Extension-Druid/druid/base/static_grid.lua
2024-11-10 20:34:30 +01:00

578 lines
17 KiB
Lua

-- Copyright (c) 2021 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
--- Component to handle component's position by row and columns.
-- <b># Overview #</b>
--
-- The Static Grid component allows for positioning components in rows and columns.
-- It provides a static grid layout with constant node sizes, allowing for pre-calculated
-- node positions and the option to include gaps between nodes.
--
-- <b># Notes #</b>
--
-- • In a static grid, the node size remains constant, enabling the calculation of node
-- positions before placement. If you want add gaps between nodes, increase the root prefab size,
-- including the padding and margin.
--
-- • The static grid can automatically shift elements when nodes are added or removed.
--
-- • When a node is added, the grid will set the node's parent to the specified parent_node.
--
-- • You can obtain an array of positions for each element, which can be used to set
-- points of interest in a scroll component.
--
-- • The size of all elements can be retrieved for setting up the size in a scroll component.
--
-- • The grid can be bound to a scroll component for automatic resizing of the scroll content size.
--
-- • The pivot of the parent_node affects the node placement within the grid.
--
-- • A prefab node is used to determine the node size and anchor.
--
-- • You can specify a position_function for animations using the
-- _static_grid:set_position_function(node, pos) callback. The default position function is gui.set_position().
--
-- <a href="https://insality.github.io/druid/druid/index.html?example=general_grid" target="_blank"><b>Example Link</b></a>
-- @module StaticGrid
-- @within BaseComponent
-- @alias druid.static_grid
--- On item add callback(self, node, index)
-- @tfield druid.event on_add_item druid.event
--- On item remove callback(self, index)
-- @tfield druid.event on_remove_item druid.event
--- On item add, remove or change in_row callback(self, index|nil)
-- @tfield druid.event on_change_items druid.event
--- On grid clear callback(self)
-- @tfield druid.event on_clear druid.event
--- On update item positions callback(self)
-- @tfield druid.event on_update_positions druid.event
--- Parent gui node
-- @tfield node parent
--- List of all grid nodes
-- @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 anchor [0..1]
-- @tfield vector3 anchor
--- Item pivot [-0.5..0.5]
-- @tfield vector3 pivot
--- 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")
---@class druid.grid: druid.base_component
---@field on_add_item druid.event
---@field on_remove_item druid.event
---@field on_change_items druid.event
---@field on_clear druid.event
---@field on_update_positions druid.event
---@field parent node
---@field nodes node[]
---@field first_index number
---@field last_index number
---@field anchor vector3
---@field pivot vector3
---@field node_size vector3
---@field border vector4
---@field in_row number
---@field style table
local M = component.create("static_grid")
local function _extend_border(border, pos, size, 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)
border.x = math.min(border.x, left)
border.y = math.max(border.y, top)
border.z = math.max(border.z, right)
border.w = math.min(border.w, bottom)
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table style
-- @tfield boolean|nil IS_DYNAMIC_NODE_POSES If true, always center grid content as grid pivot sets. Default: false
-- @tfield boolean|nil IS_ALIGN_LAST_ROW If true, always align last row of the grid as grid pivot sets. Default: false
function M:on_style_change(style)
self.style = {}
self.style.IS_DYNAMIC_NODE_POSES = style.IS_DYNAMIC_NODE_POSES or false
self.style.IS_ALIGN_LAST_ROW = style.IS_ALIGN_LAST_ROW or false
end
--- The StaticGrid constructor
---@param parent string|node The GUI Node container, where grid's items will be placed
---@param element node Element prefab. Need to get it size
---@param in_row number|nil How many nodes in row can be placed. By default 1
function M:init(parent, element, in_row)
self.parent = self:get_node(parent)
self.nodes = {}
self.pivot = helper.get_pivot_offset(self.parent)
self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0)
self.in_row = in_row or 1
self._prefab = self:get_node(element)
self.node_size = gui.get_size(self._prefab)
self.node_pivot = const.PIVOTS[gui.get_pivot(self._prefab)]
self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x
self._zero_offset = vmath.vector3(
self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset,
self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y,
0)
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
local _temp_pos = vmath.vector3(0)
--- Return pos for grid node index
---@param index number The grid element index
---@return vector3 @Node position
function M:get_pos(index)
local row = math.ceil(index / self.in_row) - 1
local col = (index - row * self.in_row) - 1
local zero_offset_x = self:_get_zero_offset_x(row)
_temp_pos.x = col * self.node_size.x + zero_offset_x
_temp_pos.y = -row * self.node_size.y + self._zero_offset.y
_temp_pos.z = 0
return _temp_pos
end
--- Return index for grid pos
---@param pos vector3 The node position in the grid
---@return number The node index
function M:get_index(pos)
-- Offset to left-top corner from node pivot
local node_offset_x = self.node_size.x * (-0.5 + self.node_pivot.x)
local node_offset_y = self.node_size.y * (0.5 - self.node_pivot.y)
local col = (pos.x + node_offset_x) / self.node_size.x + 1
local row = -(pos.y + node_offset_y) / self.node_size.y
col = helper.round(col)
row = helper.round(row)
local index = col + (row * self.in_row)
return math.ceil(index)
end
--- Return grid index by node
---@param node node The gui node in the grid
---@return number The node index
function M:get_index_by_node(node)
for index, grid_node in pairs(self.nodes) do
if node == grid_node then
return index
end
end
return nil
end
function M:on_layout_change()
self:_update(true)
end
--- Set grid anchor. Default anchor is equal to anchor of grid parent node
---@param anchor vector3 Anchor
function M:set_anchor(anchor)
self.anchor = anchor
self:_update()
end
--- Update grid content
function M:refresh()
self:_update(true)
end
function M:set_pivot(pivot)
local prev_pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
self.pivot = helper.get_pivot_offset(pivot)
local width = gui.get(self.parent, "size.x")
local height = gui.get(self.parent, "size.y")
--local pos_offset = vmath.vector3(
-- width * (self.pivot.x - prev_pivot.x),
-- height * (self.pivot.y - prev_pivot.y),
-- 0
--)
local position = gui.get_position(self.parent)
position.x = position.x + width * (self.pivot.x - prev_pivot.x)
position.y = position.y + height * (self.pivot.y - prev_pivot.y)
gui.set_position(self.parent, position)
gui.set_pivot(self.parent, pivot)
self.anchor = vmath.vector3(0.5 + self.pivot.x, 0.5 - self.pivot.y, 0)
self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x
self._zero_offset = vmath.vector3(
self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset,
self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y,
0
)
self:_update(true)
end
--- Add new item to the grid
---@param item node GUI node
---@param index number|nil The item position. By default add as last item
---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT
---@param is_instant boolean|nil If true, update node positions instantly
function M:add(item, index, shift_policy, is_instant)
index = index or ((self.last_index or 0) + 1)
helper.insert_with_shift(self.nodes, item, index, shift_policy)
gui.set_parent(item, self.parent)
-- Add new item instantly in new pos. Break update function for correct positioning
self:_update_indexes()
self:_update_borders()
gui.set_position(item, self:get_pos(index) + self:_get_zero_offset())
self:_update_pos(is_instant)
self.on_add_item:trigger(self:get_context(), item, index)
self.on_change_items:trigger(self:get_context(), index)
end
--- Set new items to the grid. All previous items will be removed
---@param nodes node[] The new grid nodes
-- @tparam[opt=false] boolean is_instant If true, update node positions instantly
function M:set_items(nodes, is_instant)
self.nodes = nodes
for index = 1, #nodes do
local item = nodes[index]
gui.set_parent(item, self.parent)
end
self:_update(is_instant)
self.on_change_items:trigger(self:get_context())
end
--- Remove the item from the grid. Note that gui node will be not deleted
---@param index number The grid node index to remove
---@param shift_policy number|nil How shift nodes, if required. Default: const.SHIFT.RIGHT
---@param is_instant boolean|nil If true, update node positions instantly
---@return node The deleted gui node from grid
function M:remove(index, shift_policy, is_instant)
assert(self.nodes[index], "No grid item at given index " .. index)
local remove_node = self.nodes[index]
helper.remove_with_shift(self.nodes, index, shift_policy)
self:_update(is_instant)
self.on_remove_item:trigger(self:get_context(), index)
self.on_change_items:trigger(self:get_context(), index)
return remove_node
end
--- Return grid content size
---@return vector3 The grid content size
function M:get_size()
return vmath.vector3(
self.border.z - self.border.x,
self.border.y - self.border.w,
0)
end
function M:get_size_for(count)
if not count or count == 0 then
return vmath.vector3(0)
end
local border = vmath.vector4(math.huge, -math.huge, -math.huge, math.huge)
local size = self.node_size
local pivot = self.node_pivot
_extend_border(border, self:get_pos(1), size, pivot)
_extend_border(border, self:get_pos(count), size, pivot)
if count >= self.in_row then
_extend_border(border, self:get_pos(self.in_row), size, pivot)
end
return vmath.vector3(
border.z - border.x,
border.y - border.w,
0)
end
--- Return grid content borders
---@return vector3 The grid content borders
function M:get_borders()
return self.border
end
--- Return array of all node positions
---@return vector3[] All grid node positions
function M:get_all_pos()
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
---@param callback function Function on node set position
---@return druid.static_grid Current grid instance
function M:set_position_function(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 static_grid.nodes array before grid:clear
---@return druid.static_grid Current grid instance
function M:clear()
self.border.x = 0
self.border.y = 0
self.border.w = 0
self.border.z = 0
self.nodes = {}
self:_update()
self.on_clear:trigger(self:get_context())
self.on_change_items:trigger(self:get_context())
return self
end
--- Return StaticGrid offset, where StaticGrid content starts.
---@return vector3 The StaticGrid offset
function M:get_offset()
local borders = self:get_borders()
local size = self:get_size()
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
--- Set new in_row elements for grid
---@param in_row number The new in_row value
---@return druid.static_grid Current grid instance
function M:set_in_row(in_row)
self.in_row = in_row
self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x
self._zero_offset = vmath.vector3(
self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset,
self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y,
0)
self:_update(true)
self.on_change_items:trigger(self:get_context())
return self
end
--- Set new node size for grid
-- @tparam[opt] number width The new node width
-- @tparam[opt] number height The new node height
---@return druid.static_grid Current grid instance
function M:set_item_size(width, height)
if width then
self.node_size.x = width
end
if height then
self.node_size.y = height
end
self._grid_horizonal_offset = self.node_size.x * (self.in_row - 1) * self.anchor.x
self._zero_offset = vmath.vector3(
self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - self._grid_horizonal_offset,
self.node_size.y * self.node_pivot.y - self.node_size.y * self.pivot.y,
0)
self:_update()
self.on_change_items:trigger(self:get_context())
return self
end
--- Sort grid nodes by custom comparator function
---@param comparator function The comparator function. (a, b) -> boolean
---@return druid.static_grid Current grid instance
function M:sort_nodes(comparator)
table.sort(self.nodes, comparator)
self:_update(true)
end
--- Update grid inner state
---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
---@private
function M:_update(is_instant)
self:_update_indexes()
self:_update_borders()
self:_update_pos(is_instant)
end
--- Update first and last indexes of grid nodes
---@private
function M:_update_indexes()
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
---@private
function M:_update_borders()
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)
local size = self.node_size
local pivot = self.node_pivot
for index, node in pairs(self.nodes) do
_extend_border(self.border, self:get_pos(index), size, pivot)
end
end
--- Update grid nodes position
---@param is_instant boolean|nil If true, node position update instantly, otherwise with set_position_function callback
---@private
function M:_update_pos(is_instant)
local zero_offset = self:_get_zero_offset()
for i, node in pairs(self.nodes) do
local pos = self:get_pos(i)
pos.x = pos.x + zero_offset.x
pos.y = pos.y + zero_offset.y
if is_instant then
gui.set_position(node, pos)
else
self._set_position_function(node, pos)
end
end
self.on_update_positions:trigger(self:get_context())
end
--- Return elements offset for correct posing nodes. Correct posing at
-- parent pivot node (0:0) with adjusting of node sizes and anchoring
---@return vector3 The offset vector
---@private
function M:_get_zero_offset()
if not self.style.IS_DYNAMIC_NODE_POSES then
return const.VECTOR_ZERO
end
-- zero offset: center pos - border size * anchor
return vmath.vector3(
-((self.border.x + self.border.z)/2 + (self.border.z - self.border.x) * self.pivot.x),
-((self.border.y + self.border.w)/2 + (self.border.y - self.border.w) * self.pivot.y),
0
)
end
--- Return offset x for last row in grid. Used to align this row accorting to grid's anchor
---@return number The offset x value
---@private
function M:_get_zero_offset_x(row_index)
if not self.style.IS_DYNAMIC_NODE_POSES or not self.style.IS_ALIGN_LAST_ROW then
return self._zero_offset.x
end
local offset_x = self._zero_offset.x
local last_row = math.ceil(self.last_index / self.in_row) - 1
if last_row > 0 and last_row == row_index then
local elements_in_row = (self.last_index - (last_row * self.in_row)) - 1
local offset = elements_in_row * self.node_size.x * self.anchor.x
offset_x = self.node_size.x * self.node_pivot.x - self.node_size.x * self.pivot.x - offset
end
return offset_x
end
return M