Druid-Extension/druid/base/dynamic_grid.lua
2020-09-24 09:23:45 +03:00

321 lines
8.6 KiB
Lua

--- Component to handle placing components in row
-- @module druid.dynamic_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 number first_index The first index of node in grid
-- @tfield number last_index The last index of node in grid
-- @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
local const = require("druid.const")
local Event = require("druid.event")
local helper = require("druid.helper")
local component = require("druid.component")
local DynamicGrid = component.create("dynamic_grid", { const.ON_LAYOUT_CHANGE })
local SIDE_VECTORS = {
LEFT = vmath.vector3(-1, 0, 0),
RIGHT = vmath.vector3(1, 0, 0),
TOP = vmath.vector3(0, -1, 0),
BOT = vmath.vector3(0, 1, 0),
}
--- Component init function
-- @function dynamic_grid:init
-- @tparam node parent The gui node parent, where items will be placed
-- @tparam enum.side side The grid side. By default - vertical
function DynamicGrid:init(parent, side)
self.nodes = {}
self.side = side or const.SIDE.Y
self.parent = self:get_node(parent)
self.offset = vmath.vector3(0)
self.border = vmath.vector4(0) -- Current grid content size
self.pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 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
--- Return pos for grid node index
-- @function dynamic_grid:get_pos
-- @tparam number index The grid element index
-- @tparam node node The node to be placed
-- @treturn vector3 Node position
function DynamicGrid:get_pos(index, node)
local prev_node = self.nodes[index-1]
local next_node = self.nodes[index+1]
if not prev_node and not next_node then
-- TODO: assert no elements in grid now
local size = self:_get_node_size(node)
local pivot = const.PIVOTS[gui.get_pivot(node)]
return vmath.vector3(
size.x * pivot.x - size.x * self.pivot.x,
size.y * pivot.y - size.y * self.pivot.y,
0)
end
if prev_node then
return self:_get_next_node_pos(index - 1, node, self:_get_side_vector(self.side, 1))
end
if next_node then
return self:_get_next_node_pos(index + 1, node, self:_get_side_vector(self.side, -1))
end
end
function DynamicGrid:on_layout_change()
self:_update_pos(true)
end
--- Set grid items offset, the distance between items
-- @function dynamic_grid:set_offset
-- @tparam vector3 offset Offset
function DynamicGrid:set_offset(offset)
self.offset = offset
self:_update_pos()
end
--- Set grid anchor. Default anchor is equal to anchor of grid parent node
-- @function dynamic_grid:set_anchor
-- @tparam vector3 anchor Anchor
function DynamicGrid:set_anchor(anchor)
self.anchor = anchor
self:_update_pos()
end
--- Add new item to the grid
-- @function dynamic_grid:add
-- @tparam node item Gui node
-- @tparam[opt] number index The item position. By default add as last item
function DynamicGrid:add(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:_add_node(item, index)
self:_update_borders()
self:_update_pos()
self:_update_indexes()
self.on_add_item:trigger(self:get_context(), item, index)
self.on_change_items:trigger(self:get_context(), index)
end
--- Remove the item from the grid. Note that gui node will be not deleted
-- @function dynamic_grid:remove
-- @tparam number index The grid node index to remove
-- @tparam bool is_shift_nodes If true, will shift nodes left after index
function DynamicGrid: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
self:_update_borders()
self:_update_pos()
self:_update_indexes()
self.on_add_item:trigger(self:get_context(), index)
self.on_change_items:trigger(self:get_context(), index)
end
--- Return grid content size
-- @function dynamic_grid:get_size
-- @treturn vector3 The grid content size
function DynamicGrid:get_size(border)
border = border or self.border
return vmath.vector3(
border.z - border.x,
border.y - border.w,
0)
end
function DynamicGrid:get_center_position()
return vmath.vector3(
(self.border.x + self.border.z)/2,
(self.border.y + self.border.w)/2,
0)
end
--- Return array of all node positions
-- @function dynamic_grid:get_all_pos
-- @treturn vector3[] All grid node positions
function DynamicGrid:get_all_pos()
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 dynamic_grid:set_position_function
-- @tparam function callback Function on node set position
function DynamicGrid:set_position_function(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 dynamic_grid.nodes array before grid:clear
-- @function dynamic_grid:clear
function DynamicGrid:clear()
self.nodes = {}
self:_update_borders()
self:_update_indexes()
end
--- Return the grid nodes table
-- @function dynamic_grid:get_nodes
-- @treturn table<index, node> The grid nodes
function DynamicGrid:get_nodes()
return self.nodes
end
function DynamicGrid:_update_indexes()
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
function DynamicGrid:_update_borders()
local border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge)
for index, node in pairs(self.nodes) do
local pos = node.pos
local size = node.size
local pivot = node.pivot
local left = pos.x - size.x/2 - (size.x * pivot.x)
local right = pos.x + size.x/2 - (size.x * pivot.x)
local top = pos.y + size.y/2 - (size.y * pivot.y)
local bottom = pos.y - size.y/2 - (size.y * pivot.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
self.border = border
end
function DynamicGrid:_update_pos(is_instant)
for index, node in pairs(self.nodes) do
if is_instant then
gui.set_position(node.node, node.pos)
else
self._set_position_function(node.node, node.pos)
end
end
self.on_update_positions:trigger(self:get_context())
end
function DynamicGrid:_get_next_node_pos(origin_node_index, new_node, place_side)
local node = self.nodes[origin_node_index]
local new_node_size = self:_get_node_size(new_node)
local new_pivot = const.PIVOTS[gui.get_pivot(new_node)]
local dist_x = (node.size.x/2 + new_node_size.x/2) * place_side.x
local dist_y = (node.size.y/2 + new_node_size.y/2) * place_side.y
local node_center_x = node.pos.x - node.size.x * node.pivot.x
local node_center_y = node.pos.y - node.size.y * node.pivot.y
return vmath.vector3(
node_center_x + dist_x + new_node_size.x * new_pivot.x,
node_center_y - dist_y + new_node_size.y * new_pivot.y,
0
)
end
function DynamicGrid:_get_node_size(node)
return vmath.mul_per_elem(gui.get_size(node), gui.get_scale(node))
end
function DynamicGrid:_add_node(node, index)
self.nodes[index] = {
node = node,
pos = self:get_pos(index, node),
size = self:_get_node_size(node),
pivot = const.PIVOTS[gui.get_pivot(node)]
}
-- Add new item instantly in new pos
gui.set_parent(node, self.parent)
gui.set_position(node, self.nodes[index].pos)
end
function DynamicGrid:_get_side_vector(side, is_forward)
if side == const.SIDE.X then
return is_forward and SIDE_VECTORS.RIGHT or SIDE_VECTORS.LEFT
end
if side == const.SIDE.Y then
return is_forward and SIDE_VECTORS.BOT or SIDE_VECTORS.TOP
end
end
return DynamicGrid