Move components to extended. Make stubs for ready to make it requirable

This commit is contained in:
Insality
2020-09-21 23:28:20 +03:00
parent 04c39f1ce2
commit 23e2846a60
11 changed files with 97 additions and 80 deletions

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--- Druid checkbox component
-- @module druid.checkbox
--- Component events
-- @table Events
-- @tfield druid_event on_change_state On change state callback
--- Component fields
-- @table Fields
-- @tfield node node Visual node
-- @tfield[opt=node] node click_node Button trigger node
-- @tfield druid.button button Button component from click_node
local const = require("druid.const")
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("checkbox", { const.ON_LAYOUT_CHANGE })
local function on_click(self)
M.set_state(self, not self.state)
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table Style
-- @tfield function on_change_state (self, node, state)
function M.on_style_change(self, style)
self.style = {}
self.style.on_change_state = style.on_change_state or function(_, node, state)
gui.set_enabled(node, state)
end
end
--- Component init function
-- @function checkbox:init
-- @tparam node node Gui node
-- @tparam function callback Checkbox callback
-- @tparam[opt=node] node click node Trigger node, by default equals to node
function M.init(self, node, callback, click_node)
self.druid = self:get_druid()
self.node = self:get_node(node)
self.click_node = self:get_node(click_node)
self.button = self.druid:new_button(self.click_node or self.node, on_click)
M.set_state(self, false, true)
self.on_change_state = Event(callback)
end
function M.on_layout_change(self)
self:set_state(self.state, true)
end
--- Set checkbox state
-- @function checkbox:set_state
-- @tparam bool state Checkbox state
-- @tparam bool is_silent Don't trigger on_change_state if true
function M.set_state(self, state, is_silent)
self.state = state
self.style.on_change_state(self, self.node, state)
if not is_silent then
self.on_change_state:trigger(self:get_context(), state)
end
end
--- Return checkbox state
-- @function checkbox:get_state
-- @treturn bool Checkbox state
function M.get_state(self)
return self.state
end
return M

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--- Checkbox group module
-- @module druid.checkbox_group
--- Component events
-- @table Events
-- @tfield druid_event on_checkbox_click On any checkbox click
--- Component fields
-- @table Fields
-- @tfield table checkboxes Array of checkbox components
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("checkbox_group")
--- Component init function
-- @function checkbox_group:init
-- @tparam node[] node Array of gui node
-- @tparam function callback Checkbox callback
-- @tparam[opt=node] node[] click node Array of trigger nodes, by default equals to nodes
function M.init(self, nodes, callback, click_nodes)
self.druid = self:get_druid()
self.checkboxes = {}
self.on_checkbox_click = Event(callback)
for i = 1, #nodes do
local click_node = click_nodes and click_nodes[i] or nil
local checkbox = self.druid:new_checkbox(nodes[i], function()
self.on_checkbox_click:trigger(self:get_context(), i)
end, click_node)
table.insert(self.checkboxes, checkbox)
end
end
--- Set checkbox group state
-- @function checkbox_group:set_state
-- @tparam bool[] indexes Array of checkbox state
function M.set_state(self, indexes)
for i = 1, #indexes do
if self.checkboxes[i] then
self.checkboxes[i]:set_state(indexes[i], true)
end
end
end
--- Return checkbox group state
-- @function checkbox_group:get_state
-- @treturn bool[] Array if checkboxes state
function M.get_state(self)
local result = {}
for i = 1, #self.checkboxes do
table.insert(result, self.checkboxes[i]:get_state())
end
return result
end
return M

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local const = require("druid.const")
local component = require("druid.component")
local M = component.create("my_component_name", { const.ON_UPDATE })
-- Component constructor
function M.init(self, ...)
end
-- Call only if exist interest: const.ON_UPDATE
function M.update(self, dt)
end
-- Call only if exist interest: const.ON_INPUT or const.ON_INPUT_HIGH
function M.on_input(self, action_id, action)
return false
end
-- Call on component creation and on component:set_style() function
function M.on_style_change(self, style)
end
-- Call only if exist interest: const.ON_MESSAGE
function M.on_message(self, message_id, message, sender)
end
-- Call only if component with ON_LANGUAGE_CHANGE interest
function M.on_language_change(self)
end
-- Call only if component with ON_LAYOUT_CHANGE interest
function M.on_layout_change(self)
end
-- Call, if input was capturing before this component
-- Example: scroll is start scrolling, so you need unhover button
function M.on_input_interrupt(self)
end
-- Call, if game lost focus. Need ON_FOCUS_LOST intereset
function M.on_focus_lost(self)
end
-- Call, if game gained focus. Need ON_FOCUS_GAINED intereset
function M.on_focus_gained(self)
end
-- Call on component remove or on druid:final
function M.on_remove(self)
end
return M

312
druid/extended/input.lua Normal file
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--- Druid input text component.
-- Carry on user text input
-- @author Part of code from Britzl gooey input component
-- @module druid.input
--- Component events
-- @table Events
-- @tfield druid_event on_input_select (self, button_node) On input field select callback
-- @tfield druid_event on_input_unselect (self, button_node) On input field unselect callback
-- @tfield druid_event on_input_text (self, input_text) On input field text change callback
-- @tfield druid_event on_input_empty (self, input_text) On input field text change to empty string callback
-- @tfield druid_event on_input_full (self, input_text) On input field text change to max length string callback
-- @tfield druid_event on_input_wrong (self, params, button_instance) On trying user input with not allowed character callback
--- Component fields
-- @table Fields
-- @tfield druid.text text Text component
-- @tfield druid.button button Button component
-- @tfield bool is_selected Is current input selected now
-- @tfield bool is_empty Is current input is empty now
-- @tfield[opt] number max_length Max length for input text
-- @tfield[opt] string allowerd_characters Pattern matching for user input
-- @tfield number keyboard_type Gui keyboard type for input field
local Event = require("druid.event")
local const = require("druid.const")
local component = require("druid.component")
local utf8 = require("druid.system.utf8")
local M = component.create("input", { const.ON_INPUT, const.ON_FOCUS_LOST })
--- Mask text by replacing every character with a mask character
-- @tparam string text
-- @tparam string mask
-- @treturn string Masked text
local function mask_text(text, mask)
mask = mask or "*"
local masked_text = ""
for uchar in utf8.gmatch(text, ".") do
masked_text = masked_text .. mask
end
return masked_text
end
local function select(self)
gui.reset_keyboard()
self.marked_value = ""
if not self.selected then
self:increase_input_priority()
self.button:increase_input_priority()
self.previous_value = self.value
self.selected = true
gui.show_keyboard(self.keyboard_type, false)
self.on_input_select:trigger(self:get_context())
self.style.on_select(self, self.button.node)
end
end
local function unselect(self)
gui.reset_keyboard()
self.marked_value = ""
if self.selected then
self:reset_input_priority()
self.button:reset_input_priority()
self.selected = false
gui.hide_keyboard()
self.on_input_unselect:trigger(self:get_context())
self.style.on_unselect(self, self.button.node)
end
end
local function clear_and_select(self)
if self.style.IS_LONGTAP_ERASE then
self:set_text("")
end
select(self)
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table Style
-- @tfield[opt=false] bool IS_LONGTAP_ERASE Is long tap will erase current input data
-- @tfield[opt=*] string MASK_DEFAULT_CHAR Default character mask for password input
-- @tfield function on_select (self, button_node) Callback on input field selecting
-- @tfield function on_unselect (self, button_node) Callback on input field unselecting
-- @tfield function on_input_wrong (self, button_node) Callback on wrong user input
-- @tfield table button_style Custom button style for input node
function M.on_style_change(self, style)
self.style = {}
self.style.IS_LONGTAP_ERASE = style.IS_LONGTAP_ERASE or false
self.style.MASK_DEFAULT_CHAR = style.MASK_DEFAULT_CHAR or "*"
self.style.on_select = style.on_select or function(_, button_node) end
self.style.on_unselect = style.on_unselect or function(_, button_node) end
self.style.on_input_wrong = style.on_input_wrong or function(_, button_node) end
self.style.button_style = style.button_style or {
LONGTAP_TIME = 0.4,
AUTOHOLD_TRIGGER = 0.8,
DOUBLETAP_TIME = 0.4
}
end
function M.init(self, click_node, text_node, keyboard_type)
self.druid = self:get_druid(self)
self.text = self.druid:new_text(text_node)
self.selected = false
self.value = self.text.last_value
self.previous_value = self.text.last_value
self.current_value = self.text.last_value
self.marked_value = ""
self.is_empty = true
self.text_width = 0
self.market_text_width = 0
self.total_width = 0
self.max_length = nil
self.allowed_characters = nil
self.keyboard_type = keyboard_type or gui.KEYBOARD_TYPE_DEFAULT
self.button = self.druid:new_button(click_node, select)
self.button:set_style(self.button_style)
self.button.on_click_outside:subscribe(unselect)
self.button.on_long_click:subscribe(clear_and_select)
self.on_input_select = Event()
self.on_input_unselect = Event()
self.on_input_text = Event()
self.on_input_empty = Event()
self.on_input_full = Event()
self.on_input_wrong = Event()
end
function M.on_input(self, action_id, action)
if self.selected then
local input_text = nil
if action_id == const.ACTION_TEXT then
-- ignore return key
if action.text == "\n" or action.text == "\r" then
return true
end
local hex = string.gsub(action.text,"(.)", function (c)
return string.format("%02X%s",string.byte(c), "")
end)
-- ignore arrow keys
if not string.match(hex, "EF9C8[0-3]") then
if not self.allowed_characters or action.text:match(self.allowed_characters) then
input_text = self.value .. action.text
if self.max_length then
input_text = utf8.sub(input_text, 1, self.max_length)
end
else
self.on_input_wrong:trigger(self:get_context(), action.text)
self.style.on_input_wrong(self, self.button.node)
end
self.marked_value = ""
end
end
if action_id == const.ACTION_MARKED_TEXT then
self.marked_value = action.text or ""
if self.max_length then
self.marked_value = utf8.sub(self.marked_value, 1, self.max_length)
end
end
if action_id == const.ACTION_BACKSPACE and (action.pressed or action.repeated) then
input_text = utf8.sub(self.value, 1, -2)
end
if action_id == const.ACTION_ENTER and action.released then
unselect(self)
return true
end
if action_id == const.ACTION_BACK and action.released then
unselect(self)
return true
end
if action_id == const.ACTION_ESC and action.released then
unselect(self)
return true
end
if input_text or #self.marked_value > 0 then
self:set_text(input_text)
return true
end
end
return self.selected
end
function M.on_focus_lost(self)
unselect(self)
end
function M.on_input_interrupt(self)
-- unselect(self)
end
--- Set text for input field
-- @function input:set_text
-- @tparam string input_text The string to apply for input field
function M.set_text(self, input_text)
-- Case when update with marked text
if input_text then
self.value = input_text
end
-- Only update the text if it has changed
local current_value = self.value .. self.marked_value
if current_value ~= self.current_value then
self.current_value = current_value
-- mask text if password field
local masked_value, masked_marked_value
if self.keyboard_type == gui.KEYBOARD_TYPE_PASSWORD then
local mask_char = self.style.MASK_DEFAULT_CHAR or "*"
masked_value = mask_text(self.value, mask_char)
masked_marked_value = mask_text(self.marked_value, mask_char)
end
-- text + marked text
local value = masked_value or self.value
local marked_value = masked_marked_value or self.marked_value
self.is_empty = #value == 0 and #marked_value == 0
local final_text = value .. marked_value
self.text:set_to(final_text)
-- measure it
self.text_width = self.text:get_text_width(value)
self.marked_text_width = self.text:get_text_width(marked_value)
self.total_width = self.text_width + self.marked_text_width
self.on_input_text:trigger(self:get_context(), final_text)
if #final_text == 0 then
self.on_input_empty:trigger(self:get_context(), final_text)
end
if self.max_length and #final_text == self.max_length then
self.on_input_full:trigger(self:get_context(), final_text)
end
end
end
--- Return current input field text
-- @function input:get_text
-- @treturn string The current input field text
function M.get_text(self)
return self.value .. self.marked_value
end
--- Set maximum length for input field.
-- Pass nil to make input field unliminted (by default)
-- @function input:set_max_length
-- @tparam number max_length Maximum length for input text field
-- @treturn druid.input Current input instance
function M.set_max_length(self, max_length)
self.max_length = max_length
return self
end
--- Set allowed charaters for input field.
-- See: https://defold.com/ref/stable/string/
-- ex: [%a%d] for alpha and numeric
-- @function input:set_allowerd_characters
-- @tparam string characters Regulax exp. for validate user input
-- @treturn druid.input Current input instance
function M.set_allowed_characters(self, characters)
self.allowed_characters = characters
return self
end
--- Reset current input selection and return previous value
-- @function input:reset_changes
function M.reset_changes(self)
self:set_text(self.previous_value)
unselect(self)
end
return M

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druid/extended/progress.lua Normal file
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--- Basic progress bar component.
-- For correct progress bar init it should be in max size from gui
-- @module druid.progress
--- Component events
-- @table Events
-- @tfield druid_event on_change On progress bar change callback
--- Component fields
-- @table Fields
-- @tfield node node Progress bar fill node
-- @tfield string key The progress bar direction
-- @tfield vector3 scale Current progress bar scale
-- @tfield vector3 size Current progress bar size
-- @tfield number max_size Maximum size of progress bar
-- @tfield vector4 slice Progress bar slice9 settings
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("progress", { const.ON_UPDATE, const.ON_LAYOUT_CHANGE })
local function check_steps(self, from, to, exactly)
if not self.steps then
return
end
for i = 1, #self.steps do
local step = self.steps[i]
local v1, v2 = from, to
if v1 > v2 then
v1, v2 = v2, v1
end
if v1 < step and step < v2 then
self.step_callback(self:get_context(), step)
end
if exactly and exactly == step then
self.step_callback(self:get_context(), step)
end
end
end
local function set_bar_to(self, set_to, is_silent)
local prev_value = self.last_value
self.last_value = set_to
local total_width = set_to * self.max_size
local scale = math.min(total_width / self.slice_size, 1)
local size = math.max(total_width, self.slice_size)
self.scale[self.key] = scale
gui.set_scale(self.node, self.scale)
self.size[self.key] = size
gui.set_size(self.node, self.size)
if not is_silent then
check_steps(self, prev_value, set_to)
end
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table Style
-- @tfield[opt=5] number SPEED Progress bas fill rate. More -> faster
-- @tfield[opt=0.005] number MIN_DELTA Minimum step to fill progress bar
function M.on_style_change(self, style)
self.style = {}
self.style.SPEED = style.SPEED or 5
self.style.MIN_DELTA = style.MIN_DELTA or 0.005
end
--- Component init function
-- @function progress:init
-- @tparam string|node node Progress bar fill node or node name
-- @tparam string key Progress bar direction: const.SIDE.X or const.SIDE.Y
-- @tparam[opt=1] number init_value Initial value of progress bar
function M.init(self, node, key, init_value)
assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'")
self.prop = hash("scale."..key)
self.key = key
self.node = self:get_node(node)
self.scale = gui.get_scale(self.node)
self.size = gui.get_size(self.node)
self.max_size = self.size[self.key]
self.slice = gui.get_slice9(self.node)
if key == const.SIDE.X then
self.slice_size = self.slice.x + self.slice.z
else
self.slice_size = self.slice.y + self.slice.w
end
self.on_change = Event()
self:set_to(init_value or 1)
end
function M.on_layout_change(self)
self:set_to(self.last_value)
end
function M.update(self, dt)
if self.target then
local prev_value = self.last_value
local step = math.abs(self.last_value - self.target) * (self.style.SPEED*dt)
step = math.max(step, self.style.MIN_DELTA)
self:set_to(helper.step(self.last_value, self.target, step))
if self.last_value == self.target then
check_steps(self, prev_value, self.target, self.target)
if self.target_callback then
self.target_callback(self:get_context(), self.target)
end
self.target = nil
end
end
end
--- Fill a progress bar and stop progress animation
-- @function progress:fill
function M.fill(self)
set_bar_to(self, 1, true)
end
--- Empty a progress bar
-- @function progress:empty
function M.empty(self)
set_bar_to(self, 0, true)
end
--- Instant fill progress bar to value
-- @function progress:set_to
-- @tparam number to Progress bar value, from 0 to 1
function M.set_to(self, to)
set_bar_to(self, to)
end
--- Return current progress bar value
-- @function progress:get
function M.get(self)
return self.last_value
end
--- Set points on progress bar to fire the callback
-- @function progress:set_steps
-- @tparam number[] steps Array of progress bar values
-- @tparam function callback Callback on intersect step value
-- @usage progress:set_steps({0, 0.3, 0.6, 1}, function(self, step) end)
function M.set_steps(self, steps, callback)
self.steps = steps
self.step_callback = callback
end
--- Start animation of a progress bar
-- @function progress:to
-- @tparam number to value between 0..1
-- @tparam[opt] function callback Callback on animation ends
function M.to(self, to, callback)
to = helper.clamp(to, 0, 1)
-- cause of float error
local value = helper.round(to, 5)
if value ~= self.last_value then
self.target = value
self.target_callback = callback
else
if callback then
callback(self:get_context(), to)
end
end
end
return M

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--- Radio group module
-- @module druid.radio_group
--- Component events
-- @table Events
-- @tfield druid_event on_radio_click On any checkbox click
--- Component fields
-- @table Fields
-- @tfield table checkboxes Array of checkbox components
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("radio_group")
local function on_checkbox_click(self, index)
for i = 1, #self.checkboxes do
self.checkboxes[i]:set_state(i == index, true)
end
self.on_radio_click:trigger(self:get_context(), index)
end
--- Component init function
-- @function radio_group:init
-- @tparam node[] node Array of gui node
-- @tparam function callback Radio callback
-- @tparam[opt=node] node[] click node Array of trigger nodes, by default equals to nodes
function M.init(self, nodes, callback, click_nodes)
self.druid = self:get_druid()
self.checkboxes = {}
self.on_radio_click = Event(callback)
for i = 1, #nodes do
local click_node = click_nodes and click_nodes[i] or nil
local checkbox = self.druid:new_checkbox(nodes[i], function()
on_checkbox_click(self, i)
end, click_node)
table.insert(self.checkboxes, checkbox)
end
end
--- Set radio group state
-- @function radio_group:set_state
-- @tparam number index Index in radio group
function M.set_state(self, index)
on_checkbox_click(self, index)
end
--- Return radio group state
-- @function radio_group:get_state
-- @treturn number Index in radio group
function M.get_state(self)
local result = -1
for i = 1, #self.checkboxes do
if self.checkboxes[i]:get_state() then
result = i
break
end
end
return result
end
return M

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druid/extended/slider.lua Normal file
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--- Druid slider component
-- @module druid.slider
--- Component events
-- @table Events
-- @tfield druid_event on_change_value On change value callback
--- Component fields
-- @table Fields
-- @tfield node node Slider pin node
-- @tfield vector3 start_pos Start pin node position
-- @tfield vector3 pos Current pin node position
-- @tfield vector3 target_pos Targer pin node position
-- @tfield vector3 end_pos End pin node position
-- @tfield number dist Length between start and end position
-- @tfield bool is_drag Current drag state
-- @tfield number value Current slider value
local Event = require("druid.event")
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("slider", { const.ON_INPUT_HIGH, const.ON_LAYOUT_CHANGE })
local function on_change_value(self)
self.on_change_value:trigger(self:get_context(), self.value)
end
local function set_position(self, value)
value = helper.clamp(value, 0, 1)
gui.set_position(self.node, self.start_pos + self.dist * value)
end
--- Component init function
-- @function slider:init
-- @tparam node node Gui pin node
-- @tparam vector3 end_pos The end position of slider
-- @tparam[opt] function callback On slider change callback
function M.init(self, node, end_pos, callback)
self.node = self:get_node(node)
self.start_pos = gui.get_position(self.node)
self.pos = gui.get_position(self.node)
self.target_pos = self.pos
self.end_pos = end_pos
self.dist = self.end_pos - self.start_pos
self.is_drag = false
self.value = 0
self.on_change_value = Event(callback)
assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal")
end
function M.on_layout_change(self)
self:set(self.value, true)
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
if gui.pick_node(self.node, action.x, action.y) then
if action.pressed then
self.pos = gui.get_position(self.node)
self.is_drag = true
end
end
if self.is_drag and not action.pressed then
-- move
self.pos.x = self.pos.x + action.dx
self.pos.y = self.pos.y + action.dy
local prev_x = self.target_pos.x
local prev_y = self.target_pos.y
self.target_pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x)
self.target_pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y)
if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then
local prev_value = self.value
if self.dist.x > 0 then
self.value = (self.target_pos.x - self.start_pos.x) / self.dist.x
end
if self.dist.y > 0 then
self.value = (self.target_pos.y - self.start_pos.y) / self.dist.y
end
if self.steps then
local closest_dist = 1000
local closest = nil
for i = 1, #self.steps do
local dist = math.abs(self.value - self.steps[i])
if dist < closest_dist then
closest = self.steps[i]
closest_dist = dist
end
end
if closest then
self.value = closest
end
end
if prev_value ~= self.value then
on_change_value(self)
end
end
set_position(self, self.value)
end
if action.released then
self.is_drag = false
end
return self.is_drag
end
--- Set value for slider
-- @function slider:set
-- @tparam number value Value from 0 to 1
-- @tparam[opt] bool is_silent Don't trigger event if true
function M.set(self, value, is_silent)
value = helper.clamp(value, 0, 1)
set_position(self, value)
self.value = value
if not is_silent then
on_change_value(self)
end
end
--- Set slider steps. Pin node will
-- apply closest step position
-- @function slider:set_steps
-- @tparam number[] steps Array of steps
-- @usage slider:set_steps({0, 0.2, 0.6, 1})
function M.set_steps(self, steps)
self.steps = steps
end
return M

110
druid/extended/timer.lua Normal file
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--- Component to handle GUI timers.
-- Timer updating by game delta time. If game is not focused -
-- timer will be not updated.
-- @module druid.timer
--- Component events
-- @table Events
-- @tfield druid_event on_tick On timer tick callback. Fire every second
-- @tfield druid_event on_set_enabled On timer change enabled state callback
-- @tfield druid_event on_timer_end On timer end callback
--- Component fields
-- @table Fields
-- @tfield node node Trigger node
-- @tfield number from Initial timer value
-- @tfield number target Target timer value
-- @tfield number value Current timer value
local Event = require("druid.event")
local const = require("druid.const")
local formats = require("druid.helper.formats")
local helper = require("druid.helper")
local component = require("druid.component")
local M = component.create("timer", { const.ON_UPDATE })
--- Component init function
-- @function timer:init
-- @tparam node node Gui text node
-- @tparam number seconds_from Start timer value in seconds
-- @tparam[opt=0] number seconds_to End timer value in seconds
-- @tparam[opt] function callback Function on timer end
function M.init(self, node, seconds_from, seconds_to, callback)
self.node = self:get_node(node)
seconds_from = math.max(seconds_from, 0)
seconds_to = math.max(seconds_to or 0, 0)
self.on_tick = Event()
self.on_set_enabled = Event()
self.on_timer_end = Event(callback)
self:set_to(seconds_from)
self:set_interval(seconds_from, seconds_to)
if seconds_to - seconds_from == 0 then
self:set_state(false)
self.on_timer_end:trigger(self:get_context(), self)
end
return self
end
function M.update(self, dt)
if not self.is_on then
return
end
self.temp = self.temp + dt
local dist = math.min(1, math.abs(self.value - self.target))
if self.temp > dist then
self.temp = self.temp - dist
self.value = helper.step(self.value, self.target, 1)
M.set_to(self, self.value)
self.on_tick:trigger(self:get_context(), self.value)
if self.value == self.target then
self:set_state(false)
self.on_timer_end:trigger(self:get_context(), self)
end
end
end
--- Set text to text field
-- @function timer:set_to
-- @tparam number set_to Value in seconds
function M.set_to(self, set_to)
self.last_value = set_to
gui.set_text(self.node, formats.second_string_min(set_to))
end
--- Called when update
-- @function timer:set_state
-- @tparam bool is_on Timer enable state
function M.set_state(self, is_on)
self.is_on = is_on
self.on_set_enabled:trigger(self:get_context(), is_on)
end
--- Set time interval
-- @function timer:set_interval
-- @tparam number from Start time in seconds
-- @tparam number to Target time in seconds
function M.set_interval(self, from, to)
self.from = from
self.value = from
self.temp = 0
self.target = to
M.set_state(self, true)
M.set_to(self, from)
end
return M