[![](media/druid_logo.png)](https://insality.github.io/druid/) [![GitHub release (latest by date)](https://img.shields.io/github/v/release/insality/druid)](https://github.com/Insality/druid/releases) [![GitHub Workflow Status](https://img.shields.io/github/workflow/status/insality/druid/Run%20tests)](https://github.com/Insality/druid/actions) [![codecov](https://codecov.io/gh/Insality/druid/branch/master/graph/badge.svg)](https://codecov.io/gh/Insality/druid) **Druid** - powerful Defold component UI library. Use basic and extended **Druid** components or make your own game-specific components to make amazing GUI in your games. ## Setup ### Dependency You can use the **Druid** extension in your own project by adding this project as a [Defold library dependency](https://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add: > [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip) Or point to the ZIP file of a [specific release](https://github.com/Insality/druid/releases). ### Input bindings **Druid** requires the following input bindings: - Mouse trigger - `Button 1` -> `touch` _For basic input components_ - Mouse trigger - `Wheel up` -> `scroll_up` _For scroll component_ - Mouse trigger - `Wheel down` -> `scroll_down` _For scroll component_ - Key trigger - `Backspace` -> `key_backspace` _For back_handler component, input component_ - Key trigger - `Back` -> `key_back` _For back_handler component, Android back button, input component_ - Key trigger - `Enter` -> `key_enter` _For input component, optional_ - Key trigger - `Esc` -> `key_esc` _For input component, optional_ - Touch triggers - `Touch multi` -> `multitouch` _For scroll component_ ![](media/input_binding_2.png) ![](media/input_binding_1.png) ### Change key bindings [optional] If you have to use your own key bindings (and key name), you can change it in your *game.project* file. Here is current default values for key bindings: ``` [druid] input_text = text input_touch = touch input_marked_text = marked_text input_key_esc = key_esc input_key_back = key_back input_key_enter = key_enter input_key_backspace = key_backspace input_multitouch = multitouch input_scroll_up = scroll_up input_scroll_down = scroll_down ``` ### Input capturing [optional] By default, **Druid** will auto-capture input focus, if any input component will be created. So you don't need to call `msg.post(".", "acquire_input_focus")` If you don't need this behaviour, you can disable it by settings `druid.no_auto_input` field in _game.project_: ``` [druid] no_auto_input = 1 ``` ### Stencil check [optional] When creating input components inside stencil nodes, you probably will use `component:set_click_zone()` to restrict clicks outside this stencil zone. Druid can do it automatically on _late_init_ component step. To enable this feature add next field in your _game.project_ file ``` [druid] stencil_check = 1 ``` ### Code [optional] Adjust **Druid** settings, if needed: ```lua local druid = require("druid.druid") -- Used for button component and custom components -- Callback should play sound by name druid.set_sound_function(callback) -- Used for lang_text component -- Callback should return localized string by locale id druid.set_text_function(callback) -- Used for change default druid style druid.set_default_style(your_style) -- Call this function on language changing in the game, -- to retranslate all lang_text components: druid.on_language_change() -- Call this function inside window.set_listener -- to catch game focus lost/gained callbacks: druid.on_window_callback(event) ``` ## Components **Druid** provides the following *basic* components: - **[Button](docs_md/01-components.md#button)** - Basic Druid button input component. Handles all types of interactions (tap, long-tap, hold-tap, double-tap, simple key triggers, etc) - **[Text](docs_md/01-components.md#text)** - Basic Druid text component. Wrap on gui text node, handle text size adjusting. - **[Scroll](docs_md/01-components.md#scroll)** - Basic Druid scroll component - **[Blocker](docs_md/01-components.md#blocker)** - Block input in node zone component - **[Back Handler](docs_md/01-components.md#back-handler)** - Handle back button (Android back button, backspace key) - **[Static Grid](docs_md/01-components.md#static-grid)** - Component to manage node positions with equal sizes - **[Hover](docs_md/01-components.md#hover)** - System Druid component, handle hover node state - **[Swipe](docs_md/01-components.md#swipe)** - System Druid component, handle swipe gestures on node - **[Drag](docs_md/01-components.md#drag)** - System Druid component, handle drag input on node **Druid** also provides the following *extended* components: ***Note**: In the future, to use extended components, you should register them first. This is required to make **Druid** modular - to exclude unused components from builds* - **[Checkbox](docs_md/01-components.md#checkbox)** - Checkbox component - **[Checkbox group](docs_md/01-components.md#checkbox-group)** - Several checkboxes in one group - **[Dynamic Grid](docs_md/01-components.md#dynamic-grid)** - Component to manage node positions with different sizes. Only in one row or column - **[Data List](docs_md/01-components.md#data-list)** - Component to manage data for huge dataset in scroll - **[Input](docs_md/01-components.md#input)** - User text input component - **[Lang text](docs_md/01-components.md#lang-text)** - Wrap on Text component to handle localization - **[Progress](docs_md/01-components.md#progress)** - Progress bar component - **[Radio group](docs_md/01-components.md#radio-group)** - Several checkboxes in one group with a single choice - **[Slider](docs_md/01-components.md#slider)** - Slider component - **[Timer](docs_md/01-components.md#timer)** - Handle timer work on gui text node For a complete overview, see: _[components.md](docs_md/01-components.md)_. ## Basic usage To use **Druid**, first you should create a Druid instance to spawn components and add Druids main engine functions: *update*, *final*, *on_message* and *on_input*. All **Druid** components take node name string as arguments, don't do `gui.get_node()` before. All **Druid** and component methods are called with `:` like `self.druid:new_button()`. ```lua local druid = require("druid.druid") local function button_callback(self) print("Button was clicked!") end function init(self) self.druid = druid.new(self) self.druid:new_button("button_node_name", button_callback) end function final(self) self.druid:final() 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 ``` For all **Druid** instance functions, [see here](https://insality.github.io/druid/modules/druid_instance.html). ## Druid Events Any **Druid** components as callbacks use [Druid Events](https://insality.github.io/druid/modules/druid_event.html). In component API ([button example](https://insality.github.io/druid/modules/druid.button.html#Events)) pointed list of component events. You can manually subscribe to those events with the following API: - **event:subscribe**(callback) - **event:unsubscribe**(callback) - **event:clear**() You can subscribe several callbacks to a single event. ## Druid Lifecycle Here is full Druid lifecycle setup for your ***.gui_script** file: ```lua local druid = require("druid.druid") function init(self) self.druid = druid.new(self) end function final(self) self.druid:final() end function update(self, dt) self.druid:update(dt) end function on_input(self, action_id, action) return self.druid:on_input(action_id, action) end function on_message(self, message_id, message, sender) self.druid:on_message(message_id, message, sender) end ``` - *final* is a **required** function for a correct Druid lifecycle - *on_input* is used in almost all Druid components - *update* in used in progress bar, scroll and timer base components - *on_message* is used for specific Druid events, like language change or layout change It is recommended to fully integrate all **Druid** lifecycles functions. ## Details - Druid input goes as stack. Last created button will checked first. So create your GUI from back - Don't forget about `return` in `on_input`: `return self.druid:on_input()`. It is needed if you have more than 1 acquire inputs (several Druid, other input system, etc) - By default, Druid will automatically _acquire_input_focus_. So you don't need do it manually. But only if you have components which require _on_input_ - If you want to delete a node which has a Druid component, don't forget to remove it via `druid:remove(component)` [See full FAQ here](docs_md/FAQ.md) ## Examples See the [example folder](https://github.com/Insality/druid/tree/develop/example) for examples of how to use **Druid** See the [druid-assets repository](https://github.com/insality/druid-assets) for examples of how to create custom components and styles Try the [HTML5 version](https://insality.github.io/druid/druid/) of the example app ## Documentation To better understand **Druid**, read the following documentation: - [Druid components](docs_md/01-components.md) - [Create custom components](docs_md/02-creating_custom_components.md) - [See FAQ article](docs_md/FAQ.md) - [Druid styles](docs_md/03-styles.md) - [Druid asset store](docs_md/04-druid_assets.md) You can fund the full **Druid** documentation here: https://insality.github.io/druid/ ## Games powered by Druid _You published your game and you using Druid? Note me!_ ## License - Developed and supported by [Insality](https://github.com/Insality) - Original idea by [AGulev](https://github.com/AGulev) - Assets from [Kenney](http://www.kenney.nl/) ## Issues and suggestions If you have any issues, questions or suggestions please [create an issue](https://github.com/Insality/druid/issues) or contact me: [insality@gmail.com](mailto:insality@gmail.com)