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