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533 lines
16 KiB
Lua
Executable File
533 lines
16 KiB
Lua
Executable File
-- Copyright (c) 2021 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
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--- Druid Component for Handling User Click Interactions: Click, Long Click, Double Click, and More.
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--
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-- <b># Overview #</b>
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--
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-- This component provides a versatile solution for handling user click interactions.
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-- It allows you to make any GUI node clickable and define various callbacks for different types of clicks.
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--
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-- <b># Notes #</b>
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--
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-- • The click callback will not trigger if the cursor moves outside the node's
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-- area between the pressed and released states.
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--
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-- • If a button has a double click event subscriber and the double click event is triggered,
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-- the regular click callback will not be triggered.
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--
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-- • Buttons can be triggered using a keyboard key by calling the button:set_key_trigger method.
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--
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-- • To animate a small icon on a big button panel, you can use an animation node.
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-- The trigger node name should be set as "big panel," and the animation node should be set as "small icon."
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--
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-- <a href="https://insality.github.io/druid/druid/index.html?example=general_buttons" target="_blank"><b>Example Link</b></a>
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-- @usage
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-- local function on_button_click(self, args, button)
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-- print("Button has clicked with params: " .. args)
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-- print("Also the button component is passed in callback params")
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-- end
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--
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-- local custom_args = "Any variable to pass inside callback"
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-- local button = self.druid:new_button("button_name", on_button_click, custom_args)
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--
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-- @module Button
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-- @within BaseComponent
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-- @alias druid.button
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--- The event: Event on successful release action over button.
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_click:subscribe(function(self, custom_args, button_instance)
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-- print("On button click!")
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-- end)
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-- @tfield event on_click event
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--- The event: Event on repeated action over button.
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--
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-- This callback will be triggered if user hold the button. The repeat rate pick from `input.repeat_interval` in game.project
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_repeated_click:subscribe(function(self, custom_args, button_instance, click_count)
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-- print("On repeated Button click!")
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-- end)
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-- @tfield event on_repeated_click event
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--- The event: Event on long tap action over button.
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--
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-- This callback will be triggered if user pressed the button and hold the some amount of time.
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-- The amount of time picked from button style param: LONGTAP_TIME
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_long_click:subscribe(function(self, custom_args, button_instance, hold_time)
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-- print("On long Button click!")
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-- end)
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-- @tfield event on_long_click event
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--- The event: Event on double tap action over button.
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--
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-- If secondary click was too fast after previous one, the double
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-- click will be called instead usual click (if on_double_click subscriber exists)
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_double_click:subscribe(function(self, custom_args, button_instance, click_amount)
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-- print("On double Button click!")
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-- end)
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-- @tfield event on_double_click event
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--- The event: Event calls every frame before on_long_click event.
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--
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-- If long_click subscriber exists, the on_hold_callback will be called before long_click trigger.
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--
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-- Usecase: Animate button progress of long tap
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_double_click:subscribe(function(self, custom_args, button_instance, time)
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-- print("On hold Button callback!")
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-- end)
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-- @tfield event on_hold_callback event
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--- The event: Event calls if click event was outside of button.
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--
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-- This event will be triggered for each button what was not clicked on user click action
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--
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-- Usecase: Hide the popup when click outside
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_click_outside:subscribe(function(self, custom_args, button_instance)
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-- print("On click Button outside!")
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-- end)
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-- @tfield event on_click_outside event
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--- The event: Event triggered if button was pressed by user.
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-- @usage
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-- -- Custom args passed in Button constructor
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-- button.on_pressed:subscribe(function(self, custom_args, button_instance)
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-- print("On Button pressed!")
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-- end)
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-- @tfield event on_pressed event
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--- Button trigger node
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-- @tfield node node
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---The GUI node id from button node
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-- @tfield hash node_id
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--- Button animation node.
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-- In default case equals to clickable node.
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--
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-- Usecase: You have the big clickable panel, but want to animate only one small icon on it.
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-- @tfield node|nil anim_node Default node
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---Custom args for any Button event. Setup in Button constructor
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-- @tfield any params
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--- The Hover: Button Hover component
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-- @tfield Hover hover Hover
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--- Additional button click area, defined by another GUI node
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-- @tfield node|nil click_zone
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---
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local event = require("event.event")
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local const = require("druid.const")
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local helper = require("druid.helper")
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local component = require("druid.component")
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---Clickable node with various interaction callbacks
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---@class druid.button: druid.component
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---@field on_click event function(self, custom_args, button_instance)
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---@field on_pressed event
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---@field on_repeated_click event
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---@field on_long_click event
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---@field on_double_click event
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---@field on_hold_callback event
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---@field on_click_outside event
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---@field node node
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---@field node_id hash
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---@field anim_node node
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---@field params any
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---@field hover druid.hover
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---@field click_zone node|nil
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---@field start_scale vector3
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---@field start_pos vector3
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---@field disabled boolean
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---@field key_trigger hash
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---@field style table
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local M = component.create("button")
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local function is_input_match(self, action_id)
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if action_id == const.ACTION_TOUCH or action_id == const.ACTION_MULTITOUCH then
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return true
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end
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if self.key_trigger and action_id == self.key_trigger then
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return true
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end
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return false
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end
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local function on_button_hover(self, hover_state)
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self.style.on_hover(self, self.anim_node, hover_state)
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end
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local function on_button_mouse_hover(self, hover_state)
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self.style.on_mouse_hover(self, self.anim_node, hover_state)
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end
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local function on_button_click(self)
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if self._is_html5_mode then
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self._is_html5_listener_set = false
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html5.set_interaction_listener(nil)
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end
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self.click_in_row = 1
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self.on_click:trigger(self:get_context(), self.params, self)
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self.style.on_click(self, self.anim_node)
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end
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local function on_button_repeated_click(self)
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if not self.is_repeated_started then
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self.click_in_row = 0
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self.is_repeated_started = true
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end
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self.click_in_row = self.click_in_row + 1
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self.on_repeated_click:trigger(self:get_context(), self.params, self, self.click_in_row)
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self.style.on_click(self, self.anim_node)
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end
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local function on_button_long_click(self)
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self.click_in_row = 1
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local time = socket.gettime() - self.last_pressed_time
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self.on_long_click:trigger(self:get_context(), self.params, self, time)
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self.style.on_click(self, self.anim_node)
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end
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local function on_button_double_click(self)
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self.click_in_row = self.click_in_row + 1
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self.on_double_click:trigger(self:get_context(), self.params, self, self.click_in_row)
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self.style.on_click(self, self.anim_node)
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end
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local function on_button_hold(self, press_time)
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self.on_hold_callback:trigger(self:get_context(), self.params, self, press_time)
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end
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---@param self druid.button
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local function on_button_release(self)
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if self.is_repeated_started then
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return false
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end
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local check_function_result = true
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if self._check_function then
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check_function_result = self._check_function(self:get_context())
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end
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if self.disabled then
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self.style.on_click_disabled(self, self.anim_node)
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return true
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elseif not check_function_result then
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if self._failure_callback then
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self._failure_callback(self:get_context())
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end
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return true
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else
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if self.can_action and not self._is_html5_mode then
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self.can_action = false
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local time = socket.gettime()
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local is_long_click = (time - self.last_pressed_time) >= self.style.LONGTAP_TIME
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is_long_click = is_long_click and not self.on_long_click:is_empty()
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local is_double_click = (time - self.last_released_time) < self.style.DOUBLETAP_TIME
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is_double_click = is_double_click and not self.on_double_click:is_empty()
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if is_long_click then
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local is_hold_complete = (time - self.last_pressed_time) >= self.style.AUTOHOLD_TRIGGER
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if is_hold_complete then
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on_button_long_click(self)
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else
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self.on_click_outside:trigger(self:get_context(), self.params, self)
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end
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elseif is_double_click then
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on_button_double_click(self)
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else
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on_button_click(self)
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end
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self.last_released_time = time
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end
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return true
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end
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end
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--- Component style params.
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---You can override this component styles params in Druid styles table
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---or create your own style
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---@class druid.button.style
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---@field LONGTAP_TIME number|nil Minimum time to trigger on_hold_callback. Default: 0.4
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---@field AUTOHOLD_TRIGGER number|nil Maximum hold time to trigger button release while holding. Default: 0.8
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---@field DOUBLETAP_TIME number|nil Time between double taps. Default: 0.4
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---@field on_click fun(self, node)|nil
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---@field on_click_disabled fun(self, node)|nil
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---@field on_hover fun(self, node, hover_state)|nil
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---@field on_mouse_hover fun(self, node, hover_state)|nil
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---@field on_set_enabled fun(self, node, enabled_state)|nil
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---@param style druid.button.style
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function M:on_style_change(style)
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self.style = {}
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self.style.LONGTAP_TIME = style.LONGTAP_TIME or 0.4
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self.style.AUTOHOLD_TRIGGER = style.AUTOHOLD_TRIGGER or 0.8
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self.style.DOUBLETAP_TIME = style.DOUBLETAP_TIME or 0.4
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self.style.on_click = style.on_click or function(_, node) end
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self.style.on_click_disabled = style.on_click_disabled or function(_, node) end
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self.style.on_mouse_hover = style.on_mouse_hover or function(_, node, state) end
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self.style.on_hover = style.on_hover or function(_, node, state) end
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self.style.on_set_enabled = style.on_set_enabled or function(_, node, state) end
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end
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---Button constructor
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---@param node_or_node_id node|string Node name or GUI Node itself
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---@param callback fun()|nil Callback on button click
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---@param custom_args any|nil Custom args for any Button event
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---@param anim_node node|string|nil Node to animate instead of trigger node
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function M:init(node_or_node_id, callback, custom_args, anim_node)
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self.druid = self:get_druid()
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self.node = self:get_node(node_or_node_id)
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self.node_id = gui.get_id(self.node)
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self.anim_node = anim_node and self:get_node(anim_node) or self.node
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self.start_scale = gui.get_scale(self.anim_node)
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self.start_pos = gui.get_position(self.anim_node)
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self.params = custom_args
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self.hover = self.druid:new_hover(node_or_node_id, on_button_hover)
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self.hover.on_mouse_hover:subscribe(on_button_mouse_hover)
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self.click_zone = nil
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self.is_repeated_started = false
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self.last_pressed_time = 0
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self.last_released_time = 0
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self.click_in_row = 0
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self.key_trigger = nil
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self._check_function = nil
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self._failure_callback = nil
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self._is_html5_mode = false
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self._is_html5_listener_set = false
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-- Events
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self.on_click = event.create(callback)
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self.on_pressed = event.create()
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self.on_repeated_click = event.create()
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self.on_long_click = event.create()
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self.on_double_click = event.create()
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self.on_hold_callback = event.create()
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self.on_click_outside = event.create()
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end
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function M:on_late_init()
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if not self.click_zone then
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local stencil_node = helper.get_closest_stencil_node(self.node)
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if stencil_node then
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self:set_click_zone(stencil_node)
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end
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end
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end
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function M:on_input(action_id, action)
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if not is_input_match(self, action_id) then
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return false
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end
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if not gui.is_enabled(self.node, true) then
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return false
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end
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local is_consume = true
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local is_pick = true
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local is_key_trigger = (action_id == self.key_trigger)
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if not is_key_trigger then
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is_pick = helper.pick_node(self.node, action.x, action.y, self.click_zone)
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end
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if not is_pick then
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-- Can't interact, if touch outside of button
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self.can_action = false
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if action.released then
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self.on_click_outside:trigger(self:get_context(), self.params, self)
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end
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if self._is_html5_mode and self._is_html5_listener_set then
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self._is_html5_listener_set = false
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html5.set_interaction_listener(nil)
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end
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return false
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end
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if is_key_trigger then
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self.hover:set_hover(not action.released)
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is_consume = false
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end
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if action.pressed then
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-- Can interact if start touch on the button
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self.can_action = true
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self.is_repeated_started = false
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self.last_pressed_time = socket.gettime()
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self.on_pressed:trigger(self:get_context(), self.params, self)
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if self._is_html5_mode then
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self._is_html5_listener_set = true
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html5.set_interaction_listener(function()
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on_button_click(self)
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end)
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end
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return is_consume
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end
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-- While hold button, repeat rate pick from input.repeat_interval
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if action.repeated then
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if not self.on_repeated_click:is_empty() and self.can_action then
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on_button_repeated_click(self)
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return is_consume
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end
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end
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if action.released then
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return on_button_release(self) and is_consume
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end
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if self.can_action and not self.on_long_click:is_empty() then
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local press_time = socket.gettime() - self.last_pressed_time
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if self.style.AUTOHOLD_TRIGGER <= press_time then
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on_button_release(self)
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return is_consume
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end
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if press_time >= self.style.LONGTAP_TIME then
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on_button_hold(self, press_time)
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return is_consume
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end
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end
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return not self.disabled and is_consume
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end
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function M:on_input_interrupt()
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self.can_action = false
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self.hover:set_hover(false)
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self.hover:set_mouse_hover(false)
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end
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--- Set button enabled state.
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-- The style.on_set_enabled will be triggered.
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-- Disabled button is not clickable.
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---@param state boolean|nil Enabled state
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---@return druid.button self
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function M:set_enabled(state)
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self.disabled = not state
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self.hover:set_enabled(state)
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self.style.on_set_enabled(self, self.node, state)
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return self
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end
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--- Get button enabled state.
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--
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-- By default all Buttons is enabled on creating.
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---@return boolean @True, if button is enabled now, False overwise
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function M:is_enabled()
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return not self.disabled
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end
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--- Set additional button click area.
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-- Useful to restrict click outside out stencil node or scrollable content.
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--
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-- This functions calls automatically if you don't disable it in game.project: druid.no_stencil_check
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---@param zone node|string|nil Gui node
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---@return druid.button self
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function M:set_click_zone(zone)
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self.click_zone = zone and self:get_node(zone) or nil
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self.hover:set_click_zone(zone)
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return self
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end
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---Set key name to trigger this button by keyboard.
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---@param key hash|string The action_id of the input key. Example: "key_space"
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---@return druid.button self
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function M:set_key_trigger(key)
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if type(key) == "string" then
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self.key_trigger = hash(key)
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else
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self.key_trigger = key
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end
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return self
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end
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--- Get current key name to trigger this button.
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---@return hash key_trigger The action_id of the input key
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function M:get_key_trigger()
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return self.key_trigger
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end
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---Set function for additional check for button click availability
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---@param check_function function|nil Should return true or false. If true - button can be pressed.
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---@param failure_callback function|nil Function will be called on button click, if check function return false
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---@return druid.button self
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|
function M:set_check_function(check_function, failure_callback)
|
|
self._check_function = check_function
|
|
self._failure_callback = failure_callback
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
---Set Button mode to work inside user HTML5 interaction event.
|
|
---
|
|
---It's required to make protected things like copy & paste text, show mobile keyboard, etc
|
|
---The HTML5 button's doesn't call any events except on_click event.
|
|
---
|
|
---If the game is not HTML, html mode will be not enabled
|
|
---@param is_web_mode boolean|nil If true - button will be called inside html5 callback
|
|
---@return druid.button self
|
|
function M:set_web_user_interaction(is_web_mode)
|
|
self._is_html5_mode = not not (is_web_mode and html5)
|
|
return self
|
|
end
|
|
|
|
|
|
return M
|