23 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
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
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
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
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
Yury Grigoryev
ce49c3bb41 Fix helper.get_screen_aspect_koef() for gui layouts. 2025-05-15 22:58:55 +03:00
22 changed files with 724 additions and 35 deletions

4
.gitignore vendored
View File

@@ -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

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/1.1.3.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.

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@@ -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

@@ -6,12 +6,16 @@ local COLOR_Z = hash("color.z")
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) == "vector4" then
if type(color_id) ~= "string" then
return color_id
end
@@ -30,8 +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
@@ -43,11 +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
@@ -62,6 +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
@@ -81,6 +235,55 @@ 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
@@ -168,9 +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))
@@ -179,6 +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)

View File

@@ -374,7 +374,6 @@ end
---Сreate a new component class, which will inherit from the base Druid component.
---@protected
---@param name string|nil The name of the component
---@param input_priority number|nil The input priority. The bigger number processed first. Default value: 10
---@return druid.component

View File

@@ -132,10 +132,14 @@ 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
---@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]
assert(registered_druids, "Druid widget not registered for this game object")

View File

@@ -5,7 +5,7 @@
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])
@@ -30,7 +30,7 @@ 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

View File

@@ -273,7 +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)

View File

@@ -69,6 +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
@@ -79,7 +80,7 @@ function M:update()
return
end
self:refresh_layout()
self:refresh_layout(false)
end
@@ -235,8 +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
@@ -354,7 +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
@@ -499,13 +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

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@@ -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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@@ -1,3 +1,4 @@
---@diagnostic disable: invisible
-- Hello, Defolder! Wish you a good day!
local events = require("event.events")

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@@ -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 {
@@ -103,7 +116,7 @@ nodes {
}
nodes {
position {
x: 152.0
x: -48.0
y: -4.0
}
color {
@@ -121,7 +134,7 @@ nodes {
}
nodes {
position {
x: 112.0
x: -88.0
y: -4.0
}
scale {

View File

@@ -39,6 +39,7 @@ 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 = {}
@@ -362,11 +363,18 @@ 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)

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@@ -14,16 +14,16 @@ update_frequency = 60
[project]
title = Druid
version = 1.1.3
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

@@ -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
View File

@@ -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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@@ -712,3 +712,22 @@ Please support me if you like this project! It will help me keep engaged to upda
#### 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
- 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)

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@@ -0,0 +1,98 @@
# Memory and FPS Panel Widgets
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 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.
<!-- 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!