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Entry point for Druid UI Framework.
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Create a new Druid instance and adjust the Druid settings here.
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## Table of Contents
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## Functions
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- [new](#new)
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- [register](#register)
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- [set_default_style](#set_default_style)
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- [set_text_function](#set_text_function)
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- [set_sound_function](#set_sound_function)
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- [init_window_listener](#init_window_listener)
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- [on_window_callback](#on_window_callback)
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- [on_language_change](#on_language_change)
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- [get_widget](#get_widget)
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- [register_druid_as_widget](#register_druid_as_widget)
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- [unregister_druid_as_widget](#unregister_druid_as_widget)
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@@ -35,6 +37,23 @@ Create a new Druid instance for creating GUI components.
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- **Returns:**
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- `druid_instance` *(druid.instance)*: The new Druid instance
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### register
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---
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```lua
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druid.register(name, module)
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```
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Register a new external Druid component.
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Register component just makes the druid:new_{name} function.
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For example, if you register a component called "my_component", you can create it using druid:new_my_component(...).
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This can be useful if you have your own "basic" components that you don't want to require in every file.
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The default way to create component is `druid_instance:new(component_class, ...)`.
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- **Parameters:**
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- `name` *(string)*: Module name
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- `module` *(table)*: Lua table with component
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### set_default_style
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---
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@@ -102,3 +121,52 @@ druid.on_language_change()
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Call this function when the game language changes.
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It will notify all Druid instances to update the lang text components.
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### get_widget
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---
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```lua
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druid.get_widget(widget_class, gui_url)
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```
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Create a widget from the binded Druid GUI instance.
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The widget will be created and all widget functions can be called from Game Object contexts.
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This allow use only `druid_widget.gui_script` for GUI files and call this widget functions from Game Object script file.
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Widget class here is a your lua file for the GUI scene (a widgets in Druid)
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- **Parameters:**
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- `widget_class` *(<T:druid.widget>)*: The class of the widget to return
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- `gui_url` *(url)*: GUI url
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- **Returns:**
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- `widget` *(<T:druid.widget>?)*: The new created widget,
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- **Example Usage:**
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```lua
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msg.url(nil, nil, "gui_widget") -- current game object
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msg.url(nil, object_url, "gui_widget") -- other game object
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```
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### register_druid_as_widget
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---
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```lua
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druid.register_druid_as_widget(druid)
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```
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Bind a Druid GUI instance to the current game object.
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This instance now can produce widgets from `druid.get_widget()` function.
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Only one widget can be set per game object.
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- **Parameters:**
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- `druid` *(druid.instance)*: The druid instance to register
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### unregister_druid_as_widget
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---
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```lua
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druid.unregister_druid_as_widget()
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```
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Should be called on final, where druid instance is destroyed.
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