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Update docs
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@@ -25,6 +25,7 @@ Where node name is name of node from GUI scene. You can use `node_name` as input
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- **on_long_click** - callback on long button tap, don't trigger if callback is empty
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- **on_hold_click** - hold callback, before long_click trigger, don't trigger if callback is empty
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- **on_double_click** - different callback, if tap button 2+ in row, don't trigger if callback is empty
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- Click event will not trigger, if between pressed and released state cursor was outside of node zone
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- If button have double click event and it is triggered, usual callback will be not invoked
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- If you have stencil on buttons and you don't want trigger them outside of stencil node, you can use `button:set_click_zone` to restrict button click zone
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- Button can have key trigger to use then by key: `button:set_key_trigger`
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@@ -36,8 +36,8 @@ end
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function M.on_message(self, message_id, message, sender)
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end
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-- Call only if component with ON_LANGUAGE_CHANGE interest
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function M.on_language_change(self)
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-- Call only if component with ON_ANGUAGECHANinterest
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function M.on_anguagechanself)
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end
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-- Call only if component with ON_LAYOUT_CHANGE interest
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@@ -96,3 +96,8 @@ Druid 0.4.0:
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Druid 0.5.0:
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- **Fix #61:** Button component: fix button animation node creation
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- **Fix #64:** Hover component: wrong mouse_hover default state
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- **Fix #71:** Blocker: blocker now correct block mouse hover event
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- **Fix #72:** Fix `return nil` in some `on_input` functions
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- **Fix #74:** Fix typo: strech -> stretch. Scroll function `set_extra_stretch_size` renamed
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- Add `component.tempalte.lua` as template for Druid custom component
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