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177 lines
4.4 KiB
Markdown
177 lines
4.4 KiB
Markdown
# Basic Usage
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This guide will help you get started with **Druid** UI framework. We'll cover the basic setup and usage patterns.
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## Initial Setup
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To use **Druid**, you need to create a **Druid** instance in your GUI script. This instance will handle all component management and core functionality.
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Create a new `*.gui_script` file with the following template:
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```lua
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local druid = require("druid.druid")
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function init(self)
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self.druid = druid.new(self)
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end
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function final(self)
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self.druid:final()
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end
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function update(self, dt)
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self.druid:update(dt)
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end
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function on_message(self, message_id, message, sender)
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self.druid:on_message(message_id, message, sender)
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end
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function on_input(self, action_id, action)
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return self.druid:on_input(action_id, action)
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end
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```
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Add this script to your GUI scene. Now you can start creating **Druid** components.
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> **Note:** When passing nodes to components, you can use node name strings instead of `gui.get_node()` function.
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## Basic Components Example
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Here's a simple example showing how to create and use basic **Druid** components:
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```lua
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local druid = require("druid.druid")
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-- All component callbacks pass "self" as first argument
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-- This "self" is a context data passed in `druid.new(context)`
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local function on_button_callback(self)
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self.text:set_text("The button clicked!")
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end
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function init(self)
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self.druid = druid.new(self)
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-- We can use the node_id instead of gui.get_node():
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self.button = self.druid:new_button("button_node_id", on_button_callback)
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self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
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end
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function final(self)
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self.druid:final()
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end
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function update(self, dt)
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self.druid:update(dt)
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end
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function on_message(self, message_id, message, sender)
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self.druid:on_message(message_id, message, sender)
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end
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function on_input(self, action_id, action)
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return self.druid:on_input(action_id, action)
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end
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```
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## Widgets
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Widgets are reusable UI components that encapsulate multiple **Druid** components. Read more in the [Widgets](wiki/widgets.md) documentation.
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### Creating a Widget
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Create a new Lua file for your widget class. This file should be placed near the corresponding GUI file with the same name.
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Define `init` function to initialize the widget.
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Here's a basic widget example:
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```lua
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---@class your_widget_class: druid.widget
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local M = {}
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function M:init()
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self.root = self:get_node("root")
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self.button = self.druid:new_button("button_node_id", self.on_click)
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self.text = self.druid:new_text("text_node_id", "Hello, Druid!")
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end
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function M:on_click()
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self.text:set_text("The button clicked!")
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end
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return M
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```
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### Using Widgets
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You can create widgets in your GUI script like this:
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```lua
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local druid = require("druid.druid")
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function init(self)
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self.druid = druid.new(self)
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self.my_widget = self.druid:new_widget(your_widget_class)
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end
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function final(self)
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self.druid:final()
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end
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function update(self, dt)
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self.druid:update(dt)
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end
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function on_message(self, message_id, message, sender)
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self.druid:on_message(message_id, message, sender)
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end
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function on_input(self, action_id, action)
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return self.druid:on_input(action_id, action)
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end
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```
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## Widget Templates
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Widgets can use templates defined in your GUI scene. Templates are collections of nodes that define the widget's structure.
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### Using Templates
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If you have a GUI template with ID `my_widget_example` containing `button_node_id` and `text_node_id` nodes, you can use it like this:
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```lua
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function init(self)
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self.druid = druid.new(self)
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self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example")
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self.my_widget.button.on_click:subscribe(function()
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print("my custom callback")
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end)
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self.my_widget.text:set_text("Hello, Widgets!")
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end
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```
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### Dynamic Templates
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For dynamically created GUI templates (from prefabs), you can pass nodes directly to the widget:
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```lua
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function init(self)
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self.druid = druid.new(self)
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self.prefab = gui.get_node("my_widget_prefab/root")
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local nodes = gui.clone_tree(self.prefab)
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self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", nodes)
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end
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```
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You can also use the root node ID or node directly:
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```lua
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self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", "my_widget_prefab/root")
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-- or
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self.my_widget = self.druid:new_widget(your_widget_class, "my_widget_example", self.prefab)
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```
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