-- Copyright (c) 2021 Maksim Tuprikov . This code is licensed under MIT license --- 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 Scroll -- @within BaseComponent -- @alias druid.scroll --- On scroll move callback(self, position) -- @tfield druid_event on_scroll --- On scroll_to function callback(self, target, is_instant) -- @tfield druid_event on_scroll_to --- On scroll_to_index function callback(self, index, point) -- @tfield druid_event on_point_scroll --- Scroll view node -- @tfield node view_node --- Scroll content node -- @tfield node content_node --- Flag, if scroll now moving by inertion -- @tfield bool is_inert --- Current inert speed -- @tfield vector3 inertion --- Current scroll posisition -- @tfield vector3 position --- Current scroll target position -- @tfield vector3 target_position --- Available position for content node: (min_x, max_y, max_x, min_y) -- @tfield vector4 available_pos --- Size of available positions: (width, height, 0) -- @tfield vector3 available_size --- Drag Druid component -- @tfield Drag drag --- Current index of points of interests -- @tfield[opt] number selected --- Flag, if scroll now animating by gui.animate -- @tfield bool is_animate --- local Event = require("druid.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") local Scroll = component.create("scroll") local function inverse_lerp(min, max, current) return helper.clamp((current - min) / (max - min), 0, 1) end --- Update vector with next conditions: -- Field x have to <= field z -- Field y have to <= field w local function get_border_vector(vector, offset) 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 vector.x = vector.x - offset.x vector.z = vector.z - offset.x vector.y = vector.y - offset.y vector.w = vector.w - offset.y 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 --- Component style params. -- You can override this component styles params in druid styles table -- or create your own style -- @table style -- @tfield[opt=0] number FRICT Multiplier for free inertion -- @tfield[opt=0] number FRICT_HOLD Multiplier for inertion, while touching -- @tfield[opt=3] number INERT_THRESHOLD Scroll speed to stop inertion -- @tfield[opt=30] number INERT_SPEED Multiplier for inertion speed -- @tfield[opt=20] number POINTS_DEADZONE Speed to check points of interests in no_inertion mode -- @tfield[opt=0.35] number BACK_SPEED Scroll back returning lerp speed -- @tfield[opt=0.2] number ANIM_SPEED Scroll gui.animation speed for scroll_to function -- @tfield[opt=0] number EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect) -- @tfield[opt=false] bool SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled -- @tfield[opt=0] bool WHEEL_SCROLL_SPEED The scroll speed via mouse wheel scroll or touchpad. Set to 0 to disable wheel scrolling -- @tfield[opt=false] bool WHEEL_SCROLL_INVERTED If true, invert direction for touchpad and mouse wheel scroll -- @tfield[opt=false] bool WHEEL_SCROLL_BY_INERTION If true, wheel will add inertion to scroll. Direct set position otherwise. function Scroll.on_style_change(self, style) self.style = {} self.style.EXTRA_STRETCH_SIZE = style.EXTRA_STRETCH_SIZE or 0 self.style.ANIM_SPEED = style.ANIM_SPEED or 0.2 self.style.BACK_SPEED = style.BACK_SPEED or 0.35 self.style.FRICT = style.FRICT or 0 self.style.FRICT_HOLD = style.FRICT_HOLD or 0 self.style.INERT_THRESHOLD = style.INERT_THRESHOLD or 3 self.style.INERT_SPEED = style.INERT_SPEED or 30 self.style.POINTS_DEADZONE = style.POINTS_DEADZONE or 20 self.style.SMALL_CONTENT_SCROLL = style.SMALL_CONTENT_SCROLL or false self.style.WHEEL_SCROLL_SPEED = style.WHEEL_SCROLL_SPEED or 0 self.style.WHEEL_SCROLL_INVERTED = style.WHEEL_SCROLL_INVERTED or false self.style.WHEEL_SCROLL_BY_INERTION = style.WHEEL_SCROLL_BY_INERTION or false self._is_inert = not (self.style.FRICT == 0 or self.style.FRICT_HOLD == 0 or self.style.INERT_SPEED == 0) end --- Scroll constructor -- @tparam Scroll self -- @tparam node view_node GUI view scroll node -- @tparam node content_node GUI content scroll node function Scroll.init(self, view_node, content_node) self.druid = self:get_druid() self.view_node = self:get_node(view_node) self.content_node = self:get_node(content_node) self.view_size = vmath.mul_per_elem(gui.get_size(self.view_node), gui.get_scale(self.view_node)) self.position = gui.get_position(self.content_node) self.target_position = vmath.vector3(self.position) self.inertion = vmath.vector3(0) self.drag = self.druid:new_drag(view_node, self._on_scroll_drag) self.drag.on_touch_start:subscribe(self._on_touch_start) self.drag.on_touch_end:subscribe(self._on_touch_end) self.hover = self.druid:new_hover(view_node) self.hover.on_mouse_hover:subscribe(self._on_mouse_hover) self._is_mouse_hover = false self.on_scroll = Event() self.on_scroll_to = Event() self.on_point_scroll = Event() self.selected = nil self.is_animate = false self._offset = vmath.vector3(0) self._is_horizontal_scroll = true self._is_vertical_scroll = true self._grid_on_change = nil self._grid_on_change_callback = nil self._outside_offset_vector = vmath.vector3(0) self:_update_size() end function Scroll.on_late_init(self) if not self.click_zone and const.IS_STENCIL_CHECK then local stencil_node = helper.get_closest_stencil_node(self.node) if stencil_node then self:set_click_zone(stencil_node) end end end function Scroll.on_layout_change(self) gui.set_position(self.content_node, self.position) end function Scroll.update(self, dt) self:_update_params() if self.drag.is_drag then self:_update_hand_scroll(dt) else self:_update_free_scroll(dt) end end function Scroll.on_input(self, action_id, action) return self:_process_scroll_wheel(action_id, action) end function Scroll.on_remove(self) self:bind_grid(nil) end --- Start scroll to target point. -- @tparam Scroll self -- @tparam vector3 point 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 Scroll.scroll_to(self, point, is_instant) local b = self.available_pos local target = vmath.vector3( self._is_horizontal_scroll and -point.x or self.target_position.x, self._is_vertical_scroll and -point.y or self.target_position.y, 0) target.x = helper.clamp(target.x, b.x, b.z) target.y = helper.clamp(target.y, b.y, b.w) self:_cancel_animate() self.is_animate = not is_instant if is_instant then self.target_position = target self:_set_scroll_position(target) else gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function() self.is_animate = false self.target_position = target self:_set_scroll_position(target) end) end self.on_scroll_to:trigger(self:get_context(), target, is_instant) end --- Scroll to item in scroll by point index. -- @tparam Scroll self -- @tparam number index Point index -- @tparam[opt] bool skip_cb If true, skip the point callback function Scroll.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 self.selected = index if not skip_cb then self.on_point_scroll:trigger(self:get_context(), index, self.points[index]) end end self:scroll_to(self.points[index]) end --- Start scroll to target scroll percent -- @tparam Scroll self -- @tparam vector3 percent target percent -- @tparam[opt] bool is_instant instant scroll flag -- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0)) function Scroll.scroll_to_percent(self, percent, is_instant) local border = self.available_pos local pos = vmath.vector3( -helper.lerp(border.x, border.z, 1 - percent.x), helper.lerp(border.y, border.w, 1 - percent.y), 0 ) self:scroll_to(pos, is_instant) end --- Return current scroll progress status. -- Values will be in [0..1] interval -- @tparam Scroll self -- @treturn vector3 New vector with scroll progress values function Scroll.get_percent(self) 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 -- @tparam Scroll self -- @tparam vector3 size The new size for content node -- @tparam vector3 offset Offset value to set, where content is starts -- @treturn druid.scroll Current scroll instance function Scroll.set_size(self, size, offset) if offset then self._offset = offset end gui.set_size(self.content_node, size) self:_update_size() return self end --- Enable or disable scroll inert. -- If disabled, scroll through points (if exist) -- If no points, just simple drag without inertion -- @tparam Scroll self -- @tparam bool state Inert scroll state -- @treturn druid.scroll Current scroll instance function Scroll.set_inert(self, state) self._is_inert = state return self end --- Return if scroll have inertion. -- @tparam Scroll self -- @treturn bool If scroll have inertion function Scroll.is_inert(self) return self._is_inert end --- Set extra size for scroll stretching. -- Set 0 to disable stretching effect -- @tparam Scroll self -- @tparam[opt=0] number stretch_size Size in pixels of additional scroll area -- @treturn druid.scroll Current scroll instance function Scroll.set_extra_stretch_size(self, stretch_size) self.style.EXTRA_STRETCH_SIZE = stretch_size or 0 self:_update_size() return self end --- Return vector of scroll size with width and height. -- @tparam Scroll self -- @treturn vector3 Available scroll size function Scroll.get_scroll_size(self) return self.available_size end --- Set points of interest. -- Scroll will always centered on closer points -- @tparam Scroll self -- @tparam table points Array of vector3 points -- @treturn druid.scroll Current scroll instance function Scroll.set_points(self, points) self.points = points table.sort(self.points, function(a, b) return a.x > b.x or a.y < b.y end) self:_check_threshold() return self end --- Lock or unlock horizontal scroll -- @tparam Scroll self -- @tparam bool state True, if horizontal scroll is enabled -- @treturn druid.scroll Current scroll instance function Scroll.set_horizontal_scroll(self, state) self._is_horizontal_scroll = state self.drag.can_x = self.available_size.x > 0 and state return self end --- Lock or unlock vertical scroll -- @tparam Scroll self -- @tparam bool state True, if vertical scroll is enabled -- @treturn druid.scroll Current scroll instance function Scroll.set_vertical_scroll(self, state) self._is_vertical_scroll = state self.drag.can_y = self.available_size.y > 0 and state return self end --- Check node if it visible now on scroll. -- Extra border is not affected. Return true for elements in extra scroll zone -- @tparam Scroll self -- @tparam node node The node to check -- @treturn boolean True if node in visible scroll area function Scroll.is_node_in_view(self, node) local node_border = helper.get_border(node, gui.get_position(node)) local view_border = helper.get_border(self.view_node, -(self.position - self._outside_offset_vector)) -- Check is vertical outside (Left or Right): if node_border.z < view_border.x or node_border.x > view_border.z then return false end -- Check is horizontal outside (Up or Down): if node_border.w > view_border.y or node_border.y < view_border.w then return false end return true end --- Bind the grid component (Static or Dynamic) to recalculate -- scroll size on grid changes -- @tparam Scroll self -- @tparam StaticGrid|DynamicGrid grid Druid grid component -- @treturn druid.scroll Current scroll instance function Scroll.bind_grid(self, grid) if self._grid_on_change then self._grid_on_change:unsubscribe(self._grid_on_change_callback) self._grid_on_change = nil self._grid_on_change_callback = nil end if not grid then return end self._grid_on_change = grid.on_change_items self._grid_on_change_callback = self._grid_on_change:subscribe(function() self:set_size(grid:get_size(), grid:get_offset()) end) self:set_size(grid:get_size(), grid:get_offset()) return self end --- Strict drag scroll area. Useful for -- restrict events outside stencil node -- @tparam Drag self -- @tparam node node Gui node function Scroll.set_click_zone(self, node) self.drag:set_click_zone(node) end function Scroll._on_scroll_drag(self, dx, dy) local t = self.target_position local b = self.available_pos local eb = self.available_pos_extra -- Handle soft zones -- Percent - multiplier for delta. Less if outside of scroll zone local x_perc = 1 local y_perc = 1 -- Right border (minimum x) if t.x < b.x and dx < 0 then x_perc = inverse_lerp(eb.x, b.x, t.x) end -- Left border (maximum x) if t.x > b.z and dx > 0 then x_perc = inverse_lerp(eb.z, b.z, t.x) end -- Disable x scroll if not self.drag.can_x then x_perc = 0 end -- Top border (minimum y) if t.y < b.y and dy < 0 then y_perc = inverse_lerp(eb.y, b.y, t.y) end -- Bot border (maximum y) if t.y > b.w and dy > 0 then y_perc = inverse_lerp(eb.w, b.w, t.y) end -- Disable y scroll if not self.drag.can_y then y_perc = 0 end t.x = t.x + dx * x_perc t.y = t.y + dy * y_perc end function Scroll._check_soft_zone(self) local target = self.target_position local border = self.available_pos local speed = self.style.BACK_SPEED -- Right border (minimum x) if target.x < border.x then local step = math.max(math.abs(target.x - border.x) * speed, 1) target.x = helper.step(target.x, border.x, step) end -- Left border (maximum x) if target.x > border.z then local step = math.max(math.abs(target.x - border.z) * speed, 1) target.x = helper.step(target.x, border.z, step) end -- Top border (maximum y) if target.y < border.y then local step = math.max(math.abs(target.y - border.y) * speed, 1) target.y = helper.step(target.y, border.y, step) end -- Bot border (minimum y) if target.y > border.w then local step = math.max(math.abs(target.y - border.w) * speed, 1) target.y = helper.step(target.y, border.w, step) end end --- Cancel animation on other animation or input touch function Scroll._cancel_animate(self) self.inertion.x = 0 self.inertion.y = 0 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 function Scroll._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 self:_update_params() gui.set_position(self.content_node, position) self.on_scroll:trigger(self:get_context(), self.position) end end --- Find closer point of interest -- if no inert, scroll to next point by scroll direction -- if inert, find next point by scroll director -- @local function Scroll._check_points(self) if not self.points then return end local inert = self.inertion if not self._is_inert then if math.abs(inert.x) > self.style.POINTS_DEADZONE then self:scroll_to_index(self.selected + helper.sign(inert.x)) return end if math.abs(inert.y) > self.style.POINTS_DEADZONE then self:scroll_to_index(self.selected + helper.sign(inert.y)) return end end -- Find closest point and point by scroll direction -- Scroll to one of them (by scroll direction in priority) local temp_dist = math.huge local temp_dist_on_inert = math.huge local index = false local index_on_inert = false local pos = self.position for i = 1, #self.points do local p = self.points[i] local dist = helper.distance(pos.x, pos.y, -p.x, -p.y) local on_inert = true -- If inert ~= 0, scroll only by move direction if inert.x ~= 0 and helper.sign(inert.x) ~= helper.sign(-p.x - pos.x) then on_inert = false end if inert.y ~= 0 and helper.sign(inert.y) ~= helper.sign(-p.y - pos.y) then on_inert = false end if dist < temp_dist then index = i temp_dist = dist end if on_inert and dist < temp_dist_on_inert then index_on_inert = i temp_dist_on_inert = dist end end self:scroll_to_index(index_on_inert or index) end function Scroll._check_threshold(self) local is_stopped = false if self.drag.can_x and math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then is_stopped = true self.inertion.x = 0 end if self.drag.can_y and math.abs(self.inertion.y) < self.style.INERT_THRESHOLD then is_stopped = true self.inertion.y = 0 end if is_stopped or not self._is_inert then self:_check_points() end end function Scroll._update_free_scroll(self, dt) local target = self.target_position if self._is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then -- Inertion apply 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 self:_check_threshold() end -- Inertion friction self.inertion = self.inertion * self.style.FRICT self:_check_soft_zone() if self.position.x ~= target.x or self.position.y ~= target.y then self:_set_scroll_position(target) end end function Scroll._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 self:_set_scroll_position(self.target_position) end function Scroll._on_touch_start(self) self.inertion.x = 0 self.inertion.y = 0 self.target_position.x = self.position.x self.target_position.y = self.position.y end function Scroll._on_touch_end(self) self:_check_threshold() end function Scroll._update_size(self) local view_border = helper.get_border(self.view_node) 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 = get_border_vector(view_border - content_border, self._offset) self.available_size = get_size_vector(self.available_pos) self.drag.can_x = self.available_size.x > 0 and self._is_horizontal_scroll self.drag.can_y = self.available_size.y > 0 and self._is_vertical_scroll -- 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) local stretch_size = self.style.EXTRA_STRETCH_SIZE if self.drag.can_x then local sign = content_size.x > self.view_size.x and 1 or -1 content_border_extra.x = content_border_extra.x - stretch_size * sign content_border_extra.z = content_border_extra.z + stretch_size * sign end if self.drag.can_y then local sign = content_size.y > self.view_size.y and 1 or -1 content_border_extra.y = content_border_extra.y + stretch_size * sign content_border_extra.w = content_border_extra.w - stretch_size * sign end if not self.style.SMALL_CONTENT_SCROLL then self.drag.can_x = content_size.x > self.view_size.x self.drag.can_y = content_size.y > self.view_size.y end self.available_pos_extra = get_border_vector(view_border - content_border_extra, self._offset) self.available_size_extra = get_size_vector(self.available_pos_extra) self:_set_scroll_position(self.position) self.target_position.x = self.position.x self.target_position.y = self.position.y end function Scroll._update_params(self) local t = self.target_position local b = self.available_pos self._outside_offset_vector.x = 0 self._outside_offset_vector.y = 0 -- Right border (minimum x) if t.x < b.x then self._outside_offset_vector.x = t.x - b.x end -- Left border (maximum x) if t.x > b.z then self._outside_offset_vector.x = t.x - b.z end -- Top border (minimum y) if t.y < b.y then self._outside_offset_vector.y = t.y - b.y end -- Bot border (maximum y) if t.y > b.w then self._outside_offset_vector.y = t.y - b.w end end function Scroll._process_scroll_wheel(self, action_id, action) if not self._is_mouse_hover or self.style.WHEEL_SCROLL_SPEED == 0 then return false end if action_id ~= const.ACTION_SCROLL_UP and action_id ~= const.ACTION_SCROLL_DOWN then return false end local koef = (action_id == const.ACTION_SCROLL_UP) and 1 or -1 if self.style.WHEEL_SCROLL_INVERTED then koef = -koef end if self.style.WHEEL_SCROLL_BY_INERTION then if self.drag.can_y then self.inertion.y = (self.inertion.y + self.style.WHEEL_SCROLL_SPEED * koef) * self.style.FRICT_HOLD elseif self.drag.can_x then self.inertion.x = (self.inertion.x + self.style.WHEEL_SCROLL_SPEED * koef) * self.style.FRICT_HOLD end else if self.drag.can_y then self.target_position.y = self.target_position.y + self.style.WHEEL_SCROLL_SPEED * koef self.inertion.y = 0 elseif self.drag.can_x then self.target_position.x = self.target_position.x + self.style.WHEEL_SCROLL_SPEED * koef self.inertion.x = 0 end self:_set_scroll_position(self.target_position) end return true end function Scroll._on_mouse_hover(self, state) self._is_mouse_hover = state end return Scroll