Update annotations P.1

This commit is contained in:
Insality
2024-10-29 20:31:45 +02:00
parent a46f38734e
commit c85d66fdca
40 changed files with 1458 additions and 3941 deletions

View File

@@ -1,10 +1,10 @@
local component = require("druid.component")
---@class component_name : druid.base_component
local Component = component.create("component_name")
---@class new_component: druid.base_component
local M = component.create("new_component")
-- Component constructor. Template name and nodes are optional. Pass it if you use it in your component
function Component:init(template, nodes)
function M:init(template, nodes)
-- If your component is gui template, pass the template name and set it
-- If your component is cloned my gui.clone_tree, pass nodes to component and set it
-- Use inner druid instance to create components inside this component
@@ -17,55 +17,55 @@ end
-- [OPTIONAL] Call every update step
function Component:update(dt)
function M:update(dt)
end
-- [OPTIONAL] Call default on_input from gui script
function Component:on_input(action_id, action)
function M:on_input(action_id, action)
return false
end
-- [OPTIONAL] Call on component creation and on component:set_style() function
function Component:on_style_change(style)
function M:on_style_change(style)
end
-- [OPTIONAL] Call default on_message from gui script
function Component:on_message(message_id, message, sender)
function M:on_message(message_id, message, sender)
end
-- [OPTIONAL] Call if druid has triggered on_language_change
function Component:on_language_change()
function M:on_language_change()
end
-- [OPTIONAL] Call if game layout has changed and need to restore values in component
function Component:on_layout_change()
function M:on_layout_change()
end
-- [OPTIONAL] Call, if input was capturing before this component
-- Example: scroll is start scrolling, so you need unhover button
function Component:on_input_interrupt()
function M:on_input_interrupt()
end
-- [OPTIONAL] Call, if game lost focus
function Component:on_focus_lost()
function M:on_focus_lost()
end
-- [OPTIONAL] Call, if game gained focus
function Component:on_focus_gained()
function M:on_focus_gained()
end
-- [OPTIONAL] Call on component remove or on druid:final
function Component:on_remove()
function M:on_remove()
end
return Component
return M