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Update changelog
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Druid 0.3.0:
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### Druid 0.3.0:
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- `Druid:final()` now is important function for correct working
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- `Druid:final()` now is important function for correct working
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Druid 0.4.0:
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### Druid 0.4.0:
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- Add _Drag_ basic component
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- Add _Drag_ basic component
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- Drag component allow you detect dragging on GUI node
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- Drag component allow you detect dragging on GUI node
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@ -93,7 +93,13 @@ Druid 0.4.0:
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- **Fix #53:** Bug with final _Druid instance_ without any components
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- **Fix #53:** Bug with final _Druid instance_ without any components
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Druid 0.5.0:
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### Druid 0.5.0:
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Besides a lot of fixes (thanks for feedback!) two components was add: _StaticGrid_ and _DynamicGrid_ instead of usual _Grid_ component (it is deprecated now).
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Add _component:set_input_enabled_ for basic component class. So you can enable/disable user input for any component.
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Finaly implemented _on_layout_changed_ support. Druid components now will try keep their data between layout changing! You also can use this callback in your custom components.
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Also check _component.template.lua_ what you can use for your own custom components!
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- **#77** Grid update:
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- **#77** Grid update:
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- The _grid_ component now is __deprecated__. Use _static_grid_ instead. Druid will show you deprecated message, if you still using _grid_ component
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- The _grid_ component now is __deprecated__. Use _static_grid_ instead. Druid will show you deprecated message, if you still using _grid_ component
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- __[BREAKING]__ Remove the _grid:set_offset_ grid functions. To adjust the distance between nodes inside grid - setup correct node sizes
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- __[BREAKING]__ Remove the _grid:set_offset_ grid functions. To adjust the distance between nodes inside grid - setup correct node sizes
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- The behaviour like previous _grid_ component
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- The behaviour like previous _grid_ component
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- Have constant element size, so have ability to precalculate positions, indexes and size of content
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- Have constant element size, so have ability to precalculate positions, indexes and size of content
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- By default, not shifting elements on removing element. Add _is_shift_ flag to _static_grid:remove_ function
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- By default, not shifting elements on removing element. Add _is_shift_ flag to _static_grid:remove_ function
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- This grid can spawn elements with several rows and collumns
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- This grid can spawn elements with several rows and columns
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- Add _dynamic_grid_ component
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- Add _dynamic_grid_ component
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- Have dynamic element size. So have no ability to precalculate stuff like _static_grid_
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- Can have different element size. So have no ability to precalculate stuff like _static_grid_
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- This grid can't have gaps between elements. You will get the error, if spawn element far away from other elements
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- This grid can't have gaps between elements. You will get the error, if spawn element far away from other elements
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- The grid can spawn elements only in row or in collumn
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- The grid can spawn elements only in row or in column
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- The grid node should have __West__, __East__, __South__ or __North__ pivot (vertical or horizontal element placement)
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- The grid node should have __West__, __East__, __South__ or __North__ pivot (vertical or horizontal element placement)
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- Able to shift nodes left or right on _grid:add_ / _grid:remove_ functions
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- Able to shift nodes left or right on _grid:add_ / _grid:remove_ functions
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- Scroll update:
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- Scroll update:
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- Add _scroll:set_vertical_scroll_ and _scroll:set_horizontal_scroll_ for disable scroll sides
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- Add _scroll:set_vertical_scroll_ and _scroll:set_horizontal_scroll_ for disable scroll sides
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- Add _scroll:bind_grid_ function. It's allow bind grid component (static or dynamic) to the scroll for auto refresh the scroll size on grid nodes changing
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- Add _scroll:bind_grid_ function. Now is possible to bind Druid Grid component (Static or Dynamic) to the scroll for auto refresh the scroll size on grid nodes changing
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- **#37** Add _on_layout_change_ support. Druid will keep and restore GUI component data between changing game layout. Override function _on_layout_change_ in your custom components to do stuff you need.
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- **#37** Add _on_layout_change_ support. Druid will keep and restore GUI component data between changing game layout. Override function _on_layout_change_ in your custom components to do stuff you need.
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- **#85** Move several components from `base` folder to `extended`. In future to use them, you have to register them manually. This is done for decrease build size by excluding unused components
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- **#85** Move several components from `base` folder to `extended`. In future to use them, you have to register them manually. This is done for decrease build size by excluding unused components
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- **Fix #61:** Button component: fix button animation node creation
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- **Fix #61:** Button component: fix button animation node creation
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@ -122,6 +128,6 @@ Druid 0.5.0:
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- **Fix #79:** Fix _druid:remove_ inside on_input callback
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- **Fix #79:** Fix _druid:remove_ inside on_input callback
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- **Fix #80:** Fix _hover:set_enable_ typo function call
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- **Fix #80:** Fix _hover:set_enable_ typo function call
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- **Fix #88:** Add _component:set_input_enabled_ function to enable/disable input for druid component. Now you can disable input of any druid component, even complex (with other components inside)
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- **Fix #88:** Add _component:set_input_enabled_ function to enable/disable input for druid component. Now you can disable input of any druid component, even complex (with other components inside)
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- Add `component.tempalte.lua` as template for Druid custom component
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- Add `component.template.lua` as template for Druid custom component
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>>>>>>> develop
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- Update the example app
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