Druid-Extension/druid/base/static_grid.lua
2020-09-21 00:47:08 +03:00

312 lines
8.0 KiB
Lua

--- Component to handle placing components by row and columns.
-- Grid can anchor your elements, get content size and other
-- @module druid.static_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_change_items On item add or 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 static_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.first_index = nil
self.last_index = nil
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) -- Current grid content size
self.border_offset = vmath.vector3(0)
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 function _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
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 static_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 static_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
--- Return grid index by node
-- @function static_grid:get_index_by_node
-- @tparam node node The gui node in the grid
-- @treturn number The node index
function M.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 M.on_layout_change(self)
update_pos(self, true)
end
--- Set grid items offset, the distance between items
-- @function static_grid:set_offset
-- @tparam vector3 offset Offset
function M.set_offset(self, offset)
self.offset = offset
update_pos(self)
end
--- Set grid anchor
-- @function static_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 static_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.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)
local pos = self:get_pos(index)
-- Add new item instantly in new pos
gui.set_position(item, pos)
for i, _ in pairs(self.nodes) do
update_border_offset(self, self:get_pos(i))
end
update_pos(self)
_update_indexes(self)
self.on_add_item:trigger(self:get_context(), item, index)
self.on_change_items:trigger(self:get_context(), index)
end
function M:remove(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
-- Recalculate borders
self.border = vmath.vector4(0)
update_border_offset(self, self:get_pos(1))
for i, _ in pairs(self.nodes) do
update_border_offset(self, self:get_pos(i))
end
update_pos(self)
_update_indexes(self)
self.on_add_item:trigger(self:get_context(), index)
self.on_change_items:trigger(self:get_context(), index)
end
--- Return grid content size
-- @function static_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 static_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 static_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 static_grid.nodes array before grid:clear
-- @function static_grid:clear
function M.clear(self)
self.border.x = 0
self.border.y = 0
self.border.w = 0
self.border.z = 0
update_border_offset(self, self:get_pos(1))
self.nodes = {}
_update_indexes(self)
end
return M