--- -- @module druid.scroll --- Components fields -- @table Fields --- Component events -- @table Events --- Component style params -- @table Style local Event = require("druid.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") local M = component.create("scroll", { const.ON_UPDATE }) local function on_scroll_drag(self, dx, dy) dy = -dy local t = self.target_pos local b = self.available_soft_pos local soft = 100 -- Handle soft zones -- Percent - multiplier for delta. Less if outside of scroll zone local x_perc = 1 local y_perc = 1 if t.x < b.x and dx < 0 then x_perc = (soft - (b.x - t.x)) / soft end if t.x > b.z and dx > 0 then x_perc = (soft - (t.x - b.z)) / soft end -- If disabled scroll by x if not self.can_x then x_perc = 0 end if t.y > b.y and dy < 0 then y_perc = (soft - (t.y - b.y)) / soft end if t.y < b.w and dy > 0 then y_perc = (soft - (b.w - t.y)) / soft end -- If disabled scroll by y if not self.can_y then y_perc = 0 end -- Reset inert if outside of scroll zone if x_perc ~= 1 then self.inertion.x = 0 end if y_perc ~= 1 then self.inertion.y = 0 end t.x = t.x + dx * x_perc t.y = t.y - dy * y_perc end local function set_pos(self, position) 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 if helper.sign(dx) ~= helper.sign(self.inertion.x) then self.inertion.x = 0 end if helper.sign(dy) ~= helper.sign(self.inertion.y) then self.inertion.y = 0 end self.inertion.x = self.inertion.x + dx self.inertion.y = self.inertion.y + dy self.inertion.x = math.abs(self.inertion.x) * helper.sign(dx) self.inertion.y = math.abs(self.inertion.y) * helper.sign(dy) self.inertion.x = self.inertion.x * self.style.FRICT_HOLD self.inertion.y = self.inertion.y * 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_soft_pos if t.y > b.y then t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED) end if t.x < b.x then t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED) end if t.y < b.w then t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED) end if t.x > b.z then t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED) end end local function check_threshold(self) if vmath.length(self.inertion) < self.style.INERT_THRESHOLD then self.inertion.x = 0 self.inertion.y = 0 end end local function update_free_scroll(self, dt) local target = self.target_pos -- 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 -- Inertion friction self.inertion = self.inertion * self.style.FRICT check_threshold(self) check_soft_zone(self) set_pos(self, target) 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 local function update_size(self) self.view_size = helper.get_border(self.view_node) self.content_soft_size = helper.get_border(self.content_node) self.available_soft_pos = vmath.vector4( self.content_soft_size.x - self.view_size.x, self.content_soft_size.y - self.view_size.y, self.content_soft_size.z - self.view_size.z, self.content_soft_size.w - self.view_size.w ) self.can_x = math.abs(self.available_soft_pos.x - self.available_soft_pos.z) > 0 self.can_y = math.abs(self.available_soft_pos.y - self.available_soft_pos.w) > 0 self.drag.can_x = self.can_x self.drag.can_y = self.can_y self.content_size = helper.get_border(self.content_node) if self.can_x then self.content_size.x = self.content_size.x + self.style.EXTRA_STRECH_SIZE.x self.content_size.z = self.content_size.z + self.style.EXTRA_STRECH_SIZE.z end if self.can_y then self.content_size.y = self.content_size.y + self.style.EXTRA_STRECH_SIZE.y self.content_size.w = self.content_size.w + self.style.EXTRA_STRECH_SIZE.w end self.available_pos = vmath.vector4( self.content_size.x - self.view_size.x, self.content_size.y - self.view_size.y, self.content_size.z - self.view_size.z, self.content_size.w - self.view_size.w ) print("view", self.view_size) print("soft size", self.content_soft_size) print("content size", self.content_size) print(self.can_x, self.can_y) print("available pos", self.available_pos) print("current pos", self.current_pos) 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 function M.init(self, view_zone, content_zone) self.druid = self:get_druid() self.style = self:get_style() 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.inertion = vmath.vector3() self.drag = self.druid:new_drag(view_zone, on_scroll_drag) self.drag.on_touch_start:subscribe(on_touch_start) self.on_scroll = Event() self.on_scroll_to = Event() self.on_point_scroll = Event() 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) else update_free_scroll(self, dt) end end --- Start scroll to target point -- @function scroll:scroll_to -- @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) local b = self.border local target = vmath.vector3(point) target.x = helper.clamp(point.x - self.center_offset.x, b.x, b.z) target.y = helper.clamp(point.y - self.center_offset.y, b.y, b.w) cancel_animate(self) self.animate = not is_instant if is_instant then self.target = target set_pos(self, target) else gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function() self.animate = false self.target = target set_pos(self, target) end) end self.on_scroll_to:trigger(self:get_context(), target, is_instant) end function M.scroll_to_percent(self, percent, is_instant) local border = self.border local size_x = math.abs(border.z - border.x) if size_x == 0 then size_x = 1 end local size_y = math.abs(border.w - border.y) if size_y == 0 then size_y = 1 end local pos = vmath.vector3( -size_x * percent.x + border.x, -size_y * percent.y + border.y, 0) M.scroll_to(self, pos, is_instant) end function M.get_percent(self) local y_dist = self.available_soft_pos.y - self.available_soft_pos.w local y_perc = y_dist ~= 0 and (self.current_pos.y - self.available_soft_pos.w) / y_dist or 1 local x_dist = self.available_soft_pos.z - self.available_soft_pos.x local x_perc = x_dist ~= 0 and (self.current_pos.x - self.available_soft_pos.z) / x_dist or 1 return vmath.vector3(x_perc, y_perc, 0) end return M