diff --git a/druid/base/grid.lua b/druid/base/grid.lua index c509f9d..fd4fe48 100644 --- a/druid/base/grid.lua +++ b/druid/base/grid.lua @@ -37,6 +37,7 @@ function M.init(self, parent, element, in_row) self.nodes = {} self.offset = vmath.vector3(0) + self.grid_mode = const.GRID_MODE.DYNAMIC local pivot = helper.get_pivot_offset(gui.get_pivot(self.parent)) self.anchor = vmath.vector3(0.5 + pivot.x, 0.5 - pivot.y, 0) @@ -50,22 +51,29 @@ function M.init(self, parent, element, in_row) self.on_remove_item = Event() self.on_clear = Event() self.on_update_positions = Event() + + self._set_position_function = gui.set_position end -local function check_border(self, pos) - local border = self.border +local function _update_border(self, pos, border) local size = self.node_size - local W = pos.x - size.x/2 + self.border_offset.x - local E = pos.x + size.x/2 + self.border_offset.x - local N = pos.y + size.y/2 + self.border_offset.y - local S = pos.y - size.y/2 + self.border_offset.y + local left = pos.x - size.x/2 + self.border_offset.x + local right = pos.x + size.x/2 + self.border_offset.x + local top = pos.y + size.y/2 + self.border_offset.y + local bottom = pos.y - size.y/2 + self.border_offset.y - border.x = math.min(border.x, W) - border.y = math.max(border.y, N) - border.z = math.max(border.z, E) - border.w = math.min(border.w, S) + border.x = math.min(border.x, left) + border.y = math.max(border.y, top) + border.z = math.max(border.z, right) + border.w = math.min(border.w, bottom) +end + + +local function update_border_offset(self, pos) + local border = self.border + _update_border(self, pos, border) self.border_offset = vmath.vector3( (border.x + (border.z - border.x) * self.anchor.x), @@ -75,8 +83,25 @@ local function check_border(self, pos) end +local function update_pos(self, is_instant) + for i, node in pairs(self.nodes) do + if is_instant then + gui.set_position(node, self:get_pos(i)) + else + self._set_position_function(node, self:get_pos(i)) + end + end + + self.on_update_positions:trigger(self:get_context()) +end + + local temp_pos = vmath.vector3(0) -local function get_pos(self, index) +--- Return pos for grid node index +-- @function grid:get_pos +-- @tparam number index The grid element index +-- @treturn vector3 Node position +function M.get_pos(self, index) local row = math.ceil(index / self.in_row) - 1 local col = (index - row * self.in_row) - 1 @@ -88,13 +113,16 @@ local function get_pos(self, index) end -local function update_pos(self, is_instant) - for i = 1, #self.nodes do - local node = self.nodes[i] - gui.set_position(node, get_pos(self, i)) - end +--- Return index for grid pos +-- @function grid:get_index +-- @tparam vector3 pos The node position in the grid +-- @treturn number The node index +function M.get_index(self, pos) + local col = (pos.x + self.border_offset.x) / (self.node_size.x + self.offset.x) + local row = -(pos.y + self.border_offset.y) / (self.node_size.y + self.offset.y) - self.on_update_positions:trigger(self:get_context()) + local index = col + (row * self.in_row) + 1 + return math.floor(index) end @@ -127,41 +155,99 @@ end -- @tparam[opt] number index The item position. By default add as last item function M.add(self, item, index) index = index or (#self.nodes + 1) - table.insert(self.nodes, index, item) + + if self.grid_mode == const.GRID_MODE.DYNAMIC then + table.insert(self.nodes, index, item) + else + self.nodes[index] = item + end + gui.set_parent(item, self.parent) - local pos = get_pos(self, index) - check_border(self, pos) + local pos = self:get_pos(index) + for i, _ in pairs(self.nodes) do + update_border_offset(self, self:get_pos(i)) + end + + -- Add new item instantly in new pos + gui.set_position(item, pos) update_pos(self) self.on_add_item:trigger(self:get_context(), item, index) end +function M:remove(index, delete_node) + assert(self.nodes[index], "No grid item at given index " .. index) + + local parent_node = self.nodes[index] + if delete_node then + gui.delete_node(parent_node) + end + + if self.grid_mode == const.GRID_MODE.DYNAMIC then + table.remove(self.nodes, index) + else + self.nodes[index] = nil + end + + -- Recalculate borders + self.border = vmath.vector4(0) + update_border_offset(self, self:get_pos(1)) + for i, _ in pairs(self.nodes) do + local pos = self:get_pos(i) + update_border_offset(self, pos) + end + + update_pos(self) +end + + --- Return grid content size -- @function grid:get_size -- @treturn vector3 The grid content size -function M.get_size(self) +function M.get_size(self, border) + border = border or self.border return vmath.vector3( - self.border.z - self.border.x, - self.border.y - self.border.w, + border.z - border.x, + border.y - border.w, 0) end +function M:get_size_for_elements_count(count) + local border = vmath.vector4(0) + for i = 1, count do + local pos = self:get_pos(i) + _update_border(self, pos, border) + end + + return M.get_size(self, border) +end + + --- Return array of all node positions -- @function grid:get_all_pos -- @treturn vector3[] All grid node positions function M.get_all_pos(self) local result = {} - for i = 1, #self.nodes do - table.insert(result, gui.get_position(self.nodes[i])) + for i, node in pairs(self.nodes) do + table.insert(result, gui.get_position(node)) end return result end +--- Change set position function for grid nodes. It will call on +-- update poses on grid elements. Default: gui.set_position +-- @function grid:set_position_function +-- @tparam function callback Function on node set position +function M.set_position_function(self, callback) + self._set_position_function = callback or gui.set_position +end + + --- Clear grid nodes array. GUI nodes will be not deleted! -- If you want to delete GUI nodes, use grid.nodes array before grid:clear -- @function grid:clear @@ -175,4 +261,11 @@ function M.clear(self) end +function M:set_grid_mode(grid_mode) + assert(grid_mode == const.GRID_MODE.STATIC or grid_mode == const.GRID_MODE.DYNAMIC) + + self.grid_mode = grid_mode +end + + return M diff --git a/druid/base/infinity_list.lua b/druid/base/infinity_list.lua new file mode 100644 index 0000000..b44f522 --- /dev/null +++ b/druid/base/infinity_list.lua @@ -0,0 +1,117 @@ +--- Manage data for huge dataset in scroll +--- It requires basic druid scroll and druid grid components +local const = require("druid.const") +local component = require("druid.component") + +local M = component.create("infinity_list", { const.ON_UPDATE }) + + +function M:init(data_list, scroll, grid, create_function) + self.view_size = gui.get_size(scroll.view_node) + self.prefab_size = grid.node_size + self.druid = self:get_druid() + self.scroll = scroll + self.grid = grid + self.grid:set_grid_mode(const.GRID_MODE.STATIC) + + self.data = data_list + self.top_index = 1 + + self.create_function = create_function + + self.nodes = {} + self.components = {} + + self.elements_view_count = vmath.vector3( + math.ceil(self.view_size.x / self.prefab_size.x), + math.ceil(self.view_size.y / self.prefab_size.y), + 0) + + self:_refresh() + self.scroll.on_scroll:subscribe(function() self._check_elements(self) end) +end + + +function M:on_remove() + -- TODO: make this work + -- self.scroll.on_scroll:unsubscribe(self._check_elements) +end + + +function M:update(dt) + if self.scroll.animate then + self:_check_elements() + end +end + + +function M:set_data(data_list) + self.data = data_list + self:_refresh() +end + + +function M:_add_at(index) + if self.nodes[index] then + self:_remove_at(index) + end + + local node, instance = self.create_function(self.data[index], index) + self.grid:add(node, index) + self.nodes[index] = node + self.components[index] = instance +end + + +function M:_remove_at(index) + self.grid:remove(index) + + local node = self.nodes[index] + gui.delete_node(node) + self.nodes[index] = nil + + if self.components[index] then + self.druid:remove(self.components[index]) + self.components[index] = nil + end +end + + +function M:_refresh() + for index, _ in pairs(self.nodes) do + self:_remove_at(index) + end + self:_check_elements() + self:_recalc_scroll_size() +end + + +function M:_check_elements() + local pos = gui.get_position(self.scroll.content_node) + pos.y = -pos.y + local top_index = self.grid:get_index(pos) + local last_index = top_index + (self.elements_view_count.x * self.elements_view_count.y) + 1 + + -- Clear outside elements + for index, _ in pairs(self.nodes) do + if index < top_index or index > last_index then + self:_remove_at(index) + end + end + + -- Spawn current elements + for index = top_index, last_index do + if self.data[index] and not self.nodes[index] then + self:_add_at(index) + end + end +end + + +function M:_recalc_scroll_size() + local element_size = self.grid:get_size_for_elements_count(#self.data) + self.scroll:set_size(element_size) +end + + +return M diff --git a/druid/const.lua b/druid/const.lua index cad9f8a..858d1c7 100644 --- a/druid/const.lua +++ b/druid/const.lua @@ -102,6 +102,12 @@ M.SWIPE = { } +M.GRID_MODE = { + STATIC = "static", + DYNAMIC = "dynamic", +} + + M.EMPTY_FUNCTION = function() end M.EMPTY_STRING = "" M.SPACE_STRING = " " diff --git a/druid/system/druid_instance.lua b/druid/system/druid_instance.lua index 0b1191c..2a9da6c 100644 --- a/druid/system/druid_instance.lua +++ b/druid/system/druid_instance.lua @@ -17,6 +17,7 @@ -- @see druid.radio_group -- @see druid.swipe -- @see druid.drag +-- @see druid.infinity_list local const = require("druid.const") local druid_input = require("druid.helper.druid_input") @@ -40,6 +41,7 @@ local radio_group = require("druid.base.radio_group") local input = require("druid.base.input") local swipe = require("druid.base.swipe") local drag = require("druid.base.drag") +local infinity_list = require("druid.base.infinity_list") -- local infinity_scroll = require("druid.base.infinity_scroll") -- @classmod Druid @@ -477,10 +479,19 @@ end --- Create drag basic component -- @function druid:new_drag -- @tparam args ... drag init args --- @treturn Componetn drag component +-- @treturn Component drag component function Druid.new_drag(self, ...) return Druid.create(self, drag, ...) end +--- Create infinity list basic component +-- @function druid:new_infinity_list +-- @tparam args ... drag init args +-- @treturn Component drag component +function Druid.new_infinity_list(self, ...) + return Druid.create(self, infinity_list, ...) +end + + return Druid