2020-04-28 23:22:00 +03:00

296 lines
7.5 KiB
Lua

---
-- @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 extra_size = self.style.EXTRA_STRECH_SIZE
-- 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 = (-extra_size.x - (b.x - t.x)) / -extra_size.x
end
if t.x > b.z and dx > 0 then
x_perc = (extra_size.z - (t.x - b.z)) / extra_size.z
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 = (extra_size.y - (t.y - b.y)) / extra_size.y
end
if t.y < b.w and dy > 0 then
y_perc = (-extra_size.w - (b.w - t.y)) / -extra_size.w
end
-- If disabled scroll by y
if not self.can_y then
y_perc = 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
self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
self.inertion.y = (self.inertion.y + dy) * 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 math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then
self.inertion.x = 0
end
if math.abs(self.inertion.y) < self.style.INERT_THRESHOLD then
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(0)
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