mirror of
https://github.com/Insality/druid
synced 2025-06-27 10:27:48 +02:00
527 lines
15 KiB
Lua
527 lines
15 KiB
Lua
local const = require("druid.const")
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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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---@class druid.grid.style
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---@field IS_DYNAMIC_NODE_POSES boolean|nil If true, always center grid content as grid pivot sets. Default: false
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---@field IS_ALIGN_LAST_ROW boolean|nil If true, always align last row of the grid as grid pivot sets. Default: false
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---The component for manage the nodes position in the grid with various options
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---@class druid.grid: druid.component
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---@field on_add_item event fun(self: druid.grid, item: node, index: number) Trigger on add item event
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---@field on_remove_item event fun(self: druid.grid, index: number) Trigger on remove item event
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---@field on_change_items event fun(self: druid.grid, index: number) Trigger on change items event
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---@field on_clear event fun(self: druid.grid) Trigger on clear event
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---@field on_update_positions event fun(self: druid.grid) Trigger on update positions event
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---@field parent node Parent node
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---@field nodes node[] Nodes array
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---@field first_index number First index
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---@field last_index number Last index
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---@field anchor vector3 Anchor
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---@field pivot vector3 Pivot
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---@field node_size vector3 Node size
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---@field border vector4 Border
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---@field in_row number In row
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---@field style druid.grid.style Style
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local M = component.create("grid")
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---The constructor for the grid component
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---@param parent string|node The GUI Node container, where grid's items will be placed
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---@param element node Element prefab. Need to get it size
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---@param in_row number|nil How many nodes in row can be placed. By default 1
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function M:init(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(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.create()
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self.on_remove_item = event.create()
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self.on_change_items = event.create()
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self.on_clear = event.create()
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self.on_update_positions = event.create()
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self._set_position_function = gui.set_position
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end
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---@private
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---@param style druid.grid.style
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function M:on_style_change(style)
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self.style = {
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IS_DYNAMIC_NODE_POSES = style.IS_DYNAMIC_NODE_POSES or false,
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IS_ALIGN_LAST_ROW = style.IS_ALIGN_LAST_ROW or false,
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}
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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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---@param index number The grid element index
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---@return vector3 position Node position
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function M:get_pos(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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local zero_offset_x = self:_get_zero_offset_x(row)
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_temp_pos.x = col * self.node_size.x + 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 grid index by position
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---@param pos vector3 The node position in the grid
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---@return number index The node index
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function M:get_index(pos)
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-- Offset to left-top corner from node pivot
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local node_offset_x = self.node_size.x * (-0.5 + self.node_pivot.x)
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local node_offset_y = self.node_size.y * (0.5 - self.node_pivot.y)
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local col = (pos.x + node_offset_x) / self.node_size.x + 1
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local row = -(pos.y + node_offset_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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---@param node node The gui node in the grid
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---@return number|nil index The node index
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function M:get_index_by_node(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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---@private
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function M:on_layout_change()
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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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---@param anchor vector3 Anchor
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function M:set_anchor(anchor)
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self.anchor = anchor
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self:_update()
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end
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---Instantly update the grid content
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---@return druid.grid self Current grid instance
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function M:refresh()
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self:_update(true)
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return self
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end
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---Set grid pivot
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---@param pivot constant The new pivot
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---@return druid.grid self Current grid instance
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function M:set_pivot(pivot)
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local prev_pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
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self.pivot = helper.get_pivot_offset(pivot)
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local width = gui.get(self.parent, "size.x")
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local height = gui.get(self.parent, "size.y")
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local position = gui.get_position(self.parent)
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position.x = position.x + width * (self.pivot.x - prev_pivot.x)
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position.y = position.y + height * (self.pivot.y - prev_pivot.y)
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gui.set_position(self.parent, position)
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gui.set_pivot(self.parent, pivot)
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self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0)
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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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)
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self:_update(true)
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return self
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end
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---Add new item to the grid
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---@param item node GUI node
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---@param index number|nil The item position. By default add as last item
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---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT
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---@param is_instant boolean|nil If true, update node positions instantly
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---@return druid.grid self Current grid instance
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function M:add(item, index, shift_policy, is_instant)
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index = index or ((self.last_index or 0) + 1)
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helper.insert_with_shift(self.nodes, item, index, shift_policy)
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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(is_instant)
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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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return self
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end
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---Set new items to the grid. All previous items will be removed
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---@param nodes node[] The new grid nodes
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---@param is_instant boolean|nil If true, update node positions instantly
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---@return druid.grid self Current grid instance
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function M:set_items(nodes, is_instant)
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self.nodes = nodes
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for index = 1, #nodes do
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local item = nodes[index]
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gui.set_parent(item, self.parent)
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end
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self:_update(is_instant)
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self.on_change_items:trigger(self:get_context())
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return self
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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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---@param index number The grid node index to remove
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---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT
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---@param is_instant boolean|nil If true, update node positions instantly
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---@return node node The deleted gui node from grid
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function M:remove(index, shift_policy, is_instant)
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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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helper.remove_with_shift(self.nodes, index, shift_policy)
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self:_update(is_instant)
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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 items count in grid
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---@return number count The items count in grid
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function M:get_items_count()
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return #self.nodes
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end
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---Return grid content size
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---@return vector3 size The grid content size
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function M:get_size()
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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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---Return grid content size for given count of nodes
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---@param count number The count of nodes
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---@return vector3 size The grid content size
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function M:get_size_for(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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self:_extend_border(border, self:get_pos(1), size, pivot)
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self:_extend_border(border, self:get_pos(count), size, pivot)
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if count >= self.in_row then
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self:_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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---@return vector4 borders The grid content borders
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function M:get_borders()
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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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---@return vector3[] positions All grid node positions
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function M:get_all_pos()
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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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---@param callback function Function on node set position
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---@return druid.grid self Current grid instance
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function M:set_position_function(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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---@return druid.grid self Current grid instance
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function M:clear()
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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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self.on_change_items: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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---@return vector3 offset The StaticGrid offset
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function M: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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---Set new in_row elements for grid
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---@param in_row number The new in_row value
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---@return druid.grid self Current grid instance
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function M:set_in_row(in_row)
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self.in_row = in_row
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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:_update(true)
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self.on_change_items:trigger(self:get_context())
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return self
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end
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---Set new node size for grid
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---@param width number|nil The new node width
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---@param height number|nil The new node height
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---@return druid.grid self Current grid instance
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function M:set_item_size(width, height)
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if width then
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self.node_size.x = width
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end
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if height then
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self.node_size.y = height
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end
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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:_update()
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self.on_change_items:trigger(self:get_context())
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return self
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end
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---Sort grid nodes by custom comparator function
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---@param comparator function The comparator function. (a, b) -> boolean
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---@return druid.grid self Current grid instance
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function M:sort_nodes(comparator)
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table.sort(self.nodes, comparator)
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self:_update(true)
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return self
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end
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---Update grid inner state
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---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
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---@private
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function M:_update(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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---@private
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function M:_update_indexes()
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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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---@private
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function M:_update_borders()
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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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self:_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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---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
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---@private
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function M:_update_pos(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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---@return vector3 The offset vector
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---@private
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function M:_get_zero_offset()
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if not self.style.IS_DYNAMIC_NODE_POSES then
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return vmath.vector3(0)
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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 offset x for last row in grid. Used to align this row accorting to grid's anchor
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---@return number The offset x value
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---@private
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function M:_get_zero_offset_x(row_index)
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if not self.style.IS_DYNAMIC_NODE_POSES or not self.style.IS_ALIGN_LAST_ROW then
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return self._zero_offset.x
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end
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local offset_x = self._zero_offset.x
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local last_row = math.ceil(self.last_index / self.in_row) - 1
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if last_row > 0 and last_row == row_index then
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local elements_in_row = (self.last_index - (last_row * self.in_row)) - 1
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local offset = elements_in_row * self.node_size.x * self.anchor.x
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offset_x = self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - offset
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end
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return offset_x
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end
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|
|
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---@param border vector4 Will be updated with new border values
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---@param pos vector3
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---@param size vector3
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---@param pivot vector3
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function M:_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)
|
|
end
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|
|
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return M
|