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https://github.com/Insality/druid.git
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329 lines
8.9 KiB
Lua
329 lines
8.9 KiB
Lua
--- Component to handle placing components by row and columns.
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-- Grid can anchor your elements, get content size and other
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-- @module druid.static_grid
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--- Component events
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-- @table Events
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-- @tfield druid_event on_add_item On item add callback
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-- @tfield druid_event on_remove_item On item remove callback
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-- @tfield druid_event on_change_items On item add or remove callback
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-- @tfield druid_event on_clear On grid clear callback
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-- @tfield druid_event on_update_positions On update item positions callback
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--- Component fields
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-- @table Fields
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-- @tfield node parent Parent gui node
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-- @tfield node[] nodes List of all grid nodes
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-- @tfield number first_index The first index of node in grid
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-- @tfield number last_index The last index of node in grid
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-- @tfield vector3 offset Item distance between each other items
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-- @tfield vector3 anchor Item anchor
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-- @tfield vector3 node_size Item size
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-- @tfield vector4 border The size of item content
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-- @tfield vector3 border_offer The border offset for correct anchor calculations
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local const = require("druid.const")
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local Event = require("druid.event")
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local helper = require("druid.helper")
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local component = require("druid.component")
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local StaticGrid = component.create("static_grid", { const.ON_LAYOUT_CHANGE })
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--- Component init function
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-- @function static_grid:init
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-- @tparam node parent The gui node parent, where items will be placed
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-- @tparam node element Element prefab. Need to get it size
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-- @tparam[opt=1] number in_row How many nodes in row can be placed
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function StaticGrid:init(parent, element, in_row)
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self.parent = self:get_node(parent)
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self.nodes = {}
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self.offset = vmath.vector3(0)
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local pivot = helper.get_pivot_offset(gui.get_pivot(self.parent))
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self.anchor = vmath.vector3(0.5 + pivot.x, 0.5 - pivot.y, 0)
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self.in_row = in_row or 1
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self._prefab = self:get_node(element)
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self.node_size = gui.get_size(self._prefab)
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self.node_pivot = const.PIVOTS[gui.get_pivot(self._prefab)]
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self.border = vmath.vector4(0) -- Current grid content size
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self.border_offset = vmath.vector3(0) -- Content offset for match the grid anchoring
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self.on_add_item = Event()
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self.on_remove_item = Event()
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self.on_change_items = Event()
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self.on_clear = Event()
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self.on_update_positions = Event()
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self._set_position_function = gui.set_position
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end
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local _temp_pos = vmath.vector3(0)
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--- Return pos for grid node index
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-- @function static_grid:get_pos
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-- @tparam number index The grid element index
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-- @treturn vector3 Node position
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function StaticGrid:get_pos(index)
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local row = math.ceil(index / self.in_row) - 1
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local col = (index - row * self.in_row) - 1
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_temp_pos.x = col * (self.node_size.x + self.offset.x) - self.border_offset.x
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_temp_pos.y = -row * (self.node_size.y + self.offset.y) - self.border_offset.y
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_temp_pos.z = 0
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return _temp_pos
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end
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--- Return index for grid pos
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-- @function static_grid:get_index
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-- @tparam vector3 pos The node position in the grid
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-- @treturn number The node index
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function StaticGrid:get_index(pos)
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local col = (pos.x + self.border_offset.x) / (self.node_size.x + self.offset.x) + 1
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local row = -(pos.y + self.border_offset.y) / (self.node_size.y + self.offset.y)
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col = helper.round(col)
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row = helper.round(row)
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local index = col + (row * self.in_row)
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return math.ceil(index)
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end
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--- Return grid index by node
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-- @function static_grid:get_index_by_node
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-- @tparam node node The gui node in the grid
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-- @treturn number The node index
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function StaticGrid:get_index_by_node(node)
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for index, grid_node in pairs(self.nodes) do
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if node == grid_node then
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return index
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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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function StaticGrid:on_layout_change()
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self:_update_pos(true)
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end
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--- Set grid items offset, the distance between items
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-- @function static_grid:set_offset
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-- @tparam vector3 offset Offset
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function StaticGrid:set_offset(offset)
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self.offset = offset
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self:_update_pos()
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end
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--- Set grid anchor. Default anchor is equal to anchor of grid parent node
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-- @function static_grid:set_anchor
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-- @tparam vector3 anchor Anchor
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function StaticGrid:set_anchor(anchor)
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self.anchor = anchor
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self:_update_pos()
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end
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--- Add new item to the grid
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-- @function static_grid:add
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-- @tparam node item Gui node
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-- @tparam[opt] number index The item position. By default add as last item
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function StaticGrid:add(item, index)
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index = index or ((self.last_index or 0) + 1)
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if self.nodes[index] then
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-- Move nodes to right
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for i = self.last_index, index, -1 do
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self.nodes[i + 1] = self.nodes[i]
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end
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end
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self.nodes[index] = item
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gui.set_parent(item, self.parent)
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local pos = self:get_pos(index)
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-- Add new item instantly in new pos
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gui.set_position(item, pos)
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for i, _ in pairs(self.nodes) do
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self:_update_border_offset(self:get_pos(i))
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end
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self:_update_pos()
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self:_update_indexes()
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self.on_add_item:trigger(self:get_context(), item, index)
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self.on_change_items:trigger(self:get_context(), index)
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end
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--- Remove the item from the grid. Note that gui node will be not deleted
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-- @function static_grid:remove
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-- @tparam number index The grid node index to remove
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-- @tparam bool is_shift_nodes If true, will shift nodes left after index
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function StaticGrid:remove(index, is_shift_nodes)
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assert(self.nodes[index], "No grid item at given index " .. index)
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self.nodes[index] = nil
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if is_shift_nodes then
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for i = index, self.last_index do
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self.nodes[i] = self.nodes[i + 1]
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end
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end
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-- Recalculate borders
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self.border = vmath.vector4(0)
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self:_update_border_offset(self:get_pos(1))
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for i, _ in pairs(self.nodes) do
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self:_update_border_offset(self:get_pos(i))
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end
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self:_update_pos()
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self:_update_indexes()
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self.on_add_item:trigger(self:get_context(), index)
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self.on_change_items:trigger(self:get_context(), index)
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end
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--- Return grid content size
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-- @function static_grid:get_size
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-- @treturn vector3 The grid content size
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function StaticGrid:get_size(border)
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border = border or self.border
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return vmath.vector3(
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border.z - border.x,
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border.y - border.w,
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0)
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end
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--- Return grid size for amount of nodes in this grid
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-- @function static_grid:get_size_for_elements_count
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-- @tparam number count The grid content node amount
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-- @treturn vector3 The grid content size
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function StaticGrid:get_size_for_elements_count(count)
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local border = vmath.vector4(0)
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for i = 1, count do
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local pos = self:get_pos(i)
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self:_update_border(pos, border)
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end
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return self:get_size(border)
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end
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--- Return array of all node positions
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-- @function static_grid:get_all_pos
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-- @treturn vector3[] All grid node positions
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function StaticGrid:get_all_pos()
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local result = {}
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for i, node in pairs(self.nodes) do
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table.insert(result, gui.get_position(node))
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end
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return result
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end
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--- Change set position function for grid nodes. It will call on
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-- update poses on grid elements. Default: gui.set_position
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-- @function static_grid:set_position_function
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-- @tparam function callback Function on node set position
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function StaticGrid:set_position_function(callback)
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self._set_position_function = callback or gui.set_position
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end
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--- Clear grid nodes array. GUI nodes will be not deleted!
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-- If you want to delete GUI nodes, use static_grid.nodes array before grid:clear
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-- @function static_grid:clear
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function StaticGrid:clear()
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self.border.x = 0
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self.border.y = 0
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self.border.w = 0
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self.border.z = 0
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self:_update_border_offset(self:get_pos(1))
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self.nodes = {}
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self:_update_indexes()
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end
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--- Return the grid nodes table
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-- @function static_grid:get_nodes
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-- @treturn table<index, node> The grid nodes
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function StaticGrid:get_nodes()
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return self.nodes
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end
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function StaticGrid:_update_indexes()
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self.first_index = nil
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self.last_index = nil
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for index in pairs(self.nodes) do
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self.first_index = self.first_index or index
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self.last_index = self.last_index or index
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self.first_index = math.min(self.first_index, index)
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self.last_index = math.max(self.last_index, index)
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end
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end
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function StaticGrid:_update_border(pos, border)
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local size = self.node_size
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local pivot = self.node_pivot
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local left = pos.x - size.x/2 - (size.x * pivot.x) + self.border_offset.x
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local right = pos.x + size.x/2 - (size.x * pivot.x) + self.border_offset.x
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local top = pos.y + size.y/2 - (size.y * pivot.y) + self.border_offset.y
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local bottom = pos.y - size.y/2 - (size.y * pivot.y) + self.border_offset.y
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border.x = math.min(border.x, left)
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border.y = math.max(border.y, top)
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border.z = math.max(border.z, right)
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border.w = math.min(border.w, bottom)
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end
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function StaticGrid:_update_border_offset(pos)
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local border = self.border
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self:_update_border(pos, border)
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self.border_offset = vmath.vector3(
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(border.x + (border.z - border.x) * self.anchor.x),
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(border.y + (border.w - border.y) * self.anchor.y),
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0
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)
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end
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function StaticGrid:_update_pos(is_instant)
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for i, node in pairs(self.nodes) do
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if is_instant then
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gui.set_position(node, self:get_pos(i))
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else
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self._set_position_function(node, self:get_pos(i))
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end
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end
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self.on_update_positions:trigger(self:get_context())
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end
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return StaticGrid
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