-- Copyright (c) 2021 Maksim Tuprikov . This code is licensed under MIT license --- Component to handle drag action on node. -- Drag have correct handling for multitouch and swap -- touched while dragging. Drag will be processed even -- the cursor is outside of node, if drag is already started -- -- Example Link -- @module Drag -- @within BaseComponent -- @alias druid.drag --- Drag node -- @tfield node node --- Event on touch start callback(self) -- @tfield druid.event on_touch_start druid.event --- Event on touch end callback(self) -- @tfield druid.event on_touch_end druid.event --- Event on drag start callback(self, touch) -- @tfield druid.event on_drag_start druid.event --- on drag progress callback(self, dx, dy, total_x, total_y, touch) -- @tfield druid.event on_drag Event druid.event --- Event on drag end callback(self, total_x, total_y, touch) -- @tfield druid.event on_drag_end druid.event --- Is component now touching -- @tfield boolean is_touch --- Is component now dragging -- @tfield boolean is_drag --- Is drag component process vertical dragging. Default - true -- @tfield boolean can_x --- Is drag component process horizontal. Default - true -- @tfield boolean can_y --- Current touch x position -- @tfield number x --- Current touch y position -- @tfield number y --- Current touch x screen position -- @tfield number screen_x --- Current touch y screen position -- @tfield number screen_y --- Touch start position -- @tfield vector3 touch_start_pos --- local Event = require("druid.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") ---@class druid.drag: druid.base_component ---@field node node ---@field on_touch_start druid.event ---@field on_touch_end druid.event ---@field on_drag_start druid.event ---@field on_drag druid.event ---@field on_drag_end druid.event ---@field style table ---@field click_zone node ---@field is_touch boolean ---@field is_drag boolean ---@field can_x boolean ---@field can_y boolean ---@field dx number ---@field dy number ---@field touch_id number ---@field x number ---@field y number ---@field screen_x number ---@field screen_y number ---@field touch_start_pos vector3 ---@field private _is_enabled boolean ---@field private _x_koef number ---@field private _y_koef number local M = component.create("drag", const.PRIORITY_INPUT_HIGH) local function start_touch(self, touch) self.is_touch = true self.is_drag = false self.touch_start_pos.x = touch.x self.touch_start_pos.y = touch.y self.x = touch.x self.y = touch.y self.screen_x = touch.screen_x self.screen_y = touch.screen_y self._scene_scale = helper.get_scene_scale(self.node) self.on_touch_start:trigger(self:get_context(), touch) end local function end_touch(self, touch) if self.is_drag then self.on_drag_end:trigger( self:get_context(), self.x - self.touch_start_pos.x, self.y - self.touch_start_pos.y, touch ) end self.is_drag = false if self.is_touch then self.is_touch = false self.on_touch_end:trigger(self:get_context(), touch) end self:reset_input_priority() self.touch_id = 0 end local function process_touch(self, touch) if not self.can_x then self.touch_start_pos.x = touch.x end if not self.can_y then self.touch_start_pos.y = touch.y end local distance = helper.distance(touch.x, touch.y, self.touch_start_pos.x, self.touch_start_pos.y) if not self.is_drag and distance >= self.style.DRAG_DEADZONE then self.is_drag = true self.on_drag_start:trigger(self:get_context(), touch) self:set_input_priority(const.PRIORITY_INPUT_MAX, true) end end --- Return current touch action from action input data -- If touch_id stored - return exact this touch action local function find_touch(action_id, action, touch_id) local act = helper.is_mobile() and const.ACTION_MULTITOUCH or const.ACTION_TOUCH if action_id ~= act then return end if action.touch then local touch = action.touch for i = 1, #touch do if touch[i].id == touch_id then return touch[i] end end return touch[1] else return action end end --- Process on touch release. We should to find, if any other -- touches exists to switch to another touch. local function on_touch_release(self, action_id, action) if #action.touch >= 2 then -- Find next unpressed touch local next_touch for i = 1, #action.touch do if not action.touch[i].released then next_touch = action.touch[i] break end end if next_touch then self.x = next_touch.x self.y = next_touch.y self.touch_id = next_touch.id else end_touch(self) end elseif #action.touch == 1 then end_touch(self) end end --- Component style params. -- You can override this component styles params in druid styles table -- or create your own style -- @table style -- @tfield number|nil DRAG_DEADZONE Distance in pixels to start dragging. Default: 10 -- @tfield boolean|nil NO_USE_SCREEN_KOEF If screen aspect ratio affects on drag values. Default: false function M:on_style_change(style) self.style = {} self.style.DRAG_DEADZONE = style.DRAG_DEADZONE or 10 self.style.NO_USE_SCREEN_KOEF = style.NO_USE_SCREEN_KOEF or false end ---Drag constructor ---@param node_or_node_id node|string ---@param on_drag_callback function function M:init(node_or_node_id, on_drag_callback) self.druid = self:get_druid() self.node = self:get_node(node_or_node_id) self.hover = self.druid:new_hover(self.node) self.dx = 0 self.dy = 0 self.touch_id = 0 self.x = 0 self.y = 0 self.screen_x = 0 self.screen_y = 0 self.is_touch = false self.is_drag = false self.touch_start_pos = vmath.vector3(0) self._is_enabled = true self.can_x = true self.can_y = true self._scene_scale = helper.get_scene_scale(self.node) self.click_zone = nil self.on_touch_start = Event() self.on_touch_end = Event() self.on_drag_start = Event() self.on_drag = Event(on_drag_callback) self.on_drag_end = Event() self:on_window_resized() self:set_drag_cursors(true) end ---Set Drag component enabled state. ---@param is_enabled boolean function M:set_drag_cursors(is_enabled) if defos and is_enabled then self.hover.style.ON_HOVER_CURSOR = defos.CURSOR_CROSSHAIR self.hover.style.ON_MOUSE_HOVER_CURSOR = defos.CURSOR_HAND else self.hover.style.ON_HOVER_CURSOR = nil self.hover.style.ON_MOUSE_HOVER_CURSOR = nil end end function M:on_late_init() 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 M:on_window_resized() local x_koef, y_koef = helper.get_screen_aspect_koef() self._x_koef = x_koef self._y_koef = y_koef self._scene_scale = helper.get_scene_scale(self.node) end function M:on_input_interrupt() if self.is_drag or self.is_touch then end_touch(self) end end ---@local ---@param action_id string ---@param action table function M:on_input(action_id, action) if action_id ~= const.ACTION_TOUCH and action_id ~= const.ACTION_MULTITOUCH then return false end if not self._is_enabled or not gui.is_enabled(self.node, true) then return false end local is_pick = helper.pick_node(self.node, action.x, action.y, self.click_zone) if not is_pick and not self.is_drag then end_touch(self) return false end local touch = find_touch(action_id, action, self.touch_id) if not touch then return false end if touch.id then self.touch_id = touch.id end self.dx = 0 self.dy = 0 if touch.pressed and not self.is_touch then start_touch(self, touch) end if touch.released and self.is_touch then if action.touch then -- Mobile on_touch_release(self, action_id, action) else -- PC end_touch(self, touch) end end if self.is_touch then process_touch(self, touch) end local touch_modified = find_touch(action_id, action, self.touch_id) if touch_modified and self.is_drag then self.dx = touch_modified.x - self.x self.dy = touch_modified.y - self.y end if touch_modified then self.x = touch_modified.x self.y = touch_modified.y self.screen_x = touch_modified.screen_x self.screen_y = touch_modified.screen_y end if self.is_drag and (self.dx ~= 0 or self.dy ~= 0) then local x_koef, y_koef = self._x_koef, self._y_koef if self.style.NO_USE_SCREEN_KOEF then x_koef, y_koef = 1, 1 end self.on_drag:trigger(self:get_context(), self.dx * x_koef / self._scene_scale.x, self.dy * y_koef / self._scene_scale.y, (self.x - self.touch_start_pos.x) * x_koef / self._scene_scale.x, (self.y - self.touch_start_pos.y) * y_koef / self._scene_scale.y, touch_modified) end return self.is_drag end ---Set Drag click zone ---@param node node|string|nil ---@return druid.drag self function M:set_click_zone(node) self.click_zone = self:get_node(node) return self end ---Set Drag component enabled state. ---@param is_enabled boolean ---@return druid.drag self function M:set_enabled(is_enabled) self._is_enabled = is_enabled return self end ---Check if Drag component is enabled ---@return boolean function M:is_enabled() return self._is_enabled end return M