2025-02-08 00:11:29 +02:00

863 lines
25 KiB
Lua
Executable File

-- Copyright (c) 2021 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
--- Component to handle scroll content.
-- <b># Overview #</b>
--
-- The Scroll component is designed to handle scrollable content and consists of two nodes: the scroll parent and the scroll input.
--
-- The scroll input represents the user input zone and remains static.
--
-- The scroll parent is the movable part of the scroll and changes its position.
--
-- The initial scroll size can be set by adjusting the size of the scroll parent.
-- If the size of the scroll parent is smaller than the scroll input size, scrolling is not available.
--
-- <b># Notes #</b>
--
-- • By default, the scroll style includes inertia and extra size for a stretching effect.
-- These settings can be adjusted using the scroll style settings.
-- For more details, refer to the scroll style settings.
--
-- • "Points of interest" can be set up for the scroll.
-- The scroll will always be centered on the closest point of interest.
-- This feature allows creating a slider without inertia and with points of interest on each scroll element.
--
-- • The scroll content size can be adjusted using the scroll:set_size(node_size) method.
-- This method sets a new size for the _content node.
--
-- • Inertial scrolling mode can be enabled or disabled using the scroll:set_inert(state) method.
--
-- • The extra stretch size can be adjusted using the scroll:set_extra_stretch_size method.
--
-- • Multitouch is required for scrolling. The scroll component correctly handles
-- touch ID swaps while dragging the scroll.
--
-- <a href="https://insality.github.io/druid/druid/index.html?example=general_scroll" target="_blank"><b>Example Link</b></a>
-- @module Scroll
-- @within BaseComponent
-- @alias druid.scroll
--- On scroll move callback(self, position)
-- @tfield event on_scroll event
--- On scroll_to function callback(self, target, is_instant)
-- @tfield event on_scroll_to event
--- On scroll_to_index function callback(self, index, point)
-- @tfield event on_point_scroll event
--- Scroll view node
-- @tfield node view_node
--- Scroll view size
-- @tfield vector3 view_size
--- Scroll content node
-- @tfield node content_node
--- Flag, if scroll now moving by inertion
-- @tfield boolean _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 Drag
--- Current index of points of interests
-- @tfield number|nil selected
--- Flag, if scroll now animating by gui.animate
-- @tfield boolean is_animate
---
local event = require("event.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
---@class druid.scroll: druid.base_component
---@field node node
---@field click_zone node|nil
---@field on_scroll event On scroll move callback(self, position)
---@field on_scroll_to event On scroll_to function callback(self, target, is_instant)
---@field on_point_scroll event On scroll_to_index function callback(self, index, point)
---@field view_node node Scroll view node
---@field view_border vector4 Scroll view border
---@field content_node node Scroll content node
---@field view_size vector3 Scroll view size
---@field position vector3 Current scroll position
---@field target_position vector3 Current scroll target position
---@field available_pos vector4 Available position for content node: (min_x, max_y, max_x, min_y)
---@field available_size vector3 Size of available positions: (width, height, 0)
---@field drag druid.drag Drag Druid component
---@field selected number|nil Current index of points of interests
---@field is_animate boolean Flag, if scroll now animating by gui.animate
---@field private _is_inert boolean Flag, if scroll now moving by inertion
---@field private inertion vector3 Current inert speed
---@field private _is_horizontal_scroll boolean Flag, if scroll now horizontal
---@field private _is_vertical_scroll boolean Flag, if scroll now vertical
---@field private _grid_on_change event Grid on change items event
---@field private _grid_on_change_callback function Grid on change items callback
---@field private _offset vector3 Offset value to set, where content is starts
---@field private style table Component style params
local M = 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 number|nil FRICT Multiplier for free inertion. Default: 0
-- @tfield number|nil FRICT_HOLD Multiplier for inertion, while touching. Default: 0
-- @tfield number|nil INERT_THRESHOLD Scroll speed to stop inertion. Default: 3
-- @tfield number|nil INERT_SPEED Multiplier for inertion speed. Default: 30
-- @tfield number|nil POINTS_DEADZONE Speed to check points of interests in no_inertion mode. Default: 20
-- @tfield number|nil BACK_SPEED Scroll back returning lerp speed. Default: 35
-- @tfield number|nil ANIM_SPEED Scroll gui.animation speed for scroll_to function. Default: 2
-- @tfield number|nil EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect). Default: 0
-- @tfield boolean|nil SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled. Default: false
-- @tfield boolean|nil WHEEL_SCROLL_SPEED The scroll speed via mouse wheel scroll or touchpad. Set to 0 to disable wheel scrolling. Default: 0
-- @tfield boolean|nil WHEEL_SCROLL_INVERTED If true, invert direction for touchpad and mouse wheel scroll. Default: false
-- @tfield boolean|nil WHEEL_SCROLL_BY_INERTION If true, wheel will add inertion to scroll. Direct set position otherwise.. Default: false
function M:on_style_change(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
--- The Scroll constructor
---@param view_node string|node GUI view scroll node
---@param content_node string|node GUI content scroll node
function M:init(view_node, content_node)
self.druid = self:get_druid()
self.view_node = self:get_node(view_node)
self.view_border = helper.get_border(self.view_node)
self.content_node = self:get_node(content_node)
self.view_size = helper.get_scaled_size(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.create()
self.on_scroll_to = event.create()
self.on_point_scroll = event.create()
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:_update_size()
end
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
function M:on_layout_change()
gui.set_position(self.content_node, self.position)
end
function M:update(dt)
if self.is_animate then
self.position.x = gui.get(self.content_node, "position.x") --[[@as number]]
self.position.y = gui.get(self.content_node, "position.y") --[[@as number]]
self.on_scroll:trigger(self:get_context(), self.position)
end
if self.drag.is_drag then
self:_update_hand_scroll(dt)
else
self:_update_free_scroll(dt)
end
end
function M:on_input(action_id, action)
return self:_process_scroll_wheel(action_id, action)
end
function M:on_remove()
self:bind_grid(nil)
end
--- Start scroll to target point.
---@param point vector3 Target point
---@param is_instant boolean|nil Instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true)
function M:scroll_to(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.x, target.y)
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.x, target.y)
end)
end
self.on_scroll_to:trigger(self:get_context(), target, is_instant)
end
--- Scroll to item in scroll by point index.
---@param index number Point index
---@param skip_cb boolean|nil If true, skip the point callback
function M:scroll_to_index(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
---@param percent vector3 target percent
---@param is_instant boolean|nil instant scroll flag
-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
function M:scroll_to_percent(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
)
if not self.drag.can_x then
pos.x = self.position.x
end
if not self.drag.can_y then
pos.y = self.position.y
end
self:scroll_to(pos, is_instant)
end
--- Return current scroll progress status.
-- Values will be in [0..1] interval
---@return vector3 New vector with scroll progress values
function M:get_percent()
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
---@param size vector3 The new size for content node
---@param offset vector3|nil Offset value to set, where content is starts
---@return druid.scroll Current scroll instance
function M:set_size(size, offset)
if offset then
self._offset = offset
end
gui.set_size(self.content_node, size)
self:_update_size()
return self
end
--- Set new scroll view size in case the node size was changed.
---@param size vector3 The new size for view node
---@return druid.scroll Current scroll instance
function M:set_view_size(size)
gui.set_size(self.view_node, size)
self.view_size = size
self.view_border = helper.get_border(self.view_node)
self:_update_size()
return self
end
--- Refresh scroll view size
function M:update_view_size()
self.view_size = helper.get_scaled_size(self.view_node)
self.view_border = helper.get_border(self.view_node)
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
---@param state boolean Inert scroll state
---@return druid.scroll Current scroll instance
function M:set_inert(state)
self._is_inert = state
return self
end
--- Return if scroll have inertion.
---@return boolean @If scroll have inertion
function M:is_inert()
return self._is_inert
end
--- Set extra size for scroll stretching.
-- Set 0 to disable stretching effect
---@param stretch_size number|nil Size in pixels of additional scroll area
---@return druid.scroll Current scroll instance
function M:set_extra_stretch_size(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.
---@return vector3 Available scroll size
function M:get_scroll_size()
return self.available_size
end
--- Set points of interest.
-- Scroll will always centered on closer points
---@param points table Array of vector3 points
---@return druid.scroll Current scroll instance
function M:set_points(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
---@param state boolean True, if horizontal scroll is enabled
---@return druid.scroll Current scroll instance
function M:set_horizontal_scroll(state)
self._is_horizontal_scroll = state
self.drag.can_x = self.available_size.x > 0 and state or false
return self
end
--- Lock or unlock vertical scroll
---@param state boolean True, if vertical scroll is enabled
---@return druid.scroll Current scroll instance
function M:set_vertical_scroll(state)
self._is_vertical_scroll = state
self.drag.can_y = self.available_size.y > 0 and state or false
return self
end
--- Check node if it visible now on scroll.
-- Extra border is not affected. Return true for elements in extra scroll zone
---@param node node The node to check
---@return boolean True if node in visible scroll area
function M:is_node_in_view(node)
local node_offset_for_view = gui.get_position(node)
local parent = gui.get_parent(node)
local is_parent_of_view = false
while parent do
if parent ~= self.view_node then
local parent_pos = gui.get_position(parent)
node_offset_for_view.x = node_offset_for_view.x + parent_pos.x
node_offset_for_view.y = node_offset_for_view.y + parent_pos.y
parent = gui.get_parent(parent)
else
is_parent_of_view = true
parent = nil
end
end
if not is_parent_of_view then
error("The node to check is_node_in_view should be child if scroll view")
return false
end
local node_border = helper.get_border(node, node_offset_for_view)
-- Check is vertical outside (Left or Right):
if node_border.z < self.view_border.x or node_border.x > self.view_border.z then
return false
end
-- Check is horizontal outside (Up or Down):
if node_border.w > self.view_border.y or node_border.y < self.view_border.w then
return false
end
return true
end
--- Bind the grid component (Static or Dynamic) to recalculate
-- scroll size on grid changes
---@param grid druid.grid|nil Druid grid component
---@return druid.scroll Current scroll instance
function M:bind_grid(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 self
end
self._grid_on_change = grid.on_change_items
self._grid_on_change_callback = self._grid_on_change:subscribe(function()
local size = grid:get_size()
local offset = grid:get_offset()
self:set_size(size, 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
---@param node node|string Gui node
function M:set_click_zone(node)
self.drag:set_click_zone(node)
end
function M:_on_scroll_drag(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 M:_check_soft_zone()
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 M:_cancel_animate()
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 M:_set_scroll_position(position_x, position_y)
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
gui.set_position(self.content_node, self.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
---@private
function M:_check_points()
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 = -1
local index_on_inert = -1
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
if index_on_inert >= 0 then
self:scroll_to_index(index_on_inert)
else
self:scroll_to_index(index)
end
end
function M:_check_threshold()
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 M:_update_free_scroll(dt)
if self.is_animate then
return
end
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.x, target.y)
end
end
function M:_update_hand_scroll(dt)
if self.is_animate then
self:_cancel_animate()
end
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.x, self.target_position.y)
end
function M:_on_touch_start()
self.inertion.x = 0
self.inertion.y = 0
self.target_position.x = self.position.x
self.target_position.y = self.position.y
end
function M:_on_touch_end()
self:_check_threshold()
end
function M:_update_size()
local content_border = helper.get_border(self.content_node)
local content_size = helper.get_scaled_size(self.content_node)
self.available_pos = get_border_vector(self.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
local sign_x = content_size.x > self.view_size.x and 1 or -1
content_border_extra.x = content_border_extra.x - stretch_size * sign_x
content_border_extra.z = content_border_extra.z + stretch_size * sign_x
local sign_y = content_size.y > self.view_size.y and 1 or -1
content_border_extra.y = content_border_extra.y + stretch_size * sign_y
content_border_extra.w = content_border_extra.w - stretch_size * sign_y
if not self.style.SMALL_CONTENT_SCROLL then
self.drag.can_x = content_size.x > self.view_size.x and self._is_horizontal_scroll
self.drag.can_y = content_size.y > self.view_size.y and self._is_vertical_scroll
end
self.available_pos_extra = get_border_vector(self.view_border - content_border_extra, self._offset)
self.available_size_extra = get_size_vector(self.available_pos_extra)
self:_set_scroll_position(self.position.x, self.position.y)
self.target_position.x = self.position.x
self.target_position.y = self.position.y
self.drag:set_drag_cursors(self.drag.can_x or self.drag.can_y)
end
function M:_process_scroll_wheel(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.x, self.target_position.y)
self:_check_points()
end
return true
end
function M:_on_mouse_hover(state)
self._is_mouse_hover = state
end
return M