0,0 +1,356 @@
+/*******************************************************************************************
+*
+* raylib [shapes] example - top down lights
+*
+* Example originally created with raylib 4.2, last time updated with raylib 4.2
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2022-2024 Jeffery Myers (@JeffM2501)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+// Custom Blend Modes
+#define RLGL_SRC_ALPHA 0x0302
+#define RLGL_MIN 0x8007
+#define RLGL_MAX 0x8008
+
+#define MAX_BOXES 20
+#define MAX_SHADOWS MAX_BOXES*3 // MAX_BOXES *3. Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
+#define MAX_LIGHTS 16
+
+// Shadow geometry type
+typedef struct ShadowGeometry {
+ Vector2 vertices[4];
+} ShadowGeometry;
+
+// Light info type
+typedef struct LightInfo {
+ bool active; // Is this light slot active?
+ bool dirty; // Does this light need to be updated?
+ bool valid; // Is this light in a valid position?
+
+ Vector2 position; // Light position
+ RenderTexture mask; // Alpha mask for the light
+ float outerRadius; // The distance the light touches
+ Rectangle bounds; // A cached rectangle of the light bounds to help with culling
+
+ ShadowGeometry shadows[MAX_SHADOWS];
+ int shadowCount;
+} LightInfo;
+
+
+LightInfo lights[MAX_LIGHTS] = { 0 };
+
+// Move a light and mark it as dirty so that we update it's mask next frame
+void MoveLight(int slot, float x, float y)
+{
+ lights[slot].dirty = true;
+ lights[slot].position.x = x;
+ lights[slot].position.y = y;
+
+ // update the cached bounds
+ lights[slot].bounds.x = x - lights[slot].outerRadius;
+ lights[slot].bounds.y = y - lights[slot].outerRadius;
+}
+
+// Compute a shadow volume for the edge
+// It takes the edge and projects it back by the light radius and turns it into a quad
+void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
+{
+ if (lights[slot].shadowCount >= MAX_SHADOWS) return;
+
+ float extension = lights[slot].outerRadius*2;
+
+ Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
+ Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
+
+ Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
+ Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
+
+ lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
+ lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
+
+ lights[slot].shadowCount++;
+}
+
+// Draw the light and shadows to the mask for a light
+void DrawLightMask(int slot)
+{
+ // Use the light mask
+ BeginTextureMode(lights[slot].mask);
+
+ ClearBackground(WHITE);
+
+ // Force the blend mode to only set the alpha of the destination
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // If we are valid, then draw the light radius to the alpha mask
+ if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
+
+ rlDrawRenderBatchActive();
+
+ // Cut out the shadows from the light radius by forcing the alpha to maximum
+ rlSetBlendMode(BLEND_ALPHA);
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // Draw the shadows to the alpha mask
+ for (int i = 0; i < lights[slot].shadowCount; i++)
+ {
+ DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
+ }
+
+ rlDrawRenderBatchActive();
+
+ // Go back to normal blend mode
+ rlSetBlendMode(BLEND_ALPHA);
+
+ EndTextureMode();
+}
+
+// Setup a light
+void SetupLight(int slot, float x, float y, float radius)
+{
+ lights[slot].active = true;
+ lights[slot].valid = false; // The light must prove it is valid
+ lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+ lights[slot].outerRadius = radius;
+
+ lights[slot].bounds.width = radius * 2;
+ lights[slot].bounds.height = radius * 2;
+
+ MoveLight(slot, x, y);
+
+ // Force the render texture to have something in it
+ DrawLightMask(slot);
+}
+
+// See if a light needs to update it's mask
+bool UpdateLight(int slot, Rectangle* boxes, int count)
+{
+ if (!lights[slot].active || !lights[slot].dirty) return false;
+
+ lights[slot].dirty = false;
+ lights[slot].shadowCount = 0;
+ lights[slot].valid = false;
+
+ for (int i = 0; i < count; i++)
+ {
+ // Are we in a box? if so we are not valid
+ if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
+
+ // If this box is outside our bounds, we can skip it
+ if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
+
+ // Check the edges that are on the same side we are, and cast shadow volumes out from them
+
+ // Top
+ Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
+ Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
+
+ if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // Right
+ sp = ep;
+ ep.y += boxes[i].height;
+ if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // Bottom
+ sp = ep;
+ ep.x -= boxes[i].width;
+ if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // Left
+ sp = ep;
+ ep.y -= boxes[i].height;
+ if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
+
+ // The box itself
+ lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
+ lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
+ lights[slot].shadowCount++;
+ }
+
+ lights[slot].valid = true;
+
+ DrawLightMask(slot);
+
+ return true;
+}
+
+// Set up some boxes
+void SetupBoxes(Rectangle *boxes, int *count)
+{
+ boxes[0] = (Rectangle){ 150,80, 40, 40 };
+ boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
+ boxes[2] = (Rectangle){ 200, 600, 40, 40 };
+ boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
+ boxes[4] = (Rectangle){ 500, 350, 40, 40 };
+
+ for (int i = 5; i < MAX_BOXES; i++)
+ {
+ boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
+ }
+
+ *count = MAX_BOXES;
+}
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
+
+ // Initialize our 'world' of boxes
+ int boxCount = 0;
+ Rectangle boxes[MAX_BOXES] = { 0 };
+ SetupBoxes(boxes, &boxCount);
+
+ // Create a checkerboard ground texture
+ Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
+ Texture2D backgroundTexture = LoadTextureFromImage(img);
+ UnloadImage(img);
+
+ // Create a global light mask to hold all the blended lights
+ RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
+
+ // Setup initial light
+ SetupLight(0, 600, 400, 300);
+ int nextLight = 1;
+
+ bool showLines = false;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // Drag light 0
+ if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) MoveLight(0, GetMousePosition().x, GetMousePosition().y);
+
+ // Make a new light
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
+ {
+ SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
+ nextLight++;
+ }
+
+ // Toggle debug info
+ if (IsKeyPressed(KEY_F1)) showLines = !showLines;
+
+ // Update the lights and keep track if any were dirty so we know if we need to update the master light mask
+ bool dirtyLights = false;
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
+ }
+
+ // Update the light mask
+ if (dirtyLights)
+ {
+ // Build up the light mask
+ BeginTextureMode(lightMask);
+
+ ClearBackground(BLACK);
+
+ // Force the blend mode to only set the alpha of the destination
+ rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
+ rlSetBlendMode(BLEND_CUSTOM);
+
+ // Merge in all the light masks
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
+ }
+
+ rlDrawRenderBatchActive();
+
+ // Go back to normal blend
+ rlSetBlendMode(BLEND_ALPHA);
+ EndTextureMode();
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ // Draw the tile background
+ DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
+
+ // Overlay the shadows from all the lights
+ DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
+
+ // Draw the lights
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) DrawCircle((int)lights[i].position.x, (int)lights[i].position.y, 10, (i == 0)? YELLOW : WHITE);
+ }
+
+ if (showLines)
+ {
+ for (int s = 0; s < lights[0].shadowCount; s++)
+ {
+ DrawTriangleFan(lights[0].shadows[s].vertices, 4, DARKPURPLE);
+ }
+
+ for (int b = 0; b < boxCount; b++)
+ {
+ if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawRectangleRec(boxes[b], PURPLE);
+
+ DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
+ }
+
+ DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
+ }
+ else
+ {
+ DrawText("(F1) Show Shadow Volumes", 10, 50, 10, GREEN);
+ }
+
+ DrawFPS(screenWidth - 80, 10);
+ DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
+ DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(backgroundTexture);
+ UnloadRenderTexture(lightMask);
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].active) UnloadRenderTexture(lights[i].mask);
+ }
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/shapes/shapes_top_down_lights.png b/deps/raylib/examples/shapes/shapes_top_down_lights.png
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