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README.md
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README.md
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[](https://insality.github.io/druid/)
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[](https://github.com/Insality/druid/releases)
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**Druid** - powerful defold component UI library. Use basic druid components or make your own game-specific components to make amazing GUI in your games.
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**Druid** - powerful defold component UI library. Use basic Druid components or make your own game-specific components to make amazing GUI in your games.
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## Setup
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### Dependency
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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:
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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:
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> [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip)
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@ -18,24 +18,45 @@ Or point to the ZIP file of a [specific release](https://github.com/Insality/dr
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### Code
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Adjust druid settings, if needed:
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Adjust **Druid** settings, if needed:
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```lua
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local druid = require("druid.druid")
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-- Used for button component and custom components
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-- Callback should play sound by name
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druid.set_sound_function(callback)
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-- Used for lang_text component
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-- Callback should return localized string by locale id
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druid.set_text_function(callback)
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-- Used for change default druid style
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druid.set_default_style(your_style)
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```
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### Input bindings
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For **Druid** to work requires next input bindings:
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- Mouse trigger - `mouse-button-1` -> `touch` _For basic input components_
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- Key trigger - `Backspace` -> `backspace` _For back_handler component_
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- Key trigger - `Back` -> `text` _For back_handler component, Android back button_
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### Input capturing
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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)"`
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If you not need this behaviour, you can disable it by settings `druid.no_auto_input` field in _game.project_:
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```
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[druid]
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no_auto_input = 1
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```
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## Components
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Druid provides next basic components:
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**Druid** provides next basic components:
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- **Button** - Basic game button
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- **Text** - Wrap on text node with text size adjusting
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@ -69,16 +90,24 @@ Druid provides next basic components:
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Full info see on _components.md_
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## Creating components
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## Basic usage
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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*
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All **Druid** components as arguments can apply node name string, you can don't do `gui.get_node()` before
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All **Druid** and component methods calling with `:` like `self.druid:new_button()`
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Any components creating via druid:
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```lua
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local druid = require("druid.druid")
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local function button_callback(self)
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print("Button was clicked!")
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end
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local function init(self)
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self.druid = druid.new(self)
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local button = self.druid:new_button(node_name, callback)
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local text = self.druid:new_text(node_text_name)
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self.druid:new_button("button_node_name", button_callback)
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end
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function update(self, dt)
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@ -90,14 +119,14 @@ function on_message(self, message_id, message, sender)
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end
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function on_input(self, action_id, action)
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self.druid:on_input(action_id, action)
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return self.druid:on_input(action_id, action)
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end
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```
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## Examples
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See the [example folder](https://github.com/insality/druid/tree/develop/example/kenney) for examples of how to use Druid
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See the [example folder](https://github.com/insality/druid/tree/develop/example/kenney) for examples of how to use **Druid**
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See the [druid-assets repository](https://github.com/insality/druid-assets) for examples of how to create custom components and styles
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@ -106,13 +135,13 @@ Try the [HTML5 version](https://insality.github.io/druid/druid/) of the example
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## Documentation
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To learn druid better, read next documentation:
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- Druid components
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- Create custom components
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- Druid asset store
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- Druid Styles
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To learn **Druid** better, read next documentation:
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- [Druid components](https://insality.github.io/druid/topics/01-components.md.html)
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- [Create custom components](https://insality.github.io/druid/topics/02-creating_custom_components.md.html)
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- [Druid styles](https://insality.github.io/druid/topics/03-styles.md.html)
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- [Druid asset store](https://insality.github.io/druid/topics/04-druid_assets.md.html)
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Full druid documentation you can find here:
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Full **Druid** documentation you can find here:
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https://insality.github.io/druid/
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@ -127,7 +156,7 @@ _Will fill later_
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- Add on_layout_change support (to keep gui data between layout change)
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- Add on_change_language support (call single function to update all druid instance)
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- Add on_change_language support (call single function to update all Druid instance)
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- Better documentation and examples
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@ -140,6 +169,8 @@ Original created by [AGulev](https://github.com/AGulev)
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Developed and supporting by [Insality](https://github.com/Insality)
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Assets from [Kenney](http://www.kenney.nl/)
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MIT License
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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("your_component")
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local M = component.create("name_your_component")
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-- Component constructor
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function M.init(self, ...)
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@ -67,7 +67,7 @@ There is next interests in druid:
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## Best practice on custom components
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On each component recomended describe component scheme in next way:
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On each component recommended describe component scheme in next way:
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```lua
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-- Component module
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@ -76,9 +76,9 @@ local component = require("druid.component")
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local M = component.create("your_component")
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local SCHEME = {
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ROOT = "/root",
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ITEM = "/item",
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TITLE = "/title"
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ROOT = "root",
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ITEM = "item",
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TITLE = "title"
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}
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function M.init(self, template_name, node_table)
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