Update documentation, refactoring

This commit is contained in:
Insality
2020-05-04 00:16:08 +03:00
parent 0c1bf63e13
commit 1e568c2fa6
12 changed files with 631 additions and 678 deletions

View File

@@ -1,14 +1,40 @@
---
--- Component to handle scroll content.
-- Scroll consist from two nodes: scroll parent and scroll input
-- Scroll input the user input zone, it's static
-- Scroll parent the scroll moving part, it will change position.
-- Setup initial scroll size by changing scroll parent size. If scroll parent
-- size will be less than scroll_input size, no scroll is available. For scroll
-- parent size should be more than input size
-- @module druid.scroll
--- Components fields
-- @table Fields
--- Component events
-- @table Events
-- @tfield druid_event on_scroll On scroll move callback
-- @tfield druid_event on_scroll_to On scroll_to function callback
-- @tfield druid_event on_point_scroll On scroll_to_index function callback
--- Component fields
-- @table Fields
-- @tfield node node Scroll parent node
-- @tfield node input_zone Scroll input node
-- @tfield vector3 zone_size Current scroll content size
-- @tfield number soft_size Soft zone size from style table
-- @tfield vector3 center_offset Distance from node to node's center
-- @tfield bool is_inert Flag, if scroll now moving by inertion
-- @tfield vector3 inert Current inert speed
-- @tfield vector3 pos Current scroll posisition
-- @tfield vector3 target Current scroll target position
--- Component style params
-- @table Style
-- @tfield number FRICT_HOLD Multiplier for inertion, while touching
-- @tfield number FRICT Multiplier for free inertion
-- @tfield number INERT_THRESHOLD Scroll speed to stop inertion
-- @tfield number INERT_SPEED Multiplier for inertion speed
-- @tfield number DEADZONE Deadzone for start scrol in pixels
-- @tfield number SOFT_ZONE_SIZE Size of outside zone in pixels (for scroll back moving)
-- @tfield number BACK_SPEED Scroll back returning lerp speed
-- @tfield number ANIM_SPEED Scroll gui.animation speed for scroll_to function
local Event = require("druid.event")
local const = require("druid.const")
@@ -23,8 +49,29 @@ local function inverse_lerp(min, max, current)
end
--- Update vector with next conditions:
-- Field x have to <= field z
-- Field y have to <= field w
local function get_border_vector(vector)
if vector.x > vector.z then
vector.x, vector.z = vector.z, vector.x
end
if vector.y > vector.w then
vector.y, vector.w = vector.w, vector.y
end
return vector
end
--- Return size from scroll border vector4
local function get_size_vector(vector)
return vmath.vector3(vector.z - vector.x, vector.w - vector.y, 0)
end
local function on_scroll_drag(self, dx, dy)
local t = self.target_pos
local t = self.target_position
local b = self.available_pos
local eb = self.available_pos_extra
@@ -64,50 +111,54 @@ local function on_scroll_drag(self, dx, dy)
end
local function set_pos(self, position)
position.x = helper.clamp(position.x, self.available_pos_extra.x, self.available_pos_extra.z)
position.y = helper.clamp(position.y, self.available_pos_extra.w, self.available_pos_extra.y)
if self.current_pos.x ~= position.x or self.current_pos.y ~= position.y then
self.current_pos.x = position.x
self.current_pos.y = position.y
gui.set_position(self.content_node, position)
self.on_scroll:trigger(self:get_context(), self.current_pos)
end
end
local function update_hand_scroll(self, dt)
local dx = self.target_pos.x - self.current_pos.x
local dy = self.target_pos.y - self.current_pos.y
self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
self.inertion.y = (self.inertion.y + dy) * self.style.FRICT_HOLD
set_pos(self, self.target_pos)
end
local function check_soft_zone(self)
local t = self.target_pos
local b = self.available_pos
local target = self.target_position
local border = self.available_pos
local speed = self.style.BACK_SPEED
-- Right border (minimum x)
if t.x < b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
if target.x < border.x then
target.x = helper.step(target.x, border.x, math.abs(target.x - border.x) * speed)
end
-- Left border (maximum x)
if t.x > b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
if target.x > border.z then
target.x = helper.step(target.x, border.z, math.abs(target.x - border.z) * speed)
end
-- Top border (maximum y)
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
if target.y < border.y then
target.y = helper.step(target.y, border.y, math.abs(target.y - border.y) * speed)
end
-- Bot border (minimum y)
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
if target.y > border.w then
target.y = helper.step(target.y, border.w, math.abs(target.y - border.w) * speed)
end
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
if self.is_animate then
self.target_position = gui.get_position(self.content_node)
self.position.x = self.target_position.x
self.position.y = self.target_position.y
gui.cancel_animation(self.content_node, gui.PROP_POSITION)
self.is_animate = false
end
end
local function set_scroll_position(self, position)
local available_extra = self.available_pos_extra
position.x = helper.clamp(position.x, available_extra.x, available_extra.z)
position.y = helper.clamp(position.y, available_extra.w, available_extra.y)
if self.position.x ~= position.x or self.position.y ~= position.y then
self.position.x = position.x
self.position.y = position.y
gui.set_position(self.content_node, position)
self.on_scroll:trigger(self:get_context(), self.position)
end
end
@@ -122,7 +173,7 @@ local function check_points(self)
end
local inert = self.inertion
if not self.is_inert then
if not self._is_inert then
if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x))
return
@@ -140,7 +191,7 @@ local function check_points(self)
local temp_dist_on_inert = math.huge
local index = false
local index_on_inert = false
local pos = self.current_pos
local pos = self.position
for i = 1, #self.points do
local p = self.points[i]
@@ -180,19 +231,19 @@ local function check_threshold(self)
self.inertion.y = 0
end
if is_stopped or not self.is_inert then
if is_stopped or not self._is_inert then
check_points(self)
end
end
local function update_free_scroll(self, dt)
local target = self.target_pos
local target = self.target_position
if self.is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
if self._is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
-- Inertion apply
target.x = self.current_pos.x + self.inertion.x * self.style.INERT_SPEED * dt
target.y = self.current_pos.y + self.inertion.y * self.style.INERT_SPEED * dt
target.x = self.position.x + self.inertion.x * self.style.INERT_SPEED * dt
target.y = self.position.y + self.inertion.y * self.style.INERT_SPEED * dt
check_threshold(self)
end
@@ -200,37 +251,29 @@ local function update_free_scroll(self, dt)
-- Inertion friction
self.inertion = self.inertion * self.style.FRICT
check_soft_zone(self)
set_pos(self, target)
if self.position.x ~= target.x or self.position.y ~= target.y then
check_soft_zone(self)
set_scroll_position(self, target)
end
end
local function update_hand_scroll(self, dt)
local dx = self.target_position.x - self.position.x
local dy = self.target_position.y - self.position.y
self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
self.inertion.y = (self.inertion.y + dy) * self.style.FRICT_HOLD
set_scroll_position(self, self.target_position)
end
local function on_touch_start(self)
self.inertion.x = 0
self.inertion.y = 0
self.target_pos.x = self.current_pos.x
self.target_pos.y = self.current_pos.y
end
--- Verify vector
-- Field x have to <= field z
-- Field y have to <= field w
local function verify_scroll_vector4(vector)
if vector.x > vector.z then
vector.x, vector.z = vector.z, vector.x
end
if vector.y > vector.w then
vector.y, vector.w = vector.w, vector.y
end
return vector
end
--- Return size from scroll border vector4
local function get_size_vector(vector)
return vmath.vector3(vector.z - vector.x, vector.w - vector.y, 0)
self.target_position.x = self.position.x
self.target_position.y = self.position.y
end
@@ -246,14 +289,17 @@ local function update_size(self)
local content_border = helper.get_border(self.content_node)
local content_size = vmath.mul_per_elem(gui.get_size(self.content_node), gui.get_scale(self.content_node))
self.available_pos = verify_scroll_vector4(view_border - content_border)
self.available_pos = get_border_vector(view_border - content_border)
self.available_size = get_size_vector(self.available_pos)
self.drag.can_x = self.available_size.x > 0
self.drag.can_y = self.available_size.y > 0
--== Extra content size calculation
-- Extra content size calculation
-- We add extra size only if scroll is available
-- Even the content zone size less than view zone size
local content_border_extra = helper.get_border(self.content_node)
if self.drag.can_x then
local sign = content_size.x > view_size.x and 1 or -1
content_border_extra.x = content_border_extra.x - self.extra_stretch_size * sign
@@ -266,27 +312,20 @@ local function update_size(self)
content_border_extra.w = content_border_extra.w - self.extra_stretch_size * sign
end
self.available_pos_extra = verify_scroll_vector4(view_border - content_border_extra)
if not self.style.SMALL_CONTENT_SCROLL then
self.drag.can_x = content_size.x > view_size.x
self.drag.can_y = content_size.y > view_size.y
end
self.available_pos_extra = get_border_vector(view_border - content_border_extra)
self.available_size_extra = get_size_vector(self.available_pos_extra)
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
if self.animate then
self.target_pos = gui.get_position(self.content_node)
self.current_pos.x = self.target_pos.x
self.current_pos.y = self.target_pos.y
gui.cancel_animation(self.content_node, gui.PROP_POSITION)
self.animate = false
end
end
--- Component init function
-- @function swipe:init
-- @tparam node node Gui node
-- @tparam function on_swipe_callback Swipe callback for on_swipe_end event
--- Scroll constructor.
-- @function scroll:init
-- @tparam node view_node GUI view scroll node
-- @tparam node content_node GUI content scroll node
function M.init(self, view_zone, content_zone)
self.druid = self:get_druid()
self.style = self:get_style()
@@ -294,10 +333,9 @@ function M.init(self, view_zone, content_zone)
self.view_node = self:get_node(view_zone)
self.content_node = self:get_node(content_zone)
self.current_pos = gui.get_position(self.content_node)
self.target_pos = vmath.vector3(self.current_pos)
self.position = gui.get_position(self.content_node)
self.target_position = vmath.vector3(self.position)
self.inertion = vmath.vector3(0)
self.extra_stretch_size = self.style.EXTRA_STRECH_SIZE
self.drag = self.druid:new_drag(view_zone, on_scroll_drag)
self.drag.on_touch_start:subscribe(on_touch_start)
@@ -307,18 +345,15 @@ function M.init(self, view_zone, content_zone)
self.on_scroll_to = Event()
self.on_point_scroll = Event()
self.is_inert = true
self.selected = nil
self._is_inert = true
self.is_animate = false
self.extra_stretch_size = self.style.EXTRA_STRECH_SIZE
update_size(self)
end
function M.set_size(self, size)
gui.set_size(self.content_node, size)
update_size(self)
end
function M.update(self, dt)
if self.drag.is_drag then
update_hand_scroll(self, dt)
@@ -328,10 +363,10 @@ function M.update(self, dt)
end
--- Start scroll to target point
--- Start scroll to target point.
-- @function scroll:scroll_to
-- @tparam point vector3 target point
-- @tparam[opt] bool is_instant instant scroll flag
-- @tparam point vector3 Target point
-- @tparam[opt] bool is_instant Instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true)
function M.scroll_to(self, point, is_instant)
@@ -342,16 +377,16 @@ function M.scroll_to(self, point, is_instant)
cancel_animate(self)
self.animate = not is_instant
self.is_animate = not is_instant
if is_instant then
self.target_pos = target
set_pos(self, target)
self.target_position = target
set_scroll_position(self, target)
else
gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target_pos = target
set_pos(self, target)
self.is_animate = false
self.target_position = target
set_scroll_position(self, target)
end)
end
@@ -359,11 +394,15 @@ function M.scroll_to(self, point, is_instant)
end
--- Scroll to item in scroll by point index
--- Scroll to item in scroll by point index.
-- @function scroll:scroll_to_index
-- @tparam number index Point index
-- @tparam[opt] bool skip_cb If true, skip the point callback
function M.scroll_to_index(self, index, skip_cb)
if not self.points then
return
end
index = helper.clamp(index, 1, #self.points)
if self.selected ~= index then
@@ -378,7 +417,11 @@ function M.scroll_to_index(self, index, skip_cb)
end
--- Start scroll to target scroll percent
-- @function scroll:scroll_to_percent
-- @tparam point vector3 target percent
-- @tparam[opt] bool is_instant instant scroll flag
-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
function M.scroll_to_percent(self, percent, is_instant)
local border = self.available_pos
@@ -392,26 +435,56 @@ function M.scroll_to_percent(self, percent, is_instant)
end
--- Return current scroll progress status.
-- Values will be in [0..1] interval
-- @function scroll:get_percent
-- @treturn vector3 New vector with scroll progress values
function M.get_percent(self)
local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.current_pos.x)
local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.current_pos.y)
local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.position.x)
local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.position.y)
return vmath.vector3(x_perc, y_perc, 0)
end
--- Set scroll content size.
-- It will change content gui node size
-- @function scroll:set_size
-- @tparam vector3 size The new size for content node
-- @treturn druid.scroll Self instance
function M.set_size(self, size)
gui.set_size(self.content_node, size)
update_size(self)
return self
end
--- Enable or disable scroll inert.
-- If disabled, scroll through points (if exist)
-- If no points, just simple drag without inertion
-- @function scroll:set_inert
-- @tparam bool state Inert scroll state
-- @treturn druid.scroll Self instance
function M.set_inert(self, state)
self.is_inert = state
self._is_inert = state
return self
end
--- Return if scroll have inertion.
-- @function scroll:is_inert
-- @treturn bool If scroll have inertion
function M.is_inert(self)
return self._is_inert
end
--- Set extra size for scroll stretching.
-- Set 0 to disable stretching effect
-- @function scroll:set_extra_strech_size
-- @tparam number stretch_size Size in pixels of additional scroll area
-- @treturn druid.scroll Self instance
function M.set_extra_strech_size(self, stretch_size)
self.extra_stretch_size = stretch_size or self.style.EXTRA_STRECH_SIZE
update_size(self)
@@ -420,10 +493,19 @@ function M.set_extra_strech_size(self, stretch_size)
end
--- Return vector of scroll size with width and height.
-- @function scroll:get_scroll_size
-- @treturn vector3 Available scroll size
function M.get_scroll_size(self)
return self.available_size
end
--- Set points of interest.
-- Scroll will always centered on closer points
-- @function scroll:set_points
-- @tparam table points Array of vector3 points
-- @treturn druid.scroll Self instance
function M.set_points(self, points)
self.points = points