mirror of
https://github.com/Insality/druid
synced 2025-06-27 10:27:48 +02:00
422 lines
14 KiB
Lua
422 lines
14 KiB
Lua
local M = {}
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local lang = require "modules.localize.lang"
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local input = require "modules.input.input"
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M.input = input
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local pie_progress_bar = require "modules.ui.components.pie_progress_bar"
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local progress_bar = require "modules.ui.components.progress_bar"
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local flying_particles = require "modules.ui.components.flying_particles"
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local text_field = require "modules.ui.components.text_field"
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local counter = require "modules.ui.components.counter"
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local image = require "modules.ui.components.image"
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local button = require "modules.ui.components.button"
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local timer = require "modules.ui.components.timer"
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local tab_page = require "modules.ui.components.tab_page"
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local tabs_container = require "modules.ui.components.tabs_container"
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local spine_anim = require "modules.ui.components.spine_anim"
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local scrolling_box = require "modules.ui.components.scrolling_box"
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local andr_back_btn = require "modules.ui.components.andr_back_btn"
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local LAYOUT_CHANGED = hash("layout_changed")
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local ON_MESSAGE = hash("on_message")
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local ON_INPUT = hash("on_input")
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local ON_SWIPE = hash("on_swipe")
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local ON_UPDATE = hash("on_update")
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M.TRANSLATABLE = hash("TRANSLATABLE")
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local STRING = "string"
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--- Call this method when you need to update translations.
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function M.translate(factory)
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if factory[M.TRANSLATABLE] then
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local key, result
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for i, v in ipairs(factory[M.TRANSLATABLE]) do
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key = v.lang_key or v.name
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if key then
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if v.lang_params then
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result = lang.txp(key, v.lang_params)
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else
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result = lang.txt(key)
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end
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if result then
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lang.set_node_properties(v.node, key)
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end
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result = result or v.last_value
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v:set_to(result)
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end
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end
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end
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end
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--- Called on_message
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function M.on_message(factory, message_id, message, sender)
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if message_id == LAYOUT_CHANGED then
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if factory[LAYOUT_CHANGED] then
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M.translate(factory)
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for i, v in ipairs(factory[LAYOUT_CHANGED]) do
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v:on_layout_updated(message)
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end
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end
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elseif message_id == M.TRANSLATABLE then
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M.translate(factory)
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else
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if factory[ON_MESSAGE] then
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for i, v in ipairs(factory[ON_MESSAGE]) do
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v:on_message(message_id, message, sender)
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end
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end
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end
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end
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--- Called ON_INPUT
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function M.on_input(factory, action_id, action)
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if factory[ON_SWIPE] then
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local v, result
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local len = #factory[ON_SWIPE]
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for i = 1, len do
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v = factory[ON_SWIPE][i]
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result = result or v:on_input(action_id, action)
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end
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if result then
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return true
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end
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end
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if factory[ON_INPUT] then
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local v
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local len = #factory[ON_INPUT]
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for i = 1, len do
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v = factory[ON_INPUT][i]
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if action_id == v.event and action[v.action] and v:on_input(action_id, action) then
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return true
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end
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end
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return false
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end
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return false
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end
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--- Called on_update
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function M.on_update(factory, dt)
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if factory[ON_UPDATE] then
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for i, v in ipairs(factory[ON_UPDATE]) do
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v:on_updated(dt)
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end
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end
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end
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--- Create UI instance for ui elements
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-- @return instance with all ui components
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function M.new(self)
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local factory = setmetatable({}, {__index = M})
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factory.parent = self
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return factory
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end
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local function input_init(factory)
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if not factory.input_inited then
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factory.input_inited = true
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input.focus()
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end
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end
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--------------------------------------------------------------------------------
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local function create(meta, factory, name, ...)
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local instance = setmetatable({}, {__index = meta})
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instance.parent = factory
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if name then
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if type(name) == STRING then
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instance.name = name
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instance.node = gui.get_node(name)
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else
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--name already is node
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instance.name = nil
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instance.node = name
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end
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end
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factory[#factory + 1] = instance
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local register_to = {...}
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for i, v in ipairs(register_to) do
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if not factory[v] then
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factory[v] = {}
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end
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factory[v][#factory[v] + 1] = instance
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end
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return instance
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end
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--- Create new instance of a text_field
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-- @param factory - parent factory
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-- @param name - name of text node
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-- @param init_value - init ui object with this value
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-- @return instance of a text_field
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function M.new_text_field(factory, name, init_value, bounce_in)
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local instance = create(text_field, factory, name, M.TRANSLATABLE, LAYOUT_CHANGED)
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instance.scale_from = gui.get_scale(instance.node)
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instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
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instance:set_to(init_value or 0)
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return instance
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end
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--- Create new instance of a counter
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-- @param factory - parent factory
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-- @param name - name of text node
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-- @param init_value - init ui object with this value
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-- @return instance of a text_field
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function M.new_counter(factory, name, init_value)
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local instance = create(counter, factory, name, LAYOUT_CHANGED, ON_UPDATE)
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instance.scale_from = gui.get_scale(instance.node)
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instance.scale_to = instance.scale_from * 1.2
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instance:set_to(init_value or 0)
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return instance
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end
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--- Create new instance of an image
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-- @param factory - parent factory
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-- @param name - name of image node
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-- @param anim_table - table with animations or frames
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-- @param init_frame - init with this frame
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-- @return instance of an image
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function M.new_image(factory, name, anim_table, init_frame, bounce_in)
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local instance = create(image, factory, name, LAYOUT_CHANGED)
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instance.scale_from = gui.get_scale(instance.node)
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instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
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instance.anim_table = anim_table
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if init_frame then
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instance:set_to(init_frame)
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elseif anim_table then
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instance:set_to(1)
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end
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return instance
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end
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--- Create new instance of a timer
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-- @param factory - parent factory
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-- @param name - name of image node
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-- @param second_from - start time
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-- @param seconds_to - end time
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-- @param callback - call when timer finished
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-- @return instance of a timer
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function M.new_timer(factory, name, second_from, seconds_to, callback)
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local instance = create(timer, factory, name, LAYOUT_CHANGED, ON_UPDATE)
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instance:set_to(second_from)
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instance:set_interval(second_from, seconds_to)
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instance.is_on = true
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instance.callback = callback
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return instance
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end
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--- Add new pie progress component for handling
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-- @param factory - parent factory
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-- @param name - a node name for a pie progress instance
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-- @param init_value - init ui object with this value
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-- @return instance with pie_progress
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function M.new_pie_progress(factory, name, init_value)
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local instance = create(pie_progress_bar, factory, name, LAYOUT_CHANGED)
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instance:set_to(init_value or 1)
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return instance
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end
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--- Add new progress bar component for handling
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-- @param factory - parent factory
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-- @param name - name of the fill node
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-- @param key - x or y - key for scale
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-- @param init_value - init ui object with this value
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-- @return instance with pie_progress
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function M.new_progress_bar(factory, name, key, init_value)
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local instance = create(progress_bar, factory, name, LAYOUT_CHANGED)
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instance.prop = hash("scale."..key)
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instance.key = key
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instance.node = gui.get_node(name)
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instance.scale = gui.get_scale(instance.node)
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instance:set_to(init_value or 1)
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return instance
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end
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--- Create new instance of a flying particles
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-- @param factory - parent factory
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-- @param name - name of prototype
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-- @param count - how many particles need to cache
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-- @param get_pos_func - function that returns target pos for flying
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-- @return instance of a flying particles
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function M.new_flying_particles(factory, name, count, get_pos_func)
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local instance = create(flying_particles, factory, name, LAYOUT_CHANGED)
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instance.get_pos_func = get_pos_func
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local node = instance.node
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instance.node = node
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instance.fly_particles = {}
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instance.fly_particles[1] = node
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for i = 2, count do
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instance.fly_particles[i] = gui.clone(node)
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end
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instance.scale = gui.get_scale(node)
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instance.last_particle = 0
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return instance
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end
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M.BTN_SOUND_FUNC = function() end
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M.BTN_SOUND_DISABLE_FUNC = function()end
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--- Add new button component for handling
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-- @param factory - parent factory
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-- @param name - a node name for a button instance
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-- @param callback - click button callback
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-- @param params - callback parameters, will be returned with self callback(self, params)
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-- @param animate_node_name - node for animation, if it's not a main node
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-- @return instance of button
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function M.new_button(factory, name, callback, params, animate_node_name, event, action, sound, sound_disable)
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input_init(factory)
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local instance = create(button, factory, name, ON_INPUT)
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instance.event = event or input.A_CLICK
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instance.action = action or input.RELEASED
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instance.anim_node = animate_node_name and gui.get_node(animate_node_name) or instance.node
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instance.scale_from = gui.get_scale(instance.anim_node)
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instance.scale_to = instance.scale_from + button.DEFAULT_SCALE_CHANGE
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instance.pos = gui.get_position(instance.anim_node)
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instance.callback = callback
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instance.params = params
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instance.tap_anim = button.tap_scale_animation
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instance.back_anim = button.back_scale_animation
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instance.sound = sound or M.BTN_SOUND_FUNC
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instance.sound_disable = sound_disable or M.BTN_SOUND_DISABLE_FUNC
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return instance
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end
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--- Add reaction for back btn (on Android for example)
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-- @param factory - parent factory
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-- @param callback - tap button callback
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function M.new_back_handler(factory, callback)
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input_init(factory)
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local instance = create(andr_back_btn, factory, nil, ON_INPUT)
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instance.event = input.A_ANDR_BACK
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instance.action = input.RELEASED
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instance.callback = callback
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return instance
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end
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--- Create new tab page instance
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-- @param factory - parent factory
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-- @param name - name of parental node that represents tab page content
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-- @param easing - easing for tab page
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-- @param duration - duration of animation for tab page
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-- @param callback - call when change page
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-- @return instance that represents the tab page
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function M.new_tab_page(factory, name, easing, duration, callback)
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local instance = create(tab_page, factory, name, ON_MESSAGE)
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instance.in_pos = gui.get_position(instance.node)
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instance.out_pos = gui.get_position(instance.node)
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instance.easing = easing or tab_page.DEFAULT_EASING
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instance.duration = duration or tab_page.DEFAULT_DURATION
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instance.callback = callback
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return instance
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end
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--- Create new tab btns container instance
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-- @param factory - parent factory
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-- @param name - name of parental node that represents tab btns container
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-- @return instance that represents the tab btns container
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function M.new_tabs_container(factory, name, callback)
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local instance = create(tabs_container, factory, name, LAYOUT_CHANGED)
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instance:update_sizes()
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instance.url = msg.url()
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--- Create new tab btn instance
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-- @param name - name of parental node that represents tab btn
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-- @return instance that represents the tab btn
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function instance.new_tab_btn(_instance, _name, url, index)
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local params = {url = url, index = index, name = _name}
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local btn = M.new_button(factory, _name, nil, params)
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btn.back_anim = nil
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btn.manual_back = button.back_tab_animation
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btn.tap_anim = button.tap_tab_animation
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btn.callback = function(_, _, force)
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instance.switch_tab(instance, params, force)
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if callback then
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callback(factory.parent, index, force)
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end
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end
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instance[_name] = params
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if not instance.btns then
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instance.btns = {}
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end
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instance.btns[index] = btn
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return btn
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end
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return instance
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end
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--- Add new spine animation
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-- @param factory - parent factory
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-- @param name - a node name for a spine anim
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-- @param idle_table - table with idle animations
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-- @param active_table - table with active animations
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-- @param init_idle - init idle animation name or index in idle table
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-- @return instance with spine anim
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function M.new_spine_anim(factory, name, idle_table, active_table, init_idle)
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local instance = create(spine_anim, factory, name, LAYOUT_CHANGED)
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instance.idle_table = idle_table
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instance.active_table = active_table
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instance:play_idle(init_idle)
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return instance
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end
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--- Add new scrolling box
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-- @param factory - parent factory
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-- @param name - a node name for a spine anim
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-- @param zone_name - node name of zone for tap
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-- @param speed_coef - vector3 coef. of speed for scrolling
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-- @param maximum - vector3 maximum position for scrolling
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-- @param points_of_interest - table with vector3 point of interes
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-- @param callback - scrolling events callback
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-- @return instance with scrolling box
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function M.new_scrolling_box(factory, name, zone_name, speed_coef, maximum, points_of_interest, callback)
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local instance = create(scrolling_box, factory, name, ON_UPDATE, ON_SWIPE)
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instance.pos = gui.get_position(instance.node)
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instance.start_pos = vmath.vector3(instance.pos)
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instance.maximum = maximum
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instance.points_of_interest = points_of_interest
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instance.callback = callback
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if instance.start_pos.x > instance.maximum.x then
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instance.start_pos.x, instance.maximum.x = instance.maximum.x, instance.start_pos.x
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end
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if instance.start_pos.y > instance.maximum.y then
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instance.start_pos.y, instance.maximum.y = instance.maximum.y, instance.start_pos.y
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end
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if type(name) == STRING then
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instance.scrolling_zone = gui.get_node(zone_name)
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else
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instance.scrolling_zone = zone_name
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end
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instance.swipe = {
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minSwipeDistance = 40,
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speed_down_coef = 1.1,
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speed_up_coef = speed_coef or vmath.vector3(1.1, 1.1, 0),
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speed = vmath.vector3(0, 0, 0),
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maximum = vmath.vector3(0, 0, 0),
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min_speed = 2,
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beginX = 0,
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beginY = 0,
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endX = 0,
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endY = 0,
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xDistance = nil,
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yDistance = nil,
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totalSwipeDistanceLeft = nil,
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totalSwipeDistanceRight = nil,
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totalSwipeDistanceUp = nil,
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totalSwipeDistanceDown = nil,
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is_swipe = nil,
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end_move_coef_x = 1,
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end_move_coef_y = 1,
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back_slow_coef = 0.4,
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end_position_x = nil,
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end_position_y = nil,
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is_x = instance.start_pos.x ~= instance.maximum.x,
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is_y = instance.start_pos.y ~= instance.maximum.y
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}
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return instance
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end
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return M
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