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288 lines
10 KiB
Markdown
288 lines
10 KiB
Markdown
[](https://insality.github.io/druid/)
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[](https://github.com/Insality/druid/releases)
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[](https://github.com/Insality/druid/actions)
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[](https://codecov.io/gh/Insality/druid)
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**Druid** - powerful Defold component UI library. Use basic and extended **Druid** components or make your own game-specific components to make amazing GUI in your games.
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## Setup
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### Dependency
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You can use the **Druid** extension in your own project by adding this project as a [Defold library dependency](https://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add:
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> [https://github.com/Insality/druid/archive/master.zip](https://github.com/Insality/druid/archive/master.zip)
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Or point to the ZIP file of a [specific release](https://github.com/Insality/druid/releases).
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### Input bindings
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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` -> `scroll_up` _For scroll component_
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- Mouse trigger - `Wheel down` -> `scroll_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` -> `multitouch` _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 = multitouch
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input_scroll_up = scroll_up
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input_scroll_down = scroll_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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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 [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
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druid.set_sound_function(callback)
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-- Used for lang_text component
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-- Callback should return localized string by locale id
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druid.set_text_function(callback)
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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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druid.on_language_change()
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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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druid.on_window_callback(event)
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```
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## Components
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**Druid** provides the following *basic* components:
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- **[Button](docs_md/01-components.md#button)** - Basic Druid button input component. Handles all types of interactions (tap, long-tap, hold-tap, double-tap, simple key triggers, etc)
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- **[Text](docs_md/01-components.md#text)** - Basic Druid text component. Wrap on gui text node, handle text size adjusting.
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- **[Scroll](docs_md/01-components.md#scroll)** - Basic Druid scroll component
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- **[Blocker](docs_md/01-components.md#blocker)** - Block input in node zone component
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- **[Back Handler](docs_md/01-components.md#back-handler)** - Handle back button (Android back button, backspace key)
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- **[Static Grid](docs_md/01-components.md#static-grid)** - Component to manage node positions with equal sizes
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- **[Hover](docs_md/01-components.md#hover)** - System Druid component, handle hover node state
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- **[Swipe](docs_md/01-components.md#swipe)** - System Druid component, handle swipe gestures on node
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- **[Drag](docs_md/01-components.md#drag)** - System Druid component, handle drag input on node
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**Druid** also provides the following *extended* components:
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***Note**: In the future, to use extended components, you should register them first. This is required to make **Druid** modular - to exclude unused components from builds*
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- **[Checkbox](docs_md/01-components.md#checkbox)** - Checkbox component
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- **[Checkbox group](docs_md/01-components.md#checkbox-group)** - Several checkboxes in one group
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- **[Dynamic Grid](docs_md/01-components.md#dynamic-grid)** - Component to manage node positions with different sizes. Only in one row or column
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- **[Data List](docs_md/01-components.md#data-list)** - Component to manage data for huge dataset in scroll
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- **[Input](docs_md/01-components.md#input)** - User text input component
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- **[Lang text](docs_md/01-components.md#lang-text)** - Wrap on Text component to handle localization
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- **[Progress](docs_md/01-components.md#progress)** - Progress bar component
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- **[Radio group](docs_md/01-components.md#radio-group)** - Several checkboxes in one group with a single choice
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- **[Slider](docs_md/01-components.md#slider)** - Slider component
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- **[Timer](docs_md/01-components.md#timer)** - Handle timer work on gui text node
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For a complete overview, see: _[components.md](docs_md/01-components.md)_.
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## Basic usage
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To use **Druid**, first you should create a Druid instance to spawn components and add Druids main engine functions: *update*, *final*, *on_message* and *on_input*.
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All **Druid** components take node name string as arguments, don't do `gui.get_node()` before.
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All **Druid** and component methods are called with `:` like `self.druid:new_button()`.
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```lua
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local druid = require("druid.druid")
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local function button_callback(self)
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print("Button was 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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self.druid:new_button("button_node_name", button_callback)
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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 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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For all **Druid** instance functions, [see here](https://insality.github.io/druid/modules/druid_instance.html).
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## Druid Events
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Any **Druid** components as callbacks use [Druid Events](https://insality.github.io/druid/modules/druid_event.html). In component API ([button example](https://insality.github.io/druid/modules/druid.button.html#Events)) pointed list of component events. You can manually subscribe to those events with the following API:
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- **event:subscribe**(callback)
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- **event:unsubscribe**(callback)
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- **event:clear**()
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You can subscribe several callbacks to a single event.
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## Druid Lifecycle
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Here is full Druid lifecycle setup for your ***.gui_script** file:
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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_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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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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```
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- *final* is a **required** function for a correct Druid lifecycle
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- *on_input* is used in almost all Druid components
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- *update* in used in progress bar, scroll and timer base components
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- *on_message* is used for specific Druid events, like language change or layout change
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It is recommended to fully integrate all **Druid** lifecycles functions.
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## Details
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- Druid input goes as stack. Last created button will checked first. So create your GUI from back
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- Don't forget about `return` in `on_input`: `return self.druid:on_input()`. It is needed if you have more than 1 acquire inputs (several Druid, other input system, etc)
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- By default, Druid will automatically _acquire_input_focus_. So you don't need do it manually. But only if you have components which require _on_input_
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- If you want to delete a node which has a Druid component, don't forget to remove it via `druid:remove(component)`
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[See full FAQ here](docs_md/FAQ.md)
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## Examples
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See the [**example folder**](https://github.com/Insality/druid/tree/develop/example) for examples of how to use **Druid**
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Try the [**HTML5 version**](https://insality.github.io/druid/druid/) of the **Druid** example app
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## Documentation
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To better understand **Druid**, read the following documentation:
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- [Druid components](docs_md/01-components.md)
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- [Create custom components](docs_md/02-creating_custom_components.md)
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- [See FAQ article](docs_md/FAQ.md)
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- [Druid styles](docs_md/03-styles.md)
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You can fund the full **Druid** documentation here:
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https://insality.github.io/druid/
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## License
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- Developed and supported by [Insality](https://github.com/Insality)
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- Original idea by [AGulev](https://github.com/AGulev)
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- Assets from [Kenney](http://www.kenney.nl/)
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## Issues and suggestions
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If you have any issues, questions or suggestions please [create an issue](https://github.com/Insality/druid/issues) or contact me: [insality@gmail.com](mailto:insality@gmail.com)
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