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add simple slider component
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82
druid/base/slider.lua
Normal file
82
druid/base/slider.lua
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@ -0,0 +1,82 @@
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--- Druid slider component
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-- @module base.slider
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local helper = require("druid.helper")
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local const = require("druid.const")
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local M = {}
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M.interest = {
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const.ON_SWIPE
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}
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local function on_change_value(self)
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if self.callback then
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self.callback(self.parent.parent, self.value)
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end
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end
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function M.init(self, node, end_pos, callback)
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self.node = helper.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.callback = 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_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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gui.set_position(self.node, self.target_pos)
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if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then
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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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on_change_value(self)
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end
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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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end
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return M
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@ -22,6 +22,7 @@ M.comps = {
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progress = require("druid.base.progress"),
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grid = require("druid.base.grid"),
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scroll = require("druid.base.scroll"),
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slider = require("druid.base.slider"),
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checkbox = require("druid.base.checkbox"),
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progress_rich = require("druid.rich.progress_rich"),
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@ -1570,6 +1570,69 @@ nodes {
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template_node_child: false
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size_mode: SIZE_MODE_AUTO
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}
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nodes {
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position {
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x: 0.0
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y: 20.0
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z: 0.0
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w: 1.0
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}
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rotation {
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x: 0.0
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y: 0.0
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z: 0.0
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w: 1.0
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}
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scale {
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x: 0.7
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y: 0.7
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z: 1.0
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w: 1.0
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}
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size {
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x: 100.0
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y: 60.0
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z: 0.0
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w: 1.0
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}
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color {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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type: TYPE_TEXT
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blend_mode: BLEND_MODE_ALPHA
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text: "50%"
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font: "game"
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id: "text_progress_slider"
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xanchor: XANCHOR_NONE
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yanchor: YANCHOR_NONE
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pivot: PIVOT_CENTER
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outline {
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x: 0.0
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y: 0.0
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z: 0.0
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w: 1.0
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}
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shadow {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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adjust_mode: ADJUST_MODE_FIT
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line_break: false
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parent: "slider_back"
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layer: ""
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inherit_alpha: true
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alpha: 1.0
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outline_alpha: 1.0
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shadow_alpha: 0.0
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template_node_child: false
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text_leading: 1.0
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text_tracking: 0.0
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}
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nodes {
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position {
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x: 0.0
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@ -11,7 +11,7 @@ end
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local function random_progress(progress, text)
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local rnd = math.random()
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gui.set_text(text, math.ceil(rnd * 100))
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gui.set_text(text, math.ceil(rnd * 100) .. "%")
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progress:to(rnd)
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end
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@ -38,10 +38,10 @@ end
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local function setup_progress(self)
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local progress = self.druid:new_progress("progress_fill", "x", 0.4)
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random_progress(progress, gui.get_node("text_progress"))
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self.progress = self.druid:new_progress("progress_fill", "x", 0.4)
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random_progress(self.progress, gui.get_node("text_progress"))
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timer.delay(2, true, function()
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random_progress(progress, gui.get_node("text_progress_amount"))
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random_progress(self.progress, gui.get_node("text_progress_amount"))
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end)
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end
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@ -62,6 +62,13 @@ local function setup_grid(self)
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end
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local function setup_slider(self)
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self.druid:new_slider("slider_pin", vmath.vector3(95, 0, 0), function(_, value)
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gui.set_text(gui.get_node("text_progress_slider"), math.ceil(value * 100) .. "%")
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end)
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end
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local function setup_checkbox(self)
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self.druid:new_checkbox("radio1/check", nil, "radio1/back")
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self.druid:new_checkbox("radio2/check", nil, "radio2/back")
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@ -97,6 +104,7 @@ function M.setup_page(self)
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setup_timer(self)
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setup_checkbox(self)
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setup_scroll(self)
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setup_slider(self)
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setup_back_handler(self)
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end
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