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- const.TEXT_ADJUST.SCALE_THEN_SCROLL - Combine two modes: first limited downscale, then scroll
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- **#110** [Button] Add `Button:set_check_function(check_function, failure_callback)` function to add your custom click condition to button.
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- `Button:set_enabled` has more priority than this to check button availability
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- The `check_function` should return _true_ of _false_. If true - button can be clicked
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- The `failure_callback`will be called if `check_function` will return false. It's callback for you if button is not available
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- Example with `set_check_function` exists in general:buttons example collection
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- The `check_function` should return _true_ of _false_. If true - button can be clicked by user
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- The `failure_callback` will be called if `check_function` will return false
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- Example with `set_check_function` in general:buttons example collection
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- **#66** Add `druid:set_whitelist()` and `druid.set_blacklist()` functions. It's affects only on input process step, you can allow/forbid interact with list of specific components
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- **#125** Now `component:set_input_priority()` affects on all component's children too
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- **#111** Add autocheck for input and stencil nodes. To enable this feature, add `druid.stencil_check = 1` to your game.project file.
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- Add `helper.get_closest_stencil_node` function to get closest parent non inverted stencil node
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- Add `component.ON_LATE_INIT` interest. If component with with interest, it will call `component.on_late_init` function once after component init on update step. This can be used to do something after all gui components are was initialized and setup.
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- You can pass array of components, single component or nil in these functions
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- **#111** Add autocheck for input and stencil nodes. To enable this feature, add `druid.stencil_check = 1` to your _game.project_ file.
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- This feature is using for auto setup `component:set_click_zone` to restrict clicks outside scrolls zone for example. Now you can don't think about click zone and let Druid do it instead of you!
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- **#81** Add ability to interact with Druid input via messages
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- Add `helper.get_closest_stencil_node` function to get closest parent of non inverted stencil node
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- Add `component.ON_LATE_INIT` interest. Component with this will call `component.on_late_init` function once after component init on update step. This can be used to do something after all gui components are inited
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- **#81** Add ability to interact with Druid input via messages:
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- Currently add for Button and Text component only:
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- Send to _gui.script_ message: `druid_const.ON_MESSAGE_INPUT`. The message table params:
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- `node_id` - the name of the node with button component on it
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- `node_id` - the name of the node with component on it
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- `action` - value from `druid_const.MESSAGE_INPUT`. Available values:
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- **BUTTON_CLICK** - usual button click callback
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- **BUTTON_LONG_CLICK** - button long click callback
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- **#131** [Static Grid] Add style param: `IS_DYNAMIC_NODE_POSES` (default: false). Always align by content size with node anchor.
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- If true - Static Grid will by always align to content anchor.
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- If false (currently behaviour) - all poses for static grid is predefined and not depends on element's count (see example: static grid and static grid with dynamic poses)
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- **#125** Now `component:set_input_priority()` affects on all component's children too
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- **#143** Update all lang components on `druid.set_text_function` call
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- **#112** Allow remap default Druid input bindings.
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- **#112** Allow remap default Druid input bindings via `game.project`
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- **#107** [Text] Better scale text adjust by height for multiline text nodes (but still not perfect)
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- **#144** [Scroll] Fix some glitches with scroll Points of Interest. Remove false detection of scroll stopped.
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- **#142** [Scroll] Add Scroll style param `WHEEL_SCROLL_BY_INERTION` (default - false). If true - mouse wheel will add inertion to scroll, if false - set position directly per mouse wheel event.
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