...And also an IMNOTGUI rewrite/successor from Gamemaker Studio 1
- General purpose hash memory: literally a struct that holds temporary values for UI
- Input wrapping system
- Tag system: ID and displayed string wrangling
- ID stack / prefix
- Auto/Meta-layout: automatically divide given region and callback function passing region as parameter for easier layout design
- 'Imperative' layout: each consecutive item draws will be automatically arranged according to current layout, unlike traditional drawing method unless specified
- Layout push / pop
- Nest-able layouts using stacks
- Manual layout: enables users to manually set the position of UI elements like traditional drawing
- Clipping regions: for scrollable & overflow clip-obeying UI elements
- Scrolling regions with scrollbar support
- Text and textboxes, including shadowed ones
- String trimmer, for text overflow handling
- Batch-friendly, sprite based (wire) rectangles
- Colour manipulation: addition for each RGB channels
- Batched 2D polygon renderer for complex shapes
- (Bézier) curves
- Label / text
- Generic button behaviour for button-like subwidgets (ex: slider knob)
- Button
- Sprite button with separate text & sprite aligns
- Button: callback based, customizable drawing & input events
- Text boxes & Number boxes (for both integer & float values)
- Horizontal slider
- Vertical slider
- Simple separator graphics
- Sliders: support both float and integer values
- Foldable region
- Tabs
// Sets up the new layout, and pushes the previous layout onto stack
// It's dimensions are [400, 300]px, and its positions at [600, 80]px
zitk_layout_push(600, 80, 400, 300, UI_LAYOUT_DIR.RIGHT);
// (simple draw_rectangle() wrapper)
zitk_draw_rect(UI_LAYOUT_X1-8, UI_LAYOUT_Y1-8, UI_LAYOUT_W+16, UI_LAYOUT_H+16, ZITK_PAL.BLACK, 1);
// zitk_button(x, y, str|id, wid, hei) returns true on 'press'
// (i.e. when the user clicks the button and releases the mouse while hovering on it)
// In this case, when the user presses the button the popup dialogue with message "boom" is displayed.
if (zitk_button(, , "LEFT-TO-RIGHT|BTN2", -32, -16))
show_message("boom");
// Explicitly break the line, though the items will also overflow and continue on the new line according to the layouts size.
zitk_layout_linebreak();
zitk_text(, , "Test text 1!");
zitk_text(, , "Test text (2)", ZITK_PAL.RED);
zitk_text(, , "Test text (3)", ZITK_PAL.GREEN);
// Implicit line break happens here, as the item has 'overflown' the layout region
zitk_text(, , "Test text (4)", ZITK_PAL.BLUE);
zitk_text(, , "Test text (5)", ZITK_PAL.GREEN);
zitk_text(, , "Test text (6)", ZITK_PAL.WHITE);
// This one does not care about the layout and all -- it's drawn at exactly wherever you want it.
// This is useful if you want some the text to be drawn like a traditional drawing functions of GM
zitk_text(600-42, 42, "Free text", #FFDD00);
// Ends current layout, pop from stack and make it the current one
zitk_layout_pop();
The code above produces the following result:
// make the width of layout controllable
_w = window_mouse_get_x() - 32;
zitk_layout_push(32, 400, _w, 200, UI_LAYOUT_DIR.RIGHT);
zitk_draw_rect(UI_LAYOUT_X1, UI_LAYOUT_Y1, UI_LAYOUT_W, UI_LAYOUT_H, ZITK_PAL.BLACK, 1);
// Set up the nested region
// UI_LAYOUT_* contains values for currently 'active' layout.
// The code below divides current region in two regions and uses it to make new layouts
// Sub-layout A, 45% width of layout] Repeteadly draw 16 lines of text
zitk_layout_push(UI_LAYOUT_X, UI_LAYOUT_Y, UI_LAYOUT_W * 0.45, UI_LAYOUT_H, UI_LAYOUT_DIR.DOWN);
zitk_draw_text_shadow(UI_LAYOUT_X1, UI_LAYOUT_Y1 - 32, "Region A (DOWN layout)");
zitk_draw_rect_wire(UI_LAYOUT_X1, UI_LAYOUT_Y1, UI_LAYOUT_W, UI_LAYOUT_H, ZITK_PAL.WHITE, 1);
for (var i=0; i<16; i++)
zitk_text(, , "Line #" + string(i), make_color_hsv((i<<2) & 0xFF, 128, 255));
zitk_layout_pop(true);
// Sub-layout B, 55% width of layout] Uses the 'meta'/auto layout, which programatically divides region into certain number of regions
var _callbacks = [], _sizes = [], _directions = [];
for (var i=0; i<24; i++)
{
// (ith sub-sub-layout blocks callback)
_callbacks[i] = function (idx, layout_x, layout_y, layout_w, layout_h) {
zitk_draw_rect(layout_x, layout_y, layout_w, layout_h, make_color_hsv((idx<<2) & 0xFF, 128, 80), 1); // backdrop for some flair
zitk_draw_rect_wire(layout_x, layout_y, layout_w, layout_h, c_lime, 1)
zitk_text(, , "#" + string(idx));
};
// (and its size)
_sizes[i] = [32, 42];
// (and internal layout direction)
_directions[i] = i % 4; // Cycle through UI_LAYOUT_DIR.RIGHT, UI_LAYOUT_DIR.LEFT, UI_LAYOUT_DIR.DOWN, UI_LAYOUT_DIR.UP
}
// Request autolayout solver to allocate 32 blocks of sub-sub-layouts in a left-to-right direction, calling passed in callback function on each layouts
zitk_draw_rect_wire(UI_LAYOUT_X, UI_LAYOUT_Y, UI_LAYOUT_W - UI_LAYOUT_LOCAL_X, UI_LAYOUT_H, ZITK_PAL.WHITE, 1);
zitk_draw_text_shadow(UI_LAYOUT_X, UI_LAYOUT_Y - 32, "Region B (autolayout)");
zitk_autolayout(UI_LAYOUT_X, UI_LAYOUT_Y, UI_LAYOUT_W - UI_LAYOUT_LOCAL_X, UI_LAYOUT_H, 24, _callbacks, UI_LAYOUT_DIR.RIGHT, false, _sizes, _directions);
zitk_layout_pop();
The code above produces the following result:
This is still in development, so it is not recommended to use it for a commercial or stability-critical situations... Yet.
As same goes for the IMNOTGUI, this project is inspired by ocornut's Dear ImGui paradigm