Files
Extension-Druid/druid/base/navigation_handler.lua
2025-09-30 10:34:17 +03:00

421 lines
14 KiB
Lua

local event = require("event.event")
local const = require("druid.const")
local component = require("druid.component")
---Navigation handler style params.
---You can override this component styles params in Druid styles table or create your own style
---@class druid.navigation_handler.style
---@field on_select fun(self, node, hover_state)|nil Currently only used for when a slider component is selected. For buttons use its own on_hover style.
---Component to handle GUI navigation via keyboard/gamepad.
---
---### Setup
---Create navigation handler component with druid: `druid:new_navigation_handler(button)`
---
---### Notes
---- Key triggers in `input.binding` should match your setup
---- Used `action_id`'s are:' key_up, key_down, key_left and key_right
---@class druid.navigation_handler: druid.component
---@field COMPONENTS table<string> Table of component names navigation handler can handle.
---@field on_select event fun(self, button_instance, button_instance) Triggers when a new button is selected. The first button_instance is for the newly selected and the second for the previous button.
---@field private _weight number The value used to control of the next button diagonal finding logic strictness.
---@field private _tolerance number Determines how lenient the next button finding logic is. Set larger value for further diagonal navigation.
---@field private _select_trigger hash Select trigger for the current component. Defaults to `druid.const.ACTION_SPACE`.
---@field private _selected_triggers table Table of action_ids that can trigger the selected component. Valid only for the current button when set.
---@field private _selected_component druid.component|druid.button|druid.slider Currently selected button instance.
---@field private _deselect_directions table<string> The valid "escape" direction of the current selection.
local M = component.create("navigation_handler")
M.COMPONENTS = { "button", "slider" }
---@private
---@param style druid.navigation_handler.style
function M:on_style_change(style)
self.style = {
on_select = style.on_select or function(_, node, state) end,
}
end
---The constructor for the navigation_handler component.
---@param component druid.component Current druid component that starts as selected.
---@param tolerance number|nil How far to allow misalignment on the perpendicular axis when finding the next component.
function M:init(component, tolerance)
-- Set default tolerance if not given.
if tolerance == nil then
tolerance = 200
end
self._weight = 10
self._tolerance = tolerance
self._select_trigger = const.ACTION_SPACE
self._selected_triggers = {}
self._selected_component = component
self._deselect_directions = {}
-- Select the component if it's a button.
if component.hover then
component.hover:set_hover(true)
end
-- Events
self.on_select = event.create()
-- Set style for the initial component.
self.style.on_select(self, component.node, true)
end
---@private
---@param action_id hash Action id from on_input.
---@param action table Action from on_input.
---@return boolean is_consumed True if the input was consumed.
function M:on_input(action_id, action)
-- Trigger an action with the selected component, e.g. button click.
if self:_action_id_is_trigger(action_id) and self:_selected_is_button() then
---@type druid.button
local btn = self._selected_component
local is_consume = false
if action.pressed then
btn.is_repeated_started = false
btn.last_pressed_time = socket.gettime()
btn.on_pressed:trigger(self:get_context(), btn, self)
btn.can_action = true
return is_consume
end
-- While hold button, repeat rate pick from input.repeat_interval
if action.repeated then
if not btn.on_repeated_click:is_empty() and btn.can_action then
btn:_on_button_repeated_click()
return is_consume
end
end
if action.released then
return btn:_on_button_release() and is_consume
end
return not btn.disabled and is_consume
end
local is_left = action_id == const.ACTION_LEFT
local is_right = action_id == const.ACTION_RIGHT
local is_up = action_id == const.ACTION_UP
local is_down = action_id == const.ACTION_DOWN
if action.pressed then
---@type druid.component|nil
local component = nil
if is_up then
component = self:_find_next_button("up")
elseif is_down then
component = self:_find_next_button("down")
elseif is_left then
component = self:_find_next_button("left")
elseif is_right then
component = self:_find_next_button("right")
end
if component ~= nil and component ~= self._selected_component then
return self:_on_new_select(component)
end
end
-- Handle chaning slider values when pressing left or right keys.
if (action.pressed or action.repeated)
and self:_selected_is_slider()
then
local is_directional = is_left or is_right or is_up or is_down
-- The action_id was not one of the directions so go no further.
if not is_directional then
return false
end
---@type druid.slider
local slider = self._selected_component
local value = slider.value
local new_value = 0.01
local is_horizontal = slider.dist.x > 0
local negative_value = is_left or is_down
local positive_value = is_right or is_up
-- Reteurn if a navigation should happen instead of a value change.
if is_horizontal and (is_up or is_down) then
return false
elseif not is_horizontal and (is_left or is_right) then
return false
end
-- Speedup when holding the button.
if action.repeated and not action.pressed then
new_value = 0.05
end
if negative_value then
value = value - new_value
elseif positive_value then
value = value + new_value
end
slider:set(value)
end
return false
end
---Sets a new weight value which affects the next button diagonal finding logic.
---@param new_value number
---@return druid.navigation_handler
function M:set_weight(new_value)
self._weight = new_value
return self
end
---Sets a new tolerance value. Can be useful when scale or window size changes.
---@param new_value number How far to allow misalignment on the perpendicular axis when finding the next button.
---@return druid.navigation_handler self The current navigation handler instance.
function M:set_tolerance(new_value)
self._tolerance = new_value
return self
end
---Set input action_id name to trigger selected component by keyboard/gamepad.
---@param key hash|string The action_id of the input key. Example: "key_space".
---@return druid.navigation_handler self The current navigation handler instance.
function M:set_select_trigger(key)
if type(key) == "string" then
self._select_trigger = hash(key)
else
self._select_trigger = key
end
return self
end
---Get current the trigger key for currently selected component.
---@return hash _select_trigger The action_id of the input key.
function M:get_select_trigger()
return self._select_trigger
end
---Set the trigger keys for the selected component. Stays valid until the selected component changes.
---@param keys table|string|hash Supports multiple action_ids if the given value is a table with the action_id hashes or strings.
---@return druid.navigation_handler self The current navigation handler instance.
function M:set_temporary_select_triggers(keys)
if type(keys) == "table" then
for index, value in ipairs(keys) do
if type(value) == "string" then
keys[index] = hash(value)
end
end
self._selected_triggers = keys
elseif type(keys) == "string" then
self._selected_triggers = { hash(keys) }
else
self._selected_triggers = { keys }
end
return self
end
---Get the currently selected component.
---@return druid.component _selected_component Selected component, which often is a `druid.button`.
function M:get_selected_component()
return self._selected_component
end
---Set the de-select direction for the selected button. If this is set
---then the next button can only be in that direction.
---@param dir string|table Valid directions: "up", "down", "left", "right". Can take multiple values as a table of strings.
---@return druid.navigation_handler self The current navigation handler instance.
function M:set_deselect_directions(dir)
if type(dir) == "table" then
self._deselect_directions = dir
elseif type(dir) == "string" then
self._deselect_directions = { dir }
end
return self
end
---Returns true if the currently selected `druid.component` is a `druid.button`.
---@private
---@return boolean
function M:_selected_is_button()
return self._selected_component._component.name == "button"
end
---Returns true if the currently selected `druid.component` is a `druid.slider`.
---@private
---@return boolean
function M:_selected_is_slider()
return self._selected_component._component.name == "slider"
end
---Find the best next button based on the direction from the currently selected button.
---@private
---@param dir string Valid directions: "top", "bottom", "left", "right".
---@return druid.component|nil
function M:_find_next_button(dir)
---Helper method for checking if the given direction is valid.
---@param dirs table<string>
---@param dir string
---@return boolean
local function valid_direction(dirs, dir)
for _index, value in ipairs(dirs) do
if value == dir then
return true
end
end
return false
end
---Helper method for checking iterating through components.
---Returns true if the given component is in the table of valid components.
---@param input_component druid.component
---@return boolean
local function valid_component(input_component)
local component_name = input_component._component.name
for _index, component in ipairs(M.COMPONENTS) do
if component_name == component then
return true
end
end
return false
end
-- Check if the deselect direction is set and
-- the direction is different from it.
if next(self._deselect_directions) ~= nil and not valid_direction(self._deselect_directions, dir) then
return nil
end
local best_component, best_score = nil, math.huge
local screen_pos = gui.get_screen_position(self._selected_component.node)
-- Use the slider parent node instead of the pin node.
if self._selected_component._component.name == "slider" then
screen_pos = gui.get_screen_position(gui.get_parent(self._selected_component.node))
end
---@type druid.component
for _, input_component in ipairs(self._meta.druid.components_interest[const.ON_INPUT]) do
-- GUI node of the component being iterated.
local node = input_component.node
-- If it is a slider component then use its parent node instead,
-- since the pin node moves around.
if input_component._component.name == "slider" then
node = gui.get_parent(node)
end
-- Only check components that are supported.
if input_component ~= self._selected_component and valid_component(input_component) then
local pos = gui.get_screen_position(node)
local dx, dy = pos.x - screen_pos.x, pos.y - screen_pos.y
local valid = false
local score = math.huge
if dir == "right" and dx > 0 and math.abs(dy) <= self._tolerance then
valid = true
score = dx * dx + dy * dy * self._weight
elseif dir == "left" and dx < 0 and math.abs(dy) <= self._tolerance then
valid = true
score = dx * dx + dy * dy * self._weight
elseif dir == "up" and dy > 0 and math.abs(dx) <= self._tolerance then
valid = true
score = dy * dy + dx * dx * self._weight
elseif dir == "down" and dy < 0 and math.abs(dx) <= self._tolerance then
valid = true
score = dy * dy + dx * dx * self._weight
end
if valid and score < best_score then
best_score = score
best_component = input_component
end
end
end
return best_component
end
---De-select the current selected component.
---@private
function M:_deselect_current()
if self._selected_component.hover then
self._selected_component.hover:set_hover(false)
end
self._selected_component = nil
self._selected_triggers = {}
-- The deselect direction was used so remove it.
if self._deselect_directions then
self._deselect_directions = {}
end
end
---Check if the supplied action_id can trigger the selected component.
---@private
---@param action_id hash
---@return boolean
function M:_action_id_is_trigger(action_id)
for _, key in ipairs(self._selected_triggers) do
if action_id == key then
return true
end
end
return action_id == self._select_trigger
end
---Handle new selection.
---@private
---@param new druid.component Instance of the selected component.
---@return boolean
function M:_on_new_select(new)
---@type druid.component
local current = self._selected_component
self.style.on_select(self, current.node, false)
self.style.on_select(self, new.node, true)
-- De-select the current component.
self:_deselect_current()
self._selected_component = new
--- BUTTON
if new._component.name == "button" then
-- Set the active button hover state.
new.hover:set_hover(true)
end
--- SLIDER
if new._component.name == "slider" then
-- Check if the slider is horizontal, if so then
-- the next component should be above or below of this one.
if new.dist.x > 0 then
self:set_deselect_directions({ "up", "down" })
end
-- Check if the slider is vertical, if so then
-- the next component should be left or right of this one.
if new.dist.y > 0 then
self:set_deselect_directions({ "left, right" })
end
end
--- EVENT
self.on_select:trigger(new, current)
return false
end
return M