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https://github.com/Insality/druid
synced 2025-09-28 02:22:19 +02:00
Update drag/slider scene node koefs, add layout max gui upscale
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@@ -64,7 +64,7 @@ function Slider.init(self, node, end_pos, callback)
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self.start_pos = gui.get_position(self.node)
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self.pos = gui.get_position(self.node)
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self.target_pos = self.pos
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self.target_pos = vmath.vector3(self.pos)
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self.end_pos = end_pos
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self.dist = self.end_pos - self.start_pos
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@@ -72,6 +72,7 @@ function Slider.init(self, node, end_pos, callback)
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self.value = 0
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self.on_change_value = Event(callback)
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self:on_window_resized()
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assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal")
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end
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@@ -82,6 +83,14 @@ function Slider.on_layout_change(self)
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end
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function Slider.on_window_resized(self)
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local x_koef, y_koef = helper.get_screen_aspect_koef()
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self._x_koef = x_koef
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self._y_koef = y_koef
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self._scene_scale = helper.get_scene_scale(self.node)
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end
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function Slider.on_input(self, action_id, action)
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if action_id ~= const.ACTION_TOUCH then
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return false
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@@ -90,15 +99,17 @@ function Slider.on_input(self, action_id, action)
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if gui.pick_node(self.node, action.x, action.y) then
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if action.pressed then
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self.pos = gui.get_position(self.node)
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self._scene_scale = helper.get_scene_scale(self.node)
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self.is_drag = true
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end
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end
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if not self.is_drag and self._input_node and gui.pick_node(self._input_node, action.x, action.y) then
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if action.pressed and gui.screen_to_local then
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self._scene_scale = helper.get_scene_scale(self.node)
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self.pos = gui.screen_to_local(self.node, vmath.vector3(action.screen_x, action.screen_y, 0))
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self.pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x)
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self.pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y)
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self.pos.x = helper.clamp(self.pos.x / self._scene_scale.x, self.start_pos.x, self.end_pos.x)
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self.pos.y = helper.clamp(self.pos.y / self._scene_scale.y, self.start_pos.y, self.end_pos.y)
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gui.set_position(self.node, self.pos)
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self.is_drag = true
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@@ -107,8 +118,8 @@ function Slider.on_input(self, action_id, action)
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if self.is_drag and not action.pressed then
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-- move
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self.pos.x = self.pos.x + action.dx
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self.pos.y = self.pos.y + action.dy
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self.pos.x = self.pos.x + action.dx * self._x_koef / self._scene_scale.x
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self.pos.y = self.pos.y + action.dy * self._y_koef / self._scene_scale.y
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local prev_x = self.target_pos.x
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local prev_y = self.target_pos.y
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