mirror of
https://github.com/Insality/druid
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439 lines
12 KiB
Lua
439 lines
12 KiB
Lua
-- Copyright (c) 2021 Maxim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
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--- Component to handle placing components by row and columns.
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-- Grid can anchor your elements, get content size and other
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-- @module StaticGrid
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-- @within BaseComponent
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-- @alias druid.static_grid
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--- On item add callback(self, node, index)
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-- @tfield druid_event on_add_item
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--- On item remove callback(self, index)
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-- @tfield druid_event on_remove_item
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--- On item add or remove callback(self, index)
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-- @tfield druid_event on_change_items
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--- On grid clear callback(self)
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-- @tfield druid_event on_clear
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--- On update item positions callback(self)
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-- @tfield druid_event on_update_positions
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--- Parent gui node
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-- @tfield node parent
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--- List of all grid nodes
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-- @tfield node[] nodes
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--- The first index of node in grid
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-- @tfield number first_index
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--- The last index of node in grid
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-- @tfield number last_index
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--- Item anchor
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-- @tfield vector3 anchor
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--- Item size
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-- @tfield vector3 node_size
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--- The size of item content
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-- @tfield vector4 border
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---
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local const = require("druid.const")
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local Event = require("druid.event")
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local helper = require("druid.helper")
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local component = require("druid.component")
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local StaticGrid = component.create("static_grid", { component.ON_LAYOUT_CHANGE })
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local function _extend_border(border, pos, size, pivot)
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local left = pos.x - size.x/2 - (size.x * pivot.x)
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local right = pos.x + size.x/2 - (size.x * pivot.x)
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local top = pos.y + size.y/2 - (size.y * pivot.y)
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local bottom = pos.y - size.y/2 - (size.y * pivot.y)
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border.x = math.min(border.x, left)
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border.y = math.max(border.y, top)
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border.z = math.max(border.z, right)
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border.w = math.min(border.w, bottom)
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end
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--- Component style params.
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-- You can override this component styles params in druid styles table
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-- or create your own style
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-- @table style
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-- @tfield[opt=false] bool IS_DYNAMIC_NODE_POSES If true, always center grid content as grid pivot sets
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function StaticGrid.on_style_change(self, style)
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self.style = {}
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self.style.IS_DYNAMIC_NODE_POSES = style.IS_DYNAMIC_NODE_POSES or false
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end
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--- Component init function
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-- @tparam StaticGrid self
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-- @tparam node parent The gui node parent, where items will be placed
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-- @tparam node element Element prefab. Need to get it size
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-- @tparam[opt=1] number in_row How many nodes in row can be placed
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function StaticGrid.init(self, parent, element, in_row)
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self.parent = self:get_node(parent)
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self.nodes = {}
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self.pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
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self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0)
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self.in_row = in_row or 1
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self._prefab = self:get_node(element)
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self.node_size = gui.get_size(self._prefab)
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self.node_pivot = const.PIVOTS[gui.get_pivot(self._prefab)]
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self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x
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self._zero_offset = vmath.vector3(
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self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset,
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self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y,
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0)
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self.border = vmath.vector4(0) -- Current grid content size
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self.on_add_item = Event()
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self.on_remove_item = Event()
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self.on_change_items = Event()
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self.on_clear = Event()
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self.on_update_positions = Event()
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self._set_position_function = gui.set_position
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end
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local _temp_pos = vmath.vector3(0)
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--- Return pos for grid node index
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-- @tparam StaticGrid self
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-- @tparam number index The grid element index
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-- @treturn vector3 Node position
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function StaticGrid.get_pos(self, index)
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local row = math.ceil(index / self.in_row) - 1
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local col = (index - row * self.in_row) - 1
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_temp_pos.x = col * self.node_size.x + self._zero_offset.x
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_temp_pos.y = -row * self.node_size.y + self._zero_offset.y
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_temp_pos.z = 0
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return _temp_pos
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end
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--- Return index for grid pos
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-- @tparam StaticGrid self
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-- @tparam vector3 pos The node position in the grid
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-- @treturn number The node index
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function StaticGrid.get_index(self, pos)
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local col = pos.x / self.node_size.x + 1
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local row = -pos.y / self.node_size.y
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col = helper.round(col)
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row = helper.round(row)
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local index = col + (row * self.in_row)
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return math.ceil(index)
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end
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--- Return grid index by node
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-- @tparam StaticGrid self
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-- @tparam node node The gui node in the grid
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-- @treturn number The node index
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function StaticGrid.get_index_by_node(self, node)
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for index, grid_node in pairs(self.nodes) do
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if node == grid_node then
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return index
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end
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end
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return nil
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end
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function StaticGrid.on_layout_change(self)
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self:_update(true)
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end
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--- Set grid anchor. Default anchor is equal to anchor of grid parent node
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-- @tparam StaticGrid self
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-- @tparam vector3 anchor Anchor
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function StaticGrid.set_anchor(self, anchor)
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self.anchor = anchor
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self:_update()
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end
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--- Add new item to the grid
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-- @tparam StaticGrid self
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-- @tparam node item Gui node
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-- @tparam[opt] number index The item position. By default add as last item
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-- @tparam[opt=SHIFT.RIGHT] number shift_policy How shift nodes, if required. See const.SHIFT
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function StaticGrid.add(self, item, index, shift_policy)
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shift_policy = shift_policy or const.SHIFT.RIGHT
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index = index or ((self.last_index or 0) + 1)
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if self.nodes[index] then
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if shift_policy == const.SHIFT.RIGHT then
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for i = self.last_index, index, -1 do
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self.nodes[i + 1] = self.nodes[i]
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end
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end
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if shift_policy == const.SHIFT.LEFT then
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for i = self.first_index, index do
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self.nodes[i - 1] = self.nodes[i]
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end
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end
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end
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self.nodes[index] = item
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gui.set_parent(item, self.parent)
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-- Add new item instantly in new pos. Break update function for correct positioning
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self:_update_indexes()
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self:_update_borders()
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gui.set_position(item, self:get_pos(index) + self:_get_zero_offset())
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self:_update_pos()
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self.on_add_item:trigger(self:get_context(), item, index)
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self.on_change_items:trigger(self:get_context(), index)
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end
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--- Remove the item from the grid. Note that gui node will be not deleted
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-- @tparam StaticGrid self
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-- @tparam number index The grid node index to remove
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-- @tparam[opt=SHIFT.RIGHT] number shift_policy How shift nodes, if required. See const.SHIFT
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-- @treturn Node The deleted gui node from grid
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function StaticGrid.remove(self, index, shift_policy)
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shift_policy = shift_policy or const.SHIFT.RIGHT
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assert(self.nodes[index], "No grid item at given index " .. index)
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local remove_node = self.nodes[index]
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self.nodes[index] = nil
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if shift_policy == const.SHIFT.RIGHT then
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for i = index, self.last_index do
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self.nodes[i] = self.nodes[i + 1]
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end
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end
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if shift_policy == const.SHIFT.LEFT then
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for i = index, self.first_index, -1 do
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self.nodes[i] = self.nodes[i - 1]
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end
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end
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self:_update()
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self.on_remove_item:trigger(self:get_context(), index)
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self.on_change_items:trigger(self:get_context(), index)
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return remove_node
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end
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--- Return grid content size
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-- @tparam StaticGrid self
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-- @treturn vector3 The grid content size
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function StaticGrid.get_size(self)
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return vmath.vector3(
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self.border.z - self.border.x,
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self.border.y - self.border.w,
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0)
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end
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function StaticGrid.get_size_for(self, count)
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if not count or count == 0 then
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return vmath.vector3(0)
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end
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local border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge)
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local size = self.node_size
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local pivot = self.node_pivot
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_extend_border(border, self:get_pos(1), size, pivot)
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_extend_border(border, self:get_pos(count), size, pivot)
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if count >= self.in_row then
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_extend_border(border, self:get_pos(self.in_row), size, pivot)
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end
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return vmath.vector3(
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border.z - border.x,
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border.y - border.w,
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0)
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end
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--- Return grid content borders
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-- @tparam StaticGrid self
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-- @treturn vector3 The grid content borders
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function StaticGrid.get_borders(self)
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return self.border
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end
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--- Return array of all node positions
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-- @tparam StaticGrid self
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-- @treturn vector3[] All grid node positions
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function StaticGrid.get_all_pos(self)
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local result = {}
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for i, node in pairs(self.nodes) do
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table.insert(result, gui.get_position(node))
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end
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return result
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end
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--- Change set position function for grid nodes. It will call on
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-- update poses on grid elements. Default: gui.set_position
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-- @tparam StaticGrid self
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-- @tparam function callback Function on node set position
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-- @treturn druid.static_grid Current grid instance
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function StaticGrid.set_position_function(self, callback)
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self._set_position_function = callback or gui.set_position
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return self
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end
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--- Clear grid nodes array. GUI nodes will be not deleted!
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-- If you want to delete GUI nodes, use static_grid.nodes array before grid:clear
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-- @tparam StaticGrid self
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-- @treturn druid.static_grid Current grid instance
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function StaticGrid.clear(self)
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self.border.x = 0
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self.border.y = 0
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self.border.w = 0
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self.border.z = 0
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self.nodes = {}
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self:_update()
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self.on_clear:trigger(self:get_context())
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return self
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end
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--- Return StaticGrid offset, where StaticGrid content starts.
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-- @tparam StaticGrid self The StaticGrid instance
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-- @treturn vector3 The StaticGrid offset
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function StaticGrid:get_offset()
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local borders = self:get_borders()
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local size = self:get_size()
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local offset = vmath.vector3(
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(borders.z + borders.x)/2 + size.x * self.pivot.x,
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(borders.y + borders.w)/2 + size.y * self.pivot.y,
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0)
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return offset
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end
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--- Update grid inner state
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-- @tparam StaticGrid self
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-- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback
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-- @local
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function StaticGrid._update(self, is_instant)
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self:_update_indexes()
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self:_update_borders()
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self:_update_pos(is_instant)
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end
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--- Update first and last indexes of grid nodes
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-- @tparam StaticGrid self
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-- @local
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function StaticGrid._update_indexes(self)
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self.first_index = nil
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self.last_index = nil
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for index in pairs(self.nodes) do
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self.first_index = self.first_index or index
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self.last_index = self.last_index or index
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self.first_index = math.min(self.first_index, index)
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self.last_index = math.max(self.last_index, index)
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end
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end
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--- Update grid content borders, recalculate min and max values
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-- @tparam StaticGrid self
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-- @local
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function StaticGrid._update_borders(self)
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if not self.first_index then
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self.border = vmath.vector4(0)
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return
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end
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self.border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge)
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local size = self.node_size
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local pivot = self.node_pivot
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for index, node in pairs(self.nodes) do
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_extend_border(self.border, self:get_pos(index), size, pivot)
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end
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end
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--- Update grid nodes position
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-- @tparam StaticGrid self
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-- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback
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-- @local
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function StaticGrid._update_pos(self, is_instant)
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local zero_offset = self:_get_zero_offset()
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for i, node in pairs(self.nodes) do
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local pos = self:get_pos(i)
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pos.x = pos.x + zero_offset.x
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pos.y = pos.y + zero_offset.y
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if is_instant then
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gui.set_position(node, pos)
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else
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self._set_position_function(node, pos)
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end
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end
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self.on_update_positions:trigger(self:get_context())
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end
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--- Return elements offset for correct posing nodes. Correct posing at
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-- parent pivot node (0:0) with adjusting of node sizes and anchoring
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-- @function static_grid:_get_zero_offset
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-- @treturn vector3 The offset vector
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-- @local
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function StaticGrid:_get_zero_offset()
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if not self.style.IS_DYNAMIC_NODE_POSES then
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return const.VECTOR_ZERO
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end
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-- zero offset: center pos - border size * anchor
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return vmath.vector3(
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-((self.border.x + self.border.z)/2 + (self.border.z - self.border.x) * self.pivot.x),
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-((self.border.y + self.border.w)/2 + (self.border.y - self.border.w) * self.pivot.y),
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0
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)
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end
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return StaticGrid
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