3.8 KiB
Creating custom components
Overview
Druid allows you to create your custom components from druid basic components or other custom components.
Every component is the children of Basic Druid component. Read the [basic component API here].(https://insality.github.io/druid/modules/component.html), Methods of basic components you can call via self:{method_name}
Custom components
Basic custom component template looks like this:
local component = require("druid.component")
local M = component.create("my_component")
-- Component constructor
function M.init(self, ...)
end
-- [OPTIONAL] If declared, will call this on script.update function
function M.update(self, dt)
end
-- [OPTIONAL] If declared, will call this on script.on_input function
function M.on_input(self, action_id, action)
end
-- [OPTIONAL] If declared, will call on component creation and on component:set_style() function
function M.on_style_change(self, style)
end
-- [OPTIONAL] If declared, will call this on script.on_message function
function M.on_message(self, message_id, message, sender)
end
-- [OPTIONAL] If declared, will call this on druid.on_language_change call
function M.on_language_change(self)
end
-- [OPTIONAL] If declared, will call this on const.ON_MESSAGE_INPUT message to Druid script instance
function M.on_message_input(self, node_id, message)
end
-- [OPTIONAL] If declared, will call this on layout changing
function M.on_layout_change(self)
end
-- [OPTIONAL] If declared, will call this on layout changing, if input was capturing before this component
-- Example: scroll is start scrolling, so you need unhover button
function M.on_input_interrupt(self)
end
-- [OPTIONAL] If declared, will call this if game lost focus
function M.on_focus_lost(self)
end
-- [OPTIONAL] If declared, will call this if game gained focus
function M.on_focus_gained(self)
end
-- [OPTIONAL] If declared, will call this if late init step (first frame on update)
function M.on_late_init(self)
end
-- [OPTIONAL] If declared, will call this on component remove from Druid instance
function M.on_remove(self)
end
return M
Add your custom component to druid via druid.register
local druid = require("druid.druid")
local my_component = require("my.amazing.component")
function init(self)
druid.register("my_component", my_component)
end
Registering make new function with "new_{component_name}". In our example it will be: druid:new_my_component()
.
Or you can create component without registering with druid:create(my_component_module)
As component registered, you can create your component with next code:
local druid = require("druid.druid")
local my_component = require("my.amazing.component")
function init(self)
self.druid = druid.new(self)
local my_component = self.druid:new_my_component(...)
-- or --
local my_component = self.druid:create(my_component, ...)
end
Best practice on custom components
On each component recommended describe component scheme in next way:
-- Component module
local component = require("druid.component")
local M = component.create("your_component")
local SCHEME = {
ROOT = "root",
ITEM = "item",
TITLE = "title"
}
function M.init(self, template_name, node_table)
-- If component use template, setup it:
self:set_template(template_name)
-- If component was cloned with gui.clone_tree, pass his nodes
self:set_nodes(node_table)
-- helper can get node from gui/template/table
local root = self:get_node(SCHEME.ROOT)
-- This component can spawn another druid components:
local druid = self:get_druid()
-- Button self on callback is self of _this_ component
local button = druid:new_button(...)
end
Power of using templates
You can use one component, but creating and customizing templates for them. Templates only requires to match the component scheme.