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Update editor scripts
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71
druid/templates/component_full.lua.template
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71
druid/templates/component_full.lua.template
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local component = require("druid.component")
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---@class new_component: druid.component
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local M = component.create("new_component")
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-- Component constructor. Template name and nodes are optional. Pass it if you use it in your component
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function M:init(template, nodes)
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-- If your component is gui template, pass the template name and set it
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-- If your component is cloned my gui.clone_tree, pass nodes to component and set it
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-- Use inner druid instance to create components inside this component
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self.druid = self:get_druid(template, nodes)
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-- self:get_node will auto process component template and nodes
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self.root = self:get_node("root")
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end
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-- [OPTIONAL] Call every update step
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function M:update(dt)
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end
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-- [OPTIONAL] Call default on_input from gui script
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function M:on_input(action_id, action)
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return false
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end
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-- [OPTIONAL] Call on component creation and on component:set_style() function
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function M:on_style_change(style)
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end
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-- [OPTIONAL] Call default on_message from gui script
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function M:on_message(message_id, message, sender)
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end
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-- [OPTIONAL] Call if druid has triggered on_language_change
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function M:on_language_change()
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end
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-- [OPTIONAL] Call if game layout has changed and need to restore values in component
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function M:on_layout_change()
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end
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-- [OPTIONAL] Call, if input was capturing before this component
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-- Example: scroll is start scrolling, so you need unhover button
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function M:on_input_interrupt()
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end
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-- [OPTIONAL] Call, if game lost focus
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function M:on_focus_lost()
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end
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-- [OPTIONAL] Call, if game gained focus
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function M:on_focus_gained()
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end
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-- [OPTIONAL] Call on component remove or on druid:final
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function M:on_remove()
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end
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return M
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