Separate style progrese

This commit is contained in:
Insality
2020-01-10 16:01:32 +05:00
parent efef4d194d
commit 125506a4f1
9 changed files with 81 additions and 80 deletions

View File

@@ -3,7 +3,6 @@
local helper = require("druid.helper")
local const = require("druid.const")
local settings = require("druid.settings").scroll
local M = {}
@@ -18,10 +17,12 @@ M.current_scroll = nil
function M.init(self, scroll_parent, input_zone, border)
self.style = helper.get_style(self, "SCROLL")
self.node = helper.node(scroll_parent)
self.input_zone = helper.node(input_zone)
self.zone_size = gui.get_size(self.input_zone)
self.soft_size = settings.SOFT_ZONE_SIZE
self.soft_size = self.style.SOFT_ZONE_SIZE
-- Distance from node to node's center
local offset = helper.get_pivot_offset(gui.get_pivot(self.input_zone))
@@ -61,16 +62,16 @@ local function check_soft_target(self)
local b = self.border
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * settings.BACK_SPEED)
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
end
if t.x < b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * settings.BACK_SPEED)
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
end
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * settings.BACK_SPEED)
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
end
if t.x > b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * settings.BACK_SPEED)
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
end
end
@@ -94,8 +95,8 @@ local function update_hand_scroll(self, dt)
inert.x = math.abs(inert.x) * helper.sign(delta_x)
inert.y = math.abs(inert.y) * helper.sign(delta_y)
inert.x = inert.x * settings.FRICT_HOLD
inert.y = inert.y * settings.FRICT_HOLD
inert.x = inert.x * self.style.FRICT_HOLD
inert.y = inert.y * self.style.FRICT_HOLD
set_pos(self, self.target)
end
@@ -116,11 +117,11 @@ local function check_points(self)
local inert = self.inert
if not self.is_inert then
if math.abs(inert.x) > settings.DEADZONE then
if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x))
return
end
if math.abs(inert.y) > settings.DEADZONE then
if math.abs(inert.y) > self.style.DEADZONE then
self:scroll_to_index(self.selected + helper.sign(inert.y))
return
end
@@ -154,13 +155,14 @@ local function check_points(self)
temp_dist_on_inert = dist
end
end
self:scroll_to_index(index_on_inert or index)
end
local function check_threshold(self)
local inert = self.inert
if not self.is_inert or vmath.length(inert) < settings.INERT_THRESHOLD then
if not self.is_inert or vmath.length(inert) < self.style.INERT_THRESHOLD then
check_points(self)
inert.x = 0
inert.y = 0
@@ -171,11 +173,11 @@ end
local function update_free_inert(self, dt)
local inert = self.inert
if inert.x ~= 0 or inert.y ~= 0 then
self.target.x = self.pos.x + (inert.x * dt * settings.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * settings.INERT_SPEED)
self.target.x = self.pos.x + (inert.x * dt * self.style.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * self.style.INERT_SPEED)
inert.x = inert.x * settings.FRICT
inert.y = inert.y * settings.FRICT
inert.x = inert.x * self.style.FRICT
inert.y = inert.y * self.style.FRICT
-- Stop, when low inert speed and go to points
check_threshold(self)
@@ -275,7 +277,7 @@ function M.on_input(self, action_id, action)
self.target.y = self.pos.y
else
local dist = helper.distance(action.x, action.y, inp.start_x, inp.start_y)
if not M.current_scroll and dist >= settings.DEADZONE then
if not M.current_scroll and dist >= self.style.DEADZONE then
local dx = math.abs(inp.start_x - action.x)
local dy = math.abs(inp.start_y - action.y)
inp.side = (dx > dy) and const.SIDE.X or const.SIDE.Y
@@ -331,7 +333,7 @@ function M.scroll_to(self, point, is_instant)
self.target = target
set_pos(self, target)
else
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, settings.ANIM_SPEED, 0, function()
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target = target
set_pos(self, target)