Merge branch 'properties_panel' into develop

This commit is contained in:
Insality 2025-05-28 23:22:29 +03:00
commit 8fc5f4d144
23 changed files with 425 additions and 89 deletions

View File

@ -20,7 +20,7 @@ local M = component.create("blocker")
---@param node node|string The node to use as a blocker
function M:init(node)
self.node = self:get_node(node)
self._is_enabled = gui.is_enabled(self.node, true)
self._is_enabled = true
end

View File

@ -8,9 +8,13 @@ local M = {}
---Get color by string (hex or from palette)
---@param color_id string Color id from palette or hex color
---@param color_id string|vector4 Color id from palette or hex color
---@return vector4
function M.get_color(color_id)
if type(color_id) == "vector4" then
return color_id
end
if PALETTE_DATA[color_id] then
return PALETTE_DATA[color_id]
end
@ -175,21 +179,15 @@ function M.rgb2hex(red, green, blue)
end
local load_palette_from_json = function(path)
local data = sys.load_resource(path)
local DEFAULT_PALETTE_PATH = sys.get_config_string("druid.palette_path")
if DEFAULT_PALETTE_PATH then
local loaded_palette = sys.load_resource(DEFAULT_PALETTE_PATH)
local data = loaded_palette and json.decode(loaded_palette)
if not data then
return
end
return json.decode(data)
end
local DEFAULT_PALETTE_PATH = sys.get_config_string("druid.palette_path")
if DEFAULT_PALETTE_PATH then
local loaded_palette = load_palette_from_json(DEFAULT_PALETTE_PATH)
if loaded_palette and loaded_palette["default"] then
M.add_palette(loaded_palette["default"])
end
M.add_palette(data)
end

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@ -20,20 +20,20 @@ local helper = require("druid.helper")
---@field _uid number
---@class druid.component
---@field druid druid.instance Druid instance to create inner components
---@field init fun(self:druid.component, ...)|nil Called when component is created
---@field update fun(self:druid.component, dt:number)|nil Called every frame
---@field on_remove fun(self:druid.component)|nil Called when component is removed
---@field on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field on_language_change fun(self:druid.component)|nil Called when language is changed
---@field protected druid druid.instance Druid instance to create inner components
---@field protected init fun(self:druid.component, ...)|nil Called when component is created
---@field protected update fun(self:druid.component, dt:number)|nil Called every frame
---@field protected on_remove fun(self:druid.component)|nil Called when component is removed
---@field protected on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field protected on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field protected on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field protected on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field protected on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field protected on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field protected on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field protected on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field protected on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field protected on_language_change fun(self:druid.component)|nil Called when language is changed
---@field private _component druid.component.component
---@field private _meta druid.component.meta
local M = {}
@ -133,6 +133,7 @@ end
---Return current component context
---@protected
---@return any context Usually it's self of script but can be any other Druid component
function M:get_context()
return self._meta.context
@ -148,6 +149,7 @@ end
---Get Druid instance for inner component creation.
---@protected
---@param template string|nil
---@param nodes table<hash, node>|node|string|nil The nodes table from gui.clone_tree or prefab node to use for clone or node id to clone
---@return druid.instance
@ -176,6 +178,7 @@ end
---Get parent component name
---@protected
---@return string|nil parent_name The parent component name if exist or nil
function M:get_parent_name()
local parent = self:get_parent_component()
@ -228,6 +231,7 @@ end
---Get component UID, unique identifier created in component creation order.
---@protected
---@return number uid The component uid
function M:get_uid()
return self._component._uid
@ -310,6 +314,7 @@ end
---Get current component nodes
---@protected
---@return table<hash, node>|nil
function M:get_nodes()
local nodes = self._meta.nodes
@ -352,6 +357,7 @@ end
---Return all children components, recursive
---@protected
---@return table Array of childrens if the Druid component instance
function M:get_childrens()
local childrens = {}
@ -368,6 +374,7 @@ end
---Сreate a new component class, which will inherit from the base Druid component.
---@protected
---@param name string|nil The name of the component
---@param input_priority number|nil The input priority. The bigger number processed first. Default value: 10
---@return druid.component

View File

@ -73,10 +73,8 @@ M.REVERSE_PIVOTS = {
M.LAYOUT_MODE = {
STRETCH_X = "stretch_x",
STRETCH_Y = "stretch_y",
ZOOM_MIN = "zoom_min",
ZOOM_MAX = "zoom_max",
FIT = gui.ADJUST_FIT,
STRETCH = gui.ADJUST_STRETCH,
FIT = "fit",
STRETCH = "stretch",
}
M.CURRENT_SYSTEM_NAME = sys.get_sys_info().system_name

View File

@ -181,6 +181,7 @@ function M.create(text, settings, style)
shadow = settings.shadow,
outline = settings.outline,
font = gui.get_font(settings.text_prefab),
split_to_characters = settings.split_to_characters,
-- Image params
---@type druid.rich_text.word.image
image = nil,

View File

@ -29,6 +29,7 @@ local function add_word(text, settings, words)
end
words[#words + 1] = data
return data
end
@ -44,7 +45,16 @@ local function split_line(line, settings, words)
else
local wi = #words
for word in trimmed_text:gmatch("%S+") do
add_word(word .. " ", settings, words)
if settings.split_to_characters then
for i = 1, #word do
local symbol = utf8.sub(word, i, i)
local w = add_word(symbol, settings, words)
w.nobr = true
end
add_word(" ", settings, words)
else
add_word(word .. " ", settings, words)
end
end
local first = words[wi + 1]
first.text = ws_start .. first.text

View File

@ -2,7 +2,8 @@
-- Author: Britzl
-- Modified by: Insality
local color = require("druid.custom.rich_text.module.rt_color")
--local color = require("druid.custom.rich_text.module.rt_color")
local color = require("druid.color")
local M = {}
local tags = {}
@ -43,20 +44,17 @@ end
-- Format: <color={COLOR_NAME}>{Text}</color>
-- Example: <color=FF0000>Rich Text</color>
M.register("color", function(params, settings, style)
params = style.COLORS[params] or params
settings.color = color.parse(params)
settings.color = color.get_color(params)
end)
M.register("shadow", function(params, settings, style)
params = style.COLORS[params] or params
settings.shadow = color.parse(params)
settings.shadow = color.get_color(params)
end)
M.register("outline", function(params, settings, style)
params = style.COLORS[params] or params
settings.outline = color.parse(params)
settings.outline = color.get_color(params)
end)

View File

@ -13,6 +13,7 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field image_pixel_grid_snap boolean
---@field combine_words boolean
---@field default_animation string
---@field split_by_character boolean
---@field text_prefab node
---@field adjust_scale number
---@field default_texture string
@ -50,7 +51,6 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field height number
---@class druid.rich_text.style
---@field COLORS table<string, vector4>
---@field ADJUST_STEPS number
---@field ADJUST_SCALE_DELTA number
@ -104,7 +104,6 @@ end
---@param style druid.rich_text.style
function M:on_style_change(style)
self.style = {
COLORS = style.COLORS or {},
ADJUST_STEPS = style.ADJUST_STEPS or 20,
ADJUST_SCALE_DELTA = style.ADJUST_SCALE_DELTA or 0.02,
}
@ -194,6 +193,15 @@ function M:tagged(tag)
end
---Set if the rich text should split to characters, not words
---@param value boolean
---@return druid.rich_text self
function M:set_split_to_characters(value)
self._settings.split_to_characters = value
return self
end
---Get all current created words, each word is a table that contains the information about the word
---@return druid.rich_text.word[]
function M:get_words()
@ -239,6 +247,7 @@ function M:_create_settings()
outline = gui.get_outline(self.root),
text_leading = gui.get_leading(self.root),
is_multiline = gui.get_line_break(self.root),
split_to_characters = false,
-- Image settings
image_pixel_grid_snap = false, -- disabled now

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@ -1,6 +1,6 @@
local component = require("druid.component")
local helper = require("druid.helper")
local defer = require("event.defer")
local queues = require("event.queues")
---@class druid.tiling_node: druid.component
---@field animation table
@ -28,7 +28,7 @@ function M:init(node)
print("The druid.script is not found, please add it nearby to the GUI collection", msg.url())
end)
defer.push("druid.get_atlas_path", {
queues.push("druid.get_atlas_path", {
texture_name = gui.get_texture(self.node),
sender = msg.url(),
}, self.on_get_atlas_path, self)

View File

@ -28,4 +28,7 @@ images {
images {
image: "/druid/images/icons/icon_arrow.png"
}
images {
image: "/druid/images/icons/icon_refresh.png"
}
extrude_borders: 2

View File

@ -114,6 +114,12 @@ local function wrap_widget(widget)
end
end
for key, value in pairs(widget) do
if event.is_event(value) then
wrapped_widget[key] = value
end
end
return wrapped_widget
end
@ -127,22 +133,21 @@ end
---@generic T: druid.widget
---@param widget_class T The class of the widget to return
---@param gui_url url GUI url
---@return T? widget The new created widget,
function M.get_widget(widget_class, gui_url)
---@param params any|nil Additional parameters to pass to the widget's init function
---@return T widget The new created widget,
function M.get_widget(widget_class, gui_url, params)
gui_url = gui_url or msg.url()
local registered_druids = REGISTERED_GUI_WIDGETS[gui_url.socket]
if not registered_druids then
return nil
end
assert(registered_druids, "Druid widget not registered for this game object")
for index = 1, #registered_druids do
local druid = registered_druids[index]
if druid.fragment == gui_url.fragment and druid.path == gui_url.path then
return druid.new_widget:trigger(widget_class)
return druid.new_widget:trigger(widget_class, nil, nil, params)
end
end
return nil
error("Druid widget not found for this game object: " .. gui_url)
end
@ -156,8 +161,8 @@ function M.register_druid_as_widget(druid)
table.insert(REGISTERED_GUI_WIDGETS[gui_url.socket], {
path = gui_url.path,
fragment = gui_url.fragment,
new_widget = event.create(function(widget_class)
return wrap_widget(druid:new_widget(widget_class))
new_widget = event.create(function(widget_class, template, nodes, params)
return wrap_widget(druid:new_widget(widget_class, template, nodes, params))
end),
})
end

View File

@ -3,7 +3,7 @@
-- This one is a required to make a unified "Shaders" pipeline in the GUI scripts
-- This required to grab a texture data with `go.get` function
local defer = require("event.defer")
local queues = require("event.queues")
---Usage: defer.push("druid.get_atlas_path", {
--- texture_name = gui.get_texture(self.node),
@ -35,10 +35,10 @@ end
function init(self)
defer.subscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
queues.subscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
end
function final(self)
defer.unsubscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
queues.unsubscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
end

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@ -31,6 +31,8 @@ local CORNER_PIVOTS = {
---@field DRAGGABLE_CORNER_SIZE vector3 Size of box node for debug draggable corners
---@field DRAGGABLE_CORNER_COLOR vector4 Color of debug draggable corners
---@alias druid.container.mode "stretch" | "fit" | "stretch_x" | "stretch_y"
---Druid component to manage the size and positions with other containers relations to create a adaptable layouts.
---
---### Setup
@ -54,7 +56,7 @@ local CORNER_PIVOTS = {
---@field position vector3 The current position
---@field pivot_offset vector3 The pivot offset
---@field center_offset vector3 The center offset
---@field mode string The layout mode
---@field mode druid.container.mode The layout mode
---@field fit_size vector3 The fit size
---@field min_size_x number|nil The minimum size x
---@field min_size_y number|nil The minimum size y
@ -176,7 +178,7 @@ function M:set_size(width, height, anchor_pivot)
if self.max_size_y then
height = min(height, self.max_size_y)
end
if (width and width ~= self.size.x) or (height and height ~= self.size.y) then
self.center_offset.x = -width * self.pivot_offset.x
self.center_offset.y = -height * self.pivot_offset.y
@ -537,7 +539,7 @@ function M:_on_corner_drag(x, y, corner_offset)
end
if self.max_size_y and size.y + y > self.max_size_y then
y = self.max_size_y - size.y
end
end
if corner_offset.x < 0 then
self.node_offset.x = self.node_offset.x - x

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@ -148,12 +148,4 @@ M["hotkey"] = {
}
M["rich_text"] = {
COLORS = {
white = "#FFFFFF",
black = "#000000"
}
}
return M

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@ -1,5 +1,5 @@
---@class druid.widget: druid.component
---@field druid druid.instance Ready to use druid instance
---@field protected druid druid.instance Ready to use druid instance
---@class druid.logger
---@field trace fun(message: string, context: any)

View File

@ -681,7 +681,7 @@ end
local container = require("druid.extended.container")
---Create Container component
---@param node string|node The node_id or gui.get_node(node_id).
---@param mode string|nil Layout mode
---@param mode druid.container.mode|nil Layout mode. Default Fit or Stretch depends from node adjust mode from GUI scene
---@param callback fun(self: druid.container, size: vector3)|nil Callback on size changed
---@return druid.container container The new container component
function M:new_container(node, mode, callback)

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@ -6,7 +6,6 @@ local color = require("druid.color")
---@field text_name druid.text
---@field button druid.button
---@field text_button druid.text
---@field druid druid.instance
local M = {}
@ -51,6 +50,14 @@ function M:set_text_button(text)
end
---@param enabled boolean
---@return druid.widget.property_button
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
return self
end
function M:set_color(color_value)
color.set_color(self:get_node("button"), color_value)
end

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@ -73,4 +73,11 @@ function M:on_change(callback)
end
---Set the enabled state of the checkbox
---@param enabled boolean
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
end
return M

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@ -101,6 +101,45 @@ nodes {
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: 152.0
y: -4.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_refresh"
id: "icon_refresh"
pivot: PIVOT_NE
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: 112.0
y: -4.0
}
scale {
x: -1.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_arrow"
id: "icon_back"
pivot: PIVOT_NW
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
y: -50.0

View File

@ -1,3 +1,7 @@
local event = require("event.event")
local color = require("druid.color")
local helper = require("druid.helper")
local property_checkbox = require("druid.widget.properties_panel.properties.property_checkbox")
local property_slider = require("druid.widget.properties_panel.properties.property_slider")
local property_button = require("druid.widget.properties_panel.properties.property_button")
@ -21,6 +25,8 @@ local property_vector3 = require("druid.widget.properties_panel.properties.prope
---@field properties_constructors fun()[] List of properties functions to create a new widget. Used to not spawn non-visible widgets but keep the reference
local M = {}
local COLOR_BUTTON = "#4E4F50"
local COLOR_REFRESH_ACTIVE = "#8BD092"
function M:init()
self.root = self:get_node("root")
@ -34,6 +40,9 @@ function M:init()
self.default_size = self.container:get_size()
-- To have ability to go back to previous scene, collections of all properties to rebuild
self.scenes = {}
self.properties = {}
self.properties_constructors = {}
self.current_page = 1
@ -52,6 +61,15 @@ function M:init()
self:set_hidden(not self._is_hidden)
end):set_style(nil)
self.button_back = self.druid:new_button("icon_back", function()
self:previous_scene()
end)
gui.set_enabled(self.button_back.node, false)
self.button_refresh = self.druid:new_button("icon_refresh", function()
self:toggle_auto_refresh()
end)
-- We not using as a part of properties, since it handled in a way to be paginable
self.paginator = self.druid:new_widget(property_left_right_selector, "property_left_right_selector", "root")
self.paginator:set_text("Page")
@ -80,6 +98,23 @@ function M:on_remove()
end
function M:toggle_auto_refresh()
self._is_auto_refresh = not self._is_auto_refresh
if self._is_auto_refresh then
self.is_dirty = true
color.set_color(self.button_refresh.node, COLOR_REFRESH_ACTIVE)
self._timer_refresh = timer.delay(1, true, function()
self.is_dirty = true
end)
else
color.set_color(self.button_refresh.node, COLOR_BUTTON)
timer.cancel(self._timer_refresh)
self._timer_refresh = nil
end
end
function M:on_drag_widget(dx, dy)
local position = self.container:get_position()
self.container:set_position(position.x + dx, position.y + dy)
@ -112,6 +147,37 @@ function M:clear_created_properties()
end
function M:next_scene()
local scene = {
header = self.text_header:get_text(),
current_page = self.current_page,
}
helper.add_array(scene, self.properties_constructors)
table.insert(self.scenes, scene)
self:clear()
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:previous_scene()
local scene = table.remove(self.scenes)
self:clear()
helper.add_array(self.properties_constructors, scene)
self.text_header:set_text(scene.header)
self.current_page = scene.current_page
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:clear()
self:clear_created_properties()
self.properties_constructors = {}
@ -139,26 +205,28 @@ end
function M:update(dt)
if self.is_dirty then
self.is_dirty = false
if not self.is_dirty then
return
end
self:clear_created_properties()
self.is_dirty = false
local properties_count = #self.properties_constructors
self:clear_created_properties()
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
local properties_count = #self.properties_constructors
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
for index = start_index, end_index do
self.properties_constructors[index]()
end
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
for index = start_index, end_index do
self.properties_constructors[index]()
end
end
@ -285,6 +353,12 @@ function M:remove(widget)
end
---Force to refresh properties next update
function M:set_dirty()
self.is_dirty = true
end
function M:set_hidden(is_hidden)
self._is_hidden = is_hidden
local hidden_size = gui.get_size(self:get_node("header"))
@ -293,6 +367,11 @@ function M:set_hidden(is_hidden)
self.container:set_size(new_size.x, new_size.y, gui.PIVOT_N)
gui.set_enabled(self.content, not self._is_hidden)
gui.set_enabled(self.button_refresh.node, not self._is_hidden)
if not self._is_hidden then
self.is_dirty = true
end
end
@ -301,16 +380,183 @@ function M:is_hidden()
end
function M:load_previous_page()
self.current_page = self.current_page - 1
self.is_dirty = true
end
---@param properties_per_page number
function M:set_properties_per_page(properties_per_page)
self.properties_per_page = properties_per_page
end
---Set a page of current scene
---@param page number
function M:set_page(page)
self.current_page = page
self.is_dirty = true
end
---Set a text at left top corner of the properties panel
---@param header string
function M:set_header(header)
self.text_header:set_text(header)
end
---@param data table
function M:render_lua_table(data)
local component_order = {}
for component_id in pairs(data) do
table.insert(component_order, component_id)
end
table.sort(component_order, function(a, b)
local a_type = type(data[a])
local b_type = type(data[b])
if a_type ~= b_type then
return a_type < b_type
end
if type(a) == "number" and type(b) == "number" then
return a < b
end
return tostring(a) < tostring(b)
end)
for i = 1, #component_order do
local component_id = component_order[i]
self:add_property_component(component_id, data)
end
local metatable = getmetatable(data)
if metatable and metatable.__index and type(metatable.__index) == "table" then
local metatable_order = {}
for key in pairs(metatable.__index) do
table.insert(metatable_order, key)
end
table.sort(metatable_order)
for i = 1, #metatable_order do
local component_id = metatable_order[i]
local component = metatable.__index[component_id]
self:add_property_component("M:" .. component_id, data)
end
end
end
---@private
---@param component_id string
---@param data table
function M:add_property_component(component_id, data)
local component = data[component_id]
local component_type = type(component)
if component_type == "table" then
local is_event = event.is_event(component)
if is_event then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call Event (" .. #component .. ")")
button.button.on_click:subscribe(function()
component:trigger()
end)
end)
else
self:add_button(function(button)
local is_empty = next(component) == nil
local is_array = component[1] ~= nil
local name = "Inspect"
if is_empty then
name = "Inspect (Empty)"
end
if is_array then
name = "Inspect (" .. #component .. ")"
end
local button_name = component_id
-- If it's a number or array, try to get the id/name/prefab_id from the component
if type(component) == "table" and type(component_id) == "number" then
local extracted_id = component.name or component.prefab_id or component.node_id or component.id
if extracted_id then
button_name = component_id .. ". " .. extracted_id
end
end
button:set_text_property(button_name)
button:set_text_button(name)
button.button.on_click:subscribe(function()
self:next_scene()
self:set_header(button_name)
self:render_lua_table(component)
end)
end)
end
end
if component_type == "string" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(data[component_id]))
input:on_change(function(_, value)
data[component_id] = value
end)
end)
end
if component_type == "number" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(helper.round(data[component_id], 3)))
input:on_change(function(_, value)
data[component_id] = tonumber(value)
end)
end)
end
if component_type == "boolean" then
self:add_checkbox(function(checkbox)
checkbox:set_text_property(tostring(component_id))
checkbox:set_value(data[component_id])
checkbox:on_change(function(value)
data[component_id] = value
end)
end)
end
if component_type == "userdata" then
if types.is_vector3(component) then
---@cast component vector3
self:add_vector3(function(vector3)
vector3:set_text_property(tostring(component_id))
vector3:set_value(data[component_id].x, data[component_id].y, data[component_id].z)
vector3.on_change:subscribe(function(value)
data[component_id].x = value.x
data[component_id].y = value.y
data[component_id].z = value.z
end)
end)
else
self:add_text(function(text)
text:set_text_property(tostring(component_id))
text:set_text_value(tostring(data[component_id]))
end)
end
end
if component_type == "function" then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call")
button.button.on_click:subscribe(function()
component(data)
end)
end)
end
end
return M

View File

@ -0,0 +1,14 @@
profiles {
name: "Landscape"
qualifiers {
width: 1920
height: 1080
}
}
profiles {
name: "Portrait"
qualifiers {
width: 1080
height: 1920
}
}

View File

@ -81,7 +81,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test color tag with named color
local words = rich_text:set_text("<color=red>Colored Text</color>")
local words = rich_text:set_text("<color=#FF0000>Colored Text</color>")
assert(#words > 0)
-- Word should have a tags field with color tag
@ -104,7 +104,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test shadow tag with named color
local words = rich_text:set_text("<shadow=black>Shadowed Text</shadow>")
local words = rich_text:set_text("<shadow=#000000>Shadowed Text</shadow>")
assert(#words > 0)
assert(words[1].shadow ~= nil)
@ -129,7 +129,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test outline tag with named color
local words = rich_text:set_text("<outline=black>Outlined Text</outline>")
local words = rich_text:set_text("<outline=#000000>Outlined Text</outline>")
assert(#words > 0)
assert(words[1].outline ~= nil)
@ -228,7 +228,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test combined tags
local words = rich_text:set_text("<color=red><size=2>Big Red Text</size></color>")
local words = rich_text:set_text("<color=#FF0000><size=2>Big Red Text</size></color>")
assert(#words > 0)
assert(words[1].tags.color)
@ -236,7 +236,7 @@ return function()
assert(words[1].relative_scale == 2)
-- Test nested tags
words = rich_text:set_text("<color=red>Red <size=2>Big Red</size> Red</color>")
words = rich_text:set_text("<color=#FF0000>Red <size=2>Big Red</size> Red</color>")
assert(#words >= 3)
-- All words should have color tag