---@class examples.scroll_bind_grid: druid.widget ---@field scroll druid.scroll ---@field grid druid.grid ---@field text druid.text local M = {} function M:init() self.created_nodes = {} self.prefab = self:get_node("prefab") gui.set_enabled(self.prefab, false) self.scroll = self.druid:new_scroll("view", "content") self.grid = self.druid:new_grid("content", "prefab", 1) self.scroll:bind_grid(self.grid) for index = 1, 20 do self:add_element() end end function M:on_remove() self:clear() end function M:add_element() local prefab_nodes = gui.clone_tree(self.prefab) local root = prefab_nodes[self:get_template() .. "/prefab"] local text = prefab_nodes[self:get_template() .. "/text"] table.insert(self.created_nodes, root) gui.set_text(text, "Grid Item " .. #self.created_nodes) gui.set_enabled(root, true) self.grid:add(root) end function M:remove_element() local last_node = table.remove(self.created_nodes) if last_node == nil then return end gui.delete_node(last_node) local grid_index = self.grid:get_index_by_node(last_node) self.grid:remove(grid_index) end function M:clear() for _, node in ipairs(self.created_nodes) do gui.delete_node(node) end self.created_nodes = {} self.grid:clear() end ---@param properties_panel properties_panel function M:properties_control(properties_panel) local view_node = self.scroll.view_node local is_stencil = gui.get_clipping_mode(view_node) == gui.CLIPPING_MODE_STENCIL properties_panel:add_checkbox("ui_clipping", is_stencil, function(value) gui.set_clipping_mode(view_node, value and gui.CLIPPING_MODE_STENCIL or gui.CLIPPING_MODE_NONE) end) properties_panel:add_button("ui_add_element", function() if #self.created_nodes >= 100 then return end self:add_element() end) properties_panel:add_button("ui_remove_element", function() self:remove_element() end) properties_panel:add_button("ui_clear_elements", function() self:clear() end) end ---@return string function M:get_debug_info() local info = "" local s = self.scroll local view_node_size = gui.get(s.view_node, "size.y") local scroll_position = -s.position local scroll_bottom_position = vmath.vector3(scroll_position.x, scroll_position.y - view_node_size, scroll_position.z) info = info .. "View Size Y: " .. gui.get(s.view_node, "size.y") .. "\n" info = info .. "Content Size Y: " .. gui.get(s.content_node, "size.y") .. "\n" info = info .. "Content position Y: " .. math.ceil(s.position.y) .. "\n" info = info .. "Content Range Y: " .. s.available_pos.y .. " - " .. s.available_pos.w .. "\n" info = info .. "Grid Items: " .. #self.grid.nodes .. "\n" info = info .. "Grid Item Size: " .. self.grid.node_size.x .. " x " .. self.grid.node_size.y .. "\n" info = info .. "Top Scroll Pos Grid Index: " .. self.grid:get_index(scroll_position) .. "\n" info = info .. "Bottm Scroll Pos Grid Index: " .. self.grid:get_index(scroll_bottom_position) .. "\n" return info end return M