mirror of
https://github.com/Insality/druid.git
synced 2025-09-27 18:12:19 +02:00
Update annotations: scroll, hover and drag
This commit is contained in:
@@ -5,29 +5,53 @@
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-- Setup initial scroll size by changing scroll parent size. If scroll parent
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-- size will be less than scroll_input size, no scroll is available. For scroll
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-- parent size should be more than input size
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-- @module druid.scroll
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-- @module Scroll
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-- @within BaseComponent
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-- @alias druid.scroll
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--- Component events
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-- @table Events
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-- @tfield druid_event on_scroll On scroll move callback
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-- @tfield druid_event on_scroll_to On scroll_to function callback
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-- @tfield druid_event on_point_scroll On scroll_to_index function callback
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--- Component fields
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-- @table Fields
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-- @tfield node view_node Scroll view node
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-- @tfield node content_node Scroll content node
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-- @tfield bool is_inert Flag, if scroll now moving by inertion
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-- @tfield vector3 inertion Current inert speed
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-- @tfield vector3 position Current scroll posisition
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-- @tfield vector3 target_position Current scroll target position
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-- @tfield vector4 available_pos Available position for content node: (min_x, max_y, max_x, min_y)
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-- @tfield vector3 available_size Size of available positions: (width, height, 0)
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-- @tfield druid.drag drag Drag component
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-- @tfield[opt] selected Current index of points of interests
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-- @tfield bool is_animate Flag, if scroll now animating by gui.animate
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--- On scroll move callback
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-- @tfield druid_event on_scroll(self, position)
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--- On scroll_to function callback(self, target, is_instant)
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-- @tfield druid_event on_scroll_to
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--- On scroll_to_index function callback
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-- @tfield druid_event on_point_scroll(self, index, point)
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--- Scroll view node
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-- @tfield node view_node
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--- Scroll content node
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-- @tfield node content_node
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--- Flag, if scroll now moving by inertion
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-- @tfield bool is_inert
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--- Current inert speed
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-- @tfield vector3 inertion
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--- Current scroll posisition
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-- @tfield vector3 position
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--- Current scroll target position
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-- @tfield vector3 target_position
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--- Available position for content node: (min_x, max_y, max_x, min_y)
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-- @tfield vector4 available_pos
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--- Size of available positions: (width, height, 0)
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-- @tfield vector3 available_size
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--- Drag Druid component
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-- @tfield Drag drag
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--- Current index of points of interests
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-- @tfield[opt] number selected
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--- Flag, if scroll now animating by gui.animate
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-- @tfield bool is_animate
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local Event = require("druid.event")
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local const = require("druid.const")
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@@ -66,7 +90,7 @@ 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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-- @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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@@ -76,7 +100,7 @@ end
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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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function Scroll.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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@@ -96,11 +120,11 @@ function Scroll:on_style_change(style)
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end
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--- Scroll constructor.
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-- @function scroll:init
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--- Scroll constructor
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-- @tparam Scroll self
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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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function Scroll.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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@@ -130,12 +154,12 @@ function Scroll:init(view_node, content_node)
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end
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function Scroll:on_layout_change()
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function Scroll.on_layout_change(self)
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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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function Scroll.update(self, 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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@@ -144,18 +168,18 @@ function Scroll:update(dt)
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end
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function Scroll:on_remove()
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function Scroll.on_remove(self)
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self:bind_grid(nil)
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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 Scroll self
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-- @tparam vector3 point 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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function Scroll.scroll_to(self, 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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@@ -181,10 +205,10 @@ 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 Scroll self
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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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function Scroll.scroll_to_index(self, 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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@@ -204,11 +228,11 @@ 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 Scroll self
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-- @tparam vector3 percent 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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function Scroll.scroll_to_percent(self, percent, is_instant)
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local border = self.available_pos
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local pos = vmath.vector3(
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@@ -223,9 +247,9 @@ 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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-- @tparam Scroll self
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-- @treturn vector3 New vector with scroll progress values
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function Scroll:get_percent()
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function Scroll.get_percent(self)
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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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@@ -235,10 +259,10 @@ 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 Scroll self
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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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function Scroll.set_size(self, size)
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gui.set_size(self.content_node, size)
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self:_update_size()
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@@ -249,10 +273,10 @@ 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 Scroll self
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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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function Scroll.set_inert(self, state)
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self._is_inert = state
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return self
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@@ -260,19 +284,19 @@ end
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--- Return if scroll have inertion.
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-- @function scroll:is_inert
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-- @tparam Scroll self
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-- @treturn bool If scroll have inertion
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function Scroll:is_inert()
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function Scroll.is_inert(self)
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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 Scroll self
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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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function Scroll.set_extra_stretch_size(self, 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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@@ -281,19 +305,19 @@ 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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-- @tparam Scroll self
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-- @treturn vector3 Available scroll size
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function Scroll:get_scroll_size()
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function Scroll.get_scroll_size(self)
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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 Scroll self
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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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function Scroll.set_points(self, points)
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self.points = points
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table.sort(self.points, function(a, b)
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@@ -307,10 +331,10 @@ end
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--- Lock or unlock horizontal scroll
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-- @function scroll:set_horizontal_scroll
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-- @tparam Scroll self
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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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function Scroll.set_horizontal_scroll(self, 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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@@ -318,10 +342,10 @@ end
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--- Lock or unlock vertical scroll
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-- @function scroll:set_vertical_scroll
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-- @tparam Scroll self
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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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function Scroll.set_vertical_scroll(self, 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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@@ -331,10 +355,10 @@ end
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--- Bind the grid component (Static or Dynamic) to recalculate
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-- scroll size on grid changes
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-- @function scroll:bind_grid
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-- @tparam druid.static_grid|druid.dynamic_grid Druid grid component
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-- @tparam Scroll self
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-- @tparam StaticGrid|DynamicGrid grid Druid grid component
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-- @treturn druid.scroll Current scroll instance
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function Scroll:bind_grid(grid)
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function Scroll.bind_grid(self, grid)
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if self._grid_on_change then
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self._grid_on_change:unsubscribe(self._grid_on_change_callback)
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@@ -356,7 +380,7 @@ function Scroll:bind_grid(grid)
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end
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function Scroll:_on_scroll_drag(dx, dy)
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function Scroll._on_scroll_drag(self, 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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@@ -397,7 +421,7 @@ function Scroll:_on_scroll_drag(dx, dy)
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end
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function Scroll:_check_soft_zone()
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function Scroll._check_soft_zone(self)
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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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@@ -422,7 +446,7 @@ end
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--- Cancel animation on other animation or input touch
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function Scroll:_cancel_animate()
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function Scroll._cancel_animate(self)
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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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@@ -433,7 +457,7 @@ function Scroll:_cancel_animate()
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end
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function Scroll:_set_scroll_position(position)
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function Scroll._set_scroll_position(self, 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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@@ -452,7 +476,7 @@ 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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function Scroll:_check_points()
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function Scroll._check_points(self)
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if not self.points then
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return
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end
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@@ -504,7 +528,7 @@ function Scroll:_check_points()
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end
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function Scroll:_check_threshold()
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function Scroll._check_threshold(self)
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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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@@ -522,7 +546,7 @@ function Scroll:_check_threshold()
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end
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function Scroll:_update_free_scroll(dt)
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function Scroll._update_free_scroll(self, 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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@@ -543,7 +567,7 @@ function Scroll:_update_free_scroll(dt)
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end
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function Scroll:_update_hand_scroll(dt)
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function Scroll._update_hand_scroll(self, 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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@@ -554,7 +578,7 @@ function Scroll:_update_hand_scroll(dt)
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end
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function Scroll:_on_touch_start()
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function Scroll._on_touch_start(self)
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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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@@ -562,12 +586,12 @@ function Scroll:_on_touch_start()
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end
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function Scroll:_on_touch_end()
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function Scroll._on_touch_end(self)
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self:_check_threshold()
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end
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function Scroll:_update_size()
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function Scroll._update_size(self)
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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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