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https://github.com/Insality/druid
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Copy grid from infinity scroll tests
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@ -43,7 +43,10 @@ function M.init(self, parent, element, in_row)
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self.anchor = vmath.vector3(0.5 + pivot.x, 0.5 - pivot.y, 0)
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self.in_row = in_row or 1
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self.node_size = gui.get_size(self:get_node(element))
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local node = self:get_node(element)
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self.node_size = gui.get_size(node)
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self.node_pivot = const.PIVOTS[gui.get_pivot(node)]
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self.border = vmath.vector4(0)
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self.border_offset = vmath.vector3(0)
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@ -56,19 +59,25 @@ function M.init(self, parent, element, in_row)
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end
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local function check_border(self, pos)
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local border = self.border
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local function _update_border(self, pos, border)
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local size = self.node_size
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local pivot = self.node_pivot
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local W = pos.x - size.x/2 + self.border_offset.x
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local E = pos.x + size.x/2 + self.border_offset.x
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local N = pos.y + size.y/2 + self.border_offset.y
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local S = pos.y - size.y/2 + self.border_offset.y
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local left = pos.x - size.x/2 - (size.x * pivot.x) + self.border_offset.x
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local right = pos.x + size.x/2 - (size.x * pivot.x) + self.border_offset.x
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local top = pos.y + size.y/2 - (size.y * pivot.y) + self.border_offset.y
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local bottom = pos.y - size.y/2 - (size.y * pivot.y)+ self.border_offset.y
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border.x = math.min(border.x, W)
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border.y = math.max(border.y, N)
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border.z = math.max(border.z, E)
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border.w = math.min(border.w, S)
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border.x = math.min(border.x, left)
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border.y = math.max(border.y, top)
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border.z = math.max(border.z, right)
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border.w = math.min(border.w, bottom)
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end
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local function update_border_offset(self, pos)
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local border = self.border
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_update_border(self, pos, border)
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self.border_offset = vmath.vector3(
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(border.x + (border.z - border.x) * self.anchor.x),
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@ -79,9 +88,7 @@ end
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local function update_pos(self, is_instant)
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for i = 1, #self.nodes do
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local node = self.nodes[i]
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for i, node in pairs(self.nodes) do
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if is_instant then
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gui.set_position(node, self:get_pos(i))
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else
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@ -118,8 +125,10 @@ function M.get_index(self, pos)
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local col = (pos.x + self.border_offset.x) / (self.node_size.x + self.offset.x)
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local row = -(pos.y + self.border_offset.y) / (self.node_size.y + self.offset.y)
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local index = col + (row * self.in_row) + 1
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return math.floor(index)
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row = math.floor(row)
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local index = col + (row * self.in_row)
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return math.ceil(index)
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end
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@ -152,42 +161,91 @@ end
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-- @tparam[opt] number index The item position. By default add as last item
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function M.add(self, item, index)
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index = index or (#self.nodes + 1)
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if self.grid_mode == const.GRID_MODE.DYNAMIC then
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table.insert(self.nodes, index, item)
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else
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self.nodes[index] = item
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end
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gui.set_parent(item, self.parent)
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local pos = self:get_pos(index)
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check_border(self, pos)
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for i, _ in pairs(self.nodes) do
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update_border_offset(self, self:get_pos(i))
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end
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-- Add new item instantly in new pos
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gui.set_position(item, pos)
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update_pos(self)
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self.on_add_item:trigger(self:get_context(), item, index)
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end
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function M:remove(index, delete_node)
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assert(self.nodes[index], "No grid item at given index " .. index)
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local parent_node = self.nodes[index]
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if delete_node then
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gui.delete_node(parent_node)
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end
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if self.grid_mode == const.GRID_MODE.DYNAMIC then
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table.remove(self.nodes, index)
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else
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self.nodes[index] = nil
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end
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-- Recalculate borders
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self.border = vmath.vector4(0)
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update_border_offset(self, self:get_pos(1))
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for i, _ in pairs(self.nodes) do
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local pos = self:get_pos(i)
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update_border_offset(self, pos)
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end
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update_pos(self)
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end
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--- Return grid content size
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-- @function grid:get_size
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-- @treturn vector3 The grid content size
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function M.get_size(self)
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function M.get_size(self, border)
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border = border or self.border
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return vmath.vector3(
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self.border.z - self.border.x,
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self.border.y - self.border.w,
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border.z - border.x,
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border.y - border.w,
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0)
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end
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function M:get_size_for_elements_count(count)
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local border = vmath.vector4(0)
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for i = 1, count do
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local pos = self:get_pos(i)
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_update_border(self, pos, border)
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end
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return M.get_size(self, border)
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end
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--- Return array of all node positions
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-- @function grid:get_all_pos
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-- @treturn vector3[] All grid node positions
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function M.get_all_pos(self)
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local result = {}
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for i = 1, #self.nodes do
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table.insert(result, gui.get_position(self.nodes[i]))
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for i, node in pairs(self.nodes) do
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table.insert(result, gui.get_position(node))
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end
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return result
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end
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--- Chane set position function for grid nodes. It will call on
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--- Change set position function for grid nodes. It will call on
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-- update poses on grid elements. Default: gui.set_position
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-- @function grid:set_position_function
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-- @tparam function callback Function on node set position
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@ -209,4 +267,11 @@ function M.clear(self)
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end
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function M:set_grid_mode(grid_mode)
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assert(grid_mode == const.GRID_MODE.STATIC or grid_mode == const.GRID_MODE.DYNAMIC)
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self.grid_mode = grid_mode
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end
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return M
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