local const = require("druid.const") local event = require("event.event") local helper = require("druid.helper") local component = require("druid.component") ---@class druid.grid.style ---@field IS_DYNAMIC_NODE_POSES boolean|nil If true, always center grid content as grid pivot sets. Default: false ---@field IS_ALIGN_LAST_ROW boolean|nil If true, always align last row of the grid as grid pivot sets. Default: false ---The component for manage the nodes position in the grid with various options ---@class druid.grid: druid.component ---@field on_add_item event fun(self: druid.grid, item: node, index: number) Trigger on add item event ---@field on_remove_item event fun(self: druid.grid, index: number) Trigger on remove item event ---@field on_change_items event fun(self: druid.grid, index: number) Trigger on change items event ---@field on_clear event fun(self: druid.grid) Trigger on clear event ---@field on_update_positions event fun(self: druid.grid) Trigger on update positions event ---@field parent node Parent node ---@field nodes node[] Nodes array ---@field first_index number First index ---@field last_index number Last index ---@field anchor vector3 Anchor ---@field pivot vector3 Pivot ---@field node_size vector3 Node size ---@field border vector4 Border ---@field in_row number In row ---@field style druid.grid.style Style local M = component.create("grid") ---The constructor for the grid component ---@param parent string|node The GUI Node container, where grid's items will be placed ---@param element node Element prefab. Need to get it size ---@param in_row number|nil How many nodes in row can be placed. By default 1 function M:init(parent, element, in_row) self.parent = self:get_node(parent) self.nodes = {} self.pivot = helper.get_pivot_offset(self.parent) self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0) self.in_row = in_row or 1 self._prefab = self:get_node(element) self.node_size = gui.get_size(self._prefab) self.node_pivot = const.PIVOTS[gui.get_pivot(self._prefab)] self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x self._zero_offset = vmath.vector3( self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset, self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y, 0) self.border = vmath.vector4(0) -- Current grid content size self.on_add_item = event.create() self.on_remove_item = event.create() self.on_change_items = event.create() self.on_clear = event.create() self.on_update_positions = event.create() self._set_position_function = gui.set_position end ---@private ---@param style druid.grid.style function M:on_style_change(style) self.style = { IS_DYNAMIC_NODE_POSES = style.IS_DYNAMIC_NODE_POSES or false, IS_ALIGN_LAST_ROW = style.IS_ALIGN_LAST_ROW or false, } end local _temp_pos = vmath.vector3(0) ---Return pos for grid node index ---@param index number The grid element index ---@return vector3 position Node position function M:get_pos(index) local row = math.ceil(index / self.in_row) - 1 local col = (index - row * self.in_row) - 1 local zero_offset_x = self:_get_zero_offset_x(row) _temp_pos.x = col * self.node_size.x + zero_offset_x _temp_pos.y = -row * self.node_size.y + self._zero_offset.y _temp_pos.z = 0 return _temp_pos end ---Return grid index by position ---@param pos vector3 The node position in the grid ---@return number index The node index function M:get_index(pos) -- Offset to left-top corner from node pivot local node_offset_x = self.node_size.x * (-0.5 + self.node_pivot.x) local node_offset_y = self.node_size.y * (0.5 - self.node_pivot.y) local col = (pos.x + node_offset_x) / self.node_size.x + 1 local row = -(pos.y + node_offset_y) / self.node_size.y col = helper.round(col) row = helper.round(row) local index = col + (row * self.in_row) return math.ceil(index) end ---Return grid index by node ---@param node node The gui node in the grid ---@return number|nil index The node index function M:get_index_by_node(node) for index, grid_node in pairs(self.nodes) do if node == grid_node then return index end end return nil end ---@private function M:on_layout_change() self:_update(true) end ---Set grid anchor. Default anchor is equal to anchor of grid parent node ---@param anchor vector3 Anchor function M:set_anchor(anchor) self.anchor = anchor self:_update() end ---Instantly update the grid content ---@return druid.grid self Current grid instance function M:refresh() self:_update(true) return self end ---Set grid pivot ---@param pivot constant The new pivot ---@return druid.grid self Current grid instance function M:set_pivot(pivot) local prev_pivot = helper.get_pivot_offset(gui.get_pivot(self.parent)) self.pivot = helper.get_pivot_offset(pivot) local width = gui.get(self.parent, "size.x") local height = gui.get(self.parent, "size.y") local position = gui.get_position(self.parent) position.x = position.x + width * (self.pivot.x - prev_pivot.x) position.y = position.y + height * (self.pivot.y - prev_pivot.y) gui.set_position(self.parent, position) gui.set_pivot(self.parent, pivot) self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0) self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x self._zero_offset = vmath.vector3( self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset, self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y, 0 ) self:_update(true) return self end ---Add new item to the grid ---@param item node GUI node ---@param index number|nil The item position. By default add as last item ---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT ---@param is_instant boolean|nil If true, update node positions instantly ---@return druid.grid self Current grid instance function M:add(item, index, shift_policy, is_instant) index = index or ((self.last_index or 0) + 1) helper.insert_with_shift(self.nodes, item, index, shift_policy) gui.set_parent(item, self.parent) -- Add new item instantly in new pos. Break update function for correct positioning self:_update_indexes() self:_update_borders() gui.set_position(item, self:get_pos(index) + self:_get_zero_offset()) self:_update_pos(is_instant) self.on_add_item:trigger(self:get_context(), item, index) self.on_change_items:trigger(self:get_context(), index) return self end ---Set new items to the grid. All previous items will be removed ---@param nodes node[] The new grid nodes ---@param is_instant boolean|nil If true, update node positions instantly ---@return druid.grid self Current grid instance function M:set_items(nodes, is_instant) self.nodes = nodes for index = 1, #nodes do local item = nodes[index] gui.set_parent(item, self.parent) end self:_update(is_instant) self.on_change_items:trigger(self:get_context()) return self end ---Remove the item from the grid. Note that gui node will be not deleted ---@param index number The grid node index to remove ---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT ---@param is_instant boolean|nil If true, update node positions instantly ---@return node node The deleted gui node from grid function M:remove(index, shift_policy, is_instant) assert(self.nodes[index], "No grid item at given index " .. index) local remove_node = self.nodes[index] helper.remove_with_shift(self.nodes, index, shift_policy) self:_update(is_instant) self.on_remove_item:trigger(self:get_context(), index) self.on_change_items:trigger(self:get_context(), index) return remove_node end ---Return items count in grid ---@return number count The items count in grid function M:get_items_count() return #self.nodes end ---Return grid content size ---@return vector3 size The grid content size function M:get_size() return vmath.vector3( self.border.z - self.border.x, self.border.y - self.border.w, 0) end ---Return grid content size for given count of nodes ---@param count number The count of nodes ---@return vector3 size The grid content size function M:get_size_for(count) if not count or count == 0 then return vmath.vector3(0) end local border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge) local size = self.node_size local pivot = self.node_pivot self:_extend_border(border, self:get_pos(1), size, pivot) self:_extend_border(border, self:get_pos(count), size, pivot) if count >= self.in_row then self:_extend_border(border, self:get_pos(self.in_row), size, pivot) end return vmath.vector3( border.z - border.x, border.y - border.w, 0) end ---Return grid content borders ---@return vector4 borders The grid content borders function M:get_borders() return self.border end ---Return array of all node positions ---@return vector3[] positions All grid node positions function M:get_all_pos() local result = {} 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 ---@param callback function Function on node set position ---@return druid.grid self Current grid instance function M:set_position_function(callback) self._set_position_function = callback or gui.set_position return self end ---Clear grid nodes array. GUI nodes will be not deleted! -- If you want to delete GUI nodes, use static_grid.nodes array before grid:clear ---@return druid.grid self Current grid instance function M:clear() self.border.x = 0 self.border.y = 0 self.border.w = 0 self.border.z = 0 self.nodes = {} self:_update() self.on_clear:trigger(self:get_context()) self.on_change_items:trigger(self:get_context()) return self end ---Return StaticGrid offset, where StaticGrid content starts. ---@return vector3 offset The StaticGrid offset function M:get_offset() local borders = self:get_borders() local size = self:get_size() local offset = vmath.vector3( (borders.z + borders.x)/2 + size.x * self.pivot.x, (borders.y + borders.w)/2 + size.y * self.pivot.y, 0) return offset end ---Set new in_row elements for grid ---@param in_row number The new in_row value ---@return druid.grid self Current grid instance function M:set_in_row(in_row) self.in_row = in_row self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x self._zero_offset = vmath.vector3( self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset, self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y, 0) self:_update(true) self.on_change_items:trigger(self:get_context()) return self end ---Set new node size for grid ---@param width number|nil The new node width ---@param height number|nil The new node height ---@return druid.grid self Current grid instance function M:set_item_size(width, height) if width then self.node_size.x = width end if height then self.node_size.y = height end self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x self._zero_offset = vmath.vector3( self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset, self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y, 0) self:_update() self.on_change_items:trigger(self:get_context()) return self end ---Sort grid nodes by custom comparator function ---@param comparator function The comparator function. (a, b) -> boolean ---@return druid.grid self Current grid instance function M:sort_nodes(comparator) table.sort(self.nodes, comparator) self:_update(true) return self end ---Update grid inner state ---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback ---@private function M:_update(is_instant) self:_update_indexes() self:_update_borders() self:_update_pos(is_instant) end ---Update first and last indexes of grid nodes ---@private function M:_update_indexes() self.first_index = nil self.last_index = nil for index in pairs(self.nodes) do self.first_index = self.first_index or index self.last_index = self.last_index or index self.first_index = math.min(self.first_index, index) self.last_index = math.max(self.last_index, index) end end ---Update grid content borders, recalculate min and max values ---@private function M:_update_borders() if not self.first_index then self.border = vmath.vector4(0) return end self.border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge) local size = self.node_size local pivot = self.node_pivot for index, node in pairs(self.nodes) do self:_extend_border(self.border, self:get_pos(index), size, pivot) end end ---Update grid nodes position ---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback ---@private function M:_update_pos(is_instant) local zero_offset = self:_get_zero_offset() for i, node in pairs(self.nodes) do local pos = self:get_pos(i) pos.x = pos.x + zero_offset.x pos.y = pos.y + zero_offset.y if is_instant then gui.set_position(node, pos) else self._set_position_function(node, pos) end end self.on_update_positions:trigger(self:get_context()) end ---Return elements offset for correct posing nodes. Correct posing at ---parent pivot node (0:0) with adjusting of node sizes and anchoring ---@return vector3 The offset vector ---@private function M:_get_zero_offset() if not self.style.IS_DYNAMIC_NODE_POSES then return vmath.vector3(0) end -- zero offset: center pos - border size * anchor return vmath.vector3( -((self.border.x + self.border.z)/2 + (self.border.z - self.border.x) * self.pivot.x), -((self.border.y + self.border.w)/2 + (self.border.y - self.border.w) * self.pivot.y), 0 ) end ---Return offset x for last row in grid. Used to align this row accorting to grid's anchor ---@return number The offset x value ---@private function M:_get_zero_offset_x(row_index) if not self.style.IS_DYNAMIC_NODE_POSES or not self.style.IS_ALIGN_LAST_ROW then return self._zero_offset.x end local offset_x = self._zero_offset.x local last_row = math.ceil(self.last_index / self.in_row) - 1 if last_row > 0 and last_row == row_index then local elements_in_row = (self.last_index - (last_row * self.in_row)) - 1 local offset = elements_in_row * self.node_size.x * self.anchor.x offset_x = self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - offset end return offset_x end ---@param border vector4 Will be updated with new border values ---@param pos vector3 ---@param size vector3 ---@param pivot vector3 function M:_extend_border(border, pos, size, pivot) local left = pos.x - size.x/2 - (size.x * pivot.x) local right = pos.x + size.x/2 - (size.x * pivot.x) local top = pos.y + size.y/2 - (size.y * pivot.y) local bottom = pos.y - size.y/2 - (size.y * pivot.y) 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 return M