Move all examples to separate collections

This commit is contained in:
Insality
2021-04-04 13:39:08 +03:00
parent 04d6babdff
commit ebabb37761
20 changed files with 6957 additions and 13500 deletions

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name: "data_list"
scale_along_z: 0
embedded_instances {
id: "go"
data: "components {\n"
" id: \"data_list\"\n"
" component: \"/example/examples/general/data_list/data_list.gui\"\n"
" position {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" }\n"
" rotation {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" w: 1.0\n"
" }\n"
"}\n"
""
position {
x: 0.0
y: 0.0
z: 0.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale3 {
x: 1.0
y: 1.0
z: 1.0
}
}

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local druid = require("druid.druid")
local function create_infinity_instance(self, record, index)
local instance = gui.clone_tree(self.infinity_prefab)
gui.set_enabled(instance["infinity_prefab"], true)
gui.set_text(instance["infinity_text"], "Record " .. record)
local button = self.druid:new_button(instance["infinity_prefab"], function()
print("Infinity click on", record)
self.infinity_list:add(self.infinity_list:get_length() + 1)
end)
button.on_long_click:subscribe(function()
-- self.infinity_list:remove_by_data(record)
end)
return instance["infinity_prefab"], button
end
local function create_infinity_instance_hor(self, record, index)
local instance = gui.clone_tree(self.infinity_prefab)
gui.set_enabled(instance["infinity_prefab"], true)
gui.set_text(instance["infinity_text"], "Record " .. record)
local button = self.druid:new_button(instance["infinity_prefab"], function()
print("Infinity click on", record)
-- self.infinity_list_hor:remove_by_data(record)
end)
return instance["infinity_prefab"], button
end
local function create_infinity_instance_small(self, record, index)
local instance = gui.clone_tree(self.infinity_prefab_small)
gui.set_enabled(instance["infinity_prefab_small"], true)
gui.set_text(instance["infinity_text_3"], record)
local button = self.druid:new_button(instance["infinity_prefab_small"], function()
print("Infinity click on", record)
-- self.infinity_list_small:remove_by_data(record)
end)
button:set_click_zone(self.infinity_scroll_3.view_node)
return instance["infinity_prefab_small"], button
end
local function create_infinity_instance_dynamic(self, record, index)
local instance = gui.clone_tree(self.infinity_prefab_dynamic)
gui.set_enabled(instance["infinity_prefab_dynamic"], true)
gui.set_text(instance["infinity_text_dynamic"], "Record " .. record)
gui.set_size(instance["infinity_prefab_dynamic"], vmath.vector3(200, 60 + index * 3, 0))
local button = self.druid:new_button(instance["infinity_prefab_dynamic"], function()
print("Dynamic click on", record)
-- self.infinity_list_dynamic:remove_by_data(record)
end)
button:set_click_zone(self.infinity_scroll_dynamic.view_node)
return instance["infinity_prefab_dynamic"], button
end
local function create_infinity_instance_dynamic_hor(self, record, index)
local instance = gui.clone_tree(self.infinity_prefab_dynamic)
gui.set_enabled(instance["infinity_prefab_dynamic"], true)
gui.set_text(instance["infinity_text_dynamic"], "Record " .. record)
gui.set_size(instance["infinity_prefab_dynamic"], vmath.vector3(150 + 2 * index, 60, 0))
local button = self.druid:new_button(instance["infinity_prefab_dynamic"], function()
print("Dynamic click on", record)
-- self.infinity_list_dynamic_hor:remove_by_data(record)
end)
button:set_click_zone(self.infinity_scroll_dynamic_hor.view_node)
return instance["infinity_prefab_dynamic"], button
end
local function setup_infinity_list(self)
local data = {}
for i = 1, 50 do
table.insert(data, i)
end
self.infinity_list = self.druid:new_data_list(self.infinity_scroll, self.infinity_grid, function(record, index)
-- function should return gui_node, [druid_component]
local root, button = create_infinity_instance(self, record, index)
button:set_click_zone(self.infinity_scroll.view_node)
return root, button
end):set_data(data)
self.infinity_list_hor = self.druid:new_data_list(self.infinity_scroll_hor, self.infinity_grid_hor, function(record, index)
-- function should return gui_node, [druid_component]
local root, button = create_infinity_instance_hor(self, record, index)
button:set_click_zone(self.infinity_scroll_hor.view_node)
return root, button
end):set_data(data)
-- scroll to some index
-- local pos = self.infinity_grid:get_pos(25)
-- self.infinity_scroll:scroll_to(pos, true)
timer.delay(1, false, function()
-- self.infinity_list:scroll_to_index(25)
end)
self.infinity_list_small = self.druid:new_data_list(self.infinity_scroll_3, self.infinity_grid_3, function(record, index)
-- function should return gui_node, [druid_component]
return create_infinity_instance_small(self, record, index)
end):set_data(data)
self.infinity_list_dynamic = self.druid:new_data_list(self.infinity_scroll_dynamic, self.infinity_grid_dynamic, function(record, index)
-- function should return gui_node, [druid_component]
return create_infinity_instance_dynamic(self, record, index)
end):set_data(data)
timer.delay(1, false, function()
-- self.infinity_list_dynamic:scroll_to_index(25)
end)
self.infinity_list_dynamic_hor = self.druid:new_data_list(self.infinity_scroll_dynamic_hor, self.infinity_grid_dynamic_hor, function(record, index)
-- function should return gui_node, [druid_component]
return create_infinity_instance_dynamic_hor(self, record, index)
end):set_data(data)
end
local function toggle_stencil(self)
self._is_stencil = not self._is_stencil
local mode = self._is_stencil and gui.CLIPPING_MODE_STENCIL or gui.CLIPPING_MODE_NONE
gui.set_clipping_mode(self.infinity_scroll.view_node, mode)
gui.set_clipping_mode(self.infinity_scroll_hor.view_node, mode)
gui.set_clipping_mode(self.infinity_scroll_3.view_node, mode)
gui.set_clipping_mode(self.infinity_scroll_dynamic.view_node, mode)
gui.set_clipping_mode(self.infinity_scroll_dynamic_hor.view_node, mode)
end
function init(self)
self.druid = druid.new(self)
self.druid:new_scroll("root", "infinity_page_content")
self.infinity_prefab = gui.get_node("infinity_prefab")
self.infinity_prefab_small = gui.get_node("infinity_prefab_small")
self.infinity_prefab_dynamic = gui.get_node("infinity_prefab_dynamic")
gui.set_enabled(self.infinity_prefab, false)
gui.set_enabled(self.infinity_prefab_small, false)
gui.set_enabled(self.infinity_prefab_dynamic, false)
self.infinity_scroll = self.druid:new_scroll("infinity_scroll_stencil", "infinity_scroll_content")
:set_horizontal_scroll(false)
self.infinity_grid = self.druid:new_static_grid("infinity_scroll_content", "infinity_prefab", 1)
self.infinity_scroll_hor = self.druid:new_scroll("infinity_scroll_stencil_hor", "infinity_scroll_content_hor")
:set_vertical_scroll(false)
self.infinity_grid_hor = self.druid:new_static_grid("infinity_scroll_content_hor", "infinity_prefab", 999)
self.infinity_scroll_3 = self.druid:new_scroll("infinity_scroll_3_stencil", "infinity_scroll_3_content")
:set_horizontal_scroll(false)
self.infinity_grid_3 = self.druid:new_static_grid("infinity_scroll_3_content", "infinity_prefab_small", 3)
self.infinity_scroll_dynamic = self.druid:new_scroll("infinity_scroll_stencil_dynamic", "infinity_scroll_content_dynamic")
:set_horizontal_scroll(false)
self.infinity_grid_dynamic = self.druid:new_dynamic_grid("infinity_scroll_content_dynamic")
self.infinity_scroll_dynamic_hor = self.druid:new_scroll("infinity_scroll_stencil_dynamic_hor", "infinity_scroll_content_dynamic_hor")
:set_vertical_scroll(false)
self.infinity_grid_dynamic_hor = self.druid:new_dynamic_grid("infinity_scroll_content_dynamic_hor")
self._is_stencil = true
self.druid:new_button("button_toggle_stencil/button", toggle_stencil)
setup_infinity_list(self)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end

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name: "grid"
scale_along_z: 0
embedded_instances {
id: "go"
data: "components {\n"
" id: \"overview\"\n"
" component: \"/example/examples/general/grid/grid.gui\"\n"
" position {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" }\n"
" rotation {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" w: 1.0\n"
" }\n"
"}\n"
""
position {
x: 0.0
y: 0.0
z: 0.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale3 {
x: 1.0
y: 1.0
z: 1.0
}
}

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local druid = require("druid.druid")
local const = require("druid.const")
local function simple_animate(node, pos)
gui.animate(node, "position", pos, gui.EASING_OUTSINE, 0.2)
end
local function remove_node(self, button, no_shift)
gui.delete_node(button.node)
self.druid:remove(button)
local index = self.grid_static_grid:get_index_by_node(button.node)
self.grid_static_grid:remove(index, no_shift and const.SHIFT.NO_SHIFT or const.SHIFT.RIGHT)
for i = 1, #self.grid_node_buttons do
if self.grid_node_buttons[i] == button then
table.remove(self.grid_node_buttons, i)
break
end
end
end
local function add_node(self, index)
local prefab = gui.get_node("grid_nodes_prefab")
local cloned = gui.clone_tree(prefab)
gui.set_enabled(cloned["grid_nodes_prefab"], true)
local button = self.druid:new_button(cloned["grid_nodes_prefab"], function(_, params, button)
remove_node(self, button)
end)
button.on_long_click:subscribe(function()
remove_node(self, button, true)
end)
button:set_click_zone(self.grid_static_scroll.view_node)
table.insert(self.grid_node_buttons, button)
self.grid_static_grid:add(cloned["grid_nodes_prefab"], index)
end
local function clear_nodes(self)
local nodes = self.grid_static_grid.nodes
for i, node in pairs(nodes) do
gui.delete_node(node)
end
for i = 1, #self.grid_node_buttons do
self.druid:remove(self.grid_node_buttons[i])
end
self.grid_node_buttons = {}
self.grid_static_grid:clear()
end
local function init_static_grid(self)
self.grid_node_buttons = {}
gui.set_enabled(gui.get_node("grid_nodes_prefab"), false)
for i = 1, 15 do
add_node(self, i)
end
self.druid:new_button("button_add/button", function()
add_node(self)
end)
self.druid:new_button("button_clear/button", function()
clear_nodes(self)
end)
end
local function remove_dynamic_node(self, button, shift_policy)
gui.delete_node(button.node)
self.druid:remove(button)
local index = self.grid_dynamic_grid:get_index_by_node(button.node)
self.grid_dynamic_grid:remove(index, shift_policy)
for i = 1, #self.dynamic_node_buttons do
if self.dynamic_node_buttons[i] == button then
table.remove(self.dynamic_node_buttons, i)
break
end
end
end
local function add_node_dynamic(self, index, is_shift_left)
local node = gui.clone(self.prefab_dynamic)
gui.set_color(node, vmath.vector4(math.random() * 0.2 + 0.8))
gui.set_enabled(node, true)
gui.set_size(node, vmath.vector3(250, math.random(60, 150), 0))
self.grid_dynamic_grid:add(node, index, is_shift_left)
local button = self.druid:new_button(node, function(_, params, button)
remove_dynamic_node(self, button)
end)
button.on_long_click:subscribe(function()
remove_dynamic_node(self, button, const.SHIFT.LEFT)
end)
button:set_click_zone(self.grid_dynamic_scroll.view_node)
table.insert(self.dynamic_node_buttons, button)
end
local function remove_dynamic_hor_node(self, button, shift_policy)
gui.delete_node(button.node)
self.druid:remove(button)
local index = self.grid_dynamic_hor_grid:get_index_by_node(button.node)
self.grid_dynamic_hor_grid:remove(index, shift_policy)
for i = 1, #self.dynamic_node_hor_buttons do
if self.dynamic_node_hor_buttons[i] == button then
table.remove(self.dynamic_node_hor_buttons, i)
break
end
end
end
local function add_node_dynamic_hor(self, index)
local node = gui.clone(self.prefab_hor_dynamic)
gui.set_color(node, vmath.vector4(math.random() * 0.2 + 0.8))
gui.set_enabled(node, true)
gui.set_size(node, vmath.vector3(80 + math.random(0, 80), 80, 0))
local button = self.druid:new_button(node, function(_, params, button)
remove_dynamic_hor_node(self, button)
end)
button.on_long_click:subscribe(function()
remove_dynamic_hor_node(self, button, const.SHIFT.LEFT)
end)
button:set_click_zone(self.grid_dynamic_hor_scroll.view_node)
self.grid_dynamic_hor_grid:add(node, index)
table.insert(self.dynamic_node_hor_buttons, button)
end
local function init_dynamic_grid(self)
-- Vertical horizontal grid
self.dynamic_node_buttons = {}
self.dynamic_node_hor_buttons = {}
self.prefab_dynamic = gui.get_node("grid_dynamic_prefab")
gui.set_enabled(self.prefab_dynamic, false)
for i = 1, 10 do
add_node_dynamic(self, i)
end
self.druid:new_button("button_add_start_dynamic/button", function()
local start_index = self.grid_dynamic_grid.first_index or 1
add_node_dynamic(self, start_index)
end)
self.druid:new_button("button_add_end_dynamic/button", function()
add_node_dynamic(self)
end)
-- Horizontal dynamic grid
self.prefab_hor_dynamic = gui.get_node("grid_dynamic_hor_prefab")
gui.set_enabled(self.prefab_hor_dynamic, false)
for i = 1, 10 do
add_node_dynamic_hor(self, i)
end
self.druid:new_button("button_add_start_dynamic_hor/button", function()
local start_index = self.grid_dynamic_hor_grid.first_index or 1
add_node_dynamic_hor(self, start_index)
end)
self.druid:new_button("button_add_end_dynamic_hor/button", function()
add_node_dynamic_hor(self)
end)
end
function init(self)
self.druid = druid.new(self)
self.druid:new_scroll("root", "grid_page_content")
self.grid_static_grid = self.druid:new_static_grid("grid_nodes", "grid_nodes_prefab", 5)
:set_position_function(simple_animate)
self.grid_static_scroll = self.druid:new_scroll("grid_nodes_view", "grid_nodes")
:set_horizontal_scroll(false)
:bind_grid(self.grid_static_grid)
self.grid_dynamic_grid = self.druid:new_dynamic_grid("grid_dynamic_nodes")
:set_position_function(simple_animate)
self.grid_dynamic_scroll = self.druid:new_scroll("grid_dynamic_view", "grid_dynamic_nodes")
:set_horizontal_scroll(false)
:bind_grid(self.grid_dynamic_grid)
self.grid_dynamic_hor_grid = self.druid:new_dynamic_grid("grid_dynamic_hor_nodes")
:set_position_function(simple_animate)
self.grid_dynamic_hor_scroll = self.druid:new_scroll("grid_dynamic_hor_view", "grid_dynamic_hor_nodes")
:set_vertical_scroll(false)
:bind_grid(self.grid_dynamic_hor_grid)
init_static_grid(self)
init_dynamic_grid(self)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end

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name: "input"
scale_along_z: 0
embedded_instances {
id: "go"
data: "components {\n"
" id: \"overview\"\n"
" component: \"/example/examples/general/input/input.gui\"\n"
" position {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" }\n"
" rotation {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" w: 1.0\n"
" }\n"
"}\n"
""
position {
x: 0.0
y: 0.0
z: 0.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale3 {
x: 1.0
y: 1.0
z: 1.0
}
}

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local druid = require("druid.druid")
function init(self)
self.druid = druid.new(self)
self.druid:new_input("input_box_usual", "input_text_usual")
self.druid:new_input("input_box_password", "input_text_password", gui.KEYBOARD_TYPE_PASSWORD)
self.druid:new_input("input_box_email", "input_text_email", gui.KEYBOARD_TYPE_EMAIL)
self.druid:new_input("input_box_numpad", "input_text_numpad", gui.KEYBOARD_TYPE_NUMBER_PAD)
:set_allowed_characters("[%d,.]")
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end

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name: "scroll"
scale_along_z: 0
embedded_instances {
id: "go"
data: "components {\n"
" id: \"scroll\"\n"
" component: \"/example/examples/general/scroll/scroll.gui\"\n"
" position {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" }\n"
" rotation {\n"
" x: 0.0\n"
" y: 0.0\n"
" z: 0.0\n"
" w: 1.0\n"
" }\n"
"}\n"
""
position {
x: 0.0
y: 0.0
z: 0.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale3 {
x: 1.0
y: 1.0
z: 1.0
}
}

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local druid = require("druid.druid")
local function init_scroll_with_grid(self)
local prefab = gui.get_node("grid_prefab")
local grid_scroll = self.druid:new_scroll("scroll_with_grid_size", "grid_content")
local grid = self.druid:new_static_grid("grid_content", "grid_prefab", 20)
for i = 1, 40 do
local clone_prefab = gui.clone_tree(prefab)
grid:add(clone_prefab["grid_prefab"])
gui.set_text(clone_prefab["grid_prefab_text"], "Node " .. i)
local button = self.druid:new_button(clone_prefab["grid_button"], function()
local position = gui.get_position(clone_prefab["grid_prefab"])
grid_scroll:scroll_to(position)
end)
button:set_click_zone(gui.get_node("scroll_with_grid_size"))
end
gui.set_enabled(prefab, false)
grid_scroll:set_size(grid:get_size())
local scroll_slider = self.druid:new_slider("grid_scroll_pin", vmath.vector3(287, 0, 0), function(_, value)
grid_scroll:scroll_to_percent(vmath.vector3(value, 0, 0), true)
end)
grid_scroll.on_scroll:subscribe(function(_, point)
scroll_slider:set(grid_scroll:get_percent().x, true)
end)
end
function init(self)
self.druid = druid.new(self)
-- Usual scroll for whole page
self.druid:new_scroll("root", "scroll_page_content")
-- Simple scroll with no adjust
self.druid:new_scroll("simple_scroll_input", "simple_scroll_content")
-- Scroll with grid example
init_scroll_with_grid(self)
-- Scroll contain children scrolls:
-- Parent scroll
self.druid:new_scroll("children_scroll", "children_scroll_content")
-- Childre scrolls
self.druid:new_scroll("children_scroll_1", "children_scroll_content_1")
self.druid:new_scroll("children_scroll_2", "children_scroll_content_2")
self.druid:new_scroll("children_scroll_3", "children_scroll_content_3")
-- Content with less size than view
self.druid:new_scroll("scroll_smaller_view", "scroll_smaller_content")
:set_extra_stretch_size(0)
:set_inert(false)
-- Scroll with points of interests
self.druid:new_scroll("scroll_with_points", "scroll_with_points_content")
:set_points({
vmath.vector3(300, 0, 0),
vmath.vector3(900, 0, 0),
vmath.vector3(1500, 0, 0),
vmath.vector3(2100, 0, 0),
})
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end

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@@ -3,8 +3,8 @@ scale_along_z: 0
embedded_instances {
id: "go"
data: "components {\n"
" id: \"overview\"\n"
" component: \"/example/examples/general/template/template.gui\"\n"
" id: \"template\"\n"
" component: \"/example/examples/template/template.gui\"\n"
" position {\n"
" x: 0.0\n"
" y: 0.0\n"

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@@ -1,4 +1,4 @@
script: "/example/examples/general/template/template.gui_script"
script: "/example/examples/template/template.gui_script"
fonts {
name: "game"
font: "/example/assets/fonts/game.font"