Feature/component register (#1)

* remove components from main factory

* register base components in factory, interest moved to druid.data

* add simple usage of button

* translatable should be in data

* ability to extend components, stubs for sounds and locale
This commit is contained in:
Maxim Tuprikov 2019-03-27 11:08:40 +03:00 committed by GitHub
parent e80ba7106b
commit 1123d09e5d
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10 changed files with 465 additions and 356 deletions

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@ -0,0 +1,11 @@
local M = {}
--- input handler
-- @param action_id - input action id
-- @param action - input action
function M.on_input(instance, action_id, action)
instance.callback(instance.parent.parent)
return true
end
return M

139
druid/base/button.lua Normal file
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@ -0,0 +1,139 @@
local data = require("druid.data")
local ui_animate = require "druid.help_modules.druid_animate"
local M = {}
M.interest = {
data.ON_INPUT
}
M.DEFAULT_SCALE_CHANGE = vmath.vector3(-0.05, - 0.1, 1)
M.DEFAULT_POS_CHANGE = vmath.vector3(0, - 10, 0)
M.DEFAULT_MOVE_SPEED = 5
M.DEFAULT_ALPHA_DOWN = 0.8
M.DEFAULT_TIME_ANIM = 0.1
M.DEFAULT_DEACTIVATE_COLOR = vmath.vector4(0, 0, 0, 0)
M.DEFAULT_DEACTIVATE_SCALE = vmath.vector3(0.8, 0.9, 1)
M.DEFAULT_ACTIVATE_SCALE = vmath.vector3(1, 1, 1)
M.DEFAUL_ACTIVATION_TIME = 0.2
function M.init(instance, callback, event, action, animate_node_name, sound)
instance.event = event or data.A_TOUCH
instance.action = action or data.RELEASED
instance.anim_node = animate_node_name and gui.get_node(animate_node_name) or instance.node
instance.scale_from = gui.get_scale(instance.anim_node)
instance.scale_to = instance.scale_from + M.DEFAULT_SCALE_CHANGE
instance.pos = gui.get_position(instance.anim_node)
instance.callback = callback
-- instance.params = params
instance.tap_anim = M.tap_scale_animation
instance.back_anim = M.back_scale_animation
-- instance.sound = sound or M.BTN_SOUND_FUNC
-- instance.sound_disable = sound_disable or M.BTN_SOUND_DISABLE_FUNC
end
--- Set text to text field
-- @param action_id - input action id
-- @param action - input action
function M.on_input(instance, action_id, action)
if gui.is_enabled(instance.node) and gui.pick_node(instance.node, action.x, action.y) then
if not instance.disabled then
instance.tap_anim(instance)
return true
else
-- instance.sound_disable()
return false
end
end
return false
end
function M.tap_scale_animation(instance)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_to,
function()
if instance.back_anim then
instance.back_anim(instance)
end
-- instance.sound()
instance.callback(instance.parent.parent, instance.params, instance)
end
)
end
function M.back_scale_animation(instance)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_from)
end
function M.tap_tab_animation(instance, force)
ui_animate.alpha(instance, instance.anim_node, M.DEFAULT_ALPHA_DOWN, nil, M.DEFAULT_TIME_ANIM)
ui_animate.fly_to(instance, instance.anim_node, instance.pos + M.DEFAULT_POS_CHANGE, M.DEFAULT_MOVE_SPEED)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_to,
function()
if instance.back_anim then
instance.back_anim(instance)
end
instance.callback(instance.parent.parent, instance.params, force)
end
)
end
function M.back_tab_animation(instance)
ui_animate.alpha(instance, instance.anim_node, 1, nil, M.DEFAULT_TIME_ANIM)
ui_animate.fly_to(instance, instance.anim_node, instance.pos, M.DEFAULT_MOVE_SPEED)
ui_animate.scale_to(instance, instance.anim_node, instance.scale_from)
end
function M.deactivate(instance, is_animate, callback)
instance.disabled = true
if is_animate then
local counter = 0
local clbk = function()
counter = counter + 1
if counter == 3 and callback then
callback(instance.parent.parent)
end
end
ui_animate.color(instance, instance.node, M.DEFAULT_DEACTIVATE_COLOR, clbk, M.DEFAUL_ACTIVATION_TIME, 0,
gui.EASING_OUTBOUNCE)
ui_animate.scale_y_from_to(instance, instance.node, M.DEFAULT_ACTIVATE_SCALE.x, M.DEFAULT_DEACTIVATE_SCALE.x, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
ui_animate.scale_x_from_to(instance, instance.node, M.DEFAULT_ACTIVATE_SCALE.y, M.DEFAULT_DEACTIVATE_SCALE.y, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
else
gui.set_color(instance.node, M.DEFAULT_DEACTIVATE_COLOR)
gui.set_scale(instance.node, M.DEFAULT_DEACTIVATE_SCALE)
if callback then
callback(instance.parent.parent)
end
end
end
function M.activate(instance, is_animate, callback)
if is_animate then
local counter = 0
local clbk = function()
counter = counter + 1
if counter == 3 then
instance.disabled = false
if callback then
callback(instance.parent.parent)
end
end
end
ui_animate.color(instance, instance.node, ui_animate.TINT_SHOW, clbk, M.DEFAUL_ACTIVATION_TIME, 0,
gui.EASING_OUTBOUNCE)
ui_animate.scale_y_from_to(instance, instance.node, M.DEFAULT_DEACTIVATE_SCALE.x, M.DEFAULT_ACTIVATE_SCALE.x, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
ui_animate.scale_x_from_to(instance, instance.node, M.DEFAULT_DEACTIVATE_SCALE.y, M.DEFAULT_ACTIVATE_SCALE.y, clbk,
M.DEFAUL_ACTIVATION_TIME, gui.EASING_OUTBOUNCE)
else
gui.set_color(instance.node, ui_animate.TINT_SHOW)
gui.set_scale(instance.node, M.DEFAULT_ACTIVATE_SCALE)
instance.disabled = false
if callback then
callback(instance.parent.parent)
end
end
end
return M

42
druid/base/text.lua Normal file
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@ -0,0 +1,42 @@
local M = {}
local ui_animate = require "druid.help_modules.druid_animate"
--- Bounce text field
function M.bounce(instance, callback)
gui.set_scale(instance.node, instance.scale_from)
ui_animate.bounce(nil, instance.node, instance.scale_to, callback)
end
--- Set text to text field
-- @param set_to - set value to text field
function M.set_to(instance, set_to)
instance.last_value = set_to
gui.set_text(instance.node, set_to)
end
--- Set color
-- @param color
function M.set_color(instance, color)
instance.last_color = color
gui.set_color(instance.node, color)
end
--- Set scale
-- @param scale
function M.set_scale(instance, scale)
instance.last_scale = scale
gui.set_scale(instance.node, scale)
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
if instance.last_color then
M.set_color(instance, instance.last_color)
end
if instance.last_scale then
M.set_scale(instance, instance.last_scale)
end
end
return M

53
druid/base/timer.lua Normal file
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@ -0,0 +1,53 @@
local M = {}
local formats = require "druid.help_modules.formats"
--- Set text to text field
-- @param set_to - set value in seconds
function M.set_to(instance, set_to)
instance.last_value = set_to
gui.set_text(instance.node, formats.second_string_min(set_to))
end
--- Called when layout updated (rotate for example)
function M.on_layout_updated(instance)
M.set_to(instance, instance.last_value)
end
--- Called when update
-- @param is_on - boolean is timer on
function M.set_work_mode(instance, is_on)
instance.is_on = is_on
end
--- Set time interval
-- @param from - "from" time in seconds
-- @param to - "to" time in seconds
function M.set_interval(instance, from, to)
instance.second_from = from
instance.seconds_counter = from
instance.seconds_temp = 0
instance.seconds_to = to
instance.second_step = from < to and 1 or - 1
M.set_work_mode(instance, true)
M.set_to(instance, from)
end
--- Called when update
-- @param dt - delta time
function M.on_updated(instance, dt)
if instance.is_on then
instance.seconds_temp = instance.seconds_temp + dt
if instance.seconds_temp > 1 then
instance.seconds_temp = instance.seconds_temp - 1
instance.seconds_counter = instance.seconds_counter + instance.second_step
M.set_to(instance, instance.seconds_counter)
if instance.seconds_counter == instance.seconds_to then
instance.is_on = false
instance.callback(instance)
end
end
end
end
return M

20
druid/data.lua Normal file
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@ -0,0 +1,20 @@
local M = {}
M.A_TOUCH = hash("touch")
M.A_TEXT = hash("text")
M.A_BACKSPACE = hash("backspace")
M.A_ENTER = hash("enter")
M.A_ANDR_BACK = hash("back")
-- interest
M.LAYOUT_CHANGED = hash("layout_changed")
M.ON_MESSAGE = hash("on_message")
M.ON_INPUT = hash("on_input")
M.ON_SWIPE = hash("on_swipe")
M.ON_UPDATE = hash("on_update")
M.TRANSLATABLE = hash("TRANSLATABLE")
M.RELEASED = "released"
M.PRESSED = "pressed"
return M

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@ -1,92 +1,75 @@
local data = require("druid.data")
local druid_input = require("druid.help_modules.druid_input")
local M = {}
local druid_input = require "druid.help_modules.druid_input"
M.input = druid_input
local pie_progress_bar = require "druid.components.pie_progress_bar"
local progress_bar = require "druid.components.progress_bar"
local flying_particles = require "druid.components.flying_particles"
local text_field = require "druid.components.text_field"
local counter = require "druid.components.counter"
local image = require "druid.components.image"
local button = require "druid.components.button"
local timer = require "druid.components.timer"
local tab_page = require "druid.components.tab_page"
local tabs_container = require "druid.components.tabs_container"
local spine_anim = require "druid.components.spine_anim"
local scrolling_box = require "druid.components.scrolling_box"
local andr_back_btn = require "druid.components.andr_back_btn"
local LAYOUT_CHANGED = hash("layout_changed")
local ON_MESSAGE = hash("on_message")
local ON_INPUT = hash("on_input")
local ON_SWIPE = hash("on_swipe")
local ON_UPDATE = hash("on_update")
M.TRANSLATABLE = hash("TRANSLATABLE")
local STRING = "string"
--- Call this method when you need to update translations.
function M.translate(factory)
if factory[M.TRANSLATABLE] then
local key, result
for i, v in ipairs(factory[M.TRANSLATABLE]) do
key = v.lang_key or v.name
if key then
if v.lang_params then
result = lang.txp(key, v.lang_params)
else
result = lang.txt(key)
end
if result then
lang.set_node_properties(v.node, key)
end
result = result or v.last_value
v:set_to(result)
end
end
--- New druid era, registering components
local components = {
-- basic
button = require("druid.base.button"),
-- text = require("druid.base.text"),
-- android_back = require("druid.base.android_back"),
-- timer = require("druid.base.timer"),
}
local function register_basic_components()
for k, v in pairs(components) do
M.register(k, v)
end
end
register_basic_components()
function M.register(name, module)
-- TODO: Find better solution to creating elements?
M["new_" .. name] = function(factory, node_name, ...)
M.create(factory, module, node_name, ...)
end
print("[Druid]: register component", name)
end
--- Called on_message
function M.on_message(factory, message_id, message, sender)
if message_id == LAYOUT_CHANGED then
if factory[LAYOUT_CHANGED] then
if message_id == data.LAYOUT_CHANGED then
if factory[data.LAYOUT_CHANGED] then
M.translate(factory)
for i, v in ipairs(factory[LAYOUT_CHANGED]) do
for i, v in ipairs(factory[data.LAYOUT_CHANGED]) do
v:on_layout_updated(message)
end
end
elseif message_id == M.TRANSLATABLE then
elseif message_id == data.TRANSLATABLE then
M.translate(factory)
else
if factory[ON_MESSAGE] then
for i, v in ipairs(factory[ON_MESSAGE]) do
if factory[data.ON_MESSAGE] then
for i, v in ipairs(factory[data.ON_MESSAGE]) do
v:on_message(message_id, message, sender)
end
end
end
end
--- Called ON_INPUT
function M.on_input(factory, action_id, action)
if factory[ON_SWIPE] then
if factory[data.ON_SWIPE] then
local v, result
local len = #factory[ON_SWIPE]
local len = #factory[data.ON_SWIPE]
for i = 1, len do
v = factory[ON_SWIPE][i]
v = factory[data.ON_SWIPE][i]
result = result or v:on_input(action_id, action)
end
if result then
return true
end
end
if factory[ON_INPUT] then
if factory[data.ON_INPUT] then
local v
local len = #factory[ON_INPUT]
local len = #factory[data.ON_INPUT]
for i = 1, len do
v = factory[ON_INPUT][i]
v = factory[data.ON_INPUT][i]
if action_id == v.event and action[v.action] and v:on_input(action_id, action) then
return true
end
@ -96,15 +79,17 @@ function M.on_input(factory, action_id, action)
return false
end
--- Called on_update
function M.on_update(factory, dt)
if factory[ON_UPDATE] then
for i, v in ipairs(factory[ON_UPDATE]) do
v:on_updated(dt)
function M.update(factory, dt)
if factory[data.ON_UPDATE] then
for i, v in ipairs(factory[data.ON_UPDATE]) do
v:update(dt)
end
end
end
--- Create UI instance for ui elements
-- @return instance with all ui components
function M.new(self)
@ -113,6 +98,7 @@ function M.new(self)
return factory
end
local function input_init(factory)
if not factory.input_inited then
factory.input_inited = true
@ -122,8 +108,8 @@ end
--------------------------------------------------------------------------------
local function create(meta, factory, name, ...)
local instance = setmetatable({}, {__index = meta})
local function create(module, factory, name, ...)
local instance = setmetatable({}, {__index = module})
instance.parent = factory
if name then
if type(name) == STRING then
@ -136,285 +122,39 @@ local function create(meta, factory, name, ...)
end
end
factory[#factory + 1] = instance
local register_to = {...}
local register_to = module.interest or {}
for i, v in ipairs(register_to) do
if not factory[v] then
factory[v] = {}
end
factory[v][#factory[v] + 1] = instance
end
return instance
end
--- Create new instance of a text_field
-- @param factory - parent factory
-- @param name - name of text node
-- @param init_value - init ui object with this value
-- @return instance of a text_field
function M.new_text_field(factory, name, init_value, bounce_in)
local instance = create(text_field, factory, name, M.TRANSLATABLE, LAYOUT_CHANGED)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
instance:set_to(init_value or 0)
return instance
end
--- Create new instance of a counter
-- @param factory - parent factory
-- @param name - name of text node
-- @param init_value - init ui object with this value
-- @return instance of a text_field
function M.new_counter(factory, name, init_value)
local instance = create(counter, factory, name, LAYOUT_CHANGED, ON_UPDATE)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = instance.scale_from * 1.2
instance:set_to(init_value or 0)
return instance
end
--- Create new instance of an image
-- @param factory - parent factory
-- @param name - name of image node
-- @param anim_table - table with animations or frames
-- @param init_frame - init with this frame
-- @return instance of an image
function M.new_image(factory, name, anim_table, init_frame, bounce_in)
local instance = create(image, factory, name, LAYOUT_CHANGED)
instance.scale_from = gui.get_scale(instance.node)
instance.scale_to = bounce_in and vmath.mul_per_elem(instance.scale_from, bounce_in) or instance.scale_from
instance.anim_table = anim_table
if init_frame then
instance:set_to(init_frame)
elseif anim_table then
instance:set_to(1)
end
return instance
end
--- Create new instance of a timer
-- @param factory - parent factory
-- @param name - name of image node
-- @param second_from - start time
-- @param seconds_to - end time
-- @param callback - call when timer finished
-- @return instance of a timer
function M.new_timer(factory, name, second_from, seconds_to, callback)
local instance = create(timer, factory, name, LAYOUT_CHANGED, ON_UPDATE)
instance:set_to(second_from)
instance:set_interval(second_from, seconds_to)
instance.is_on = true
instance.callback = callback
return instance
end
--- Add new pie progress component for handling
-- @param factory - parent factory
-- @param name - a node name for a pie progress instance
-- @param init_value - init ui object with this value
-- @return instance with pie_progress
function M.new_pie_progress(factory, name, init_value)
local instance = create(pie_progress_bar, factory, name, LAYOUT_CHANGED)
instance:set_to(init_value or 1)
return instance
end
--- Add new progress bar component for handling
-- @param factory - parent factory
-- @param name - name of the fill node
-- @param key - x or y - key for scale
-- @param init_value - init ui object with this value
-- @return instance with pie_progress
function M.new_progress_bar(factory, name, key, init_value)
local instance = create(progress_bar, factory, name, LAYOUT_CHANGED)
instance.prop = hash("scale."..key)
instance.key = key
instance.node = gui.get_node(name)
instance.scale = gui.get_scale(instance.node)
instance:set_to(init_value or 1)
return instance
end
--- Create new instance of a flying particles
-- @param factory - parent factory
-- @param name - name of prototype
-- @param count - how many particles need to cache
-- @param get_pos_func - function that returns target pos for flying
-- @return instance of a flying particles
function M.new_flying_particles(factory, name, count, get_pos_func)
local instance = create(flying_particles, factory, name, LAYOUT_CHANGED)
instance.get_pos_func = get_pos_func
local node = instance.node
instance.node = node
instance.fly_particles = {}
instance.fly_particles[1] = node
for i = 2, count do
instance.fly_particles[i] = gui.clone(node)
end
instance.scale = gui.get_scale(node)
instance.last_particle = 0
return instance
end
M.BTN_SOUND_FUNC = function() end
M.BTN_SOUND_DISABLE_FUNC = function()end
--- Add new button component for handling
-- @param factory - parent factory
-- @param name - a node name for a button instance
-- @param callback - click button callback
-- @param params - callback parameters, will be returned with self callback(self, params)
-- @param animate_node_name - node for animation, if it's not a main node
-- @return instance of button
function M.new_button(factory, name, callback, params, animate_node_name, event, action, sound, sound_disable)
input_init(factory)
local instance = create(button, factory, name, ON_INPUT)
instance.event = event or druid_input.A_CLICK
instance.action = action or druid_input.RELEASED
instance.anim_node = animate_node_name and gui.get_node(animate_node_name) or instance.node
instance.scale_from = gui.get_scale(instance.anim_node)
instance.scale_to = instance.scale_from + button.DEFAULT_SCALE_CHANGE
instance.pos = gui.get_position(instance.anim_node)
instance.callback = callback
instance.params = params
instance.tap_anim = button.tap_scale_animation
instance.back_anim = button.back_scale_animation
instance.sound = sound or M.BTN_SOUND_FUNC
instance.sound_disable = sound_disable or M.BTN_SOUND_DISABLE_FUNC
return instance
end
--- Add reaction for back btn (on Android for example)
-- @param factory - parent factory
-- @param callback - tap button callback
function M.new_back_handler(factory, callback)
input_init(factory)
local instance = create(andr_back_btn, factory, nil, ON_INPUT)
instance.event = druid_input.A_ANDR_BACK
instance.action = druid_input.RELEASED
instance.callback = callback
return instance
end
--- Create new tab page instance
-- @param factory - parent factory
-- @param name - name of parental node that represents tab page content
-- @param easing - easing for tab page
-- @param duration - duration of animation for tab page
-- @param callback - call when change page
-- @return instance that represents the tab page
function M.new_tab_page(factory, name, easing, duration, callback)
local instance = create(tab_page, factory, name, M.EVENTS.ON_MESSAGE)
instance.in_pos = gui.get_position(instance.node)
instance.out_pos = gui.get_position(instance.node)
instance.easing = easing or tab_page.DEFAULT_EASING
instance.duration = duration or tab_page.DEFAULT_DURATION
instance.callback = callback
return instance
end
--- Create new tab btns container instance
-- @param factory - parent factory
-- @param name - name of parental node that represents tab btns container
-- @return instance that represents the tab btns container
function M.new_tabs_container(factory, name, callback)
local instance = create(tabs_container, factory, name, LAYOUT_CHANGED)
instance:update_sizes()
instance.url = msg.url()
--- Create new tab btn instance
-- @param name - name of parental node that represents tab btn
-- @return instance that represents the tab btn
function instance.new_tab_btn(_instance, _name, url, index)
local params = {url = url, index = index, name = _name}
local btn = M.new_button(factory, _name, nil, params)
btn.back_anim = nil
btn.manual_back = button.back_tab_animation
btn.tap_anim = button.tap_tab_animation
btn.callback = function(_, _, force)
instance.switch_tab(instance, params, force)
if callback then
callback(factory.parent, index, force)
end
if v == data.ON_INPUT then
input_init(factory)
end
instance[_name] = params
if not instance.btns then
instance.btns = {}
end
instance.btns[index] = btn
return btn
end
return instance
end
--- Add new spine animation
-- @param factory - parent factory
-- @param name - a node name for a spine anim
-- @param idle_table - table with idle animations
-- @param active_table - table with active animations
-- @param init_idle - init idle animation name or index in idle table
-- @return instance with spine anim
function M.new_spine_anim(factory, name, idle_table, active_table, init_idle)
local instance = create(spine_anim, factory, name, LAYOUT_CHANGED)
instance.idle_table = idle_table
instance.active_table = active_table
instance:play_idle(init_idle)
return instance
function M.create(factory, module, name, ...)
local instance = create(module, factory, name)
if instance.init then
instance:init(...)
end
end
--- Add new scrolling box
-- @param factory - parent factory
-- @param name - a node name for a spine anim
-- @param zone_name - node name of zone for tap
-- @param speed_coef - vector3 coef. of speed for scrolling
-- @param maximum - vector3 maximum position for scrolling
-- @param points_of_interest - table with vector3 point of interes
-- @param callback - scrolling events callback
-- @return instance with scrolling box
function M.new_scrolling_box(factory, name, zone_name, speed_coef, maximum, points_of_interest, callback)
local instance = create(scrolling_box, factory, name, ON_UPDATE, ON_SWIPE)
instance.pos = gui.get_position(instance.node)
instance.start_pos = vmath.vector3(instance.pos)
instance.maximum = maximum
instance.points_of_interest = points_of_interest
instance.callback = callback
if instance.start_pos.x > instance.maximum.x then
instance.start_pos.x, instance.maximum.x = instance.maximum.x, instance.start_pos.x
end
if instance.start_pos.y > instance.maximum.y then
instance.start_pos.y, instance.maximum.y = instance.maximum.y, instance.start_pos.y
end
if type(name) == STRING then
instance.scrolling_zone = gui.get_node(zone_name)
else
instance.scrolling_zone = zone_name
end
instance.swipe = {
minSwipeDistance = 40,
speed_down_coef = 1.1,
speed_up_coef = speed_coef or vmath.vector3(1.1, 1.1, 0),
speed = vmath.vector3(0, 0, 0),
maximum = vmath.vector3(0, 0, 0),
min_speed = 2,
beginX = 0,
beginY = 0,
endX = 0,
endY = 0,
xDistance = nil,
yDistance = nil,
totalSwipeDistanceLeft = nil,
totalSwipeDistanceRight = nil,
totalSwipeDistanceUp = nil,
totalSwipeDistanceDown = nil,
is_swipe = nil,
end_move_coef_x = 1,
end_move_coef_y = 1,
back_slow_coef = 0.4,
end_position_x = nil,
end_position_y = nil,
is_x = instance.start_pos.x ~= instance.maximum.x,
is_y = instance.start_pos.y ~= instance.maximum.y
}
return instance
function M.get_text(name)
-- override to get text for localized text
end
return M
function M.play_sound(name)
-- override to play sound with name
end
return M

View File

@ -4,15 +4,6 @@ local ADD_FOCUS = hash("acquire_input_focus")
local REMOVE_FOCUS = hash("release_input_focus")
local PATH_OBJ = "."
M.A_CLICK = hash("click")
M.A_TEXT = hash("text")
M.A_BACKSPACE = hash("backspace")
M.A_ENTER = hash("enter")
M.A_ANDR_BACK = hash("back")
M.RELEASED = "released"
M.PRESSED = "pressed"
function M.focus()
msg.post(PATH_OBJ, ADD_FOCUS)
end

View File

@ -1,10 +1,131 @@
script: "/example/example.gui.gui_script"
fonts {
name: "system_font"
font: "/builtins/fonts/system_font.font"
}
background_color {
x: 0.0
y: 0.0
z: 0.0
w: 0.0
}
nodes {
position {
x: 200.0
y: 200.0
z: 0.0
w: 1.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
size {
x: 200.0
y: 100.0
z: 0.0
w: 1.0
}
color {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
type: TYPE_BOX
blend_mode: BLEND_MODE_ALPHA
texture: ""
id: "button"
xanchor: XANCHOR_NONE
yanchor: YANCHOR_NONE
pivot: PIVOT_CENTER
adjust_mode: ADJUST_MODE_FIT
layer: ""
inherit_alpha: true
slice9 {
x: 0.0
y: 0.0
z: 0.0
w: 0.0
}
clipping_mode: CLIPPING_MODE_NONE
clipping_visible: true
clipping_inverted: false
alpha: 1.0
template_node_child: false
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale {
x: 2.0
y: 2.0
z: 1.0
w: 1.0
}
size {
x: 200.0
y: 100.0
z: 0.0
w: 1.0
}
color {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
type: TYPE_TEXT
blend_mode: BLEND_MODE_ALPHA
text: "button text"
font: "system_font"
id: "text"
xanchor: XANCHOR_NONE
yanchor: YANCHOR_NONE
pivot: PIVOT_CENTER
outline {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
shadow {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
adjust_mode: ADJUST_MODE_FIT
line_break: false
parent: "button"
layer: ""
inherit_alpha: true
alpha: 1.0
outline_alpha: 1.0
shadow_alpha: 1.0
template_node_child: false
text_leading: 1.0
text_tracking: 0.0
}
material: "/builtins/materials/gui.material"
adjust_reference: ADJUST_REFERENCE_PARENT
max_nodes: 512

View File

@ -1,29 +1,21 @@
local druid = require "druid.druid"
function init(self)
end
self.druid = druid.new(self)
function final(self)
-- Add finalization code here
-- Remove this function if not needed
self.button = self.druid:new_button("button", function()
print("New click")
end)
end
function update(self, dt)
-- Add update code here
-- Remove this function if not needed
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
-- Add message-handling code here
-- Remove this function if not needed
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
-- Add input-handling code here
-- Remove this function if not needed
end
function on_reload(self)
-- Add input-handling code here
-- Remove this function if not needed
end
self.druid:on_input(action_id, action)
end

View File

@ -5,8 +5,8 @@ main_collection = /example/example.collectionc
shared_state = 1
[display]
width = 960
height = 640
width = 400
height = 400
[project]
title = druid