Extension-Druid/druid/extended/dynamic_grid.lua

432 lines
12 KiB
Lua

-- Copyright (c) 2021 Maxim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
--- Component to handle placing components in row
-- @module DynamicGrid
-- @within BaseComponent
-- @alias druid.dynamic_grid
--- On item add callback(self, node, index)
-- @tfield druid_event on_add_item
--- On item remove callback(self, index)
-- @tfield druid_event on_remove_item
--- On item add or remove callback(self, index)
-- @tfield druid_event on_change_items
--- On grid clear callback(self)
-- @tfield druid_event on_clear
--- On update item positions callback(self)
-- @tfield druid_event on_update_positions
--- Parent gui node
-- @tfield node parent
--- List of all grid elements. Contains from node, pos, size, pivot
-- @tfield node[] nodes
--- The first index of node in grid
-- @tfield number first_index
--- The last index of node in grid
-- @tfield number last_index
--- Item size
-- @tfield vector3 node_size
--- The size of item content
-- @tfield vector4 border
---
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")
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),
}
local AVAILABLE_PIVOTS = {
gui.PIVOT_N,
gui.PIVOT_S,
gui.PIVOT_W,
gui.PIVOT_E,
}
--- Component init function
-- @tparam DynamicGrid self
-- @tparam node parent The gui node parent, where items will be placed
function DynamicGrid.init(self, parent)
self.parent = self:get_node(parent)
local parent_pivot = gui.get_pivot(self.parent)
self.pivot = helper.get_pivot_offset(parent_pivot)
assert(helper.contains(AVAILABLE_PIVOTS, parent_pivot), const.ERRORS.GRID_DYNAMIC_ANCHOR)
self.side = ((parent_pivot == gui.PIVOT_W or parent_pivot == gui.PIVOT_E)
and const.SIDE.X or const.SIDE.Y)
self.nodes = {}
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
function DynamicGrid.on_layout_change(self)
self:_update(true)
end
--- Return pos for grid node index
-- @tparam DynamicGrid self
-- @tparam number index The grid element index
-- @tparam node node The node to be placed
-- @tparam[opt] number origin_index Index of nearby node
-- @treturn vector3 Node position
function DynamicGrid.get_pos(self, 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
--- Add new node to the grid
-- @tparam DynamicGrid self
-- @tparam node node Gui node
-- @tparam[opt] number index The node position. By default add as last node
-- @tparam[opt=SHIFT.RIGHT] number shift_policy How shift nodes, if required. See const.SHIFT
-- @tparam[opt=false] boolean is_instance If true, update node positions instantly
function DynamicGrid.add(self, node, index, shift_policy, is_instant)
shift_policy = shift_policy or const.SHIFT.RIGHT
local delta = shift_policy -- -1 or 1 or 0
-- 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] and shift_policy ~= const.SHIFT.NO_SHIFT
if is_shift then
-- We need to iterate from index to start or end grid, depends of shift side
local start_index = shift_policy == const.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 = shift_policy == const.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(is_instant)
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
-- @tparam DynamicGrid self
-- @tparam number index The grid node index to remove
-- @tparam[opt=SHIFT.RIGHT] number shift_policy How shift nodes, if required. See const.SHIFT
-- @tparam[opt=false] boolean is_instance If true, update node positions instantly
-- @treturn Node The deleted gui node from grid
function DynamicGrid.remove(self, index, shift_policy, is_instant)
shift_policy = shift_policy or const.SHIFT.RIGHT
local delta = shift_policy -- -1 or 1 or 0
assert(self.nodes[index], "No grid item at given index " .. index)
-- Just set nil for delete node data
local removed_node = self.nodes[index].node
self.nodes[index] = nil
-- After delete node, we should shift nodes and recalc their poses, depends from is_shift_left
if shift_policy ~= const.SHIFT.NO_SHIFT then
local target_index = shift_policy == const.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
end
-- Sync grid data
self:_update(is_instant)
self.on_remove_item:trigger(self:get_context(), index)
self.on_change_items:trigger(self:get_context(), index)
return removed_node
end
--- Return grid content size
-- @tparam DynamicGrid self
-- @tparam vector3 border
-- @treturn vector3 The grid content size
function DynamicGrid.get_size(self, border)
border = border or self.border
return vmath.vector3(
border.z - border.x,
border.y - border.w,
0)
end
--- Return DynamicGrid offset, where DynamicGrid content starts.
-- @tparam DynamicGrid self The DynamicGrid instance
-- @treturn vector3 The DynamicGrid offset
function DynamicGrid.get_offset(self)
local size = self:get_size()
local borders = self:get_borders()
local offset = vmath.vector3(
(borders.z + borders.x)/2 + size.x * self.pivot.x,
(borders.y + borders.w)/2 + size.y * self.pivot.y,
0)
return offset
end
--- Return grid content borders
-- @tparam DynamicGrid self
-- @treturn vector3 The grid content borders
function DynamicGrid.get_borders(self)
return self.border
end
--- Return grid index by node
-- @tparam DynamicGrid self
-- @tparam node node The gui node in the grid
-- @treturn number The node index
function DynamicGrid.get_index_by_node(self, node)
for index, node_info in pairs(self.nodes) do
if node == node_info.node then
return index
end
end
return nil
end
--- Return array of all node positions
-- @tparam DynamicGrid self
-- @treturn vector3[] All grid node positions
function DynamicGrid.get_all_pos(self)
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
-- @tparam DynamicGrid self
-- @tparam function callback Function on node set position
-- @treturn druid.dynamic_grid Current grid instance
function DynamicGrid.set_position_function(self, callback)
self._set_position_function = callback or gui.set_position
return self
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
-- @tparam DynamicGrid self
-- @treturn druid.dynamic_grid Current grid instance
function DynamicGrid.clear(self)
self.nodes = {}
self:_update()
self.on_clear:trigger(self:get_context())
return self
end
function DynamicGrid._add_node(self, 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)
end
--- Update grid inner state
-- @tparam DynamicGrid self
-- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback
-- @local
function DynamicGrid._update(self, is_instant)
self:_update_indexes()
self:_update_borders()
self:_update_pos(is_instant)
end
--- Update first and last indexes of grid nodes
-- @tparam DynamicGrid self
-- @local
function DynamicGrid._update_indexes(self)
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
--- Update grid content borders, recalculate min and max values
-- @tparam DynamicGrid self
-- @local
function DynamicGrid._update_borders(self)
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
--- Update grid nodes position
-- @tparam DynamicGrid self
-- @tparam bool is_instant If true, node position update instantly, otherwise with set_position_function callback
-- @local
function DynamicGrid._update_pos(self, is_instant)
for index, node in pairs(self.nodes) do
if is_instant then
gui.set_position(node.node, node.pos)
else
self._set_position_function(node.node, node.pos)
end
end
self.on_update_positions:trigger(self:get_context())
end
function DynamicGrid._get_next_node_pos(self, 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(self, node)
return vmath.mul_per_elem(gui.get_size(node), gui.get_scale(node))
end
--- Return side vector to correct node shifting
function DynamicGrid._get_side_vector(self, 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