2025-05-17 13:36:34 +03:00

514 lines
14 KiB
Lua

local helper = require("druid.helper")
local property_checkbox = require("druid.widget.properties_panel.properties.property_checkbox")
local property_slider = require("druid.widget.properties_panel.properties.property_slider")
local property_button = require("druid.widget.properties_panel.properties.property_button")
local property_input = require("druid.widget.properties_panel.properties.property_input")
local property_text = require("druid.widget.properties_panel.properties.property_text")
local property_left_right_selector = require("druid.widget.properties_panel.properties.property_left_right_selector")
local property_vector3 = require("druid.widget.properties_panel.properties.property_vector3")
---@class druid.widget.properties_panel: druid.widget
---@field root node
---@field scroll druid.scroll
---@field layout druid.layout
---@field container druid.container
---@field container_content druid.container
---@field container_scroll_view druid.container
---@field contaienr_scroll_content druid.container
---@field button_hidden druid.button
---@field text_header druid.text
---@field paginator druid.widget.property_left_right_selector
---@field properties druid.widget[] List of created properties
---@field properties_constructors fun()[] List of properties functions to create a new widget. Used to not spawn non-visible widgets but keep the reference
local M = {}
function M:init()
self.root = self:get_node("root")
self.content = self:get_node("content")
self.container = self.druid:new_container(self.root)
self.container:add_container("header")
self.container_content = self.container:add_container("content")
self.container_scroll_view = self.container_content:add_container("scroll_view")
self.contaienr_scroll_content = self.container_scroll_view:add_container("scroll_content")
self.default_size = self.container:get_size()
-- To have ability to go back to previous scene, collections of all properties to rebuild
self.scenes = {}
self.properties = {}
self.properties_constructors = {}
self.current_page = 1
self.properties_per_page = 15
self.text_header = self.druid:new_text("text_header")
self.scroll = self.druid:new_scroll("scroll_view", "scroll_content")
self.layout = self.druid:new_layout("scroll_content", "vertical")
:set_hug_content(false, true)
:set_padding(nil, 0)
self.layout.on_size_changed:subscribe(self.on_size_changed, self)
self.druid:new_drag("header", self.on_drag_widget)
self.button_hidden = self.druid:new_button("icon_drag", function()
self:set_hidden(not self._is_hidden)
end):set_style(nil)
self.button_back = self.druid:new_button("icon_back", function()
self:previous_scene()
end)
gui.set_enabled(self.button_back.node, false)
-- We not using as a part of properties, since it handled in a way to be paginable
self.paginator = self.druid:new_widget(property_left_right_selector, "property_left_right_selector", "root")
self.paginator:set_text("Page")
self.paginator:set_number_type(1, 1, true)
self.paginator:set_value(self.current_page)
self.paginator.on_change_value:subscribe(function(value)
self:set_page(value)
end)
local width = self.layout:get_content_size()
self.paginator.container:set_size(width)
gui.set_enabled(self.paginator.root, false)
gui.set_enabled(self:get_node("property_checkbox/root"), false)
gui.set_enabled(self:get_node("property_slider/root"), false)
gui.set_enabled(self:get_node("property_button/root"), false)
gui.set_enabled(self:get_node("property_input/root"), false)
gui.set_enabled(self:get_node("property_text/root"), false)
gui.set_enabled(self:get_node("property_left_right_selector/root"), false)
gui.set_enabled(self:get_node("property_vector3/root"), false)
end
function M:on_remove()
self:clear()
end
function M:on_drag_widget(dx, dy)
local position = self.container:get_position()
self.container:set_position(position.x + dx, position.y + dy)
end
function M:clear_created_properties()
for index = 1, #self.properties do
local property = self.properties[index]
local root = property.root --[[@as node]]
if root then
-- If prefab used clone nodes we can remove it
if property:get_nodes() then
gui.delete_node(root)
else
-- Probably we have component placed on scene directly
gui.set_enabled(root, false)
end
end
self.druid:remove(self.properties[index])
end
self.properties = {}
self.layout:clear_layout()
-- Use paginator as "pinned" widget
self.layout:add(self.paginator.root)
end
function M:next_scene()
local scene = {
header = self.text_header:get_text(),
current_page = self.current_page,
}
helper.add_array(scene, self.properties_constructors)
table.insert(self.scenes, scene)
self:clear()
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:previous_scene()
local scene = table.remove(self.scenes)
self:clear()
helper.add_array(self.properties_constructors, scene)
self.text_header:set_text(scene.header)
self.current_page = scene.current_page
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:clear()
self:clear_created_properties()
self.properties_constructors = {}
end
function M:on_size_changed(new_size)
self.container_content:set_size(new_size.x, new_size.y, gui.PIVOT_N)
self.default_size = vmath.vector3(new_size.x, new_size.y + 50, 0)
if not self._is_hidden then
self.container:set_size(self.default_size.x, self.default_size.y, gui.PIVOT_N)
end
local width = self.layout:get_size().x - self.layout.padding.x - self.layout.padding.z
for index = 1, #self.properties do
local property = self.properties[index]
local container = property.container --[[@as druid.container]]
if container then
container:set_size(width)
end
end
self.paginator.container:set_size(width)
end
function M:update(dt)
if self.is_dirty then
self.is_dirty = false
self:clear_created_properties()
local properties_count = #self.properties_constructors
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
for index = start_index, end_index do
self.properties_constructors[index]()
end
end
end
---@param on_create fun(checkbox: druid.widget.property_checkbox)|nil
---@return druid.widget.properties_panel
function M:add_checkbox(on_create)
return self:add_inner_widget(property_checkbox, "property_checkbox", "root", on_create)
end
---@param on_create fun(slider: druid.widget.property_slider)|nil
---@return druid.widget.properties_panel
function M:add_slider(on_create)
return self:add_inner_widget(property_slider, "property_slider", "root", on_create)
end
---@param on_create fun(button: druid.widget.property_button)|nil
---@return druid.widget.properties_panel
function M:add_button(on_create)
return self:add_inner_widget(property_button, "property_button", "root", on_create)
end
---@param on_create fun(input: druid.widget.property_input)|nil
---@return druid.widget.properties_panel
function M:add_input(on_create)
return self:add_inner_widget(property_input, "property_input", "root", on_create)
end
---@param on_create fun(text: druid.widget.property_text)|nil
function M:add_text(on_create)
return self:add_inner_widget(property_text, "property_text", "root", on_create)
end
---@param on_create fun(selector: druid.widget.property_left_right_selector)|nil
function M:add_left_right_selector(on_create)
return self:add_inner_widget(property_left_right_selector, "property_left_right_selector", "root", on_create)
end
---@param on_create fun(vector3: druid.widget.property_vector3)|nil
function M:add_vector3(on_create)
return self:add_inner_widget(property_vector3, "property_vector3", "root", on_create)
end
---@generic T: druid.widget
---@param widget_class T
---@param template string|nil
---@param nodes table<hash, node>|string|node|nil
---@param on_create fun(widget: T)|nil
---@return druid.widget.properties_panel
function M:add_inner_widget(widget_class, template, nodes, on_create)
table.insert(self.properties_constructors, function()
local widget = self.druid:new_widget(widget_class, template, nodes)
self:add_property(widget)
if on_create then
on_create(widget)
end
end)
self.is_dirty = true
return self
end
---@param create_widget_callback fun(): druid.widget
---@return druid.widget.properties_panel
function M:add_widget(create_widget_callback)
table.insert(self.properties_constructors, function()
local widget = create_widget_callback()
self:add_property(widget)
end)
self.is_dirty = true
return self
end
---@private
function M:create_from_prefab(widget_class, template, nodes)
return self:add_property(self.druid:new_widget(widget_class, template, nodes))
end
---@private
function M:add_property(widget)
gui.set_enabled(widget.root, true)
table.insert(self.properties, widget)
local width = self.layout:get_content_size()
widget.container:set_size(width)
self.layout:add(widget.root)
return widget
end
function M:remove(widget)
for index = 1, #self.properties do
if self.properties[index] == widget then
self.druid:remove(widget)
self.layout:remove(widget.root)
-- If prefab used clone nodes we can remove it
if widget:get_nodes() then
gui.delete_node(widget.root)
else
-- Probably we have component placed on scene directly
gui.set_enabled(widget.root, false)
end
table.remove(self.properties, index)
break
end
end
end
function M:set_hidden(is_hidden)
self._is_hidden = is_hidden
local hidden_size = gui.get_size(self:get_node("header"))
local new_size = self._is_hidden and hidden_size or self.default_size
self.container:set_size(new_size.x, new_size.y, gui.PIVOT_N)
gui.set_enabled(self.content, not self._is_hidden)
end
function M:is_hidden()
return self._is_hidden
end
function M:load_previous_page()
self.current_page = self.current_page - 1
self.is_dirty = true
end
---@param properties_per_page number
function M:set_properties_per_page(properties_per_page)
self.properties_per_page = properties_per_page
end
---Set a page of current scene
---@param page number
function M:set_page(page)
self.current_page = page
self.is_dirty = true
end
---Set a text at left top corner of the properties panel
---@param header string
function M:set_header(header)
self.text_header:set_text(header)
end
---@param data table
function M:render_lua_table(data)
local component_order = {}
for component_id in pairs(data) do
table.insert(component_order, component_id)
end
table.sort(component_order, function(a, b)
local a_type = type(data[a])
local b_type = type(data[b])
if a_type ~= b_type then
return a_type < b_type
end
if type(a) == "number" and type(b) == "number" then
return a < b
end
return tostring(a) < tostring(b)
end)
for i = 1, #component_order do
local component_id = component_order[i]
local component = data[component_id]
self:add_property_component(component_id, component, data)
end
local metatable = getmetatable(data)
if metatable and metatable.__index and type(metatable.__index) == "table" then
local metatable_order = {}
for key in pairs(metatable.__index) do
table.insert(metatable_order, key)
end
table.sort(metatable_order)
for i = 1, #metatable_order do
local component_id = metatable_order[i]
local component = metatable.__index[component_id]
self:add_property_component("M:" .. component_id, component, data)
end
end
end
---@private
---@param component_id string
---@param component table
---@param context table
function M:add_property_component(component_id, component, context)
local component_type = type(component)
if component_type == "table" then
local is_empty = next(component) == nil
local is_array = component[1] ~= nil
local name = "Inspect"
if is_empty then
name = "Inspect (Empty)"
end
if is_array then
name = "Inspect (" .. #component .. ")"
end
local button_name = component_id
-- If it's a number or array, try to get the id/name/prefab_id from the component
if type(component) == "table" and type(component_id) == "number" then
local extracted_id = component.name or component.prefab_id or component.node_id or component.id
if extracted_id then
button_name = component_id .. ". " .. extracted_id
end
end
self:add_button(function(button)
button:set_text_property(button_name)
button:set_text_button(name)
button.button.on_click:subscribe(function()
self:next_scene()
self:set_header(button_name)
self:render_lua_table(component)
end)
end)
end
if component_type == "string" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(component))
input:on_change(function(_, value)
context[component_id] = value
end)
end)
end
if component_type == "number" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(helper.round(component, 3)))
input:on_change(function(_, value)
context[component_id] = tonumber(value)
end)
end)
end
if component_type == "boolean" then
self:add_checkbox(function(checkbox)
checkbox:set_text_property(tostring(component_id))
checkbox:set_value(component)
checkbox:on_change(function(value)
context[component_id] = value
end)
end)
end
if component_type == "userdata" then
if types.is_vector3(component) then
---@cast component vector3
self:add_vector3(function(vector3)
vector3:set_text_property(tostring(component_id))
vector3:set_value(component.x, component.y, component.z)
vector3.on_change:subscribe(function(value)
component.x = value.x
component.y = value.y
component.z = value.z
end)
end)
else
self:add_text(function(text)
text:set_text_property(tostring(component_id))
text:set_text_value(tostring(component))
end)
end
end
if component_type == "function" then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call")
button.button.on_click:subscribe(function()
component(context)
end)
end)
end
end
return M