GDViews.FreeTabView 0.0.2

dotnet add package GDViews.FreeTabView --version 0.0.2
NuGet\Install-Package GDViews.FreeTabView -Version 0.0.2
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GDViews.FreeTabView" Version="0.0.2" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GDViews.FreeTabView --version 0.0.2
#r "nuget: GDViews.FreeTabView, 0.0.2"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install GDViews.FreeTabView as a Cake Addin
#addin nuget:?package=GDViews.FreeTabView&version=0.0.2

// Install GDViews.FreeTabView as a Cake Tool
#tool nuget:?package=GDViews.FreeTabView&version=0.0.2

GDViews.FreeTabView

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Introduction

Supports in Godot 4.1+ with .Net module.
GDViews.FreeTabView is a Godot 4 UI Component that's useful for creating highly customizable tab views.

Installation

For .Net CLI

dotnet add package GDViews.FreeTabView

For Package Manager Console

NuGet\Install-Package GDViews.FreeTabView

For csproj PackageReference

<PackageReference Include="GDViews.FreeTabView" Version="*" />

Table of Contents


Glossarys

FreeTabView / TabView

The C# type that controls a group of associated TabViewItem and handles the tab view behavior; it provides common functionality such as switching ViewItems from code or Tabs similar to a TabContainer, as well as passing showing/hiding events to ViewItems.

FreeTabViewItem / TabViewItem

The script(s) inheriting the FreeTabViewItem or FreeTabViewItemT, attaching the script to a control to make it a TabViewItem, developer may create a FreeTabView from a collection of FreeTabViewItems.

API Usage

Creating a ViewItem

Attach the following script to a Control to make it a view item.

A Simple Example

This view item displays the current system time.

using Godot;
using GodotViews.FreeTab;

/// <summary>
/// Attach this script to a <see cref="Control"/> to make it a ViewItem.
/// </summary>
public partial class MyViewItem : FreeTabViewItem
{
    [Export] private Label _text;

    public override void _Process(double delta)
    {
        base._Process(delta);
        _text.Text = Time.GetTimeStringFromSystem();
    }
}
A Complex Example

This view item displays Hello World! when shown, and shows Click: Number when clicking the _pressButton.

using Godot;

/// <summary>
/// Attach this script to a <see cref="Control"/> to make it a ViewItem.
/// </summary>
public partial class MyViewItem2 : FreeTabViewItem
{
    [Export] private Label _text;
    [Export] private Button _pressButton;

    private int _clickCount;
    
    /// <summary>
    /// Called when the <see cref="FreeTabView"/> is initializing the view item.
    /// </summary>
    protected override void _OnViewItemInitialize()
    {
        _pressButton.Pressed += () => _text.Text = $"Clicked: {_clickCount++}";
    }

    /// <summary>
    /// Called when the <see cref="FreeTabView"/> is showing the view item.
    /// </summary>
    protected override void _OnViewShow()
    {
        _text.Text = "Hello World!";
        _pressButton.GrabFocus();
    }
}

Creating a TabView

The FreeTabView is pure C# implementation, so instead of attaching a script to a node in the scene tree, developers need to create and use it in scripts, there are two ways for constructing a FreeTabView instance.

Create from existing ViewItem Instances

For use cases where the developer wishes to instantiate their instance of ViewItem, or simply leave them in the scene tree, FreeTabView.CreateFromInstance can be used to construct the FreeTabView.

using Godot;

/// <summary>
/// Attached to a node in scene tree.
/// </summary>
public partial class Main : Node
{
    // Assigned in Godot Editor, through inspector.
    [Export] private MyViewItem _viewItem1;
    [Export] private MyViewItem2 _viewItem2;

    [Export] private CheckButton _tab1;
    [Export] private CheckButton _tab2;

    private FreeTabView _tabView;

    public override void _Ready()
    {
        // Construct a tab view on ready.
        _tabView = FreeTabView.CreateFromInstance(
            [
                // Associate a tab to its corresponding view item instance.
                new TabInstanceSetup(_tab1, _viewItem1), 
                new TabInstanceSetup(_tab2, _viewItem2), 
            ]
        );
        
        // Make the tab view displays the first view item.
        _tabView.Show(0);
    }

    public override void _Process(double delta)
    {
        // Developer may use their own preferred way to handle switching between tabs.
        if (Input.IsActionJustPressed("ui_left")) _tabView.ShowPrevious();
        if (Input.IsActionJustPressed("ui_right")) _tabView.ShowNext();
    }
}
Create from PackedScenes

For use cases where the developer wishes to store the ViewItems as PackedScenes, FreeTabView.CreateFromPrefab can be used to construct the FreeTabView.

using Godot;

/// <summary>
/// Attached to a node in scene tree.
/// </summary>
public partial class Main : Node
{
    // Assigned in Godot Editor, through inspector.
    [Export] private PackedScene _viewItem1;
    [Export] private PackedScene _viewItem2;

    [Export] private CheckButton _tab1;
    [Export] private CheckButton _tab2;

    // Required for storing the instances.
    [Export] private Control _container;

    private FreeTabView _tabView;

    public override void _Ready()
    {
        // Construct a tab view on ready.
        _tabView = FreeTabView.CreateFromPrefab(
            [
                // Associate a tab to a instance for the provided packed scene.
                new TabPrefabSetup(_tab1, _viewItem1), 
                new TabPrefabSetup(_tab2, _viewItem2), 
            ],
            _container
        );
        
        // Make the tab view displays the first view item.
        _tabView.Show(0);
    }

    public override void _Process(double delta)
    {
        // Developer may use their own preferred way to handle switching between tabs.
        if (Input.IsActionJustPressed("ui_left")) _tabView.ShowPrevious();
        if (Input.IsActionJustPressed("ui_right")) _tabView.ShowNext();
    }
}

Component Documentation

The FreeTabView

Static Factory Methods

Use factory functions to instantiate FreeTabViews.

FreeTabView.CreateFromPrefab

Create an instance of the FreeTabView from the given TabPrefabSetups, this overload instantiates the given PackedScenes under the viewsContainer.


[Export] private PackedScene _viewItem1;
[Export] private PackedScene _viewItem2;

[Export] private CheckButton _tab1;
[Export] private CheckButton _tab2;

_tabView = FreeTabView.CreateFromPrefab(
    [
        new(_tab1, _viewItem1), 
        new(_tab2, _viewItem2), 
    ],
    _container
);
FreeTabView.CreateFromInstance

Create an instance of the FreeTabView from the given TabPrefabSetups, this overload references the given IFreeTabViewItems.


[Export] private PackedScene _viewItem1;
[Export] private PackedScene _viewItem2;

[Export] private CheckButton _tab1;
[Export] private CheckButton _tab2;

_tabView = FreeTabView.CreateFromPrefab(
    [
        new(_tab1, _viewItem1), 
        new(_tab2, _viewItem2), 
    ],
    _container
);
Instance Methods

A FreeTabView exposes four functions to the developer to switch between the ViewItems.

Show(int index) / Show(int index, object? optionalArg)

Shows a view item at the given index, the latter overload supports passing an optional argument to the target view item.

// Shows the first view item.
_tabView.Show(0);

// Shows the second view item, 
// and pass the "Hello World" to its `_OnViewItemShow` method.
_tabView.Show(1, "Hello World");
ShowNext / ShowPrevious

Shows the next/previous view item. If no view item is shown at the moment, the first view item will be shown.
The first argument determines if the TabView should warp to the first/last view item if the current shown view item is the last/first.

// Shows the first view item.
_tabView.Show(0);

// Shows the previous view item.
_tabView.ShowPrevious();
_tabView.ShowNext();
ArgumentResolver

When using the ShowNext/ShowPrevious API or CheckButtons to switch between view items, it is hard to pass the argument to the displaying view items, in this case, the developer may pass an argument resolver delegate when constructing the FreeTabView or to the ShowNext/ShowPrevious API.

Default Resolver

Passing a delegate with the following signature Func<IFreeTabViewItem, object?> to the factory method as the default ArgumentResolver, this resolver gets called when calling Show(0), Show(0, null), ShowPrevious(), and ShowNext() API, the developer may write their logic to return the desired argument based on the given IFreeTabViewItem instance.

using Godot;

/// <summary>
/// Attached to a node in scene tree.
/// </summary>
public partial class Main : Node
{
    // Assigned in Godot Editor, through inspector.
    [Export] private MyViewItem _viewItem1;
    [Export] private MyViewItem2 _viewItem2;

    [Export] private CheckButton _tab1;
    [Export] private CheckButton _tab2;

    private FreeTabView _tabView;

    public override void _Ready()
    {
        // Construct a tab view on ready.
        _tabView = FreeTabView.CreateFromInstance(
            [
                // Associate a tab to its corresponding view item instance.
                new TabInstanceSetup(_tab1, _viewItem1), 
                new TabInstanceSetup(_tab2, _viewItem2), 
            ],
            ArgumentResolver
        );
        
        return;
        
        object? ArgumentResolver(IFreeTabViewItem arg)
        {
            if (arg == _viewItem1) return "Hello World!";
            if (arg == _viewItem2) return 10;
            return null;
        }
    }
}
Resolver for ShowNext / ShowPrevious

Passing a delegate with the following signature Func<IFreeTabViewItem, object?> to the ShowPrevious(), and ShowNext() API as the ArgumentResolver, the developer may write their logic to return the desired argument based on the given IFreeTabViewItem instance. Passing null to these two APIs will fall back to the default ArgumentResolver.

object? ArgumentResolver(IFreeTabViewItem arg)
{
    if (arg == _viewItem1) return "Hello World!";
    if (arg == _viewItem2) return 10;
    return null;
}

_tabView.ShowPrevious(argumentResolver: ArgumentResolver);
_tabView.ShowNext(argumentResolver: ArgumentResolver);

The FreeTabViewItem / FreeTabViewItemT

Inheriting the FreeTabViewItem or FreeTabViewItemT type, and attach the script to a Control node for it to work.

Event Methods Diagram

While working with ViewItems, certain methods get called at a certain lifetime of a view item, a brief diagram can be summarised as follows.

---
title: The Summary of Event Methods throughout the lifetime of a ViewItem
---
flowchart TD

id1["_OnViewItemInitialize()"]
id2["_OnViewItemShow()"]
id4["_OnViewItemHide()"]
id5["_OnViewItemPredelete()"]
id6["_OnViewItemNotification()"]

id0[["Component Calls"]] -.-> id1
id1 -..->|Component Calls|id2

subgraph Called Multiple Times before the View Item gets Freed
id4 -..->|Component Calls|id2
id2 -..->|Component Calls|id4
end
id6 -.->|Component Calls|id5
id7[["Godot Calls"]] -.-> id6
  1. When calling one of the factory methods (FreeTabView.CreateFromInstance/FreeTabView.CreateFromPrefab), after the component has done basic initializing, the _OnViewItemInitialize method of each associated view item instance gets invoked.
  2. When calling any of the Show APIs on a TabView, the tab view will call _OnViewItemHide on the currently shown view item and call _OnViewItemShown on the target view item.
  3. A TabViewItem delegates the _Notification engine call to _OnViewItemNotification, and calls _OnViewItemPredelete when necessary.

ViewItemTweeners

Developers may customize a view item's visual transition behavior when showing/hiding by accessing its ViewItemTweener property.

Built-in Tweeners

There are two preconfigured Tweenrs provided with the component.

  1. NoneViewItemTweener: This tweener simply hides and shows the view items, it is also the default value of a ViewItemTweener, you may access the global instance of this tweener from NoneViewItemTweener.Instance.
  2. FadeViewItemTweener: This tweener performs fade transition for the view items' showing and hiding, after instantiating the tweener, you may configure the transition time by accessing its FadeTime property.
Customize Tweeners

By inheriting the IViewItemTweener interface, the developer may customize their transition effects.

/// <summary>
/// Defines the behavior for view transitions.
/// </summary>
public interface IViewItemTweener
{
    /// <summary>
    /// This sets the default visual appearance for a view item.
    /// </summary>
    /// <param name="viewItem">The target view item.</param>
    /// <param name="additionalData">Optional additional data required by this tweener.</param>
    void Init(Control viewItem, ref object? additionalData);
    
    /// <summary>
    /// This async method manages the behavior when the view item is showing up.
    /// </summary>
    /// <param name="viewItem">The target view item.</param>
    /// <param name="additionalData">Optional additional data required by this tweener.</param>
    void Show(Control viewItem, object? additionalData);
    
    /// <summary>
    /// This async method manages the behavior when the view item is hiding out.
    /// </summary>
    /// <param name="viewItem">The target view item.</param>
    /// <param name="additionalData">Optional additional data required by this tweener.</param>
    void Hide(Control viewItem, object? additionalData);
}
Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 is compatible.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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Version Downloads Last updated
0.0.2 88 4/16/2024
0.0.1 103 3/20/2024

Move everything to the GodotViews.FreeTab namespace.