Update docs

This commit is contained in:
Insality
2025-04-15 21:49:22 +03:00
parent e2c9a7d9d6
commit 9e2a14c6dd
48 changed files with 1097 additions and 1289 deletions

View File

@@ -51,7 +51,7 @@ end
function init(self)
self.druid = druid.new(self)
-- We can use the node_id instead of gui.get_node():
-- We can use the node_id instead of gui.get_node():
self.button = self.druid:new_button("button_node_id", on_button_callback)
self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
end
@@ -79,39 +79,57 @@ Widgets are reusable UI components that encapsulate multiple **Druid** component
### Creating a Widget
Create a new Lua file for your widget class. This file should be placed near the corresponding GUI file with the same name.
Create a new Lua file for your widget class. This file better to be placed near the corresponding GUI file with the same name.
Define `init` function to initialize the widget.
Here's a basic widget example:
```lua
---@class your_widget_class: druid.widget
---@class best_widget_in_the_world: druid.widget
local M = {}
function M:init()
self.root = self:get_node("root")
-- Create a button and a text components inside your widget
self.button = self.druid:new_button("button_node_id", self.on_click)
self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
-- They are now accessible by self.button and self.text outside
end
---The "self" will be invoked correctly inside Druid's callbacks
function M:on_click()
self.text:set_text("The button clicked!")
end
---Add your own functions to the widget
function M:say_hello()
self.text:set_text("Hello, Druid!")
end
return M
```
### Using Widgets
You can create widgets in your GUI script like this:
You can create widgets in your GUI script:
```lua
local druid = require("druid.druid")
local best_widget_in_the_world = require("widgets.best_widget_in_the_world")
function init(self)
self.druid = druid.new(self)
self.my_widget = self.druid:new_widget(your_widget_class)
local my_widget_template_id_on_gui_scene = "best_widget_in_the_world"
self.my_widget = self.druid:new_widget(best_widget_in_the_world, my_widget_template_id_on_gui_scene)
-- Now you can use the widget functions
self.my_widget:say_hello()
end
function final(self)
@@ -137,12 +155,12 @@ Widgets can use templates defined in your GUI scene. Templates are collections o
### Using Templates
If you have a GUI template with ID `my_widget_example` containing `button_node_id` and `text_node_id` nodes, you can use it like this:
If you have a GUI template with ID `best_widget_in_the_world` containing `button_node_id` and `text_node_id` nodes, you can use it like this:
```lua
function init(self)
self.druid = druid.new(self)
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example")
self.my_widget = self.druid:new_widget(best_widget_in_the_world, "best_widget_in_the_world")
self.my_widget.button.on_click:subscribe(function()
print("my custom callback")
@@ -158,18 +176,18 @@ For dynamically created GUI templates (from prefabs), you can pass nodes directl
```lua
function init(self)
self.druid = druid.new(self)
self.prefab = gui.get_node("my_widget_prefab/root")
self.prefab = gui.get_node("best_widget_in_the_world/root")
local nodes = gui.clone_tree(self.prefab)
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", nodes)
self.my_widget = self.druid:new_widget(best_widget_in_the_world, "best_widget_in_the_world", nodes)
end
```
You can also use the root node ID or node directly:
You can also use the root node ID or node directly, it will be cloned and used as a template:
```lua
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", "my_widget_prefab/root")
self.my_widget = self.druid:new_widget(best_widget_in_the_world, "best_widget_in_the_world", "best_widget_in_the_world/root")
-- or
self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", self.prefab)
self.my_widget = self.druid:new_widget(best_widget_in_the_world, "best_widget_in_the_world", self.prefab)
```