mirror of
https://github.com/Insality/druid
synced 2025-06-27 18:37:45 +02:00
492 lines
14 KiB
Lua
492 lines
14 KiB
Lua
local event = require("event.event")
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local helper = require("druid.helper")
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local component = require("druid.component")
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---@alias druid.layout.mode "horizontal"|"vertical"|"horizontal_wrap"
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---@class event.on_size_changed: event
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---@field subscribe fun(_, callback: fun(new_size: vector3), context: any|nil)
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---@class druid.layout.row_data
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---@field width number
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---@field height number
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---@field count number
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---@class druid.layout.rows_data
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---@field total_width number
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---@field total_height number
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---@field nodes_width table<node, number>
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---@field nodes_height table<node, number>
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---@field rows druid.layout.row_data[]>
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---The component used for managing the layout of nodes, placing them inside the node size with respect to the size and pivot of each node
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---@class druid.layout: druid.component
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---@field node node The node to manage the layout of
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---@field rows_data druid.layout.rows_data Last calculated rows data
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---@field is_dirty boolean
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---@field entities node[] The entities to manage the layout of
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---@field margin {x: number, y: number} The margin of the layout
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---@field padding vector4 The padding of the layout
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---@field type string The type of the layout
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---@field is_resize_width boolean True if the layout should resize the width of the node
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---@field is_resize_height boolean True if the layout should resize the height of the node
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---@field is_justify boolean True if the layout should justify the nodes
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---@field on_size_changed event.on_size_changed The event triggered when the size of the layout is changed
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local M = component.create("layout")
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---@param node_or_node_id node|string
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---@param layout_type druid.layout.mode
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function M:init(node_or_node_id, layout_type)
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self.node = self:get_node(node_or_node_id)
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self.is_dirty = true
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self.entities = {}
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self.size = gui.get_size(self.node)
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self.padding = gui.get_slice9(self.node)
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-- Grab default margins from slice9 z/w values
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self.margin = { x = self.padding.z, y = self.padding.w }
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-- Use symmetrical padding from x/z
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self.padding.z = self.padding.x
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self.padding.w = self.padding.y
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self.type = layout_type or "horizontal"
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self.is_resize_width = false
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self.is_resize_height = false
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self.is_justify = false
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self.on_size_changed = event.create() --[[@as event.on_size_changed]]
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end
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function M:update()
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if not self.is_dirty then
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return
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end
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self:refresh_layout()
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end
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---@return node[] entities The entities to manage the layout of
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function M:get_entities()
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return self.entities
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end
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---@param node node The node to set the index of
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---@param index number The index to set the node to
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---@return druid.layout self for chaining
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function M:set_node_index(node, index)
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for i = 1, #self.entities do
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if self.entities[i] == node then
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table.remove(self.entities, i)
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table.insert(self.entities, index, node)
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break
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end
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end
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return self
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end
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---Set the margin of the layout
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---@param margin_x number|nil The margin x
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---@param margin_y number|nil The margin y
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---@return druid.layout self Current layout instance
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function M:set_margin(margin_x, margin_y)
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self.margin.x = margin_x or self.margin.x
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self.margin.y = margin_y or self.margin.y
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self.is_dirty = true
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return self
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end
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---@param padding_x number|nil The padding x
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---@param padding_y number|nil The padding y
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---@param padding_z number|nil The padding z
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---@param padding_w number|nil The padding w
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---@return druid.layout self Current layout instance
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function M:set_padding(padding_x, padding_y, padding_z, padding_w)
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self.padding.x = padding_x or self.padding.x
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self.padding.y = padding_y or self.padding.y
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self.padding.z = padding_z or self.padding.z
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self.padding.w = padding_w or self.padding.w
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self.is_dirty = true
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return self
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end
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---@return druid.layout self Current layout instance
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function M:set_dirty()
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self.is_dirty = true
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return self
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end
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---@param is_justify boolean
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---@return druid.layout self Current layout instance
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function M:set_justify(is_justify)
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self.is_justify = is_justify
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self.is_dirty = true
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return self
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end
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---@param type string The layout type: "horizontal", "vertical", "horizontal_wrap"
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---@return druid.layout self Current layout instance
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function M:set_type(type)
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self.type = type
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self.is_dirty = true
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return self
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end
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---@param is_hug_width boolean
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---@param is_hug_height boolean
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---@return druid.layout self Current layout instance
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function M:set_hug_content(is_hug_width, is_hug_height)
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self.is_resize_width = is_hug_width or false
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self.is_resize_height = is_hug_height or false
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self.is_dirty = true
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return self
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end
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---Add node to layout
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---@param node_or_node_id node|string node_or_node_id
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---@return druid.layout self Current layout instance
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function M:add(node_or_node_id)
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-- Acquire node from entity or by id
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local node = node_or_node_id
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if type(node_or_node_id) == "table" then
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assert(node_or_node_id.node, "The entity should have a node")
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node = node_or_node_id.node
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else
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---@cast node_or_node_id string|node
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node = self:get_node(node_or_node_id)
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end
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---@cast node node
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table.insert(self.entities, node)
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gui.set_parent(node, self.node)
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self.is_dirty = true
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return self
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end
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---Remove node from layout
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---@param node_or_node_id node|string node_or_node_id
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---@return druid.layout self for chaining
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function M:remove(node_or_node_id)
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local node = type(node_or_node_id) == "table" and node_or_node_id.node or self:get_node(node_or_node_id)
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for index = #self.entities, 1, -1 do
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if self.entities[index] == node then
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table.remove(self.entities, index)
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self.is_dirty = true
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break
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end
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end
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return self
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end
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---@return vector3
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function M:get_size()
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return self.size
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end
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---@return number, number
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function M:get_content_size()
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local width = self.size.x - self.padding.x - self.padding.z
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local height = self.size.y - self.padding.y - self.padding.w
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return width, height
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end
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---@return druid.layout self Current layout instance
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function M:refresh_layout()
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local layout_node = self.node
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local entities = self.entities
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local type = self.type -- vertical, horizontal, horizontal_wrap
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local margin = self.margin -- {x: horizontal, y: vertical} in pixels, between elements
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local padding = self.padding -- {x: left, y: top, z: right, w: bottom} in pixels
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local is_justify = self.is_justify
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local size = gui.get_size(layout_node)
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local max_width = size.x - padding.x - padding.z
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local max_height = size.y - padding.y - padding.w
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local layout_pivot_offset = helper.get_pivot_offset(gui.get_pivot(layout_node)) -- {x: -0.5, y: -0.5} - is left bot, {x: 0.5, y: 0.5} - is right top
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local rows_data = self:calculate_rows_data()
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self.rows_data = rows_data
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local rows = rows_data.rows
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local row_index = 1
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local row = rows[row_index]
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-- Current x and Current y is a top left corner of the node
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local current_x = -row.width * (0.5 + layout_pivot_offset.x)
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local current_y = rows_data.total_height * (0.5 - layout_pivot_offset.y)
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if is_justify then
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if (type == "horizontal" or type == "horizontal_wrap") and row.count > 1 then
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current_x = -max_width * (0.5 + layout_pivot_offset.x)
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end
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if type == "vertical" then
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current_y = max_height * (0.5 - layout_pivot_offset.y)
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end
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end
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for index = 1, #entities do
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local node = entities[index]
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local node_width = rows_data.nodes_width[node]
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local node_height = rows_data.nodes_height[node]
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local pivot_offset = helper.get_pivot_offset(gui.get_pivot(node))
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if node_width > 0 or node_height > 0 then
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-- Calculate position for current node
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local position_x, position_y
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if type == "horizontal" then
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position_x = current_x + node_width * (0.5 + pivot_offset.x)
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position_y = current_y - row.height * (0.5 - pivot_offset.y)
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local node_margin = margin.x
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if is_justify and row.count > 1 then
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node_margin = (max_width - row.width) / (row.count - 1) + margin.x
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end
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current_x = current_x + node_width + node_margin
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end
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if type == "vertical" then
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local node_margin = margin.y
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if is_justify then
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node_margin = (max_height - rows_data.total_height) / (#rows - 1) + margin.y
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end
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current_x = -row.width * (0.5 + layout_pivot_offset.x)
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position_x = current_x + row.width * (0.5 + pivot_offset.x)
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position_y = current_y - node_height * (0.5 - pivot_offset.y)
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current_y = current_y - node_height - node_margin
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row_index = row_index + 1
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row = rows[row_index]
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end
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if type == "horizontal_wrap" then
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local width = row.width
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if is_justify and row.count > 0 then
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width = math.max(row.width, max_width)
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end
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local new_row_width = width * (0.5 - layout_pivot_offset.x)
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-- Compare with eps due the float loss and element flickering
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if current_x + node_width - new_row_width > 0.00001 then
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current_y = current_y - row.height - margin.y
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if row_index < #rows then
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row_index = row_index + 1
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row = rows[row_index]
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end
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current_x = -row.width * (0.5 + layout_pivot_offset.x)
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if is_justify and row.count > 1 then
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current_x = -max_width * (0.5 + layout_pivot_offset.x)
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end
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end
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position_x = current_x + node_width * (0.5 + pivot_offset.x)
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position_y = current_y - row.height * (0.5 - pivot_offset.y)
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local node_margin = margin.x
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if is_justify and row.count > 1 then
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node_margin = (max_width - row.width) / (row.count - 1) + margin.x
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end
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current_x = current_x + node_width + node_margin
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end
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do -- Padding offset
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if layout_pivot_offset.x == -0.5 then
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position_x = position_x + padding.x
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end
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if layout_pivot_offset.y == 0.5 then
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position_y = position_y - padding.y
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end
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if layout_pivot_offset.x == 0.5 then
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position_x = position_x - padding.z
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end
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if layout_pivot_offset.y == -0.5 then
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position_y = position_y + padding.w
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end
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end
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self:set_node_position(node, position_x, position_y)
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end
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end
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if self.is_resize_width or self.is_resize_height then
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if self.is_resize_width then
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size.x = rows_data.total_width + padding.x + padding.z
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end
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if self.is_resize_height then
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size.y = rows_data.total_height + padding.y + padding.w
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end
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gui.set_size(layout_node, size)
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self.size = size
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self.on_size_changed(size)
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end
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self.is_dirty = false
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return self
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end
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---@return druid.layout self Current layout instance
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function M:clear_layout()
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for index = #self.entities, 1, -1 do
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self.entities[index] = nil
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end
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self.is_dirty = true
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return self
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end
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---@param node node
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---@return number width The width of the node
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---@return number height The height of the node
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function M:get_node_size(node)
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if not gui.is_enabled(node, false) then
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return 0, 0
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end
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local scale = gui.get_scale(node)
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-- If node has text - get text size instead of node size
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if gui.get_text(node) then
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local text_metrics = helper.get_text_metrics_from_node(node)
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return text_metrics.width * scale.x, text_metrics.height * scale.y
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end
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local size = gui.get_size(node)
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return size.x * scale.x, size.y * scale.y
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end
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---Calculate rows data for layout. Contains total width, height and rows info (width, height, count of elements in row)
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---@local
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---@return druid.layout.rows_data
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function M:calculate_rows_data()
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local entities = self.entities
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local margin = self.margin
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local type = self.type
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local padding = self.padding
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local size = gui.get_size(self.node)
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local max_width = size.x - padding.x - padding.z
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-- Collect rows info about width, height and count of elements in row
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local current_row = { width = 0, height = 0, count = 0 }
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local rows_data = {
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total_width = 0,
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total_height = 0,
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nodes_width = {},
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nodes_height = {},
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rows = { current_row }
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}
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for index = 1, #entities do
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local node = entities[index]
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local node_width = rows_data.nodes_width[node]
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local node_height = rows_data.nodes_height[node]
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-- Get node size if it's not calculated yet
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if not node_width or not node_height then
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node_width, node_height = self:get_node_size(node)
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rows_data.nodes_width[node] = node_width
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rows_data.nodes_height[node] = node_height
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end
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if node_width > 0 or node_height > 0 then
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if type == "horizontal" then
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current_row.width = current_row.width + node_width + margin.x
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current_row.height = math.max(current_row.height, node_height)
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current_row.count = current_row.count + 1
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end
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if type == "vertical" then
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if current_row.count > 0 then
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current_row = { width = 0, height = 0, count = 0 }
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table.insert(rows_data.rows, current_row)
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end
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current_row.width = math.max(current_row.width, node_width + margin.x)
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current_row.height = node_height
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current_row.count = current_row.count + 1
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end
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if type == "horizontal_wrap" then
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if current_row.width + node_width > max_width and current_row.count > 0 then
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current_row = { width = 0, height = 0, count = 0 }
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table.insert(rows_data.rows, current_row)
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end
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current_row.width = current_row.width + node_width + margin.x
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current_row.height = math.max(current_row.height, node_height)
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current_row.count = current_row.count + 1
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end
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end
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end
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-- Remove last margin of each row
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-- Calculate total width and height
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local rows_count = #rows_data.rows
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for index = 1, rows_count do
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local row = rows_data.rows[index]
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if row.width > 0 then
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row.width = row.width - margin.x
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end
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rows_data.total_width = math.max(rows_data.total_width, row.width)
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rows_data.total_height = rows_data.total_height + row.height
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end
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rows_data.total_height = rows_data.total_height + margin.y * (rows_count - 1)
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return rows_data
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end
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---Will reset z value to 0!
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local TEMP_VECTOR = vmath.vector3(0, 0, 0)
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---@param node node
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---@param x number
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---@param y number
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---@return node
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function M:set_node_position(node, x, y)
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TEMP_VECTOR.x = x
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TEMP_VECTOR.y = y
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gui.set_position(node, TEMP_VECTOR)
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return node
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end
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return M
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