Druid - powerful Defold component UI library. Use basic and extended Druid components or make your own game-specific components to make amazing GUI in your games.
You can use the Druid extension in your own project by adding this project as a Defold library dependency. Open your game.project file and in the dependencies field under project add:
Or point to the ZIP file of a specific release.
For Druid to work requires next input bindings:
- Mouse trigger -
Button 1
->touch
For basic input components - Key trigger -
Backspace
->key_backspace
For back_handler component, input component - Key trigger -
Back
->key_back
For back_handler component, Android back button, input component - Key trigger -
Enter
->key_enter
For input component, optional - Key trigger -
Esc
->key_esc
For input component, optional - Touch triggers -
Touch multi
->multitouch
For scroll component
By default, Druid will auto-capture input focus, if any input component will be created. So you don't need to call msg.post(".", "acquire_input_focus")
If you not need this behaviour, you can disable it by settings druid.no_auto_input
field in game.project:
[druid]
no_auto_input = 1
Adjust Druid settings, if needed:
local druid = require("druid.druid")
-- Used for button component and custom components
-- Callback should play sound by name
druid.set_sound_function(callback)
-- Used for lang_text component
-- Callback should return localized string by locale id
druid.set_text_function(callback)
-- Used for change default druid style
druid.set_default_style(your_style)
-- Call this function on language changing in the game,
-- to retranslate all lang_text components:
druid.on_language_change()
-- Call this function inside window.set_listener
-- to catch game focus lost/gained callbacks:
druid.on_window_callback(event)
Druid provides next basic components:
-
Button - Basic Druid button input component. Handles all types of interaction (tap, long-tap, hold-tap, double-tap, simple key triggers, etc)
-
Text - Basic Druid text component. Wrap on gui text node, handle text size adjusting.
-
Scroll - Basic Druid scroll component
-
Blocker - Block input in node zone component
-
Back Handler - Handle back button (Android back button, backspace key)
-
Static Grid - Component for manage node positions with equal sizes
-
Hover - System Druid component, handle hover node state
-
Swipe - System Druid component, handle swipe gestures on node
-
Drag - System Druid component, handle drag input on node
Druid also provides next extended components:
Note: In future, to use extended components, you should register them first. It's required for make Druid modular - to exclude unused components from build
-
Checkbox - Checkbox component
-
Checkbox group - Several checkboxes in one group
-
Dynamic Grid - Component for manage node positions with different sizes. Only in one row or column
-
Input - User text input component
-
Lang text - Wrap on Text component to handle localization
-
Progress - Progress bar component
-
Radio group - Several checkboxes in one group with single choice
-
Slider - Slider component
-
Timer - Handle timer work on gui text node
Full info see on components.md
For using Druid, first you should create Druid instance to spawn components. Pass to new Druid instance main engine functions: update, on_message and on_input
All Druid components as arguments can apply node name string, you can don't do gui.get_node()
before
All Druid and component methods calling with :
like self.druid:new_button()
local druid = require("druid.druid")
local function button_callback(self)
print("Button was clicked!")
end
function init(self)
self.druid = druid.new(self)
self.druid:new_button("button_node_name", button_callback)
end
function final(self)
self.druid:final()
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end
Learn Druid instance functions here)
Any Druid components as callbacks uses Druid Events. In component API (button example) pointed list of component events. You can manually subscribe on this events by next API:
-
event:subscribe(callback)
-
event:unsubscribe(callback)
-
event:clear()
You can subscribe several callbacks on single event.
Here is full Druid lifecycle setup in your *.gui_script file:
local druid = require("druid.druid")
function init(self)
self.druid = druid.new(self)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
- final required function for correct Druid lifecycle
- on_input used for almost all Druid components
- update used for progress bar, scroll and timer base components
- on_message used for specific Druid events, like language change or layout change
Recommended is fully integrate all Druid lifecycles functions
- Druid input goes as stack. Last created button will checked first. So create your GUI from back
- Don't forget about
return
inon_input
:return self.druid:on_input()
. It need, if you have more than 1 acquire inputs (several Druid, other input system, etc) - Druid by default do acquire_input_focus. So you don't need do it manually. Buy only if you have components, which requires on_input
- If you want to delete node with declared Druid component, don't forget to remove them via
druid:remove(component)
See full See FAQ here
See the example folder for examples of how to use Druid
See the druid-assets repository for examples of how to create custom components and styles
Try the HTML5 version of the example app
To learn Druid better, read next documentation:
Full Druid documentation you can find here: https://insality.github.io/druid/
You published your game and you using Druid? Note me!
MIT License
If you have any issues, questions or suggestions please create an issue or contact me: insality@gmail.com