--- Component to handle placing components by row and columns. -- Grid can anchor your elements, get content size and other -- @module StaticGrid -- @within BaseComponent -- @alias druid.static_grid --- On item add callback(self, node, index) -- @tfield druid_event on_add_item --- On item remove callback(self, index) -- @tfield druid_event on_remove_item --- On item add or remove callback(self, index) -- @tfield druid_event on_change_items --- On grid clear callback(self) -- @tfield druid_event on_clear --- On update item positions callback(self) -- @tfield druid_event on_update_positions --- Parent gui node -- @tfield node parent --- List of all grid nodes -- @tfield node[] nodes --- The first index of node in grid -- @tfield number first_index --- The last index of node in grid -- @tfield number last_index --- Item anchor -- @tfield vector3 anchor --- Item size -- @tfield vector3 node_size --- The size of item content -- @tfield vector4 border local const = require("druid.const") local Event = require("druid.event") local helper = require("druid.helper") local component = require("druid.component") local StaticGrid = component.create("static_grid", { const.ON_LAYOUT_CHANGE }) --- Component init function -- @tparam StaticGrid self -- @tparam node parent The gui node parent, where items will be placed -- @tparam node element Element prefab. Need to get it size -- @tparam[opt=1] number in_row How many nodes in row can be placed function StaticGrid.init(self, parent, element, in_row) self.parent = self:get_node(parent) self.nodes = {} self.pivot = helper.get_pivot_offset(gui.get_pivot(self.parent)) self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0) self.in_row = in_row or 1 self._prefab = self:get_node(element) self.node_size = gui.get_size(self._prefab) self.node_pivot = const.PIVOTS[gui.get_pivot(self._prefab)] self.border = vmath.vector4(0) -- Current grid content size self.on_add_item = Event() self.on_remove_item = Event() self.on_change_items = Event() self.on_clear = Event() self.on_update_positions = Event() self._set_position_function = gui.set_position end local _temp_pos = vmath.vector3(0) --- Return pos for grid node index -- @tparam StaticGrid self -- @tparam number index The grid element index -- @treturn vector3 Node position function StaticGrid.get_pos(self, index) local row = math.ceil(index / self.in_row) - 1 local col = (index - row * self.in_row) - 1 _temp_pos.x = col * self.node_size.x _temp_pos.y = -row * self.node_size.y _temp_pos.z = 0 return _temp_pos end --- Return index for grid pos -- @tparam StaticGrid self -- @tparam vector3 pos The node position in the grid -- @treturn number The node index function StaticGrid.get_index(self, pos) local col = pos.x / self.node_size.x + 1 local row = -pos.y / self.node_size.y col = helper.round(col) row = helper.round(row) local index = col + (row * self.in_row) return math.ceil(index) end --- Return grid index by node -- @tparam StaticGrid self -- @tparam node node The gui node in the grid -- @treturn number The node index function StaticGrid.get_index_by_node(self, node) for index, grid_node in pairs(self.nodes) do if node == grid_node then return index end end return nil end function StaticGrid.on_layout_change(self) self:_update(true) end --- Set grid anchor. Default anchor is equal to anchor of grid parent node -- @tparam StaticGrid self -- @tparam vector3 anchor Anchor function StaticGrid.set_anchor(self, anchor) self.anchor = anchor self:_update() end --- Add new item to the grid -- @tparam StaticGrid self -- @tparam node item Gui node -- @tparam[opt] number index The item position. By default add as last item function StaticGrid.add(self, item, index) index = index or ((self.last_index or 0) + 1) if self.nodes[index] then -- Move nodes to right for i = self.last_index, index, -1 do self.nodes[i + 1] = self.nodes[i] end end self.nodes[index] = item gui.set_parent(item, self.parent) -- Add new item instantly in new pos. Break update function for correct positioning self:_update_indexes() self:_update_borders() gui.set_position(item, self:get_pos(index) + self:_get_zero_offset()) self:_update_pos() self.on_add_item:trigger(self:get_context(), item, index) self.on_change_items:trigger(self:get_context(), index) end --- Remove the item from the grid. Note that gui node will be not deleted -- @tparam StaticGrid self -- @tparam number index The grid node index to remove -- @tparam bool is_shift_nodes If true, will shift nodes left after index function StaticGrid.remove(self, index, is_shift_nodes) assert(self.nodes[index], "No grid item at given index " .. index) self.nodes[index] = nil if is_shift_nodes then for i = index, self.last_index do self.nodes[i] = self.nodes[i + 1] end end self:_update() self.on_remove_item:trigger(self:get_context(), index) self.on_change_items:trigger(self:get_context(), index) end --- Return grid content size -- @tparam StaticGrid self -- @treturn vector3 The grid content size function StaticGrid.get_size(self) return vmath.vector3( self.border.z - self.border.x, self.border.y - self.border.w, 0) end --- Return array of all node positions -- @tparam StaticGrid self -- @treturn vector3[] All grid node positions function StaticGrid.get_all_pos(self) local result = {} for i, node in pairs(self.nodes) do table.insert(result, gui.get_position(node)) end return result end --- Change set position function for grid nodes. It will call on -- update poses on grid elements. Default: gui.set_position -- @tparam StaticGrid self -- @tparam function callback Function on node set position -- @treturn druid.static_grid Current grid instance function StaticGrid.set_position_function(self, callback) self._set_position_function = callback or gui.set_position return self end --- Clear grid nodes array. GUI nodes will be not deleted! -- If you want to delete GUI nodes, use static_grid.nodes array before grid:clear -- @tparam StaticGrid self -- @treturn druid.static_grid Current grid instance function StaticGrid.clear(self) self.border.x = 0 self.border.y = 0 self.border.w = 0 self.border.z = 0 self.nodes = {} self:_update() self.on_clear:trigger(self:get_context()) return self end --- Return elements offset for correct posing nodes. Correct posing at -- parent pivot node (0:0) with adjusting of node sizes and anchoring -- @tparam StaticGrid self -- @treturn vector3 The offset vector -- @local function StaticGrid._get_zero_offset(self) -- zero offset: center pos - border size * anchor return vmath.vector3( -((self.border.x + self.border.z)/2 + (self.border.z - self.border.x) * self.pivot.x), -((self.border.y + self.border.w)/2 + (self.border.y - self.border.w) * self.pivot.y), 0 ) end --- Update grid inner state -- @tparam StaticGrid self -- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback -- @local function StaticGrid._update(self, is_instant) self:_update_indexes() self:_update_borders() self:_update_pos(is_instant) end --- Update first and last indexes of grid nodes -- @tparam StaticGrid self -- @local function StaticGrid._update_indexes(self) self.first_index = nil self.last_index = nil for index in pairs(self.nodes) do self.first_index = self.first_index or index self.last_index = self.last_index or index self.first_index = math.min(self.first_index, index) self.last_index = math.max(self.last_index, index) end end --- Update grid content borders, recalculate min and max values -- @tparam StaticGrid self -- @local function StaticGrid._update_borders(self) if not self.first_index then self.border = vmath.vector4(0) return end self.border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge) local size = self.node_size local pivot = self.node_pivot for index, node in pairs(self.nodes) do local pos = self:get_pos(index) local left = pos.x - size.x/2 - (size.x * pivot.x) local right = pos.x + size.x/2 - (size.x * pivot.x) local top = pos.y + size.y/2 - (size.y * pivot.y) local bottom = pos.y - size.y/2 - (size.y * pivot.y) self.border.x = math.min(self.border.x, left) self.border.y = math.max(self.border.y, top) self.border.z = math.max(self.border.z, right) self.border.w = math.min(self.border.w, bottom) end end --- Update grid nodes position -- @tparam StaticGrid self -- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback -- @local function StaticGrid._update_pos(self, is_instant) local zero_offset = self:_get_zero_offset() for i, node in pairs(self.nodes) do local pos = self:get_pos(i) pos.x = pos.x + zero_offset.x pos.y = pos.y + zero_offset.y if is_instant then gui.set_position(node, pos) else self._set_position_function(node, pos) end end self.on_update_positions:trigger(self:get_context()) end return StaticGrid