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README.md
61
README.md
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[](https://insality.github.io/druid/)
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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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Or point to the ZIP file of a [specific release](https://github.com/Insality/druid/releases).
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### Input bindings
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### Code
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For **Druid** to work requires next input bindings:
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- Mouse trigger - `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 [optional]
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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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### Code [optional]
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Adjust **Druid** settings, if needed:
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```lua
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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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end
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```
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## Druid Events
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Any **Druid** components as callbacks uses Druid Events. In component API ([button example](https://insality.github.io/druid/modules/druid.button.html#Events)) pointed list of component events. You can manually subscribe on this events by next API:
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- **event:subscribe**(callback)
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- **event:unsubscribe**(callback)
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- **event:clear**()
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Any events can handle several callbacks, if needed.
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## Features
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- Druid input goes as stack. Last created button will checked first. So create your GUI from back
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- Don't forget about `return` in `on_input`: `return self.druid:on_input()`. It need, if you have more than 1 acquire inputs (several druid, other input system, etc)
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## Examples
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@@ -158,6 +175,8 @@ _Will fill later_
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- Add on_change_language support (call single function to update all Druid instance)
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- Unit tests
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- Better documentation and examples
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- Add more comfortable gamepad support for GUI (ability to select button with DPAD and other stuff)
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