Extension-Druid/docs_md/advanced-setup.md
2023-07-08 09:59:35 +03:00

3.4 KiB

Advanced Druid setup

Input bindings

As default input bindings Druid uses the /builtins/input/all.input_binding.

Druid requires the following input bindings:

  • Mouse trigger - Button 1 -> touch For basic input components
  • Mouse trigger - Wheel up -> mouse_wheel_up For scroll component
  • Mouse trigger - Wheel down -> mouse_wheel_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 -> touch_multi For scroll component

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 = touch_multi
input_scroll_up = mouse_wheel_up
input_scroll_down = mouse_wheel_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 setting druid.no_auto_input field in game.project:

[druid]
no_auto_input = 1

Template name check [optional]

By default, Druid will auto check the parent component template name to build the full template name for component.

If for some reason you want to pass the full template name by yourself, you can disable it by setting druid.no_auto_template field in game.project:

[druid]
no_auto_template = 1

Stencil check [optional]

When creating input components inside stencil nodes, Druid automatically setup component:set_click_zone() on late_init component step to restrict input clicks outside this stencil zone. For example: button inside scroll stencil nodes.

To disable this feature add next field in your game.project file

[druid]
no_stencil_check = 1

Code bindings [optional]

Adjust Druid settings, if needed:

local druid = require("druid.druid")

-- Used for button component and custom components
-- Callback should play sound by name: function(sound_id) ... end
druid.set_sound_function(function(sound_id)
    -- sound_system.play(sound_id)
end)

-- Used for lang_text component
-- Callback should return localized string by locale id: function(locale_id) ... end
druid.set_text_function(function(locale_id)
	-- return lang.get(locale_id)
end)

-- 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:
local function on_language_change()
    druid.on_language_change()
end

-- Call this function inside window.set_listener
-- to catch game focus lost/gained callbacks:
-- window.set_listener(function(self, event, data) druid.on_window_callback(event, data) end))
local function on_window_callback(self, event, data)
    druid.on_window_callback(event)
end
window.set_listener(on_window_callback)