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fre-godot

v0.0.3

Published

Tiny Concurrent UI library with Fiber. For Godot with Javascript bindings.

Downloads

3

Readme

About

This is a fork of Fre, a small concurrent ui library, adapted for the Godot engine with javascript bindings.

Demo

You can find a demo project here.

Status

In no particular order.

  • [x] Proof of concept.
  • [ ] Create roadmap.
  • [ ] Implement jsx for nodes that maintain their own internal hierachy. i.e. Graphs, MenuButton, Tree, etc.
  • [ ] Add some better form of styling. Looking at the godot-css-theme for inspiration.
  • [ ] Better integration between GDScript and JSX classes. Not sure how as this probably requires modification of the ECMAScript module or Godot it self.
  • [ ] (Re)implement concurrent rendering.
  • [ ] Implement text nodes, maybe.
  • [ ] Create proper api and integration for classes.

Use

Godot Class

You need to create a godot class and have it import the app. Then,when the node is ready you can render the app. Note: you should be able to use all classes derived from Node.

Example:

import { render } from "fre-godot";
import App from './path/to/App'

export default class GodotFreApp extends godot.Control {

	constructor() {
		super();	
	}
	
	// Called when the node enters the scene tree for the first time.
	_ready() {
		render(<App />, this);
	}
	
}

Components

The component:

//App.jsx
import { render, useState } from 'fre-godot'

function App() {
  const [count, setCount] = useState(0)
  return 
  (
    <hbox>
      <label text={`${count}`} />
      <button on_pressed_={() => setCount(count + 1)} text={`+`} />
    </hbox>
  )
}

Classes

Note: These are not stable yet.

You can also use classes.

They need to inherit from a Control derived class. Fiber is set by Fre right after instantiation. You can access props through that member.

//App.jsx
import { IFiber } from 'fre-godot'

export default class TestClass extends godot.Control {

    //fre
    fiber: IFiber = null;

    constructor() {
        super();
    }

    _enter_tree() {
    }

    _ready() {
    }

    _render() {
        return (
            <vbox>
                <label text="Test Class Comp" />
                {this.fiber.props.children}
            </vbox>
        )
    }

}

Tag List

Most tags are not mapped to a different name. I did however map HBoxContainer and VBoxContainer to hbox and vbox respectivly.

Current List:

| Tag | Godot Class | |-----------------|-----------------| | control | Control | | label | Label | | panel | Panel | | vbox | VBoxContainer | | hbox | HBoxContainer | | panelcontainer | PanelContainer | | margincontainer | MarginContainer | | tabcontainer | TabContainer | | gridcontainer | GridContainer | | scrollcontainer | ScrollContainer | | centercontainer | CenterContainer | | button | Button | | optionbutton | OptionButton | | menubutton | MenuButton | | linkbutton | LinkButton | | textedit | TextEdit | | lineedit | LineEdit | | progressbar | ProgressBar | | spinbox | SpinBox | | hslider | HSlider | | vslider | VSlider | | colorpicker | ColorPicker | | hseperator | HSeparator | | vseperator | VSeparator |

Properties

You can set node properties through props.
They use snake case naming convention.
Like so:

<label text={'text'} />

Signals

Godot signals are the equivalent of dom event listeners.
They use snake case naming convention.

Use the following:

<button on_pressed={someFunction} />

Instead of:

<button onPressed={someFunction} />

Theme

There is a rudementry implementation of themes.

Note: StyleBox is not implemented.

The following example will produce a Label node with red text:

const theme = {
	Label:
	{
		color: {
			font_color: new godot.Color(1, 0, 0)
		}
	},
}

<label theme={theme} />