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Move components to extended. Make stubs for ready to make it requirable
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156
druid/extended/slider.lua
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156
druid/extended/slider.lua
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--- Druid slider component
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-- @module druid.slider
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--- Component events
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-- @table Events
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-- @tfield druid_event on_change_value On change value callback
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--- Component fields
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-- @table Fields
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-- @tfield node node Slider pin node
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-- @tfield vector3 start_pos Start pin node position
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-- @tfield vector3 pos Current pin node position
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-- @tfield vector3 target_pos Targer pin node position
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-- @tfield vector3 end_pos End pin node position
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-- @tfield number dist Length between start and end position
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-- @tfield bool is_drag Current drag state
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-- @tfield number value Current slider value
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local Event = require("druid.event")
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local helper = require("druid.helper")
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local const = require("druid.const")
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local component = require("druid.component")
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local M = component.create("slider", { const.ON_INPUT_HIGH, const.ON_LAYOUT_CHANGE })
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local function on_change_value(self)
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self.on_change_value:trigger(self:get_context(), self.value)
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end
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local function set_position(self, value)
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value = helper.clamp(value, 0, 1)
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gui.set_position(self.node, self.start_pos + self.dist * value)
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end
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--- Component init function
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-- @function slider:init
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-- @tparam node node Gui pin node
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-- @tparam vector3 end_pos The end position of slider
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-- @tparam[opt] function callback On slider change callback
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function M.init(self, node, end_pos, callback)
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self.node = self:get_node(node)
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self.start_pos = gui.get_position(self.node)
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self.pos = gui.get_position(self.node)
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self.target_pos = self.pos
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self.end_pos = end_pos
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self.dist = self.end_pos - self.start_pos
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self.is_drag = false
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self.value = 0
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self.on_change_value = Event(callback)
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assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal")
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end
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function M.on_layout_change(self)
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self:set(self.value, true)
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end
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function M.on_input(self, action_id, action)
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if action_id ~= const.ACTION_TOUCH then
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return false
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end
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if gui.pick_node(self.node, action.x, action.y) then
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if action.pressed then
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self.pos = gui.get_position(self.node)
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self.is_drag = true
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end
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end
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if self.is_drag and not action.pressed then
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-- move
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self.pos.x = self.pos.x + action.dx
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self.pos.y = self.pos.y + action.dy
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local prev_x = self.target_pos.x
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local prev_y = self.target_pos.y
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self.target_pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x)
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self.target_pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y)
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if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then
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local prev_value = self.value
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if self.dist.x > 0 then
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self.value = (self.target_pos.x - self.start_pos.x) / self.dist.x
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end
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if self.dist.y > 0 then
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self.value = (self.target_pos.y - self.start_pos.y) / self.dist.y
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end
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if self.steps then
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local closest_dist = 1000
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local closest = nil
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for i = 1, #self.steps do
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local dist = math.abs(self.value - self.steps[i])
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if dist < closest_dist then
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closest = self.steps[i]
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closest_dist = dist
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end
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end
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if closest then
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self.value = closest
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end
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end
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if prev_value ~= self.value then
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on_change_value(self)
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end
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end
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set_position(self, self.value)
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end
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if action.released then
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self.is_drag = false
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end
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return self.is_drag
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end
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--- Set value for slider
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-- @function slider:set
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-- @tparam number value Value from 0 to 1
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-- @tparam[opt] bool is_silent Don't trigger event if true
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function M.set(self, value, is_silent)
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value = helper.clamp(value, 0, 1)
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set_position(self, value)
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self.value = value
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if not is_silent then
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on_change_value(self)
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end
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end
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--- Set slider steps. Pin node will
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-- apply closest step position
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-- @function slider:set_steps
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-- @tparam number[] steps Array of steps
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-- @usage slider:set_steps({0, 0.2, 0.6, 1})
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function M.set_steps(self, steps)
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self.steps = steps
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end
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return M
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