--- Druid slider component -- @module Slider -- @within BaseComponent -- @alias druid.slider --- On change value callback(self, value) -- @tfield druid_event on_change_value --- Slider pin node -- @tfield node node --- Start pin node position -- @tfield vector3 start_pos --- Current pin node position -- @tfield vector3 pos --- Targer pin node position -- @tfield vector3 target_pos --- End pin node position -- @tfield vector3 end_pos --- Length between start and end position -- @tfield number dist --- Current drag state -- @tfield bool is_drag --- Current slider value -- @tfield number value local Event = require("druid.event") local helper = require("druid.helper") local const = require("druid.const") local component = require("druid.component") local Slider = component.create("slider", { component.ON_INPUT, component.ON_LAYOUT_CHANGE }, const.PRIORITY_INPUT_HIGH) local function on_change_value(self) self.on_change_value:trigger(self:get_context(), self.value) end local function set_position(self, value) value = helper.clamp(value, 0, 1) gui.set_position(self.node, self.start_pos + self.dist * value) end --- Component init function -- @tparam Slider self -- @tparam node node Gui pin node -- @tparam vector3 end_pos The end position of slider -- @tparam[opt] function callback On slider change callback function Slider.init(self, node, end_pos, callback) self.node = self:get_node(node) self.start_pos = gui.get_position(self.node) self.pos = gui.get_position(self.node) self.target_pos = self.pos self.end_pos = end_pos self.dist = self.end_pos - self.start_pos self.is_drag = false self.value = 0 self.on_change_value = Event(callback) assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal") end function Slider.on_layout_change(self) self:set(self.value, true) end function Slider.on_input(self, action_id, action) if action_id ~= const.ACTION_TOUCH then return false end if gui.pick_node(self.node, action.x, action.y) then if action.pressed then self.pos = gui.get_position(self.node) self.is_drag = true end end if self.is_drag and not action.pressed then -- move self.pos.x = self.pos.x + action.dx self.pos.y = self.pos.y + action.dy local prev_x = self.target_pos.x local prev_y = self.target_pos.y self.target_pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x) self.target_pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y) if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then local prev_value = self.value if self.dist.x > 0 then self.value = (self.target_pos.x - self.start_pos.x) / self.dist.x end if self.dist.y > 0 then self.value = (self.target_pos.y - self.start_pos.y) / self.dist.y end if self.steps then local closest_dist = 1000 local closest = nil for i = 1, #self.steps do local dist = math.abs(self.value - self.steps[i]) if dist < closest_dist then closest = self.steps[i] closest_dist = dist end end if closest then self.value = closest end end if prev_value ~= self.value then on_change_value(self) end end set_position(self, self.value) end if action.released then self.is_drag = false end return self.is_drag end --- Set value for slider -- @tparam Slider self -- @tparam number value Value from 0 to 1 -- @tparam[opt] bool is_silent Don't trigger event if true function Slider.set(self, value, is_silent) value = helper.clamp(value, 0, 1) set_position(self, value) self.value = value if not is_silent then on_change_value(self) end end --- Set slider steps. Pin node will -- apply closest step position -- @tparam Slider self -- @tparam number[] steps Array of steps -- @usage slider:set_steps({0, 0.2, 0.6, 1}) function Slider.set_steps(self, steps) self.steps = steps end return Slider