41 Commits

Author SHA1 Message Date
Insality
181a0aab43 Update docs and changelog 2025-09-27 13:52:47 +03:00
Insality
9e29c0ebde Update editor script linking messages 2025-09-27 13:34:15 +03:00
Insality
2a754c4159 Use editor script to set gui script path 2025-09-27 13:24:31 +03:00
Insality
9bf4d32d40 Update 2025-09-27 12:49:43 +03:00
Insality
9ee084c502 Update 2025-09-15 00:56:05 +03:00
Insality
b6a7df5ff2 Update 2025-08-11 23:59:46 +03:00
Insality
a94121a1c6 Update properties panel 2025-08-10 00:56:08 +03:00
Insality
097963bdb3 Annotations update 2025-08-10 00:55:38 +03:00
Insality
574f764559 Add layout set_position_function 2025-08-08 18:22:03 +03:00
Insality
379c9acfc3 Add memory fps panel manual 2025-07-05 13:35:16 +03:00
Insality
4c8796e17d Merge branch 'master' into develop 2025-07-02 21:52:18 +03:00
Insality
ba7ee40510 Release 1.1.5 2025-07-02 21:51:43 +03:00
Insality
d019247ae4 Update for event v12 2025-07-02 21:50:48 +03:00
Insality
5dac7ed8e2 Merge branch 'properties_panel' into develop 2025-07-02 21:43:25 +03:00
Insality
633bb8ed5c Fix page 2025-06-30 01:48:37 +03:00
Insality
b35b584fad Merge branch 'master' into develop 2025-06-19 20:28:56 +03:00
Insality
616c513fbd Use tagged releases of dependencies 2025-06-19 20:28:45 +03:00
Insality
3606c9f49f Fix color check 2025-06-19 20:24:57 +03:00
Insality
a8aea0adee Merge branch 'master' into develop 2025-05-28 23:28:31 +03:00
Insality
8fde964e0e Revert "Merge pull request #311 from rigo128/fix_get_screen_aspect_koef"
This reverts commit 9a0f341a67, reversing
changes made to 8ddb6e4e60.

Revert until fully investigated
2025-05-28 23:28:03 +03:00
Insality
7b5264aca0 Update changelog 2025-05-28 23:27:45 +03:00
Insality
8fc5f4d144 Merge branch 'properties_panel' into develop 2025-05-28 23:22:29 +03:00
Insality
16a5d9936a Update for queue events 2025-05-28 23:21:00 +03:00
Insality
350770ba9e Fix for Druid containers mode 2025-05-28 23:20:48 +03:00
Insality
97942965cd Remove colors from rich text 2025-05-28 22:13:44 +03:00
Insality
0cf5ba30db Update properties panel 2025-05-27 23:10:49 +03:00
Insality
2e1f280944 Blocker by default is enabled, update color palette, add rich text split by characters option, able to pass a data to GO widgets 2025-05-27 23:10:32 +03:00
Insality
61111536a8 Release 1.1.4 2025-05-20 00:51:34 +03:00
Maksim Tuprikov
b5d2f313cc Merge pull request #312 from polivanni/master
Reset width and leading of the reusable table TEXT_METRICS_OPTIONS by default
2025-05-20 00:50:09 +03:00
Ivan Polovyi
d0067e5496 Reset width and leading of the reusable table TEXT_METRICS_OPTIONS by default 2025-05-18 23:33:40 +03:00
Insality
fe955b6e64 Update properties for panel 2025-05-18 13:04:38 +03:00
Insality
2133492efe Update properties panel, add refresh button 2025-05-17 18:06:26 +03:00
Insality
22c49540df Add scenes to properties panel 2025-05-17 13:36:34 +03:00
Maksim Tuprikov
9a0f341a67 Merge pull request #311 from rigo128/fix_get_screen_aspect_koef
Fix helper.get_screen_aspect_koef() for gui layouts.
2025-05-15 23:33:07 +03:00
Insality
8ddb6e4e60 Open button_* functions to call a button callbacks directly 2025-05-15 23:28:32 +03:00
Insality
b982bc8277 Add dirty function to make node visible in scroll 2025-05-15 23:28:14 +03:00
Insality
d939d017cb Add loading palette to color module 2025-05-15 23:27:12 +03:00
Insality
488e78c9d7 Update layout annotations 2025-05-15 23:26:46 +03:00
Insality
52659a96ee Add button to drag in drag_to_node example 2025-05-15 23:26:35 +03:00
Yury Grigoryev
ce49c3bb41 Fix helper.get_screen_aspect_koef() for gui layouts. 2025-05-15 22:58:55 +03:00
Insality
58f14d0a64 Return hack to keep cloned node_ids consistent 2025-05-13 21:43:05 +03:00
42 changed files with 767 additions and 226 deletions

View File

@@ -33,7 +33,8 @@
"Lua.runtime.version": "Lua 5.1",
"Lua.workspace.library": [
"~/Library/Application Support/Cursor/User/globalStorage/astronachos.defold",
"~/Library/Application Support/Cursor/User/workspaceStorage/1446075a23c89451a63f0e82b2291def/astronachos.defold"
"~/Library/Application Support/Cursor/User/workspaceStorage/1446075a23c89451a63f0e82b2291def/astronachos.defold",
"~/Library/Application Support/Cursor/User/workspaceStorage/7975bec62a9fa9724d190779fa01ec63/astronachos.defold"
],
"files.exclude": {
"**/*.gui": true

View File

@@ -39,13 +39,13 @@ Open your `game.project` file and add the following lines to the dependencies fi
**[Druid](https://github.com/Insality/druid/)**
```
https://github.com/Insality/druid/archive/refs/tags/1.1.2.zip
https://github.com/Insality/druid/archive/refs/tags/1.1.5.zip
```
**[Defold Event](https://github.com/Insality/defold-event)**
```
https://github.com/Insality/defold-event/archive/refs/tags/11.zip
https://github.com/Insality/defold-event/archive/refs/tags/12.zip
```
After that, select `Project ▸ Fetch Libraries` to update [library dependencies]((https://defold.com/manuals/libraries/#setting-up-library-dependencies)). This happens automatically whenever you open a project so you will only need to do this if the dependencies change without re-opening the project.

View File

@@ -20,7 +20,7 @@ local M = component.create("blocker")
---@param node node|string The node to use as a blocker
function M:init(node)
self.node = self:get_node(node)
self._is_enabled = gui.is_enabled(self.node, true)
self._is_enabled = true
end

View File

@@ -67,8 +67,8 @@ function M:init(node_or_node_id, callback, custom_args, anim_node)
self.start_scale = gui.get_scale(self.anim_node)
self.start_pos = gui.get_position(self.anim_node)
self.params = custom_args
self.hover = self.druid:new_hover(node_or_node_id, self._on_button_hover)
self.hover.on_mouse_hover:subscribe(self._on_button_mouse_hover)
self.hover = self.druid:new_hover(node_or_node_id, self.button_hover)
self.hover.on_mouse_hover:subscribe(self.button_mouse_hover)
self.click_zone = nil
self.is_repeated_started = false
self.last_pressed_time = 0
@@ -184,7 +184,7 @@ function M:on_input(action_id, action)
if self._is_html5_mode then
self._is_html5_listener_set = true
html5.set_interaction_listener(function()
self:_on_button_click()
self:button_click()
end)
end
return is_consume
@@ -193,7 +193,7 @@ function M:on_input(action_id, action)
-- While hold button, repeat rate pick from input.repeat_interval
if action.repeated then
if not self.on_repeated_click:is_empty() and self.can_action then
self:_on_button_repeated_click()
self:button_repeated_click()
return is_consume
end
end
@@ -211,7 +211,7 @@ function M:on_input(action_id, action)
end
if press_time >= self.style.LONGTAP_TIME then
self:_on_button_hold(press_time)
self:button_hold(press_time)
return is_consume
end
end
@@ -326,18 +326,18 @@ end
---@param hover_state boolean True if the hover state is active
function M:_on_button_hover(hover_state)
function M:button_hover(hover_state)
self.style.on_hover(self, self.anim_node, hover_state)
end
---@param hover_state boolean True if the hover state is active
function M:_on_button_mouse_hover(hover_state)
function M:button_mouse_hover(hover_state)
self.style.on_mouse_hover(self, self.anim_node, hover_state)
end
function M:_on_button_click()
function M:button_click()
if self._is_html5_mode then
self._is_html5_listener_set = false
html5.set_interaction_listener(nil)
@@ -348,7 +348,7 @@ function M:_on_button_click()
end
function M:_on_button_repeated_click()
function M:button_repeated_click()
if not self.is_repeated_started then
self.click_in_row = 0
self.is_repeated_started = true
@@ -360,7 +360,7 @@ function M:_on_button_repeated_click()
end
function M:_on_button_long_click()
function M:button_long_click()
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)
@@ -368,7 +368,7 @@ function M:_on_button_long_click()
end
function M:_on_button_double_click()
function M:button_double_click()
self.click_in_row = self.click_in_row + 1
self.on_double_click:trigger(self:get_context(), self.params, self, self.click_in_row)
self.style.on_click(self, self.anim_node)
@@ -376,7 +376,7 @@ end
---@param press_time number Amount of time the button was held
function M:_on_button_hold(press_time)
function M:button_hold(press_time)
self.on_hold_callback:trigger(self:get_context(), self.params, self, press_time)
end
@@ -413,14 +413,14 @@ function M:_on_button_release()
if is_long_click then
local is_hold_complete = (time - self.last_pressed_time) >= self.style.AUTOHOLD_TRIGGER
if is_hold_complete then
self:_on_button_long_click()
self:button_long_click()
else
self.on_click_outside:trigger(self:get_context(), self.params, self)
end
elseif is_double_click then
self:_on_button_double_click()
self:button_double_click()
else
self:_on_button_click()
self:button_click()
end
self.last_released_time = time

View File

@@ -205,6 +205,59 @@ function M:scroll_to(point, is_instant)
end
function M:scroll_to_make_node_visible(node, is_instant)
-- Can be any node not only directly at scroll content
local screen_position = gui.get_screen_position(node)
local local_position = gui.screen_to_local(self.content_node, screen_position)
-- Get the node borders in content node space
local node_border = helper.get_border(node, local_position)
-- Calculate how much we need to scroll to make the node visible
local scroll_position = vmath.vector3(self.position)
local view_border = self.view_border
-- Convert content position to view position
local node_in_view_x = node_border.x + scroll_position.x
local node_in_view_y = node_border.y + scroll_position.y
local node_in_view_z = node_border.z + scroll_position.x
local node_in_view_w = node_border.w + scroll_position.y
local target_position = vmath.vector3(scroll_position)
-- Check if node is outside view horizontally
if self._is_horizontal_scroll then
-- If the node is too far to the right (left side not visible)
if node_in_view_x < view_border.x then
target_position.x = scroll_position.x + (view_border.x - node_in_view_x)
end
-- If the node is too far to the left (right side not visible)
if node_in_view_z > view_border.z then
target_position.x = scroll_position.x - (node_in_view_z - view_border.z)
end
end
-- Check if node is outside view vertically
if self._is_vertical_scroll then
-- If the node is too far up (bottom side not visible)
if node_in_view_w < view_border.w then
target_position.y = scroll_position.y + (view_border.w - node_in_view_w)
end
-- If the node is too far down (top side not visible)
if node_in_view_y > view_border.y then
target_position.y = scroll_position.y - (node_in_view_y - view_border.y)
end
end
-- If we need to scroll, do it
if target_position.x ~= scroll_position.x or target_position.y ~= scroll_position.y then
-- Convert to scroll_to expected format (content position, not scroll position)
local scroll_to_position = vmath.vector3(-target_position.x, -target_position.y, 0)
self:scroll_to(scroll_to_position, is_instant)
end
end
---Scroll to item in scroll by point index.
---@param index number Point index
---@param skip_cb boolean|nil If true, skip the point callback

View File

@@ -37,7 +37,7 @@ local utf8 = utf8 or utf8_lua --[[@as utf8]]
---@field on_update_text_scale event fun(self: druid.text, scale: vector3, metrics: table) The event triggered when the text scale is updated
---@field on_set_pivot event fun(self: druid.text, pivot: userdata) The event triggered when the text pivot is set
---@field style druid.text.style The style of the text
---@field start_pivot userdata The start pivot of the text
---@field start_pivot number The start pivot of the text
---@field start_scale vector3 The start scale of the text
---@field scale vector3 The current scale of the text
local M = component.create("text")
@@ -224,7 +224,7 @@ end
---Set text pivot. Text will re-anchor inside text area
---@param pivot userdata The gui.PIVOT_* constant
---@param pivot number The gui.PIVOT_* constant
---@return druid.text self Current text instance
function M:set_pivot(pivot)
local prev_pivot = gui.get_pivot(self.node)

View File

@@ -1,16 +1,27 @@
---@alias color vector4|vector3|string
local PALETTE_DATA = {}
local COLOR_WHITE = vmath.vector4(1, 1, 1, 1)
local COLOR_X = hash("color.x")
local COLOR_Y = hash("color.y")
local COLOR_Z = hash("color.z")
local ALPHA = hash("color.w")
local M = {}
---Get color by string (hex or from palette)
---@param color_id string Color id from palette or hex color
---@param color_id string|vector4 Color id from palette or hex color
---@return vector4
function M.get_color(color_id)
if type(color_id) ~= "string" then
return color_id
end
if PALETTE_DATA[color_id] then
return PALETTE_DATA[color_id]
end
-- Check is it hex: starts with "#" or contains only 3 or 6 hex symbols
if type(color_id) == "string" then
if string.sub(color_id, 1, 1) == "#" or string.match(color_id, "^[0-9a-fA-F]+$") then
@@ -18,7 +29,7 @@ function M.get_color(color_id)
end
end
return PALETTE_DATA[color_id] or COLOR_WHITE
return COLOR_WHITE
end
@@ -73,7 +84,6 @@ function M.lerp(t, color1, color2)
end
---Convert hex color to rgb values.
---@param hex string Hex color. #00BBAA or 00BBAA or #0BA or 0BA
---@return number, number, number
@@ -171,4 +181,16 @@ function M.rgb2hex(red, green, blue)
end
local DEFAULT_PALETTE_PATH = sys.get_config_string("druid.palette_path")
if DEFAULT_PALETTE_PATH then
local loaded_palette = sys.load_resource(DEFAULT_PALETTE_PATH)
local data = loaded_palette and json.decode(loaded_palette)
if not data then
return
end
M.add_palette(data)
end
return M

View File

@@ -20,20 +20,20 @@ local helper = require("druid.helper")
---@field _uid number
---@class druid.component
---@field druid druid.instance Druid instance to create inner components
---@field init fun(self:druid.component, ...)|nil Called when component is created
---@field update fun(self:druid.component, dt:number)|nil Called every frame
---@field on_remove fun(self:druid.component)|nil Called when component is removed
---@field on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field on_language_change fun(self:druid.component)|nil Called when language is changed
---@field protected druid druid.instance Druid instance to create inner components
---@field protected init fun(self:druid.component, ...)|nil Called when component is created
---@field protected update fun(self:druid.component, dt:number)|nil Called every frame
---@field protected on_remove fun(self:druid.component)|nil Called when component is removed
---@field protected on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field protected on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field protected on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field protected on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field protected on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field protected on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field protected on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field protected on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field protected on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field protected on_language_change fun(self:druid.component)|nil Called when language is changed
---@field private _component druid.component.component
---@field private _meta druid.component.meta
local M = {}
@@ -117,12 +117,23 @@ function M:set_nodes(nodes)
nodes = gui.clone_tree(nodes) --[[@as table<hash, node>]]
end
-- When we use gui.clone_tree in inner template (template inside other template)
-- this nodes have no id. We have table: hash(correct_id) : hash("") or hash("_nodeX"
-- It's wrong and we use this hack to fix this
if nodes then
for id, node in pairs(nodes) do
gui.set_id(node, id)
end
end
self._meta.nodes = nodes
return self
end
---Return current component context
---@protected
---@return any context Usually it's self of script but can be any other Druid component
function M:get_context()
return self._meta.context
@@ -138,6 +149,7 @@ end
---Get Druid instance for inner component creation.
---@protected
---@param template string|nil
---@param nodes table<hash, node>|node|string|nil The nodes table from gui.clone_tree or prefab node to use for clone or node id to clone
---@return druid.instance
@@ -166,6 +178,7 @@ end
---Get parent component name
---@protected
---@return string|nil parent_name The parent component name if exist or nil
function M:get_parent_name()
local parent = self:get_parent_component()
@@ -218,6 +231,7 @@ end
---Get component UID, unique identifier created in component creation order.
---@protected
---@return number uid The component uid
function M:get_uid()
return self._component._uid
@@ -300,6 +314,7 @@ end
---Get current component nodes
---@protected
---@return table<hash, node>|nil
function M:get_nodes()
local nodes = self._meta.nodes
@@ -342,6 +357,7 @@ end
---Return all children components, recursive
---@protected
---@return table Array of childrens if the Druid component instance
function M:get_childrens()
local childrens = {}

View File

@@ -73,10 +73,8 @@ M.REVERSE_PIVOTS = {
M.LAYOUT_MODE = {
STRETCH_X = "stretch_x",
STRETCH_Y = "stretch_y",
ZOOM_MIN = "zoom_min",
ZOOM_MAX = "zoom_max",
FIT = gui.ADJUST_FIT,
STRETCH = gui.ADJUST_STRETCH,
FIT = "fit",
STRETCH = "stretch",
}
M.CURRENT_SYSTEM_NAME = sys.get_sys_info().system_name

View File

@@ -181,6 +181,7 @@ function M.create(text, settings, style)
shadow = settings.shadow,
outline = settings.outline,
font = gui.get_font(settings.text_prefab),
split_to_characters = settings.split_to_characters,
-- Image params
---@type druid.rich_text.word.image
image = nil,

View File

@@ -29,6 +29,7 @@ local function add_word(text, settings, words)
end
words[#words + 1] = data
return data
end
@@ -44,7 +45,16 @@ local function split_line(line, settings, words)
else
local wi = #words
for word in trimmed_text:gmatch("%S+") do
add_word(word .. " ", settings, words)
if settings.split_to_characters then
for i = 1, #word do
local symbol = utf8.sub(word, i, i)
local w = add_word(symbol, settings, words)
w.nobr = true
end
add_word(" ", settings, words)
else
add_word(word .. " ", settings, words)
end
end
local first = words[wi + 1]
first.text = ws_start .. first.text

View File

@@ -2,7 +2,8 @@
-- Author: Britzl
-- Modified by: Insality
local color = require("druid.custom.rich_text.module.rt_color")
--local color = require("druid.custom.rich_text.module.rt_color")
local color = require("druid.color")
local M = {}
local tags = {}
@@ -43,20 +44,17 @@ end
-- Format: <color={COLOR_NAME}>{Text}</color>
-- Example: <color=FF0000>Rich Text</color>
M.register("color", function(params, settings, style)
params = style.COLORS[params] or params
settings.color = color.parse(params)
settings.color = color.get_color(params)
end)
M.register("shadow", function(params, settings, style)
params = style.COLORS[params] or params
settings.shadow = color.parse(params)
settings.shadow = color.get_color(params)
end)
M.register("outline", function(params, settings, style)
params = style.COLORS[params] or params
settings.outline = color.parse(params)
settings.outline = color.get_color(params)
end)

View File

@@ -13,6 +13,7 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field image_pixel_grid_snap boolean
---@field combine_words boolean
---@field default_animation string
---@field split_by_character boolean
---@field text_prefab node
---@field adjust_scale number
---@field default_texture string
@@ -33,7 +34,7 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field scale vector3
---@field size vector3
---@field metrics druid.rich_text.metrics
---@field pivot userdata
---@field pivot constant
---@field text string
---@field shadow vector4
---@field outline vector4
@@ -50,7 +51,6 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field height number
---@class druid.rich_text.style
---@field COLORS table<string, vector4>
---@field ADJUST_STEPS number
---@field ADJUST_SCALE_DELTA number
@@ -68,7 +68,7 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---The component that handles a rich text display, allows to custom color, size, font, etc. of the parts of the text
---@class druid.rich_text: druid.component
---@field root node The root node of the rich text
---@field root node The root text node of the rich text
---@field text_prefab node The text prefab node
---@field private _last_value string The last value of the rich text
---@field private _settings table The settings of the rich text
@@ -104,7 +104,6 @@ end
---@param style druid.rich_text.style
function M:on_style_change(style)
self.style = {
COLORS = style.COLORS or {},
ADJUST_STEPS = style.ADJUST_STEPS or 20,
ADJUST_SCALE_DELTA = style.ADJUST_SCALE_DELTA or 0.02,
}
@@ -194,6 +193,15 @@ function M:tagged(tag)
end
---Set if the rich text should split to characters, not words
---@param value boolean
---@return druid.rich_text self
function M:set_split_to_characters(value)
self._settings.split_to_characters = value
return self
end
---Get all current created words, each word is a table that contains the information about the word
---@return druid.rich_text.word[]
function M:get_words()
@@ -239,6 +247,7 @@ function M:_create_settings()
outline = gui.get_outline(self.root),
text_leading = gui.get_leading(self.root),
is_multiline = gui.get_line_break(self.root),
split_to_characters = false,
-- Image settings
image_pixel_grid_snap = false, -- disabled now
@@ -246,4 +255,18 @@ function M:_create_settings()
end
---Set the width of the rich text, not affects the size of current spawned words
---@param width number
function M:set_width(width)
self._settings.width = width
end
---Set the height of the rich text, not affects the size of current spawned words
---@param height number
function M:set_height(height)
self._settings.height = height
end
return M

View File

@@ -1,6 +1,6 @@
local component = require("druid.component")
local helper = require("druid.helper")
local defer = require("event.defer")
local queues = require("event.queues")
---@class druid.tiling_node: druid.component
---@field animation table
@@ -28,7 +28,7 @@ function M:init(node)
print("The druid.script is not found, please add it nearby to the GUI collection", msg.url())
end)
defer.push("druid.get_atlas_path", {
queues.push("druid.get_atlas_path", {
texture_name = gui.get_texture(self.node),
sender = msg.url(),
}, self.on_get_atlas_path, self)

View File

@@ -28,4 +28,7 @@ images {
images {
image: "/druid/images/icons/icon_arrow.png"
}
images {
image: "/druid/images/icons/icon_refresh.png"
}
extrude_borders: 2

View File

@@ -114,6 +114,12 @@ local function wrap_widget(widget)
end
end
for key, value in pairs(widget) do
if event.is_event(value) then
wrapped_widget[key] = value
end
end
return wrapped_widget
end
@@ -126,23 +132,26 @@ end
--- msg.url(nil, object_url, "gui_widget") -- other game object
---@generic T: druid.widget
---@param widget_class T The class of the widget to return
---@param gui_url url GUI url
---@return T? widget The new created widget,
function M.get_widget(widget_class, gui_url)
---@param gui_url url|string GUI url or string of component name near current script
---@param params any|nil Additional parameters to pass to the widget's init function
---@return T widget The new created widget,
function M.get_widget(widget_class, gui_url, params)
if type(gui_url) == "string" then
gui_url = msg.url(nil, nil, gui_url)
end
gui_url = gui_url or msg.url()
local registered_druids = REGISTERED_GUI_WIDGETS[gui_url.socket]
if not registered_druids then
return nil
end
assert(registered_druids, "Druid widget not registered for this game object")
for index = 1, #registered_druids do
local druid = registered_druids[index]
if druid.fragment == gui_url.fragment and druid.path == gui_url.path then
return druid.new_widget:trigger(widget_class)
return druid.new_widget(widget_class, nil, nil, params)
end
end
return nil
error("Druid widget not found for this game object: " .. gui_url)
end
@@ -156,8 +165,8 @@ function M.register_druid_as_widget(druid)
table.insert(REGISTERED_GUI_WIDGETS[gui_url.socket], {
path = gui_url.path,
fragment = gui_url.fragment,
new_widget = event.create(function(widget_class)
return wrap_widget(druid:new_widget(widget_class))
new_widget = event.create(function(widget_class, template, nodes, params)
return wrap_widget(druid:new_widget(widget_class, template, nodes, params))
end),
})
end

View File

@@ -3,9 +3,9 @@
-- This one is a required to make a unified "Shaders" pipeline in the GUI scripts
-- This required to grab a texture data with `go.get` function
local defer = require("event.defer")
local queues = require("event.queues")
---Usage: defer.push("druid.get_atlas_path", {
---Usage: queues.push("druid.get_atlas_path", {
--- texture_name = gui.get_texture(self.node),
--- sender = msg.url(),
---}, callback, [context])
@@ -30,15 +30,15 @@ local function get_atlas_path(self, request)
return nil
end
return go.get(request.sender, "textures", { key = request.texture_name })
return go.get(request.sender, "textures", { key = request.texture_name }) --[[@as string]]
end
function init(self)
defer.subscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
queues.subscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
end
function final(self)
defer.unsubscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
queues.unsubscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path, self)
end

View File

@@ -1,7 +1,7 @@
--- Module for assigning layers to GUI nodes based on textures and fonts
local defold_parser = require("druid.editor_scripts.defold_parser.defold_parser")
local system = require("druid.editor_scripts.defold_parser.system.system")
local system = require("druid.editor_scripts.defold_parser.system.parser_internal")
local M = {}

View File

@@ -12,7 +12,7 @@ end
function M.create_druid_gui_script(selection)
local gui_filepath = editor.get(selection, "path")
local filename = gui_filepath:match("([^/]+)%.gui$")
print("Create Druid GUI Script for", gui_filepath)
print("Create GUI script for", gui_filepath)
local absolute_project_path = editor.external_file_attributes(".").path
local widget_resource_path = gui_filepath:gsub("%.gui$", ".gui_script")
@@ -25,8 +25,8 @@ function M.create_druid_gui_script(selection)
local f = io.open(new_widget_absolute_path, "r")
if f then
f:close()
print("Widget file already exists at " .. new_widget_absolute_path)
print("Creation aborted to prevent overwriting")
print("GUI script file already exists at " .. new_widget_absolute_path)
error("Creation aborted to prevent overwriting")
return
end
@@ -37,7 +37,7 @@ function M.create_druid_gui_script(selection)
local template_content = editor.get(template_path, "text")
if not template_content then
print("Error: Could not load template from", template_path)
print("Check the template path in [Druid] Settings")
error("Check the template path in [Druid] Settings")
return
end
@@ -54,90 +54,12 @@ function M.create_druid_gui_script(selection)
file:write(template_content)
file:close()
print("Widget created at " .. widget_resource_path)
print("Widget created: " .. widget_resource_path)
editor.transact({
editor.tx.set(selection, "script", widget_resource_path)
})
editor.save()
M.link_gui_script(selection, widget_resource_path)
end
---Links a GUI script to a GUI file by updating the script property
---@param selection string The GUI resource to modify
---@param widget_resource_path string The path to the GUI script to link
function M.link_gui_script(selection, widget_resource_path)
local defold_parser = require("druid.editor_scripts.defold_parser.defold_parser")
local system = require("druid.editor_scripts.defold_parser.system.system")
local gui_filepath = editor.get(selection, "path")
print("Linking GUI script to", gui_filepath)
-- Get the absolute path to the file
local absolute_project_path = editor.external_file_attributes(".").path
if not absolute_project_path:match("[\\/]$") then
absolute_project_path = absolute_project_path .. "/"
end
local clean_gui_path = gui_filepath
if clean_gui_path:sub(1, 1) == "/" then
clean_gui_path = clean_gui_path:sub(2)
end
local gui_absolute_path = absolute_project_path .. clean_gui_path
-- Create a backup
local backup_path = gui_absolute_path .. ".backup"
print("Creating backup at:", backup_path)
-- Read and write backup
local content, err_read = system.read_file(gui_absolute_path)
if not content then
print("Error reading original file for backup:", err_read)
return
end
local success, err_write = system.write_file(backup_path, content)
if not success then
print("Error creating backup file:", err_write)
return
end
-- Parse the GUI file
print("Parsing GUI file...")
local gui_data = defold_parser.load_from_file(gui_absolute_path)
if not gui_data then
print("Error: Failed to parse GUI file")
return
end
-- Update the script property
print("Setting script property to:", widget_resource_path)
gui_data.script = widget_resource_path
-- Write the updated GUI file
print("Writing updated GUI file...")
local save_success = defold_parser.save_to_file(gui_absolute_path, gui_data)
if not save_success then
print("Error: Failed to save GUI file")
print("Attempting to restore from backup...")
-- Restore from backup on failure
local backup_content, backup_err_read = system.read_file(backup_path)
if not backup_content then
print("Error reading backup file:", backup_err_read)
return
end
local restore_success, restore_err_write = system.write_file(gui_absolute_path, backup_content)
if not restore_success then
print("Critical: Failed to restore from backup:", restore_err_write)
return
end
print("Restored successfully from backup")
return
end
-- Remove backup on success
os.remove(backup_path)
print("Successfully linked GUI script to:", gui_filepath)
end

View File

@@ -26,7 +26,7 @@ function M.create_druid_widget(selection)
if f then
f:close()
print("Widget file already exists at " .. new_widget_absolute_path)
print("Creation aborted to prevent overwriting")
error("Creation aborted to prevent overwriting")
return
end
@@ -37,7 +37,7 @@ function M.create_druid_widget(selection)
local template_content = editor.get(template_path, "text")
if not template_content then
print("Error: Could not load template from", template_path)
print("Check the template path in [Druid] Settings")
error("Check the template path in [Druid] Settings")
return
end

View File

@@ -1,7 +1,7 @@
--- Defold Text Proto format encoder/decoder to lua table
local config = require("druid.editor_scripts.defold_parser.system.config")
local system = require("druid.editor_scripts.defold_parser.system.system")
local parser_internal = require("druid.editor_scripts.defold_parser.system.parser_internal")
local M = {}
@@ -17,7 +17,7 @@ function M.decode_defold_object(text)
-- For each line in the text, we go through the following steps:
for raw_line in text:gmatch("[^\r\n]+") do
system.parse_line(raw_line, stack)
parser_internal.parse_line(raw_line, stack)
end
return root
@@ -39,8 +39,8 @@ function M.encode_defold_object(obj, spaces, data_level, extension)
end
table.sort(keys, function(a, b)
local index_a = system.contains(key_order, a) or 0
local index_b = system.contains(key_order, b) or 0
local index_a = parser_internal.contains(key_order, a) or 0
local index_b = parser_internal.contains(key_order, b) or 0
return index_a < index_b
end)
@@ -63,7 +63,7 @@ function M.encode_defold_object(obj, spaces, data_level, extension)
result = result .. tabString .. key .. ': "' .. encodedChild .. '"\n'
elseif item_type == "number" or item_type == "boolean" then
local is_contains_dot = string.find(key, "%.")
if item_type == "number" and (system.contains(config.with_dot_params, key) and not is_contains_dot) then
if item_type == "number" and (parser_internal.contains(config.with_dot_params, key) and not is_contains_dot) then
result = result .. tabString .. key .. ': ' .. string.format("%.1f", array_item) .. '\n'
else
result = result .. tabString .. key .. ': ' .. tostring(array_item) .. '\n'
@@ -94,7 +94,7 @@ function M.encode_defold_object(obj, spaces, data_level, extension)
-- Handle scalar values (string, number, boolean)
if value_type == "number" or value_type == "boolean" then
local is_contains_dot = string.find(key, "%.")
if value_type == "number" and (system.contains(config.with_dot_params, key) and not is_contains_dot) then
if value_type == "number" and (parser_internal.contains(config.with_dot_params, key) and not is_contains_dot) then
result = result .. tabString .. key .. ': ' .. string.format("%.1f", value) .. '\n'
else
result = result .. tabString .. key .. ': ' .. tostring(value) .. '\n'
@@ -125,7 +125,7 @@ end
---@param file_path string
---@return table|nil, string|nil
function M.load_from_file(file_path)
local content, reason = system.read_file(file_path)
local content, reason = parser_internal.read_file(file_path)
if not content then
return nil, reason
end
@@ -146,7 +146,7 @@ function M.save_to_file(file_path, lua_table)
local encoded_object = M.encode_defold_object(lua_table, nil, nil, defold_format_name)
return system.write_file(file_path, encoded_object)
return parser_internal.write_file(file_path, encoded_object)
end

View File

@@ -31,6 +31,8 @@ local CORNER_PIVOTS = {
---@field DRAGGABLE_CORNER_SIZE vector3 Size of box node for debug draggable corners
---@field DRAGGABLE_CORNER_COLOR vector4 Color of debug draggable corners
---@alias druid.container.mode "stretch" | "fit" | "stretch_x" | "stretch_y"
---Druid component to manage the size and positions with other containers relations to create a adaptable layouts.
---
---### Setup
@@ -54,7 +56,7 @@ local CORNER_PIVOTS = {
---@field position vector3 The current position
---@field pivot_offset vector3 The pivot offset
---@field center_offset vector3 The center offset
---@field mode string The layout mode
---@field mode druid.container.mode The layout mode
---@field fit_size vector3 The fit size
---@field min_size_x number|nil The minimum size x
---@field min_size_y number|nil The minimum size y
@@ -176,7 +178,7 @@ function M:set_size(width, height, anchor_pivot)
if self.max_size_y then
height = min(height, self.max_size_y)
end
if (width and width ~= self.size.x) or (height and height ~= self.size.y) then
self.center_offset.x = -width * self.pivot_offset.x
self.center_offset.y = -height * self.pivot_offset.y
@@ -271,7 +273,7 @@ end
---@param node_or_container node|string|druid.container|table The node or container to add
---@param mode string|nil stretch, fit, stretch_x, stretch_y. Default: Pick from node, "fit" or "stretch"
---@param mode druid.container.mode|nil stretch, fit, stretch_x, stretch_y. Default: Pick from node, "fit" or "stretch"
---@param on_resize_callback fun(self: userdata, size: vector3)|nil
---@return druid.container Container New created layout instance
function M:add_container(node_or_container, mode, on_resize_callback)
@@ -537,7 +539,7 @@ function M:_on_corner_drag(x, y, corner_offset)
end
if self.max_size_y and size.y + y > self.max_size_y then
y = self.max_size_y - size.y
end
end
if corner_offset.x < 0 then
self.node_offset.x = self.node_offset.x - x

View File

@@ -55,12 +55,13 @@ function M:init(node_or_node_id, layout_type)
self.entities = {}
self.size = gui.get_size(self.node)
-- Padding X is a Slice9 L Value
-- Padding Y is a Slice9 T Value
self.padding = gui.get_slice9(self.node)
-- Margin X is a Slice9 R Value
-- Margin Y is a Slice9 B Value
self.margin = { x = self.padding.z, y = self.padding.w }
-- Padding X is a Slice9 L Value
-- Padding Y is a Slice9 T Value
self.padding.z = self.padding.x
self.padding.w = self.padding.y
@@ -68,6 +69,7 @@ function M:init(node_or_node_id, layout_type)
self.is_resize_width = false
self.is_resize_height = false
self.is_justify = false
self._set_position_function = gui.set_position
self.on_size_changed = event.create() --[[@as event.on_size_changed]]
end
@@ -78,7 +80,7 @@ function M:update()
return
end
self:refresh_layout()
self:refresh_layout(false)
end
@@ -123,10 +125,10 @@ function M:set_margin(margin_x, margin_y)
end
---@param padding_x number|nil The padding x
---@param padding_y number|nil The padding y
---@param padding_z number|nil The padding z
---@param padding_w number|nil The padding w
---@param padding_x number|nil From Left
---@param padding_y number|nil From Top
---@param padding_z number|nil From Right
---@param padding_w number|nil From Bottom
---@return druid.layout self Current layout instance
function M:set_padding(padding_x, padding_y, padding_z, padding_w)
self.padding.x = padding_x or self.padding.x
@@ -234,8 +236,9 @@ function M:get_content_size()
end
---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
---@return druid.layout self Current layout instance
function M:refresh_layout()
function M:refresh_layout(is_instant)
local layout_node = self.node
local entities = self.entities
@@ -353,7 +356,7 @@ function M:refresh_layout()
end
end
self:set_node_position(node, position_x, position_y)
self:set_node_position(node, position_x, position_y, is_instant)
end
end
@@ -498,13 +501,27 @@ local TEMP_VECTOR = vmath.vector3(0, 0, 0)
---@param x number
---@param y number
---@return node
function M:set_node_position(node, x, y)
function M:set_node_position(node, x, y, is_instant)
TEMP_VECTOR.x = x
TEMP_VECTOR.y = y
gui.set_position(node, TEMP_VECTOR)
if is_instant then
gui.set_position(node, TEMP_VECTOR)
else
self._set_position_function(node, TEMP_VECTOR)
end
return node
end
---Set custom position function for layout nodes. It will call on update poses on layout elements. Default: gui.set_position
---@param callback function
---@return druid.layout self Current layout instance
function M:set_position_function(callback)
self._set_position_function = callback or gui.set_position
return self
end
return M

View File

@@ -473,6 +473,9 @@ function M.get_text_metrics_from_node(text_node)
options.tracking = gui.get_tracking(text_node)
options.line_break = gui.get_line_break(text_node)
options.width = 0
options.leading = 0
-- Gather other options only if it used in node
if options.line_break then
options.width = gui.get_size(text_node).x

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After

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View File

@@ -148,12 +148,4 @@ M["hotkey"] = {
}
M["rich_text"] = {
COLORS = {
white = "#FFFFFF",
black = "#000000"
}
}
return M

View File

@@ -1,5 +1,5 @@
---@class druid.widget: druid.component
---@field druid druid.instance Ready to use druid instance
---@field protected druid druid.instance Ready to use druid instance
---@class druid.logger
---@field trace fun(message: string, context: any)

View File

@@ -1,3 +1,4 @@
---@diagnostic disable: invisible
-- Hello, Defolder! Wish you a good day!
local events = require("event.events")
@@ -681,7 +682,7 @@ end
local container = require("druid.extended.container")
---Create Container component
---@param node string|node The node_id or gui.get_node(node_id).
---@param mode string|nil Layout mode
---@param mode druid.container.mode|nil Layout mode. Default Fit or Stretch depends from node adjust mode from GUI scene
---@param callback fun(self: druid.container, size: vector3)|nil Callback on size changed
---@return druid.container container The new container component
function M:new_container(node, mode, callback)

View File

@@ -6,7 +6,6 @@ local color = require("druid.color")
---@field text_name druid.text
---@field button druid.button
---@field text_button druid.text
---@field druid druid.instance
local M = {}
@@ -51,6 +50,14 @@ function M:set_text_button(text)
end
---@param enabled boolean
---@return druid.widget.property_button
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
return self
end
function M:set_color(color_value)
color.set_color(self:get_node("button"), color_value)
end

View File

@@ -73,4 +73,11 @@ function M:on_change(callback)
end
---Set the enabled state of the checkbox
---@param enabled boolean
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
end
return M

View File

@@ -33,21 +33,34 @@ nodes {
}
}
nodes {
position {
x: 200.0
}
size {
x: 400.0
y: 40.0
}
color {
x: 0.173
y: 0.184
z: 0.204
}
type: TYPE_BOX
texture: "druid/ui_circle_16"
id: "header"
pivot: PIVOT_N
pivot: PIVOT_NE
parent: "root"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
visible: false
slice9 {
x: 8.0
y: 8.0
z: 8.0
w: 8.0
}
}
nodes {
position {
x: -192.0
x: -392.0
y: -8.0
}
scale {
@@ -85,7 +98,7 @@ nodes {
}
nodes {
position {
x: 192.0
x: -8.0
y: -4.0
}
color {
@@ -101,6 +114,45 @@ nodes {
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: -48.0
y: -4.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_refresh"
id: "icon_refresh"
pivot: PIVOT_NE
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: -88.0
y: -4.0
}
scale {
x: -1.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_arrow"
id: "icon_back"
pivot: PIVOT_NW
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
y: -50.0

View File

@@ -1,3 +1,7 @@
local event = require("event.event")
local color = require("druid.color")
local helper = require("druid.helper")
local property_checkbox = require("druid.widget.properties_panel.properties.property_checkbox")
local property_slider = require("druid.widget.properties_panel.properties.property_slider")
local property_button = require("druid.widget.properties_panel.properties.property_button")
@@ -21,6 +25,8 @@ local property_vector3 = require("druid.widget.properties_panel.properties.prope
---@field properties_constructors fun()[] List of properties functions to create a new widget. Used to not spawn non-visible widgets but keep the reference
local M = {}
local COLOR_BUTTON = "#4E4F50"
local COLOR_REFRESH_ACTIVE = "#8BD092"
function M:init()
self.root = self:get_node("root")
@@ -33,6 +39,10 @@ function M:init()
self.contaienr_scroll_content = self.container_scroll_view:add_container("scroll_content")
self.default_size = self.container:get_size()
self.header_size = gui.get_size(self:get_node("header"))
-- To have ability to go back to previous scene, collections of all properties to rebuild
self.scenes = {}
self.properties = {}
self.properties_constructors = {}
@@ -52,6 +62,15 @@ function M:init()
self:set_hidden(not self._is_hidden)
end):set_style(nil)
self.button_back = self.druid:new_button("icon_back", function()
self:previous_scene()
end)
gui.set_enabled(self.button_back.node, false)
self.button_refresh = self.druid:new_button("icon_refresh", function()
self:toggle_auto_refresh()
end)
-- We not using as a part of properties, since it handled in a way to be paginable
self.paginator = self.druid:new_widget(property_left_right_selector, "property_left_right_selector", "root")
self.paginator:set_text("Page")
@@ -80,6 +99,23 @@ function M:on_remove()
end
function M:toggle_auto_refresh()
self._is_auto_refresh = not self._is_auto_refresh
if self._is_auto_refresh then
self.is_dirty = true
color.set_color(self.button_refresh.node, COLOR_REFRESH_ACTIVE)
self._timer_refresh = timer.delay(1, true, function()
self.is_dirty = true
end)
else
color.set_color(self.button_refresh.node, COLOR_BUTTON)
timer.cancel(self._timer_refresh)
self._timer_refresh = nil
end
end
function M:on_drag_widget(dx, dy)
local position = self.container:get_position()
self.container:set_position(position.x + dx, position.y + dy)
@@ -112,9 +148,41 @@ function M:clear_created_properties()
end
function M:next_scene()
local scene = {
header = self.text_header:get_text(),
current_page = self.current_page,
}
helper.add_array(scene, self.properties_constructors)
table.insert(self.scenes, scene)
self:clear()
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:previous_scene()
local scene = table.remove(self.scenes)
self:clear()
helper.add_array(self.properties_constructors, scene)
self.text_header:set_text(scene.header)
self.current_page = scene.current_page
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:clear()
self:clear_created_properties()
self.properties_constructors = {}
self.current_page = 1
end
@@ -139,26 +207,28 @@ end
function M:update(dt)
if self.is_dirty then
self.is_dirty = false
if not self.is_dirty then
return
end
self:clear_created_properties()
self.is_dirty = false
local properties_count = #self.properties_constructors
self:clear_created_properties()
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
local properties_count = #self.properties_constructors
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
for index = start_index, end_index do
self.properties_constructors[index]()
end
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
for index = start_index, end_index do
self.properties_constructors[index]()
end
end
@@ -285,14 +355,32 @@ function M:remove(widget)
end
---Force to refresh properties next update
function M:set_dirty()
self.is_dirty = true
end
function M:set_hidden(is_hidden)
self._is_hidden = is_hidden
local hidden_size = gui.get_size(self:get_node("header"))
local node_header = self:get_node("header")
local new_size = self._is_hidden and hidden_size or self.default_size
local new_size = self._is_hidden and self.header_size or self.default_size
self.container:set_size(new_size.x, new_size.y, gui.PIVOT_N)
local hidden_width = self.header_size.y + 8
gui.set(node_header, "size.x", self._is_hidden and hidden_width or self.header_size.x)
gui.set_visible(node_header, self._is_hidden)
gui.set_visible(self.root, not self._is_hidden)
gui.set_enabled(self.text_header.node, not self._is_hidden)
gui.set_enabled(self.content, not self._is_hidden)
gui.set_enabled(self.button_refresh.node, not self._is_hidden)
if not self._is_hidden then
self.is_dirty = true
end
end
@@ -301,16 +389,183 @@ function M:is_hidden()
end
function M:load_previous_page()
self.current_page = self.current_page - 1
self.is_dirty = true
end
---@param properties_per_page number
function M:set_properties_per_page(properties_per_page)
self.properties_per_page = properties_per_page
end
---Set a page of current scene
---@param page number
function M:set_page(page)
self.current_page = page
self.is_dirty = true
end
---Set a text at left top corner of the properties panel
---@param header string
function M:set_header(header)
self.text_header:set_text(header)
end
---@param data table
function M:render_lua_table(data)
local component_order = {}
for component_id in pairs(data) do
table.insert(component_order, component_id)
end
table.sort(component_order, function(a, b)
local a_type = type(data[a])
local b_type = type(data[b])
if a_type ~= b_type then
return a_type < b_type
end
if type(a) == "number" and type(b) == "number" then
return a < b
end
return tostring(a) < tostring(b)
end)
for i = 1, #component_order do
local component_id = component_order[i]
self:add_property_component(component_id, data)
end
local metatable = getmetatable(data)
if metatable and metatable.__index and type(metatable.__index) == "table" then
local metatable_order = {}
for key in pairs(metatable.__index) do
table.insert(metatable_order, key)
end
table.sort(metatable_order)
for i = 1, #metatable_order do
local component_id = metatable_order[i]
local component = metatable.__index[component_id]
self:add_property_component("M:" .. component_id, data)
end
end
end
---@private
---@param component_id string
---@param data table
function M:add_property_component(component_id, data)
local component = data[component_id]
local component_type = type(component)
if component_type == "table" then
local is_event = event.is_event(component)
if is_event then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call Event (" .. #component .. ")")
button.button.on_click:subscribe(function()
component:trigger()
end)
end)
else
self:add_button(function(button)
local is_empty = next(component) == nil
local is_array = component[1] ~= nil
local name = "Inspect"
if is_empty then
name = "Inspect (Empty)"
end
if is_array then
name = "Inspect (" .. #component .. ")"
end
local button_name = component_id
-- If it's a number or array, try to get the id/name/prefab_id from the component
if type(component) == "table" and type(component_id) == "number" then
local extracted_id = component.name or component.prefab_id or component.node_id or component.id
if extracted_id then
button_name = component_id .. ". " .. extracted_id
end
end
button:set_text_property(button_name)
button:set_text_button(name)
button.button.on_click:subscribe(function()
self:next_scene()
self:set_header(button_name)
self:render_lua_table(component)
end)
end)
end
end
if component_type == "string" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(data[component_id]))
input:on_change(function(_, value)
data[component_id] = value
end)
end)
end
if component_type == "number" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(helper.round(data[component_id], 3)))
input:on_change(function(_, value)
data[component_id] = tonumber(value)
end)
end)
end
if component_type == "boolean" then
self:add_checkbox(function(checkbox)
checkbox:set_text_property(tostring(component_id))
checkbox:set_value(data[component_id])
checkbox:on_change(function(value)
data[component_id] = value
end)
end)
end
if component_type == "userdata" then
if types.is_vector3(component) then
---@cast component vector3
self:add_vector3(function(vector3)
vector3:set_text_property(tostring(component_id))
vector3:set_value(data[component_id].x, data[component_id].y, data[component_id].z)
vector3.on_change:subscribe(function(value)
data[component_id].x = value.x
data[component_id].y = value.y
data[component_id].z = value.z
end)
end)
else
self:add_text(function(text)
text:set_text_property(tostring(component_id))
text:set_text_value(tostring(data[component_id]))
end)
end
end
if component_type == "function" then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call")
button.button.on_click:subscribe(function()
component(data)
end)
end)
end
end
return M

View File

@@ -0,0 +1,14 @@
profiles {
name: "Landscape"
qualifiers {
width: 1920
height: 1080
}
}
profiles {
name: "Portrait"
qualifiers {
width: 1080
height: 1920
}
}

View File

@@ -11,6 +11,12 @@ function M:init()
self.drag = self.druid:new_drag("drag/root", self.on_drag)
self.drag.on_drag_end:subscribe(self.on_drag_end)
self.druid:new_button("drag/root", function()
self.counter = self.counter - 1
gui.set_text(self.text_counter, self.counter)
self:on_drop_to_zone()
end)
-- Save start position for animation
self.start_position = gui.get_position(self.drag.node)
end

View File

@@ -14,16 +14,16 @@ update_frequency = 60
[project]
title = Druid
version = 1.1.2
version = 1.1.5
publisher = Insality
developer = Maksim Tuprikov
custom_resources = /example/locales
dependencies#0 = https://github.com/britzl/deftest/archive/refs/tags/2.8.0.zip
dependencies#1 = https://github.com/Insality/defold-saver/archive/refs/heads/develop.zip
dependencies#1 = https://github.com/Insality/defold-saver/archive/refs/tags/5.zip
dependencies#2 = https://github.com/Insality/defold-tweener/archive/refs/tags/3.zip
dependencies#3 = https://github.com/Insality/panthera/archive/refs/heads/develop.zip
dependencies#3 = https://github.com/Insality/panthera/archive/refs/tags/runtime.4.zip
dependencies#4 = https://github.com/Insality/defold-lang/archive/refs/tags/3.zip
dependencies#5 = https://github.com/Insality/defold-event/archive/refs/heads/develop.zip
dependencies#5 = https://github.com/Insality/defold-event/archive/refs/tags/12.zip
dependencies#6 = https://github.com/subsoap/defos/archive/refs/tags/v2.8.0.zip
[library]

View File

@@ -81,7 +81,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test color tag with named color
local words = rich_text:set_text("<color=red>Colored Text</color>")
local words = rich_text:set_text("<color=#FF0000>Colored Text</color>")
assert(#words > 0)
-- Word should have a tags field with color tag
@@ -104,7 +104,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test shadow tag with named color
local words = rich_text:set_text("<shadow=black>Shadowed Text</shadow>")
local words = rich_text:set_text("<shadow=#000000>Shadowed Text</shadow>")
assert(#words > 0)
assert(words[1].shadow ~= nil)
@@ -129,7 +129,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test outline tag with named color
local words = rich_text:set_text("<outline=black>Outlined Text</outline>")
local words = rich_text:set_text("<outline=#000000>Outlined Text</outline>")
assert(#words > 0)
assert(words[1].outline ~= nil)
@@ -228,7 +228,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test combined tags
local words = rich_text:set_text("<color=red><size=2>Big Red Text</size></color>")
local words = rich_text:set_text("<color=#FF0000><size=2>Big Red Text</size></color>")
assert(#words > 0)
assert(words[1].tags.color)
@@ -236,7 +236,7 @@ return function()
assert(words[1].relative_scale == 2)
-- Test nested tags
words = rich_text:set_text("<color=red>Red <size=2>Big Red</size> Red</color>")
words = rich_text:set_text("<color=#FF0000>Red <size=2>Big Red</size> Red</color>")
assert(#words >= 3)
-- All words should have color tag

View File

@@ -709,3 +709,34 @@ Please support me if you like this project! It will help me keep engaged to upda
#### Druid 1.1.2
- [#310] Add data list matrix example (Grid 4 in row)
- [Data List] Fix for data list element amounts issue
#### Druid 1.1.3
- Fix for node_id of cloned nodes with `gui.clone_tree`
#### Druid 1.1.4
- [#312] Fix for text metrics issue if returned height is 0 sometimes
#### Druid 1.1.5
- Update for using `defold-event` library v12
### Druid 1.2.0
- [Blocker] Fix for internal is_enabled state
- [Button] expose all click functions for the button
- [Scroll] Add `scroll_to_make_node_visible` function
- [Palette] Add Druid Color module
- Manage color palettes
- Color convertations
- Convenient usage
- [Container] Fix for container stretch mode (stretch and fit is not worked in init function)
- [Rich Text] Using color names from the palette
- [Rich Text] Add `rich_text:set_split_to_characters(true)` to split each letter node separately
- Weird implementation, but nice to have
- [Rich Text] Add `set_width` and `set_height` functions
- [GO Widgets] Now passes events and functions from the widget to the GO context
- [Layout] Add `set_position_function` function, similar to the Grid component
- [Properties Panel] Update with deep navigation support
- Add "Scenes" to manage a list of properties with back button support
- Add "Pages" to manage a a big lists of properties with paginations support
- Add `properties_panel:render_lua_table` to easily render your lua tables with a various types support (any simple types and vector, functions, events etc)
- Add "Refresh" button, which active a 1-sec refresh for current page

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@@ -0,0 +1,98 @@
# Memory and FPS Panel Widgets
The `Druid 1.1` comes with two included widgets: `Memory Panel` and `FPS Panel`, which allow you to monitor memory and FPS in your game.
Widgets in Druid usually consist of two files: GUI, which is used to place as a template on your GUI scene and Lua script, which is used to be create with Druid.
<!-- Video -->
## Memory Panel
The `Memory Panel` is a widget which allows you to monitor memory of your game. It displays the last 3 seconds of memory allocations in graph, largest memory allocation step, total Lua memory and memory per second.
When you see an empty space in graphs - it means the garbage collector is working at this moment.
### How to add:
- Add `/druid/widget/memory_panel/memory_panel.gui` to your `*.gui` scene
![](/wiki/manuals/media/memory_fps_panel_add.png)
![](/wiki/manuals/media/memory_fps_panel_select.png)
- You can adjust a scale of the template if required
- Add Druid and widget setup to your `*.gui_script`
```lua
local druid = require("druid.druid")
local memory_panel = require("druid.widget.memory_panel.memory_panel")
function init(self)
self.druid = druid.new(self)
-- "memory_panel" is a name of the template in the GUI scene, often it matches the name of the template file
self.memory_panel = self.druid:new_widget(memory_panel, "memory_panel")
end
function final(self)
self.druid:final()
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)
return self.druid:on_input(action_id, action)
end
```
And make sure of:
- The `*.gui_script` is attached to your `*.gui` scene
- The GUI component is added to your game scene
## FPS Panel
The `FPS Panel` is a widget which allows you to monitor FPS of your game. It displays the last 3 seconds of FPS graph, lowest and current FPS values
### How to add:
- Add `/druid/widget/fps_panel/fps_panel.gui` to your `*.gui` scene
- You can adjust a scale of the template if required
- Add Druid and widget setup to your `*.gui_script`
```lua
local druid = require("druid.druid")
local fps_panel = require("druid.widget.fps_panel.fps_panel")
function init(self)
self.druid = druid.new(self)
-- "fps_panel" is a name of the template in the GUI scene, often it matches the name of the template file
self.fps_panel = self.druid:new_widget(fps_panel, "fps_panel")
end
function final(self)
self.druid:final()
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)
return self.druid:on_input(action_id, action)
end
```
And make sure of:
- The `*.gui_script` is attached to your `*.gui` scene
- The GUI component is added to your game scene
These widgets not only can be useful for development and profiling your game, but also as an example of how to create custom widgets with Druid and use them in your game.
Thanks for reading!