--- Component to handle placing components in row -- @module druid.dynamic_grid --- Component events -- @table Events -- @tfield druid_event on_add_item On item add callback -- @tfield druid_event on_remove_item On item remove callback -- @tfield druid_event on_change_items On item add or remove callback -- @tfield druid_event on_clear On grid clear callback -- @tfield druid_event on_update_positions On update item positions callback --- Component fields -- @table Fields -- @tfield node parent Parent gui node -- @tfield node[] nodes List of all grid nodes -- @tfield number first_index The first index of node in grid -- @tfield number last_index The last index of node in grid -- @tfield vector3 offset Item distance between each other items -- @tfield vector3 node_size Item size -- @tfield vector4 border The size of item content local const = require("druid.const") local Event = require("druid.event") local helper = require("druid.helper") local component = require("druid.component") local DynamicGrid = component.create("dynamic_grid", { const.ON_LAYOUT_CHANGE }) local SIDE_VECTORS = { LEFT = vmath.vector3(-1, 0, 0), RIGHT = vmath.vector3(1, 0, 0), TOP = vmath.vector3(0, -1, 0), BOT = vmath.vector3(0, 1, 0), } --- Component init function -- @function dynamic_grid:init -- @tparam node parent The gui node parent, where items will be placed function DynamicGrid:init(parent, side) self.parent = self:get_node(parent) local parent_pivot = gui.get_pivot(self.parent) self.pivot = helper.get_pivot_offset(parent_pivot) assert(parent_pivot == gui.PIVOT_W or parent_pivot == gui.PIVOT_N, const.ERRORS.GRID_DYNAMIC_ANCHOR) self.side = (parent_pivot == gui.PIVOT_W and const.SIDE.X or const.SIDE.Y) self.nodes = {} self.offset = vmath.vector3(0) self.border = vmath.vector4(0) -- Current grid content size self.on_add_item = Event() self.on_remove_item = Event() self.on_change_items = Event() self.on_clear = Event() self.on_update_positions = Event() self._set_position_function = gui.set_position end --- Return pos for grid node index -- @function dynamic_grid:get_pos -- @tparam number index The grid element index -- @tparam node node The node to be placed -- @treturn vector3 Node position function DynamicGrid:get_pos(index, node, origin_index) local origin_node = self.nodes[origin_index] -- If anchor node is not exist, check around nodes if not origin_node then if self.nodes[index + 1] then origin_index = index + 1 end if self.nodes[index - 1] then origin_index = index - 1 end origin_node = self.nodes[origin_index] end if not origin_node then assert(not self.first_index, "Dynamic Grid can't have gaps between nodes. Error on grid:add") -- If not origin node, so it should be first element in the grid local size = self:_get_node_size(node) local pivot = const.PIVOTS[gui.get_pivot(node)] return vmath.vector3( size.x * pivot.x - size.x * self.pivot.x, size.y * pivot.y - size.y * self.pivot.y, 0) end if origin_node then -- Other nodes spawn from other side of the origin node local is_forward = origin_index < index local delta = is_forward and 1 or -1 return self:_get_next_node_pos(index - delta, node, self:_get_side_vector(self.side, is_forward)) end end function DynamicGrid:on_layout_change() self:_update(true) end --- Set grid items offset, the distance between items -- @function dynamic_grid:set_offset -- @tparam vector3 offset Offset function DynamicGrid:set_offset(offset) self.offset = offset self:_update() end --- Add new node to the grid -- @function dynamic_grid:add -- @tparam node node Gui node -- @tparam[opt] number index The node position. By default add as last node -- @tparam[opt=false] bool is_shift_left If true, shift all nodes to the left, otherwise shift nodes to the right function DynamicGrid:add(node, index, is_shift_left) local delta = is_shift_left and -1 or 1 -- By default add node at end index = index or ((self.last_index or 0) + 1) -- If node exist at index place, shifting them local is_shift = self.nodes[index] if is_shift then -- We need to iterate from index to start or end grid, depends of shift side local start_index = is_shift_left and self.first_index or self.last_index for i = start_index, index, -delta do self.nodes[i + delta] = self.nodes[i] end end self:_add_node(node, index, index - delta) -- After shifting we should recalc node poses if is_shift then -- We need to iterate from placed node to start or end grid, depends of shift side local target_index = is_shift_left and self.first_index or self.last_index for i = index + delta, target_index + delta, delta do local move_node = self.nodes[i] move_node.pos = self:get_pos(i, move_node.node, i - delta) end end -- Sync grid data self:_update() self.on_add_item:trigger(self:get_context(), node, index) self.on_change_items:trigger(self:get_context(), index) end --- Remove the item from the grid. Note that gui node will be not deleted -- @function dynamic_grid:remove -- @tparam number index The grid node index to remove -- @tparam[opt=false] bool is_shift_left If true, shift all nodes to the left, otherwise shift nodes to the right function DynamicGrid:remove(index, is_shift_left) local delta = is_shift_left and -1 or 1 assert(self.nodes[index], "No grid item at given index " .. index) -- Just set nil for delete node data self.nodes[index] = nil -- After delete node, we should shift nodes and recalc their poses, depends from is_shift_left local target_index = is_shift_left and self.first_index or self.last_index for i = index, target_index, delta do self.nodes[i] = self.nodes[i + delta] if self.nodes[i] then self.nodes[i].pos = self:get_pos(i, self.nodes[i].node, i - delta) end end -- Sync grid data self:_update() self.on_add_item:trigger(self:get_context(), index) self.on_change_items:trigger(self:get_context(), index) end --- Return grid content size -- @function dynamic_grid:get_size -- @treturn vector3 The grid content size function DynamicGrid:get_size(border) border = border or self.border return vmath.vector3( border.z - border.x, border.y - border.w, 0) end --- Return grid index by node -- @function dynamic_grid:get_index_by_node -- @tparam node node The gui node in the grid -- @treturn number The node index function DynamicGrid:get_index_by_node(node) for index, node_info in pairs(self.nodes) do if node == node_info.node then return index end end return nil end function DynamicGrid:get_center_position() return vmath.vector3( (self.border.x + self.border.z)/2, (self.border.y + self.border.w)/2, 0) end function DynamicGrid:get_zero_offset() -- 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 array of all node positions -- @function dynamic_grid:get_all_pos -- @treturn vector3[] All grid node positions function DynamicGrid: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 -- @function dynamic_grid:set_position_function -- @tparam function callback Function on node set position function DynamicGrid:set_position_function(callback) self._set_position_function = callback or gui.set_position end --- Clear grid nodes array. GUI nodes will be not deleted! -- If you want to delete GUI nodes, use dynamic_grid.nodes array before grid:clear -- @function dynamic_grid:clear function DynamicGrid:clear() self.nodes = {} self:_update() end --- Return the grid nodes table -- @function dynamic_grid:get_nodes -- @treturn table The grid nodes function DynamicGrid:get_nodes() return self.nodes end function DynamicGrid:_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 function DynamicGrid:_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) for index, node in pairs(self.nodes) do local pos = node.pos local size = node.size local pivot = node.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) self.border.x = math.min(self.border.x, left) self.border.y = math.max(self.border.y, top) self.border.z = math.max(self.border.z, right) self.border.w = math.min(self.border.w, bottom) end end function DynamicGrid:_update_pos(is_instant) local offset = self:get_zero_offset() for index, node in pairs(self.nodes) do if is_instant then gui.set_position(node.node, node.pos + offset) else self._set_position_function(node.node, node.pos + offset) end end self.on_update_positions:trigger(self:get_context()) end function DynamicGrid:_update(is_instant) self:_update_indexes() self:_update_borders() self:_update_pos(is_instant) end function DynamicGrid:_get_next_node_pos(origin_node_index, new_node, place_side) local node = self.nodes[origin_node_index] local new_node_size = self:_get_node_size(new_node) local new_pivot = const.PIVOTS[gui.get_pivot(new_node)] local dist_x = (node.size.x/2 + new_node_size.x/2) * place_side.x local dist_y = (node.size.y/2 + new_node_size.y/2) * place_side.y local node_center_x = node.pos.x - node.size.x * node.pivot.x local node_center_y = node.pos.y - node.size.y * node.pivot.y return vmath.vector3( node_center_x + dist_x + new_node_size.x * new_pivot.x, node_center_y - dist_y + new_node_size.y * new_pivot.y, 0 ) end function DynamicGrid:_get_node_size(node) return vmath.mul_per_elem(gui.get_size(node), gui.get_scale(node)) end function DynamicGrid:_add_node(node, index, origin_index) self.nodes[index] = { node = node, pos = self:get_pos(index, node, origin_index), size = self:_get_node_size(node), pivot = const.PIVOTS[gui.get_pivot(node)] } -- Add new item instantly in new pos gui.set_parent(node, self.parent) gui.set_position(node, self.nodes[index].pos + self:get_zero_offset()) end function DynamicGrid:_get_side_vector(side, is_forward) if side == const.SIDE.X then return is_forward and SIDE_VECTORS.RIGHT or SIDE_VECTORS.LEFT end if side == const.SIDE.Y then return is_forward and SIDE_VECTORS.BOT or SIDE_VECTORS.TOP end end return DynamicGrid