# Widgets What are widgets ## What is widget Before widget, there are a "custom components". Widgets goes to replace custom components. Basically, it's totally the same thing, only the difference to initialize it. Let's see at basic custom component template: ```lua local component = require("druid.component") local M = component.create("my_component") function M:init(template, nodes, output_string) self:set_template(template) self:set_nodes(nodes) self.druid = self:get_druid() self.druid:new_button("button_node_name", print, output_string) end ``` So the basic components we created with `druid:new()` function. ```lua local my_component = druid:new("my_component", template, nodes, "Hello world!") ``` Now, let's see how to do it with widgets: ```lua ---@type my_widget: druid.widget local M = {} function M:init(output_string) self.druid:new_button("button_node_name", print, output_string) end return M ``` That's all! The same thing, but no any boilerplate code, just a lua table. The druid instance, the templates and nodes are already created. And you can create your own widgets like this: ```lua local druid = require("druid.druid") local my_widget = require("widgets.my_widget.my_widget") function init(self) self.druid = druid.new(self) self.my_widget = self.druid:new_widget(my_widget, template, nodes, "Hello world!") end ``` So now the creation of "custom components" called as widgets is much easier and cleaner. ## Create a new widget Let's start from beginning. Widgets usually consist from 2 parts: 1. GUI scene 2. Widget lua module Make a GUI scene of your widget (user portrait avatar panel, shop window, game panel menu, etc). Make it as you wish, but recomment to add a one `root` node with `name` `root` and make all your nodes as children of this node. This will make much easier to work with the widget. Let's create a new widget by creating a new file nearby the our GUI scene file. ```lua -- my_widget.lua local M = {} function M:init() self.root = self:get_node("root") self.button = self.druid:new_button("button_open", self.open_widget, self) end function M:open_widget() print("Open widget pressed") end return M ``` that's a basic about creation. Now we have a widget, where we ask for the root node and use node "button_open" as a button. Now, let's create a widget inside you game scene. Place a widget (GUI template) on your main scene. Then you need to import druid and create a new widget instance over this GUI template placed on the scene. ```lua local druid = require("druid.druid") local my_widget = require("widgets.my_widget.my_widget") function init(self) self.druid = druid.new(self) self.my_widget = self.druid:new_widget(my_widget, "my_widget") -- In case we want to clone it and use several times we can pass the nodes table local array_of_widgets = {} for index = 1, 10 do local nodes = gui.clone_tree(self.my_widget.root) local widget = self.druid:new_widget(my_widget, "my_widget", nodes) table.insert(array_of_widgets, widget) end end ```