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112 lines
3.4 KiB
Markdown
112 lines
3.4 KiB
Markdown
# Advanced Druid setup
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## Input bindings
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As default input bindings **Druid** uses the `/builtins/input/all.input_binding`.
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**Druid** requires the following input bindings:
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- Mouse trigger - `Button 1` -> `touch` _For basic input components_
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- Mouse trigger - `Wheel up` -> `mouse_wheel_up` _For scroll component_
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- Mouse trigger - `Wheel down` -> `mouse_wheel_down` _For scroll component_
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- Key trigger - `Backspace` -> `key_backspace` _For back_handler component, input component_
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- Key trigger - `Back` -> `key_back` _For back_handler component, Android back button, input component_
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- Key trigger - `Enter` -> `key_enter` _For input component, optional_
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- Key trigger - `Esc` -> `key_esc` _For input component, optional_
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- Touch triggers - `Touch multi` -> `touch_multi` _For scroll component_
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## Change key bindings [optional]
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If you have to use your own key bindings (and key name), you can change it in your *game.project* file.
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Here is current default values for key bindings:
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```
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[druid]
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input_text = text
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input_touch = touch
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input_marked_text = marked_text
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input_key_esc = key_esc
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input_key_back = key_back
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input_key_enter = key_enter
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input_key_backspace = key_backspace
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input_multitouch = touch_multi
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input_scroll_up = mouse_wheel_up
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input_scroll_down = mouse_wheel_down
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```
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## Input capturing [optional]
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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")`
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If you don't need this behaviour, you can disable it by setting `druid.no_auto_input` field in _game.project_:
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```
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[druid]
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no_auto_input = 1
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```
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## Template name check [optional]
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By default, **Druid** will auto check the parent component template name to build the full template name for component.
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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_:
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```
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[druid]
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no_auto_template = 1
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```
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## Stencil check [optional]
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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.
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For example: button inside scroll stencil nodes.
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To disable this feature add next field in your _game.project_ file
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```
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[druid]
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no_stencil_check = 1
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```
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## Code bindings [optional]
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Adjust **Druid** settings, if needed:
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```lua
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local druid = require("druid.druid")
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-- Used for button component and custom components
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-- Callback should play sound by name: function(sound_id) ... end
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druid.set_sound_function(function(sound_id)
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-- sound_system.play(sound_id)
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end)
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-- Used for lang_text component
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-- Callback should return localized string by locale id: function(locale_id) ... end
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druid.set_text_function(function(locale_id)
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-- return lang.get(locale_id)
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end)
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-- Used for change default Druid style
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druid.set_default_style(your_style)
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-- Call this function on language changing in the game,
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-- to retranslate all lang_text components:
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local function on_language_change()
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druid.on_language_change()
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end
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-- Call this function inside window.set_listener
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-- to catch game focus lost/gained callbacks:
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-- window.set_listener(function(self, event, data) druid.on_window_callback(event, data) end))
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local function on_window_callback(self, event, data)
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druid.on_window_callback(event)
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end
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window.set_listener(on_window_callback)
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```
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