Extension-Druid/api/druid_api.md
2025-04-15 21:49:22 +03:00

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# druid API
> at /druid/druid.lua
Entry point for Druid UI Framework.
Create a new Druid instance and adjust the Druid settings here.
## Functions
- [new](#new)
- [register](#register)
- [set_default_style](#set_default_style)
- [set_text_function](#set_text_function)
- [set_sound_function](#set_sound_function)
- [init_window_listener](#init_window_listener)
- [on_window_callback](#on_window_callback)
- [on_language_change](#on_language_change)
- [get_widget](#get_widget)
- [register_druid_as_widget](#register_druid_as_widget)
- [unregister_druid_as_widget](#unregister_druid_as_widget)
### new
---
```lua
druid.new(context, [style])
```
Create a new Druid instance for creating GUI components.
- **Parameters:**
- `context` *(table)*: The Druid context. Usually, this is the self of the gui_script. It is passed into all Druid callbacks.
- `[style]` *(table|nil)*: The Druid style table to override style parameters for this Druid instance.
- **Returns:**
- `druid_instance` *(druid.instance)*: The new Druid instance
### register
---
```lua
druid.register(name, module)
```
Register a new external Druid component.
Register component just makes the druid:new_{name} function.
For example, if you register a component called "my_component", you can create it using druid:new_my_component(...).
This can be useful if you have your own "basic" components that you don't want to require in every file.
The default way to create component is `druid_instance:new(component_class, ...)`.
- **Parameters:**
- `name` *(string)*: Module name
- `module` *(table)*: Lua table with component
### set_default_style
---
```lua
druid.set_default_style(style)
```
Set the default style for all Druid instances.
- **Parameters:**
- `style` *(table)*: Default style
### set_text_function
---
```lua
druid.set_text_function(callback)
```
Set the text function for the LangText component.
- **Parameters:**
- `callback` *(fun(text_id: string):string)*: Get localized text function
### set_sound_function
---
```lua
druid.set_sound_function(callback)
```
Set the sound function to able components to play sounds.
- **Parameters:**
- `callback` *(fun(sound_id: string))*: Sound play callback
### init_window_listener
---
```lua
druid.init_window_listener()
```
Subscribe Druid to the window listener. It will override your previous
window listener, so if you have one, you should call M.on_window_callback manually.
### on_window_callback
---
```lua
druid.on_window_callback(window_event)
```
Set the window callback to enable Druid window events.
- **Parameters:**
- `window_event` *(constant)*: Event param from window listener
### on_language_change
---
```lua
druid.on_language_change()
```
Call this function when the game language changes.
It will notify all Druid instances to update the lang text components.
### get_widget
---
```lua
druid.get_widget(widget_class, gui_url)
```
Create a widget from the binded Druid GUI instance.
The widget will be created and all widget functions can be called from Game Object contexts.
This allow use only `druid_widget.gui_script` for GUI files and call this widget functions from Game Object script file.
Widget class here is a your lua file for the GUI scene (a widgets in Druid)
- **Parameters:**
- `widget_class` *(<T:druid.widget>)*: The class of the widget to return
- `gui_url` *(url)*: GUI url
- **Returns:**
- `widget` *(<T:druid.widget>?)*: The new created widget,
- **Example Usage:**
```lua
msg.url(nil, nil, "gui_widget") -- current game object
msg.url(nil, object_url, "gui_widget") -- other game object
```
### register_druid_as_widget
---
```lua
druid.register_druid_as_widget(druid)
```
Bind a Druid GUI instance to the current game object.
This instance now can produce widgets from `druid.get_widget()` function.
Only one widget can be set per game object.
- **Parameters:**
- `druid` *(druid.instance)*: The druid instance to register
### unregister_druid_as_widget
---
```lua
druid.unregister_druid_as_widget()
```
Should be called on final, where druid instance is destroyed.