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[![](media/druid_logo.png)](https://insality.github.io/druid/) [![](media/druid_logo.png)](https://insality.github.io/druid/)
[![GitHub release (latest by date)](https://img.shields.io/github/v/release/insality/druid)](https://github.com/Insality/druid/releases) **Druid** - powerful defold component UI library. Use basic Druid components or make your own game-specific components to make amazing GUI in your games.
**Druid** - powerful defold component UI library. Use basic druid components or make your own game-specific components to make amazing GUI in your games.
## Setup ## Setup
### Dependency ### Dependency
You can use the druid extension in your own project by adding this project as a [Defold library dependency](https://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add: You can use the **Druid** extension in your own project by adding this project as a [Defold library dependency](https://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add:
> [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip) > [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip)
@ -18,24 +18,45 @@ Or point to the ZIP file of a [specific release](https://github.com/Insality/dr
### Code ### Code
Adjust druid settings, if needed: Adjust **Druid** settings, if needed:
```lua ```lua
local druid = require("druid.druid") local druid = require("druid.druid")
-- Used for button component and custom components -- Used for button component and custom components
-- Callback should play sound by name
druid.set_sound_function(callback) druid.set_sound_function(callback)
-- Used for lang_text component -- Used for lang_text component
-- Callback should return localized string by locale id
druid.set_text_function(callback) druid.set_text_function(callback)
-- Used for change default druid style -- Used for change default druid style
druid.set_default_style(your_style) druid.set_default_style(your_style)
``` ```
### Input bindings
For **Druid** to work requires next input bindings:
- Mouse trigger - `mouse-button-1` -> `touch` _For basic input components_
- Key trigger - `Backspace` -> `backspace` _For back_handler component_
- Key trigger - `Back` -> `text` _For back_handler component, Android back button_
![](media/input_binding.png)
### Input capturing
By default, **Druid** will auto-capture input focus, if any input component will be created. So you don't need to call `msg.post(".", "acquire_input_focus)"`
If you not need this behaviour, you can disable it by settings `druid.no_auto_input` field in _game.project_:
```
[druid]
no_auto_input = 1
```
## Components ## Components
Druid provides next basic components: **Druid** provides next basic components:
- **Button** - Basic game button - **Button** - Basic game button
- **Text** - Wrap on text node with text size adjusting - **Text** - Wrap on text node with text size adjusting
@ -69,16 +90,24 @@ Druid provides next basic components:
Full info see on _components.md_ Full info see on _components.md_
## Creating components ## Basic usage
For using **Druid**, first you should create Druid instance to spawn components. Pass to new Druid instance main engine functions: *update*, *on_message* and *on_input*
All **Druid** components as arguments can apply node name string, you can don't do `gui.get_node()` before
All **Druid** and component methods calling with `:` like `self.druid:new_button()`
Any components creating via druid:
```lua ```lua
local druid = require("druid.druid") local druid = require("druid.druid")
local function button_callback(self)
print("Button was clicked!")
end
local function init(self) local function init(self)
self.druid = druid.new(self) self.druid = druid.new(self)
local button = self.druid:new_button(node_name, callback) self.druid:new_button("button_node_name", button_callback)
local text = self.druid:new_text(node_text_name)
end end
function update(self, dt) function update(self, dt)
@ -90,14 +119,14 @@ function on_message(self, message_id, message, sender)
end end
function on_input(self, action_id, action) function on_input(self, action_id, action)
self.druid:on_input(action_id, action) return self.druid:on_input(action_id, action)
end end
``` ```
## Examples ## Examples
See the [example folder](https://github.com/insality/druid/tree/develop/example/kenney) for examples of how to use Druid See the [example folder](https://github.com/insality/druid/tree/develop/example/kenney) for examples of how to use **Druid**
See the [druid-assets repository](https://github.com/insality/druid-assets) for examples of how to create custom components and styles See the [druid-assets repository](https://github.com/insality/druid-assets) for examples of how to create custom components and styles
@ -106,13 +135,13 @@ Try the [HTML5 version](https://insality.github.io/druid/druid/) of the example
## Documentation ## Documentation
To learn druid better, read next documentation: To learn **Druid** better, read next documentation:
- Druid components - [Druid components](https://insality.github.io/druid/topics/01-components.md.html)
- Create custom components - [Create custom components](https://insality.github.io/druid/topics/02-creating_custom_components.md.html)
- Druid asset store - [Druid styles](https://insality.github.io/druid/topics/03-styles.md.html)
- Druid Styles - [Druid asset store](https://insality.github.io/druid/topics/04-druid_assets.md.html)
Full druid documentation you can find here: Full **Druid** documentation you can find here:
https://insality.github.io/druid/ https://insality.github.io/druid/
@ -127,7 +156,7 @@ _Will fill later_
- Add on_layout_change support (to keep gui data between layout change) - Add on_layout_change support (to keep gui data between layout change)
- Add on_change_language support (call single function to update all druid instance) - Add on_change_language support (call single function to update all Druid instance)
- Better documentation and examples - Better documentation and examples
@ -140,9 +169,11 @@ Original created by [AGulev](https://github.com/AGulev)
Developed and supporting by [Insality](https://github.com/Insality) Developed and supporting by [Insality](https://github.com/Insality)
Assets from [Kenney](http://www.kenney.nl/)
MIT License MIT License
## Issues and suggestions ## Issues and suggestions
If you have any issues, questions or suggestions please [create an issue](https://github.com/Insality/druid/issues) or contact me: [insality@gmail.com](mailto:insality@gmail.com) If you have any issues, questions or suggestions please [create an issue](https://github.com/Insality/druid/issues) or contact me: [insality@gmail.com](mailto:insality@gmail.com)

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@ -10,7 +10,7 @@ Basic custom component template looks like this:
local const = require("druid.const") local const = require("druid.const")
local component = require("druid.component") local component = require("druid.component")
local M = component.create("your_component") local M = component.create("name_your_component")
-- Component constructor -- Component constructor
function M.init(self, ...) function M.init(self, ...)
@ -67,7 +67,7 @@ There is next interests in druid:
## Best practice on custom components ## Best practice on custom components
On each component recomended describe component scheme in next way: On each component recommended describe component scheme in next way:
```lua ```lua
-- Component module -- Component module
@ -76,9 +76,9 @@ local component = require("druid.component")
local M = component.create("your_component") local M = component.create("your_component")
local SCHEME = { local SCHEME = {
ROOT = "/root", ROOT = "root",
ITEM = "/item", ITEM = "item",
TITLE = "/title" TITLE = "title"
} }
function M.init(self, template_name, node_table) function M.init(self, template_name, node_table)

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