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Add scroll:bind_grid function
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@ -245,17 +245,21 @@ end
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-- update poses on grid elements. Default: gui.set_position
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-- @function dynamic_grid:set_position_function
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-- @tparam function callback Function on node set position
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-- @treturn druid.dynamic_grid Current grid instance
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function DynamicGrid: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 dynamic_grid.nodes array before grid:clear
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-- @function dynamic_grid:clear
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-- @treturn druid.dynamic_grid Current grid instance
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function DynamicGrid:clear()
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self.nodes = {}
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self:_update()
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return self
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end
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@ -118,8 +118,11 @@ function Scroll:init(view_node, content_node)
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self.selected = nil
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self.is_animate = false
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self._is_horizontal_scroll = true
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self._is_vertical_scroll = true
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self._grid_on_change = nil
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self._grid_on_change_callback = nil
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self:_update_size()
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end
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@ -139,6 +142,11 @@ function Scroll:update(dt)
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end
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function Scroll:on_remove()
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self:bind_grid(nil)
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end
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--- Start scroll to target point.
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-- @function scroll:scroll_to
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-- @tparam point vector3 Target point
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@ -318,6 +326,28 @@ function Scroll:set_vertical_scroll(state)
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end
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function Scroll:bind_grid(grid)
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if self._grid_on_change then
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self._grid_on_change:unsubscribe(self._grid_on_change_callback)
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self._grid_on_change = nil
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self._grid_on_change_callback = nil
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end
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if not grid then
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return
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end
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self._grid_on_change = grid.on_change_items
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self._grid_on_change_callback = self._grid_on_change:subscribe(function()
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self:set_size(grid:get_size())
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end)
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return self
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end
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function Scroll:_on_scroll_drag(dx, dy)
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local t = self.target_position
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local b = self.available_pos
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@ -218,14 +218,18 @@ end
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-- update poses on grid elements. Default: gui.set_position
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-- @function static_grid:set_position_function
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-- @tparam function callback Function on node set position
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-- @treturn druid.static_grid Current grid instance
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function StaticGrid: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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-- @function static_grid:clear
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-- @treturn druid.static_grid Current grid instance
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function StaticGrid:clear()
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self.border.x = 0
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self.border.y = 0
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@ -234,6 +238,8 @@ function StaticGrid:clear()
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self.nodes = {}
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self:_update()
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return self
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end
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@ -27,6 +27,8 @@ function M.subscribe(self, callback)
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assert(type(callback) == "function", "Callback should be function")
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table.insert(self._callbacks, callback)
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return callback
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end
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@ -3,16 +3,20 @@ local druid_const = require("druid.const")
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local M = {}
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local function simple_animate(node, pos)
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gui.animate(node, "position", pos, gui.EASING_OUTSINE, 0.2)
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end
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local function remove_node(self, button, is_shift)
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gui.delete_node(button.node)
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self.druid:remove(button)
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local index = self.grid_nodes:get_index_by_node(button.node)
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self.grid_nodes:remove(index, is_shift)
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local index = self.grid_static_grid:get_index_by_node(button.node)
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self.grid_static_grid:remove(index, is_shift)
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for i = 1, #self.grid_node_buttons do
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if self.grid_node_buttons[i] == button then
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table.remove(self.grid_node_buttons, i)
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self.grid_static_scroll:set_size(self.grid_nodes:get_size())
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break
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end
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end
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@ -34,9 +38,7 @@ local function add_node(self, index)
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table.insert(self.grid_node_buttons, button)
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self.grid_nodes:add(cloned["grid_nodes_prefab"], index)
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self.grid_static_scroll:set_size(self.grid_nodes:get_size())
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self.grid_static_grid:add(cloned["grid_nodes_prefab"], index)
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end
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@ -51,15 +53,11 @@ local function clear_nodes(self)
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end
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self.grid_node_buttons = {}
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self.grid_nodes:clear()
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self.grid_static_grid:clear()
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end
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local function init_static_grid(self)
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self.grid_nodes = self.druid:new_static_grid("grid_nodes", "grid_nodes_prefab", 5)
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self.grid_nodes:set_position_function(function(node, pos)
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gui.animate(node, "position", pos, gui.EASING_OUTSINE, 0.2)
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end)
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self.grid_node_buttons = {}
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gui.set_enabled(gui.get_node("grid_nodes_prefab"), false)
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@ -81,12 +79,11 @@ local function remove_dynamic_node(self, button)
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gui.delete_node(button.node)
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self.druid:remove(button)
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local index = self.dynamic_grid:get_index_by_node(button.node)
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self.dynamic_grid:remove(index)
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local index = self.grid_dynamic_grid:get_index_by_node(button.node)
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self.grid_dynamic_grid:remove(index)
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for i = 1, #self.dynamic_node_buttons do
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if self.dynamic_node_buttons[i] == button then
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table.remove(self.dynamic_node_buttons, i)
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self.grid_dynamic_scroll:set_size(self.dynamic_grid:get_size())
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break
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end
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end
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@ -97,13 +94,12 @@ local function add_node_dynamic(self, index, is_shift_left)
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local node = gui.clone(self.prefab_dynamic)
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gui.set_enabled(node, true)
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gui.set_size(node, vmath.vector3(250, math.random(60, 150), 0))
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self.dynamic_grid:add(node, index, is_shift_left)
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self.grid_dynamic_grid:add(node, index, is_shift_left)
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local button = self.druid:new_button(node, function(_, params, button)
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remove_dynamic_node(self, button)
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end)
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button:set_click_zone(self.grid_dynamic_scroll.view_node)
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self.grid_dynamic_scroll:set_size(self.dynamic_grid:get_size())
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table.insert(self.dynamic_node_buttons, button)
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end
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@ -112,18 +108,13 @@ local function add_node_dynamic_hor(self, index)
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local node = gui.clone(self.prefab_hor_dynamic)
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gui.set_enabled(node, true)
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gui.set_size(node, vmath.vector3(80 + math.random(0, 80), 80, 0))
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self.dynamic_hor_grid:add(node, index)
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self.grid_dynamic_hor_scroll:set_size(self.dynamic_hor_grid:get_size())
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self.grid_dynamic_hor_grid:add(node, index)
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end
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local function init_dynamic_grid(self)
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-- Vertical horizontal grid
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self.dynamic_node_buttons = {}
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self.dynamic_grid = self.druid:new_dynamic_grid("grid_dynamic_nodes")
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self.dynamic_grid:set_position_function(function(node, pos)
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gui.animate(node, gui.PROP_POSITION, pos, gui.EASING_OUTSINE, 0.2)
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end)
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self.prefab_dynamic = gui.get_node("grid_dynamic_prefab")
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gui.set_enabled(self.prefab_dynamic, false)
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@ -132,19 +123,14 @@ local function init_dynamic_grid(self)
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add_node_dynamic(self, i)
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end
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self.druid:new_button("button_add_start_dynamic/button", function()
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local start_index = (self.dynamic_grid.first_index or 2) - 1
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local start_index = (self.grid_dynamic_grid.first_index or 2) - 1
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add_node_dynamic(self, start_index)
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end)
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self.druid:new_button("button_add_end_dynamic/button", function()
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add_node_dynamic(self)
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end)
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-- Horizontal dynamic grid
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self.dynamic_hor_grid = self.druid:new_dynamic_grid("grid_dynamic_hor_nodes")
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self.dynamic_hor_grid:set_position_function(function(node, pos)
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gui.animate(node, gui.PROP_POSITION, pos, gui.EASING_OUTSINE, 0.2)
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end)
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self.prefab_hor_dynamic = gui.get_node("grid_dynamic_hor_prefab")
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gui.set_enabled(self.prefab_hor_dynamic, false)
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@ -164,12 +150,23 @@ end
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function M.setup_page(self)
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self.grid_page_scroll = self.druid:new_scroll("grid_page", "grid_page_content")
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self.grid_static_grid = self.druid:new_static_grid("grid_nodes", "grid_nodes_prefab", 5)
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:set_position_function(simple_animate)
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self.grid_static_scroll = self.druid:new_scroll("grid_nodes_view", "grid_nodes")
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:set_horizontal_scroll(false)
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:bind_grid(self.grid_static_grid)
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self.grid_dynamic_grid = self.druid:new_dynamic_grid("grid_dynamic_nodes")
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:set_position_function(simple_animate)
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self.grid_dynamic_scroll = self.druid:new_scroll("grid_dynamic_view", "grid_dynamic_nodes")
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:set_horizontal_scroll(false)
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:bind_grid(self.grid_dynamic_grid)
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self.grid_dynamic_hor_grid = self.druid:new_dynamic_grid("grid_dynamic_hor_nodes")
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:set_position_function(simple_animate)
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self.grid_dynamic_hor_scroll = self.druid:new_scroll("grid_dynamic_hor_view", "grid_dynamic_hor_nodes")
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:set_vertical_scroll(false)
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:bind_grid(self.grid_dynamic_hor_grid)
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init_static_grid(self)
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init_dynamic_grid(self)
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