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176 lines
5.5 KiB
Lua
176 lines
5.5 KiB
Lua
local event = require("event.event")
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local events = require("event.events")
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local settings = require("druid.system.settings")
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local druid_instance = require("druid.system.druid_instance")
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local default_style = require("druid.styles.default.style")
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---Entry point for Druid UI Framework.
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---Create a new Druid instance and adjust the Druid settings here.
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---@class druid
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local M = {}
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---Create a new Druid instance for creating GUI components.
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---@param context table The Druid context. Usually, this is the self of the gui_script. It is passed into all Druid callbacks.
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---@param style table|nil The Druid style table to override style parameters for this Druid instance.
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---@return druid.instance druid_instance The new Druid instance
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function M.new(context, style)
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if settings.default_style == nil then
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M.set_default_style(default_style)
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end
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return druid_instance.create_druid_instance(context, style)
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end
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---Register a new external Druid component.
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---Register component just makes the druid:new_{name} function.
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---For example, if you register a component called "my_component", you can create it using druid:new_my_component(...).
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---This can be useful if you have your own "basic" components that you don't want to require in every file.
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---The default way to create component is `druid_instance:new(component_class, ...)`.
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---@param name string Module name
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---@param module table Lua table with component
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---@deprecated
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function M.register(name, module)
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druid_instance["new_" .. name] = function(self, ...)
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return druid_instance.new(self, module, ...)
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end
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end
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---Set the default style for all Druid instances.
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---@param style table Default style
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function M.set_default_style(style)
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settings.default_style = style or {}
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end
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---Set the text function for the LangText component.
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---@param callback fun(text_id: string): string Get localized text function
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function M.set_text_function(callback)
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settings.get_text = callback or function() end
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M.on_language_change()
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end
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---Set the sound function to able components to play sounds.
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---@param callback fun(sound_id: string) Sound play callback
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function M.set_sound_function(callback)
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settings.play_sound = callback or function() end
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end
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---Subscribe Druid to the window listener. It will override your previous
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---window listener, so if you have one, you should call M.on_window_callback manually.
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function M.init_window_listener()
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window.set_listener(function(_, window_event)
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events.trigger("druid.window_event", window_event)
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end)
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end
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---Set the window callback to enable Druid window events.
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---@param window_event constant Event param from window listener
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function M.on_window_callback(window_event)
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events.trigger("druid.window_event", window_event)
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end
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---Call this function when the game language changes.
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---It will notify all Druid instances to update the lang text components.
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function M.on_language_change()
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events.trigger("druid.language_change")
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end
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local REGISTERED_GUI_WIDGETS = {}
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---Set a widget to the current game object. The game object can acquire the widget by calling `bindings.get_widget`
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---It wraps with events only top level functions cross-context, so you will have no access to nested widgets functions
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---Only one widget can be set per game object.
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---@param widget druid.widget
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---@return druid.widget
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local function wrap_widget(widget)
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-- Make a copy of the widget with all functions wrapped in events
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-- It makes available to call gui functions from game objects
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local wrapped_widget = setmetatable({}, { __index = widget })
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local parent_table = getmetatable(widget).__index
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-- Go through all functions and wrap them in events
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for key, value in pairs(parent_table) do
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if type(value) == "function" then
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wrapped_widget[key] = event.create(function(_, ...)
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return value(widget, ...)
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end)
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end
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end
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return wrapped_widget
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end
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---Get a binded widget to the current game object.
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--- msg.url(nil, nil, "go_widget") -- current game object
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--- msg.url(nil, object_url, "go_widget") -- other game object
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---@generic T: druid.widget
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---@param widget_class T The class of the widget to return
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---@param gui_url url GUI url
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---@return T
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function M.get_widget(widget_class, gui_url)
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gui_url = gui_url or msg.url()
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local guis = REGISTERED_GUI_WIDGETS[gui_url.socket]
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if not guis then
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return nil
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end
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for index = 1, #guis do
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local gui = guis[index]
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if gui.fragment == gui_url.fragment and gui.path == gui_url.path then
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return gui.new_widget:trigger(widget_class)
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end
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end
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return nil
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end
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---Register a widget to the current game object.
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---@param druid druid.instance The druid instance to register
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function M.register_druid_as_widget(druid)
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local gui_url = msg.url()
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REGISTERED_GUI_WIDGETS[gui_url.socket] = REGISTERED_GUI_WIDGETS[gui_url.socket] or {}
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table.insert(REGISTERED_GUI_WIDGETS[gui_url.socket], {
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path = gui_url.path,
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fragment = gui_url.fragment,
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new_widget = event.create(function(widget_class)
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return wrap_widget(druid:new_widget(widget_class))
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end),
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})
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end
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---Unregister a druid instance from the current game object.
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function M.unregister_druid_as_widget()
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local gui_url = msg.url()
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local socket = gui_url.socket
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local path = gui_url.path
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local fragment = gui_url.fragment
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for index = 1, #REGISTERED_GUI_WIDGETS[socket] do
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local gui = REGISTERED_GUI_WIDGETS[socket][index]
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if gui.path == path and gui.fragment == fragment then
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table.remove(REGISTERED_GUI_WIDGETS[socket], index)
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break
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end
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end
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if #REGISTERED_GUI_WIDGETS[socket] == 0 then
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REGISTERED_GUI_WIDGETS[socket] = nil
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end
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end
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return M
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