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Update changelogs
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@ -96,6 +96,7 @@ Druid 0.4.0:
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Druid 0.5.0:
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- **#77** Grid update:
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- The _grid_ component now is __deprecated__. Use _static_grid_ instead. Druid will show you deprecated message, if you still using _grid_ component
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- __[BREAKING]__ Remove the _grid:set_offset_ grid functions. To adjust the distance between nodes inside grid - setup correct node sizes
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- Add _static_grid_ component
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- The behaviour like previous _grid_ component
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- Have constant element size, so have ability to precalculate positions, indexes and size of content
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@ -103,22 +104,24 @@ Druid 0.5.0:
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- This grid can spawn elements with several rows and collumns
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- Add _dynamic_grid_ component
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- Have dynamic element size. So have no ability to precalculate stuff like _static_grid_
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- Element size got from _gui.get_size_ * _gui.get_scale_
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- This grid can not have spaces between elements. You will get the error, if spawn element far away from other elements
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- This grid can't have gaps between elements. You will get the error, if spawn element far away from other elements
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- The grid can spawn elements only in row or in collumn
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- The grid node should have West or North pivot (vertical or horizontal element placement)
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- The grid node should have __West__ or __North__ pivot (vertical or horizontal element placement)
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- Able to shift nodes left or right on _grid:add_/_grid:remove_ functions
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- Scroll update:
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- Add _scroll:set_vertical_scroll_ and _scroll:set_horizontal_scroll_ for disable scroll sides
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- Add _scroll:bind_grid_ function. It's allow bind grid component (static or dynamic) to the scroll for auto refresh the scroll size on grid nodes changing
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- **#37** Add _on_layout_change_ support. Druid will keep and restore GUI component data between changing game layout. Override function _on_layout_change_ in your custom components to do stuff you need.
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- **#85** Move several components from `base` folder to `extended`. In future, to use them, you have to register them manually. This is need for decrease build size by excluding unused components
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- Add _scroll:set_vertical_scroll_ and _scroll:set_horizontal_scroll_ for disable scroll sides
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- **#85** Move several components from `base` folder to `extended`. In future to use them, you have to register them manually. This is done for decrease build size by excluding unused components
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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:** __[BREAKING]__ Fix typo: strech -> stretch. Scroll function `set_extra_stretch_size` renamed
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- **Fix #76:** Add params for lang text localization component
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- **Fix #79:** Fix druid:remove inside on_input callback
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- **Fix #80:** Fix hover set_enable typo function call
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- **Fix #88:** Add _component:set_input_enabled_ function to enable/disable input for druid component
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- **Fix #79:** Fix _druid:remove_ inside on_input callback
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- **Fix #80:** Fix _hover:set_enable_ typo function call
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- **Fix #88:** Add _component:set_input_enabled_ function to enable/disable input for druid component. Now you can disable input of any druid component, even complex (with other components inside)
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- Add `component.tempalte.lua` as template for Druid custom component
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>>>>>>> develop
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@ -327,7 +327,7 @@ end
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--- Bind the grid component (Static or Dynamic) to recalc
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--- Bind the grid component (Static or Dynamic) to recalculate
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-- scroll size on grid changes
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-- @function scroll:bind_grid
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-- @tparam druid.static_grid|druid.dynamic_grid Druid grid component
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@ -166,9 +166,6 @@ function StaticGrid:remove(index, is_shift_nodes)
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end
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end
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-- Recalculate borders
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self.border = vmath.vector4(0)
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self:_update()
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self.on_add_item:trigger(self:get_context(), index)
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@ -179,11 +176,10 @@ end
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--- Return grid content size
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-- @function static_grid:get_size
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-- @treturn vector3 The grid content size
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function StaticGrid:get_size(border)
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border = border or self.border
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function StaticGrid:get_size()
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return vmath.vector3(
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border.z - border.x,
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border.y - border.w,
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self.border.z - self.border.x,
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self.border.y - self.border.w,
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0)
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end
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