2 Commits

Author SHA1 Message Date
copilot-swe-agent[bot]
cc818e4c6e Improve druid.color API with better organization and clearer function names
Co-authored-by: Insality <3294627+Insality@users.noreply.github.com>
2025-08-20 14:43:42 +00:00
copilot-swe-agent[bot]
92db5319a7 Initial plan 2025-08-20 14:33:44 +00:00
13 changed files with 647 additions and 67 deletions

4
.gitignore vendored
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@@ -17,3 +17,7 @@ manifest.private.der
manifest.public.der
/.editor_settings
/.deployer_cache
# Example and documentation files (not part of core library)
example_color_api_usage.lua
DRUID_COLOR_API_IMPROVEMENTS.md

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@@ -1,17 +1,18 @@
---@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 = {}
-- =============================================================================
-- COLOR PARSING AND CREATION FUNCTIONS
-- =============================================================================
---Get color by string (hex or from palette)
---@param color_id string|vector4 Color id from palette or hex color
---Get color by string (hex or from palette) or pass through vector4
---@param color_id string|vector4 Color id from palette, hex color, or existing vector4
---@return vector4
function M.get_color(color_id)
if type(color_id) ~= "string" then
@@ -33,8 +34,82 @@ function M.get_color(color_id)
end
---Parse color from various formats (hex, palette ID, or vector4)
---This is a clearer alias for get_color
---@param color_value string|vector4 Color value to parse
---@return vector4
function M.parse(color_value)
return M.get_color(color_value)
end
---Create a color from RGBA values
---@param r number Red component (0-1)
---@param g number Green component (0-1)
---@param b number Blue component (0-1)
---@param a number|nil Alpha component (0-1), defaults to 1
---@return vector4
function M.new(r, g, b, a)
return vmath.vector4(r, g, b, a or 1)
end
---Create a color from hex string
---@param hex string Hex color. #00BBAA or 00BBAA or #0BA or 0BA
---@param alpha number|nil Alpha value. Default is 1
---@return vector4
function M.from_hex(hex, alpha)
return M.hex2vector4(hex, alpha)
end
---Create a color from HSB values
---@param h number Hue (0-1)
---@param s number Saturation (0-1)
---@param b number Brightness/Value (0-1)
---@param a number|nil Alpha value. Default is 1
---@return vector4
function M.from_hsb(h, s, b, a)
local r, g, b_val, alpha = M.hsb2rgb(h, s, b, a)
return vmath.vector4(r, g, b_val, alpha or 1)
end
-- =============================================================================
-- COLOR FORMAT CONVERSION FUNCTIONS
-- =============================================================================
---Convert color to hex string
---@param color vector4 Color to convert
---@return string Hex color string (without #)
function M.to_hex(color)
return M.rgb2hex(color.x, color.y, color.z)
end
---Convert color to RGB values
---@param color vector4 Color to convert
---@return number, number, number, number r, g, b, a
function M.to_rgb(color)
return color.x, color.y, color.z, color.w
end
---Convert color to HSB values
---@param color vector4 Color to convert
---@return number, number, number, number h, s, b, a
function M.to_hsb(color)
return M.rgb2hsb(color.x, color.y, color.z, color.w)
end
-- =============================================================================
-- PALETTE MANAGEMENT FUNCTIONS
-- =============================================================================
---Add palette to palette data
---@param palette_data table<string, vector4>
---@param palette_data table<string, vector4|string>
function M.add_palette(palette_data)
for color_id, color in pairs(palette_data) do
if type(color) == "string" then
@@ -46,11 +121,59 @@ function M.add_palette(palette_data)
end
---Set a single color in the palette
---@param color_id string Color identifier
---@param color vector4|string Color value (vector4 or hex string)
function M.set_palette_color(color_id, color)
if type(color) == "string" then
PALETTE_DATA[color_id] = M.hex2vector4(color)
else
PALETTE_DATA[color_id] = color
end
end
---Remove a color from the palette
---@param color_id string Color identifier to remove
function M.remove_palette_color(color_id)
PALETTE_DATA[color_id] = nil
end
---Check if a color exists in the palette
---@param color_id string Color identifier to check
---@return boolean
function M.has_palette_color(color_id)
return PALETTE_DATA[color_id] ~= nil
end
---Get a color from the palette
---@param color_id string Color identifier
---@return vector4|nil Color or nil if not found
function M.get_palette_color(color_id)
return PALETTE_DATA[color_id]
end
---Get the entire palette
---@return table<string, vector4>
function M.get_palette()
return PALETTE_DATA
end
---Clear the entire palette
function M.clear_palette()
PALETTE_DATA = {}
end
-- =============================================================================
-- GUI NODE OPERATIONS
-- =============================================================================
---Set color of gui node without changing alpha
---@param gui_node node
---@param color vector4|vector3|string Color in vector4, vector3 or color id from palette
@@ -65,6 +188,34 @@ function M.set_color(gui_node, color)
end
---Apply color to gui node (clearer alias for set_color)
---@param gui_node node GUI node to apply color to
---@param color vector4|vector3|string Color in vector4, vector3 or color id from palette
function M.apply_to_node(gui_node, color)
M.set_color(gui_node, color)
end
---Set node color including alpha
---@param gui_node node GUI node to apply color to
---@param color vector4|string Color with alpha channel
function M.set_node_color_with_alpha(gui_node, color)
if type(color) == "string" then
color = M.get_color(color)
end
gui.set(gui_node, COLOR_X, color.x)
gui.set(gui_node, COLOR_Y, color.y)
gui.set(gui_node, COLOR_Z, color.z)
gui.set(gui_node, "color.w", color.w)
end
-- =============================================================================
-- COLOR MANIPULATION FUNCTIONS
-- =============================================================================
---Lerp colors via color HSB values
---@param t number Lerp value. 0 - color1, 1 - color2
---@param color1 vector4 Color 1
@@ -84,6 +235,56 @@ function M.lerp(t, color1, color2)
end
---Mix two colors using linear RGB interpolation (simpler than lerp)
---@param color1 vector4 First color
---@param color2 vector4 Second color
---@param ratio number Mixing ratio (0 = color1, 1 = color2)
---@return vector4 Mixed color
function M.mix(color1, color2, ratio)
local inv_ratio = 1 - ratio
return vmath.vector4(
color1.x * inv_ratio + color2.x * ratio,
color1.y * inv_ratio + color2.y * ratio,
color1.z * inv_ratio + color2.z * ratio,
color1.w * inv_ratio + color2.w * ratio
)
end
---Lighten a color by mixing with white
---@param color vector4 Color to lighten
---@param amount number Amount to lighten (0-1)
---@return vector4 Lightened color
function M.lighten(color, amount)
return M.mix(color, COLOR_WHITE, amount)
end
---Darken a color by mixing with black
---@param color vector4 Color to darken
---@param amount number Amount to darken (0-1)
---@return vector4 Darkened color
function M.darken(color, amount)
local black = vmath.vector4(0, 0, 0, color.w)
return M.mix(color, black, amount)
end
---Adjust color alpha
---@param color vector4 Color to adjust
---@param alpha number New alpha value (0-1)
---@return vector4 Color with adjusted alpha
function M.with_alpha(color, alpha)
return vmath.vector4(color.x, color.y, color.z, alpha)
end
-- =============================================================================
-- LOW-LEVEL CONVERSION FUNCTIONS
-- =============================================================================
---Convert hex color to rgb values.
---@param hex string Hex color. #00BBAA or 00BBAA or #0BA or 0BA
---@return number, number, number
@@ -170,9 +371,10 @@ end
---Convert rgb color to hex color
---@param red number Red value
---@param green number Green value
---@param blue number Blue value
---@param red number Red value (0-1)
---@param green number Green value (0-1)
---@param blue number Blue value (0-1)
---@return string Hex color string (without #)
function M.rgb2hex(red, green, blue)
local r = string.format("%x", math.floor(red * 255))
local g = string.format("%x", math.floor(green * 255))
@@ -181,6 +383,11 @@ function M.rgb2hex(red, green, blue)
end
-- =============================================================================
-- INITIALIZATION
-- =============================================================================
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)

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@@ -34,7 +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 constant
---@field pivot userdata
---@field text string
---@field shadow vector4
---@field outline vector4
@@ -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 text node of the rich text
---@field root node The root 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
@@ -255,18 +255,4 @@ 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

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@@ -147,7 +147,7 @@ function M.get_widget(widget_class, gui_url, params)
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(widget_class, nil, nil, params)
return druid.new_widget:trigger(widget_class, nil, nil, params)
end
end

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@@ -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.parser_internal")
local system = require("druid.editor_scripts.defold_parser.system.system")
local M = {}

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@@ -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$")
print("Create GUI script for", gui_filepath)
print("Create Druid GUI Script for", gui_filepath)
local absolute_project_path = editor.external_file_attributes(".").path
local widget_resource_path = gui_filepath:gsub("%.gui$", ".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("GUI script file already exists at " .. new_widget_absolute_path)
error("Creation aborted to prevent overwriting")
print("Widget file already exists at " .. new_widget_absolute_path)
print("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)
error("Check the template path in [Druid] Settings")
print("Check the template path in [Druid] Settings")
return
end
@@ -54,12 +54,90 @@ function M.create_druid_gui_script(selection)
file:write(template_content)
file:close()
print("Widget created: " .. widget_resource_path)
editor.transact({
editor.tx.set(selection, "script", widget_resource_path)
})
editor.save()
print("Widget created at " .. widget_resource_path)
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

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@@ -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)
error("Creation aborted to prevent overwriting")
print("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)
error("Check the template path in [Druid] Settings")
print("Check the template path in [Druid] Settings")
return
end

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@@ -1,7 +1,7 @@
--- Defold Text Proto format encoder/decoder to lua table
local config = require("druid.editor_scripts.defold_parser.system.config")
local parser_internal = require("druid.editor_scripts.defold_parser.system.parser_internal")
local system = require("druid.editor_scripts.defold_parser.system.system")
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
parser_internal.parse_line(raw_line, stack)
system.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 = parser_internal.contains(key_order, a) or 0
local index_b = parser_internal.contains(key_order, b) or 0
local index_a = system.contains(key_order, a) or 0
local index_b = system.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 (parser_internal.contains(config.with_dot_params, key) and not is_contains_dot) then
if item_type == "number" and (system.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 (parser_internal.contains(config.with_dot_params, key) and not is_contains_dot) then
if value_type == "number" and (system.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 = parser_internal.read_file(file_path)
local content, reason = system.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 parser_internal.write_file(file_path, encoded_object)
return system.write_file(file_path, encoded_object)
end

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@@ -5,6 +5,7 @@ function init(self)
deftest.add(require("test.tests.test_back_handler"))
deftest.add(require("test.tests.test_blocker"))
deftest.add(require("test.tests.test_button"))
deftest.add(require("test.tests.test_color"))
deftest.add(require("test.tests.test_container"))
deftest.add(require("test.tests.test_drag"))
deftest.add(require("test.tests.test_grid"))

313
test/tests/test_color.lua Normal file
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@@ -0,0 +1,313 @@
return function()
describe("Color Module", function()
local color = nil
before(function()
color = require("druid.color")
end)
describe("Color Creation and Parsing", function()
it("Should create colors from RGBA values", function()
local test_color = color.new(1, 0.5, 0, 0.8)
assert(test_color.x == 1)
assert(test_color.y == 0.5)
assert(test_color.z == 0)
assert(test_color.w == 0.8)
end)
it("Should create colors from hex strings", function()
local red = color.from_hex("#FF0000")
assert(red.x == 1)
assert(red.y == 0)
assert(red.z == 0)
assert(red.w == 1)
local blue_with_alpha = color.from_hex("0000FF", 0.5)
assert(blue_with_alpha.x == 0)
assert(blue_with_alpha.y == 0)
assert(blue_with_alpha.z == 1)
assert(blue_with_alpha.w == 0.5)
end)
it("Should create colors from HSB values", function()
local red = color.from_hsb(0, 1, 1) -- HSB for red
assert(red.x == 1)
assert(red.y == 0)
assert(red.z == 0)
assert(red.w == 1)
end)
it("Should parse various color formats", function()
-- Test parsing alias for get_color
local hex_color = color.parse("#FF0000")
assert(hex_color.x == 1)
local vector_color = color.parse(vmath.vector4(0, 1, 0, 1))
assert(vector_color.y == 1)
end)
it("Should parse hex colors correctly with get_color", function()
-- Test with # prefix
local color1 = color.get_color("#FF0000")
assert(color1.x == 1)
assert(color1.y == 0)
assert(color1.z == 0)
assert(color1.w == 1)
-- Test without # prefix
local color2 = color.get_color("00FF00")
assert(color2.x == 0)
assert(color2.y == 1)
assert(color2.z == 0)
assert(color2.w == 1)
-- Test 3-digit hex
local color3 = color.get_color("F0F")
assert(color3.x == 1)
assert(color3.y == 0)
assert(color3.z == 1)
assert(color3.w == 1)
end)
it("Should handle vector4 input in get_color", function()
local input_color = vmath.vector4(1, 0.5, 0, 1)
local result = color.get_color(input_color)
assert(result == input_color)
end)
it("Should return white for unknown color IDs", function()
local result = color.get_color("unknown_color")
assert(result.x == 1)
assert(result.y == 1)
assert(result.z == 1)
assert(result.w == 1)
end)
end)
describe("Color Format Conversion", function()
it("Should convert colors to hex", function()
local red = vmath.vector4(1, 0, 0, 1)
local hex = color.to_hex(red)
assert(hex == "FF0000")
end)
it("Should convert colors to RGB values", function()
local test_color = vmath.vector4(1, 0.5, 0.25, 0.8)
local r, g, b, a = color.to_rgb(test_color)
assert(r == 1)
assert(g == 0.5)
assert(b == 0.25)
assert(a == 0.8)
end)
it("Should convert colors to HSB values", function()
local red = vmath.vector4(1, 0, 0, 1)
local h, s, b, a = color.to_hsb(red)
assert(h == 0) -- Red hue
assert(s == 1) -- Full saturation
assert(b == 1) -- Full brightness
assert(a == 1) -- Full alpha
end)
it("Should convert hex to rgb values", function()
local r, g, b = color.hex2rgb("#FF8000")
assert(r == 1)
assert(g == 0.5019607843137255) -- 128/255
assert(b == 0)
end)
it("Should convert hex to vector4", function()
local vec = color.hex2vector4("#FF8000", 0.5)
assert(vec.x == 1)
assert(vec.y == 0.5019607843137255)
assert(vec.z == 0)
assert(vec.w == 0.5)
end)
it("Should convert rgb to hex", function()
local hex = color.rgb2hex(1, 0.5019607843137255, 0)
assert(hex == "FF8000")
end)
end)
describe("Color Space Conversion", function()
it("Should convert RGB to HSB correctly", function()
local h, s, v, a = color.rgb2hsb(1, 0, 0, 1) -- Red
assert(h == 0)
assert(s == 1)
assert(v == 1)
assert(a == 1)
end)
it("Should convert HSB to RGB correctly", function()
local r, g, b, a = color.hsb2rgb(0, 1, 1, 1) -- Red
assert(r == 1)
assert(g == 0)
assert(b == 0)
assert(a == 1)
end)
it("Should handle round-trip HSB conversion", function()
local original_r, original_g, original_b = 0.5, 0.7, 0.3
local h, s, v = color.rgb2hsb(original_r, original_g, original_b)
local converted_r, converted_g, converted_b = color.hsb2rgb(h, s, v)
-- Allow for small floating point differences
assert(math.abs(converted_r - original_r) < 0.001)
assert(math.abs(converted_g - original_g) < 0.001)
assert(math.abs(converted_b - original_b) < 0.001)
end)
end)
describe("Palette Management", function()
it("Should add and retrieve palette colors", function()
local test_palette = {
primary = vmath.vector4(1, 0, 0, 1),
secondary = "#00FF00",
tertiary = vmath.vector4(0, 0, 1, 1)
}
color.add_palette(test_palette)
local primary = color.get_color("primary")
assert(primary.x == 1)
assert(primary.y == 0)
assert(primary.z == 0)
assert(primary.w == 1)
local secondary = color.get_color("secondary")
assert(secondary.x == 0)
assert(secondary.y == 1)
assert(secondary.z == 0)
assert(secondary.w == 1)
end)
it("Should manage individual palette colors", function()
-- Set a palette color
color.set_palette_color("test_red", vmath.vector4(1, 0, 0, 1))
assert(color.has_palette_color("test_red") == true)
local retrieved = color.get_palette_color("test_red")
assert(retrieved.x == 1)
assert(retrieved.y == 0)
assert(retrieved.z == 0)
-- Remove the color
color.remove_palette_color("test_red")
assert(color.has_palette_color("test_red") == false)
assert(color.get_palette_color("test_red") == nil)
end)
it("Should return the palette", function()
local palette = color.get_palette()
assert(type(palette) == "table")
end)
it("Should clear the palette", function()
color.set_palette_color("temp_color", vmath.vector4(1, 1, 1, 1))
color.clear_palette()
assert(color.has_palette_color("temp_color") == false)
end)
end)
describe("Color Manipulation", function()
it("Should lerp colors correctly", function()
local color1 = vmath.vector4(1, 0, 0, 1) -- Red
local color2 = vmath.vector4(0, 1, 0, 1) -- Green
local mid_color = color.lerp(0.5, color1, color2)
-- Note: lerp uses HSB interpolation, so the result might not be a simple average
assert(type(mid_color.x) == "number")
assert(type(mid_color.y) == "number")
assert(type(mid_color.z) == "number")
assert(mid_color.w == 1)
-- Test endpoints
local start_color = color.lerp(0, color1, color2)
local end_color = color.lerp(1, color1, color2)
assert(math.abs(start_color.x - color1.x) < 0.001)
assert(math.abs(end_color.x - color2.x) < 0.001)
end)
it("Should mix colors using linear RGB interpolation", function()
local red = vmath.vector4(1, 0, 0, 1)
local blue = vmath.vector4(0, 0, 1, 1)
local mixed = color.mix(red, blue, 0.5)
assert(mixed.x == 0.5) -- Half red
assert(mixed.y == 0) -- No green
assert(mixed.z == 0.5) -- Half blue
assert(mixed.w == 1) -- Full alpha
end)
it("Should lighten colors", function()
local dark_red = vmath.vector4(0.5, 0, 0, 1)
local lightened = color.lighten(dark_red, 0.5)
assert(lightened.x > dark_red.x) -- Should be lighter
assert(lightened.y > dark_red.y) -- Should have some green/white
assert(lightened.z > dark_red.z) -- Should have some blue/white
end)
it("Should darken colors", function()
local bright_red = vmath.vector4(1, 0, 0, 1)
local darkened = color.darken(bright_red, 0.5)
assert(darkened.x < bright_red.x) -- Should be darker
assert(darkened.y == 0) -- Should still have no green
assert(darkened.z == 0) -- Should still have no blue
end)
it("Should adjust alpha", function()
local opaque_red = vmath.vector4(1, 0, 0, 1)
local semi_transparent = color.with_alpha(opaque_red, 0.5)
assert(semi_transparent.x == 1) -- Color unchanged
assert(semi_transparent.y == 0)
assert(semi_transparent.z == 0)
assert(semi_transparent.w == 0.5) -- Alpha changed
end)
end)
describe("GUI Node Operations", function()
it("Should set color on GUI node", function()
-- Create a test node
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
-- Test with vector4
local test_color = vmath.vector4(1, 0.5, 0, 1)
color.set_color(test_node, test_color)
-- Verify color was set (we can't easily read it back, but we can verify no errors)
assert(true) -- If we get here, no error occurred
-- Test with string color
color.set_color(test_node, "#FF0000")
assert(true) -- If we get here, no error occurred
-- Clean up
gui.delete_node(test_node)
end)
it("Should apply color to node using alias", function()
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
-- Test the alias function
color.apply_to_node(test_node, vmath.vector4(0, 1, 0, 1))
assert(true) -- If we get here, no error occurred
gui.delete_node(test_node)
end)
it("Should set node color including alpha", function()
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
color.set_node_color_with_alpha(test_node, vmath.vector4(1, 0, 0, 0.5))
assert(true) -- If we get here, no error occurred
gui.delete_node(test_node)
end)
end)
end)
end

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@@ -720,23 +720,14 @@ Please support me if you like this project! It will help me keep engaged to upda
- 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
- Fix for blocker internal enabled state depends from GUI node
- Move to druid colors for rich text
- Fix for container stretch mode (stretch and fit is not worked in init function)
- Add split_to_characters in rich text for making fancy text
- Druid GO Widgets now can wrap an events to (before only top level functions)
- Ability to pass params to Druid GO Widgets
- Update properties panel:
- Add "scenes" to manage a list of properties with back button support
- Add "refresh" button, which active a 1-sec refresh for current page
- Add "Render lua table" to easily render your lua tables with a various types support (any simple types and vector, functions, events etc)

View File

@@ -1,8 +1,8 @@
# 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.
The `Druid 1.1` comes with widgets and two included widgets are `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.
Widgets in Druid usually consists from two files: GUI, which is used to placed as a template on your GUI scene and Lua script, which is used to be created with Druid.
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