Merge pull request #35 from Insality/develop

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129 changed files with 19283 additions and 1714 deletions

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.project
.cproject
builtins
dist

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.luacheckrc Normal file
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std = "max"
files['.luacheckrc'].global = false
unused_args = false
max_code_line_length = 90
max_comment_line_length = false
globals = {
"sys",
"go",
"gui",
"label",
"render",
"crash",
"sprite",
"sound",
"tilemap",
"spine",
"particlefx",
"physics",
"factory",
"collectionfactory",
"iac",
"msg",
"vmath",
"url",
"http",
"image",
"json",
"zlib",
"iap",
"push",
"facebook",
"hash",
"hash_to_hex",
"pprint",
"init",
"final",
"update",
"on_input",
"on_message",
"on_reload",
"socket",
"table",
"debug",
"timer",
"window",
"buffer",
"resource",
"defos",
}

148
README.md
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# druid
Defold UI library
[![](media/druid_logo.png)](https://insality.github.io/druid/)
This project was created from the "empty" project template.
**Druid** - powerful defold component UI library. Use basic druid components or make your own game-specific components to make amazing GUI in your games.
The settings in ["game.project"](defold://open?path=/game.project) are all the default. A bootstrap empty ["main.collection"](defold://open?path=/main/main.collection) is included.
Check out [the documentation pages](https://defold.com/learn) for examples, tutorials, manuals and API docs.
## Setup
If you run into trouble, help is available in [our forum](https://forum.defold.com).
### Dependency
Happy Defolding!
You can use the druid extension in your own project by adding this project as a [Defold library dependency](https://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add:
---
> [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip)
Or point to the ZIP file of a [specific release](https://github.com/Insality/druid/releases).
### Code
Adjust druid settings, if needed:
```lua
local druid = require("druid.druid")
-- Used for button component and custom components
druid.set_sound_function(callback)
-- Used for lang_text component
druid.set_text_function(callback)
-- Used for change default druid style
druid.set_default_style(your_style)
```
## Components
Druid provides next basic components:
- **Button** - Basic game button
- **Text** - Wrap on text node with text size adjusting
- **Blocker** - Block input in node zone
- **Back Handler** - Handle back button (Android, backspace)
- **Lang text** - Text component with handle localization system
- **Timer** - Run timer on text node
- **Progress** - Basic progress bar
- **Scroll** - Basic scroll component
- **Grid** - Component for manage node positions
- **Slider** - Basic slider component
- **Checkbox** - Basic checkbox component
- **Checkbox group** - Several checkboxes in one group
- **Radio group** - Several checkboxes in one group with single choice
- **Hover** - Trigger component for check node hover state
- **Input** - Component to process user text input
Full info see on _components.md_
## Creating components
Any components creating via druid:
```lua
local druid = require("druid.druid")
local function init(self)
self.druid = druid.new(self)
local button = self.druid:new_button(node_name, callback)
local text = self.druid:new_text(node_text_name)
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
self.druid:on_input(action_id, action)
end
```
## Examples
See the [example folder](https://github.com/insality/druid/tree/develop/example/kenney) for examples of how to use Druid
See the [druid-assets repository](https://github.com/insality/druid-assets) for examples of how to create custom components and styles
Try the HTML5 version of the example app
## Documentation
To learn druid better, read next documentation:
- Druid components
- Create custom components
- Druid asset store
- Druid Styles
Full druid documentation you can find here:
https://insality.github.io/druid/
## Games powered by Druid
_Will fill later_
## Future plans
- Basic input component
- Add on_layout_change support (to keep gui data between layout change)
- Add on_change_language support (call single function to update all druid instance)
- Better documentation and examples
- Add more comfortable gamepad support for GUI (ability to select button with DPAD and other stuff)
## License
Original idea by [AGulev](https://github.com/AGulev)
Developed and supporting by [Insality](https://github.com/Insality)
MIT License
## Issues and suggestions
If you have any issues, questions or suggestions please [create an issue](https://github.com/Insality/druid/issues) or contact me: [insality@gmail.com](mailto:insality@gmail.com)

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alpha_todo.txt Normal file
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Simple to-do for Druid Alpha 0.2.0
-- High
+ remove button event and match_event from druid
+ add hover component
+ add druid events/triggers? better callback system
+ better name for locale component? lang? lang_text?
+ better name for slider component? Slider is ok
+ Druid store assets - separate repository with rich components (progress_rich migrate)
+ refactor on_swipe. To on_scroll? Add input priority
+ separate custom data and predefined fields in components? Every component have their fields and events
+ How to set custom sprites for button states?
+ add druid settings (add auto_focus input and other stuff) (to game.project)
+ button add key trigger
+ button and hover click restriction zone?
+ button polish, actions
+ better scroll size management, check different cases. So implicit now
+ better callbacks for every components
- unify component api (get/set/to and other general stuff)
- better grid + scroll management
- better default style, add template for custom style
- compare with gooey
- add docs for all components
- add docs folder for every component with gifs? Solutions
- remove component autoremove all children component
-- Low
- add input_text component for alpha release
- add code template and example for user components
- custom input settings (name of touch, text, etc)
- add good examples with template and/or nodes (basic component no use any of them)
- try use final druid in real project (FI uses custom druid) (use in 4321?)
- ability to relocalize all locale text nodes
- ability to control buttons via controller. Select it by cursor (d-pad)

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project='Druid'
title='Defold Druid UI Library'
description='Documentation for Druid Library'
file={"./druid",
exclude = {
"./druid/styles/",
"./druid/system/middleclass.lua"
}
}
package='druid'
sort=false
dir='./docs'
style='!fixed'
format='discount'
topics={"./docs_md", "README.md"}
use_markdown_titles=true
no_space_before_args=true

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="modules/druid.button.html">druid.button</a></li>
<li><a href="modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="modules/druid.grid.html">druid.grid</a></li>
<li><a href="modules/druid.hover.html">druid.hover</a></li>
<li><a href="modules/druid.input.html">druid.input</a></li>
<li><a href="modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="modules/druid.progress.html">druid.progress</a></li>
<li><a href="modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="modules/druid.slider.html">druid.slider</a></li>
<li><a href="modules/druid.text.html">druid.text</a></li>
<li><a href="modules/druid.timer.html">druid.timer</a></li>
<li><a href="modules/component.html">component</a></li>
<li><a href="modules/druid.html">druid</a></li>
<li><a href="modules/druid_event.html">druid_event</a></li>
<li><a href="modules/druid.helper.html">druid.helper</a></li>
<li><a href="modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="topics/components.md.html">Druid components</a></li>
<li><a href="topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="topics/examples.md.html">Examples</a></li>
<li><a href="topics/styles.md.html">Styles</a></li>
<li><a href="topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h2>Documentation for Druid Library</h2>
<h2>Modules</h2>
<table class="module_list">
<tr>
<td class="name" nowrap><a href="modules/druid.back_handler.html">druid.back_handler</a></td>
<td class="summary">Component to handle back key (android, backspace)</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.blocker.html">druid.blocker</a></td>
<td class="summary">Component to block input on specify zone by node</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.button.html">druid.button</a></td>
<td class="summary">Component to handle basic GUI button</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.checkbox.html">druid.checkbox</a></td>
<td class="summary">Druid checkbox component</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.checkbox_group.html">druid.checkbox_group</a></td>
<td class="summary">Checkbox group module</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.grid.html">druid.grid</a></td>
<td class="summary">Component to handle placing components by row and columns.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.hover.html">druid.hover</a></td>
<td class="summary">Component to handle hover node interaction</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.input.html">druid.input</a></td>
<td class="summary">Druid input text component.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.lang_text.html">druid.lang_text</a></td>
<td class="summary">Component to handle all GUI texts
Good working with localization system</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.progress.html">druid.progress</a></td>
<td class="summary">Basic progress bar component.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.radio_group.html">druid.radio_group</a></td>
<td class="summary">Radio group module</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.scroll.html">druid.scroll</a></td>
<td class="summary">Component to handle scroll content.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.slider.html">druid.slider</a></td>
<td class="summary">Druid slider component</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.text.html">druid.text</a></td>
<td class="summary">Component to handle all GUI texts.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.timer.html">druid.timer</a></td>
<td class="summary">Component to handle GUI timers.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/component.html">component</a></td>
<td class="summary">Basic class for all Druid components.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.html">druid</a></td>
<td class="summary">Druid UI Library.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid_event.html">druid_event</a></td>
<td class="summary">Lua event small library</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid.helper.html">druid.helper</a></td>
<td class="summary">Text node or icon node can be nil</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/druid_instance.html">druid_instance</a></td>
<td class="summary">Druid main class.</td>
</tr>
</table>
<h2>Topics</h2>
<table class="module_list">
<tr>
<td class="name" nowrap><a href="topics/components.md.html">components.md</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="topics/creating_custom_components.md.html">creating_custom_components.md</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="topics/druid_assets.md.html">druid_assets.md</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="topics/examples.md.html">examples.md</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="topics/styles.md.html">styles.md</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="topics/README.md.html">README.md</a></td>
<td class="summary"></td>
</tr>
</table>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><strong>component</strong></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>component</code></h1>
<p>Basic class for all Druid components.</p>
<p> To create you component, use <a href="../modules/component.html#Component.create">component.create</a></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#get_style">get_style()</a></td>
<td class="summary">Get current component style table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_style">set_style(style)</a></td>
<td class="summary">Set current component style table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_template">get_template()</a></td>
<td class="summary">Get current component template name</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_template">set_template(template)</a></td>
<td class="summary">Set current component template name</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_nodes">get_nodes()</a></td>
<td class="summary">Get current component nodes</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_nodes">set_nodes(nodes)</a></td>
<td class="summary">Set current component nodes</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_context">get_context()</a></td>
<td class="summary">Get current component context</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_context">set_context(context)</a></td>
<td class="summary">Set current component context</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_interests">get_interests()</a></td>
<td class="summary">Get current component interests</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_druid">get_druid()</a></td>
<td class="summary">Return druid with context of calling component.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#setup_component">setup_component(table, table)</a></td>
<td class="summary">Setup component context and his style table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Component.create">Component.create(name, interest)</a></td>
<td class="summary">Create new component.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "get_style"></a>
<strong>get_style()</strong>
</dt>
<dd>
Get current component style table
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Component style table
</ol>
</dd>
<dt>
<a name = "set_style"></a>
<strong>set_style(style)</strong>
</dt>
<dd>
Set current component style table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">style</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Druid style module
</li>
</ul>
</dd>
<dt>
<a name = "get_template"></a>
<strong>get_template()</strong>
</dt>
<dd>
Get current component template name
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Component template name
</ol>
</dd>
<dt>
<a name = "set_template"></a>
<strong>set_template(template)</strong>
</dt>
<dd>
Set current component template name
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">template</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Component template name
</li>
</ul>
</dd>
<dt>
<a name = "get_nodes"></a>
<strong>get_nodes()</strong>
</dt>
<dd>
Get current component nodes
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Component nodes table
</ol>
</dd>
<dt>
<a name = "set_nodes"></a>
<strong>set_nodes(nodes)</strong>
</dt>
<dd>
Set current component nodes
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">nodes</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Component nodes table
</li>
</ul>
</dd>
<dt>
<a name = "get_context"></a>
<strong>get_context()</strong>
</dt>
<dd>
Get current component context
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Component context
</ol>
</dd>
<dt>
<a name = "set_context"></a>
<strong>set_context(context)</strong>
</dt>
<dd>
Set current component context
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">context</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Druid context. Usually it is self of script
</li>
</ul>
</dd>
<dt>
<a name = "get_interests"></a>
<strong>get_interests()</strong>
</dt>
<dd>
Get current component interests
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
List of component interests
</ol>
</dd>
<dt>
<a name = "get_druid"></a>
<strong>get_druid()</strong>
</dt>
<dd>
Return druid with context of calling component.
Use it to create component inside of other components.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Druid</span></span>
Druid instance with component context
</ol>
</dd>
<dt>
<a name = "setup_component"></a>
<strong>setup_component(table, table)</strong>
</dt>
<dd>
Setup component context and his style table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">table</span>
<span class="types"><span class="type">style</span></span>
Druid style module
</li>
<li><span class="parameter">table</span>
<span class="types"><span class="type">style</span></span>
Druid style module
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
Component itself
</ol>
</dd>
<dt>
<a name = "Component.create"></a>
<strong>Component.create(name, interest)</strong>
</dt>
<dd>
Create new component. It will inheritance from basic
druid component.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Component name
</li>
<li><span class="parameter">interest</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
List of component's interest
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><strong>druid.back_handler</strong></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.back_handler</code></h1>
<p>Component to handle back key (android, backspace)</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(callback[, Callback])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#on_input">on_input(action_id, action)</a></td>
<td class="summary">Input handler for component</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(callback[, Callback])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">callback</span></span>
On back button
</li>
<li><span class="parameter">Callback</span>
<span class="types"><span class="type">params</span></span>
argument
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "on_input"></a>
<strong>on_input(action_id, action)</strong>
</dt>
<dd>
Input handler for component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action_id</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
on_input action id
</li>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
on_input action
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_back</span>
<span class="types"><span class="type">druid_event</span></span>
On back handler callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">params</span>
<span class="types"><span class="type">any</span></span>
Params to click callbacks
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><strong>druid.blocker</strong></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.blocker</code></h1>
<p>Component to block input on specify zone by node</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node)</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_enabled">set_enabled(state)</a></td>
<td class="summary">Set enabled blocker component state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#is_enabled">is_enabled()</a></td>
<td class="summary">Return blocked enabled state</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node)</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
</ul>
</dd>
<dt>
<a name = "set_enabled"></a>
<strong>set_enabled(state)</strong>
</dt>
<dd>
Set enabled blocker component state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool</span></span>
Enabled state
</li>
</ul>
</dd>
<dt>
<a name = "is_enabled"></a>
<strong>is_enabled()</strong>
</dt>
<dd>
Return blocked enabled state
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
True, if blocker is enabled
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_click</span>
<span class="types"><span class="type">druid_event</span></span>
On release button callback
</li>
<li><span class="parameter">on_enable_change</span>
<span class="types"><span class="type">druid_event</span></span>
On enable/disable callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Trigger node
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><strong>druid.button</strong></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.button</code></h1>
<p>Component to handle basic GUI button</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, callback[, params[, anim_node[, event]]])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_enabled">set_enabled(state)</a></td>
<td class="summary">Set enabled button component state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#is_enabled">is_enabled()</a></td>
<td class="summary">Return button enabled state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_click_zone">set_click_zone(zone)</a></td>
<td class="summary">Strict button click area.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_key_trigger">set_key_trigger(key)</a></td>
<td class="summary">Set key-code to trigger this button</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_key_trigger">get_key_trigger()</a></td>
<td class="summary">Get key-code to trigger this button</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Style">Style</a></td>
<td class="summary">Component style params</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, callback[, params[, anim_node[, event]]])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Button callback
</li>
<li><span class="parameter">params</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Button callback params
(<em>optional</em>)
</li>
<li><span class="parameter">anim_node</span>
<span class="types"><span class="type">node</span></span>
Button anim node (node, if not provided)
(<em>optional</em>)
</li>
<li><span class="parameter">event</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Button react event, const.ACTION_TOUCH by default
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "set_enabled"></a>
<strong>set_enabled(state)</strong>
</dt>
<dd>
Set enabled button component state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool</span></span>
Enabled state
</li>
</ul>
</dd>
<dt>
<a name = "is_enabled"></a>
<strong>is_enabled()</strong>
</dt>
<dd>
Return button enabled state
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
True, if button is enabled
</ol>
</dd>
<dt>
<a name = "set_click_zone"></a>
<strong>set_click_zone(zone)</strong>
</dt>
<dd>
Strict button click area. Useful for
no click events outside stencil node
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">zone</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
</ul>
</dd>
<dt>
<a name = "set_key_trigger"></a>
<strong>set_key_trigger(key)</strong>
</dt>
<dd>
Set key-code to trigger this button
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">key</span>
<span class="types"><span class="type">hash</span></span>
The action_id of the key
</li>
</ul>
</dd>
<dt>
<a name = "get_key_trigger"></a>
<strong>get_key_trigger()</strong>
</dt>
<dd>
Get key-code to trigger this button
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">hash</span></span>
The action_id of the key
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_click</span>
<span class="types"><span class="type">druid_event</span></span>
On release button callback
</li>
<li><span class="parameter">on_repeated_click</span>
<span class="types"><span class="type">druid_event</span></span>
On repeated action button callback
</li>
<li><span class="parameter">on_long_click</span>
<span class="types"><span class="type">druid_event</span></span>
On long tap button callback
</li>
<li><span class="parameter">on_double_click</span>
<span class="types"><span class="type">druid_event</span></span>
On double tap button callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Trigger node
</li>
<li><span class="parameter">anim_node</span>
<span class="types"><span class="type">node</span></span>
Animation node
(<em>default</em> node)
</li>
<li><span class="parameter">scale_from</span>
<span class="types"><span class="type">vector3</span></span>
Initial scale of anim_node
</li>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">vector3</span></span>
Initial pos of anim_node
</li>
<li><span class="parameter">params</span>
<span class="types"><span class="type">any</span></span>
Params to click callbacks
</li>
<li><span class="parameter">hover</span>
<span class="types"><span class="type">druid.hover</span></span>
Druid hover logic component
</li>
<li><span class="parameter">click_zone</span>
<span class="types"><span class="type">node</span></span>
Restriction zone
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "Style"></a>
<strong>Style</strong>
</dt>
<dd>
Component style params
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_click</span>
<span class="types"><span class="type">function</span></span>
(self, node)
</li>
<li><span class="parameter">on_click_disabled</span>
<span class="types"><span class="type">function</span></span>
(self, node)
</li>
<li><span class="parameter">on_hover</span>
<span class="types"><span class="type">function</span></span>
(self, node, hover_state)
</li>
<li><span class="parameter">on_set_enabled</span>
<span class="types"><span class="type">function</span></span>
(self, node, enabled_state)
</li>
<li><span class="parameter">IS_HOVER</span>
<span class="types"><span class="type">bool</span></span>
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><strong>druid.checkbox</strong></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.checkbox</code></h1>
<p>Druid checkbox component</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, callback[, click=node])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_state">set_state(state, is_silent)</a></td>
<td class="summary">Set checkbox state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_state">get_state()</a></td>
<td class="summary">Return checkbox state</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Style">Style</a></td>
<td class="summary">Component style params</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, callback[, click=node])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Checkbox callback
</li>
<li><span class="parameter">click</span>
<span class="types"><span class="type">node</span></span>
node Trigger node, by default equals to node
(<em>default</em> node)
</li>
</ul>
</dd>
<dt>
<a name = "set_state"></a>
<strong>set_state(state, is_silent)</strong>
</dt>
<dd>
Set checkbox state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool</span></span>
Checkbox state
</li>
<li><span class="parameter">is_silent</span>
<span class="types"><span class="type">bool</span></span>
Don't trigger on<em>change</em>state if true
</li>
</ul>
</dd>
<dt>
<a name = "get_state"></a>
<strong>get_state()</strong>
</dt>
<dd>
Return checkbox state
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Checkbox state
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_change_state</span>
<span class="types"><span class="type">druid_event</span></span>
On change state callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Visual node
</li>
<li><span class="parameter">click_node</span>
<span class="types"><span class="type">node</span></span>
Button trigger node
(<em>default</em> node)
</li>
<li><span class="parameter">button</span>
<span class="types"><span class="type">druid.button</span></span>
Button component from click_node
</li>
</ul>
</dd>
<dt>
<a name = "Style"></a>
<strong>Style</strong>
</dt>
<dd>
Component style params
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_change_state</span>
<span class="types"><span class="type">function</span></span>
(self, node, state)
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,246 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><strong>druid.checkbox_group</strong></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.checkbox_group</code></h1>
<p>Checkbox group module</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, callback[, click=node])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_state">set_state(state)</a></td>
<td class="summary">Set checkbox group state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_state">get_state()</a></td>
<td class="summary">Return checkbox group state</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, callback[, click=node])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node[]</span></span>
Array of gui node
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Checkbox callback
</li>
<li><span class="parameter">click</span>
<span class="types"><span class="type">node[]</span></span>
node Array of trigger nodes, by default equals to nodes
(<em>default</em> node)
</li>
</ul>
</dd>
<dt>
<a name = "set_state"></a>
<strong>set_state(state)</strong>
</dt>
<dd>
Set checkbox group state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool[]</span></span>
Array of checkbox state
</li>
</ul>
</dd>
<dt>
<a name = "get_state"></a>
<strong>get_state()</strong>
</dt>
<dd>
Return checkbox group state
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool[]</span></span>
Array if checkboxes state
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_checkbox_click</span>
<span class="types"><span class="type">druid_event</span></span>
On any checkbox click
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">checkboxes</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Array of checkbox components
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,377 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><strong>druid.grid</strong></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.grid</code></h1>
<p>Component to handle placing components by row and columns.</p>
<p> Grid can anchor your elements, get content size and other</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(parent, element[, in_row=1])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_offset">set_offset(offset)</a></td>
<td class="summary">Set grid items offset, the distance between items</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_anchor">set_anchor(acnhor)</a></td>
<td class="summary">Set grid anchor</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add(item[, index])</a></td>
<td class="summary">Add new item to the grid</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_size">get_size()</a></td>
<td class="summary">Return grid content size</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_all_pos">get_all_pos()</a></td>
<td class="summary">Return array of all node positions</td>
</tr>
<tr>
<td class="name" nowrap><a href="#clear">clear()</a></td>
<td class="summary">Clear all items from the grid</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(parent, element[, in_row=1])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">parent</span>
<span class="types"><span class="type">node</span></span>
The gui node parent, where items will be placed
</li>
<li><span class="parameter">element</span>
<span class="types"><span class="type">node</span></span>
Element prefab. Need to get it size
</li>
<li><span class="parameter">in_row</span>
<span class="types"><span class="type">number</span></span>
How many nodes in row can be placed
(<em>default</em> 1)
</li>
</ul>
</dd>
<dt>
<a name = "set_offset"></a>
<strong>set_offset(offset)</strong>
</dt>
<dd>
Set grid items offset, the distance between items
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">offset</span>
<span class="types"><span class="type">vector3</span></span>
Offset
</li>
</ul>
</dd>
<dt>
<a name = "set_anchor"></a>
<strong>set_anchor(acnhor)</strong>
</dt>
<dd>
Set grid anchor
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">acnhor</span>
<span class="types"><span class="type">vector3</span></span>
Anchor
</li>
</ul>
</dd>
<dt>
<a name = "add"></a>
<strong>add(item[, index])</strong>
</dt>
<dd>
Add new item to the grid
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
<li><span class="parameter">index</span>
<span class="types"><span class="type">number</span></span>
The item position. By default add as last item
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "get_size"></a>
<strong>get_size()</strong>
</dt>
<dd>
Return grid content size
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">vector3</span></span>
The grid content size
</ol>
</dd>
<dt>
<a name = "get_all_pos"></a>
<strong>get_all_pos()</strong>
</dt>
<dd>
Return array of all node positions
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">vector3[]</span></span>
All grid node positions
</ol>
</dd>
<dt>
<a name = "clear"></a>
<strong>clear()</strong>
</dt>
<dd>
Clear all items from the grid
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_add_item</span>
<span class="types"><span class="type">druid_event</span></span>
On item add callback
</li>
<li><span class="parameter">on_remove_item</span>
<span class="types"><span class="type">druid_event</span></span>
On item remove callback
</li>
<li><span class="parameter">on_clear</span>
<span class="types"><span class="type">druid_event</span></span>
On grid clear callback
</li>
<li><span class="parameter">on_update_positions</span>
<span class="types"><span class="type">druid_event</span></span>
On update item positions callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">parent</span>
<span class="types"><span class="type">node</span></span>
Parent gui node
</li>
<li><span class="parameter">nodes</span>
<span class="types"><span class="type">node[]</span></span>
List of all grid nodes
</li>
<li><span class="parameter">offset</span>
<span class="types"><span class="type">vector3</span></span>
Item distance between each other items
</li>
<li><span class="parameter">anchor</span>
<span class="types"><span class="type">vector3</span></span>
Item anchor
</li>
<li><span class="parameter">node_size</span>
<span class="types"><span class="type">vector3</span></span>
Item size
</li>
<li><span class="parameter">border</span>
<span class="types"><span class="type">vector4</span></span>
The size of item content
</li>
<li><span class="parameter">border_offer</span>
<span class="types"><span class="type">vector3</span></span>
The border offset for correct anchor calculations
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,243 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><strong>druid.helper</strong></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.helper</code></h1>
<p>Text node or icon node can be nil</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#centrate_text_with_icon">centrate_text_with_icon([text_node][, icon_node], margin)</a></td>
<td class="summary">Center two nodes.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#centrate_icon_with_text">centrate_icon_with_text([icon_node[, text_node[, margin=0]]])</a></td>
<td class="summary">Center two nodes.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#is_enabled">is_enabled(node)</a></td>
<td class="summary">Check if node is enabled in gui hierarchy.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_pivot_offset">get_pivot_offset(pivot)</a></td>
<td class="summary">Get node offset for given gui pivot</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "centrate_text_with_icon"></a>
<strong>centrate_text_with_icon([text_node][, icon_node], margin)</strong>
</dt>
<dd>
Center two nodes.
Nodes will be center around 0 x position
text_node will be first (at left side)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">text_node</span>
<span class="types"><span class="type">text</span></span>
Gui text node
(<em>optional</em>)
</li>
<li><span class="parameter">icon_node</span>
<span class="types"><span class="type">box</span></span>
Gui box node
(<em>optional</em>)
</li>
<li><span class="parameter">margin</span>
<span class="types"><span class="type">number</span></span>
Offset between nodes
</li>
</ul>
</dd>
<dt>
<a name = "centrate_icon_with_text"></a>
<strong>centrate_icon_with_text([icon_node[, text_node[, margin=0]]])</strong>
</dt>
<dd>
Center two nodes.
Nodes will be center around 0 x position
icon_node will be first (at left side)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">icon_node</span>
<span class="types"><span class="type">box</span></span>
Gui box node
(<em>optional</em>)
</li>
<li><span class="parameter">text_node</span>
<span class="types"><span class="type">text</span></span>
Gui text node
(<em>optional</em>)
</li>
<li><span class="parameter">margin</span>
<span class="types"><span class="type">number</span></span>
Offset between nodes
(<em>default</em> 0)
</li>
</ul>
</dd>
<dt>
<a name = "is_enabled"></a>
<strong>is_enabled(node)</strong>
</dt>
<dd>
Check if node is enabled in gui hierarchy.
Return false, if node or any his parent is disabled
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Is enabled in hierarchy
</ol>
</dd>
<dt>
<a name = "get_pivot_offset"></a>
<strong>get_pivot_offset(pivot)</strong>
</dt>
<dd>
Get node offset for given gui pivot
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pivot</span>
<span class="types"><span class="type">gui.pivot</span></span>
The node pivot
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">vector3</span></span>
Vector offset with [-1..1] values
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,218 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><strong>druid.hover</strong></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.hover</code></h1>
<p>Component to handle hover node interaction</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, on_hover_callback)</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_hover">set_hover(state)</a></td>
<td class="summary">Set hover state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_click_zone">set_click_zone(zone)</a></td>
<td class="summary">Strict button click area.</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, on_hover_callback)</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
<li><span class="parameter">on_hover_callback</span>
<span class="types"><span class="type">function</span></span>
Hover callback
</li>
</ul>
</dd>
<dt>
<a name = "set_hover"></a>
<strong>set_hover(state)</strong>
</dt>
<dd>
Set hover state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool</span></span>
The hover state
</li>
</ul>
</dd>
<dt>
<a name = "set_click_zone"></a>
<strong>set_click_zone(zone)</strong>
</dt>
<dd>
Strict button click area. Useful for
no click events outside stencil node
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">zone</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_hover</span>
<span class="types"><span class="type">druid_event</span></span>
On hover callback
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><strong>druid</strong></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid</code></h1>
<p>Druid UI Library.</p>
<p>
<p> Powerful Defold component based UI library. Use standart
components or make your own game-specific components to
make amazing GUI in your games.</p>
<p> Contains the several basic components and examples
to how to do your custom complex components to
separate UI game logic to small files</p>
<pre>
<span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">function</span> init(self)
self.druid = druid.new(self)
<span class="keyword">end</span>
</pre>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#register">register(name, module)</a></td>
<td class="summary">Register external druid component.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#new">new(context[, style])</a></td>
<td class="summary">Create Druid instance.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "register"></a>
<strong>register(name, module)</strong>
</dt>
<dd>
Register external druid component.
After register you can create the component with
druid<em>instance:new</em>{name}. For example <code>druid:new_button(...)</code>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
module name
</li>
<li><span class="parameter">module</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
lua table with component
</li>
</ul>
</dd>
<dt>
<a name = "new"></a>
<strong>new(context[, style])</strong>
</dt>
<dd>
Create Druid instance.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">context</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Druid context. Usually it is self of script
</li>
<li><span class="parameter">style</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Druid style module
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">druid_instance</span></span>
Druid instance
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><strong>druid.input</strong></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.input</code></h1>
<p>Druid input text component.</p>
<p> Carry on user text input
UNIMPLEMENTED</p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><strong>druid.lang_text</strong></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.lang_text</code></h1>
<p>Component to handle all GUI texts
Good working with localization system</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, locale_id, no_adjust)</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_to">set_to(text)</a></td>
<td class="summary">Setup raw text to lang_text component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#translate">translate(locale_id)</a></td>
<td class="summary">Translate the text by locale_id</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, locale_id, no_adjust)</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
The text node
</li>
<li><span class="parameter">locale_id</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Default locale id
</li>
<li><span class="parameter">no_adjust</span>
<span class="types"><span class="type">bool</span></span>
If true, will not correct text size
</li>
</ul>
</dd>
<dt>
<a name = "set_to"></a>
<strong>set_to(text)</strong>
</dt>
<dd>
Setup raw text to lang_text component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">text</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Text for text node
</li>
</ul>
</dd>
<dt>
<a name = "translate"></a>
<strong>translate(locale_id)</strong>
</dt>
<dd>
Translate the text by locale_id
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">locale_id</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Locale id
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_change</span>
<span class="types"><span class="type">druid_event</span></span>
On change text callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">text</span>
<span class="types"><span class="type">druid.text</span></span>
The text component
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,385 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><strong>druid.progress</strong></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.progress</code></h1>
<p>Basic progress bar component.</p>
<p> For correct progress bar init it should be in max size from gui</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, key, init_value)</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#fill">fill()</a></td>
<td class="summary">Fill a progress bar and stop progress animation</td>
</tr>
<tr>
<td class="name" nowrap><a href="#empty">empty()</a></td>
<td class="summary">Empty a progress bar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_to">set_to(to)</a></td>
<td class="summary">Instant fill progress bar to value</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get">get()</a></td>
<td class="summary">Return current progress bar value</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_steps">set_steps(steps, callback)</a></td>
<td class="summary">Set points on progress bar to fire the callback</td>
</tr>
<tr>
<td class="name" nowrap><a href="#to">to(to[, callback])</a></td>
<td class="summary">Start animation of a progress bar</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Style">Style</a></td>
<td class="summary">Component style params</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, key, init_value)</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a> or <span class="type">node</span></span>
Progress bar fill node or node name
</li>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Progress bar direction: const.SIDE.X or const.SIDE.Y
</li>
<li><span class="parameter">init_value</span>
<span class="types"><span class="type">number</span></span>
Initial value of progress bar
</li>
</ul>
</dd>
<dt>
<a name = "fill"></a>
<strong>fill()</strong>
</dt>
<dd>
Fill a progress bar and stop progress animation
</dd>
<dt>
<a name = "empty"></a>
<strong>empty()</strong>
</dt>
<dd>
Empty a progress bar
</dd>
<dt>
<a name = "set_to"></a>
<strong>set_to(to)</strong>
</dt>
<dd>
Instant fill progress bar to value
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">to</span>
<span class="types"><span class="type">number</span></span>
Progress bar value, from 0 to 1
</li>
</ul>
</dd>
<dt>
<a name = "get"></a>
<strong>get()</strong>
</dt>
<dd>
Return current progress bar value
</dd>
<dt>
<a name = "set_steps"></a>
<strong>set_steps(steps, callback)</strong>
</dt>
<dd>
Set points on progress bar to fire the callback
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">steps</span>
<span class="types"><span class="type">number[]</span></span>
Array of progress bar values
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Callback on intersect step value
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">progress:set_steps({<span class="number">0</span>, <span class="number">0.3</span>, <span class="number">0.6</span>, <span class="number">1</span>}, <span class="keyword">function</span>(self, step) <span class="keyword">end</span>)</pre>
</ul>
</dd>
<dt>
<a name = "to"></a>
<strong>to(to[, callback])</strong>
</dt>
<dd>
Start animation of a progress bar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">to</span>
<span class="types"><span class="type">number</span></span>
value between 0..1
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Callback on animation ends
(<em>optional</em>)
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_change</span>
<span class="types"><span class="type">druid_event</span></span>
On progress bar change callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Progress bar fill node
</li>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
The progress bar direction
</li>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">vector3</span></span>
Current progress bar scale
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">vector3</span></span>
Current progress bar size
</li>
<li><span class="parameter">max_size</span>
<span class="types"><span class="type">number</span></span>
Maximum size of progress bar
</li>
<li><span class="parameter">slice</span>
<span class="types"><span class="type">vector4</span></span>
Progress bar slice9 settings
</li>
</ul>
</dd>
<dt>
<a name = "Style"></a>
<strong>Style</strong>
</dt>
<dd>
Component style params
<h3>Fields:</h3>
<ul>
<li><span class="parameter">SPEED</span>
<span class="types"><span class="type">number</span></span>
Progress bas fill rate. More -> faster
</li>
<li><span class="parameter">MIN_DELTA</span>
<span class="types"><span class="type">number</span></span>
Minimum step to fill progress bar
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
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View File

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><strong>druid.radio_group</strong></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.radio_group</code></h1>
<p>Radio group module</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, callback[, click=node])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_state">set_state(state)</a></td>
<td class="summary">Set radio group state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_state">get_state()</a></td>
<td class="summary">Return radio group state</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, callback[, click=node])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node[]</span></span>
Array of gui node
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Radio callback
</li>
<li><span class="parameter">click</span>
<span class="types"><span class="type">node[]</span></span>
node Array of trigger nodes, by default equals to nodes
(<em>default</em> node)
</li>
</ul>
</dd>
<dt>
<a name = "set_state"></a>
<strong>set_state(state)</strong>
</dt>
<dd>
Set radio group state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool[]</span></span>
Array of checkbox state
</li>
</ul>
</dd>
<dt>
<a name = "get_state"></a>
<strong>get_state()</strong>
</dt>
<dd>
Return radio group state
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool[]</span></span>
Array if checkboxes state
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_radio_click</span>
<span class="types"><span class="type">druid_event</span></span>
On any checkbox click
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">checkboxes</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Array of checkbox components
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,514 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><strong>druid.scroll</strong></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.scroll</code></h1>
<p>Component to handle scroll content.</p>
<p> Scroll consist from two nodes: scroll parent and scroll input
Scroll input the user input zone, it's static
Scroll parent the scroll moving part, it will change position.
Setup initial scroll size by changing scroll parent size. If scroll parent
size will be less than scroll_input size, no scroll is available. For scroll
parent size should be more than input size</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(scroll_parent, input_zone)</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#scroll_to">scroll_to(vector3[, is_instant])</a></td>
<td class="summary">Start scroll to target point</td>
</tr>
<tr>
<td class="name" nowrap><a href="#scroll_to_percent">scroll_to_percent(vector3[, is_instant])</a></td>
<td class="summary">Start scroll to target scroll percent</td>
</tr>
<tr>
<td class="name" nowrap><a href="#init">init(index[, skip_cb])</a></td>
<td class="summary">Scroll to item in scroll by point index</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_points">set_points(points)</a></td>
<td class="summary">Set points of interest.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_inert">set_inert(state)</a></td>
<td class="summary">Enable or disable scroll inert.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#on_point_move">on_point_move(callback)</a></td>
<td class="summary">Set the callback on scrolling to point (if exist)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_border">set_border(border)</a></td>
<td class="summary">Set the scroll possibly area</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_scroll_percent">get_scroll_percent()</a></td>
<td class="summary">Return current scroll progress</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Style">Style</a></td>
<td class="summary">Component style params</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(scroll_parent, input_zone)</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">scroll_parent</span>
<span class="types"><span class="type">node</span></span>
Gui node where placed scroll content. This node will change position
</li>
<li><span class="parameter">input_zone</span>
<span class="types"><span class="type">node</span></span>
Gui node where input is catched
</li>
</ul>
</dd>
<dt>
<a name = "scroll_to"></a>
<strong>scroll_to(vector3[, is_instant])</strong>
</dt>
<dd>
Start scroll to target point
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector3</span>
<span class="types"><span class="type">point</span></span>
target point
</li>
<li><span class="parameter">is_instant</span>
<span class="types"><span class="type">bool</span></span>
instant scroll flag
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">scroll:scroll_to(vmath.vector3(<span class="number">0</span>, <span class="number">50</span>, <span class="number">0</span>))</pre></li>
<li><pre class="example">scroll:scroll_to(vmath.vector3(<span class="number">0</span>), <span class="keyword">true</span>)</pre></li>
</ul>
</dd>
<dt>
<a name = "scroll_to_percent"></a>
<strong>scroll_to_percent(vector3[, is_instant])</strong>
</dt>
<dd>
Start scroll to target scroll percent
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector3</span>
<span class="types"><span class="type">point</span></span>
target percent
</li>
<li><span class="parameter">is_instant</span>
<span class="types"><span class="type">bool</span></span>
instant scroll flag
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">scroll:scroll_to_percent(vmath.vector3(<span class="number">0.5</span>, <span class="number">0</span>, <span class="number">0</span>))</pre>
</ul>
</dd>
<dt>
<a name = "init"></a>
<strong>init(index[, skip_cb])</strong>
</dt>
<dd>
Scroll to item in scroll by point index
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">index</span>
<span class="types"><span class="type">number</span></span>
Point index
</li>
<li><span class="parameter">skip_cb</span>
<span class="types"><span class="type">bool</span></span>
If true, skip the point callback
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "set_points"></a>
<strong>set_points(points)</strong>
</dt>
<dd>
Set points of interest.
Scroll will always centered on closer points
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">points</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Array of vector3 points
</li>
</ul>
</dd>
<dt>
<a name = "set_inert"></a>
<strong>set_inert(state)</strong>
</dt>
<dd>
Enable or disable scroll inert.
If disabled, scroll through points (if exist)
If no points, just simple drag without inertion
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">bool</span></span>
Inert scroll state
</li>
</ul>
</dd>
<dt>
<a name = "on_point_move"></a>
<strong>on_point_move(callback)</strong>
</dt>
<dd>
Set the callback on scrolling to point (if exist)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Callback on scroll to point of interest
</li>
</ul>
</dd>
<dt>
<a name = "set_border"></a>
<strong>set_border(border)</strong>
</dt>
<dd>
Set the scroll possibly area
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">border</span>
<span class="types"><span class="type">vector3</span></span>
Size of scrolling area
</li>
</ul>
</dd>
<dt>
<a name = "get_scroll_percent"></a>
<strong>get_scroll_percent()</strong>
</dt>
<dd>
Return current scroll progress
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">vector3</span></span>
Scroll progress
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_scroll</span>
<span class="types"><span class="type">druid_event</span></span>
On scroll move callback
</li>
<li><span class="parameter">on_scroll_to</span>
<span class="types"><span class="type">druid_event</span></span>
On scroll_to function callback
</li>
<li><span class="parameter">on_point_scroll</span>
<span class="types"><span class="type">druid_event</span></span>
On scroll<em>to</em>index function callbck
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Scroll parent node
</li>
<li><span class="parameter">input_zone</span>
<span class="types"><span class="type">node</span></span>
Scroll input node
</li>
<li><span class="parameter">zone_size</span>
<span class="types"><span class="type">vector3</span></span>
Current scroll content size
</li>
<li><span class="parameter">soft_size</span>
<span class="types"><span class="type">number</span></span>
Soft zone size from style table
</li>
<li><span class="parameter">center_offset</span>
<span class="types"><span class="type">vector3</span></span>
Distance from node to node's center
</li>
<li><span class="parameter">is_inert</span>
<span class="types"><span class="type">bool</span></span>
Flag, if scroll now moving by inertion
</li>
<li><span class="parameter">inert</span>
<span class="types"><span class="type">vector3</span></span>
Current inert speed
</li>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">vector3</span></span>
Current scroll posisition
</li>
<li><span class="parameter">target</span>
<span class="types"><span class="type">vector3</span></span>
Current scroll target position
</li>
</ul>
</dd>
<dt>
<a name = "Style"></a>
<strong>Style</strong>
</dt>
<dd>
Component style params
<h3>Fields:</h3>
<ul>
<li><span class="parameter">FRICT_HOLD</span>
<span class="types"><span class="type">number</span></span>
Multiplier for inertion, while touching
</li>
<li><span class="parameter">FRICT</span>
<span class="types"><span class="type">number</span></span>
Multiplier for free inertion
</li>
<li><span class="parameter">INERT_THRESHOLD</span>
<span class="types"><span class="type">number</span></span>
Scroll speed to stop inertion
</li>
<li><span class="parameter">INERT_SPEED</span>
<span class="types"><span class="type">number</span></span>
Multiplier for inertion speed
</li>
<li><span class="parameter">DEADZONE</span>
<span class="types"><span class="type">number</span></span>
Deadzone for start scrol in pixels
</li>
<li><span class="parameter">SOFT_ZONE_SIZE</span>
<span class="types"><span class="type">number</span></span>
Size of outside zone in pixels (for scroll back moving)
</li>
<li><span class="parameter">BACK_SPEED</span>
<span class="types"><span class="type">number</span></span>
Scroll back returning lerp speed
</li>
<li><span class="parameter">ANIM_SPEED</span>
<span class="types"><span class="type">number</span></span>
Scroll gui.animation speed for scroll_to function
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,255 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><strong>druid.slider</strong></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.slider</code></h1>
<p>Druid slider component</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, end_pos[, callback])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set">set(value[, is_silent])</a></td>
<td class="summary">Set value for slider</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, end_pos[, callback])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui pin node
</li>
<li><span class="parameter">end_pos</span>
<span class="types"><span class="type">vector3</span></span>
The end position of slider
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
On slider change callback
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "set"></a>
<strong>set(value[, is_silent])</strong>
</dt>
<dd>
Set value for slider
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><span class="type">number</span></span>
Value from 0 to 1
</li>
<li><span class="parameter">is_silent</span>
<span class="types"><span class="type">bool</span></span>
Don't trigger event if true
(<em>optional</em>)
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_change_value</span>
<span class="types"><span class="type">druid_event</span></span>
On change value callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Slider pin node
</li>
<li><span class="parameter">start_pos</span>
<span class="types"><span class="type">vector3</span></span>
Start pin node position
</li>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">vector3</span></span>
Current pin node position
</li>
<li><span class="parameter">target_pos</span>
<span class="types"><span class="type">vector3</span></span>
Targer pin node position
</li>
<li><span class="parameter">end_pos</span>
<span class="types"><span class="type">vector3</span></span>
End pin node position
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">number</span></span>
Length between start and end position
</li>
<li><span class="parameter">is_drag</span>
<span class="types"><span class="type">bool</span></span>
Current drag state
</li>
<li><span class="parameter">value</span>
<span class="types"><span class="type">number</span></span>
Current slider value
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,359 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><strong>druid.text</strong></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.text</code></h1>
<p>Component to handle all GUI texts.</p>
<p> Druid text can adjust itself for text node size
Text will never will be outside of his text size (even multiline)</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node[, value[, no_adjust]])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_to">set_to(set_to)</a></td>
<td class="summary">Set text to text field</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_color">set_color(color)</a></td>
<td class="summary">Set color</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_alpha">set_alpha(alpha)</a></td>
<td class="summary">Set alpha</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_scale">set_scale(scale)</a></td>
<td class="summary">Set scale</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_pivot">set_pivot(pivot)</a></td>
<td class="summary">Set text pivot.</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node[, value[, no_adjust]])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui text node
</li>
<li><span class="parameter">value</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Initial text
(<em>optional</em>)
</li>
<li><span class="parameter">no_adjust</span>
<span class="types"><span class="type">bool</span></span>
If true, text will be not auto-adjust size
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "set_to"></a>
<strong>set_to(set_to)</strong>
</dt>
<dd>
Set text to text field
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">set_to</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Text for node
</li>
</ul>
</dd>
<dt>
<a name = "set_color"></a>
<strong>set_color(color)</strong>
</dt>
<dd>
Set color
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">vector4</span></span>
Color for node
</li>
</ul>
</dd>
<dt>
<a name = "set_alpha"></a>
<strong>set_alpha(alpha)</strong>
</dt>
<dd>
Set alpha
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">number</span></span>
Alpha for node
</li>
</ul>
</dd>
<dt>
<a name = "set_scale"></a>
<strong>set_scale(scale)</strong>
</dt>
<dd>
Set scale
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">vector3</span></span>
Scale for node
</li>
</ul>
</dd>
<dt>
<a name = "set_pivot"></a>
<strong>set_pivot(pivot)</strong>
</dt>
<dd>
Set text pivot. Text will re-anchor inside
his text area
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pivot</span>
<span class="types"><span class="type">gui.pivot</span></span>
Gui pivot constant
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_set_text</span>
<span class="types"><span class="type">druid_event</span></span>
On set text callback
</li>
<li><span class="parameter">on_update_text_scale</span>
<span class="types"><span class="type">druid_event</span></span>
On adjust text size callback
</li>
<li><span class="parameter">on_set_pivot</span>
<span class="types"><span class="type">druid_event</span></span>
On change pivot callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Text node
</li>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">vector3</span></span>
Current text position
</li>
<li><span class="parameter">start_scale</span>
<span class="types"><span class="type">vector3</span></span>
Initial text node scale
</li>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">vector3</span></span>
Current text node scale
</li>
<li><span class="parameter">start_size</span>
<span class="types"><span class="type">vector3</span></span>
Initial text node size
</li>
<li><span class="parameter">text_area</span>
<span class="types"><span class="type">vector3</span></span>
Current text node available are
</li>
<li><span class="parameter">is_no_adjust</span>
<span class="types"><span class="type">bool</span></span>
Current text size adjust settings
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">vector3</span></span>
Current text color
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@ -0,0 +1,314 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><strong>druid.timer</strong></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.timer</code></h1>
<p>Component to handle GUI timers.</p>
<p> Timer updating by game delta time. If game is not focused -
timer will be not updated.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, seconds_from[, seconds_to=0[, callback]])</a></td>
<td class="summary">Component init function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_to">set_to(set_to)</a></td>
<td class="summary">Set text to text field</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_state">set_state(is_on)</a></td>
<td class="summary">Called when update</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_interval">set_interval(from, to)</a></td>
<td class="summary">Set time interval</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Component fields</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, seconds_from[, seconds_to=0[, callback]])</strong>
</dt>
<dd>
Component init function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Gui text node
</li>
<li><span class="parameter">seconds_from</span>
<span class="types"><span class="type">number</span></span>
Start timer value in seconds
</li>
<li><span class="parameter">seconds_to</span>
<span class="types"><span class="type">number</span></span>
End timer value in seconds
(<em>default</em> 0)
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Function on timer end
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "set_to"></a>
<strong>set_to(set_to)</strong>
</dt>
<dd>
Set text to text field
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">set_to</span>
<span class="types"><span class="type">number</span></span>
Value in seconds
</li>
</ul>
</dd>
<dt>
<a name = "set_state"></a>
<strong>set_state(is_on)</strong>
</dt>
<dd>
Called when update
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">is_on</span>
<span class="types"><span class="type">bool</span></span>
Timer enable state
</li>
</ul>
</dd>
<dt>
<a name = "set_interval"></a>
<strong>set_interval(from, to)</strong>
</dt>
<dd>
Set time interval
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">from</span>
<span class="types"><span class="type">number</span></span>
Start time in seconds
</li>
<li><span class="parameter">to</span>
<span class="types"><span class="type">number</span></span>
Target time in seconds
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_tick</span>
<span class="types"><span class="type">druid_event</span></span>
On timer tick callback. Fire every second
</li>
<li><span class="parameter">on_set_enabled</span>
<span class="types"><span class="type">druid_event</span></span>
On timer change enabled state callback
</li>
<li><span class="parameter">on_timer_end</span>
<span class="types"><span class="type">druid_event</span></span>
On timer end callback
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Component fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
Trigger node
</li>
<li><span class="parameter">anim_node</span>
<span class="types"><span class="type">node</span></span>
Animation node
(<em>default</em> node)
</li>
<li><span class="parameter">scale_from</span>
<span class="types"><span class="type">vector3</span></span>
Initial scale of anim_node
</li>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">vector3</span></span>
Initial pos of anim_node
</li>
<li><span class="parameter">params</span>
<span class="types"><span class="type">any</span></span>
Params to click callbacks
</li>
<li><span class="parameter">hover</span>
<span class="types"><span class="type">druid.hover</span></span>
Druid hover logic component
</li>
<li><span class="parameter">click_zone</span>
<span class="types"><span class="type">node</span></span>
Restriction zone
(<em>optional</em>)
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><strong>druid_event</strong></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid_event</code></h1>
<p>Lua event small library</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Event">Event(initial_callback)</a></td>
<td class="summary">Event constructur</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event:subscribe">event:subscribe(callback)</a></td>
<td class="summary">Subscribe callback on event</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event:unsubscribe">event:unsubscribe(callback)</a></td>
<td class="summary">Unsubscribe callback on event</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event:is_exist">event:is_exist()</a></td>
<td class="summary">Return true, if event have at lease one handler</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event:clear">event:clear()</a></td>
<td class="summary">Clear the all event handlers</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event:trigger">event:trigger(...)</a></td>
<td class="summary">Trigger the event and call all subscribed callbacks</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Event"></a>
<strong>Event(initial_callback)</strong>
</dt>
<dd>
Event constructur
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">initial_callback</span>
<span class="types"><span class="type">function</span></span>
Subscribe the callback on new event, if callback exist
</li>
</ul>
</dd>
<dt>
<a name = "event:subscribe"></a>
<strong>event:subscribe(callback)</strong>
</dt>
<dd>
Subscribe callback on event
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Callback itself
</li>
</ul>
</dd>
<dt>
<a name = "event:unsubscribe"></a>
<strong>event:unsubscribe(callback)</strong>
</dt>
<dd>
Unsubscribe callback on event
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
Callback itself
</li>
</ul>
</dd>
<dt>
<a name = "event:is_exist"></a>
<strong>event:is_exist()</strong>
</dt>
<dd>
Return true, if event have at lease one handler
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
True if event have handlers
</ol>
</dd>
<dt>
<a name = "event:clear"></a>
<strong>event:clear()</strong>
</dt>
<dd>
Clear the all event handlers
</dd>
<dt>
<a name = "event:trigger"></a>
<strong>event:trigger(...)</strong>
</dt>
<dd>
Trigger the event and call all subscribed callbacks
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
All event params
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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</body>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><strong>druid_instance</strong></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid_instance</code></h1>
<p>Druid main class.</p>
<p> Create instance of this
to start creating components</p>
<h3>See also:</h3>
<ul>
<li><a href="../modules/druid.button.html#">druid.button</a></li>
<li><a href="../modules/druid.blocker.html#">druid.blocker</a></li>
<li><a href="../modules/druid.back_handler.html#">druid.back_handler</a></li>
<li><a href="../modules/druid.input.html#">druid.input</a></li>
<li><a href="../modules/druid.text.html#">druid.text</a></li>
<li><a href="../modules/druid.lang_text.html#">druid.lang_text</a></li>
<li><a href="../modules/druid.timer.html#">druid.timer</a></li>
<li><a href="../modules/druid.progress.html#">druid.progress</a></li>
<li><a href="../modules/druid.grid.html#">druid.grid</a></li>
<li><a href="../modules/druid.scroll.html#">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html#">druid.slider</a></li>
<li><a href="../modules/druid.checkbox.html#">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html#">druid.checkbox_group</a></li>
<li><a href="../modules/druid.radio_group.html#">druid.radio_group</a></li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#druid:initialize">druid:initialize(table, table)</a></td>
<td class="summary">Druid class constructor</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:create">druid:create(component, ...)</a></td>
<td class="summary">Create new druid component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:remove">druid:remove(component)</a></td>
<td class="summary">Remove component from druid instance.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:update">druid:update(dt)</a></td>
<td class="summary">Druid update function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:on_input">druid:on_input(action_id, action)</a></td>
<td class="summary">Druid on_input function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:on_message">druid:on_message(message_id, message, sender)</a></td>
<td class="summary">Druid on_message function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_button">druid:new_button(...)</a></td>
<td class="summary">Create button basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_blocker">druid:new_blocker(...)</a></td>
<td class="summary">Create blocker basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_back_handler">druid:new_back_handler(...)</a></td>
<td class="summary">Create back_handler basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_hover">druid:new_hover(...)</a></td>
<td class="summary">Create hover basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_text">druid:new_text(...)</a></td>
<td class="summary">Create text basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_lang_text">druid:new_lang_text(...)</a></td>
<td class="summary">Create lang_text basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_timer">druid:new_timer(...)</a></td>
<td class="summary">Create timer basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_progress">druid:new_progress(...)</a></td>
<td class="summary">Create progress basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_grid">druid:new_grid(...)</a></td>
<td class="summary">Create grid basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_scroll">druid:new_scroll(...)</a></td>
<td class="summary">Create scroll basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_slider">druid:new_slider(...)</a></td>
<td class="summary">Create slider basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_checkbox">druid:new_checkbox(...)</a></td>
<td class="summary">Create checkbox basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_input">druid:new_input(...)</a></td>
<td class="summary">Create input basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_checkbox_group">druid:new_checkbox_group(...)</a></td>
<td class="summary">Create checkbox_group basic component</td>
</tr>
<tr>
<td class="name" nowrap><a href="#druid:new_radio_group">druid:new_radio_group(...)</a></td>
<td class="summary">Create radio_group basic component</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "druid:initialize"></a>
<strong>druid:initialize(table, table)</strong>
</dt>
<dd>
Druid class constructor
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">table</span>
<span class="types"><span class="type">style</span></span>
Druid style module
</li>
<li><span class="parameter">table</span>
<span class="types"><span class="type">style</span></span>
Druid style module
</li>
</ul>
</dd>
<dt>
<a name = "druid:create"></a>
<strong>druid:create(component, ...)</strong>
</dt>
<dd>
Create new druid component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">component</span>
<span class="types"><span class="type">Component</span></span>
Component module
</li>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
Other component params to pass it to component:init function
</li>
</ul>
</dd>
<dt>
<a name = "druid:remove"></a>
<strong>druid:remove(component)</strong>
</dt>
<dd>
Remove component from druid instance.
Component <code>on_remove</code> function will be invoked, if exist.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">component</span>
<span class="types"><span class="type">Component</span></span>
Component instance
</li>
</ul>
</dd>
<dt>
<a name = "druid:update"></a>
<strong>druid:update(dt)</strong>
</dt>
<dd>
Druid update function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">dt</span>
<span class="types"><span class="type">number</span></span>
Delta time
</li>
</ul>
</dd>
<dt>
<a name = "druid:on_input"></a>
<strong>druid:on_input(action_id, action)</strong>
</dt>
<dd>
Druid on_input function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action_id</span>
<span class="types"><span class="type">hash</span></span>
Action<em>id from on</em>input
</li>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Action from on_input
</li>
</ul>
</dd>
<dt>
<a name = "druid:on_message"></a>
<strong>druid:on_message(message_id, message, sender)</strong>
</dt>
<dd>
Druid on_message function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">message_id</span>
<span class="types"><span class="type">hash</span></span>
Message<em>id from on</em>message
</li>
<li><span class="parameter">message</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
Message from on_message
</li>
<li><span class="parameter">sender</span>
<span class="types"><span class="type">hash</span></span>
Sender from on_message
</li>
</ul>
</dd>
<dt>
<a name = "druid:new_button"></a>
<strong>druid:new_button(...)</strong>
</dt>
<dd>
Create button basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
button init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
button component
</ol>
</dd>
<dt>
<a name = "druid:new_blocker"></a>
<strong>druid:new_blocker(...)</strong>
</dt>
<dd>
Create blocker basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
blocker init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
blocker component
</ol>
</dd>
<dt>
<a name = "druid:new_back_handler"></a>
<strong>druid:new_back_handler(...)</strong>
</dt>
<dd>
Create back_handler basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
back_handler init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
back_handler component
</ol>
</dd>
<dt>
<a name = "druid:new_hover"></a>
<strong>druid:new_hover(...)</strong>
</dt>
<dd>
Create hover basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
hover init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
hover component
</ol>
</dd>
<dt>
<a name = "druid:new_text"></a>
<strong>druid:new_text(...)</strong>
</dt>
<dd>
Create text basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
text init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
text component
</ol>
</dd>
<dt>
<a name = "druid:new_lang_text"></a>
<strong>druid:new_lang_text(...)</strong>
</dt>
<dd>
Create lang_text basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
lang_text init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
lang_text component
</ol>
</dd>
<dt>
<a name = "druid:new_timer"></a>
<strong>druid:new_timer(...)</strong>
</dt>
<dd>
Create timer basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
timer init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
timer component
</ol>
</dd>
<dt>
<a name = "druid:new_progress"></a>
<strong>druid:new_progress(...)</strong>
</dt>
<dd>
Create progress basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
progress init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
progress component
</ol>
</dd>
<dt>
<a name = "druid:new_grid"></a>
<strong>druid:new_grid(...)</strong>
</dt>
<dd>
Create grid basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
grid init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
grid component
</ol>
</dd>
<dt>
<a name = "druid:new_scroll"></a>
<strong>druid:new_scroll(...)</strong>
</dt>
<dd>
Create scroll basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
scroll init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
scroll component
</ol>
</dd>
<dt>
<a name = "druid:new_slider"></a>
<strong>druid:new_slider(...)</strong>
</dt>
<dd>
Create slider basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
slider init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
slider component
</ol>
</dd>
<dt>
<a name = "druid:new_checkbox"></a>
<strong>druid:new_checkbox(...)</strong>
</dt>
<dd>
Create checkbox basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
checkbox init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
checkbox component
</ol>
</dd>
<dt>
<a name = "druid:new_input"></a>
<strong>druid:new_input(...)</strong>
</dt>
<dd>
Create input basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
input init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
input component
</ol>
</dd>
<dt>
<a name = "druid:new_checkbox_group"></a>
<strong>druid:new_checkbox_group(...)</strong>
</dt>
<dd>
Create checkbox_group basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
checkbox_group init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
checkbox_group component
</ol>
</dd>
<dt>
<a name = "druid:new_radio_group"></a>
<strong>druid:new_radio_group(...)</strong>
</dt>
<dd>
Create radio_group basic component
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
<span class="types"><span class="type">args</span></span>
radio_group init args
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Component</span></span>
radio_group component
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Setup">Setup </a></li>
<li><a href="#Components">Components </a></li>
<li><a href="#Creating_components">Creating components </a></li>
<li><a href="#Examples">Examples </a></li>
<li><a href="#Documentation">Documentation </a></li>
<li><a href="#Games_powered_by_Druid">Games powered by Druid </a></li>
<li><a href="#Future_plans">Future plans </a></li>
<li><a href="#License">License </a></li>
<li><a href="#Issues_and_suggestions">Issues and suggestions </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><strong>README</strong></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<a href="https://insality.github.io/druid/"><img src="media/druid_logo.png" alt=""/></a></p>
<p><strong>Druid</strong> - powerful defold component UI library. Use basic druid components or make your own game-specific components to make amazing GUI in your games.</p>
<p><a name="Setup"></a></p>
<h2>Setup</h2>
<h3>Dependency</h3>
<p>You can use the druid extension in your own project by adding this project as a <a href="https://www.defold.com/manuals/libraries/">Defold library dependency</a>. Open your game.project file and in the dependencies field under project add:</p>
<blockquote>
<p><a href="https://github.com/Insality/druid/archive/master.zip">https://github.com/Insality/druid/archive/master.zip</a></p>
</blockquote>
<p>Or point to the ZIP file of a <a href="https://github.com/Insality/druid/releases">specific release</a>.</p>
<h3>Code</h3>
<p>Adjust druid settings, if needed:</p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="comment">-- Used for button component and custom components
</span>druid.set_sound_function(callback)
<span class="comment">-- Used for lang_text component
</span>druid.set_text_function(callback)
<span class="comment">-- Used for change default druid style
</span>druid.set_default_style(your_style)
</pre>
<p><a name="Components"></a></p>
<h2>Components</h2>
<p>Druid provides next basic components:
- <strong>Button</strong> - Basic game button</p>
<ul>
<li><p><strong>Text</strong> - Wrap on text node with text size adjusting</p></li>
<li><p><strong>Blocker</strong> - Block input in node zone</p></li>
<li><p><strong>Back Handler</strong> - Handle back button (Android, backspace)</p></li>
<li><p><strong>Lang text</strong> - Text component with handle localization system</p></li>
<li><p><strong>Timer</strong> - Run timer on text node</p></li>
<li><p><strong>Progress</strong> - Basic progress bar</p></li>
<li><p><strong>Scroll</strong> - Basic scroll component</p></li>
<li><p><strong>Grid</strong> - Component for manage node positions</p></li>
<li><p><strong>Slider</strong> - Basic slider component</p></li>
<li><p><strong>Checkbox</strong> - Basic checkbox component</p></li>
<li><p><strong>Checkbox group</strong> - Several checkboxes in one group</p></li>
<li><p><strong>Radio group</strong> - Several checkboxes in one group with single choice</p></li>
<li><p><strong>Hover</strong> - Trigger component for check node hover state</p></li>
<li><p><strong>Input</strong> - Component to process user text input</p></li>
</ul>
<p>Full info see on <em>components.md</em></p>
<p><a name="Creating_components"></a></p>
<h2>Creating components</h2>
<p>Any components creating via druid:</p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
self.druid = druid.new(self)
<span class="keyword">local</span> button = self.druid:new_button(node_name, callback)
<span class="keyword">local</span> text = self.druid:new_text(node_text_name)
<span class="keyword">end</span>
<span class="keyword">function</span> update(self, dt)
self.druid:update(dt)
<span class="keyword">end</span>
<span class="keyword">function</span> on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
<span class="keyword">end</span>
<span class="keyword">function</span> on_input(self, action_id, action)
self.druid:on_input(action_id, action)
<span class="keyword">end</span>
</pre>
<p><a name="Examples"></a></p>
<h2>Examples</h2>
<p>See the <a href="https://github.com/insality/druid/tree/develop/example/kenney">example folder</a> for examples of how to use Druid</p>
<p>See the <a href="https://github.com/insality/druid-assets">druid-assets repository</a> for examples of how to create custom components and styles</p>
<p>Try the HTML5 version of the example app</p>
<p><a name="Documentation"></a></p>
<h2>Documentation</h2>
<p>To learn druid better, read next documentation:
- Druid components
- Create custom components
- Druid asset store
- Druid Styles</p>
<p>Full druid documentation you can find here:
https://insality.github.io/druid/</p>
<p><a name="Games_powered_by_Druid"></a></p>
<h2>Games powered by Druid</h2>
<p><em>Will fill later</em></p>
<p><a name="Future_plans"></a></p>
<h2>Future plans</h2>
<ul>
<li><p>Basic input component</p></li>
<li><p>Add on<em>layout</em>change support (to keep gui data between layout change)</p></li>
<li><p>Add on<em>change</em>language support (call single function to update all druid instance)</p></li>
<li><p>Better documentation and examples</p></li>
<li><p>Add more comfortable gamepad support for GUI (ability to select button with DPAD and other stuff)</p></li>
</ul>
<p><a name="License"></a></p>
<h2>License</h2>
<p>Original idea by <a href="https://github.com/AGulev">AGulev</a></p>
<p>Developed and supporting by <a href="https://github.com/Insality">Insality</a></p>
<p>MIT License</p>
<p><a name="Issues_and_suggestions"></a></p>
<h2>Issues and suggestions</h2>
<p>If you have any issues, questions or suggestions please <a href="https://github.com/Insality/druid/issues">create an issue</a> or contact me: <a href="mailto:insality@gmail.com">insality@gmail.com</a>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
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</div> <!-- id="product" -->
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Button">Button </a></li>
<li><a href="#Text">Text </a></li>
<li><a href="#Blocker">Blocker </a></li>
<li><a href="#Back_Handler">Back Handler </a></li>
<li><a href="#Locale">Locale </a></li>
<li><a href="#Timer">Timer </a></li>
<li><a href="#Progress">Progress </a></li>
<li><a href="#Scroll">Scroll </a></li>
<li><a href="#Grid">Grid </a></li>
<li><a href="#Slider">Slider </a></li>
<li><a href="#Checkbox">Checkbox </a></li>
<li><a href="#Checkbox_group">Checkbox group </a></li>
<li><a href="#Radio_group">Radio group </a></li>
<li><a href="#Hover">Hover </a></li>
<li><a href="#Input">Input </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><strong>Druid components</strong></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Druid components</h1>
<p><a name="Button"></a></p>
<h2>Button</h2>
<p>Basic game button</p>
<p><a name="Text"></a></p>
<h2>Text</h2>
<p>Wrap on text node with text size adjusting</p>
<p><a name="Blocker"></a></p>
<h2>Blocker</h2>
<p>Block input in node zone</p>
<p><a name="Back_Handler"></a></p>
<h2>Back Handler</h2>
<p>Handle back button (Android, backspace)</p>
<p><a name="Locale"></a></p>
<h2>Locale</h2>
<p>Text component with handle localization system</p>
<p><a name="Timer"></a></p>
<h2>Timer</h2>
<p>Run timer on text node</p>
<p><a name="Progress"></a></p>
<h2>Progress</h2>
<p>Basic progress bar</p>
<p><a name="Scroll"></a></p>
<h2>Scroll</h2>
<p>Basic scroll component</p>
<p><a name="Grid"></a></p>
<h2>Grid</h2>
<p>Component for manage node positions</p>
<p><a name="Slider"></a></p>
<h2>Slider</h2>
<p>Basic slider component</p>
<p><a name="Checkbox"></a></p>
<h2>Checkbox</h2>
<p>Basic checkbox component</p>
<p><a name="Checkbox_group"></a></p>
<h2>Checkbox group</h2>
<p>Several checkboxes in one group</p>
<p><a name="Radio_group"></a></p>
<h2>Radio group</h2>
<p>Several checkboxes in one group with single choice</p>
<p><a name="Hover"></a></p>
<h2>Hover</h2>
<p>Trigger component for check node hover state</p>
<p><a name="Input"></a></p>
<h2>Input</h2>
<p>Component to process user text input</p>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><strong>Custom components</strong></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/online_example.md.html">Online example</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h2>Custom components</h2>
<p>Add your custom components via <a href="../modules/druid.html#register">druid.register</a></p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> my_component = <span class="global">require</span>(<span class="string">"my.amazing.component"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
druid.register(<span class="string">"my_component"</span>, my_component)
<span class="keyword">end</span>
</pre>
<p>Basic custom component template looks like this:</p>
<pre>
<span class="keyword">local</span> const = <span class="global">require</span>(<span class="string">"druid.const"</span>)
<span class="keyword">local</span> M = {}
M.interest = { const.ON_INPUT }
<span class="keyword">function</span> M.init(self, ...)
<span class="comment">-- Component constructor
</span><span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_UPDATE
</span><span class="keyword">function</span> M.update(self, dt)
<span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_INPUT or const.ON_SWIPE
</span><span class="keyword">function</span> M.on_input(self, action_id, action)
<span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_MESSAGE
</span><span class="keyword">function</span> M.on_message(self, message_id, message, sender)
<span class="keyword">end</span>
<span class="comment">-- Call only if swipe was started on another component (ex. scroll)
</span><span class="keyword">function</span> M.on_swipe(self)
<span class="keyword">end</span>
<span class="keyword">return</span> M
</pre>
<h2>Best practice on custom components</h2>
<p>On each component recomended describe component schema in next way:</p>
<pre>
<span class="comment">-- Component module
</span><span class="keyword">local</span> helper = <span class="global">require</span>(<span class="string">"druid.helper"</span>)
<span class="keyword">local</span> M = {}
<span class="keyword">local</span> SCHEME = {
ROOT = <span class="string">"/root"</span>,
ITEM = <span class="string">"/item"</span>,
TITLE = <span class="string">"/title"</span>
}
<span class="comment">-- TODO: Rework self.template/self.nodes
</span><span class="comment">-- Make self._inner_data? { component_name, template, nodes }
</span><span class="keyword">function</span> M.init(self, template_name, node_table)
<span class="comment">-- If component use template, setup it:
</span> self.template = template_name
<span class="comment">-- If component was cloned with gui.clone_tree, pass his nodes
</span> self.nodes = node_table
<span class="comment">-- helper can get node from gui/template/table
</span> <span class="keyword">local</span> root = helper.node(self, SCHEME.ROOT)
<span class="comment">-- This component can spawn another druid components:
</span> <span class="keyword">local</span> druid = helper.get_druid(self)
<span class="comment">-- Button self on callback is self of _this_ component
</span> <span class="keyword">local</span> button = druid:new_button(...)
<span class="comment">-- helper can return you the component style
</span> <span class="keyword">local</span> my_style = helper.get_style(self, <span class="string">"component_name"</span>)
<span class="keyword">end</span>
</pre>
</div> <!-- id="content" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:00:04 </i>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Overview">Overview </a></li>
<li><a href="#Custom_components">Custom components </a></li>
<li><a href="#Best_practice_on_custom_components">Best practice on custom components </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><strong>Creating custom components</strong></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Creating custom components</h1>
<p><a name="Overview"></a></p>
<h2>Overview</h2>
<p>Druid allows you to create your custom components from druid basic components or other custom components</p>
<p><a name="Custom_components"></a></p>
<h2>Custom components</h2>
<p>Basic custom component template looks like this:</p>
<pre>
<span class="keyword">local</span> const = <span class="global">require</span>(<span class="string">"druid.const"</span>)
<span class="keyword">local</span> component = <span class="global">require</span>(<span class="string">"druid.component"</span>)
<span class="keyword">local</span> M = component.create(<span class="string">"your_component"</span>)
<span class="comment">-- Component constructor
</span><span class="keyword">function</span> M.init(self, ...)
<span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_UPDATE
</span><span class="keyword">function</span> M.update(self, dt)
<span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_INPUT or const.ON_INPUT_HIGH
</span><span class="keyword">function</span> M.on_input(self, action_id, action)
<span class="keyword">end</span>
<span class="comment">-- Call only if exist interest: const.ON_MESSAGE
</span><span class="keyword">function</span> M.on_message(self, message_id, message, sender)
<span class="keyword">end</span>
<span class="comment">-- Call only if component with ON_CHANGE_LANGUAGE interest
</span><span class="keyword">function</span> M.on_change_language(self)
<span class="keyword">end</span>
<span class="comment">-- Call only if component with ON_LAYOUT_CHANGE interest
</span><span class="keyword">function</span> M.on_layout_change(self)
<span class="keyword">end</span>
<span class="keyword">return</span> M
</pre>
<p>Add your custom component to druid via <a href="../modules/druid.html#register">druid.register</a></p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> my_component = <span class="global">require</span>(<span class="string">"my.amazing.component"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
druid.register(<span class="string">"my_component"</span>, my_component)
<span class="keyword">end</span>
</pre>
<h3>Interest</h3>
<p>Interest - is a way to indicate what events your component will respond to.
There is next interests in druid:
- <strong>ON_MESSAGE</strong> - component will receive messages from on_message</p>
<ul>
<li><p><strong>ON_UPDATE</strong> - component will be updated from update</p></li>
<li><p><strong>ON<em>INPUT</em>HIGH</strong> - component will receive input from on<em>input, before other components with ON</em>INPUT</p></li>
<li><p><strong>ON_INPUT</strong> - component will receive input from on<em>input, after other components with ON</em>INPUT_HIGH</p></li>
<li><p><strong>ON<em>CHANGE</em>LANGUAGE</strong> - will call <em>on</em>change<em>language</em> function on language change trigger</p></li>
<li><p><strong>ON<em>LAYOUT</em>CHANGED</strong> will call <em>on</em>layout<em>change</em> function on layout change trigger</p></li>
</ul>
<p><a name="Best_practice_on_custom_components"></a></p>
<h2>Best practice on custom components</h2>
<p>On each component recomended describe component scheme in next way:</p>
<pre>
<span class="comment">-- Component module
</span><span class="keyword">local</span> component = <span class="global">require</span>(<span class="string">"druid.component"</span>)
<span class="keyword">local</span> M = component.create(<span class="string">"your_component"</span>)
<span class="keyword">local</span> SCHEME = {
ROOT = <span class="string">"/root"</span>,
ITEM = <span class="string">"/item"</span>,
TITLE = <span class="string">"/title"</span>
}
<span class="keyword">function</span> M.init(self, template_name, node_table)
<span class="comment">-- If component use template, setup it:
</span> self:set_template(template_name)
<span class="comment">-- If component was cloned with gui.clone_tree, pass his nodes
</span> self:set_nodes(node_table)
<span class="comment">-- helper can get node from gui/template/table
</span> <span class="keyword">local</span> root = self:get_node(SCHEME.ROOT)
<span class="comment">-- This component can spawn another druid components:
</span> <span class="keyword">local</span> druid = self:get_druid()
<span class="comment">-- Button self on callback is self of _this_ component
</span> <span class="keyword">local</span> button = druid:new_button(...)
<span class="comment">-- helper can return you the component style for current component
</span> <span class="comment">-- It return by component name from
</span> <span class="keyword">local</span> my_style = self:get_style()
<span class="keyword">end</span>
</pre>
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
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<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<div id="navigation">
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<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Overview">Overview </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><strong>Druid assets</strong></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Druid assets</h1>
<p><a name="Overview"></a></p>
<h2>Overview</h2>
<p>I've created <a href="https://github.com/Insality/druid-assets">druid-assets repository</a> to make a <em>marketplace</em> with custom styles and components.</p>
<p>Any of druid users can push their own components and styles to share it with the other users</p>
<p>Also, this marketplace is great example to how you can create your custom components</p>
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Overview">Overview </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><strong>Examples</strong></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Examples</h1>
<p><a name="Overview"></a></p>
<h2>Overview</h2>
<p>See the <a href="https://github.com/Insality/druid/tree/develop/example/kenney">example folder</a> for examples of how to use Druid</p>
<p>Try the HTML5 version of the example app</p>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
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<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/create_custom_components.md.html">Custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><strong>Online example</strong></li>
<li><a href="../topics/styles.md.html">Styles</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Online example</h1>
<p>Check druid --here-- (link)</p>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:00:04 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Overview">Overview </a></li>
<li><a href="#Usage">Usage </a></li>
<li><a href="#Create_custom_components">Create custom components </a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/components.md.html">Druid components</a></li>
<li><a href="../topics/creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/examples.md.html">Examples</a></li>
<li><strong>Styles</strong></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
</div>
<div id="content">
<h1>Styles</h1>
<p><a name="Overview"></a></p>
<h2>Overview</h2>
<p>Styles - set of functions and parameters for components to customize their behavior.</p>
<p>Styles is a table, where key is name of component, and value is style table for this component.</p>
<p>In component API documentation, you can find the style API for this component. Or just lookup for existing styles and modify them.</p>
<p><a name="Usage"></a></p>
<h2>Usage</h2>
<p>Setup default druid style for all druid instances via <code>druid.set_default_style</code></p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> my_style = <span class="global">require</span>(<span class="string">"my.amazing.style"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
druid.set_default_style(my_style)
<span class="keyword">end</span>
</pre>
<p>Setup custom style to specific druid instance:</p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> my_style = <span class="global">require</span>(<span class="string">"my.amazing.style"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
<span class="comment">-- This druid instance will be use my_style as default
</span> self.druid = druid.new(self, my_style)
<span class="keyword">end</span>
</pre>
<p>Change component style with <em>set</em>style_ function</p>
<pre>
<span class="keyword">local</span> druid = <span class="global">require</span>(<span class="string">"druid.druid"</span>)
<span class="keyword">local</span> my_style = <span class="global">require</span>(<span class="string">"my.amazing.style"</span>)
<span class="keyword">local</span> <span class="keyword">function</span> init(self)
self.druid = druid.new(self)
self.button = self.druid:new_button(self, <span class="string">"node"</span>)
<span class="comment">-- Setup custom style for specific component
</span> self.button:set_style(my_style)
<span class="keyword">end</span>
</pre>
<p><a name="Create_custom_components"></a></p>
<h2>Create custom components</h2>
<p>Styles is just lua table, so it can be described in just one single file
<strong>TODO</strong></p>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-03-21 22:59:46 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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# Druid components
## Button
Basic game button
## Text
Wrap on text node with text size adjusting
## Blocker
Block input in node zone
## Back Handler
Handle back button (Android, backspace)
## Locale
Text component with handle localization system
## Timer
Run timer on text node
## Progress
Basic progress bar
## Scroll
Basic scroll component
## Grid
Component for manage node positions
## Slider
Basic slider component
## Checkbox
Basic checkbox component
## Checkbox group
Several checkboxes in one group
## Radio group
Several checkboxes in one group with single choice
## Hover
Trigger component for check node hover state
## Input
Component to process user text input

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# Creating custom components
## Overview
Druid allows you to create your custom components from druid basic components or other custom components
## Custom components
Basic custom component template looks like this:
```lua
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("your_component")
-- Component constructor
function M.init(self, ...)
end
-- Call only if exist interest: const.ON_UPDATE
function M.update(self, dt)
end
-- Call only if exist interest: const.ON_INPUT or const.ON_INPUT_HIGH
function M.on_input(self, action_id, action)
end
-- Call only if exist interest: const.ON_MESSAGE
function M.on_message(self, message_id, message, sender)
end
-- Call only if component with ON_CHANGE_LANGUAGE interest
function M.on_change_language(self)
end
-- Call only if component with ON_LAYOUT_CHANGE interest
function M.on_layout_change(self)
end
return M
```
Add your custom component to druid via `druid.register`
```lua
local druid = require("druid.druid")
local my_component = require("my.amazing.component")
local function init(self)
druid.register("my_component", my_component)
end
```
### Interest
Interest - is a way to indicate what events your component will respond to.
There is next interests in druid:
- **ON_MESSAGE** - component will receive messages from on_message
- **ON_UPDATE** - component will be updated from update
- **ON_INPUT_HIGH** - component will receive input from on_input, before other components with ON_INPUT
- **ON_INPUT** - component will receive input from on_input, after other components with ON_INPUT_HIGH
- **ON_CHANGE_LANGUAGE** - will call _on_change_language_ function on language change trigger
- **ON_LAYOUT_CHANGED** will call _on_layout_change_ function on layout change trigger
## Best practice on custom components
On each component recomended describe component scheme in next way:
```lua
-- Component module
local component = require("druid.component")
local M = component.create("your_component")
local SCHEME = {
ROOT = "/root",
ITEM = "/item",
TITLE = "/title"
}
function M.init(self, template_name, node_table)
-- If component use template, setup it:
self:set_template(template_name)
-- If component was cloned with gui.clone_tree, pass his nodes
self:set_nodes(node_table)
-- helper can get node from gui/template/table
local root = self:get_node(SCHEME.ROOT)
-- This component can spawn another druid components:
local druid = self:get_druid()
-- Button self on callback is self of _this_ component
local button = druid:new_button(...)
-- helper can return you the component style for current component
-- It return by component name from
local my_style = self:get_style()
end
```

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# Druid assets
## Overview
I've created [druid-assets repository](https://github.com/Insality/druid-assets) to make a _marketplace_ with custom styles and components.
Any of druid users can push their own components and styles to share it with the other users
Also, this marketplace is great example to how you can create your custom components

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# Examples
## Overview
See the [example folder](https://github.com/Insality/druid/tree/develop/example/kenney) for examples of how to use Druid
Try the HTML5 version of the example app

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# Styles
## Overview
Styles - set of functions and parameters for components to customize their behavior.
Styles is a table, where key is name of component, and value is style table for this component.
In component API documentation, you can find the style API for this component. Or just lookup for existing styles and modify them.
## Usage
Setup default druid style for all druid instances via `druid.set_default_style`
```lua
local druid = require("druid.druid")
local my_style = require("my.amazing.style")
local function init(self)
druid.set_default_style(my_style)
end
```
Setup custom style to specific druid instance:
```lua
local druid = require("druid.druid")
local my_style = require("my.amazing.style")
local function init(self)
-- This druid instance will be use my_style as default
self.druid = druid.new(self, my_style)
end
```
Change component style with _set_style_ function
```lua
local druid = require("druid.druid")
local my_style = require("my.amazing.style")
local function init(self)
self.druid = druid.new(self)
self.button = self.druid:new_button(self, "node")
-- Setup custom style for specific component
self.button:set_style(my_style)
end
```
## Create custom components
Styles is just lua table, so it can be described in just one single file
__TODO__

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--- Component to handle back key (android, backspace)
-- @module druid.back_handler
--- Component events
-- @table Events
-- @tfield druid_event on_back On back handler callback
--- Component fields
-- @table Fields
-- @tfield any params Params to click callbacks
local Event = require("druid.event")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("back_handler", { const.ON_INPUT })
--- Component init function
-- @function back_handler:init
-- @tparam callback callback On back button
-- @tparam[opt] params Callback argument
function M.init(self, callback, params)
self.params = params
self.on_back = Event(callback)
end
--- Input handler for component
-- @function back_handler:on_input
-- @tparam string action_id on_input action id
-- @tparam table action on_input action
function M.on_input(self, action_id, action)
if action_id == const.ACTION_BACK and action[const.RELEASED] then
self.on_back:trigger(self:get_context(), self.params)
return true
end
return false
end
return M

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--- Component to block input on specify zone by node
-- @module druid.blocker
--- Component events
-- @table Events
-- @tfield druid_event on_click On release button callback
-- @tfield druid_event on_enable_change On enable/disable callback
--- Component fields
-- @table Fields
-- @tfield node node Trigger node
local Event = require("druid.event")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("blocker", { const.ON_INPUT_HIGH })
--- Component init function
-- @function blocker:init
-- @tparam node node Gui node
function M.init(self, node)
self.node = self:get_node(node)
self.on_click = Event()
self.on_enable_change = Event()
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
if not self:is_enabled(self.node) then
return false
end
if gui.pick_node(self.node, action.x, action.y) then
return true
end
return false
end
--- Set enabled blocker component state
-- @function blocker:set_enabled
-- @tparam bool state Enabled state
function M.set_enabled(self, state)
gui.set_enabled(self.node, state)
end
--- Return blocked enabled state
-- @function blocker:is_enabled
-- @treturn bool True, if blocker is enabled
function M.is_enabled(self, state)
return gui.is_enabled(self.node)
end
return M

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--- Component to handle basic GUI button
-- @module druid.button
--- Component events
-- @table Events
-- @tfield druid_event on_click On release button callback
-- @tfield druid_event on_repeated_click On repeated action button callback
-- @tfield druid_event on_long_click On long tap button callback
-- @tfield druid_event on_double_click On double tap button callback
--- Component fields
-- @table Fields
-- @tfield node node Trigger node
-- @tfield[opt=node] node anim_node Animation node
-- @tfield vector3 scale_from Initial scale of anim_node
-- @tfield vector3 pos Initial pos of anim_node
-- @tfield any params Params to click callbacks
-- @tfield druid.hover hover Druid hover logic component
-- @tfield[opt] node click_zone Restriction zone
--- Component style params
-- @table Style
-- @tfield function on_click (self, node)
-- @tfield function on_click_disabled (self, node)
-- @tfield function on_hover (self, node, hover_state)
-- @tfield function on_set_enabled (self, node, enabled_state)
-- @tfield bool IS_HOVER
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("button", { const.ON_INPUT })
local function is_input_match(self, action_id)
if action_id == const.ACTION_TOUCH then
return true
end
if self.key_trigger and action_id == self.key_trigger then
return true
end
return false
end
local function on_button_hover(self, hover_state)
if not self._style.on_hover then
return
end
self._style.on_hover(self, self.anim_node, hover_state)
end
local function on_button_click(self)
if self._style.on_click then
self._style.on_click(self, self.anim_node)
end
self.click_in_row = 1
self.on_click:trigger(self:get_context(), self.params, self)
end
local function on_button_repeated_click(self)
if not self.is_repeated_started then
self.click_in_row = 0
self.is_repeated_started = true
end
if self._style.on_click then
self._style.on_click(self, self.anim_node)
end
self.click_in_row = self.click_in_row + 1
self.on_repeated_click:trigger(self:get_context(), self.params, self, self.click_in_row)
end
local function on_button_long_click(self)
if self._style.on_click then
self._style.on_click(self, self.anim_node)
end
self.click_in_row = 1
local time = socket.gettime() - self.last_pressed_time
self.on_long_click:trigger(self:get_context(), self.params, self, time)
end
local function on_button_double_click(self)
if self._style.on_click then
self._style.on_click(self, self.anim_node)
end
self.click_in_row = self.click_in_row + 1
self.on_double_click:trigger(self:get_context(), self.params, self, self.click_in_row)
end
local function on_button_hold(self, press_time)
self.on_hold_callback:trigger(self:get_context(), self.params, self, press_time)
end
local function on_button_release(self)
if self.is_repeated_started then
return false
end
if not self.disabled then
if self.can_action then
self.can_action = false
local time = socket.gettime()
local is_long_click = (time - self.last_pressed_time) > self._style.LONGTAP_TIME
is_long_click = is_long_click and self.on_long_click:is_exist()
local is_double_click = (time - self.last_released_time) < self._style.DOUBLETAP_TIME
is_double_click = is_double_click and self.on_double_click:is_exist()
if is_long_click then
on_button_long_click(self)
elseif is_double_click then
on_button_double_click(self)
else
on_button_click(self)
end
self.last_released_time = time
end
return true
else
if self._style.on_click_disabled then
self._style.on_click_disabled(self, self.anim_node)
end
return false
end
end
--- Component init function
-- @function button:init
-- @tparam node node Gui node
-- @tparam function callback Button callback
-- @tparam[opt] table params Button callback params
-- @tparam[opt] node anim_node Button anim node (node, if not provided)
-- @tparam[opt] string event Button react event, const.ACTION_TOUCH by default
function M.init(self, node, callback, params, anim_node, event)
self.druid = self:get_druid()
self.node = self:get_node(node)
self.anim_node = anim_node and helper:get_node(anim_node) or self.node
-- TODO: rename to start_scale
self.scale_from = gui.get_scale(self.anim_node)
self.params = params
self.hover = self.druid:new_hover(node, on_button_hover)
self.click_zone = nil
self.is_repeated_started = false
self.last_pressed_time = 0
self.last_released_time = 0
self.click_in_row = 0
self.key_trigger = nil
-- Event stubs
self.on_click = Event(callback)
self.on_repeated_click = Event()
self.on_long_click = Event()
self.on_double_click = Event()
self.on_hold_callback = Event()
end
function M.on_input(self, action_id, action)
if not is_input_match(self, action_id) then
return false
end
if not helper.is_enabled(self.node) then
return false
end
local is_pick = true
local is_key_trigger = (action_id == self.key_trigger)
if not is_key_trigger then
is_pick = gui.pick_node(self.node, action.x, action.y)
if self.click_zone then
is_pick = is_pick and gui.pick_node(self.click_zone, action.x, action.y)
end
end
if not is_pick then
-- Can't interact, if touch outside of button
self.can_action = false
return false
end
if is_key_trigger then
self.hover:set_hover(not action.released)
end
if action.pressed then
-- Can interact if start touch on the button
self.can_action = true
self.is_repeated_started = false
self.last_pressed_time = socket.gettime()
return true
end
-- While hold button, repeat rate pick from input.repeat_interval
if action.repeated then
if not self.disabled and self.on_repeated_click:is_exist() and self.can_action then
on_button_repeated_click(self)
return true
end
end
if action.released then
return on_button_release(self)
end
if not self.disabled and self.can_action and self.on_long_click:is_exist() then
local press_time = socket.gettime() - self.last_pressed_time
if self._style.AUTOHOLD_TRIGGER and self._style.AUTOHOLD_TRIGGER <= press_time then
on_button_release(self)
return true
end
if press_time >= self._style.LONGTAP_TIME then
on_button_hold(self, press_time)
return true
end
end
return not self.disabled
end
function M.on_input_interrupt(self)
self.can_action = false
end
--- Set enabled button component state
-- @function button:set_enabled
-- @tparam bool state Enabled state
function M.set_enabled(self, state)
self.disabled = not state
if self._style.on_set_enabled then
self._style.on_set_enabled(self, self.node, state)
end
end
--- Return button enabled state
-- @function button:is_enabled
-- @treturn bool True, if button is enabled
function M.is_enabled(self)
return not self.disabled
end
--- Strict button click area. Useful for
-- no click events outside stencil node
-- @function button:set_click_zone
-- @tparam node zone Gui node
function M.set_click_zone(self, zone)
self.click_zone = self:get_node(zone)
self.hover:set_click_zone(zone)
end
--- Set key-code to trigger this button
-- @function button:set_key_trigger
-- @tparam hash key The action_id of the key
function M.set_key_trigger(self, key)
self.key_trigger = hash(key)
end
--- Get key-code to trigger this button
-- @function button:get_key_trigger
-- @treturn hash The action_id of the key
function M.get_key_trigger(self)
return self.key_trigger
end
return M

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--- Druid checkbox component
-- @module druid.checkbox
--- Component events
-- @table Events
-- @tfield druid_event on_change_state On change state callback
--- Component fields
-- @table Fields
-- @tfield node node Visual node
-- @tfield[opt=node] node click_node Button trigger node
-- @tfield druid.button button Button component from click_node
--- Component style params
-- @table Style
-- @tfield function on_change_state (self, node, state)
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("checkbox")
local function on_click(self)
M.set_state(self, not self.state)
end
--- Component init function
-- @function checkbox:init
-- @tparam node node Gui node
-- @tparam function callback Checkbox callback
-- @tparam[opt=node] node click node Trigger node, by default equals to node
function M.init(self, node, callback, click_node)
self.style = self:get_style()
self.druid = self:get_druid()
self.node = self:get_node(node)
self.click_node = self:get_node(click_node)
self.button = self.druid:new_button(self.click_node or self.node, on_click)
M.set_state(self, false, true)
self.on_change_state = Event(callback)
end
--- Set checkbox state
-- @function checkbox:set_state
-- @tparam bool state Checkbox state
-- @tparam bool is_silent Don't trigger on_change_state if true
function M.set_state(self, state, is_silent)
if self.state == state then
return
end
self.state = state
if self.style.on_change_state then
self.style.on_change_state(self, self.node, state)
end
if not is_silent then
self.on_change_state:trigger(self:get_context(), state)
end
end
--- Return checkbox state
-- @function checkbox:get_state
-- @treturn bool Checkbox state
function M.get_state(self)
return self.state
end
return M

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--- Checkbox group module
-- @module druid.checkbox_group
--- Component events
-- @table Events
-- @tfield druid_event on_checkbox_click On any checkbox click
--- Component fields
-- @table Fields
-- @tfield table checkboxes Array of checkbox components
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("checkbox_group")
--- Component init function
-- @function checkbox_group:init
-- @tparam node[] node Array of gui node
-- @tparam function callback Checkbox callback
-- @tparam[opt=node] node[] click node Array of trigger nodes, by default equals to nodes
function M.init(self, nodes, callback, click_nodes)
self.druid = self:get_druid()
self.checkboxes = {}
self.on_checkbox_click = Event(callback)
for i = 1, #nodes do
local click_node = click_nodes and click_nodes[i] or nil
local checkbox = self.druid:new_checkbox(nodes[i], function()
self.on_checkbox_click:trigger(self:get_context(), i)
end, click_node)
table.insert(self.checkboxes, checkbox)
end
end
--- Set checkbox group state
-- @function checkbox_group:set_state
-- @tparam bool[] state Array of checkbox state
function M.set_state(self, indexes)
for i = 1, #indexes do
if self.checkboxes[i] then
self.checkboxes[i]:set_state(indexes[i], true)
end
end
end
--- Return checkbox group state
-- @function checkbox_group:get_state
-- @treturn bool[] Array if checkboxes state
function M.get_state(self)
local result = {}
for i = 1, #self.checkboxes do
table.insert(result, self.checkboxes[i]:get_state())
end
return result
end
return M

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--- Component to handle placing components by row and columns.
-- Grid can anchor your elements, get content size and other
-- @module druid.grid
--- Component events
-- @table Events
-- @tfield druid_event on_add_item On item add callback
-- @tfield druid_event on_remove_item On item remove callback
-- @tfield druid_event on_clear On grid clear callback
-- @tfield druid_event on_update_positions On update item positions callback
--- Component fields
-- @table Fields
-- @tfield node parent Parent gui node
-- @tfield node[] nodes List of all grid nodes
-- @tfield vector3 offset Item distance between each other items
-- @tfield vector3 anchor Item anchor
-- @tfield vector3 node_size Item size
-- @tfield vector4 border The size of item content
-- @tfield vector3 border_offer The border offset for correct anchor calculations
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("grid")
--- Component init function
-- @function grid:init
-- @tparam node parent The gui node parent, where items will be placed
-- @tparam node element Element prefab. Need to get it size
-- @tparam[opt=1] number in_row How many nodes in row can be placed
function M.init(self, parent, element, in_row)
self.parent = self:get_node(parent)
self.nodes = {}
self.offset = vmath.vector3(0)
self.anchor = vmath.vector3(0.5, 0, 0)
self.in_row = in_row or 1
self.node_size = gui.get_size(self:get_node(element))
self.border = vmath.vector4(0)
self.border_offset = vmath.vector3(0)
self.on_add_item = Event()
self.on_remove_item = Event()
self.on_clear = Event()
self.on_update_positions = Event()
end
local function check_border(self, pos)
local border = self.border
local size = self.node_size
local W = pos.x - size.x/2 + self.border_offset.x
local E = pos.x + size.x/2 + self.border_offset.x
local N = pos.y + size.y/2 + self.border_offset.y
local S = pos.y - size.y/2 + self.border_offset.y
border.x = math.min(border.x, W)
border.y = math.max(border.y, N)
border.z = math.max(border.z, E)
border.w = math.min(border.w, S)
self.border_offset = vmath.vector3(
(border.x + (border.z - border.x) * self.anchor.x),
(border.y + (border.w - border.y) * self.anchor.y),
0
)
end
local temp_pos = vmath.vector3(0)
local function get_pos(self, index)
local row = math.ceil(index / self.in_row) - 1
local col = (index - row * self.in_row) - 1
temp_pos.x = col * (self.node_size.x + self.offset.x) - self.border_offset.x
temp_pos.y = -row * (self.node_size.y + self.offset.y) - self.border_offset.y
temp_pos.z = 0
return temp_pos
end
local function update_pos(self)
for i = 1, #self.nodes do
local node = self.nodes[i]
gui.set_position(node, get_pos(self, i))
end
self.on_update_positions:trigger(self:get_context())
end
--- Set grid items offset, the distance between items
-- @function grid:set_offset
-- @tparam vector3 offset Offset
function M.set_offset(self, offset)
self.offset = offset
update_pos(self)
end
--- Set grid anchor
-- @function grid:set_anchor
-- @tparam vector3 acnhor Anchor
function M.set_anchor(self, anchor)
self.anchor = anchor
update_pos(self)
end
--- Add new item to the grid
-- @function grid:add
-- @tparam node item Gui node
-- @tparam[opt] number index The item position. By default add as last item
function M.add(self, item, index)
index = index or (#self.nodes + 1)
table.insert(self.nodes, index, item)
gui.set_parent(item, self.parent)
local pos = get_pos(self, index)
check_border(self, pos)
update_pos(self)
self.on_add_item:trigger(self:get_context(), item, index)
end
--- Return grid content size
-- @function grid:get_size
-- @treturn vector3 The grid content size
function M.get_size(self)
return vmath.vector3(
self.border.z - self.border.x,
self.border.y - self.border.w,
0)
end
--- Return array of all node positions
-- @function grid:get_all_pos
-- @treturn vector3[] All grid node positions
function M.get_all_pos(self)
local result = {}
for i = 1, #self.nodes do
table.insert(result, gui.get_position(self.nodes[i]))
end
return result
end
--- Clear all items from the grid
-- @function grid:clear
function M.clear(self)
for i = 1, #self.nodes do
gui.delete_node(self.nodes[i])
end
self.nodes = {}
end
return M

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--- Component to handle hover node interaction
-- @module druid.hover
--- Component events
-- @table Events
-- @tfield druid_event on_hover On hover callback
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("hover", { const.ON_INPUT })
--- Component init function
-- @function hover:init
-- @tparam node node Gui node
-- @tparam function on_hover_callback Hover callback
function M.init(self, node, on_hover_callback)
self.style = self:get_style()
self.node = self:get_node(node)
self._is_hovered = false
self.on_hover = Event(on_hover_callback)
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return
end
if not helper.is_enabled(self.node) then
return false
end
local is_pick = gui.pick_node(self.node, action.x, action.y)
if self.click_zone then
is_pick = is_pick and gui.pick_node(self.click_zone, action.x, action.y)
end
if not is_pick then
M.set_hover(self, false)
return false
end
if action.released then
M.set_hover(self, false)
else
M.set_hover(self, true)
end
end
function M.on_input_interrupt(self)
M.set_hover(self, false)
end
--- Set hover state
-- @function hover:set_hover
-- @tparam bool state The hover state
function M.set_hover(self, state)
if self._is_hovered ~= state then
self._is_hovered = state
self.on_hover:trigger(self:get_context(), state)
end
end
--- Strict button click area. Useful for
-- no click events outside stencil node
-- @function hover:set_click_zone
-- @tparam node zone Gui node
function M.set_click_zone(self, zone)
self.click_zone = self:get_node(zone)
end
return M

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druid/base/input.lua Normal file
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--- Druid input text component.
-- Carry on user text input
-- UNIMPLEMENTED
-- @module druid.input
local component = require("druid.component")
local M = component.create("input")
function M.init(self, node, callback, click_node)
self.style = self:get_style()
end
return M

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druid/base/lang_text.lua Normal file
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--- Component to handle all GUI texts
-- Good working with localization system
-- @module druid.lang_text
--- Component events
-- @table Events
-- @tfield druid_event on_change On change text callback
--- Component fields
-- @table Fields
-- @tfield druid.text text The text component
local Event = require("druid.event")
local const = require("druid.const")
local settings = require("druid.system.settings")
local component = require("druid.component")
local M = component.create("lang_text", { const.ON_CHANGE_LANGUAGE })
--- Component init function
-- @function lang_text:init
-- @tparam node node The text node
-- @tparam string locale_id Default locale id
-- @tparam bool no_adjust If true, will not correct text size
function M.init(self, node, locale_id, no_adjust)
self.druid = self:get_druid()
self.text = self.druid:new_text(node, locale_id, no_adjust)
self.on_change = Event()
self:translate(locale_id)
return self
end
function M.on_change_language(self)
if self.last_locale then
M.translate(self)
end
end
--- Setup raw text to lang_text component
-- @function lang_text:set_to
-- @tparam string text Text for text node
function M.set_to(self, text)
self.last_locale = false
self.text:set_to(text)
self.on_change:trigger()
end
--- Translate the text by locale_id
-- @function lang_text:translate
-- @tparam string locale_id Locale id
function M.translate(self, locale_id)
self.last_locale = locale_id or self.last_locale
self.text:set_to(settings.get_text(self.last_locale))
end
return M

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--- Basic progress bar component.
-- For correct progress bar init it should be in max size from gui
-- @module druid.progress
--- Component events
-- @table Events
-- @tfield druid_event on_change On progress bar change callback
--- Component fields
-- @table Fields
-- @tfield node node Progress bar fill node
-- @tfield string key The progress bar direction
-- @tfield vector3 scale Current progress bar scale
-- @tfield vector3 size Current progress bar size
-- @tfield number max_size Maximum size of progress bar
-- @tfield vector4 slice Progress bar slice9 settings
--- Component style params
-- @table Style
-- @tfield number SPEED Progress bas fill rate. More -> faster
-- @tfield number MIN_DELTA Minimum step to fill progress bar
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("progress", { const.ON_UPDATE })
local function check_steps(self, from, to, exactly)
if not self.steps then
return
end
for i = 1, #self.steps do
local step = self.steps[i]
local v1, v2 = from, to
if v1 > v2 then
v1, v2 = v2, v1
end
if v1 < step and step < v2 then
self.step_callback(self:get_context(), step)
end
if exactly and exactly == step then
self.step_callback(self:get_context(), step)
end
end
end
local function set_bar_to(self, set_to, is_silent)
local prev_value = self.last_value
self.last_value = set_to
local total_width = set_to * self.max_size
local scale = math.min(total_width / self.slice_size, 1)
local size = math.max(total_width, self.slice_size)
self.scale[self.key] = scale
gui.set_scale(self.node, self.scale)
self.size[self.key] = size
gui.set_size(self.node, self.size)
if not is_silent then
check_steps(self, prev_value, set_to)
end
end
--- Component init function
-- @function progress:init
-- @tparam string|node node Progress bar fill node or node name
-- @tparam string key Progress bar direction: const.SIDE.X or const.SIDE.Y
-- @tparam number init_value Initial value of progress bar
function M.init(self, node, key, init_value)
assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'")
self.prop = hash("scale."..key)
self.key = key
self.style = self:get_style()
self.node = self:get_node(node)
self.scale = gui.get_scale(self.node)
self.size = gui.get_size(self.node)
self.max_size = self.size[self.key]
self.slice = gui.get_slice9(self.node)
if key == const.SIDE.X then
self.slice_size = self.slice.x + self.slice.z
else
self.slice_size = self.slice.y + self.slice.w
end
self.on_change = Event()
self:set_to(init_value or 1)
end
function M.update(self, dt)
if self.target then
local prev_value = self.last_value
local step = math.abs(self.last_value - self.target) * (self.style.SPEED*dt)
step = math.max(step, self.style.MIN_DELTA)
self:set_to(helper.step(self.last_value, self.target, step))
if self.last_value == self.target then
check_steps(self, prev_value, self.target, self.target)
if self.target_callback then
self.target_callback(self:get_context(), self.target)
end
self.target = nil
end
end
end
--- Fill a progress bar and stop progress animation
-- @function progress:fill
function M.fill(self)
set_bar_to(self, 1, true)
end
--- Empty a progress bar
-- @function progress:empty
function M.empty(self)
set_bar_to(self, 0, true)
end
--- Instant fill progress bar to value
-- @function progress:set_to
-- @tparam number to Progress bar value, from 0 to 1
function M.set_to(self, to)
set_bar_to(self, to)
end
--- Return current progress bar value
-- @function progress:get
function M.get(self)
return self.last_value
end
--- Set points on progress bar to fire the callback
-- @function progress:set_steps
-- @tparam number[] steps Array of progress bar values
-- @tparam function callback Callback on intersect step value
-- @usage progress:set_steps({0, 0.3, 0.6, 1}, function(self, step) end)
function M.set_steps(self, steps, callback)
self.steps = steps
self.step_callback = callback
end
--- Start animation of a progress bar
-- @function progress:to
-- @tparam number to value between 0..1
-- @tparam[opt] function callback Callback on animation ends
function M.to(self, to, callback)
to = helper.clamp(to, 0, 1)
-- cause of float error
local value = helper.round(to, 5)
if value ~= self.last_value then
self.target = value
self.target_callback = callback
else
if callback then
callback(self:get_context(), to)
end
end
end
return M

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--- Radio group module
-- @module druid.radio_group
--- Component events
-- @table Events
-- @tfield druid_event on_radio_click On any checkbox click
--- Component fields
-- @table Fields
-- @tfield table checkboxes Array of checkbox components
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("radio_group")
local function on_checkbox_click(self, index)
for i = 1, #self.checkboxes do
self.checkboxes[i]:set_state(i == index, true)
end
self.on_radio_click:trigger(self:get_context(), index)
end
--- Component init function
-- @function radio_group:init
-- @tparam node[] node Array of gui node
-- @tparam function callback Radio callback
-- @tparam[opt=node] node[] click node Array of trigger nodes, by default equals to nodes
function M.init(self, nodes, callback, click_nodes)
self.druid = self:get_druid()
self.checkboxes = {}
self.on_radio_click = Event(callback)
for i = 1, #nodes do
local click_node = click_nodes and click_nodes[i] or nil
local checkbox = self.druid:new_checkbox(nodes[i], function()
on_checkbox_click(self, i)
end, click_node)
table.insert(self.checkboxes, checkbox)
end
end
--- Set radio group state
-- @function radio_group:set_state
-- @tparam bool[] state Array of checkbox state
function M.set_state(self, index)
on_checkbox_click(self, index)
end
--- Return radio group state
-- @function radio_group:get_state
-- @treturn bool[] Array if checkboxes state
function M.get_state(self)
local result = -1
for i = 1, #self.checkboxes do
if self.checkboxes[i]:get_state() then
result = i
break
end
end
return result
end
return M

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--- Component to handle scroll content.
-- Scroll consist from two nodes: scroll parent and scroll input
-- Scroll input the user input zone, it's static
-- Scroll parent the scroll moving part, it will change position.
-- Setup initial scroll size by changing scroll parent size. If scroll parent
-- size will be less than scroll_input size, no scroll is available. For scroll
-- parent size should be more than input size
-- @module druid.scroll
--- Component events
-- @table Events
-- @tfield druid_event on_scroll On scroll move callback
-- @tfield druid_event on_scroll_to On scroll_to function callback
-- @tfield druid_event on_point_scroll On scroll_to_index function callbck
--- Component fields
-- @table Fields
-- @tfield node node Scroll parent node
-- @tfield node input_zone Scroll input node
-- @tfield vector3 zone_size Current scroll content size
-- @tfield number soft_size Soft zone size from style table
-- @tfield vector3 center_offset Distance from node to node's center
-- @tfield bool is_inert Flag, if scroll now moving by inertion
-- @tfield vector3 inert Current inert speed
-- @tfield vector3 pos Current scroll posisition
-- @tfield vector3 target Current scroll target position
--- Component style params
-- @table Style
-- @tfield number FRICT_HOLD Multiplier for inertion, while touching
-- @tfield number FRICT Multiplier for free inertion
-- @tfield number INERT_THRESHOLD Scroll speed to stop inertion
-- @tfield number INERT_SPEED Multiplier for inertion speed
-- @tfield number DEADZONE Deadzone for start scrol in pixels
-- @tfield number SOFT_ZONE_SIZE Size of outside zone in pixels (for scroll back moving)
-- @tfield number BACK_SPEED Scroll back returning lerp speed
-- @tfield number ANIM_SPEED Scroll gui.animation speed for scroll_to function
local Event = require("druid.event")
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("scroll", { const.ON_UPDATE, const.ON_INPUT_HIGH })
-- Global on all scrolls
-- TODO: remove it
M.current_scroll = nil
local function get_border(node)
local pivot = gui.get_pivot(node)
local pivot_offset = helper.get_pivot_offset(pivot)
local size = vmath.mul_per_elem(gui.get_size(node), gui.get_scale(node))
return vmath.vector4(
-size.x*(0.5 + pivot_offset.x),
size.y*(0.5 + pivot_offset.y),
size.x*(0.5 - pivot_offset.x),
-size.y*(0.5 - pivot_offset.y)
)
end
local function update_border(self)
local input_border = get_border(self.input_zone)
local content_border = get_border(self.node)
-- border.x - min content.x node pos
-- border.y - min content.y node pos
-- border.z - max content.x node pos
-- border.w - max content.y node pos
self.border = vmath.vector4(
input_border.x - content_border.x,
-input_border.w + content_border.w,
input_border.z - content_border.z,
-input_border.y + content_border.y
)
self.can_x = (self.border.x ~= self.border.z)
self.can_y = (self.border.y ~= self.border.w)
end
local function set_pos(self, pos)
if self.pos.x ~= pos.x or self.pos.y ~= pos.y then
self.pos.x = pos.x
self.pos.y = pos.y
gui.set_position(self.node, self.pos)
self.on_scroll:trigger(self:get_context(), self.pos)
end
end
--- Return scroll, if it outside of scroll area
-- Using the lerp with BACK_SPEED koef
local function check_soft_target(self)
local t = self.target
local b = self.border
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
end
if t.x > b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
end
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
end
if t.x < b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
end
end
--- Free inert update function
local function update_hand_scroll(self, dt)
local inert = self.inert
local delta_x = self.target.x - self.pos.x
local delta_y = self.target.y - self.pos.y
if helper.sign(delta_x) ~= helper.sign(inert.x) then
inert.x = 0
end
if helper.sign(delta_y) ~= helper.sign(inert.y) then
inert.y = 0
end
inert.x = inert.x + delta_x
inert.y = inert.y + delta_y
inert.x = math.abs(inert.x) * helper.sign(delta_x)
inert.y = math.abs(inert.y) * helper.sign(delta_y)
inert.x = inert.x * self.style.FRICT_HOLD
inert.y = inert.y * self.style.FRICT_HOLD
set_pos(self, self.target)
end
local function get_zone_center(self)
return self.pos + self.center_offset
end
--- Find closer point of interest
-- if no inert, scroll to next point by scroll direction
-- if inert, find next point by scroll director
-- @local
local function check_points(self)
if not self.points then
return
end
local inert = self.inert
if not self.is_inert then
if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x))
return
end
if math.abs(inert.y) > self.style.DEADZONE then
self:scroll_to_index(self.selected + helper.sign(inert.y))
return
end
end
-- Find closest point and point by scroll direction
-- Scroll to one of them (by scroll direction in priority)
local temp_dist = math.huge
local temp_dist_on_inert = math.huge
local index = false
local index_on_inert = false
local pos = get_zone_center(self)
for i = 1, #self.points do
local p = self.points[i]
local dist = helper.distance(pos.x, pos.y, p.x, p.y)
local on_inert = true
-- If inert ~= 0, scroll only by move direction
if inert.x ~= 0 and helper.sign(inert.x) ~= helper.sign(p.x - pos.x) then
on_inert = false
end
if inert.y ~= 0 and helper.sign(inert.y) ~= helper.sign(p.y - pos.y) then
on_inert = false
end
if dist < temp_dist then
index = i
temp_dist = dist
end
if on_inert and dist < temp_dist_on_inert then
index_on_inert = i
temp_dist_on_inert = dist
end
end
self:scroll_to_index(index_on_inert or index)
end
local function check_threshold(self)
local inert = self.inert
if not self.is_inert or vmath.length(inert) < self.style.INERT_THRESHOLD then
check_points(self)
inert.x = 0
inert.y = 0
end
end
local function update_free_inert(self, dt)
local inert = self.inert
if inert.x ~= 0 or inert.y ~= 0 then
self.target.x = self.pos.x + (inert.x * dt * self.style.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * self.style.INERT_SPEED)
inert.x = inert.x * self.style.FRICT
inert.y = inert.y * self.style.FRICT
-- Stop, when low inert speed and go to points
check_threshold(self)
end
check_soft_target(self)
set_pos(self, self.target)
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
if self.animate then
self.target = gui.get_position(self.node)
self.pos.x = self.target.x
self.pos.y = self.target.y
gui.cancel_animation(self.node, gui.PROP_POSITION)
self.animate = false
end
end
local function add_delta(self, dx, dy)
local t = self.target
local b = self.border
local soft = self.soft_size
-- TODO: Can we calc it more easier?
-- A lot of calculations for every side of border
-- Handle soft zones
-- Percent - multiplier for delta. Less if outside of scroll zone
local x_perc = 1
local y_perc = 1
if t.x > b.x and dx < 0 then
x_perc = (soft - (b.x - t.x)) / soft
end
if t.x < b.z and dx > 0 then
x_perc = (soft - (t.x - b.z)) / soft
end
-- If disabled scroll by x
if not self.can_x then
x_perc = 0
end
if t.y < b.y and dy < 0 then
y_perc = (soft - (b.y - t.y)) / soft
end
if t.y > b.w and dy > 0 then
y_perc = (soft - (t.y - b.w)) / soft
end
-- If disabled scroll by y
if not self.can_y then
y_perc = 0
end
-- Reset inert if outside of scroll zone
if x_perc ~= 1 then
self.inert.x = 0
end
if y_perc ~= 1 then
self.inert.y = 0
end
t.x = t.x + dx * x_perc
t.y = t.y + dy * y_perc
end
--- Component init function
-- @function scroll:init
-- @tparam node scroll_parent Gui node where placed scroll content. This node will change position
-- @tparam node input_zone Gui node where input is catched
function M.init(self, scroll_parent, input_zone)
self.style = self:get_style()
self.node = self:get_node(scroll_parent)
self.input_zone = self:get_node(input_zone)
self.zone_size = gui.get_size(self.input_zone)
self.soft_size = self.style.SOFT_ZONE_SIZE
-- Distance from node to node's center
local offset = helper.get_pivot_offset(gui.get_pivot(self.input_zone))
self.center_offset = vmath.vector3(self.zone_size)
self.center_offset.x = self.center_offset.x * offset.x
self.center_offset.y = self.center_offset.y * offset.y
self.is_inert = true
self.inert = vmath.vector3(0)
self.pos = gui.get_position(self.node)
self.target = vmath.vector3(self.pos)
self.input = {
touch = false,
start_x = 0,
start_y = 0,
side = false,
}
update_border(self)
self.on_scroll = Event()
self.on_scroll_to = Event()
self.on_point_scroll = Event()
end
function M.update(self, dt)
if self.input.touch then
if M.current_scroll == self then
update_hand_scroll(self, dt)
end
else
update_free_inert(self, dt)
end
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
local inp = self.input
local inert = self.inert
local result = false
if gui.pick_node(self.input_zone, action.x, action.y) then
if action.pressed then
inp.touch = true
inp.start_x = action.x
inp.start_y = action.y
inert.x = 0
inert.y = 0
self.target.x = self.pos.x
self.target.y = self.pos.y
else
local dist = helper.distance(action.x, action.y, inp.start_x, inp.start_y)
if not M.current_scroll and dist >= self.style.DEADZONE then
local dx = math.abs(inp.start_x - action.x)
local dy = math.abs(inp.start_y - action.y)
inp.side = (dx > dy) and const.SIDE.X or const.SIDE.Y
-- Check scroll side if we can scroll
if (self.can_x and inp.side == const.SIDE.X or
self.can_y and inp.side == const.SIDE.Y) then
M.current_scroll = self
end
end
end
end
if inp.touch and not action.pressed then
if M.current_scroll == self then
add_delta(self, action.dx, action.dy)
result = true
end
end
if action.released then
inp.touch = false
inp.side = false
if M.current_scroll == self then
M.current_scroll = nil
result = true
end
check_threshold(self)
end
return result
end
--- Start scroll to target point
-- @function scroll:scroll_to
-- @tparam point vector3 target point
-- @tparam[opt] bool is_instant instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true)
function M.scroll_to(self, point, is_instant)
local b = self.border
local target = vmath.vector3(point)
target.x = helper.clamp(point.x - self.center_offset.x, b.x, b.z)
target.y = helper.clamp(point.y - self.center_offset.y, b.y, b.w)
cancel_animate(self)
self.animate = not is_instant
if is_instant then
self.target = target
set_pos(self, target)
else
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target = target
set_pos(self, target)
end)
end
self.on_scroll_to:trigger(self:get_context(), target, is_instant)
end
--- Start scroll to target scroll percent
-- @function scroll:scroll_to_percent
-- @tparam point vector3 target percent
-- @tparam[opt] bool is_instant instant scroll flag
-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
function M.scroll_to_percent(self, percent, is_instant)
local border = self.border
local size_x = math.abs(border.z - border.x)
if size_x == 0 then
size_x = 1
end
local size_y = math.abs(border.w - border.y)
if size_y == 0 then
size_y = 1
end
local pos = vmath.vector3(
-size_x * percent.x + border.x,
-size_y * percent.y + border.y,
0)
M.scroll_to(self, pos, is_instant)
end
--- Scroll to item in scroll by point index
-- @function scroll:init
-- @tparam number index Point index
-- @tparam[opt] bool skip_cb If true, skip the point callback
function M.scroll_to_index(self, index, skip_cb)
index = helper.clamp(index, 1, #self.points)
if self.selected ~= index then
self.selected = index
if not skip_cb then
self.on_point_scroll:trigger(self:get_context(), index, self.points[index])
end
end
self:scroll_to(self.points[index])
end
--- Set points of interest.
-- Scroll will always centered on closer points
-- @function scroll:set_points
-- @tparam table points Array of vector3 points
function M.set_points(self, points)
self.points = points
-- cause of parent move in other side by y
for i = 1, #self.points do
self.points[i].y = -self.points[i].y
end
table.sort(self.points, function(a, b)
return a.x > b.x or a.y < b.y
end)
check_threshold(self)
end
--- Enable or disable scroll inert.
-- If disabled, scroll through points (if exist)
-- If no points, just simple drag without inertion
-- @function scroll:set_inert
-- @tparam bool state Inert scroll state
function M.set_inert(self, state)
self.is_inert = state
end
--- Set the callback on scrolling to point (if exist)
-- @function scroll:on_point_move
-- @tparam function callback Callback on scroll to point of interest
function M.on_point_move(self, callback)
self.on_point_scroll:subscribe(callback)
end
--- Set the scroll possibly area
-- @function scroll:set_border
-- @tparam vector3 border Size of scrolling area
function M.set_border(self, content_size)
gui.set_size(self.node, content_size)
update_border(self)
end
--- Return current scroll progress
-- @function scroll:get_scroll_percent
-- @treturn vector3 Scroll progress
function M.get_scroll_percent(self)
local border = self.border
local size_x = math.abs(border.z - border.x)
if size_x == 0 then
size_x = 1
end
local size_y = math.abs(border.w - border.y)
if size_y == 0 then
size_y = 1
end
local pos = self.pos
return vmath.vector3(
(border.x - pos.x) / size_x,
(border.y - pos.y) / size_y,
0
)
end
return M

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--- Druid slider component
-- @module druid.slider
--- Component events
-- @table Events
-- @tfield druid_event on_change_value On change value callback
--- Component fields
-- @table Fields
-- @tfield node node Slider pin node
-- @tfield vector3 start_pos Start pin node position
-- @tfield vector3 pos Current pin node position
-- @tfield vector3 target_pos Targer pin node position
-- @tfield vector3 end_pos End pin node position
-- @tfield number dist Length between start and end position
-- @tfield bool is_drag Current drag state
-- @tfield number value Current slider value
local Event = require("druid.event")
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("slider", { const.ON_INPUT_HIGH })
local function on_change_value(self)
self.on_change_value:trigger(self:get_context(), self.value)
end
--- Component init function
-- @function slider:init
-- @tparam node node Gui pin node
-- @tparam vector3 end_pos The end position of slider
-- @tparam[opt] function callback On slider change callback
function M.init(self, node, end_pos, callback)
self.node = self:get_node(node)
self.start_pos = gui.get_position(self.node)
self.pos = gui.get_position(self.node)
self.target_pos = self.pos
self.end_pos = end_pos
self.dist = self.end_pos - self.start_pos
self.is_drag = false
self.value = 0
self.on_change_value = Event(callback)
assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal")
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
if gui.pick_node(self.node, action.x, action.y) then
if action.pressed then
self.pos = gui.get_position(self.node)
self.is_drag = true
end
end
if self.is_drag and not action.pressed then
-- move
self.pos.x = self.pos.x + action.dx
self.pos.y = self.pos.y + action.dy
local prev_x = self.target_pos.x
local prev_y = self.target_pos.y
self.target_pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x)
self.target_pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y)
gui.set_position(self.node, self.target_pos)
if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then
if self.dist.x > 0 then
self.value = (self.target_pos.x - self.start_pos.x) / self.dist.x
end
if self.dist.y > 0 then
self.value = (self.target_pos.y - self.start_pos.y) / self.dist.y
end
on_change_value(self)
end
end
if action.released then
self.is_drag = false
end
return self.is_drag
end
--- Set value for slider
-- @function slider:set
-- @tparam number value Value from 0 to 1
-- @tparam[opt] bool is_silent Don't trigger event if true
function M.set(self, value, is_silent)
value = helper.clamp(value, 0, 1)
gui.set_position(self.node, self.start_pos + self.dist * value)
self.value = value
if not is_silent then
on_change_value(self)
end
end
return M

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--- Component to handle all GUI texts.
-- Druid text can adjust itself for text node size
-- Text will never will be outside of his text size (even multiline)
-- @module druid.text
--- Component events
-- @table Events
-- @tfield druid_event on_set_text On set text callback
-- @tfield druid_event on_update_text_scale On adjust text size callback
-- @tfield druid_event on_set_pivot On change pivot callback
--- Component fields
-- @table Fields
-- @tfield node node Text node
-- @tfield vector3 pos Current text position
-- @tfield vector3 start_scale Initial text node scale
-- @tfield vector3 scale Current text node scale
-- @tfield vector3 start_size Initial text node size
-- @tfield vector3 text_area Current text node available are
-- @tfield bool is_no_adjust Current text size adjust settings
-- @tfield vector3 color Current text color
local Event = require("druid.event")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("text")
local function update_text_size(self)
local size = vmath.vector3(
self.start_size.x * (self.start_scale.x / self.scale.x),
self.start_size.y * (self.start_scale.y / self.scale.y),
self.start_size.z
)
gui.set_size(self.node, size)
end
--- Setup scale x, but can only be smaller, than start text scale
local function update_text_area_size(self)
gui.set_scale(self.node, self.start_scale)
gui.set_size(self.node, self.start_size)
local max_width = self.text_area.x
local max_height = self.text_area.y
local metrics = gui.get_text_metrics_from_node(self.node)
local cur_scale = gui.get_scale(self.node)
local scale_modifier = max_width / metrics.width
scale_modifier = math.min(scale_modifier, self.start_scale.x)
local scale_modifier_height = max_height / metrics.height
scale_modifier = math.min(scale_modifier, scale_modifier_height)
local new_scale = vmath.vector3(scale_modifier, scale_modifier, cur_scale.z)
gui.set_scale(self.node, new_scale)
self.scale = new_scale
update_text_size(self)
self.on_update_text_scale:trigger(self:get_context(), new_scale)
end
--- Component init function
-- @function text:init
-- @tparam node node Gui text node
-- @tparam[opt] string value Initial text
-- @tparam[opt] bool no_adjust If true, text will be not auto-adjust size
function M.init(self, node, value, no_adjust)
self.node = self:get_node(node)
self.pos = gui.get_position(self.node)
self.start_scale = gui.get_scale(self.node)
self.scale = gui.get_scale(self.node)
self.start_size = gui.get_size(self.node)
self.text_area = gui.get_size(self.node)
self.text_area.x = self.text_area.x * self.start_scale.x
self.text_area.y = self.text_area.y * self.start_scale.y
self.is_no_adjust = no_adjust
self.color = gui.get_color(self.node)
self.on_set_text = Event()
self.on_update_text_scale = Event()
self.on_set_pivot = Event()
self:set_to(value or 0)
return self
end
--- Set text to text field
-- @function text:set_to
-- @tparam string set_to Text for node
function M.set_to(self, set_to)
self.last_value = set_to
gui.set_text(self.node, set_to)
self.on_set_text:trigger(self:get_context(), set_to)
if not self.is_no_adjust then
update_text_area_size(self)
end
end
--- Set color
-- @function text:set_color
-- @tparam vector4 color Color for node
function M.set_color(self, color)
self.color = color
gui.set_color(self.node, color)
end
--- Set alpha
-- @function text:set_alpha
-- @tparam number alpha Alpha for node
function M.set_alpha(self, alpha)
self.color.w = alpha
gui.set_color(self.node, self.color)
end
--- Set scale
-- @function text:set_scale
-- @tparam vector3 scale Scale for node
function M.set_scale(self, scale)
self.last_scale = scale
gui.set_scale(self.node, scale)
end
--- Set text pivot. Text will re-anchor inside
-- his text area
-- @function text:set_pivot
-- @tparam gui.pivot pivot Gui pivot constant
function M.set_pivot(self, pivot)
local prev_pivot = gui.get_pivot(self.node)
local prev_offset = const.PIVOTS[prev_pivot]
gui.set_pivot(self.node, pivot)
local cur_offset = const.PIVOTS[pivot]
local pos_offset = vmath.vector3(
self.text_area.x * (cur_offset.x - prev_offset.x),
self.text_area.y * (cur_offset.y - prev_offset.y),
0
)
self.pos = self.pos + pos_offset
gui.set_position(self.node, self.pos)
self.on_set_pivot:trigger(self:get_context(), pivot)
end
return M

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--- Component to handle GUI timers.
-- Timer updating by game delta time. If game is not focused -
-- timer will be not updated.
-- @module druid.timer
--- Component events
-- @table Events
-- @tfield druid_event on_tick On timer tick callback. Fire every second
-- @tfield druid_event on_set_enabled On timer change enabled state callback
-- @tfield druid_event on_timer_end On timer end callback
--- Component fields
-- @table Fields
-- @tfield node node Trigger node
-- @tfield[opt=node] node anim_node Animation node
-- @tfield vector3 scale_from Initial scale of anim_node
-- @tfield vector3 pos Initial pos of anim_node
-- @tfield any params Params to click callbacks
-- @tfield druid.hover hover Druid hover logic component
-- @tfield[opt] node click_zone Restriction zone
local Event = require("druid.event")
local const = require("druid.const")
local formats = require("druid.helper.formats")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("timer", { const.ON_UPDATE })
--- Component init function
-- @function timer:init
-- @tparam node node Gui text node
-- @tparam number seconds_from Start timer value in seconds
-- @tparam[opt=0] number seconds_to End timer value in seconds
-- @tparam[opt] function callback Function on timer end
function M.init(self, node, seconds_from, seconds_to, callback)
self.node = self:get_node(node)
seconds_from = math.max(seconds_from, 0)
seconds_to = math.max(seconds_to or 0, 0)
self.on_tick = Event()
self.on_set_enabled = Event()
self.on_timer_end = Event(callback)
self:set_to(seconds_from)
self:set_interval(seconds_from, seconds_to)
if seconds_to - seconds_from == 0 then
self:set_state(false)
self.on_timer_end:trigger(self:get_context(), self)
end
return self
end
function M.update(self, dt)
if not self.is_on then
return
end
self.temp = self.temp + dt
local dist = math.min(1, math.abs(self.value - self.target))
if self.temp > dist then
self.temp = self.temp - dist
self.value = helper.step(self.value, self.target, 1)
M.set_to(self, self.value)
self.on_tick:trigger(self:get_context(), self.value)
if self.value == self.target then
self:set_state(false)
self.on_timer_end:trigger(self:get_context(), self)
end
end
end
--- Set text to text field
-- @function timer:set_to
-- @tparam number set_to Value in seconds
function M.set_to(self, set_to)
self.last_value = set_to
gui.set_text(self.node, formats.second_string_min(set_to))
end
--- Called when update
-- @function timer:set_state
-- @tparam bool is_on Timer enable state
function M.set_state(self, is_on)
self.is_on = is_on
self.on_set_enabled:trigger(self:get_context(), is_on)
end
--- Set time interval
-- @function timer:set_interval
-- @tparam number from Start time in seconds
-- @tparam number to Target time in seconds
function M.set_interval(self, from, to)
self.from = from
self.value = from
self.temp = 0
self.target = to
M.set_state(self, true)
M.set_to(self, from)
end
return M

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--- Basic class for all Druid components.
-- To create you component, use `component.create`
-- @module component
local const = require("druid.const")
local class = require("druid.system.middleclass")
-- @classmod Component
local Component = class("druid.component")
--- Get current component style table
-- @function component:get_style
-- @treturn table Component style table
function Component.get_style(self)
if not self._meta.style then
return const.EMPTY_TABLE
end
return self._meta.style[self._component.name] or const.EMPTY_TABLE
end
--- Set current component style table
-- @function component:set_style
-- @tparam table style Druid style module
function Component.set_style(self, druid_style)
self._meta.style = druid_style
self._style = self:get_style()
end
--- Get current component template name
-- @function component:get_template
-- @treturn string Component template name
function Component.get_template(self)
return self._meta.template
end
--- Set current component template name
-- @function component:set_template
-- @tparam string template Component template name
function Component.set_template(self, template)
self._meta.template = template
end
--- Get current component nodes
-- @function component:get_nodes
-- @treturn table Component nodes table
function Component.get_nodes(self)
return self._meta.nodes
end
--- Set current component nodes
-- @function component:set_nodes
-- @tparam table nodes Component nodes table
function Component.set_nodes(self, nodes)
self._meta.nodes = nodes
end
--- Get current component context
-- @function component:get_context
-- @treturn table Component context
function Component.get_context(self, context)
return self._meta.context
end
--- Set current component context
-- @function component:set_context
-- @tparam table context Druid context. Usually it is self of script
function Component.set_context(self, context)
self._meta.context = context
end
--- Get current component interests
-- @function component:get_interests
-- @treturn table List of component interests
function Component.get_interests(self)
return self._component.interest
end
-- TODO: Определиться с get_node и node
-- get_node - берет ноду по ноде или строке
-- node - может брать ноду у компонента по схеме (если есть
-- template или таблица нод после gui.clone_tree)
function Component.get_node(self, node_or_name)
local template_name = self:get_template() or const.EMPTY_STRING
local nodes = self:get_nodes()
if nodes then
assert(type(node_or_name) == "strings", "You should pass node name instead of node")
return nodes[template_name .. node_or_name]
else
if type(node_or_name) == const.STRING then
return gui.get_node(template_name .. node_or_name)
else
return node_or_name
end
end
end
--- Return druid with context of calling component.
-- Use it to create component inside of other components.
-- @function component:get_druid
-- @treturn Druid Druid instance with component context
function Component.get_druid(self)
local context = { _context = self }
return setmetatable(context, { __index = self:get_context().druid })
end
--- Setup component context and his style table
-- @function component:setup_component
-- @tparam context table Druid context. Usually it is self of script
-- @tparam style table Druid style module
-- @treturn Component Component itself
function Component.setup_component(self, context, style)
self._meta = {
template = nil,
context = nil,
nodes = nil,
style = nil,
}
self:set_context(context)
self:set_style(style)
return self
end
--- Basic constructor of component. It will call automaticaly
-- by `Component.static.create`
-- @function component:initialize
-- @tparam string name Component name
-- @tparam table interest List of component's interest
-- @local
function Component.initialize(self, name, interest)
self._component = {
name = name,
interest = interest
}
end
--- Create new component. It will inheritance from basic
-- druid component.
-- @function Component.create
-- @tparam string name Component name
-- @tparam table interest List of component's interest
function Component.static.create(name, interest)
-- Yea, inheritance here
local new_class = class(name, Component)
new_class.initialize = function(self)
Component.initialize(self, name, interest)
end
return new_class
end
return Component

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@ -1,11 +0,0 @@
local M = {}
--- input handler
-- @param action_id - input action id
-- @param action - input action
function M.on_input(instance, action_id, action)
instance.callback(instance.parent.parent)
return true
end
return M

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local M = {}
local ui_animate = require "druid.help_modules.druid_animate"
M.DEFAULT_SCALE_CHANGE = vmath.vector3(-0.05, - 0.1, 1)
M.DEFAULT_POS_CHANGE = vmath.vector3(0, - 10, 0)
M.DEFAULT_MOVE_SPEED = 5
M.DEFAULT_ALPHA_DOWN = 0.8
M.DEFAULT_TIME_ANIM = 0.1
M.DEFAULT_DEACTIVATE_COLOR = vmath.vector4(0, 0, 0, 0)
M.DEFAULT_DEACTIVATE_SCALE = vmath.vector3(0.8, 0.9, 1)
M.DEFAULT_ACTIVATE_SCALE = vmath.vector3(1, 1, 1)
M.DEFAUL_ACTIVATION_TIME = 0.2
--- Set text to text field
-- @param action_id - input action id
-- @param action - input action
function M.on_input(instance, action_id, action)
if gui.is_enabled(instance.node) and gui.pick_node(instance.node, action.x, action.y) then
if not instance.disabled then
instance.tap_anim(instance)
return true
else
instance.sound_disable()
return false
end
end
return false
end
function M.tap_scale_animation(instance)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_to,
function()
if instance.back_anim then
instance.back_anim(instance)
end
instance.sound()
instance.callback(instance.parent.parent, instance.params, instance)
end
)
end
function M.back_scale_animation(instance)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_from)
end
function M.tap_tab_animation(instance, force)
ui_animate.alpha(instance, instance.anim_node, M.DEFAULT_ALPHA_DOWN, nil, M.DEFAULT_TIME_ANIM)
ui_animate.fly_to(instance, instance.anim_node, instance.pos + M.DEFAULT_POS_CHANGE, M.DEFAULT_MOVE_SPEED)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_to,
function()
if instance.back_anim then
instance.back_anim(instance)
end
instance.callback(instance.parent.parent, instance.params, force)
end
)
end
function M.back_tab_animation(instance)
ui_animate.alpha(instance, instance.anim_node, 1, nil, M.DEFAULT_TIME_ANIM)
ui_animate.fly_to(instance, instance.anim_node, instance.pos, M.DEFAULT_MOVE_SPEED)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_from)
end
function M.deactivate(instance, is_animate, callback)
instance.disabled = true
if is_animate then
local counter = 0
local clbk = function()
counter = counter + 1
if counter == 3 and callback then
callback(instance.parent.parent)
end
end
ui_animate.color(instance, instance.node, M.DEFAULT_DEACTIVATE_COLOR, clbk, M.DEFAUL_ACTIVATION_TIME, 0,
gui.EASING_OUTBOUNCE)
ui_animate.scale_y_from_to(instance, instance.node, M.DEFAULT_ACTIVATE_SCALE.x, M.DEFAULT_DEACTIVATE_SCALE.x, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
ui_animate.scale_x_from_to(instance, instance.node, M.DEFAULT_ACTIVATE_SCALE.y, M.DEFAULT_DEACTIVATE_SCALE.y, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
else
gui.set_color(instance.node, M.DEFAULT_DEACTIVATE_COLOR)
gui.set_scale(instance.node, M.DEFAULT_DEACTIVATE_SCALE)
if callback then
callback(instance.parent.parent)
end
end
end
function M.activate(instance, is_animate, callback)
if is_animate then
local counter = 0
local clbk = function()
counter = counter + 1
if counter == 3 then
instance.disabled = false
if callback then
callback(instance.parent.parent)
end
end
end
ui_animate.color(instance, instance.node, ui_animate.TINT_SHOW, clbk, M.DEFAUL_ACTIVATION_TIME, 0,
gui.EASING_OUTBOUNCE)
ui_animate.scale_y_from_to(instance, instance.node, M.DEFAULT_DEACTIVATE_SCALE.x, M.DEFAULT_ACTIVATE_SCALE.x, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
ui_animate.scale_x_from_to(instance, instance.node, M.DEFAULT_DEACTIVATE_SCALE.y, M.DEFAULT_ACTIVATE_SCALE.y, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
else
gui.set_color(instance.node, ui_animate.TINT_SHOW)
gui.set_scale(instance.node, M.DEFAULT_ACTIVATE_SCALE)
instance.disabled = false
if callback then
callback(instance.parent.parent)
end
end
end
return M

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@ -1,67 +0,0 @@
local M = {}
local text_field = require "druid.components.text_field"
local FRAMES = 60
--- Bounce text field
M.bounce = text_field.bounce
--- Set text to text field
-- @param set_to - set value to text field
M.set_to = text_field.set_to
--- Set color
-- @param color
M.set_color = text_field.set_color
--- Set scale
-- @param scale
M.set_scale = text_field.set_scale
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
text_field.on_layout_updated(instance)
if instance.last_value then
text_field.set_to(instance, instance.last_value)
end
end
--- Animate counter
-- @param set_to - set value to text field
function M.animate_to(instance, set_to, frames)
if set_to == instance.last_value then
text_field.set_to(instance, set_to)
elseif not instance.is_animate then
frames = frames or FRAMES
instance.end_anim_value = set_to
local diff = set_to - instance.last_value
instance.anim_step = math.floor((set_to - instance.last_value) / frames)
if diff ~= 0 and instance.anim_step == 0 then
instance.anim_step = diff > 0 and 1 or - 1
end
instance.is_animate = true
else
instance.end_anim_value = set_to
end
end
--- Called when update
-- @param dt - delta time
function M.on_updated(instance, dt)
if instance.is_animate then
instance.last_value = instance.last_value + instance.anim_step
text_field.set_to(instance, instance.last_value)
if not instance.is_in_bounce then
instance.is_in_bounce = true
text_field.bounce(instance, function() instance.is_in_bounce = false end)
end
if instance.anim_step > 0 and instance.last_value >= instance.end_anim_value or
instance.anim_step < 0 and instance.last_value <= instance.end_anim_value then
instance.is_animate = false
text_field.set_to(instance, instance.end_anim_value)
end
end
end
return M

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local M = {}
local ui_animate = require "druid.help_modules.druid_animate"
local function fly_to(instance, pos_from, speed, callback)
local pos_to = instance.get_pos_func()
instance.last_speed = speed
instance.last_callback = callback
instance.last_particle = instance.last_particle + 1
if instance.last_particle > #instance.fly_particles then
instance.last_particle = 1
end
local fly_particle = instance.fly_particles[instance.last_particle]
if pos_from then
gui.set_position(fly_particle, pos_from)
end
gui.play_particlefx(fly_particle)
instance.is_anim = true
ui_animate.fly_to(nil, fly_particle, pos_to, speed,
function()
instance.is_anim = false
gui.stop_particlefx(fly_particle)
if callback then
callback(instance.parent.parent)
instance.last_callback = nil
end
end,
0, gui.EASING_INSINE)
end
--- Start animation of a flying particles
-- @param pos_from - fly from this position
-- @param speed - speed of flying
-- @param callback - callback when progress ended if need
function M.fly_to(instance, pos_from, speed, callback)
fly_to(instance, pos_from, speed, callback)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if instance.is_anim then
instance.last_particle = instance.last_particle - 1
if instance.last_particle < 1 then
instance.last_particle = #instance.fly_particles
end
fly_to(instance, nil, instance.last_speed, instance.last_callback)
end
end
return M

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@ -1,46 +0,0 @@
local M = {}
local ui_animate = require "druid.help_modules.druid_animate"
--- Bounce image
function M.bounce(instance)
gui.set_scale(instance.node, instance.scale_from)
ui_animate.bounce(nil, instance.node, instance.scale_to)
end
--- Set image anim
-- @param set_to - index of animation or animation name
function M.set_to(instance, set_to)
instance.last_value = set_to
gui.play_flipbook(instance.node, instance.anim_table and instance.anim_table[set_to] or set_to)
end
--- Set position to the image
-- @param pos - set position of the image
function M.set_pos(instance, pos)
instance.last_pos = pos
gui.set_position(instance.node, pos)
end
--- Set tint to the image
-- @param color - set color of the image
function M.set_color(instance, color)
instance.last_color = color
gui.set_color(instance.node, color)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if instance.last_value then
M.set_to(instance, instance.last_value)
end
if instance.last_pos then
M.set_pos(instance, instance.last_pos)
end
if instance.last_color then
M.set_color(instance, instance.last_color)
end
end
return M

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local M = {}
local FULL_FILL = 360
local function set_bar_to(instance, set_to)
instance.last_value = set_to
gui.cancel_animation(instance.node, gui.PROP_FILL_ANGLE)
gui.set_fill_angle(instance.node, FULL_FILL * set_to)
end
--- Fill a pie progress bar and stop progress animation
function M.fill_bar(instance)
set_bar_to(instance, 1)
end
--- To empty a pie progress bar
function M.empty_bar(instance)
set_bar_to(instance, 0)
end
--- Set fill a pie progress bar to value
-- @param to - value between 0..1
function M.set_to(instance, to)
set_bar_to(instance, to)
end
--- Start animation of a pie progress bar
-- @param to - value between 0..1
-- @param duration - time of animation
-- @param callback - callback when progress ended if need
function M.start_progress_to(instance, to, duration, callback)
instance.is_anim = true
instance.last_value = to
gui.animate(instance.node, gui.PROP_FILL_ANGLE, FULL_FILL * to, gui.EASING_LINEAR, duration, 0,
function()
instance.is_anim = false
if callback then
callback(instance.parent.parent)
end
end
)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if not instance.is_anim then
set_bar_to(instance, instance.last_value)
end
end
return M

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local M = {}
local function set_bar_to(instance, set_to)
instance.last_value = set_to
gui.cancel_animation(instance.node, instance.prop)
instance.scale[instance.key] = set_to
gui.set_scale(instance.node, instance.scale)
end
local function circle_anim(instance, full, steps, num, full_duration, callback)
local duration = (math.abs(steps[num - 1] - steps[num]) / full) * full_duration
local to = steps[num]
gui.animate(instance.node, instance.prop, to, gui.EASING_LINEAR, duration, 0,
function()
callback(num, callback)
end
)
end
--- Fill a progress bar and stop progress animation
function M.fill_bar(instance)
set_bar_to(instance, 1)
end
--- To empty a progress bar
function M.empty_bar(instance)
set_bar_to(instance, 0)
end
--- Set fill a progress bar to value
-- @param to - value between 0..1
function M.set_to(instance, to)
set_bar_to(instance, to)
end
--- Start animation of a progress bar
-- @param to - value between 0..1
-- @param duration - time of animation
-- @param callback - callback when progress ended if need
-- @param callback_values - whitch values should callback
function M.start_progress_to(instance, to, duration, callback, callback_values)
instance.is_anim = true
local steps
if callback_values then
steps = {instance.last_value}
if instance.last_value > to then
table.sort(callback_values, function(a, b) return a > b end)
else
table.sort(callback_values, function(a, b) return a < b end)
end
for i, v in ipairs(callback_values) do
if (instance.last_value > v and to < v) or (instance.last_value < v and to > v) then
steps[#steps + 1] = v
end
end
steps[#steps + 1] = to
end
if not steps then
gui.animate(instance.node, instance.prop, to, gui.EASING_LINEAR, duration, 0,
function()
set_bar_to(instance, to)
instance.is_anim = false
if callback then
callback(instance.parent.parent, to)
end
end
)
else
local full = math.abs(steps[1] - steps[#steps])
local _callback = function (num, _callback)
if num == #steps then
set_bar_to(instance, steps[num])
instance.is_anim = false
callback(instance.parent.parent, steps[num])
else
callback(instance.parent.parent, steps[num])
num = num + 1
circle_anim(instance, full, steps, num, duration, _callback)
end
end
circle_anim(instance, full, steps, 2, duration, _callback)
end
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if not instance.is_anim then
set_bar_to(instance, instance.last_value)
end
end
return M

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@ -1,241 +0,0 @@
local M = {}
local druid_input = require "druid.help_modules.druid_input"
local ui_animate = require "druid.help_modules.druid_animate"
M.START = hash("START")
M.FINISH = hash("FINISH")
M.SCROLLING = hash("SCROLLING")
M.INTEREST_MOVE = hash("INTEREST_MOVE")
M.OUT_OF_ZONE_MOVE = hash("OUT_OF_ZONE_MOVE")
M.BACK_TIME = 0.2
M.ANIM_TIME = 0.4
local function callback(instance, event, type, param)
if instance.callback then
instance.callback(instance.parent.parent, event, type, param)
end
end
local function checkSwipeDirection(swipe, action)
swipe.xDistance = math.abs(swipe.endX - swipe.beginX)
swipe.yDistance = math.abs(swipe.endY - swipe.beginY)
if swipe.is_x and swipe.xDistance > swipe.yDistance then
if swipe.beginX > swipe.endX then
swipe.totalSwipeDistanceLeft = swipe.beginX - swipe.endX
if swipe.totalSwipeDistanceLeft > swipe.minSwipeDistance then
swipe.speed.x = action.dx * swipe.speed_up_coef.x * swipe.end_move_coef_x
return true
else
return false
end
else
swipe.totalSwipeDistanceRight = swipe.endX - swipe.beginX
if swipe.totalSwipeDistanceRight > swipe.minSwipeDistance then
swipe.speed.x = action.dx * swipe.speed_up_coef.x * swipe.end_move_coef_x
return true
else
return false
end
end
elseif swipe.is_y and swipe.xDistance < swipe.yDistance then
if swipe.beginY > swipe.endY then
swipe.totalSwipeDistanceUp = swipe.beginY - swipe.endY
if swipe.totalSwipeDistanceUp > swipe.minSwipeDistance then
swipe.speed.y = action.dy * swipe.speed_up_coef.y * swipe.end_move_coef_y
return true
else
return false
end
else
swipe.totalSwipeDistanceDown = swipe.endY - swipe.beginY
if swipe.totalSwipeDistanceDown > swipe.minSwipeDistance then
swipe.speed.y = action.dy * swipe.speed_up_coef.y * swipe.end_move_coef_y
return true
else
return false
end
end
end
end
function lenght(x1, y1, x2, y2)
local a, b = x1 - x2, y1 - y2
return math.sqrt(a * a + b * b)
end
local function back_move(instance)
if not instance.swipe.end_position_x and not instance.swipe.end_position_y then
if instance.points_of_interest then
local min_index, min_lenght = 0, math.huge
local len
for k, v in pairs(instance.points_of_interest) do
len = lenght(instance.pos.x, instance.pos.y, v.x, v.y)
if len < min_lenght then
min_lenght = len
min_index = k
end
end
instance.swipe.speed.x = 0
instance.swipe.speed.y = 0
gui.cancel_animation(instance.node, gui.PROP_POSITION)
instance.swipe.special_move = true
callback(instance, M.START, M.INTEREST_MOVE, instance.points_of_interest[min_index])
gui.animate(instance.node, gui.PROP_POSITION, instance.points_of_interest[min_index],
gui.EASING_LINEAR, M.ANIM_TIME, 0,
function()
instance.swipe.special_move = false
instance.pos.x = instance.points_of_interest[min_index].x
instance.pos.y = instance.points_of_interest[min_index].y
callback(instance, M.FINISH, M.SCROLLING, instance.pos)
callback(instance, M.FINISH, M.INTEREST_MOVE, instance.pos)
end
)
else
callback(instance, M.FINISH, M.SCROLLING, instance.pos)
end
end
if instance.swipe.end_position_x then
local swipe = instance.swipe
swipe.speed.x = 0
instance.pos.x = swipe.end_position_x
swipe.special_move = true
callback(instance, M.START, M.OUT_OF_ZONE_MOVE, instance.pos)
gui.animate(instance.node, ui_animate.PROP_POS_X, swipe.end_position_x, gui.EASING_INSINE, M.BACK_TIME, 0,
function()
swipe.special_move = false
callback(instance, M.FINISH, M.SCROLLING, instance.pos)
callback(instance, M.FINISH, M.OUT_OF_ZONE_MOVE, instance.pos)
end
)
swipe.end_position_x = nil
end
if instance.swipe.end_position_y then
local swipe = instance.swipe
swipe.speed.y = 0
instance.pos.y = swipe.end_position_y
swipe.special_move = true
callback(instance, M.START, M.OUT_OF_ZONE_MOVE, instance.pos)
gui.animate(instance.node, ui_animate.PROP_POS_Y, swipe.end_position_y, gui.EASING_INSINE, M.BACK_TIME, 0,
function()
swipe.special_move = false
callback(instance, M.FINISH, M.SCROLLING, instance.pos)
callback(instance, M.FINISH, M.OUT_OF_ZONE_MOVE, instance.pos)
end
)
swipe.end_position_y = nil
end
end
--- Set text to text field
-- @param action_id - input action id
-- @param action - input action
function M.on_input(instance, action_id, action)
if action_id == druid_input.A_CLICK then
if gui.pick_node(instance.scrolling_zone, action.x, action.y) then
local swipe = instance.swipe
if action.pressed then
swipe.pressed = true
swipe.beginX = action.x
swipe.beginY = action.y
druid_input.is_swipe = false
swipe.end_move_coef_x = 1
elseif not action.released and not action.pressed and not swipe.special_move then
swipe.endX = action.x
swipe.endY = action.y
local before = swipe.is_swipe
swipe.is_swipe = checkSwipeDirection(swipe, action)
if not before and swipe.is_swipe and not swipe.special_move and not swipe.waiting_for_back_move then
callback(instance, M.START, M.SCROLLING, instance.pos)
end
return swipe.is_swipe or swipe.special_move
elseif action.released then
swipe.beginX = 0
swipe.beginY = 0
swipe.endX = 0
swipe.endY = 0
swipe.pressed = false
if swipe.waiting_for_back_move then
back_move(instance)
swipe.waiting_for_back_move = false
end
return swipe.is_swipe or swipe.special_move
end
elseif action.released then
instance.swipe.pressed = false
if instance.swipe.waiting_for_back_move then
back_move(instance)
instance.swipe.waiting_for_back_move = false
end
end
end
end
--- Called when update
-- @param dt - delta time
function M.on_updated(instance, dt)
if instance.swipe.speed.x ~= 0 or instance.swipe.speed.y ~= 0 then
local swipe = instance.swipe
instance.pos.x = instance.pos.x + swipe.speed.x
instance.pos.y = instance.pos.y + swipe.speed.y
if instance.pos.x < instance.start_pos.x then
swipe.end_move_coef_x = swipe.back_slow_coef
swipe.end_position_x = instance.start_pos.x
elseif instance.pos.x > instance.maximum.x then
swipe.end_move_coef_x = swipe.back_slow_coef
swipe.end_position_x = instance.maximum.x
else
swipe.end_move_coef_x = 1
swipe.end_position_x = nil
end
if instance.pos.y < instance.start_pos.y then
swipe.end_move_coef_y = swipe.back_slow_coef
swipe.end_position_y = instance.start_pos.y
elseif instance.pos.y > instance.maximum.y then
swipe.end_move_coef_y = swipe.back_slow_coef
swipe.end_position_y = instance.maximum.y
else
swipe.end_move_coef_y = 1
swipe.end_position_y = nil
end
gui.set_position(instance.node, instance.pos)
swipe.speed.x = swipe.speed.x / swipe.speed_down_coef * swipe.end_move_coef_x
swipe.speed.y = swipe.speed.y / swipe.speed_down_coef * swipe.end_move_coef_y
if swipe.speed.x < swipe.min_speed and swipe.speed.x > - swipe.min_speed then
swipe.speed.x = 0
if not swipe.pressed then
back_move(instance)
else
swipe.waiting_for_back_move = true
end
if swipe.speed.y < swipe.min_speed and swipe.speed.y > - swipe.min_speed then
swipe.speed.y = 0
end
if swipe.speed.y == 0 and swipe.speed.x == 0 then
swipe.is_swipe = false
end
end
end
end
--- Scroll position to
-- @param pos - positon for set
-- @param is_animate - is animated set
function M.scroll_to(instance, pos, is_animate, cb, time_scrolling)
local time = is_animate and M.ANIM_TIME or 0
time = time_scrolling or time
instance.pos.x = pos.x
instance.pos.y = pos.y
gui.animate(instance.node, gui.PROP_POSITION, instance.pos, gui.EASING_INSINE, time, 0,
function()
if cb then
cb(instance.parent.parent)
end
end
)
end
return M

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local M = {}
--- Set animation scene
-- @param scene - animations scene
function M.set_scene(instance, scene)
instance.last_scene = scene
gui.set_spine_scene(instance.node, scene)
end
--- Set idle animation
-- @param anim - idle animation name or index in idle table
-- @param properties - properties of the animation
function M.play_idle(instance, anim, properties)
if not anim then
return
end
anim = (instance.idle_table and instance.idle_table[anim]) and instance.idle_table[anim] or anim
instance.last_value = anim
properties = properties or {}
gui.play_spine_anim(instance.node, anim, gui.PLAYBACK_LOOP_FORWARD, properties)
end
--- Set active animation
-- @param anim - active animation name or index in active table
-- @param callback - call when animation done
-- @param idle_after - set idle after active anim
function M.play_active(instance, anim, callback, idle_after)
instance.is_play_now = true
anim = instance.active_table and instance.active_table[anim] or anim
instance.last_value = anim
instance.callback = callback
M.play_idle(instance, idle_after)
gui.play_spine_anim(instance.node, anim, gui.PLAYBACK_ONCE_FORWARD, {},
function()
M.play_idle(instance, idle_after)
instance.is_play_now = false
if callback then
callback(instance.parent.parent)
end
end
)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if instance.last_scene then
M.set_scene(instance, instance.last_scene)
end
if instance.last_value then
M.play_idle(instance, instance.last_value)
end
if instance.is_play_now then
instance.is_play_now = false
if instance.callback then
instance.callback(instance.parent.parent)
end
end
end
return M

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@ -1,92 +0,0 @@
--[[ Single tab screen module. Assumed to be used with Tab Bar module.
-- Create tab screen with parental gui node:
self.tab = tab.create "tab_bkg"
-- Show and hide tab manually:
self.tab.slide_in(self, vmath.vector3(0, -540, 0))
self.tab.slide_out(self, vmath.vector3(0, -540, 0))
-- Or receive show and hide messages:
function on_message(self, message_id, message, sender)
self.tab.on_message(self, message_id, message)
end
]]
local M = {}
M.T_SLIDE_IN = hash("t_slide_in")
M.T_SLIDE_OUT = hash("t_slide_out")
M.STATE_START = hash("state_start")
M.STATE_FINISH = hash("state_finish")
local ENABLE = hash("enable")
local DISABLE = hash("disable")
local PATH_COMP = "#"
M.DEFAULT_EASING = gui.EASING_INOUTQUAD
M.DEFAULT_DURATION = 0.3
function M.slide_in(instance, out_pos, is_force)
msg.post(PATH_COMP, ENABLE)
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_IN, M.STATE_START)
end
if is_force then
gui.set_position(instance.node, instance.in_pos)
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_IN, M.STATE_FINISH)
end
else
instance.in_action = true
out_pos = out_pos or instance.put_pos
gui.set_position(instance.node, out_pos or instance.out_pos)
gui.animate(instance.node, gui.PROP_POSITION, instance.in_pos, instance.easing, instance.duration, 0,
function()
instance.in_action = false
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_IN, M.STATE_FINISH)
end
end
)
end
end
function M.slide_out(instance, out_pos, is_force)
out_pos = out_pos or instance.put_pos
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_OUT, M.STATE_START)
end
if is_force then
gui.set_position(instance.node, out_pos)
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_OUT, M.STATE_FINISH)
end
msg.post(PATH_COMP, DISABLE)
else
instance.in_action = true
gui.set_position(instance.node, instance.in_pos)
gui.animate(instance.node, gui.PROP_POSITION, out_pos, instance.easing, instance.duration, 0,
function()
instance.in_action = false
if instance.callback then
instance.callback(instance.parent.parent, instance, M.T_SLIDE_OUT, M.STATE_FINISH)
end
msg.post(PATH_COMP, DISABLE)
end
)
end
end
function M.on_message(instance, message_id, message, sender)
if message_id == M.T_SLIDE_IN then
M.slide_in(instance, message.out_pos, message.is_force)
return true
elseif message_id == M.T_SLIDE_OUT then
M.slide_out(instance, message.out_pos, message.is_force)
return true
end
end
return M

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@ -1,50 +0,0 @@
local M = {}
--local helper = require "modules.render.helper"
local tab_page = require "druid.components.tab_page"
local DISABLE = hash("disable")
function M.update_sizes(instance, width)
-- width = width or helper.config_x
instance.left = vmath.vector3(width * - 1, 0, 0)
instance.right = vmath.vector3(width * 1, 0, 0)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance, message)
-- local width = helper.settings_x
M.update_sizes(instance, width)
end
function M.switch_tab(instance, params, force)
if instance.current == params then
return
end
if instance.current then
instance.btns[instance.current.index]:manual_back()
end
local out_pos
if instance.current and instance.current.url then
out_pos = (instance.current and instance.current.index < params.index) and instance.left or instance.right
msg.post(instance.current.url, tab_page.T_SLIDE_OUT, { out_pos = out_pos, is_force = force })
end
if params and params.url then
out_pos = (instance.current and instance.current.index > params.index) and instance.left or instance.right
msg.post(params.url, tab_page.T_SLIDE_IN, { out_pos = out_pos, is_force = force })
instance.current = params
end
end
--- Select current tab manually
function M.select(instance, node_name)
for k, v in pairs(instance.btns) do
if k == instance[node_name].index then
v:tap_anim(true)
else
msg.post(instance[v.name].url, DISABLE)
end
end
end
return M

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@ -1,42 +0,0 @@
local M = {}
local ui_animate = require "druid.help_modules.druid_animate"
--- Bounce text field
function M.bounce(instance, callback)
gui.set_scale(instance.node, instance.scale_from)
ui_animate.bounce(nil, instance.node, instance.scale_to, callback)
end
--- Set text to text field
-- @param set_to - set value to text field
function M.set_to(instance, set_to)
instance.last_value = set_to
gui.set_text(instance.node, set_to)
end
--- Set color
-- @param color
function M.set_color(instance, color)
instance.last_color = color
gui.set_color(instance.node, color)
end
--- Set scale
-- @param scale
function M.set_scale(instance, scale)
instance.last_scale = scale
gui.set_scale(instance.node, scale)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if instance.last_color then
M.set_color(instance, instance.last_color)
end
if instance.last_scale then
M.set_scale(instance, instance.last_scale)
end
end
return M

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@ -1,53 +0,0 @@
local M = {}
local formats = require "druid.help_modules.formats"
--- Set text to text field
-- @param set_to - set value in seconds
function M.set_to(instance, set_to)
instance.last_value = set_to
gui.set_text(instance.node, formats.second_string_min(set_to))
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
M.set_to(instance, instance.last_value)
end
--- Called when update
-- @param is_on - boolean is timer on
function M.set_work_mode(instance, is_on)
instance.is_on = is_on
end
--- Set time interval
-- @param from - "from" time in seconds
-- @param to - "to" time in seconds
function M.set_interval(instance, from, to)
instance.second_from = from
instance.seconds_counter = from
instance.seconds_temp = 0
instance.seconds_to = to
instance.second_step = from < to and 1 or - 1
M.set_work_mode(instance, true)
M.set_to(instance, from)
end
--- Called when update
-- @param dt - delta time
function M.on_updated(instance, dt)
if instance.is_on then
instance.seconds_temp = instance.seconds_temp + dt
if instance.seconds_temp > 1 then
instance.seconds_temp = instance.seconds_temp - 1
instance.seconds_counter = instance.seconds_counter + instance.second_step
M.set_to(instance, instance.seconds_counter)
if instance.seconds_counter == instance.seconds_to then
instance.is_on = false
instance.callback(instance)
end
end
end
end
return M

67
druid/const.lua Normal file
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@ -0,0 +1,67 @@
--- Druid constants
-- @local
-- @module const
local M = {}
M.ACTION_TOUCH = hash("touch")
M.ACTION_TEXT = hash("text")
M.ACTION_BACKSPACE = hash("backspace")
M.ACTION_ENTER = hash("enter")
M.ACTION_BACK = hash("back")
M.RELEASED = "released"
M.PRESSED = "pressed"
M.STRING = "string"
M.TABLE = "table"
M.ZERO = "0"
M.ALL = "all"
--- Component Interests
M.ON_MESSAGE = hash("on_message")
M.ON_UPDATE = hash("on_update")
M.ON_INPUT_HIGH = hash("on_input_high")
M.ON_INPUT = hash("on_input")
M.ON_CHANGE_LANGUAGE = hash("on_change_language")
M.ON_LAYOUT_CHANGED = hash("on_layout_changed")
M.PIVOTS = {
[gui.PIVOT_CENTER] = vmath.vector3(0),
[gui.PIVOT_N] = vmath.vector3(0, 0.5, 0),
[gui.PIVOT_NE] = vmath.vector3(0.5, 0.5, 0),
[gui.PIVOT_E] = vmath.vector3(0.5, 0, 0),
[gui.PIVOT_SE] = vmath.vector3(0.5, -0.5, 0),
[gui.PIVOT_S] = vmath.vector3(0, -0.5, 0),
[gui.PIVOT_SW] = vmath.vector3(-0.5, -0.5, 0),
[gui.PIVOT_W] = vmath.vector3(-0.5, 0, 0),
[gui.PIVOT_NW] = vmath.vector3(-0.5, 0.5, 0),
}
M.SPECIFIC_UI_MESSAGES = {
[M.ON_CHANGE_LANGUAGE] = "on_change_language",
[M.ON_LAYOUT_CHANGED] = "on_layout_changed"
}
M.UI_INPUT = {
[M.ON_INPUT_HIGH] = true,
[M.ON_INPUT] = true
}
M.SIDE = {
X = "x",
Y = "y"
}
M.EMPTY_FUNCTION = function() end
M.EMPTY_STRING = ""
M.EMPTY_TABLE = {}
return M

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@ -1,420 +1,83 @@
--- Druid UI Library.
-- Powerful Defold component based UI library. Use standart
-- components or make your own game-specific components to
-- make amazing GUI in your games.
--
-- Contains the several basic components and examples
-- to how to do your custom complex components to
-- separate UI game logic to small files
--
-- require("druid.druid")
-- function init(self)
-- self.druid = druid.new(self)
-- end
--
-- @module druid
local const = require("druid.const")
local druid_instance = require("druid.system.druid_instance")
local settings = require("druid.system.settings")
local M = {}
local druid_input = require "druid.help_modules.druid_input"
M.input = druid_input
local pie_progress_bar = require "druid.components.pie_progress_bar"
local progress_bar = require "druid.components.progress_bar"
local flying_particles = require "druid.components.flying_particles"
local text_field = require "druid.components.text_field"
local counter = require "druid.components.counter"
local image = require "druid.components.image"
local button = require "druid.components.button"
local timer = require "druid.components.timer"
local tab_page = require "druid.components.tab_page"
local tabs_container = require "druid.components.tabs_container"
local spine_anim = require "druid.components.spine_anim"
local scrolling_box = require "druid.components.scrolling_box"
--- Register external druid component.
-- After register you can create the component with
-- druid_instance:new_{name}. For example `druid:new_button(...)`
-- @function druid:register
-- @tparam string name module name
-- @tparam table module lua table with component
function M.register(name, module)
-- TODO: Find better solution to creating elements?
-- Possibly: druid.new(druid.BUTTON, etc?)
-- Current way is very implicit
druid_instance["new_" .. name] = function(self, ...)
return druid_instance.create(self, module, ...)
end
local andr_back_btn = require "druid.components.andr_back_btn"
local LAYOUT_CHANGED = hash("layout_changed")
local ON_MESSAGE = hash("on_message")
local ON_INPUT = hash("on_input")
local ON_SWIPE = hash("on_swipe")
local ON_UPDATE = hash("on_update")
M.TRANSLATABLE = hash("TRANSLATABLE")
local STRING = "string"
--- Call this method when you need to update translations.
function M.translate(factory)
if factory[M.TRANSLATABLE] then
local key, result
for i, v in ipairs(factory[M.TRANSLATABLE]) do
key = v.lang_key or v.name
if key then
if v.lang_params then
result = lang.txp(key, v.lang_params)
else
result = lang.txt(key)
end
if result then
lang.set_node_properties(v.node, key)
end
result = result or v.last_value
v:set_to(result)
end
end
end
-- print("Register component", name)
end
--- Called on_message
function M.on_message(factory, message_id, message, sender)
if message_id == LAYOUT_CHANGED then
if factory[LAYOUT_CHANGED] then
M.translate(factory)
for i, v in ipairs(factory[LAYOUT_CHANGED]) do
v:on_layout_updated(message)
end
end
elseif message_id == M.TRANSLATABLE then
M.translate(factory)
else
if factory[ON_MESSAGE] then
for i, v in ipairs(factory[ON_MESSAGE]) do
v:on_message(message_id, message, sender)
end
end
end
--- Create Druid instance.
-- @function druid.new
-- @tparam table context Druid context. Usually it is self of script
-- @tparam[opt] table style Druid style module
-- @treturn druid_instance Druid instance
function M.new(context, style)
return druid_instance(context, style)
end
--- Called ON_INPUT
function M.on_input(factory, action_id, action)
if factory[ON_SWIPE] then
local v, result
local len = #factory[ON_SWIPE]
for i = 1, len do
v = factory[ON_SWIPE][i]
result = result or v:on_input(action_id, action)
end
if result then
return true
end
end
if factory[ON_INPUT] then
local v
local len = #factory[ON_INPUT]
for i = 1, len do
v = factory[ON_INPUT][i]
if action_id == v.event and action[v.action] and v:on_input(action_id, action) then
return true
end
end
return false
end
return false
-- Set new default style.
-- @function druid.set_default_style
-- @tparam table style Druid style module
function M.set_default_style(style)
settings.default_style = style
end
--- Called on_update
function M.on_update(factory, dt)
if factory[ON_UPDATE] then
for i, v in ipairs(factory[ON_UPDATE]) do
v:on_updated(dt)
end
end
-- Set text function.
-- Druid locale component will call this function
-- to get translated text. After set_text_funtion
-- all existing locale component will be updated
-- @function druid.set_text_function(callback)
-- @tparam function callback Get localized text function
function M.set_text_function(callback)
settings.get_text = callback or const.EMPTY_FUNCTION
-- TODO: Update all localized text
-- Need to store all current druid instances to iterate over it?
end
--- Create UI instance for ui elements
-- @return instance with all ui components
function M.new(self)
local factory = setmetatable({}, {__index = M})
factory.parent = self
return factory
-- Set sound function.
-- Component will call this function to
-- play sound by sound_id
-- @function druid.set_sound_function
-- @tparam function callback Sound play callback
function M.set_sound_function(callback)
settings.play_sound = callback or const.EMPTY_FUNCTION
end
local function input_init(factory)
if not factory.input_inited then
factory.input_inited = true
druid_input.focus()
end
end
--------------------------------------------------------------------------------
local function create(meta, factory, name, ...)
local instance = setmetatable({}, {__index = meta})
instance.parent = factory
if name then
if type(name) == STRING then
instance.name = name
instance.node = gui.get_node(name)
else
--name already is node
instance.name = nil
instance.node = name
end
end
factory[#factory + 1] = instance
local register_to = {...}
for i, v in ipairs(register_to) do
if not factory[v] then
factory[v] = {}
end
factory[v][#factory[v] + 1] = instance
end
return instance
end
--- Create new instance of a text_field
-- @param factory - parent factory
-- @param name - name of text node
-- @param init_value - init ui object with this value
-- @return instance of a text_field
function M.new_text_field(factory, name, init_value, bounce_in)
local instance = create(text_field, factory, name, M.TRANSLATABLE, LAYOUT_CHANGED)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
instance:set_to(init_value or 0)
return instance
end
--- Create new instance of a counter
-- @param factory - parent factory
-- @param name - name of text node
-- @param init_value - init ui object with this value
-- @return instance of a text_field
function M.new_counter(factory, name, init_value)
local instance = create(counter, factory, name, LAYOUT_CHANGED, ON_UPDATE)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = instance.scale_from * 1.2
instance:set_to(init_value or 0)
return instance
end
--- Create new instance of an image
-- @param factory - parent factory
-- @param name - name of image node
-- @param anim_table - table with animations or frames
-- @param init_frame - init with this frame
-- @return instance of an image
function M.new_image(factory, name, anim_table, init_frame, bounce_in)
local instance = create(image, factory, name, LAYOUT_CHANGED)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
instance.anim_table = anim_table
if init_frame then
instance:set_to(init_frame)
elseif anim_table then
instance:set_to(1)
end
return instance
end
--- Create new instance of a timer
-- @param factory - parent factory
-- @param name - name of image node
-- @param second_from - start time
-- @param seconds_to - end time
-- @param callback - call when timer finished
-- @return instance of a timer
function M.new_timer(factory, name, second_from, seconds_to, callback)
local instance = create(timer, factory, name, LAYOUT_CHANGED, ON_UPDATE)
instance:set_to(second_from)
instance:set_interval(second_from, seconds_to)
instance.is_on = true
instance.callback = callback
return instance
end
--- Add new pie progress component for handling
-- @param factory - parent factory
-- @param name - a node name for a pie progress instance
-- @param init_value - init ui object with this value
-- @return instance with pie_progress
function M.new_pie_progress(factory, name, init_value)
local instance = create(pie_progress_bar, factory, name, LAYOUT_CHANGED)
instance:set_to(init_value or 1)
return instance
end
--- Add new progress bar component for handling
-- @param factory - parent factory
-- @param name - name of the fill node
-- @param key - x or y - key for scale
-- @param init_value - init ui object with this value
-- @return instance with pie_progress
function M.new_progress_bar(factory, name, key, init_value)
local instance = create(progress_bar, factory, name, LAYOUT_CHANGED)
instance.prop = hash("scale."..key)
instance.key = key
instance.node = gui.get_node(name)
instance.scale = gui.get_scale(instance.node)
instance:set_to(init_value or 1)
return instance
end
--- Create new instance of a flying particles
-- @param factory - parent factory
-- @param name - name of prototype
-- @param count - how many particles need to cache
-- @param get_pos_func - function that returns target pos for flying
-- @return instance of a flying particles
function M.new_flying_particles(factory, name, count, get_pos_func)
local instance = create(flying_particles, factory, name, LAYOUT_CHANGED)
instance.get_pos_func = get_pos_func
local node = instance.node
instance.node = node
instance.fly_particles = {}
instance.fly_particles[1] = node
for i = 2, count do
instance.fly_particles[i] = gui.clone(node)
end
instance.scale = gui.get_scale(node)
instance.last_particle = 0
return instance
end
M.BTN_SOUND_FUNC = function() end
M.BTN_SOUND_DISABLE_FUNC = function()end
--- Add new button component for handling
-- @param factory - parent factory
-- @param name - a node name for a button instance
-- @param callback - click button callback
-- @param params - callback parameters, will be returned with self callback(self, params)
-- @param animate_node_name - node for animation, if it's not a main node
-- @return instance of button
function M.new_button(factory, name, callback, params, animate_node_name, event, action, sound, sound_disable)
input_init(factory)
local instance = create(button, factory, name, ON_INPUT)
instance.event = event or druid_input.A_CLICK
instance.action = action or druid_input.RELEASED
instance.anim_node = animate_node_name and gui.get_node(animate_node_name) or instance.node
instance.scale_from = gui.get_scale(instance.anim_node)
instance.scale_to = instance.scale_from + button.DEFAULT_SCALE_CHANGE
instance.pos = gui.get_position(instance.anim_node)
instance.callback = callback
instance.params = params
instance.tap_anim = button.tap_scale_animation
instance.back_anim = button.back_scale_animation
instance.sound = sound or M.BTN_SOUND_FUNC
instance.sound_disable = sound_disable or M.BTN_SOUND_DISABLE_FUNC
return instance
end
--- Add reaction for back btn (on Android for example)
-- @param factory - parent factory
-- @param callback - tap button callback
function M.new_back_handler(factory, callback)
input_init(factory)
local instance = create(andr_back_btn, factory, nil, ON_INPUT)
instance.event = druid_input.A_ANDR_BACK
instance.action = druid_input.RELEASED
instance.callback = callback
return instance
end
--- Create new tab page instance
-- @param factory - parent factory
-- @param name - name of parental node that represents tab page content
-- @param easing - easing for tab page
-- @param duration - duration of animation for tab page
-- @param callback - call when change page
-- @return instance that represents the tab page
function M.new_tab_page(factory, name, easing, duration, callback)
local instance = create(tab_page, factory, name, M.EVENTS.ON_MESSAGE)
instance.in_pos = gui.get_position(instance.node)
instance.out_pos = gui.get_position(instance.node)
instance.easing = easing or tab_page.DEFAULT_EASING
instance.duration = duration or tab_page.DEFAULT_DURATION
instance.callback = callback
return instance
end
--- Create new tab btns container instance
-- @param factory - parent factory
-- @param name - name of parental node that represents tab btns container
-- @return instance that represents the tab btns container
function M.new_tabs_container(factory, name, callback)
local instance = create(tabs_container, factory, name, LAYOUT_CHANGED)
instance:update_sizes()
instance.url = msg.url()
--- Create new tab btn instance
-- @param name - name of parental node that represents tab btn
-- @return instance that represents the tab btn
function instance.new_tab_btn(_instance, _name, url, index)
local params = {url = url, index = index, name = _name}
local btn = M.new_button(factory, _name, nil, params)
btn.back_anim = nil
btn.manual_back = button.back_tab_animation
btn.tap_anim = button.tap_tab_animation
btn.callback = function(_, _, force)
instance.switch_tab(instance, params, force)
if callback then
callback(factory.parent, index, force)
end
end
instance[_name] = params
if not instance.btns then
instance.btns = {}
end
instance.btns[index] = btn
return btn
end
return instance
end
--- Add new spine animation
-- @param factory - parent factory
-- @param name - a node name for a spine anim
-- @param idle_table - table with idle animations
-- @param active_table - table with active animations
-- @param init_idle - init idle animation name or index in idle table
-- @return instance with spine anim
function M.new_spine_anim(factory, name, idle_table, active_table, init_idle)
local instance = create(spine_anim, factory, name, LAYOUT_CHANGED)
instance.idle_table = idle_table
instance.active_table = active_table
instance:play_idle(init_idle)
return instance
end
--- Add new scrolling box
-- @param factory - parent factory
-- @param name - a node name for a spine anim
-- @param zone_name - node name of zone for tap
-- @param speed_coef - vector3 coef. of speed for scrolling
-- @param maximum - vector3 maximum position for scrolling
-- @param points_of_interest - table with vector3 point of interes
-- @param callback - scrolling events callback
-- @return instance with scrolling box
function M.new_scrolling_box(factory, name, zone_name, speed_coef, maximum, points_of_interest, callback)
local instance = create(scrolling_box, factory, name, ON_UPDATE, ON_SWIPE)
instance.pos = gui.get_position(instance.node)
instance.start_pos = vmath.vector3(instance.pos)
instance.maximum = maximum
instance.points_of_interest = points_of_interest
instance.callback = callback
if instance.start_pos.x > instance.maximum.x then
instance.start_pos.x, instance.maximum.x = instance.maximum.x, instance.start_pos.x
end
if instance.start_pos.y > instance.maximum.y then
instance.start_pos.y, instance.maximum.y = instance.maximum.y, instance.start_pos.y
end
if type(name) == STRING then
instance.scrolling_zone = gui.get_node(zone_name)
else
instance.scrolling_zone = zone_name
end
instance.swipe = {
minSwipeDistance = 40,
speed_down_coef = 1.1,
speed_up_coef = speed_coef or vmath.vector3(1.1, 1.1, 0),
speed = vmath.vector3(0, 0, 0),
maximum = vmath.vector3(0, 0, 0),
min_speed = 2,
beginX = 0,
beginY = 0,
endX = 0,
endY = 0,
xDistance = nil,
yDistance = nil,
totalSwipeDistanceLeft = nil,
totalSwipeDistanceRight = nil,
totalSwipeDistanceUp = nil,
totalSwipeDistanceDown = nil,
is_swipe = nil,
end_move_coef_x = 1,
end_move_coef_y = 1,
back_slow_coef = 0.4,
end_position_x = nil,
end_position_y = nil,
is_x = instance.start_pos.x ~= instance.maximum.x,
is_y = instance.start_pos.y ~= instance.maximum.y
}
return instance
end
return M

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--- Lua event small library
-- @module druid_event
local class = require("druid.system.middleclass")
-- @class DruidEvent
local M = class("druid.event")
--- Event constructur
-- @function Event
-- @tparam function initial_callback Subscribe the callback on new event, if callback exist
function M.initialize(self, initial_callback)
self._callbacks = {}
if initial_callback then
self:subscribe(initial_callback)
end
end
--- Subscribe callback on event
-- @function event:subscribe
-- @tparam function callback Callback itself
function M.subscribe(self, callback)
assert(type(self) == "table", "You should subscribe to event with : syntax")
assert(type(callback) == "function", "Callback should be function")
table.insert(self._callbacks, callback)
end
--- Unsubscribe callback on event
-- @function event:unsubscribe
-- @tparam function callback Callback itself
function M.unsubscribe(self, callback)
for i = 1, #self._callbacks do
if self._callbacks[i] == callback then
table.remove(self._callbacks, i)
return
end
end
end
--- Return true, if event have at lease one handler
-- @function event:is_exist
-- @treturn bool True if event have handlers
function M.is_exist(self)
return #self._callbacks > 0
end
--- Clear the all event handlers
-- @function event:clear
function M.clear(self)
self._callbacks = {}
end
--- Trigger the event and call all subscribed callbacks
-- @function event:trigger
-- @param ... All event params
function M.trigger(self, ...)
for i = 1, #self._callbacks do
self._callbacks[i](...)
end
end
return M

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local M = {}
local PROP_SCALE = gui.PROP_SCALE
local PROP_POSITION = gui.PROP_POSITION
M.PROP_POS_X = hash("position.x")
M.PROP_POS_Y = hash("position.y")
M.PROP_ALPHA = hash("color.w")
local PROP_COLOR = hash("color")
local PROP_SCALE_X = "scale.x"
local PROP_SCALE_Y = "scale.y"
M.TINT_HIDE = vmath.vector4(1, 1, 1, 0)
M.TINT_SHOW = vmath.vector4(1, 1, 1, 1)
M.V3_ONE = vmath.vector3(1, 1, 1)
M.V3_ZERO = vmath.vector3(0, 0, 1)
M.SCALE_ANIMATION_TIME = 0.1
M.BOUNCE_ANIMATION_TIME = 0.25
M.ALPHA_ANIMATION_TIME = 0.25
function M.alpha(self, node, alpha, callback, time, delay, easing, playback)
time = time or M.ALPHA_ANIMATION_TIME
delay = delay or 0
easing = easing or gui.EASING_LINEAR
playback = playback or gui.PLAYBACK_ONCE_FORWARD
gui.animate(node, M.PROP_ALPHA, alpha, easing, time, delay,
function()
if callback then
callback(self, node)
end
end,
playback)
end
function M.color(self, node, color, callback, time, delay, easing, playback)
time = time or M.ALPHA_ANIMATION_TIME
delay = delay or 0
easing = easing or gui.EASING_LINEAR
playback = playback or gui.PLAYBACK_ONCE_FORWARD
gui.animate(node, PROP_COLOR, color, easing, time, delay,
function()
if callback then
callback(self, node)
end
end,
playback)
end
function M.shake(self, node, callback, str, time)
str = str or - 30
time = time or 0.25
local pos = gui.get_position(node)
pos.x = pos.x + str
gui.animate(node, PROP_POSITION, pos, gui.EASING_INELASTIC, time,
0,
function()
if callback then
callback(self)
end
end,
gui.PLAYBACK_ONCE_BACKWARD
)
end
function M.bounce(self, node, change_to, callback, time, easing, playback, delaly)
time = time or M.BOUNCE_ANIMATION_TIME
delaly = delaly or 0
easing = easing or gui.EASING_OUTSINE
playback = playback or gui.PLAYBACK_ONCE_PINGPONG
gui.animate(node, PROP_SCALE, change_to, easing, time, delaly,
function()
if callback then
callback(self)
end
end,
playback)
end
function M.fly_to(self, node, to_pos, speed, callback, delay, easing)
easing = easing or gui.EASING_OUTSINE
delay = delay or 0
local time = vmath.length(to_pos - gui.get_position(node)) / 100 / speed
gui.animate(node, gui.PROP_POSITION, to_pos, easing, time, delay,
function()
if callback then
callback(self, node)
end
end)
end
function M.fly_by_x(self, node, to_x, time, callback, delay, easing, playback)
playback = playback or gui.PLAYBACK_ONCE_FORWARD
easing = easing or gui.EASING_OUTSINE
delay = delay or 0
gui.animate(node, M.PROP_POS_X, to_x, easing, time, delay,
function()
if callback then
callback(self, node)
end
end,
playback)
end
function M.fly_by_y(self, node, to_y, time, callback, delay, easing, playback)
playback = playback or gui.PLAYBACK_ONCE_FORWARD
easing = easing or gui.EASING_OUTSINE
delay = delay or 0
time = time or 0.25
gui.animate(node, M.PROP_POS_Y, to_y, easing, time, delay,
function()
if callback then
callback(self, node)
end
end,
playback)
end
function M.scale_to(self, node, to, callback, time, delay, easing)
easing = easing or gui.EASING_INSINE
time = time or M.SCALE_ANIMATION_TIME
delay = delay or 0
time = time or 0.25
gui.animate(node, PROP_SCALE, to, easing, time, delay,
function()
if callback then
callback(self, node)
end
end
)
end
function M.scale_x_from_to(self, node, from, to, callback, time, easing, delay, playback)
easing = easing or gui.EASING_INSINE
time = time or M.SCALE_ANIMATION_TIME
delay = delay or 0
playback = playback or gui.PLAYBACK_ONCE_FORWARD
local scale = gui.get_scale(node)
scale.x = from
gui.set_scale(node, scale)
gui.animate(node, PROP_SCALE_X, to, easing, time, delay,
function()
if callback then
callback(self)
end
end,
playback
)
end
function M.scale_y_from_to(self, node, from, to, callback, time, easing, delay, playback)
easing = easing or gui.EASING_INSINE
time = time or M.SCALE_ANIMATION_TIME
delay = delay or 0
playback = playback or gui.PLAYBACK_ONCE_FORWARD
local scale = gui.get_scale(node)
scale.y = from
gui.set_scale(node, scale)
gui.animate(node, PROP_SCALE_Y, to, easing, time, delay,
function()
if callback then
callback(self)
end
end,
playback
)
end
return M

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@ -1,24 +0,0 @@
local M = {}
local ADD_FOCUS = hash("acquire_input_focus")
local REMOVE_FOCUS = hash("release_input_focus")
local PATH_OBJ = "."
M.A_CLICK = hash("click")
M.A_TEXT = hash("text")
M.A_BACKSPACE = hash("backspace")
M.A_ENTER = hash("enter")
M.A_ANDR_BACK = hash("back")
M.RELEASED = "released"
M.PRESSED = "pressed"
function M.focus()
msg.post(PATH_OBJ, ADD_FOCUS)
end
function M.remove()
msg.post(PATH_OBJ, REMOVE_FOCUS)
end
return M

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local M = {}
local ZERO = "0"
-- Return number with zero number prefix
-- @param num - number for conversion
-- @param count - count of numerals
-- @return string with need count of zero (1,3) -> 001
function M.add_prefix_zeros(num, count)
local result = tostring(num)
for i = string.len(result), count - 1 do
result = ZERO..result
end
return result
end
-- Convert seconds to string minutes:seconds
-- @param num - number of seconds
-- @return string minutes:seconds
function M.second_string_min(sec)
local mins = math.floor(sec / 60)
local seconds = math.floor(sec - mins * 60)
return string.format("%.2d:%.2d", mins, seconds)
end
-- Interpolate string with named Parameters in Table
-- @param s - string for interpolate
-- @param tab - table with parameters
-- @return string with replaced parameters
function M.interpolate_strinng(s, tab)
return (s:gsub('($%b{})', function(w) return tab[w:sub(3, -2)] or w end))
end
return M

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local M = {}
function M.centrate_text_with_icon(text_node, icon_node)
local metr = gui.get_text_metrics_from_node(text_node)
local scl = gui.get_scale(text_node).x
local scl_i = gui.get_scale(icon_node).x
local pos_i = gui.get_position(icon_node)
local pos = gui.get_position(text_node)
local w = metr.width * scl * scl_i
local icon_w = gui.get_size(icon_node).x * scl_i
local width = w + icon_w + (math.abs(pos.x) - icon_w / 2) * scl_i
pos_i.x = width / 2 - (icon_w / 2)
gui.set_position(icon_node, pos_i)
end
return M

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druid/helper.lua Normal file
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-- Druid helper module for gui layouts
-- @module helper
local const = require("druid.const")
local M = {}
--- Text node or icon node can be nil
local function get_text_width(text_node)
if text_node then
local text_metrics = gui.get_text_metrics_from_node(text_node)
local text_scale = gui.get_scale(text_node).x
return text_metrics.width * text_scale
end
return 0
end
local function get_icon_width(icon_node)
if icon_node then
local icon_scale_x = gui.get_scale(icon_node).x
return gui.get_size(icon_node).x * icon_scale_x -- icon width
end
return 0
end
--- Center two nodes.
-- Nodes will be center around 0 x position
-- text_node will be first (at left side)
-- @function helper.centrate_text_with_icon
-- @tparam[opt] text text_node Gui text node
-- @tparam[opt] box icon_node Gui box node
-- @tparam number margin Offset between nodes
function M.centrate_text_with_icon(text_node, icon_node, margin)
margin = margin or 0
local text_width = get_text_width(text_node)
local icon_width = get_icon_width(icon_node)
local width = text_width + icon_width
if text_node then
local pos = gui.get_position(text_node)
pos.x = -width/2 + text_width - margin/2
gui.set_position(text_node, pos)
end
if icon_node then
local icon_pos = gui.get_position(icon_node)
icon_pos.x = width/2 - icon_width + margin/2
gui.set_position(icon_node, icon_pos)
end
end
--- Center two nodes.
-- Nodes will be center around 0 x position
-- icon_node will be first (at left side)
-- @function helper.centrate_icon_with_text
-- @tparam[opt] box icon_node Gui box node
-- @tparam[opt] text text_node Gui text node
-- @tparam[opt=0] number margin Offset between nodes
function M.centrate_icon_with_text(icon_node, text_node, margin)
margin = margin or 0
local icon_width = get_icon_width(icon_node)
local text_width = get_text_width(text_node)
local width = text_width + icon_width
if text_node then
local pos = gui.get_position(text_node)
pos.x = width/2 - text_width + margin/2
gui.set_position(text_node, pos)
end
if icon_node then
local icon_pos = gui.get_position(icon_node)
icon_pos.x = -width/2 + icon_width - margin/2
gui.set_position(icon_node, icon_pos)
end
end
function M.step(current, target, step)
if current < target then
return math.min(current + step, target)
else
return math.max(target, current - step)
end
end
function M.clamp(a, min, max)
if min > max then
min, max = max, min
end
if a >= min and a <= max then
return a
elseif a < min then
return min
else
return max
end
end
function M.distance(x1, y1, x2, y2)
return math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
end
function M.sign(val)
if val == 0 then
return 0
end
return (val < 0) and -1 or 1
end
function M.round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
--- Check if node is enabled in gui hierarchy.
-- Return false, if node or any his parent is disabled
-- @function helper.is_enabled
-- @tparam node node Gui node
-- @treturn bool Is enabled in hierarchy
function M.is_enabled(node)
local is_enabled = gui.is_enabled(node)
local parent = gui.get_parent(node)
while parent and is_enabled do
is_enabled = is_enabled and gui.is_enabled(parent)
parent = gui.get_parent(parent)
end
return is_enabled
end
--- Get node offset for given gui pivot
-- @function helper.get_pivot_offset
-- @tparam gui.pivot pivot The node pivot
-- @treturn vector3 Vector offset with [-1..1] values
function M.get_pivot_offset(pivot)
return const.PIVOTS[pivot]
end
return M

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--- Druid inner module to acquire/release input
-- @module helper.input
-- @local
local M = {}
local ADD_FOCUS = hash("acquire_input_focus")
local REMOVE_FOCUS = hash("release_input_focus")
local PATH_OBJ = "."
function M.focus()
msg.post(PATH_OBJ, ADD_FOCUS)
end
function M.remove()
msg.post(PATH_OBJ, REMOVE_FOCUS)
end
return M

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druid/helper/formats.lua Normal file
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--- Druid module with utils on string formats
-- @local
-- @module helper.formats
local const = require("druid.const")
local M = {}
--- Return number with zero number prefix
-- @function formats.add_prefix_zeros
-- @tparam number num Number for conversion
-- @tparam number count Count of numerals
-- @return string with need count of zero (1,3) -> 001
function M.add_prefix_zeros(num, count)
local result = tostring(num)
for i = string.len(result), count - 1 do
result = const.ZERO .. result
end
return result
end
--- Convert seconds to string minutes:seconds
-- @function formats.second_string_min
-- @tparam number sec Seconds
-- @return string minutes:seconds
function M.second_string_min(sec)
local mins = math.floor(sec / 60)
local seconds = math.floor(sec - mins * 60)
return string.format("%.2d:%.2d", mins, seconds)
end
--- Interpolate string with named Parameters in Table
-- @function formats.second_string_min
-- @tparam string s Target string
-- @tparam table tab Table with parameters
-- @return string with replaced parameters
function M.interpolate_string(s, tab)
return (s:gsub('($%b{})', function(w) return tab[w:sub(3, -2)] or w end))
end
return M

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local M = {}
local function scale_to(self, node, to, callback, time, delay, easing)
easing = easing or gui.EASING_INSINE
time = time or M.SCALE_ANIMATION_TIME
delay = delay or 0
time = time or 0.25
gui.animate(node, gui.PROP_SCALE, to, easing, time, delay,
function()
if callback then
callback(self, node)
end
end
)
end
function M.back_scale_animation(self, node, target_scale)
scale_to(self, node, target_scale)
end
function M.tap_scale_animation(self, node, target_scale)
scale_to(self, node, target_scale,
function()
M.back_scale_animation(self, node, self.scale_from)
end
)
end
function M.hover_scale(self, target, time)
gui.animate(self.anim_node, "scale", target, gui.EASING_OUTSINE, time)
end
return M

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local settings = require("druid.system.settings")
local anims = require("druid.styles.default.anims")
local M = {}
M["button"] = {
HOVER_SCALE = vmath.vector3(-0.025, -0.025, 1),
HOVER_TIME = 0.05,
SCALE_CHANGE = vmath.vector3(-0.05, -0.05, 1),
BTN_SOUND = "click",
BTN_SOUND_DISABLED = "click",
DISABLED_COLOR = vmath.vector4(0, 0, 0, 1),
ENABLED_COLOR = vmath.vector4(1),
LONGTAP_TIME = 0.4,
AUTOHOLD_TRIGGER = 0.8,
DOUBLETAP_TIME = 0.4,
IS_HOVER = true,
on_hover = function(self, node, state)
local scale_to = self.scale_from + M.button.HOVER_SCALE
local target_scale = state and scale_to or self.scale_from
anims.hover_scale(self, target_scale, M.button.HOVER_TIME)
end,
on_click = function(self, node)
local scale_to = self.scale_from + M.button.SCALE_CHANGE
anims.tap_scale_animation(self, node, scale_to)
settings.play_sound(M.button.BTN_SOUND)
end,
on_click_disabled = function(self, node)
settings.play_sound(M.button.BTN_SOUND_DISABLED)
end,
on_set_enabled = function(self, node, state)
if state then
gui.set_color(node, M.button.ENABLED_COLOR)
else
gui.set_color(node, M.button.DISABLED_COLOR)
end
end
}
M["scroll"] = {
FRICT_HOLD = 0.8, -- mult. for inert, while touching
FRICT = 0.93, -- mult for free inert
INERT_THRESHOLD = 2, -- speed to stop inertion
INERT_SPEED = 25, -- koef. of inert speed
DEADZONE = 6, -- in px
SOFT_ZONE_SIZE = 160, -- size of outside zone (back move)
BACK_SPEED = 0.2, -- lerp speed
ANIM_SPEED = 0.3, -- gui.animation speed to point
}
M["progress"] = {
SPEED = 5, -- progress bar fill rate, more faster
MIN_DELTA = 0.005
}
M["progress_rich"] = {
DELAY = 1, -- delay in seconds before main fill
}
M["checkbox"] = {
on_change_state = function(self, node, state)
local target = state and 1 or 0
gui.animate(node, "color.w", target, gui.EASING_OUTSINE, 0.1)
end
}
return M

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local M = {}
M["button"] = {
BTN_SOUND = "click",
BTN_SOUND_DISABLED = "click",
DISABLED_COLOR = vmath.vector4(0, 0, 0, 1),
ENABLED_COLOR = vmath.vector4(1),
LONGTAP_TIME = 0.4,
DOUBLETAP_TIME = 0.4,
IS_HOVER = false,
}
M["scroll"] = {
FRICT_HOLD = 0, -- mult. for inert, while touching
FRICT = 0, -- mult for free inert
INERT_THRESHOLD = 2, -- speed to stop inertion
INERT_SPEED = 0, -- koef. of inert speed
DEADZONE = 6, -- in px
SOFT_ZONE_SIZE = 20, -- size of outside zone (back move)
BACK_SPEED = 0, -- lerp speed
ANIM_SPEED = 0, -- gui.animation speed to point
}
M["progress"] = {
SPEED = 5, -- progress bar fill rate, more faster
MIN_DELTA = 1
}
M["progress_rich"] = {
DELAY = 0, -- delay in seconds before main fill
}
M["checkbox"] = {
on_change_state = function(self, node, state)
gui.set_enabled(node, state)
end
}
return M

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local M = {}
M["button"] = {
BTN_SOUND = "click",
BTN_SOUND_DISABLED = "click",
DISABLED_COLOR = vmath.vector4(0, 0, 0, 1),
ENABLED_COLOR = vmath.vector4(1),
LONGTAP_TIME = 0.4,
DOUBLETAP_TIME = 0.4,
HOVER_IMAGE = "button_yellow",
DEFAULT_IMAGE = "button_blue",
CLICK_IMAGE = "button_red",
on_hover = function(self, node, state)
local anim = state and M.button.HOVER_IMAGE or M.button.DEFAULT_IMAGE
gui.play_flipbook(node, anim)
end
}
M["scroll"] = {
FRICT_HOLD = 0, -- mult. for inert, while touching
FRICT = 0, -- mult for free inert
INERT_THRESHOLD = 2, -- speed to stop inertion
INERT_SPEED = 0, -- koef. of inert speed
DEADZONE = 6, -- in px
SOFT_ZONE_SIZE = 20, -- size of outside zone (back move)
BACK_SPEED = 0, -- lerp speed
ANIM_SPEED = 0, -- gui.animation speed to point
}
M["progress"] = {
SPEED = 5, -- progress bar fill rate, more faster
MIN_DELTA = 1
}
M["progress_rich"] = {
DELAY = 0, -- delay in seconds before main fill
}
M["checkbox"] = {
on_change_state = function(self, node, state)
gui.set_enabled(node, state)
end
}
return M

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--- Druid main class. Create instance of this
-- to start creating components
-- @module druid_instance
-- @see druid.button
-- @see druid.blocker
-- @see druid.back_handler
-- @see druid.input
-- @see druid.text
-- @see druid.lang_text
-- @see druid.timer
-- @see druid.progress
-- @see druid.grid
-- @see druid.scroll
-- @see druid.slider
-- @see druid.checkbox
-- @see druid.checkbox_group
-- @see druid.radio_group
local const = require("druid.const")
local druid_input = require("druid.helper.druid_input")
local settings = require("druid.system.settings")
local class = require("druid.system.middleclass")
local button = require("druid.base.button")
local blocker = require("druid.base.blocker")
local back_handler = require("druid.base.back_handler")
local hover = require("druid.base.hover")
local text = require("druid.base.text")
local lang_text = require("druid.base.lang_text")
local timer = require("druid.base.timer")
local progress = require("druid.base.progress")
local grid = require("druid.base.grid")
local scroll = require("druid.base.scroll")
local slider = require("druid.base.slider")
local checkbox = require("druid.base.checkbox")
local checkbox_group = require("druid.base.checkbox_group")
local radio_group = require("druid.base.radio_group")
local input = require("druid.base.input")
-- local infinity_scroll = require("druid.base.infinity_scroll")
-- @classmod Druid
local Druid = class("druid.druid_instance")
local function input_init(self)
if not sys.get_config("druid.auto_focus") == "1" then
return
end
if not self.input_inited then
self.input_inited = true
druid_input.focus()
end
end
-- Create the component itself
local function create(self, instance_class)
local instance = instance_class()
instance:setup_component(self._context, self._style)
self.components[const.ALL] = self.components[const.ALL] or {}
table.insert(self.components[const.ALL], instance)
local register_to = instance:get_interests()
if register_to then
for i = 1, #register_to do
local interest = register_to[i]
if not self.components[interest] then
self.components[interest] = {}
end
table.insert(self.components[interest], instance)
if const.UI_INPUT[interest] then
input_init(self)
end
end
end
return instance
end
local function process_input(action_id, action, components, is_input_consumed)
if not components then
return is_input_consumed
end
for i = #components, 1, -1 do
local component = components[i]
if not is_input_consumed then
is_input_consumed = component:on_input(action_id, action)
else
if component.on_input_interrupt then
component:on_input_interrupt()
end
end
end
return is_input_consumed
end
--- Druid class constructor
-- @function druid:initialize
-- @tparam context table Druid context. Usually it is self of script
-- @tparam style table Druid style module
function Druid.initialize(self, context, style)
self._context = context
self._style = style or settings.default_style
self.components = {}
end
--- Create new druid component
-- @function druid:create
-- @tparam Component component Component module
-- @tparam args ... Other component params to pass it to component:init function
function Druid.create(self, component, ...)
local instance = create(self, component)
if instance.init then
instance:init(...)
end
return instance
end
--- Remove component from druid instance.
-- Component `on_remove` function will be invoked, if exist.
-- @function druid:remove
-- @tparam Component component Component instance
function Druid.remove(self, component)
local all_components = self.components[const.ALL]
for i = #all_components, 1, -1 do
if all_components[i] == component then
if component.on_remove then
component:on_remove()
end
table.remove(self, i)
end
end
local interests = component:get_interests()
if interests then
for i = 1, #interests do
local interest = interests[i]
local components = self.components[interest]
for j = #components, 1, -1 do
if components[j] == component then
table.remove(components, j)
end
end
end
end
end
--- Druid update function
-- @function druid:update
-- @tparam number dt Delta time
function Druid.update(self, dt)
local components = self.components[const.ON_UPDATE]
if components then
for i = 1, #components do
components[i]:update(dt)
end
end
end
--- Druid on_input function
-- @function druid:on_input
-- @tparam hash action_id Action_id from on_input
-- @tparam table action Action from on_input
function Druid.on_input(self, action_id, action)
local is_input_consumed = false
is_input_consumed = process_input(action_id, action,
self.components[const.ON_INPUT_HIGH], is_input_consumed)
is_input_consumed = process_input(action_id, action,
self.components[const.ON_INPUT], is_input_consumed)
return is_input_consumed
end
--- Druid on_message function
-- @function druid:on_message
-- @tparam hash message_id Message_id from on_message
-- @tparam table message Message from on_message
-- @tparam hash sender Sender from on_message
function Druid.on_message(self, message_id, message, sender)
local specific_ui_message = const.SPECIFIC_UI_MESSAGES[message_id]
if specific_ui_message then
local components = self.components[message_id]
if components then
for i = 1, #components do
local component = components[i]
component[specific_ui_message](component, message, sender)
end
end
else
local components = self.components[const.ON_MESSAGE] or const.EMPTY_TABLE
for i = 1, #components do
components[i]:on_message(message_id, message, sender)
end
end
end
--- Create button basic component
-- @function druid:new_button
-- @tparam args ... button init args
-- @treturn Component button component
function Druid.new_button(self, ...)
return Druid.create(self, button, ...)
end
--- Create blocker basic component
-- @function druid:new_blocker
-- @tparam args ... blocker init args
-- @treturn Component blocker component
function Druid.new_blocker(self, ...)
return Druid.create(self, blocker, ...)
end
--- Create back_handler basic component
-- @function druid:new_back_handler
-- @tparam args ... back_handler init args
-- @treturn Component back_handler component
function Druid.new_back_handler(self, ...)
return Druid.create(self, back_handler, ...)
end
--- Create hover basic component
-- @function druid:new_hover
-- @tparam args ... hover init args
-- @treturn Component hover component
function Druid.new_hover(self, ...)
return Druid.create(self, hover, ...)
end
--- Create text basic component
-- @function druid:new_text
-- @tparam args ... text init args
-- @treturn Component text component
function Druid.new_text(self, ...)
return Druid.create(self, text, ...)
end
--- Create lang_text basic component
-- @function druid:new_lang_text
-- @tparam args ... lang_text init args
-- @treturn Component lang_text component
function Druid.new_lang_text(self, ...)
return Druid.create(self, lang_text, ...)
end
--- Create timer basic component
-- @function druid:new_timer
-- @tparam args ... timer init args
-- @treturn Component timer component
function Druid.new_timer(self, ...)
return Druid.create(self, timer, ...)
end
--- Create progress basic component
-- @function druid:new_progress
-- @tparam args ... progress init args
-- @treturn Component progress component
function Druid.new_progress(self, ...)
return Druid.create(self, progress, ...)
end
--- Create grid basic component
-- @function druid:new_grid
-- @tparam args ... grid init args
-- @treturn Component grid component
function Druid.new_grid(self, ...)
return Druid.create(self, grid, ...)
end
--- Create scroll basic component
-- @function druid:new_scroll
-- @tparam args ... scroll init args
-- @treturn Component scroll component
function Druid.new_scroll(self, ...)
return Druid.create(self, scroll, ...)
end
--- Create slider basic component
-- @function druid:new_slider
-- @tparam args ... slider init args
-- @treturn Component slider component
function Druid.new_slider(self, ...)
return Druid.create(self, slider, ...)
end
--- Create checkbox basic component
-- @function druid:new_checkbox
-- @tparam args ... checkbox init args
-- @treturn Component checkbox component
function Druid.new_checkbox(self, ...)
return Druid.create(self, checkbox, ...)
end
--- Create input basic component
-- @function druid:new_input
-- @tparam args ... input init args
-- @treturn Component input component
function Druid.new_input(self, ...)
return Druid.create(self, input, ...)
end
--- Create checkbox_group basic component
-- @function druid:new_checkbox_group
-- @tparam args ... checkbox_group init args
-- @treturn Component checkbox_group component
function Druid.new_checkbox_group(self, ...)
return Druid.create(self, checkbox_group, ...)
end
--- Create radio_group basic component
-- @function druid:new_radio_group
-- @tparam args ... radio_group init args
-- @treturn Component radio_group component
function Druid.new_radio_group(self, ...)
return Druid.create(self, radio_group, ...)
end
return Druid

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@ -0,0 +1,183 @@
local middleclass = {
_VERSION = 'middleclass v4.1.1',
_DESCRIPTION = 'Object Orientation for Lua',
_URL = 'https://github.com/kikito/middleclass',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2011 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
local function _createIndexWrapper(aClass, f)
if f == nil then
return aClass.__instanceDict
else
return function(self, name)
local value = aClass.__instanceDict[name]
if value ~= nil then
return value
elseif type(f) == "function" then
return (f(self, name))
else
return f[name]
end
end
end
end
local function _propagateInstanceMethod(aClass, name, f)
f = name == "__index" and _createIndexWrapper(aClass, f) or f
aClass.__instanceDict[name] = f
for subclass in pairs(aClass.subclasses) do
if rawget(subclass.__declaredMethods, name) == nil then
_propagateInstanceMethod(subclass, name, f)
end
end
end
local function _declareInstanceMethod(aClass, name, f)
aClass.__declaredMethods[name] = f
if f == nil and aClass.super then
f = aClass.super.__instanceDict[name]
end
_propagateInstanceMethod(aClass, name, f)
end
local function _tostring(self) return "class " .. self.name end
local function _call(self, ...) return self:new(...) end
local function _createClass(name, super)
local dict = {}
dict.__index = dict
local aClass = { name = name, super = super, static = {},
__instanceDict = dict, __declaredMethods = {},
subclasses = setmetatable({}, {__mode='k'}) }
if super then
setmetatable(aClass.static, {
__index = function(_,k)
local result = rawget(dict,k)
if result == nil then
return super.static[k]
end
return result
end
})
else
setmetatable(aClass.static, { __index = function(_,k) return rawget(dict,k) end })
end
setmetatable(aClass, { __index = aClass.static, __tostring = _tostring,
__call = _call, __newindex = _declareInstanceMethod })
return aClass
end
local function _includeMixin(aClass, mixin)
assert(type(mixin) == 'table', "mixin must be a table")
for name,method in pairs(mixin) do
if name ~= "included" and name ~= "static" then aClass[name] = method end
end
for name,method in pairs(mixin.static or {}) do
aClass.static[name] = method
end
if type(mixin.included)=="function" then mixin:included(aClass) end
return aClass
end
local DefaultMixin = {
__tostring = function(self) return "instance of " .. tostring(self.class) end,
initialize = function(self, ...) end,
isInstanceOf = function(self, aClass)
return type(aClass) == 'table'
and type(self) == 'table'
and (self.class == aClass
or type(self.class) == 'table'
and type(self.class.isSubclassOf) == 'function'
and self.class:isSubclassOf(aClass))
end,
static = {
allocate = function(self)
assert(type(self) == 'table', "Make sure that you are using 'Class:allocate' instead of 'Class.allocate'")
return setmetatable({ class = self }, self.__instanceDict)
end,
new = function(self, ...)
assert(type(self) == 'table', "Make sure that you are using 'Class:new' instead of 'Class.new'")
local instance = self:allocate()
instance:initialize(...)
return instance
end,
subclass = function(self, name)
assert(type(self) == 'table', "Make sure that you are using 'Class:subclass' instead of 'Class.subclass'")
assert(type(name) == "string", "You must provide a name(string) for your class")
local subclass = _createClass(name, self)
for methodName, f in pairs(self.__instanceDict) do
_propagateInstanceMethod(subclass, methodName, f)
end
subclass.initialize = function(instance, ...) return self.initialize(instance, ...) end
self.subclasses[subclass] = true
self:subclassed(subclass)
return subclass
end,
subclassed = function(self, other) end,
isSubclassOf = function(self, other)
return type(other) == 'table' and
type(self.super) == 'table' and
( self.super == other or self.super:isSubclassOf(other) )
end,
include = function(self, ...)
assert(type(self) == 'table', "Make sure you that you are using 'Class:include' instead of 'Class.include'")
for _,mixin in ipairs({...}) do _includeMixin(self, mixin) end
return self
end
}
}
function middleclass.class(name, super)
assert(type(name) == 'string', "A name (string) is needed for the new class")
return super and super:subclass(name) or _includeMixin(_createClass(name), DefaultMixin)
end
setmetatable(middleclass, { __call = function(_, ...) return middleclass.class(...) end })
return middleclass

18
druid/system/settings.lua Normal file
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--- Druid settings file
-- @module settings
-- @local
local M = {}
M.default_style = nil
function M.get_text(name)
return "[Druid]: locales not inited"
end
function M.play_sound(name)
end
return M

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example/assets/fonts/exo2.ttf Executable file

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font: "/example/assets/fonts/exo2.ttf"
material: "/builtins/fonts/font-df.material"
size: 40
antialias: 1
alpha: 1.0
outline_alpha: 1.0
outline_width: 2.0
shadow_alpha: 1.0
shadow_blur: 0
shadow_x: 3.0
shadow_y: -4.0
extra_characters: ""
output_format: TYPE_DISTANCE_FIELD
all_chars: true
cache_width: 0
cache_height: 0
render_mode: MODE_MULTI_LAYER

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example/assets/images/empty.png Executable file

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images {
image: "/example/assets/images/back/back_blue.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/back/back_gray.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/back/back_green.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/back/back_red.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/buttons/button_green.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/buttons/button_red.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/buttons/button_yellow.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/empty.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/progress/progress_back.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/progress/progress_fill_green.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/progress/progress_fill_red.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/progress/progress_fill_yellow.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/radio/check_back_circle.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/radio/check_back_square.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/radio/checkmark.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/radio/tick.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/slider/slider_back.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/slider/slider_move.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
images {
image: "/example/assets/images/buttons/button_blue.png"
sprite_trim_mode: SPRITE_TRIM_MODE_OFF
}
margin: 0
extrude_borders: 2
inner_padding: 0

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