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Refactor scroll component (renamed functions)
This commit is contained in:
parent
7b1feee341
commit
034abda460
@ -32,7 +32,7 @@ local const = require("druid.const")
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local helper = require("druid.helper")
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local component = require("druid.component")
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local M = component.create("scroll", { const.ON_UPDATE, const.ON_LAYOUT_CHANGE })
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local Scroll = component.create("scroll", { const.ON_UPDATE, const.ON_LAYOUT_CHANGE })
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local function inverse_lerp(min, max, current)
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@ -61,7 +61,264 @@ local function get_size_vector(vector)
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end
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local function on_scroll_drag(self, dx, dy)
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--- Component style params.
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-- You can override this component styles params in druid styles table
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-- or create your own style
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-- @table Style
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-- @tfield[opt=0] number FRICT Multiplier for free inertion
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-- @tfield[opt=0] number FRICT_HOLD Multiplier for inertion, while touching
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-- @tfield[opt=3] number INERT_THRESHOLD Scroll speed to stop inertion
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-- @tfield[opt=30] number INERT_SPEED Multiplier for inertion speed
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-- @tfield[opt=20] number POINTS_DEADZONE Speed to check points of interests in no_inertion mode
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-- @tfield[opt=0.35] number BACK_SPEED Scroll back returning lerp speed
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-- @tfield[opt=0.2] number ANIM_SPEED Scroll gui.animation speed for scroll_to function
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-- @tfield[opt=0] number EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect)
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-- @tfield[opt=false] bool SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled
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function Scroll:on_style_change(style)
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self.style = {}
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self.style.EXTRA_STRETCH_SIZE = style.EXTRA_STRETCH_SIZE or 0
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self.style.ANIM_SPEED = style.ANIM_SPEED or 0.2
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self.style.BACK_SPEED = style.BACK_SPEED or 0.35
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self.style.FRICT = style.FRICT or 0
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self.style.FRICT_HOLD = style.FRICT_HOLD or 0
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self.style.INERT_THRESHOLD = style.INERT_THRESHOLD or 3
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self.style.INERT_SPEED = style.INERT_SPEED or 30
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self.style.POINTS_DEADZONE = style.POINTS_DEADZONE or 20
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self.style.SMALL_CONTENT_SCROLL = style.SMALL_CONTENT_SCROLL or false
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self._is_inert = not (self.style.FRICT == 0 or
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self.style.FRICT_HOLD == 0 or
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self.style.INERT_SPEED == 0)
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end
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--- Scroll constructor.
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-- @function scroll:init
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-- @tparam node view_node GUI view scroll node
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-- @tparam node content_node GUI content scroll node
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function Scroll:init(view_node, content_node)
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self.druid = self:get_druid()
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self.view_node = self:get_node(view_node)
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self.content_node = self:get_node(content_node)
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self.position = gui.get_position(self.content_node)
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self.target_position = vmath.vector3(self.position)
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self.inertion = vmath.vector3(0)
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self.drag = self.druid:new_drag(view_node, self._on_scroll_drag)
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self.drag.on_touch_start:subscribe(self._on_touch_start)
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self.drag.on_touch_end:subscribe(self._on_touch_end)
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self.on_scroll = Event()
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self.on_scroll_to = Event()
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self.on_point_scroll = Event()
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self.selected = nil
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self.is_animate = false
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self._is_horizontal_scroll = true
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self._is_vertical_scroll = true
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self:_update_size()
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end
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function Scroll:on_layout_change()
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gui.set_position(self.content_node, self.position)
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end
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function Scroll:update(dt)
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if self.drag.is_drag then
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self:_update_hand_scroll(dt)
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else
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self:_update_free_scroll(dt)
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end
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end
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--- Start scroll to target point.
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-- @function scroll:scroll_to
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-- @tparam point vector3 Target point
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-- @tparam[opt] bool is_instant Instant scroll flag
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-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
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-- @usage scroll:scroll_to(vmath.vector3(0), true)
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function Scroll:scroll_to(point, is_instant)
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local b = self.available_pos
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local target = vmath.vector3(-point.x, -point.y, 0)
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target.x = helper.clamp(target.x, b.x, b.z)
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target.y = helper.clamp(target.y, b.y, b.w)
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self:_cancel_animate()
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self.is_animate = not is_instant
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if is_instant then
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self.target_position = target
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self:_set_scroll_position(target)
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else
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gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
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self.is_animate = false
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self.target_position = target
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self:_set_scroll_position(target)
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end)
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end
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self.on_scroll_to:trigger(self:get_context(), target, is_instant)
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end
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--- Scroll to item in scroll by point index.
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-- @function scroll:scroll_to_index
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-- @tparam number index Point index
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-- @tparam[opt] bool skip_cb If true, skip the point callback
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function Scroll:scroll_to_index(index, skip_cb)
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if not self.points then
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return
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end
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index = helper.clamp(index, 1, #self.points)
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if self.selected ~= index then
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self.selected = index
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if not skip_cb then
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self.on_point_scroll:trigger(self:get_context(), index, self.points[index])
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end
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end
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self:scroll_to(self.points[index])
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end
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--- Start scroll to target scroll percent
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-- @function scroll:scroll_to_percent
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-- @tparam point vector3 target percent
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-- @tparam[opt] bool is_instant instant scroll flag
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-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
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function Scroll:scroll_to_percent(percent, is_instant)
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local border = self.available_pos
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local pos = vmath.vector3(
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-helper.lerp(border.x, border.z, 1 - percent.x),
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-helper.lerp(border.w, border.y, 1 - percent.y),
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0
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)
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self:scroll_to(pos, is_instant)
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end
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--- Return current scroll progress status.
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-- Values will be in [0..1] interval
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-- @function scroll:get_percent
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-- @treturn vector3 New vector with scroll progress values
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function Scroll:get_percent()
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local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.position.x)
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local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.position.y)
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return vmath.vector3(x_perc, y_perc, 0)
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end
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--- Set scroll content size.
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-- It will change content gui node size
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-- @function scroll:set_size
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-- @tparam vector3 size The new size for content node
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_size(size)
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gui.set_size(self.content_node, size)
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self:_update_size()
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return self
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end
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--- Enable or disable scroll inert.
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-- If disabled, scroll through points (if exist)
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-- If no points, just simple drag without inertion
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-- @function scroll:set_inert
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-- @tparam bool state Inert scroll state
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_inert(state)
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self._is_inert = state
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return self
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end
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--- Return if scroll have inertion.
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-- @function scroll:is_inert
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-- @treturn bool If scroll have inertion
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function Scroll:is_inert()
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return self._is_inert
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end
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--- Set extra size for scroll stretching.
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-- Set 0 to disable stretching effect
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-- @function scroll:set_extra_stretch_size
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-- @tparam[opt=0] number stretch_size Size in pixels of additional scroll area
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_extra_stretch_size(stretch_size)
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self.style.EXTRA_STRETCH_SIZE = stretch_size or 0
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self:_update_size()
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return self
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end
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--- Return vector of scroll size with width and height.
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-- @function scroll:get_scroll_size
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-- @treturn vector3 Available scroll size
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function Scroll:get_scroll_size()
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return self.available_size
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end
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--- Set points of interest.
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-- Scroll will always centered on closer points
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-- @function scroll:set_points
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-- @tparam table points Array of vector3 points
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_points(points)
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self.points = points
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table.sort(self.points, function(a, b)
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return a.x > b.x or a.y < b.y
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end)
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self:_check_threshold()
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return self
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end
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--- Lock or unlock horizontal scroll
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-- @function scroll:set_horizontal_scroll
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-- @tparam bool state True, if horizontal scroll is enabled
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_horizontal_scroll(state)
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self._is_horizontal_scroll = state
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self.drag.can_x = self.available_size.x > 0 and state
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return self
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end
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--- Lock or unlock vertical scroll
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-- @function scroll:set_vertical_scroll
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-- @tparam bool state True, if vertical scroll is enabled
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_vertical_scroll(state)
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self._is_vertical_scroll = state
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self.drag.can_y = self.available_size.y > 0 and state
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return self
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end
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function Scroll:_on_scroll_drag(dx, dy)
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local t = self.target_position
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local b = self.available_pos
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local eb = self.available_pos_extra
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@ -102,7 +359,7 @@ local function on_scroll_drag(self, dx, dy)
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end
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local function check_soft_zone(self)
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function Scroll:_check_soft_zone()
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local target = self.target_position
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local border = self.available_pos
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local speed = self.style.BACK_SPEED
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@ -127,7 +384,7 @@ end
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--- Cancel animation on other animation or input touch
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local function cancel_animate(self)
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function Scroll:_cancel_animate()
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if self.is_animate then
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self.target_position = gui.get_position(self.content_node)
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self.position.x = self.target_position.x
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@ -138,8 +395,7 @@ local function cancel_animate(self)
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end
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local function set_scroll_position(self, position)
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function Scroll:_set_scroll_position(position)
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local available_extra = self.available_pos_extra
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position.x = helper.clamp(position.x, available_extra.x, available_extra.z)
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position.y = helper.clamp(position.y, available_extra.w, available_extra.y)
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@ -158,7 +414,7 @@ end
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-- if no inert, scroll to next point by scroll direction
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-- if inert, find next point by scroll director
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-- @local
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local function check_points(self)
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function Scroll:_check_points()
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if not self.points then
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return
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end
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@ -210,7 +466,7 @@ local function check_points(self)
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end
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local function check_threshold(self)
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function Scroll:_check_threshold()
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local is_stopped = false
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if self.inertion.x ~= 0 and math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then
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@ -223,12 +479,12 @@ local function check_threshold(self)
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end
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if is_stopped or not self._is_inert then
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check_points(self)
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self:_check_points()
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end
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end
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local function update_free_scroll(self, dt)
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function Scroll:_update_free_scroll(dt)
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local target = self.target_position
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if self._is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
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@ -236,31 +492,31 @@ local function update_free_scroll(self, dt)
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target.x = self.position.x + self.inertion.x * self.style.INERT_SPEED * dt
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target.y = self.position.y + self.inertion.y * self.style.INERT_SPEED * dt
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check_threshold(self)
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self:_check_threshold()
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end
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-- Inertion friction
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self.inertion = self.inertion * self.style.FRICT
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check_soft_zone(self)
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self:_check_soft_zone()
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if self.position.x ~= target.x or self.position.y ~= target.y then
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set_scroll_position(self, target)
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self:_set_scroll_position(target)
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end
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end
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local function update_hand_scroll(self, dt)
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function Scroll:_update_hand_scroll(dt)
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local dx = self.target_position.x - self.position.x
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local dy = self.target_position.y - self.position.y
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self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
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self.inertion.y = (self.inertion.y + dy) * self.style.FRICT_HOLD
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set_scroll_position(self, self.target_position)
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self:_set_scroll_position(self.target_position)
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end
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local function on_touch_start(self)
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function Scroll:_on_touch_start()
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self.inertion.x = 0
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self.inertion.y = 0
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self.target_position.x = self.position.x
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@ -268,12 +524,12 @@ local function on_touch_start(self)
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end
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local function on_touch_end(self)
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check_threshold(self)
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function Scroll:_on_touch_end()
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self:_check_threshold()
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end
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local function update_size(self)
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function Scroll:_update_size()
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local view_border = helper.get_border(self.view_node)
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local view_size = vmath.mul_per_elem(gui.get_size(self.view_node), gui.get_scale(self.view_node))
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@ -314,261 +570,4 @@ local function update_size(self)
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end
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--- Component style params.
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-- You can override this component styles params in druid styles table
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-- or create your own style
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-- @table Style
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-- @tfield[opt=0] number FRICT Multiplier for free inertion
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-- @tfield[opt=0] number FRICT_HOLD Multiplier for inertion, while touching
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-- @tfield[opt=3] number INERT_THRESHOLD Scroll speed to stop inertion
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-- @tfield[opt=30] number INERT_SPEED Multiplier for inertion speed
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-- @tfield[opt=20] number POINTS_DEADZONE Speed to check points of interests in no_inertion mode
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-- @tfield[opt=0.35] number BACK_SPEED Scroll back returning lerp speed
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-- @tfield[opt=0.2] number ANIM_SPEED Scroll gui.animation speed for scroll_to function
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-- @tfield[opt=0] number EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect)
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-- @tfield[opt=false] bool SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled
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function M.on_style_change(self, style)
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self.style = {}
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self.style.EXTRA_STRETCH_SIZE = style.EXTRA_STRETCH_SIZE or 0
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self.style.ANIM_SPEED = style.ANIM_SPEED or 0.2
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self.style.BACK_SPEED = style.BACK_SPEED or 0.35
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self.style.FRICT = style.FRICT or 0
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self.style.FRICT_HOLD = style.FRICT_HOLD or 0
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self.style.INERT_THRESHOLD = style.INERT_THRESHOLD or 3
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self.style.INERT_SPEED = style.INERT_SPEED or 30
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self.style.POINTS_DEADZONE = style.POINTS_DEADZONE or 20
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self.style.SMALL_CONTENT_SCROLL = style.SMALL_CONTENT_SCROLL or false
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self._is_inert = not (self.style.FRICT == 0 or
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self.style.FRICT_HOLD == 0 or
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self.style.INERT_SPEED == 0)
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end
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--- Scroll constructor.
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-- @function scroll:init
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-- @tparam node view_node GUI view scroll node
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-- @tparam node content_node GUI content scroll node
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function M.init(self, view_node, content_node)
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self.druid = self:get_druid()
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self.view_node = self:get_node(view_node)
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self.content_node = self:get_node(content_node)
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self.position = gui.get_position(self.content_node)
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self.target_position = vmath.vector3(self.position)
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self.inertion = vmath.vector3(0)
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self.drag = self.druid:new_drag(view_node, on_scroll_drag)
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self.drag.on_touch_start:subscribe(on_touch_start)
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self.drag.on_touch_end:subscribe(on_touch_end)
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self.on_scroll = Event()
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self.on_scroll_to = Event()
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self.on_point_scroll = Event()
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self.selected = nil
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self.is_animate = false
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self._is_horizontal_scroll = true
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self._is_vertical_scroll = true
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update_size(self)
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end
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function M.on_layout_change(self)
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gui.set_position(self.content_node, self.position)
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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.available_pos
|
||||
local target = vmath.vector3(-point.x, -point.y, 0)
|
||||
target.x = helper.clamp(target.x, b.x, b.z)
|
||||
target.y = helper.clamp(target.y, b.y, b.w)
|
||||
|
||||
cancel_animate(self)
|
||||
|
||||
self.is_animate = not is_instant
|
||||
|
||||
if is_instant then
|
||||
self.target_position = target
|
||||
set_scroll_position(self, target)
|
||||
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
|
||||
set_scroll_position(self, target)
|
||||
end)
|
||||
end
|
||||
|
||||
self.on_scroll_to:trigger(self:get_context(), target, is_instant)
|
||||
end
|
||||
|
||||
|
||||
--- Scroll to item in scroll by point index.
|
||||
-- @function scroll:scroll_to_index
|
||||
-- @tparam number index Point index
|
||||
-- @tparam[opt] bool skip_cb If true, skip the point callback
|
||||
function M.scroll_to_index(self, 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
|
||||
-- @function scroll:scroll_to_percent
|
||||
-- @tparam point vector3 target percent
|
||||
-- @tparam[opt] bool is_instant instant scroll flag
|
||||
-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
|
||||
function M.scroll_to_percent(self, percent, is_instant)
|
||||
local border = self.available_pos
|
||||
|
||||
local pos = vmath.vector3(
|
||||
-helper.lerp(border.x, border.z, 1 - percent.x),
|
||||
-helper.lerp(border.w, border.y, 1 - percent.y),
|
||||
0
|
||||
)
|
||||
|
||||
M.scroll_to(self, pos, is_instant)
|
||||
end
|
||||
|
||||
|
||||
--- Return current scroll progress status.
|
||||
-- Values will be in [0..1] interval
|
||||
-- @function scroll:get_percent
|
||||
-- @treturn vector3 New vector with scroll progress values
|
||||
function M.get_percent(self)
|
||||
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
|
||||
-- @function scroll:set_size
|
||||
-- @tparam vector3 size The new size for content node
|
||||
-- @treturn druid.scroll Current scroll instance
|
||||
function M.set_size(self, size)
|
||||
gui.set_size(self.content_node, size)
|
||||
update_size(self)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Enable or disable scroll inert.
|
||||
-- If disabled, scroll through points (if exist)
|
||||
-- If no points, just simple drag without inertion
|
||||
-- @function scroll:set_inert
|
||||
-- @tparam bool state Inert scroll state
|
||||
-- @treturn druid.scroll Current scroll instance
|
||||
function M.set_inert(self, state)
|
||||
self._is_inert = state
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Return if scroll have inertion.
|
||||
-- @function scroll:is_inert
|
||||
-- @treturn bool If scroll have inertion
|
||||
function M.is_inert(self)
|
||||
return self._is_inert
|
||||
end
|
||||
|
||||
|
||||
--- Set extra size for scroll stretching.
|
||||
-- Set 0 to disable stretching effect
|
||||
-- @function scroll:set_extra_stretch_size
|
||||
-- @tparam[opt=0] number stretch_size Size in pixels of additional scroll area
|
||||
-- @treturn druid.scroll Current scroll instance
|
||||
function M.set_extra_stretch_size(self, stretch_size)
|
||||
self.style.EXTRA_STRETCH_SIZE = stretch_size or 0
|
||||
update_size(self)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Return vector of scroll size with width and height.
|
||||
-- @function scroll:get_scroll_size
|
||||
-- @treturn vector3 Available scroll size
|
||||
function M.get_scroll_size(self)
|
||||
return self.available_size
|
||||
end
|
||||
|
||||
|
||||
--- Set points of interest.
|
||||
-- Scroll will always centered on closer points
|
||||
-- @function scroll:set_points
|
||||
-- @tparam table points Array of vector3 points
|
||||
-- @treturn druid.scroll Current scroll instance
|
||||
function M.set_points(self, points)
|
||||
self.points = points
|
||||
|
||||
table.sort(self.points, function(a, b)
|
||||
return a.x > b.x or a.y < b.y
|
||||
end)
|
||||
|
||||
check_threshold(self)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Lock or unlock horizontal scroll
|
||||
-- @function scroll:set_horizontal_scroll
|
||||
-- @tparam bool state True, if horizontal scroll is enabled
|
||||
-- @treturn 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
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Lock or unlock vertical scroll
|
||||
-- @function scroll:set_vertical_scroll
|
||||
-- @tparam bool state True, if vertical scroll is enabled
|
||||
-- @treturn 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
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
return M
|
||||
return Scroll
|
||||
|
Loading…
x
Reference in New Issue
Block a user