2025-03-18 21:32:11 +02:00

349 lines
8.9 KiB
Lua

local event = require("event.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
---@class druid.drag.style
---@field DRAG_DEADZONE number Distance in pixels to start dragging. Default: 10
---@field NO_USE_SCREEN_KOEF boolean If screen aspect ratio affects on drag values. Default: false
---A component that allows you to subscribe to drag events over a node
---@class druid.drag: druid.component
---@field node node The node to subscribe to drag events over
---@field on_touch_start event fun(self, touch) The event triggered when a touch starts
---@field on_touch_end event fun(self, touch) The event triggered when a touch ends
---@field on_drag_start event fun(self, touch) The event triggered when a drag starts
---@field on_drag event fun(self, touch) The event triggered when a drag occurs
---@field on_drag_end event fun(self, touch) The event triggered when a drag ends
---@field style druid.drag.style The style of Drag component
---@field click_zone node|nil The click zone of Drag component
---@field is_touch boolean True if a touch is active
---@field is_drag boolean True if a drag is active
---@field can_x boolean True if Drag can move horizontally
---@field can_y boolean True if Drag can move vertically
---@field dx number The horizontal drag distance
---@field dy number The vertical drag distance
---@field touch_id number The touch id
---@field x number The current x position
---@field y number The current y position
---@field screen_x number The current screen x position
---@field screen_y number The current screen y position
---@field touch_start_pos vector3 The touch start position
---@field private _is_enabled boolean True if Drag component is enabled
---@field private _x_koef number The x koef
---@field private _y_koef number The y koef
local M = component.create("drag", const.PRIORITY_INPUT_HIGH)
---The constructor for Drag component
---@param node_or_node_id node|string The node to subscribe to drag events over
---@param on_drag_callback fun(self, touch) The callback to call when a drag occurs
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.create()
self.on_touch_end = event.create()
self.on_drag_start = event.create()
self.on_drag = event.create(on_drag_callback)
self.on_drag_end = event.create()
self:on_window_resized()
self:set_drag_cursors(true)
end
---@private
---@param style druid.drag.style The style of Drag component
function M:on_style_change(style)
self.style = {
DRAG_DEADZONE = style.DRAG_DEADZONE or 10,
NO_USE_SCREEN_KOEF = style.NO_USE_SCREEN_KOEF or false,
}
end
---Set Drag component enabled state.
---@param is_enabled boolean True if Drag component is enabled
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
---@private
function M:on_late_init()
if not self.click_zone then
local stencil_node = helper.get_closest_stencil_node(self.node)
if stencil_node then
self:set_click_zone(stencil_node)
end
end
end
---@private
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
---@private
function M:on_input_interrupt()
if self.is_drag or self.is_touch then
self:_end_touch()
end
end
---@private
---@param action_id hash Action id from on_input
---@param action table Action from on_input
---@return boolean is_consumed True if the input was consumed
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
self:_end_touch()
return false
end
local touch = self:_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
self:_start_touch(touch)
end
if touch.released and self.is_touch then
if action.touch then
-- Mobile
self:_on_touch_release(action_id, action)
else
-- PC
self:_end_touch(touch)
end
end
if self.is_touch then
self:_process_touch(touch)
end
local touch_modified = self:_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 Node or node id
---@return druid.drag self Current instance
function M:set_click_zone(node)
self.click_zone = node and self:get_node(node) or nil
return self
end
---Set Drag component enabled state.
---@param is_enabled boolean
---@return druid.drag self Current instance
function M:set_enabled(is_enabled)
self._is_enabled = is_enabled
return self
end
---Check if Drag component is capture input
---@return boolean is_enabled True if Drag component is enabled
function M:is_enabled()
return self._is_enabled
end
function M:_start_touch(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
---@param touch touch|nil
function M:_end_touch(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
---@param touch touch Touch action
function M:_process_touch(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
---@param action_id hash Action id from on_input
---@param action table Action from on_input
---@param touch_id number Touch id
---@return table|nil touch Touch action
function M:_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.
---@param action_id hash Action id from on_input
---@param action table Action from on_input
function M:_on_touch_release(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
self:_end_touch()
end
elseif #action.touch == 1 then
self:_end_touch()
end
end
return M