# Basic Usage To use **Druid**, begin by creating a **Druid** instance to instantiate components and include the main functions of **Druid**: *update*, *final*, *on_message*, and *on_input*. Create a new `*.gui_script` file and add the following code. It's a basic required template for **Druid** to work in your GUI scripts. ```lua local druid = require("druid.druid") function init(self) self.druid = druid.new(self) 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 ``` Now add this `*.gui_script` as a script to your GUI scene and now you can start creating **Druid** components. Always, when you need to pass a node to a component, you can pass a node name string instead of `gui.get_node()` function. All functions of **Druid** are invoked using the `:` operator, such as `self.druid:new_button()`. Here is a basic example with a button and a text components created with **Druid**: ```lua local druid = require("druid.druid") -- All component callbacks pass "self" as first argument -- This "self" is a context data passed in `druid.new(context)` local function on_button_callback(self) self.text:set_text("The button clicked!") end function init(self) self.druid = druid.new(self) -- We can use the node_id instead of gui.get_node(): self.button = self.druid:new_button("button_node_id", on_button_callback) self.text = self.druid:new_text("text_node_id", "Hello, Druid!") 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 ``` ### Widgets Read more in the [Widgets](wiki/widgets.md) Create a new lua file to create a new widget class. This widget can be created with `self.druid:new_widget(widget_class, [template], [nodes])` Usually this widget lua file is placed nearby with the `GUI` file it belong to and have the same name. Here is a basic example of a widget class, which is the similar that we did in the previous example: ```lua ---@class your_widget_class: druid.widget local M = {} function M:init() self.root = self:get_node("root") self.button = self.druid:new_button("button_node_id", self.on_click) self.text = self.druid:new_text("text_node_id", "Hello, Druid!") end function M:on_click() self.text:set_text("The button clicked!") end return M ``` Now we have a widget class that we can use in our GUI script instead basic components. It's often used to create a reusable component that can be used in different parts of the GUI. ```lua local druid = require("druid.druid") function init(self) self.druid = druid.new(self) -- This one is created the button and text inside, taking the same nodes as in the previous example self.my_widget = self.druid:new_widget(your_widget_class) 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 ``` ## Widget Template When you create a widget, you can pass a template to it. This template is a table that contains the nodes that will be used to create the widget. Usually it's a main workflow. You create a widget lua file near the `GUI` file and pass the template to the widget. So on your GUI scene, if we add the GUI template with template id `my_widget_example` with `button_node_id` and `text_node_id` nodes, we can use it in our script like this: ```lua ... function init(self) self.druid = druid.new(self) -- It will take nodes from the template and use it to create the components self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example") -- You also now have access to the nodes from the template self.my_widget.button.on_click:subscribe(function() print("my custom callback") end) self.my_widget.text:set_text("Hello, Widgets!") end ... ``` ## Widgets Nodes If your GUI templates are created dynamically, from the "prefab" you can pass the nodes to the widget. ```lua ... function init(self) self.druid = druid.new(self) -- The root is a top level node in the template, we use it to clone the whole template self.prefab = gui.get_node("my_widget_prefab/root") local nodes = gui.clone_tree(self.prefab) self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", nodes) -- Now my_widget created from a copy of template end ... ``` You can use the root node id of prefab or the node itself instead of manually cloning the tree. It will do the same thing under the hood. ```lua ... -- This options the same: self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", "my_widget_prefab/root") -- or self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", self.prefab) ... ```