Separate style progrese

This commit is contained in:
Insality
2020-01-10 16:01:32 +05:00
parent efef4d194d
commit 125506a4f1
9 changed files with 81 additions and 80 deletions

View File

@@ -6,8 +6,6 @@
-- Repeated tap
local const = require("druid.const")
local settings = require("druid.settings")
local b_settings = settings.button
local helper = require("druid.helper")
local M = {}
@@ -26,16 +24,16 @@ M.interest = {
-- @tparam[opt] string event Button react event, const.ACTION_TOUCH by default
function M.init(self, node, callback, params, anim_node, event)
assert(callback, "Button should have callback. To block input on zone use blocker component")
self.style = self.druid_style.BUTTON or {}
self.style = helper.get_style(self, "BUTTON")
self.node = helper.node(node)
self.event = const.ACTION_TOUCH
self.anim_node = anim_node and helper.node(anim_node) or self.node
self.scale_from = gui.get_scale(self.anim_node)
self.pos = gui.get_position(self.anim_node)
self.callback = callback
self.params = params
self.hover_anim = b_settings.IS_HOVER
self.hover_anim = self.style.IS_HOVER
self.click_zone = nil
end

View File

@@ -3,8 +3,6 @@
local const = require("druid.const")
local helper = require("druid.helper")
local settings = require("druid.settings")
local p_settings = settings.progress
local M = {}
@@ -20,14 +18,12 @@ M.interest = {
-- @tparam string key Progress bar direction (x or y)
-- @tparam number init_value Initial value of progress bar
function M.init(self, node, key, init_value)
if key ~= const.SIDE.X and key ~= const.SIDE.Y then
settings.log("progress component: key must be 'x' or 'y'. Passed:", key)
key = const.SIDE.X
end
assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'")
self.prop = hash("scale."..key)
self.key = key
self.style = helper.get_style(self, "PROGRESS")
self.node = helper.node(node)
self.scale = gui.get_scale(self.node)
self.size = gui.get_size(self.node)
@@ -152,8 +148,8 @@ end
function M.update(self, dt)
if self.target then
local prev_value = self.last_value
local step = math.abs(self.last_value - self.target) * (p_settings.SPEED*dt)
step = math.max(step, p_settings.MIN_DELTA)
local step = math.abs(self.last_value - self.target) * (self.style.SPEED*dt)
step = math.max(step, self.style.MIN_DELTA)
self:set_to(helper.step(self.last_value, self.target, step))
if self.last_value == self.target then

View File

@@ -3,7 +3,6 @@
local helper = require("druid.helper")
local const = require("druid.const")
local settings = require("druid.settings").scroll
local M = {}
@@ -18,10 +17,12 @@ M.current_scroll = nil
function M.init(self, scroll_parent, input_zone, border)
self.style = helper.get_style(self, "SCROLL")
self.node = helper.node(scroll_parent)
self.input_zone = helper.node(input_zone)
self.zone_size = gui.get_size(self.input_zone)
self.soft_size = settings.SOFT_ZONE_SIZE
self.soft_size = self.style.SOFT_ZONE_SIZE
-- Distance from node to node's center
local offset = helper.get_pivot_offset(gui.get_pivot(self.input_zone))
@@ -61,16 +62,16 @@ local function check_soft_target(self)
local b = self.border
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * settings.BACK_SPEED)
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
end
if t.x < b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * settings.BACK_SPEED)
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
end
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * settings.BACK_SPEED)
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
end
if t.x > b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * settings.BACK_SPEED)
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
end
end
@@ -94,8 +95,8 @@ local function update_hand_scroll(self, dt)
inert.x = math.abs(inert.x) * helper.sign(delta_x)
inert.y = math.abs(inert.y) * helper.sign(delta_y)
inert.x = inert.x * settings.FRICT_HOLD
inert.y = inert.y * settings.FRICT_HOLD
inert.x = inert.x * self.style.FRICT_HOLD
inert.y = inert.y * self.style.FRICT_HOLD
set_pos(self, self.target)
end
@@ -116,11 +117,11 @@ local function check_points(self)
local inert = self.inert
if not self.is_inert then
if math.abs(inert.x) > settings.DEADZONE then
if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x))
return
end
if math.abs(inert.y) > settings.DEADZONE then
if math.abs(inert.y) > self.style.DEADZONE then
self:scroll_to_index(self.selected + helper.sign(inert.y))
return
end
@@ -154,13 +155,14 @@ local function check_points(self)
temp_dist_on_inert = dist
end
end
self:scroll_to_index(index_on_inert or index)
end
local function check_threshold(self)
local inert = self.inert
if not self.is_inert or vmath.length(inert) < settings.INERT_THRESHOLD then
if not self.is_inert or vmath.length(inert) < self.style.INERT_THRESHOLD then
check_points(self)
inert.x = 0
inert.y = 0
@@ -171,11 +173,11 @@ end
local function update_free_inert(self, dt)
local inert = self.inert
if inert.x ~= 0 or inert.y ~= 0 then
self.target.x = self.pos.x + (inert.x * dt * settings.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * settings.INERT_SPEED)
self.target.x = self.pos.x + (inert.x * dt * self.style.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * self.style.INERT_SPEED)
inert.x = inert.x * settings.FRICT
inert.y = inert.y * settings.FRICT
inert.x = inert.x * self.style.FRICT
inert.y = inert.y * self.style.FRICT
-- Stop, when low inert speed and go to points
check_threshold(self)
@@ -275,7 +277,7 @@ function M.on_input(self, action_id, action)
self.target.y = self.pos.y
else
local dist = helper.distance(action.x, action.y, inp.start_x, inp.start_y)
if not M.current_scroll and dist >= settings.DEADZONE then
if not M.current_scroll and dist >= self.style.DEADZONE then
local dx = math.abs(inp.start_x - action.x)
local dy = math.abs(inp.start_y - action.y)
inp.side = (dx > dy) and const.SIDE.X or const.SIDE.Y
@@ -331,7 +333,7 @@ function M.scroll_to(self, point, is_instant)
self.target = target
set_pos(self, target)
else
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, settings.ANIM_SPEED, 0, function()
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target = target
set_pos(self, target)