--- Component to handle placing components by row and columns. -- Grid can anchor your elements, get content size and other -- @module druid.grid --- Component events -- @table Events -- @tfield druid_event on_add_item On item add callback -- @tfield druid_event on_remove_item On item remove callback -- @tfield druid_event on_clear On grid clear callback -- @tfield druid_event on_update_positions On update item positions callback --- Component fields -- @table Fields -- @tfield node parent Parent gui node -- @tfield node[] nodes List of all grid nodes -- @tfield vector3 offset Item distance between each other items -- @tfield vector3 anchor Item anchor -- @tfield vector3 node_size Item size -- @tfield vector4 border The size of item content -- @tfield vector3 border_offer The border offset for correct anchor calculations local const = require("druid.const") local Event = require("druid.event") local helper = require("druid.helper") local component = require("druid.component") local M = component.create("grid", { const.ON_LAYOUT_CHANGE }) --- Component init function -- @function grid:init -- @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 M.init(self, parent, element, in_row) self.parent = self:get_node(parent) self.nodes = {} self.offset = vmath.vector3(0) local pivot = helper.get_pivot_offset(gui.get_pivot(self.parent)) self.anchor = vmath.vector3(0.5 + pivot.x, 0.5 - pivot.y, 0) self.in_row = in_row or 1 local node = self:get_node(element) self.node_size = gui.get_size(node) self.node_pivot = const.PIVOTS[gui.get_pivot(node)] self.border = vmath.vector4(0) self.border_offset = vmath.vector3(0) self.on_add_item = Event() self.on_remove_item = Event() self.on_clear = Event() self.on_update_positions = Event() self._set_position_function = gui.set_position end local function _update_border(self, pos, border) local size = self.node_size local pivot = self.node_pivot local left = pos.x - size.x/2 - (size.x * pivot.x) + self.border_offset.x local right = pos.x + size.x/2 - (size.x * pivot.x) + self.border_offset.x local top = pos.y + size.y/2 - (size.y * pivot.y) + self.border_offset.y local bottom = pos.y - size.y/2 - (size.y * pivot.y)+ self.border_offset.y border.x = math.min(border.x, left) border.y = math.max(border.y, top) border.z = math.max(border.z, right) border.w = math.min(border.w, bottom) end local function update_border_offset(self, pos) local border = self.border _update_border(self, pos, border) self.border_offset = vmath.vector3( (border.x + (border.z - border.x) * self.anchor.x), (border.y + (border.w - border.y) * self.anchor.y), 0 ) end local function update_pos(self, is_instant) for i, node in pairs(self.nodes) do if is_instant then gui.set_position(node, self:get_pos(i)) else self._set_position_function(node, self:get_pos(i)) end end self.on_update_positions:trigger(self:get_context()) end local _temp_pos = vmath.vector3(0) --- Return pos for grid node index -- @function grid:get_pos -- @tparam number index The grid element index -- @treturn vector3 Node position function M.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 + self.offset.x) - self.border_offset.x _temp_pos.y = -row * (self.node_size.y + self.offset.y) - self.border_offset.y _temp_pos.z = 0 return _temp_pos end --- Return index for grid pos -- @function grid:get_index -- @tparam vector3 pos The node position in the grid -- @treturn number The node index function M.get_index(self, pos) local col = (pos.x + self.border_offset.x) / (self.node_size.x + self.offset.x) local row = -(pos.y + self.border_offset.y) / (self.node_size.y + self.offset.y) row = math.floor(row) local index = col + (row * self.in_row) return math.ceil(index) end function M.on_layout_change(self) update_pos(self, true) end --- Set grid items offset, the distance between items -- @function grid:set_offset -- @tparam vector3 offset Offset function M.set_offset(self, offset) self.offset = offset update_pos(self) end --- Set grid anchor -- @function grid:set_anchor -- @tparam vector3 acnhor Anchor function M.set_anchor(self, anchor) self.anchor = anchor update_pos(self) end --- Add new item to the grid -- @function grid:add -- @tparam node item Gui node -- @tparam[opt] number index The item position. By default add as last item function M.add(self, item, index) index = index or (#self.nodes + 1) self.nodes[index] = item gui.set_parent(item, self.parent) local pos = self:get_pos(index) for i, _ in pairs(self.nodes) do update_border_offset(self, self:get_pos(i)) end -- Add new item instantly in new pos gui.set_position(item, pos) update_pos(self) self.on_add_item:trigger(self:get_context(), item, index) end function M:remove(index, delete_node) assert(self.nodes[index], "No grid item at given index " .. index) local parent_node = self.nodes[index] if delete_node then gui.delete_node(parent_node) end self.nodes[index] = nil -- Recalculate borders self.border = vmath.vector4(0) update_border_offset(self, self:get_pos(1)) for i, _ in pairs(self.nodes) do local pos = self:get_pos(i) update_border_offset(self, pos) end update_pos(self) end --- Return grid content size -- @function grid:get_size -- @treturn vector3 The grid content size function M.get_size(self, border) border = border or self.border return vmath.vector3( border.z - border.x, border.y - border.w, 0) end function M:get_size_for_elements_count(count) local border = vmath.vector4(0) for i = 1, count do local pos = self:get_pos(i) _update_border(self, pos, border) end return M.get_size(self, border) end --- Return array of all node positions -- @function grid:get_all_pos -- @treturn vector3[] All grid node positions function M.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 -- @function grid:set_position_function -- @tparam function callback Function on node set position function M.set_position_function(self, callback) self._set_position_function = callback or gui.set_position end --- Clear grid nodes array. GUI nodes will be not deleted! -- If you want to delete GUI nodes, use grid.nodes array before grid:clear -- @function grid:clear function M.clear(self) self.border.x = 0 self.border.y = 0 self.border.w = 0 self.border.z = 0 self.nodes = {} end return M