Initial Commit (does NOT build)
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commit
6b404b2d20
16
.gitignore
vendored
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16
.gitignore
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# Ignore build directories
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build/
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cmake-build-debug/
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cmake-build-release/
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cmake-build-relminsize/
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# Ignore cache files
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.cache/
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# Ignore LSP file
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compile_commands.json
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# Ignore IDE Files
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.vs/
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.jb/
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.idea/
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95
CMakeLists.txt
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95
CMakeLists.txt
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cmake_minimum_required(VERSION 3.24)
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project(RaylibDmx) # Project Name: RaylibDmx
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# nvim/fleet users (ONLY WORKS WITH MINGW/NINJA BUILDERS)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Dependencies
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## - Raylib
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## - rlImGui
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#### - ImGui
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# Use FetchContent to download and build raylib
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# This is a faster alternative to using a git repo, since this just downloads the source
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# while the git repo pull takes a lot longer. Not sure why, other repos don't seem to have this issue
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# If you would like to use git instead, use this:
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# - - - - - - - - - - - - - - - - - - - - - - - -
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#FetchContent_Declare(
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# raylib
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# GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
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# GIT_TAG "master"
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# GIT_SHALLOW TRUE
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# GIT_PROGRESS TRUE
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#)
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# - - - - - - - - - - - - - - - - - - - - - - - -
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include(FetchContent)
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set(FETCHCONTENT_QUIET FALSE)
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set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
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set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
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FetchContent_Declare(
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raylib
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URL https://github.com/raysan5/raylib/archive/refs/tags/4.5.0.tar.gz
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)
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FetchContent_MakeAvailable(raylib)
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# Raylib conf
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set(raylib_VERBOSE 1) # Not 100% sure if this does anything...
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# Download and build Dear ImGui
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FetchContent_Declare(
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imgui
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GIT_REPOSITORY https://github.com/ocornut/imgui.git
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GIT_SHALLOW TRUE
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GIT_TAG v1.89.4
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)
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FetchContent_MakeAvailable(imgui)
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# Download and build rlImGui
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FetchContent_Declare(
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rlImGui
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GIT_REPOSITORY https://github.com/raylib-extras/rlImGui.git
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GIT_TAG main
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)
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FetchContent_MakeAvailable(rlImGui)
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# Add rlImGui library
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add_library(rlImGui STATIC
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${rlImGui_SOURCE_DIR}/rlImGui.cpp
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${rlImGui_SOURCE_DIR}/imgui_impl_raylib.cpp
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)
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# Include directories for rlImGui
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target_include_directories(rlImGui PRIVATE
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${imgui_SOURCE_DIR}
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${raylib_SOURCE_DIR}/src
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${rlImGui_SOURCE_DIR}
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)
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# Link rlImGui with Raylib
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target_link_libraries(rlImGui PRIVATE raylib)
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# add source code
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file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp") # Define PROJECT_SOURCES as a list of all source files
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set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/src")
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# exe
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add_executable(${PROJECT_NAME})
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
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target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
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target_link_libraries(${PROJECT_NAME} PRIVATE raylib rlImGui)
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# Web Configurations
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if (${PLATFORM} STREQUAL "Web")
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# Tell Emscripten to build an example.html file.
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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endif()
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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if (APPLE)
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target_link_libraries(${PROJECT_NAME} "-framework IOKit")
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target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
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target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
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endif()
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44
README.md
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44
README.md
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# DMX Raylib
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Trying to get my DMX Lightshow app working with raylib (and imgui)
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## Deps:
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[https://cmake.org/](cmake)
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A c++ compiler [https://www.mingw-w64.org/](mingw)
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## Cloning
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Clone the repo with git:
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```bash
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git clone https://thisrepo.com:8080/dmxshowraylib/dmxshowraylib.git
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```
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Or you can choose the *Download zip* option
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Then, extract / navigate to the downlaoded directory.
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Create a build folder:
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```bash
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mkdir build
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cd build
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```
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Use a generator to generate the build files. (Using ninja in this example)
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```
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cmake -G "Ninja" ..
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```
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Let this run, then build the project using:
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```
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cmake --build . -- -j
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```
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(The -j flag uses all cores to build faster)
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You can also build a Visual Studio solution file. This is usually the default if you don't specify a generator to cmake:
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```bash
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cmake ..
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```
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This should create a project `.sln` file you can open with Visual Studio. Then, just hit F5!
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### Libraries used:
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[https://github.com/raysan5/raylib](Raylib) Amazing library
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[https://github.com/raylib-extras/rlImGui](rlImGui) ImGui with Raylib Backend
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[https://github.com/ocornut/imgui](ImGui) Little tooling
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33
src/main.cpp
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33
src/main.cpp
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#include "raylib.h"
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#include "panel.h"
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int main() {
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const int screenWidth = 1920;
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const int screenHeight = 1080;
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InitWindow(screenWidth, screenHeight, "DMX Raylib UI");
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SetTargetFPS(60);
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// Create the timeline and properties panels
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Panel timelinePanel = {{0, 0, screenWidth * 0.75f, screenHeight * 0.6f}, "Timeline", LIGHTGRAY, DARKGRAY, true};
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Panel propertiesPanel = {{screenWidth * 0.75f, 0, screenWidth * 0.25f, screenHeight}, "Properties", LIGHTGRAY, DARKGRAY, true};
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while (!WindowShouldClose()) {
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// Update panels
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timelinePanel.Update();
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propertiesPanel.Update();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw panels
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if (timelinePanel.isVisible) timelinePanel.Draw();
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if (propertiesPanel.isVisible) propertiesPanel.Draw();
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DrawFPS(3, screenHeight - 20);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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21
src/panel.cpp
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21
src/panel.cpp
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//
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// Created by illyum on 8/15/2024.
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//
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#include "panel.h"
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void Panel::Draw() {
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// Draw panel background
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DrawRectangleRec(bounds, backgroundColor);
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// Draw panel header
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DrawRectangle(bounds.x, bounds.y, bounds.width, 30, headerColor);
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DrawText(title.c_str(), bounds.x + 10, bounds.y + 5, 20, WHITE);
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// Draw content (placeholder)
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DrawText("Content goes here", bounds.x + 10, bounds.y + 40, 20, GRAY);
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}
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void Panel::Update() {
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// This method can be expanded to handle resizing, interactions, etc.
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}
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src/panel.h
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27
src/panel.h
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//
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// Created by illyum on 8/15/2024.
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//
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#ifndef PANEL_H
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#define PANEL_H
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#include "raylib.h"
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#include <string>
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#include <vector>
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struct Panel {
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Rectangle bounds;
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std::string title;
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Color backgroundColor;
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Color headerColor;
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bool isVisible;
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// Panel content can be expanded later
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void Draw();
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void Update();
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};
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#endif //PANEL_H
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53
src/ui.cpp
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53
src/ui.cpp
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//
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// Created by illyum on 8/15/2024.
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//
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#include "ui.h"
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void Button::Draw() {
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Color currentColor = isHovered ? hoverColor : color;
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DrawRectangleRec(bounds, currentColor);
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DrawText(text, bounds.x + 10, bounds.y + 10, 20, textColor);
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}
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void Button::Update() {
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Vector2 mousePoint = GetMousePosition();
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isHovered = CheckCollisionPointRec(mousePoint, bounds);
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isClicked = isHovered && IsMouseButtonPressed(MOUSE_LEFT_BUTTON);
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}
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void Slider::Draw() {
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DrawRectangleRec(bounds, color);
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float knobX = bounds.x + (value - minValue) / (maxValue - minValue) * bounds.width;
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DrawRectangle(knobX - 5, bounds.y - 5, 10, bounds.height + 10, knobColor);
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}
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void Slider::Update() {
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static bool isDragging = false;
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Vector2 mousePoint = GetMousePosition();
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if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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isDragging = true;
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}
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if (isDragging) {
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float newValue = minValue + (mousePoint.x - bounds.x) / bounds.width * (maxValue - minValue);
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value = Clamp(newValue, minValue, maxValue);
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
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isDragging = false;
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}
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}
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// This will make the slider stop updating when the mouse leave's the bounds of the slider
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// Vector2 mousePoint = GetMousePosition();
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// if (CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
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// float newValue = minValue + (mousePoint.x - bounds.x) / bounds.width * (maxValue - minValue);
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// value = Clamp(newValue, minValue, maxValue);
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// }
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}
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float Clamp(float value, float min, float max) {
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if (value < min) return min;
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if (value > max) return max;
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return value;
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}
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39
src/ui.h
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39
src/ui.h
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//
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// Created by illyum on 8/15/2024.
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//
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#ifndef UI_H
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#define UI_H
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#include "raylib.h"
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struct Button {
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Rectangle bounds;
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const char* text;
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Color color;
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Color hoverColor;
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Color textColor;
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bool isHovered;
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bool isClicked;
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void Draw();
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void Update();
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};
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struct Slider {
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Rectangle bounds;
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float value;
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float minValue;
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float maxValue;
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Color color;
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Color knobColor;
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void Draw();
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void Update();
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};
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float Clamp(float value, float min, float max);
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#endif //UI_H
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