5 Commits

Author SHA1 Message Date
Insality
b2d73bafa4 Release 1.1.6 2025-09-27 14:02:11 +03:00
Insality
872af8fb8e Update editor script linking messages 2025-09-27 14:02:11 +03:00
Insality
46b7d828f0 Use editor script to set gui script path 2025-09-27 14:02:11 +03:00
Maksim Tuprikov
044eec50b2 Merge pull request #322 from vlaaad/patch-1 2025-08-22 14:43:05 +02:00
vlaaad
066a81f5f3 Create ext.properties 2025-08-22 14:36:54 +02:00
39 changed files with 166 additions and 1304 deletions

4
.gitignore vendored
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@@ -17,7 +17,3 @@ manifest.private.der
manifest.public.der
/.editor_settings
/.deployer_cache
# Example and documentation files (not part of core library)
example_color_api_usage.lua
DRUID_COLOR_API_IMPROVEMENTS.md

View File

@@ -39,7 +39,7 @@ Open your `game.project` file and add the following lines to the dependencies fi
**[Druid](https://github.com/Insality/druid/)**
```
https://github.com/Insality/druid/archive/refs/tags/1.1.5.zip
https://github.com/Insality/druid/archive/refs/tags/1.1.6.zip
```
**[Defold Event](https://github.com/Insality/defold-event)**

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@@ -20,7 +20,7 @@ local M = component.create("blocker")
---@param node node|string The node to use as a blocker
function M:init(node)
self.node = self:get_node(node)
self._is_enabled = true
self._is_enabled = gui.is_enabled(self.node, true)
end

View File

@@ -67,8 +67,8 @@ function M:init(node_or_node_id, callback, custom_args, anim_node)
self.start_scale = gui.get_scale(self.anim_node)
self.start_pos = gui.get_position(self.anim_node)
self.params = custom_args
self.hover = self.druid:new_hover(node_or_node_id, self.button_hover)
self.hover.on_mouse_hover:subscribe(self.button_mouse_hover)
self.hover = self.druid:new_hover(node_or_node_id, self._on_button_hover)
self.hover.on_mouse_hover:subscribe(self._on_button_mouse_hover)
self.click_zone = nil
self.is_repeated_started = false
self.last_pressed_time = 0
@@ -184,7 +184,7 @@ function M:on_input(action_id, action)
if self._is_html5_mode then
self._is_html5_listener_set = true
html5.set_interaction_listener(function()
self:button_click()
self:_on_button_click()
end)
end
return is_consume
@@ -193,7 +193,7 @@ function M:on_input(action_id, action)
-- While hold button, repeat rate pick from input.repeat_interval
if action.repeated then
if not self.on_repeated_click:is_empty() and self.can_action then
self:button_repeated_click()
self:_on_button_repeated_click()
return is_consume
end
end
@@ -211,7 +211,7 @@ function M:on_input(action_id, action)
end
if press_time >= self.style.LONGTAP_TIME then
self:button_hold(press_time)
self:_on_button_hold(press_time)
return is_consume
end
end
@@ -326,18 +326,18 @@ end
---@param hover_state boolean True if the hover state is active
function M:button_hover(hover_state)
function M:_on_button_hover(hover_state)
self.style.on_hover(self, self.anim_node, hover_state)
end
---@param hover_state boolean True if the hover state is active
function M:button_mouse_hover(hover_state)
function M:_on_button_mouse_hover(hover_state)
self.style.on_mouse_hover(self, self.anim_node, hover_state)
end
function M:button_click()
function M:_on_button_click()
if self._is_html5_mode then
self._is_html5_listener_set = false
html5.set_interaction_listener(nil)
@@ -348,7 +348,7 @@ function M:button_click()
end
function M:button_repeated_click()
function M:_on_button_repeated_click()
if not self.is_repeated_started then
self.click_in_row = 0
self.is_repeated_started = true
@@ -360,7 +360,7 @@ function M:button_repeated_click()
end
function M:button_long_click()
function M:_on_button_long_click()
self.click_in_row = 1
local time = socket.gettime() - self.last_pressed_time
self.on_long_click:trigger(self:get_context(), self.params, self, time)
@@ -368,7 +368,7 @@ function M:button_long_click()
end
function M:button_double_click()
function M:_on_button_double_click()
self.click_in_row = self.click_in_row + 1
self.on_double_click:trigger(self:get_context(), self.params, self, self.click_in_row)
self.style.on_click(self, self.anim_node)
@@ -376,7 +376,7 @@ end
---@param press_time number Amount of time the button was held
function M:button_hold(press_time)
function M:_on_button_hold(press_time)
self.on_hold_callback:trigger(self:get_context(), self.params, self, press_time)
end
@@ -413,14 +413,14 @@ function M:_on_button_release()
if is_long_click then
local is_hold_complete = (time - self.last_pressed_time) >= self.style.AUTOHOLD_TRIGGER
if is_hold_complete then
self:button_long_click()
self:_on_button_long_click()
else
self.on_click_outside:trigger(self:get_context(), self.params, self)
end
elseif is_double_click then
self:button_double_click()
self:_on_button_double_click()
else
self:button_click()
self:_on_button_click()
end
self.last_released_time = time

View File

@@ -205,59 +205,6 @@ function M:scroll_to(point, is_instant)
end
function M:scroll_to_make_node_visible(node, is_instant)
-- Can be any node not only directly at scroll content
local screen_position = gui.get_screen_position(node)
local local_position = gui.screen_to_local(self.content_node, screen_position)
-- Get the node borders in content node space
local node_border = helper.get_border(node, local_position)
-- Calculate how much we need to scroll to make the node visible
local scroll_position = vmath.vector3(self.position)
local view_border = self.view_border
-- Convert content position to view position
local node_in_view_x = node_border.x + scroll_position.x
local node_in_view_y = node_border.y + scroll_position.y
local node_in_view_z = node_border.z + scroll_position.x
local node_in_view_w = node_border.w + scroll_position.y
local target_position = vmath.vector3(scroll_position)
-- Check if node is outside view horizontally
if self._is_horizontal_scroll then
-- If the node is too far to the right (left side not visible)
if node_in_view_x < view_border.x then
target_position.x = scroll_position.x + (view_border.x - node_in_view_x)
end
-- If the node is too far to the left (right side not visible)
if node_in_view_z > view_border.z then
target_position.x = scroll_position.x - (node_in_view_z - view_border.z)
end
end
-- Check if node is outside view vertically
if self._is_vertical_scroll then
-- If the node is too far up (bottom side not visible)
if node_in_view_w < view_border.w then
target_position.y = scroll_position.y + (view_border.w - node_in_view_w)
end
-- If the node is too far down (top side not visible)
if node_in_view_y > view_border.y then
target_position.y = scroll_position.y - (node_in_view_y - view_border.y)
end
end
-- If we need to scroll, do it
if target_position.x ~= scroll_position.x or target_position.y ~= scroll_position.y then
-- Convert to scroll_to expected format (content position, not scroll position)
local scroll_to_position = vmath.vector3(-target_position.x, -target_position.y, 0)
self:scroll_to(scroll_to_position, is_instant)
end
end
---Scroll to item in scroll by point index.
---@param index number Point index
---@param skip_cb boolean|nil If true, skip the point callback

View File

@@ -37,7 +37,7 @@ local utf8 = utf8 or utf8_lua --[[@as utf8]]
---@field on_update_text_scale event fun(self: druid.text, scale: vector3, metrics: table) The event triggered when the text scale is updated
---@field on_set_pivot event fun(self: druid.text, pivot: userdata) The event triggered when the text pivot is set
---@field style druid.text.style The style of the text
---@field start_pivot number The start pivot of the text
---@field start_pivot userdata The start pivot of the text
---@field start_scale vector3 The start scale of the text
---@field scale vector3 The current scale of the text
local M = component.create("text")
@@ -224,7 +224,7 @@ end
---Set text pivot. Text will re-anchor inside text area
---@param pivot number The gui.PIVOT_* constant
---@param pivot userdata The gui.PIVOT_* constant
---@return druid.text self Current text instance
function M:set_pivot(pivot)
local prev_pivot = gui.get_pivot(self.node)

View File

@@ -6,23 +6,11 @@ local COLOR_Z = hash("color.z")
local M = {}
-- =============================================================================
-- COLOR PARSING AND CREATION FUNCTIONS
-- =============================================================================
---Get color by string (hex or from palette) or pass through vector4
---@param color_id string|vector4 Color id from palette, hex color, or existing vector4
---Get color by string (hex or from palette)
---@param color_id string Color id from palette or hex color
---@return vector4
function M.get_color(color_id)
if type(color_id) ~= "string" then
return color_id
end
if PALETTE_DATA[color_id] then
return PALETTE_DATA[color_id]
end
-- Check is it hex: starts with "#" or contains only 3 or 6 hex symbols
if type(color_id) == "string" then
if string.sub(color_id, 1, 1) == "#" or string.match(color_id, "^[0-9a-fA-F]+$") then
@@ -30,86 +18,12 @@ function M.get_color(color_id)
end
end
return COLOR_WHITE
return PALETTE_DATA[color_id] or COLOR_WHITE
end
---Parse color from various formats (hex, palette ID, or vector4)
---This is a clearer alias for get_color
---@param color_value string|vector4 Color value to parse
---@return vector4
function M.parse(color_value)
return M.get_color(color_value)
end
---Create a color from RGBA values
---@param r number Red component (0-1)
---@param g number Green component (0-1)
---@param b number Blue component (0-1)
---@param a number|nil Alpha component (0-1), defaults to 1
---@return vector4
function M.new(r, g, b, a)
return vmath.vector4(r, g, b, a or 1)
end
---Create a color from hex string
---@param hex string Hex color. #00BBAA or 00BBAA or #0BA or 0BA
---@param alpha number|nil Alpha value. Default is 1
---@return vector4
function M.from_hex(hex, alpha)
return M.hex2vector4(hex, alpha)
end
---Create a color from HSB values
---@param h number Hue (0-1)
---@param s number Saturation (0-1)
---@param b number Brightness/Value (0-1)
---@param a number|nil Alpha value. Default is 1
---@return vector4
function M.from_hsb(h, s, b, a)
local r, g, b_val, alpha = M.hsb2rgb(h, s, b, a)
return vmath.vector4(r, g, b_val, alpha or 1)
end
-- =============================================================================
-- COLOR FORMAT CONVERSION FUNCTIONS
-- =============================================================================
---Convert color to hex string
---@param color vector4 Color to convert
---@return string Hex color string (without #)
function M.to_hex(color)
return M.rgb2hex(color.x, color.y, color.z)
end
---Convert color to RGB values
---@param color vector4 Color to convert
---@return number, number, number, number r, g, b, a
function M.to_rgb(color)
return color.x, color.y, color.z, color.w
end
---Convert color to HSB values
---@param color vector4 Color to convert
---@return number, number, number, number h, s, b, a
function M.to_hsb(color)
return M.rgb2hsb(color.x, color.y, color.z, color.w)
end
-- =============================================================================
-- PALETTE MANAGEMENT FUNCTIONS
-- =============================================================================
---Add palette to palette data
---@param palette_data table<string, vector4|string>
---@param palette_data table<string, vector4>
function M.add_palette(palette_data)
for color_id, color in pairs(palette_data) do
if type(color) == "string" then
@@ -121,59 +35,11 @@ function M.add_palette(palette_data)
end
---Set a single color in the palette
---@param color_id string Color identifier
---@param color vector4|string Color value (vector4 or hex string)
function M.set_palette_color(color_id, color)
if type(color) == "string" then
PALETTE_DATA[color_id] = M.hex2vector4(color)
else
PALETTE_DATA[color_id] = color
end
end
---Remove a color from the palette
---@param color_id string Color identifier to remove
function M.remove_palette_color(color_id)
PALETTE_DATA[color_id] = nil
end
---Check if a color exists in the palette
---@param color_id string Color identifier to check
---@return boolean
function M.has_palette_color(color_id)
return PALETTE_DATA[color_id] ~= nil
end
---Get a color from the palette
---@param color_id string Color identifier
---@return vector4|nil Color or nil if not found
function M.get_palette_color(color_id)
return PALETTE_DATA[color_id]
end
---Get the entire palette
---@return table<string, vector4>
function M.get_palette()
return PALETTE_DATA
end
---Clear the entire palette
function M.clear_palette()
PALETTE_DATA = {}
end
-- =============================================================================
-- GUI NODE OPERATIONS
-- =============================================================================
---Set color of gui node without changing alpha
---@param gui_node node
---@param color vector4|vector3|string Color in vector4, vector3 or color id from palette
@@ -188,34 +54,6 @@ function M.set_color(gui_node, color)
end
---Apply color to gui node (clearer alias for set_color)
---@param gui_node node GUI node to apply color to
---@param color vector4|vector3|string Color in vector4, vector3 or color id from palette
function M.apply_to_node(gui_node, color)
M.set_color(gui_node, color)
end
---Set node color including alpha
---@param gui_node node GUI node to apply color to
---@param color vector4|string Color with alpha channel
function M.set_node_color_with_alpha(gui_node, color)
if type(color) == "string" then
color = M.get_color(color)
end
gui.set(gui_node, COLOR_X, color.x)
gui.set(gui_node, COLOR_Y, color.y)
gui.set(gui_node, COLOR_Z, color.z)
gui.set(gui_node, "color.w", color.w)
end
-- =============================================================================
-- COLOR MANIPULATION FUNCTIONS
-- =============================================================================
---Lerp colors via color HSB values
---@param t number Lerp value. 0 - color1, 1 - color2
---@param color1 vector4 Color 1
@@ -235,55 +73,6 @@ function M.lerp(t, color1, color2)
end
---Mix two colors using linear RGB interpolation (simpler than lerp)
---@param color1 vector4 First color
---@param color2 vector4 Second color
---@param ratio number Mixing ratio (0 = color1, 1 = color2)
---@return vector4 Mixed color
function M.mix(color1, color2, ratio)
local inv_ratio = 1 - ratio
return vmath.vector4(
color1.x * inv_ratio + color2.x * ratio,
color1.y * inv_ratio + color2.y * ratio,
color1.z * inv_ratio + color2.z * ratio,
color1.w * inv_ratio + color2.w * ratio
)
end
---Lighten a color by mixing with white
---@param color vector4 Color to lighten
---@param amount number Amount to lighten (0-1)
---@return vector4 Lightened color
function M.lighten(color, amount)
return M.mix(color, COLOR_WHITE, amount)
end
---Darken a color by mixing with black
---@param color vector4 Color to darken
---@param amount number Amount to darken (0-1)
---@return vector4 Darkened color
function M.darken(color, amount)
local black = vmath.vector4(0, 0, 0, color.w)
return M.mix(color, black, amount)
end
---Adjust color alpha
---@param color vector4 Color to adjust
---@param alpha number New alpha value (0-1)
---@return vector4 Color with adjusted alpha
function M.with_alpha(color, alpha)
return vmath.vector4(color.x, color.y, color.z, alpha)
end
-- =============================================================================
-- LOW-LEVEL CONVERSION FUNCTIONS
-- =============================================================================
---Convert hex color to rgb values.
---@param hex string Hex color. #00BBAA or 00BBAA or #0BA or 0BA
@@ -371,10 +160,9 @@ end
---Convert rgb color to hex color
---@param red number Red value (0-1)
---@param green number Green value (0-1)
---@param blue number Blue value (0-1)
---@return string Hex color string (without #)
---@param red number Red value
---@param green number Green value
---@param blue number Blue value
function M.rgb2hex(red, green, blue)
local r = string.format("%x", math.floor(red * 255))
local g = string.format("%x", math.floor(green * 255))
@@ -383,21 +171,4 @@ function M.rgb2hex(red, green, blue)
end
-- =============================================================================
-- INITIALIZATION
-- =============================================================================
local DEFAULT_PALETTE_PATH = sys.get_config_string("druid.palette_path")
if DEFAULT_PALETTE_PATH then
local loaded_palette = sys.load_resource(DEFAULT_PALETTE_PATH)
local data = loaded_palette and json.decode(loaded_palette)
if not data then
return
end
M.add_palette(data)
end
return M

View File

@@ -20,20 +20,20 @@ local helper = require("druid.helper")
---@field _uid number
---@class druid.component
---@field protected druid druid.instance Druid instance to create inner components
---@field protected init fun(self:druid.component, ...)|nil Called when component is created
---@field protected update fun(self:druid.component, dt:number)|nil Called every frame
---@field protected on_remove fun(self:druid.component)|nil Called when component is removed
---@field protected on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field protected on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field protected on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field protected on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field protected on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field protected on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field protected on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field protected on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field protected on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field protected on_language_change fun(self:druid.component)|nil Called when language is changed
---@field druid druid.instance Druid instance to create inner components
---@field init fun(self:druid.component, ...)|nil Called when component is created
---@field update fun(self:druid.component, dt:number)|nil Called every frame
---@field on_remove fun(self:druid.component)|nil Called when component is removed
---@field on_input fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is triggered
---@field on_input_interrupt fun(self:druid.component, action_id:hash, action:table)|nil Called when input event is consumed before
---@field on_message fun(self:druid.component, message_id:hash, message:table, sender:url)|nil Called when message is received
---@field on_late_init fun(self:druid.component)|nil Called before update once time after GUI init
---@field on_focus_lost fun(self:druid.component)|nil Called when app lost focus
---@field on_focus_gained fun(self:druid.component)|nil Called when app gained focus
---@field on_style_change fun(self:druid.component, style: table)|nil Called when style is changed
---@field on_layout_change fun(self:druid.component)|nil Called when GUI layout is changed
---@field on_window_resized fun(self:druid.component)|nil Called when window is resized
---@field on_language_change fun(self:druid.component)|nil Called when language is changed
---@field private _component druid.component.component
---@field private _meta druid.component.meta
local M = {}
@@ -133,7 +133,6 @@ end
---Return current component context
---@protected
---@return any context Usually it's self of script but can be any other Druid component
function M:get_context()
return self._meta.context
@@ -149,7 +148,6 @@ end
---Get Druid instance for inner component creation.
---@protected
---@param template string|nil
---@param nodes table<hash, node>|node|string|nil The nodes table from gui.clone_tree or prefab node to use for clone or node id to clone
---@return druid.instance
@@ -178,7 +176,6 @@ end
---Get parent component name
---@protected
---@return string|nil parent_name The parent component name if exist or nil
function M:get_parent_name()
local parent = self:get_parent_component()
@@ -231,7 +228,6 @@ end
---Get component UID, unique identifier created in component creation order.
---@protected
---@return number uid The component uid
function M:get_uid()
return self._component._uid
@@ -314,7 +310,6 @@ end
---Get current component nodes
---@protected
---@return table<hash, node>|nil
function M:get_nodes()
local nodes = self._meta.nodes
@@ -357,7 +352,6 @@ end
---Return all children components, recursive
---@protected
---@return table Array of childrens if the Druid component instance
function M:get_childrens()
local childrens = {}

View File

@@ -73,8 +73,10 @@ M.REVERSE_PIVOTS = {
M.LAYOUT_MODE = {
STRETCH_X = "stretch_x",
STRETCH_Y = "stretch_y",
FIT = "fit",
STRETCH = "stretch",
ZOOM_MIN = "zoom_min",
ZOOM_MAX = "zoom_max",
FIT = gui.ADJUST_FIT,
STRETCH = gui.ADJUST_STRETCH,
}
M.CURRENT_SYSTEM_NAME = sys.get_sys_info().system_name

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@@ -181,7 +181,6 @@ function M.create(text, settings, style)
shadow = settings.shadow,
outline = settings.outline,
font = gui.get_font(settings.text_prefab),
split_to_characters = settings.split_to_characters,
-- Image params
---@type druid.rich_text.word.image
image = nil,

View File

@@ -29,7 +29,6 @@ local function add_word(text, settings, words)
end
words[#words + 1] = data
return data
end
@@ -45,16 +44,7 @@ local function split_line(line, settings, words)
else
local wi = #words
for word in trimmed_text:gmatch("%S+") do
if settings.split_to_characters then
for i = 1, #word do
local symbol = utf8.sub(word, i, i)
local w = add_word(symbol, settings, words)
w.nobr = true
end
add_word(" ", settings, words)
else
add_word(word .. " ", settings, words)
end
add_word(word .. " ", settings, words)
end
local first = words[wi + 1]
first.text = ws_start .. first.text

View File

@@ -2,8 +2,7 @@
-- Author: Britzl
-- Modified by: Insality
--local color = require("druid.custom.rich_text.module.rt_color")
local color = require("druid.color")
local color = require("druid.custom.rich_text.module.rt_color")
local M = {}
local tags = {}
@@ -44,17 +43,20 @@ end
-- Format: <color={COLOR_NAME}>{Text}</color>
-- Example: <color=FF0000>Rich Text</color>
M.register("color", function(params, settings, style)
settings.color = color.get_color(params)
params = style.COLORS[params] or params
settings.color = color.parse(params)
end)
M.register("shadow", function(params, settings, style)
settings.shadow = color.get_color(params)
params = style.COLORS[params] or params
settings.shadow = color.parse(params)
end)
M.register("outline", function(params, settings, style)
settings.outline = color.get_color(params)
params = style.COLORS[params] or params
settings.outline = color.parse(params)
end)

View File

@@ -13,7 +13,6 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field image_pixel_grid_snap boolean
---@field combine_words boolean
---@field default_animation string
---@field split_by_character boolean
---@field text_prefab node
---@field adjust_scale number
---@field default_texture string
@@ -51,6 +50,7 @@ local rich_text = require("druid.custom.rich_text.module.rt")
---@field height number
---@class druid.rich_text.style
---@field COLORS table<string, vector4>
---@field ADJUST_STEPS number
---@field ADJUST_SCALE_DELTA number
@@ -104,6 +104,7 @@ end
---@param style druid.rich_text.style
function M:on_style_change(style)
self.style = {
COLORS = style.COLORS or {},
ADJUST_STEPS = style.ADJUST_STEPS or 20,
ADJUST_SCALE_DELTA = style.ADJUST_SCALE_DELTA or 0.02,
}
@@ -193,15 +194,6 @@ function M:tagged(tag)
end
---Set if the rich text should split to characters, not words
---@param value boolean
---@return druid.rich_text self
function M:set_split_to_characters(value)
self._settings.split_to_characters = value
return self
end
---Get all current created words, each word is a table that contains the information about the word
---@return druid.rich_text.word[]
function M:get_words()
@@ -247,7 +239,6 @@ function M:_create_settings()
outline = gui.get_outline(self.root),
text_leading = gui.get_leading(self.root),
is_multiline = gui.get_line_break(self.root),
split_to_characters = false,
-- Image settings
image_pixel_grid_snap = false, -- disabled now

View File

@@ -28,7 +28,4 @@ images {
images {
image: "/druid/images/icons/icon_arrow.png"
}
images {
image: "/druid/images/icons/icon_refresh.png"
}
extrude_borders: 2

View File

@@ -114,12 +114,6 @@ local function wrap_widget(widget)
end
end
for key, value in pairs(widget) do
if event.is_event(value) then
wrapped_widget[key] = value
end
end
return wrapped_widget
end
@@ -132,26 +126,23 @@ end
--- msg.url(nil, object_url, "gui_widget") -- other game object
---@generic T: druid.widget
---@param widget_class T The class of the widget to return
---@param gui_url url|string GUI url or string of component name near current script
---@param params any|nil Additional parameters to pass to the widget's init function
---@return T widget The new created widget,
function M.get_widget(widget_class, gui_url, params)
if type(gui_url) == "string" then
gui_url = msg.url(nil, nil, gui_url)
end
---@param gui_url url GUI url
---@return T? widget The new created widget,
function M.get_widget(widget_class, gui_url)
gui_url = gui_url or msg.url()
local registered_druids = REGISTERED_GUI_WIDGETS[gui_url.socket]
assert(registered_druids, "Druid widget not registered for this game object")
if not registered_druids then
return nil
end
for index = 1, #registered_druids do
local druid = registered_druids[index]
if druid.fragment == gui_url.fragment and druid.path == gui_url.path then
return druid.new_widget:trigger(widget_class, nil, nil, params)
return druid.new_widget:trigger(widget_class)
end
end
error("Druid widget not found for this game object: " .. gui_url)
return nil
end
@@ -165,8 +156,8 @@ function M.register_druid_as_widget(druid)
table.insert(REGISTERED_GUI_WIDGETS[gui_url.socket], {
path = gui_url.path,
fragment = gui_url.fragment,
new_widget = event.create(function(widget_class, template, nodes, params)
return wrap_widget(druid:new_widget(widget_class, template, nodes, params))
new_widget = event.create(function(widget_class)
return wrap_widget(druid:new_widget(widget_class))
end),
})
end

View File

@@ -30,7 +30,7 @@ local function get_atlas_path(self, request)
return nil
end
return go.get(request.sender, "textures", { key = request.texture_name }) --[[@as string]]
return go.get(request.sender, "textures", { key = request.texture_name })
end

View File

@@ -12,7 +12,7 @@ end
function M.create_druid_gui_script(selection)
local gui_filepath = editor.get(selection, "path")
local filename = gui_filepath:match("([^/]+)%.gui$")
print("Create Druid GUI Script for", gui_filepath)
print("Create GUI script for", gui_filepath)
local absolute_project_path = editor.external_file_attributes(".").path
local widget_resource_path = gui_filepath:gsub("%.gui$", ".gui_script")
@@ -25,8 +25,8 @@ function M.create_druid_gui_script(selection)
local f = io.open(new_widget_absolute_path, "r")
if f then
f:close()
print("Widget file already exists at " .. new_widget_absolute_path)
print("Creation aborted to prevent overwriting")
print("GUI script file already exists at " .. new_widget_absolute_path)
error("Creation aborted to prevent overwriting")
return
end
@@ -37,7 +37,7 @@ function M.create_druid_gui_script(selection)
local template_content = editor.get(template_path, "text")
if not template_content then
print("Error: Could not load template from", template_path)
print("Check the template path in [Druid] Settings")
error("Check the template path in [Druid] Settings")
return
end
@@ -54,90 +54,12 @@ function M.create_druid_gui_script(selection)
file:write(template_content)
file:close()
print("Widget created at " .. widget_resource_path)
print("Widget created: " .. widget_resource_path)
editor.transact({
editor.tx.set(selection, "script", widget_resource_path)
})
editor.save()
M.link_gui_script(selection, widget_resource_path)
end
---Links a GUI script to a GUI file by updating the script property
---@param selection string The GUI resource to modify
---@param widget_resource_path string The path to the GUI script to link
function M.link_gui_script(selection, widget_resource_path)
local defold_parser = require("druid.editor_scripts.defold_parser.defold_parser")
local system = require("druid.editor_scripts.defold_parser.system.system")
local gui_filepath = editor.get(selection, "path")
print("Linking GUI script to", gui_filepath)
-- Get the absolute path to the file
local absolute_project_path = editor.external_file_attributes(".").path
if not absolute_project_path:match("[\\/]$") then
absolute_project_path = absolute_project_path .. "/"
end
local clean_gui_path = gui_filepath
if clean_gui_path:sub(1, 1) == "/" then
clean_gui_path = clean_gui_path:sub(2)
end
local gui_absolute_path = absolute_project_path .. clean_gui_path
-- Create a backup
local backup_path = gui_absolute_path .. ".backup"
print("Creating backup at:", backup_path)
-- Read and write backup
local content, err_read = system.read_file(gui_absolute_path)
if not content then
print("Error reading original file for backup:", err_read)
return
end
local success, err_write = system.write_file(backup_path, content)
if not success then
print("Error creating backup file:", err_write)
return
end
-- Parse the GUI file
print("Parsing GUI file...")
local gui_data = defold_parser.load_from_file(gui_absolute_path)
if not gui_data then
print("Error: Failed to parse GUI file")
return
end
-- Update the script property
print("Setting script property to:", widget_resource_path)
gui_data.script = widget_resource_path
-- Write the updated GUI file
print("Writing updated GUI file...")
local save_success = defold_parser.save_to_file(gui_absolute_path, gui_data)
if not save_success then
print("Error: Failed to save GUI file")
print("Attempting to restore from backup...")
-- Restore from backup on failure
local backup_content, backup_err_read = system.read_file(backup_path)
if not backup_content then
print("Error reading backup file:", backup_err_read)
return
end
local restore_success, restore_err_write = system.write_file(gui_absolute_path, backup_content)
if not restore_success then
print("Critical: Failed to restore from backup:", restore_err_write)
return
end
print("Restored successfully from backup")
return
end
-- Remove backup on success
os.remove(backup_path)
print("Successfully linked GUI script to:", gui_filepath)
end

View File

@@ -26,7 +26,7 @@ function M.create_druid_widget(selection)
if f then
f:close()
print("Widget file already exists at " .. new_widget_absolute_path)
print("Creation aborted to prevent overwriting")
error("Creation aborted to prevent overwriting")
return
end
@@ -37,7 +37,7 @@ function M.create_druid_widget(selection)
local template_content = editor.get(template_path, "text")
if not template_content then
print("Error: Could not load template from", template_path)
print("Check the template path in [Druid] Settings")
error("Check the template path in [Druid] Settings")
return
end

35
druid/ext.properties Normal file
View File

@@ -0,0 +1,35 @@
[druid]
help = Settings for Druid extension
group = Runtime
input_text.default = text
input_touch.default = touch
input_marked_text.default = marked_text
input_key_esc.default = key_esc
input_key_back.default = key_back
input_key_enter.default = key_enter
input_key_backspace.default = key_backspace
input_multitouch.default = touch_multi
input_scroll_up.default = mouse_wheel_up
input_scroll_down.default = mouse_wheel_down
input_key_left.default = key_left
input_key_right.default = key_right
input_key_lshift.default = key_lshift
input_key_lctrl.default = key_lctrl
input_key_lsuper.default = key_lsuper
no_auto_input.type = bool

View File

@@ -31,8 +31,6 @@ local CORNER_PIVOTS = {
---@field DRAGGABLE_CORNER_SIZE vector3 Size of box node for debug draggable corners
---@field DRAGGABLE_CORNER_COLOR vector4 Color of debug draggable corners
---@alias druid.container.mode "stretch" | "fit" | "stretch_x" | "stretch_y"
---Druid component to manage the size and positions with other containers relations to create a adaptable layouts.
---
---### Setup
@@ -56,7 +54,7 @@ local CORNER_PIVOTS = {
---@field position vector3 The current position
---@field pivot_offset vector3 The pivot offset
---@field center_offset vector3 The center offset
---@field mode druid.container.mode The layout mode
---@field mode string The layout mode
---@field fit_size vector3 The fit size
---@field min_size_x number|nil The minimum size x
---@field min_size_y number|nil The minimum size y
@@ -178,7 +176,7 @@ function M:set_size(width, height, anchor_pivot)
if self.max_size_y then
height = min(height, self.max_size_y)
end
if (width and width ~= self.size.x) or (height and height ~= self.size.y) then
self.center_offset.x = -width * self.pivot_offset.x
self.center_offset.y = -height * self.pivot_offset.y
@@ -273,7 +271,7 @@ end
---@param node_or_container node|string|druid.container|table The node or container to add
---@param mode druid.container.mode|nil stretch, fit, stretch_x, stretch_y. Default: Pick from node, "fit" or "stretch"
---@param mode string|nil stretch, fit, stretch_x, stretch_y. Default: Pick from node, "fit" or "stretch"
---@param on_resize_callback fun(self: userdata, size: vector3)|nil
---@return druid.container Container New created layout instance
function M:add_container(node_or_container, mode, on_resize_callback)
@@ -539,7 +537,7 @@ function M:_on_corner_drag(x, y, corner_offset)
end
if self.max_size_y and size.y + y > self.max_size_y then
y = self.max_size_y - size.y
end
end
if corner_offset.x < 0 then
self.node_offset.x = self.node_offset.x - x

View File

@@ -55,13 +55,12 @@ function M:init(node_or_node_id, layout_type)
self.entities = {}
self.size = gui.get_size(self.node)
-- Padding X is a Slice9 L Value
-- Padding Y is a Slice9 T Value
self.padding = gui.get_slice9(self.node)
-- Margin X is a Slice9 R Value
-- Margin Y is a Slice9 B Value
self.margin = { x = self.padding.z, y = self.padding.w }
-- Padding X is a Slice9 L Value
-- Padding Y is a Slice9 T Value
self.padding.z = self.padding.x
self.padding.w = self.padding.y
@@ -69,7 +68,6 @@ function M:init(node_or_node_id, layout_type)
self.is_resize_width = false
self.is_resize_height = false
self.is_justify = false
self._set_position_function = gui.set_position
self.on_size_changed = event.create() --[[@as event.on_size_changed]]
end
@@ -80,7 +78,7 @@ function M:update()
return
end
self:refresh_layout(false)
self:refresh_layout()
end
@@ -125,10 +123,10 @@ function M:set_margin(margin_x, margin_y)
end
---@param padding_x number|nil From Left
---@param padding_y number|nil From Top
---@param padding_z number|nil From Right
---@param padding_w number|nil From Bottom
---@param padding_x number|nil The padding x
---@param padding_y number|nil The padding y
---@param padding_z number|nil The padding z
---@param padding_w number|nil The padding w
---@return druid.layout self Current layout instance
function M:set_padding(padding_x, padding_y, padding_z, padding_w)
self.padding.x = padding_x or self.padding.x
@@ -236,9 +234,8 @@ function M:get_content_size()
end
---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
---@return druid.layout self Current layout instance
function M:refresh_layout(is_instant)
function M:refresh_layout()
local layout_node = self.node
local entities = self.entities
@@ -356,7 +353,7 @@ function M:refresh_layout(is_instant)
end
end
self:set_node_position(node, position_x, position_y, is_instant)
self:set_node_position(node, position_x, position_y)
end
end
@@ -501,27 +498,13 @@ local TEMP_VECTOR = vmath.vector3(0, 0, 0)
---@param x number
---@param y number
---@return node
function M:set_node_position(node, x, y, is_instant)
function M:set_node_position(node, x, y)
TEMP_VECTOR.x = x
TEMP_VECTOR.y = y
if is_instant then
gui.set_position(node, TEMP_VECTOR)
else
self._set_position_function(node, TEMP_VECTOR)
end
gui.set_position(node, TEMP_VECTOR)
return node
end
---Set custom position function for layout nodes. It will call on update poses on layout elements. Default: gui.set_position
---@param callback function
---@return druid.layout self Current layout instance
function M:set_position_function(callback)
self._set_position_function = callback or gui.set_position
return self
end
return M

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Before

Width:  |  Height:  |  Size: 593 B

View File

@@ -148,4 +148,12 @@ M["hotkey"] = {
}
M["rich_text"] = {
COLORS = {
white = "#FFFFFF",
black = "#000000"
}
}
return M

View File

@@ -1,5 +1,5 @@
---@class druid.widget: druid.component
---@field protected druid druid.instance Ready to use druid instance
---@field druid druid.instance Ready to use druid instance
---@class druid.logger
---@field trace fun(message: string, context: any)

View File

@@ -1,4 +1,3 @@
---@diagnostic disable: invisible
-- Hello, Defolder! Wish you a good day!
local events = require("event.events")
@@ -682,7 +681,7 @@ end
local container = require("druid.extended.container")
---Create Container component
---@param node string|node The node_id or gui.get_node(node_id).
---@param mode druid.container.mode|nil Layout mode. Default Fit or Stretch depends from node adjust mode from GUI scene
---@param mode string|nil Layout mode
---@param callback fun(self: druid.container, size: vector3)|nil Callback on size changed
---@return druid.container container The new container component
function M:new_container(node, mode, callback)

View File

@@ -6,6 +6,7 @@ local color = require("druid.color")
---@field text_name druid.text
---@field button druid.button
---@field text_button druid.text
---@field druid druid.instance
local M = {}
@@ -50,14 +51,6 @@ function M:set_text_button(text)
end
---@param enabled boolean
---@return druid.widget.property_button
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
return self
end
function M:set_color(color_value)
color.set_color(self:get_node("button"), color_value)
end

View File

@@ -73,11 +73,4 @@ function M:on_change(callback)
end
---Set the enabled state of the checkbox
---@param enabled boolean
function M:set_enabled(enabled)
self.button:set_enabled(enabled)
end
return M

View File

@@ -33,34 +33,21 @@ nodes {
}
}
nodes {
position {
x: 200.0
}
size {
x: 400.0
y: 40.0
}
color {
x: 0.173
y: 0.184
z: 0.204
}
type: TYPE_BOX
texture: "druid/ui_circle_16"
id: "header"
pivot: PIVOT_NE
pivot: PIVOT_N
parent: "root"
inherit_alpha: true
slice9 {
x: 8.0
y: 8.0
z: 8.0
w: 8.0
}
size_mode: SIZE_MODE_AUTO
visible: false
}
nodes {
position {
x: -392.0
x: -192.0
y: -8.0
}
scale {
@@ -98,7 +85,7 @@ nodes {
}
nodes {
position {
x: -8.0
x: 192.0
y: -4.0
}
color {
@@ -114,45 +101,6 @@ nodes {
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: -48.0
y: -4.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_refresh"
id: "icon_refresh"
pivot: PIVOT_NE
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
x: -88.0
y: -4.0
}
scale {
x: -1.0
}
color {
x: 0.306
y: 0.31
z: 0.314
}
type: TYPE_BOX
texture: "druid/icon_arrow"
id: "icon_back"
pivot: PIVOT_NW
parent: "header"
inherit_alpha: true
size_mode: SIZE_MODE_AUTO
}
nodes {
position {
y: -50.0

View File

@@ -1,7 +1,3 @@
local event = require("event.event")
local color = require("druid.color")
local helper = require("druid.helper")
local property_checkbox = require("druid.widget.properties_panel.properties.property_checkbox")
local property_slider = require("druid.widget.properties_panel.properties.property_slider")
local property_button = require("druid.widget.properties_panel.properties.property_button")
@@ -25,8 +21,6 @@ local property_vector3 = require("druid.widget.properties_panel.properties.prope
---@field properties_constructors fun()[] List of properties functions to create a new widget. Used to not spawn non-visible widgets but keep the reference
local M = {}
local COLOR_BUTTON = "#4E4F50"
local COLOR_REFRESH_ACTIVE = "#8BD092"
function M:init()
self.root = self:get_node("root")
@@ -39,10 +33,6 @@ function M:init()
self.contaienr_scroll_content = self.container_scroll_view:add_container("scroll_content")
self.default_size = self.container:get_size()
self.header_size = gui.get_size(self:get_node("header"))
-- To have ability to go back to previous scene, collections of all properties to rebuild
self.scenes = {}
self.properties = {}
self.properties_constructors = {}
@@ -62,15 +52,6 @@ function M:init()
self:set_hidden(not self._is_hidden)
end):set_style(nil)
self.button_back = self.druid:new_button("icon_back", function()
self:previous_scene()
end)
gui.set_enabled(self.button_back.node, false)
self.button_refresh = self.druid:new_button("icon_refresh", function()
self:toggle_auto_refresh()
end)
-- We not using as a part of properties, since it handled in a way to be paginable
self.paginator = self.druid:new_widget(property_left_right_selector, "property_left_right_selector", "root")
self.paginator:set_text("Page")
@@ -99,23 +80,6 @@ function M:on_remove()
end
function M:toggle_auto_refresh()
self._is_auto_refresh = not self._is_auto_refresh
if self._is_auto_refresh then
self.is_dirty = true
color.set_color(self.button_refresh.node, COLOR_REFRESH_ACTIVE)
self._timer_refresh = timer.delay(1, true, function()
self.is_dirty = true
end)
else
color.set_color(self.button_refresh.node, COLOR_BUTTON)
timer.cancel(self._timer_refresh)
self._timer_refresh = nil
end
end
function M:on_drag_widget(dx, dy)
local position = self.container:get_position()
self.container:set_position(position.x + dx, position.y + dy)
@@ -148,41 +112,9 @@ function M:clear_created_properties()
end
function M:next_scene()
local scene = {
header = self.text_header:get_text(),
current_page = self.current_page,
}
helper.add_array(scene, self.properties_constructors)
table.insert(self.scenes, scene)
self:clear()
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:previous_scene()
local scene = table.remove(self.scenes)
self:clear()
helper.add_array(self.properties_constructors, scene)
self.text_header:set_text(scene.header)
self.current_page = scene.current_page
self.is_dirty = true
gui.set_enabled(self.button_back.node, #self.scenes > 0)
end
function M:clear()
self:clear_created_properties()
self.properties_constructors = {}
self.current_page = 1
end
@@ -207,28 +139,26 @@ end
function M:update(dt)
if not self.is_dirty then
return
end
if self.is_dirty then
self.is_dirty = false
self.is_dirty = false
self:clear_created_properties()
self:clear_created_properties()
local properties_count = #self.properties_constructors
local properties_count = #self.properties_constructors
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
-- Render all current properties
local start_index = (self.current_page - 1) * self.properties_per_page + 1
local end_index = start_index + self.properties_per_page - 1
end_index = math.min(end_index, properties_count)
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
local is_paginator_visible = properties_count > self.properties_per_page
gui.set_enabled(self.paginator.root, is_paginator_visible)
self.paginator:set_number_type(1, math.ceil(properties_count / self.properties_per_page), true)
self.paginator.text_value:set_text(self.current_page .. " / " .. math.ceil(properties_count / self.properties_per_page))
for index = start_index, end_index do
self.properties_constructors[index]()
for index = start_index, end_index do
self.properties_constructors[index]()
end
end
end
@@ -355,32 +285,14 @@ function M:remove(widget)
end
---Force to refresh properties next update
function M:set_dirty()
self.is_dirty = true
end
function M:set_hidden(is_hidden)
self._is_hidden = is_hidden
local node_header = self:get_node("header")
local hidden_size = gui.get_size(self:get_node("header"))
local new_size = self._is_hidden and self.header_size or self.default_size
local new_size = self._is_hidden and hidden_size or self.default_size
self.container:set_size(new_size.x, new_size.y, gui.PIVOT_N)
local hidden_width = self.header_size.y + 8
gui.set(node_header, "size.x", self._is_hidden and hidden_width or self.header_size.x)
gui.set_visible(node_header, self._is_hidden)
gui.set_visible(self.root, not self._is_hidden)
gui.set_enabled(self.text_header.node, not self._is_hidden)
gui.set_enabled(self.content, not self._is_hidden)
gui.set_enabled(self.button_refresh.node, not self._is_hidden)
if not self._is_hidden then
self.is_dirty = true
end
end
@@ -389,183 +301,16 @@ function M:is_hidden()
end
function M:load_previous_page()
self.current_page = self.current_page - 1
self.is_dirty = true
end
---@param properties_per_page number
function M:set_properties_per_page(properties_per_page)
self.properties_per_page = properties_per_page
end
---Set a page of current scene
---@param page number
function M:set_page(page)
self.current_page = page
self.is_dirty = true
end
---Set a text at left top corner of the properties panel
---@param header string
function M:set_header(header)
self.text_header:set_text(header)
end
---@param data table
function M:render_lua_table(data)
local component_order = {}
for component_id in pairs(data) do
table.insert(component_order, component_id)
end
table.sort(component_order, function(a, b)
local a_type = type(data[a])
local b_type = type(data[b])
if a_type ~= b_type then
return a_type < b_type
end
if type(a) == "number" and type(b) == "number" then
return a < b
end
return tostring(a) < tostring(b)
end)
for i = 1, #component_order do
local component_id = component_order[i]
self:add_property_component(component_id, data)
end
local metatable = getmetatable(data)
if metatable and metatable.__index and type(metatable.__index) == "table" then
local metatable_order = {}
for key in pairs(metatable.__index) do
table.insert(metatable_order, key)
end
table.sort(metatable_order)
for i = 1, #metatable_order do
local component_id = metatable_order[i]
local component = metatable.__index[component_id]
self:add_property_component("M:" .. component_id, data)
end
end
end
---@private
---@param component_id string
---@param data table
function M:add_property_component(component_id, data)
local component = data[component_id]
local component_type = type(component)
if component_type == "table" then
local is_event = event.is_event(component)
if is_event then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call Event (" .. #component .. ")")
button.button.on_click:subscribe(function()
component:trigger()
end)
end)
else
self:add_button(function(button)
local is_empty = next(component) == nil
local is_array = component[1] ~= nil
local name = "Inspect"
if is_empty then
name = "Inspect (Empty)"
end
if is_array then
name = "Inspect (" .. #component .. ")"
end
local button_name = component_id
-- If it's a number or array, try to get the id/name/prefab_id from the component
if type(component) == "table" and type(component_id) == "number" then
local extracted_id = component.name or component.prefab_id or component.node_id or component.id
if extracted_id then
button_name = component_id .. ". " .. extracted_id
end
end
button:set_text_property(button_name)
button:set_text_button(name)
button.button.on_click:subscribe(function()
self:next_scene()
self:set_header(button_name)
self:render_lua_table(component)
end)
end)
end
end
if component_type == "string" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(data[component_id]))
input:on_change(function(_, value)
data[component_id] = value
end)
end)
end
if component_type == "number" then
self:add_input(function(input)
input:set_text_property(tostring(component_id))
input:set_text_value(tostring(helper.round(data[component_id], 3)))
input:on_change(function(_, value)
data[component_id] = tonumber(value)
end)
end)
end
if component_type == "boolean" then
self:add_checkbox(function(checkbox)
checkbox:set_text_property(tostring(component_id))
checkbox:set_value(data[component_id])
checkbox:on_change(function(value)
data[component_id] = value
end)
end)
end
if component_type == "userdata" then
if types.is_vector3(component) then
---@cast component vector3
self:add_vector3(function(vector3)
vector3:set_text_property(tostring(component_id))
vector3:set_value(data[component_id].x, data[component_id].y, data[component_id].z)
vector3.on_change:subscribe(function(value)
data[component_id].x = value.x
data[component_id].y = value.y
data[component_id].z = value.z
end)
end)
else
self:add_text(function(text)
text:set_text_property(tostring(component_id))
text:set_text_value(tostring(data[component_id]))
end)
end
end
if component_type == "function" then
self:add_button(function(button)
button:set_text_property(tostring(component_id))
button:set_text_button("Call")
button.button.on_click:subscribe(function()
component(data)
end)
end)
end
end
return M

View File

@@ -1,14 +0,0 @@
profiles {
name: "Landscape"
qualifiers {
width: 1920
height: 1080
}
}
profiles {
name: "Portrait"
qualifiers {
width: 1080
height: 1920
}
}

View File

@@ -11,12 +11,6 @@ function M:init()
self.drag = self.druid:new_drag("drag/root", self.on_drag)
self.drag.on_drag_end:subscribe(self.on_drag_end)
self.druid:new_button("drag/root", function()
self.counter = self.counter - 1
gui.set_text(self.text_counter, self.counter)
self:on_drop_to_zone()
end)
-- Save start position for animation
self.start_position = gui.get_position(self.drag.node)
end

View File

@@ -5,7 +5,6 @@ function init(self)
deftest.add(require("test.tests.test_back_handler"))
deftest.add(require("test.tests.test_blocker"))
deftest.add(require("test.tests.test_button"))
deftest.add(require("test.tests.test_color"))
deftest.add(require("test.tests.test_container"))
deftest.add(require("test.tests.test_drag"))
deftest.add(require("test.tests.test_grid"))

View File

@@ -1,313 +0,0 @@
return function()
describe("Color Module", function()
local color = nil
before(function()
color = require("druid.color")
end)
describe("Color Creation and Parsing", function()
it("Should create colors from RGBA values", function()
local test_color = color.new(1, 0.5, 0, 0.8)
assert(test_color.x == 1)
assert(test_color.y == 0.5)
assert(test_color.z == 0)
assert(test_color.w == 0.8)
end)
it("Should create colors from hex strings", function()
local red = color.from_hex("#FF0000")
assert(red.x == 1)
assert(red.y == 0)
assert(red.z == 0)
assert(red.w == 1)
local blue_with_alpha = color.from_hex("0000FF", 0.5)
assert(blue_with_alpha.x == 0)
assert(blue_with_alpha.y == 0)
assert(blue_with_alpha.z == 1)
assert(blue_with_alpha.w == 0.5)
end)
it("Should create colors from HSB values", function()
local red = color.from_hsb(0, 1, 1) -- HSB for red
assert(red.x == 1)
assert(red.y == 0)
assert(red.z == 0)
assert(red.w == 1)
end)
it("Should parse various color formats", function()
-- Test parsing alias for get_color
local hex_color = color.parse("#FF0000")
assert(hex_color.x == 1)
local vector_color = color.parse(vmath.vector4(0, 1, 0, 1))
assert(vector_color.y == 1)
end)
it("Should parse hex colors correctly with get_color", function()
-- Test with # prefix
local color1 = color.get_color("#FF0000")
assert(color1.x == 1)
assert(color1.y == 0)
assert(color1.z == 0)
assert(color1.w == 1)
-- Test without # prefix
local color2 = color.get_color("00FF00")
assert(color2.x == 0)
assert(color2.y == 1)
assert(color2.z == 0)
assert(color2.w == 1)
-- Test 3-digit hex
local color3 = color.get_color("F0F")
assert(color3.x == 1)
assert(color3.y == 0)
assert(color3.z == 1)
assert(color3.w == 1)
end)
it("Should handle vector4 input in get_color", function()
local input_color = vmath.vector4(1, 0.5, 0, 1)
local result = color.get_color(input_color)
assert(result == input_color)
end)
it("Should return white for unknown color IDs", function()
local result = color.get_color("unknown_color")
assert(result.x == 1)
assert(result.y == 1)
assert(result.z == 1)
assert(result.w == 1)
end)
end)
describe("Color Format Conversion", function()
it("Should convert colors to hex", function()
local red = vmath.vector4(1, 0, 0, 1)
local hex = color.to_hex(red)
assert(hex == "FF0000")
end)
it("Should convert colors to RGB values", function()
local test_color = vmath.vector4(1, 0.5, 0.25, 0.8)
local r, g, b, a = color.to_rgb(test_color)
assert(r == 1)
assert(g == 0.5)
assert(b == 0.25)
assert(a == 0.8)
end)
it("Should convert colors to HSB values", function()
local red = vmath.vector4(1, 0, 0, 1)
local h, s, b, a = color.to_hsb(red)
assert(h == 0) -- Red hue
assert(s == 1) -- Full saturation
assert(b == 1) -- Full brightness
assert(a == 1) -- Full alpha
end)
it("Should convert hex to rgb values", function()
local r, g, b = color.hex2rgb("#FF8000")
assert(r == 1)
assert(g == 0.5019607843137255) -- 128/255
assert(b == 0)
end)
it("Should convert hex to vector4", function()
local vec = color.hex2vector4("#FF8000", 0.5)
assert(vec.x == 1)
assert(vec.y == 0.5019607843137255)
assert(vec.z == 0)
assert(vec.w == 0.5)
end)
it("Should convert rgb to hex", function()
local hex = color.rgb2hex(1, 0.5019607843137255, 0)
assert(hex == "FF8000")
end)
end)
describe("Color Space Conversion", function()
it("Should convert RGB to HSB correctly", function()
local h, s, v, a = color.rgb2hsb(1, 0, 0, 1) -- Red
assert(h == 0)
assert(s == 1)
assert(v == 1)
assert(a == 1)
end)
it("Should convert HSB to RGB correctly", function()
local r, g, b, a = color.hsb2rgb(0, 1, 1, 1) -- Red
assert(r == 1)
assert(g == 0)
assert(b == 0)
assert(a == 1)
end)
it("Should handle round-trip HSB conversion", function()
local original_r, original_g, original_b = 0.5, 0.7, 0.3
local h, s, v = color.rgb2hsb(original_r, original_g, original_b)
local converted_r, converted_g, converted_b = color.hsb2rgb(h, s, v)
-- Allow for small floating point differences
assert(math.abs(converted_r - original_r) < 0.001)
assert(math.abs(converted_g - original_g) < 0.001)
assert(math.abs(converted_b - original_b) < 0.001)
end)
end)
describe("Palette Management", function()
it("Should add and retrieve palette colors", function()
local test_palette = {
primary = vmath.vector4(1, 0, 0, 1),
secondary = "#00FF00",
tertiary = vmath.vector4(0, 0, 1, 1)
}
color.add_palette(test_palette)
local primary = color.get_color("primary")
assert(primary.x == 1)
assert(primary.y == 0)
assert(primary.z == 0)
assert(primary.w == 1)
local secondary = color.get_color("secondary")
assert(secondary.x == 0)
assert(secondary.y == 1)
assert(secondary.z == 0)
assert(secondary.w == 1)
end)
it("Should manage individual palette colors", function()
-- Set a palette color
color.set_palette_color("test_red", vmath.vector4(1, 0, 0, 1))
assert(color.has_palette_color("test_red") == true)
local retrieved = color.get_palette_color("test_red")
assert(retrieved.x == 1)
assert(retrieved.y == 0)
assert(retrieved.z == 0)
-- Remove the color
color.remove_palette_color("test_red")
assert(color.has_palette_color("test_red") == false)
assert(color.get_palette_color("test_red") == nil)
end)
it("Should return the palette", function()
local palette = color.get_palette()
assert(type(palette) == "table")
end)
it("Should clear the palette", function()
color.set_palette_color("temp_color", vmath.vector4(1, 1, 1, 1))
color.clear_palette()
assert(color.has_palette_color("temp_color") == false)
end)
end)
describe("Color Manipulation", function()
it("Should lerp colors correctly", function()
local color1 = vmath.vector4(1, 0, 0, 1) -- Red
local color2 = vmath.vector4(0, 1, 0, 1) -- Green
local mid_color = color.lerp(0.5, color1, color2)
-- Note: lerp uses HSB interpolation, so the result might not be a simple average
assert(type(mid_color.x) == "number")
assert(type(mid_color.y) == "number")
assert(type(mid_color.z) == "number")
assert(mid_color.w == 1)
-- Test endpoints
local start_color = color.lerp(0, color1, color2)
local end_color = color.lerp(1, color1, color2)
assert(math.abs(start_color.x - color1.x) < 0.001)
assert(math.abs(end_color.x - color2.x) < 0.001)
end)
it("Should mix colors using linear RGB interpolation", function()
local red = vmath.vector4(1, 0, 0, 1)
local blue = vmath.vector4(0, 0, 1, 1)
local mixed = color.mix(red, blue, 0.5)
assert(mixed.x == 0.5) -- Half red
assert(mixed.y == 0) -- No green
assert(mixed.z == 0.5) -- Half blue
assert(mixed.w == 1) -- Full alpha
end)
it("Should lighten colors", function()
local dark_red = vmath.vector4(0.5, 0, 0, 1)
local lightened = color.lighten(dark_red, 0.5)
assert(lightened.x > dark_red.x) -- Should be lighter
assert(lightened.y > dark_red.y) -- Should have some green/white
assert(lightened.z > dark_red.z) -- Should have some blue/white
end)
it("Should darken colors", function()
local bright_red = vmath.vector4(1, 0, 0, 1)
local darkened = color.darken(bright_red, 0.5)
assert(darkened.x < bright_red.x) -- Should be darker
assert(darkened.y == 0) -- Should still have no green
assert(darkened.z == 0) -- Should still have no blue
end)
it("Should adjust alpha", function()
local opaque_red = vmath.vector4(1, 0, 0, 1)
local semi_transparent = color.with_alpha(opaque_red, 0.5)
assert(semi_transparent.x == 1) -- Color unchanged
assert(semi_transparent.y == 0)
assert(semi_transparent.z == 0)
assert(semi_transparent.w == 0.5) -- Alpha changed
end)
end)
describe("GUI Node Operations", function()
it("Should set color on GUI node", function()
-- Create a test node
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
-- Test with vector4
local test_color = vmath.vector4(1, 0.5, 0, 1)
color.set_color(test_node, test_color)
-- Verify color was set (we can't easily read it back, but we can verify no errors)
assert(true) -- If we get here, no error occurred
-- Test with string color
color.set_color(test_node, "#FF0000")
assert(true) -- If we get here, no error occurred
-- Clean up
gui.delete_node(test_node)
end)
it("Should apply color to node using alias", function()
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
-- Test the alias function
color.apply_to_node(test_node, vmath.vector4(0, 1, 0, 1))
assert(true) -- If we get here, no error occurred
gui.delete_node(test_node)
end)
it("Should set node color including alpha", function()
local test_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
color.set_node_color_with_alpha(test_node, vmath.vector4(1, 0, 0, 0.5))
assert(true) -- If we get here, no error occurred
gui.delete_node(test_node)
end)
end)
end)
end

View File

@@ -81,7 +81,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test color tag with named color
local words = rich_text:set_text("<color=#FF0000>Colored Text</color>")
local words = rich_text:set_text("<color=red>Colored Text</color>")
assert(#words > 0)
-- Word should have a tags field with color tag
@@ -104,7 +104,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test shadow tag with named color
local words = rich_text:set_text("<shadow=#000000>Shadowed Text</shadow>")
local words = rich_text:set_text("<shadow=black>Shadowed Text</shadow>")
assert(#words > 0)
assert(words[1].shadow ~= nil)
@@ -129,7 +129,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test outline tag with named color
local words = rich_text:set_text("<outline=#000000>Outlined Text</outline>")
local words = rich_text:set_text("<outline=black>Outlined Text</outline>")
assert(#words > 0)
assert(words[1].outline ~= nil)
@@ -228,7 +228,7 @@ return function()
local rich_text = druid:new_rich_text(text_node)
-- Test combined tags
local words = rich_text:set_text("<color=#FF0000><size=2>Big Red Text</size></color>")
local words = rich_text:set_text("<color=red><size=2>Big Red Text</size></color>")
assert(#words > 0)
assert(words[1].tags.color)
@@ -236,7 +236,7 @@ return function()
assert(words[1].relative_scale == 2)
-- Test nested tags
words = rich_text:set_text("<color=#FF0000>Red <size=2>Big Red</size> Red</color>")
words = rich_text:set_text("<color=red>Red <size=2>Big Red</size> Red</color>")
assert(#words >= 3)
-- All words should have color tag

View File

@@ -719,15 +719,5 @@ Please support me if you like this project! It will help me keep engaged to upda
#### Druid 1.1.5
- Update for using `defold-event` library v12
### Druid 1.2.0
- Fix for blocker internal enabled state depends from GUI node
- Move to druid colors for rich text
- Fix for container stretch mode (stretch and fit is not worked in init function)
- Add split_to_characters in rich text for making fancy text
- Druid GO Widgets now can wrap an events to (before only top level functions)
- Ability to pass params to Druid GO Widgets
- Update properties panel:
- Add "scenes" to manage a list of properties with back button support
- Add "refresh" button, which active a 1-sec refresh for current page
- Add "Render lua table" to easily render your lua tables with a various types support (any simple types and vector, functions, events etc)
#### Druid 1.1.6
- [#326] Fix for Editor Scripts corrupt file issue

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@@ -1,98 +0,0 @@
# Memory and FPS Panel Widgets
The `Druid 1.1` comes with widgets and two included widgets are `Memory Panel` and `FPS Panel` which allow you to monitor memory and FPS in your game.
Widgets in Druid usually consists from two files: GUI, which is used to placed as a template on your GUI scene and Lua script, which is used to be created with Druid.
<!-- Video -->
## Memory Panel
The `Memory Panel` is a widget which allows you to monitor memory of your game. It displays the last 3 seconds of memory allocations in graph, largest memory allocation step, total Lua memory and memory per second.
When you see an empty space in graphs - it means the garbage collector is working at this moment.
### How to add:
- Add `/druid/widget/memory_panel/memory_panel.gui` to your `*.gui` scene
![](/wiki/manuals/media/memory_fps_panel_add.png)
![](/wiki/manuals/media/memory_fps_panel_select.png)
- You can adjust a scale of the template if required
- Add Druid and widget setup to your `*.gui_script`
```lua
local druid = require("druid.druid")
local memory_panel = require("druid.widget.memory_panel.memory_panel")
function init(self)
self.druid = druid.new(self)
-- "memory_panel" is a name of the template in the GUI scene, often it matches the name of the template file
self.memory_panel = self.druid:new_widget(memory_panel, "memory_panel")
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
```
And make sure of:
- The `*.gui_script` is attached to your `*.gui` scene
- The GUI component is added to your game scene
## FPS Panel
The `FPS Panel` is a widget which allows you to monitor FPS of your game. It displays the last 3 seconds of FPS graph, lowest and current FPS values
### How to add:
- Add `/druid/widget/fps_panel/fps_panel.gui` to your `*.gui` scene
- You can adjust a scale of the template if required
- Add Druid and widget setup to your `*.gui_script`
```lua
local druid = require("druid.druid")
local fps_panel = require("druid.widget.fps_panel.fps_panel")
function init(self)
self.druid = druid.new(self)
-- "fps_panel" is a name of the template in the GUI scene, often it matches the name of the template file
self.fps_panel = self.druid:new_widget(fps_panel, "fps_panel")
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
```
And make sure of:
- The `*.gui_script` is attached to your `*.gui` scene
- The GUI component is added to your game scene
These widgets not only can be useful for development and profiling your game, but also as an example of how to create custom widgets with Druid and use them in your game.
Thanks for reading!