Update documentation, refactoring

This commit is contained in:
Insality 2020-05-04 00:16:08 +03:00
parent 0c1bf63e13
commit 1e568c2fa6
12 changed files with 631 additions and 678 deletions

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@ -0,0 +1,286 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Defold Druid UI Library</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Druid</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/druid.back_handler.html">druid.back_handler</a></li>
<li><a href="../modules/druid.blocker.html">druid.blocker</a></li>
<li><a href="../modules/druid.button.html">druid.button</a></li>
<li><a href="../modules/druid.checkbox.html">druid.checkbox</a></li>
<li><a href="../modules/druid.checkbox_group.html">druid.checkbox_group</a></li>
<li><strong>druid.drag</strong></li>
<li><a href="../modules/druid.grid.html">druid.grid</a></li>
<li><a href="../modules/druid.hover.html">druid.hover</a></li>
<li><a href="../modules/druid.input.html">druid.input</a></li>
<li><a href="../modules/druid.lang_text.html">druid.lang_text</a></li>
<li><a href="../modules/druid.progress.html">druid.progress</a></li>
<li><a href="../modules/druid.radio_group.html">druid.radio_group</a></li>
<li><a href="../modules/druid.scroll.html">druid.scroll</a></li>
<li><a href="../modules/druid.slider.html">druid.slider</a></li>
<li><a href="../modules/druid.swipe.html">druid.swipe</a></li>
<li><a href="../modules/druid.text.html">druid.text</a></li>
<li><a href="../modules/druid.timer.html">druid.timer</a></li>
<li><a href="../modules/component.html">component</a></li>
<li><a href="../modules/druid.html">druid</a></li>
<li><a href="../modules/druid_event.html">druid_event</a></li>
<li><a href="../modules/druid.helper.html">druid.helper</a></li>
<li><a href="../modules/druid_instance.html">druid_instance</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/01-components.md.html">01-components</a></li>
<li><a href="../topics/02-creating_custom_components.md.html">Creating custom components</a></li>
<li><a href="../topics/03-styles.md.html">Styles</a></li>
<li><a href="../topics/04-druid_assets.md.html">Druid assets</a></li>
<li><a href="../topics/05-examples.md.html">Examples</a></li>
<li><a href="../topics/changelog.md.html">changelog</a></li>
<li><a href="../topics/README.md.html">README</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>druid.drag</code></h1>
<p>Component to handle drag action on node.</p>
<p> Drag have correct handling for multitouch and swap
touched while dragging. Drag will be processed even
the cursor is outside of node, if drag is already started</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#init">init(node, on_drag_callback)</a></td>
<td class="summary">Drag component constructor</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_click_zone">set_click_zone(zone)</a></td>
<td class="summary">Strict drag click area.</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Events">Events</a></td>
<td class="summary">Component events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Fields">Fields</a></td>
<td class="summary">Components fields</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Style">Style</a></td>
<td class="summary">Component style params</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "init"></a>
<strong>init(node, on_drag_callback)</strong>
</dt>
<dd>
Drag component constructor
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">node</span>
<span class="types"><span class="type">node</span></span>
GUI node to detect dragging
</li>
<li><span class="parameter">on_drag_callback</span>
<span class="types"><span class="type">function</span></span>
Callback for on<em>drag</em>event(self, dx, dy)
</li>
</ul>
</dd>
<dt>
<a name = "set_click_zone"></a>
<strong>set_click_zone(zone)</strong>
</dt>
<dd>
Strict drag click area. Useful for
restrict events outside stencil node
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">zone</span>
<span class="types"><span class="type">node</span></span>
Gui node
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Events"></a>
<strong>Events</strong>
</dt>
<dd>
Component events
<h3>Fields:</h3>
<ul>
<li><span class="parameter">on_touch_start</span>
<span class="types"><span class="type">druid_event</span></span>
(self) Event on touch start
</li>
<li><span class="parameter">on_touch_end</span>
<span class="types"><span class="type">druid_event</span></span>
(self) Event on touch end
</li>
<li><span class="parameter">on_drag_start</span>
<span class="types"><span class="type">druid_event</span></span>
(self) Event on drag start
</li>
<li><span class="parameter">on_drag</span>
<span class="types"><span class="type">druid_event</span></span>
(self, dx, dy) Event on drag progress
</li>
<li><span class="parameter">on_drag_end</span>
<span class="types"><span class="type">druid_event</span></span>
(self) Event on drag end
</li>
</ul>
</dd>
<dt>
<a name = "Fields"></a>
<strong>Fields</strong>
</dt>
<dd>
Components fields
<h3>Fields:</h3>
<ul>
<li><span class="parameter">is_touch</span>
<span class="types"><span class="type">bool</span></span>
Is component now touching
</li>
<li><span class="parameter">is_drag</span>
<span class="types"><span class="type">bool</span></span>
Is component now dragging
</li>
<li><span class="parameter">can_x</span>
<span class="types"><span class="type">bool</span></span>
Is drag component process vertical dragging. Default - true
</li>
<li><span class="parameter">can_y</span>
<span class="types"><span class="type">bool</span></span>
Is drag component process horizontal. Default - true
</li>
<li><span class="parameter">x</span>
<span class="types"><span class="type">number</span></span>
Current touch x position
</li>
<li><span class="parameter">y</span>
<span class="types"><span class="type">number</span></span>
Current touch y position
</li>
<li><span class="parameter">touch_start_pos</span>
<span class="types"><span class="type">vector3</span></span>
Touch start position
</li>
</ul>
</dd>
<dt>
<a name = "Style"></a>
<strong>Style</strong>
</dt>
<dd>
Component style params
<h3>Fields:</h3>
<ul>
<li><span class="parameter">DRAG_DEADZONE</span>
<span class="types"><span class="type">number</span></span>
Distance in pixels to start dragging
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2020-05-04 00:06:50 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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@ -40,3 +40,36 @@ Druid 0.3.0:
- Adjusting text size by height works wrong. Adjusting single line texting works fine - Adjusting text size by height works wrong. Adjusting single line texting works fine
- Space is not working in HTML5 - Space is not working in HTML5
Druid 0.4.0:
- Add _Drag_ basic component
- Drag component allow you detect dragging on GUI node
- Drag will be processed even the cursor is outside of node, if drag is already started
- Drag provides correct handle of several touches. Drag can switch between them (no more scroll gliches with position)
- Drag have next events:
- on_touch_start (self)
- on_touch_end (self)
- on_drag_start (self)
- on_drag (self, dx, dy)
- on_drag_end (self)
- You can restriction side of draggin by changing _drag.can_x_ and _drag.can_y_ fields
- You can setup drag deadzone to detect, when dragging is started (by default 10 pixels)
- Druid _Scroll_ component fully reworked. Input logic moved to _Drag_ component
- Updated scroll documentation
- Changed constructor order params
- Scroll now contains from view and content node
- _View node_ - static node, which size determine the "camera" zone
- _Content node_ - dynamic node, moving by _Scroll_ component
- Scroll will be disabled only if content size equals to view size (by width or height separatly)
- You can adjust scroll size via _.gui_ scene. Just setup correct node size
- Different anchoring is supported (for easier layout)
- Function _scroll_to_ now accept position relative to _content node_. It's more easier for handling. _Example:_ if you have children node of _content_node_, you can pass this node position to scroll to this.
- **Resolve #52**: _Content node size_ now can be less than _view node size_. In this case, content will be scrolled only inside _view size_
- **Fix #50**: If style:SOFT_ZONE_SIZE equals to [0..1], scroll can be disappeared
- _Grid_ anchor by default equals to node pivot (so, more gui settings in _.gui_ settings)
- **Fix:** Blocker component bug (blocker had very high priority, so it's block even button components, created after bloker)

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@ -14,7 +14,7 @@ local Event = require("druid.event")
local const = require("druid.const") local const = require("druid.const")
local component = require("druid.component") local component = require("druid.component")
local M = component.create("blocker", { const.ON_INPUT_HIGH }) local M = component.create("blocker", { const.ON_INPUT })
--- Component init function --- Component init function
@ -29,7 +29,7 @@ end
function M.on_input(self, action_id, action) function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then if action_id ~= const.ACTION_TOUCH and action_id ~= const.ACTION_MULTITOUCH then
return false return false
end end

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@ -1,14 +1,30 @@
--- Component to handle drag action on node --- Component to handle drag action on node.
-- Drag have correct handling for multitouch and swap
-- touched while dragging. Drag will be processed even
-- the cursor is outside of node, if drag is already started
-- @module druid.drag -- @module druid.drag
--- Components fields
-- @table Fields
--- Component events --- Component events
-- @table Events -- @table Events
-- @tfield druid_event on_touch_start (self) Event on touch start
-- @tfield druid_event on_touch_end (self) Event on touch end
-- @tfield druid_event on_drag_start (self) Event on drag start
-- @tfield druid_event on_drag (self, dx, dy) Event on drag progress
-- @tfield druid_event on_drag_end (self) Event on drag end
--- Components fields
-- @table Fields
-- @tfield bool is_touch Is component now touching
-- @tfield bool is_drag Is component now dragging
-- @tfield bool can_x Is drag component process vertical dragging. Default - true
-- @tfield bool can_y Is drag component process horizontal. Default - true
-- @tfield number x Current touch x position
-- @tfield number y Current touch y position
-- @tfield vector3 touch_start_pos Touch start position
--- Component style params --- Component style params
-- @table Style -- @table Style
-- @tfield number DRAG_DEADZONE Distance in pixels to start dragging
local Event = require("druid.event") local Event = require("druid.event")
local const = require("druid.const") local const = require("druid.const")
@ -49,12 +65,13 @@ local function process_touch(self, touch)
if not self.can_x then if not self.can_x then
self.touch_start_pos.x = touch.x self.touch_start_pos.x = touch.x
end end
if not self.can_y then if not self.can_y then
self.touch_start_pos.y = touch.y self.touch_start_pos.y = touch.y
end end
local distance = helper.distance(touch.x, touch.y, self.touch_start_pos.x, self.touch_start_pos.y) local distance = helper.distance(touch.x, touch.y, self.touch_start_pos.x, self.touch_start_pos.y)
if not self.is_drag and distance >= self.drag_deadzone then if not self.is_drag and distance >= self.style.DRAG_DEADZONE then
self.is_drag = true self.is_drag = true
self.on_drag_start:trigger(self:get_context()) self.on_drag_start:trigger(self:get_context())
self:increase_input_priority() self:increase_input_priority()
@ -62,6 +79,8 @@ local function process_touch(self, touch)
end end
--- Return current touch action from action input data
-- If touch_id stored - return exact this touch action
local function find_touch(action_id, action, touch_id) local function find_touch(action_id, action, touch_id)
local act = helper.is_mobile() and const.ACTION_MULTITOUCH or const.ACTION_TOUCH local act = helper.is_mobile() and const.ACTION_MULTITOUCH or const.ACTION_TOUCH
@ -83,6 +102,8 @@ local function find_touch(action_id, action, touch_id)
end end
--- Process on touch release. We should to find, if any other
-- touches exists to switch to another touch.
local function on_touch_release(self, action_id, action) local function on_touch_release(self, action_id, action)
if #action.touch >= 2 then if #action.touch >= 2 then
-- Find next unpressed touch -- Find next unpressed touch
@ -107,14 +128,14 @@ local function on_touch_release(self, action_id, action)
end end
--- Component init function --- Drag component constructor
-- @tparam node node GUI node to detect dragging
-- @tparam function on_drag_callback Callback for on_drag_event(self, dx, dy)
-- @function drag:init -- @function drag:init
function M.init(self, node, on_drag_callback) function M.init(self, node, on_drag_callback)
self.style = self:get_style() self.style = self:get_style()
self.node = self:get_node(node) self.node = self:get_node(node)
self.drag_deadzone = self.style.DRAG_DEADZONE or 10
self.dx = 0 self.dx = 0
self.dy = 0 self.dy = 0
self.touch_id = 0 self.touch_id = 0
@ -162,8 +183,6 @@ function M.on_input(self, action_id, action)
return false return false
end end
self.dx = 0
self.dy = 0
local touch = find_touch(action_id, action, self.touch_id) local touch = find_touch(action_id, action, self.touch_id)
if not touch then if not touch then
@ -174,6 +193,9 @@ function M.on_input(self, action_id, action)
self.touch_id = touch.id self.touch_id = touch.id
end end
self.dx = 0
self.dy = 0
if touch.pressed and not self.is_touch then if touch.pressed and not self.is_touch then
start_touch(self, touch) start_touch(self, touch)
end end

View File

@ -1,14 +1,40 @@
--- --- Component to handle scroll content.
-- Scroll consist from two nodes: scroll parent and scroll input
-- Scroll input the user input zone, it's static
-- Scroll parent the scroll moving part, it will change position.
-- Setup initial scroll size by changing scroll parent size. If scroll parent
-- size will be less than scroll_input size, no scroll is available. For scroll
-- parent size should be more than input size
-- @module druid.scroll -- @module druid.scroll
--- Components fields
-- @table Fields
--- Component events --- Component events
-- @table Events -- @table Events
-- @tfield druid_event on_scroll On scroll move callback
-- @tfield druid_event on_scroll_to On scroll_to function callback
-- @tfield druid_event on_point_scroll On scroll_to_index function callback
--- Component fields
-- @table Fields
-- @tfield node node Scroll parent node
-- @tfield node input_zone Scroll input node
-- @tfield vector3 zone_size Current scroll content size
-- @tfield number soft_size Soft zone size from style table
-- @tfield vector3 center_offset Distance from node to node's center
-- @tfield bool is_inert Flag, if scroll now moving by inertion
-- @tfield vector3 inert Current inert speed
-- @tfield vector3 pos Current scroll posisition
-- @tfield vector3 target Current scroll target position
--- Component style params --- Component style params
-- @table Style -- @table Style
-- @tfield number FRICT_HOLD Multiplier for inertion, while touching
-- @tfield number FRICT Multiplier for free inertion
-- @tfield number INERT_THRESHOLD Scroll speed to stop inertion
-- @tfield number INERT_SPEED Multiplier for inertion speed
-- @tfield number DEADZONE Deadzone for start scrol in pixels
-- @tfield number SOFT_ZONE_SIZE Size of outside zone in pixels (for scroll back moving)
-- @tfield number BACK_SPEED Scroll back returning lerp speed
-- @tfield number ANIM_SPEED Scroll gui.animation speed for scroll_to function
local Event = require("druid.event") local Event = require("druid.event")
local const = require("druid.const") local const = require("druid.const")
@ -23,8 +49,29 @@ local function inverse_lerp(min, max, current)
end end
--- Update vector with next conditions:
-- Field x have to <= field z
-- Field y have to <= field w
local function get_border_vector(vector)
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
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
local function on_scroll_drag(self, dx, dy) local function on_scroll_drag(self, dx, dy)
local t = self.target_pos local t = self.target_position
local b = self.available_pos local b = self.available_pos
local eb = self.available_pos_extra local eb = self.available_pos_extra
@ -64,50 +111,54 @@ local function on_scroll_drag(self, dx, dy)
end end
local function set_pos(self, position)
position.x = helper.clamp(position.x, self.available_pos_extra.x, self.available_pos_extra.z)
position.y = helper.clamp(position.y, self.available_pos_extra.w, self.available_pos_extra.y)
if self.current_pos.x ~= position.x or self.current_pos.y ~= position.y then
self.current_pos.x = position.x
self.current_pos.y = position.y
gui.set_position(self.content_node, position)
self.on_scroll:trigger(self:get_context(), self.current_pos)
end
end
local function update_hand_scroll(self, dt)
local dx = self.target_pos.x - self.current_pos.x
local dy = self.target_pos.y - self.current_pos.y
self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
self.inertion.y = (self.inertion.y + dy) * self.style.FRICT_HOLD
set_pos(self, self.target_pos)
end
local function check_soft_zone(self) local function check_soft_zone(self)
local t = self.target_pos local target = self.target_position
local b = self.available_pos local border = self.available_pos
local speed = self.style.BACK_SPEED
-- Right border (minimum x) -- Right border (minimum x)
if t.x < b.x then if target.x < border.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED) target.x = helper.step(target.x, border.x, math.abs(target.x - border.x) * speed)
end end
-- Left border (maximum x) -- Left border (maximum x)
if t.x > b.z then if target.x > border.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED) target.x = helper.step(target.x, border.z, math.abs(target.x - border.z) * speed)
end end
-- Top border (maximum y) -- Top border (maximum y)
if t.y < b.y then if target.y < border.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED) target.y = helper.step(target.y, border.y, math.abs(target.y - border.y) * speed)
end end
-- Bot border (minimum y) -- Bot border (minimum y)
if t.y > b.w then if target.y > border.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED) target.y = helper.step(target.y, border.w, math.abs(target.y - border.w) * speed)
end
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
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
local function set_scroll_position(self, position)
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, position)
self.on_scroll:trigger(self:get_context(), self.position)
end end
end end
@ -122,7 +173,7 @@ local function check_points(self)
end end
local inert = self.inertion local inert = self.inertion
if not self.is_inert then if not self._is_inert then
if math.abs(inert.x) > self.style.DEADZONE then if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x)) self:scroll_to_index(self.selected - helper.sign(inert.x))
return return
@ -140,7 +191,7 @@ local function check_points(self)
local temp_dist_on_inert = math.huge local temp_dist_on_inert = math.huge
local index = false local index = false
local index_on_inert = false local index_on_inert = false
local pos = self.current_pos local pos = self.position
for i = 1, #self.points do for i = 1, #self.points do
local p = self.points[i] local p = self.points[i]
@ -180,19 +231,19 @@ local function check_threshold(self)
self.inertion.y = 0 self.inertion.y = 0
end end
if is_stopped or not self.is_inert then if is_stopped or not self._is_inert then
check_points(self) check_points(self)
end end
end end
local function update_free_scroll(self, dt) local function update_free_scroll(self, dt)
local target = self.target_pos local target = self.target_position
if self.is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then if self._is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
-- Inertion apply -- Inertion apply
target.x = self.current_pos.x + self.inertion.x * self.style.INERT_SPEED * dt target.x = self.position.x + self.inertion.x * self.style.INERT_SPEED * dt
target.y = self.current_pos.y + self.inertion.y * self.style.INERT_SPEED * dt target.y = self.position.y + self.inertion.y * self.style.INERT_SPEED * dt
check_threshold(self) check_threshold(self)
end end
@ -200,37 +251,29 @@ local function update_free_scroll(self, dt)
-- Inertion friction -- Inertion friction
self.inertion = self.inertion * self.style.FRICT self.inertion = self.inertion * self.style.FRICT
check_soft_zone(self) if self.position.x ~= target.x or self.position.y ~= target.y then
set_pos(self, target) check_soft_zone(self)
set_scroll_position(self, target)
end
end
local function update_hand_scroll(self, dt)
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
set_scroll_position(self, self.target_position)
end end
local function on_touch_start(self) local function on_touch_start(self)
self.inertion.x = 0 self.inertion.x = 0
self.inertion.y = 0 self.inertion.y = 0
self.target_pos.x = self.current_pos.x self.target_position.x = self.position.x
self.target_pos.y = self.current_pos.y self.target_position.y = self.position.y
end
--- Verify vector
-- Field x have to <= field z
-- Field y have to <= field w
local function verify_scroll_vector4(vector)
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
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 end
@ -246,14 +289,17 @@ local function update_size(self)
local content_border = helper.get_border(self.content_node) local content_border = helper.get_border(self.content_node)
local content_size = vmath.mul_per_elem(gui.get_size(self.content_node), gui.get_scale(self.content_node)) local content_size = vmath.mul_per_elem(gui.get_size(self.content_node), gui.get_scale(self.content_node))
self.available_pos = verify_scroll_vector4(view_border - content_border) self.available_pos = get_border_vector(view_border - content_border)
self.available_size = get_size_vector(self.available_pos) self.available_size = get_size_vector(self.available_pos)
self.drag.can_x = self.available_size.x > 0 self.drag.can_x = self.available_size.x > 0
self.drag.can_y = self.available_size.y > 0 self.drag.can_y = self.available_size.y > 0
--== Extra content size calculation -- 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 content_border_extra = helper.get_border(self.content_node)
if self.drag.can_x then if self.drag.can_x then
local sign = content_size.x > view_size.x and 1 or -1 local sign = content_size.x > view_size.x and 1 or -1
content_border_extra.x = content_border_extra.x - self.extra_stretch_size * sign content_border_extra.x = content_border_extra.x - self.extra_stretch_size * sign
@ -266,27 +312,20 @@ local function update_size(self)
content_border_extra.w = content_border_extra.w - self.extra_stretch_size * sign content_border_extra.w = content_border_extra.w - self.extra_stretch_size * sign
end end
self.available_pos_extra = verify_scroll_vector4(view_border - content_border_extra) if not self.style.SMALL_CONTENT_SCROLL then
self.drag.can_x = content_size.x > view_size.x
self.drag.can_y = content_size.y > view_size.y
end
self.available_pos_extra = get_border_vector(view_border - content_border_extra)
self.available_size_extra = get_size_vector(self.available_pos_extra) self.available_size_extra = get_size_vector(self.available_pos_extra)
end end
--- Cancel animation on other animation or input touch --- Scroll constructor.
local function cancel_animate(self) -- @function scroll:init
if self.animate then -- @tparam node view_node GUI view scroll node
self.target_pos = gui.get_position(self.content_node) -- @tparam node content_node GUI content scroll node
self.current_pos.x = self.target_pos.x
self.current_pos.y = self.target_pos.y
gui.cancel_animation(self.content_node, gui.PROP_POSITION)
self.animate = false
end
end
--- Component init function
-- @function swipe:init
-- @tparam node node Gui node
-- @tparam function on_swipe_callback Swipe callback for on_swipe_end event
function M.init(self, view_zone, content_zone) function M.init(self, view_zone, content_zone)
self.druid = self:get_druid() self.druid = self:get_druid()
self.style = self:get_style() self.style = self:get_style()
@ -294,10 +333,9 @@ function M.init(self, view_zone, content_zone)
self.view_node = self:get_node(view_zone) self.view_node = self:get_node(view_zone)
self.content_node = self:get_node(content_zone) self.content_node = self:get_node(content_zone)
self.current_pos = gui.get_position(self.content_node) self.position = gui.get_position(self.content_node)
self.target_pos = vmath.vector3(self.current_pos) self.target_position = vmath.vector3(self.position)
self.inertion = vmath.vector3(0) self.inertion = vmath.vector3(0)
self.extra_stretch_size = self.style.EXTRA_STRECH_SIZE
self.drag = self.druid:new_drag(view_zone, on_scroll_drag) self.drag = self.druid:new_drag(view_zone, on_scroll_drag)
self.drag.on_touch_start:subscribe(on_touch_start) self.drag.on_touch_start:subscribe(on_touch_start)
@ -307,18 +345,15 @@ function M.init(self, view_zone, content_zone)
self.on_scroll_to = Event() self.on_scroll_to = Event()
self.on_point_scroll = Event() self.on_point_scroll = Event()
self.is_inert = true self.selected = nil
self._is_inert = true
self.is_animate = false
self.extra_stretch_size = self.style.EXTRA_STRECH_SIZE
update_size(self) update_size(self)
end end
function M.set_size(self, size)
gui.set_size(self.content_node, size)
update_size(self)
end
function M.update(self, dt) function M.update(self, dt)
if self.drag.is_drag then if self.drag.is_drag then
update_hand_scroll(self, dt) update_hand_scroll(self, dt)
@ -328,10 +363,10 @@ function M.update(self, dt)
end end
--- Start scroll to target point --- Start scroll to target point.
-- @function scroll:scroll_to -- @function scroll:scroll_to
-- @tparam point vector3 target point -- @tparam point vector3 Target point
-- @tparam[opt] bool is_instant instant scroll flag -- @tparam[opt] bool is_instant Instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0)) -- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true) -- @usage scroll:scroll_to(vmath.vector3(0), true)
function M.scroll_to(self, point, is_instant) function M.scroll_to(self, point, is_instant)
@ -342,16 +377,16 @@ function M.scroll_to(self, point, is_instant)
cancel_animate(self) cancel_animate(self)
self.animate = not is_instant self.is_animate = not is_instant
if is_instant then if is_instant then
self.target_pos = target self.target_position = target
set_pos(self, target) set_scroll_position(self, target)
else else
gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function() gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false self.is_animate = false
self.target_pos = target self.target_position = target
set_pos(self, target) set_scroll_position(self, target)
end) end)
end end
@ -359,11 +394,15 @@ function M.scroll_to(self, point, is_instant)
end end
--- Scroll to item in scroll by point index --- Scroll to item in scroll by point index.
-- @function scroll:scroll_to_index -- @function scroll:scroll_to_index
-- @tparam number index Point index -- @tparam number index Point index
-- @tparam[opt] bool skip_cb If true, skip the point callback -- @tparam[opt] bool skip_cb If true, skip the point callback
function M.scroll_to_index(self, index, skip_cb) function M.scroll_to_index(self, index, skip_cb)
if not self.points then
return
end
index = helper.clamp(index, 1, #self.points) index = helper.clamp(index, 1, #self.points)
if self.selected ~= index then if self.selected ~= index then
@ -378,7 +417,11 @@ function M.scroll_to_index(self, index, skip_cb)
end 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) function M.scroll_to_percent(self, percent, is_instant)
local border = self.available_pos local border = self.available_pos
@ -392,26 +435,56 @@ function M.scroll_to_percent(self, percent, is_instant)
end 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) function M.get_percent(self)
local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.current_pos.x) 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.current_pos.y) local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.position.y)
return vmath.vector3(x_perc, y_perc, 0) return vmath.vector3(x_perc, y_perc, 0)
end 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 Self 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. --- Enable or disable scroll inert.
-- If disabled, scroll through points (if exist) -- If disabled, scroll through points (if exist)
-- If no points, just simple drag without inertion -- If no points, just simple drag without inertion
-- @function scroll:set_inert -- @function scroll:set_inert
-- @tparam bool state Inert scroll state -- @tparam bool state Inert scroll state
-- @treturn druid.scroll Self instance
function M.set_inert(self, state) function M.set_inert(self, state)
self.is_inert = state self._is_inert = state
return self return self
end 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_strech_size
-- @tparam number stretch_size Size in pixels of additional scroll area
-- @treturn druid.scroll Self instance
function M.set_extra_strech_size(self, stretch_size) function M.set_extra_strech_size(self, stretch_size)
self.extra_stretch_size = stretch_size or self.style.EXTRA_STRECH_SIZE self.extra_stretch_size = stretch_size or self.style.EXTRA_STRECH_SIZE
update_size(self) update_size(self)
@ -420,10 +493,19 @@ function M.set_extra_strech_size(self, stretch_size)
end 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. --- Set points of interest.
-- Scroll will always centered on closer points -- Scroll will always centered on closer points
-- @function scroll:set_points -- @function scroll:set_points
-- @tparam table points Array of vector3 points -- @tparam table points Array of vector3 points
-- @treturn druid.scroll Self instance
function M.set_points(self, points) function M.set_points(self, points)
self.points = points self.points = points

View File

@ -1,538 +0,0 @@
--- Component to handle scroll content.
-- Scroll consist from two nodes: scroll parent and scroll input
-- Scroll input the user input zone, it's static
-- Scroll parent the scroll moving part, it will change position.
-- Setup initial scroll size by changing scroll parent size. If scroll parent
-- size will be less than scroll_input size, no scroll is available. For scroll
-- parent size should be more than input size
-- @module druid.scroll
--- Component events
-- @table Events
-- @tfield druid_event on_scroll On scroll move callback
-- @tfield druid_event on_scroll_to On scroll_to function callback
-- @tfield druid_event on_point_scroll On scroll_to_index function callback
--- Component fields
-- @table Fields
-- @tfield node node Scroll parent node
-- @tfield node input_zone Scroll input node
-- @tfield vector3 zone_size Current scroll content size
-- @tfield number soft_size Soft zone size from style table
-- @tfield vector3 center_offset Distance from node to node's center
-- @tfield bool is_inert Flag, if scroll now moving by inertion
-- @tfield vector3 inert Current inert speed
-- @tfield vector3 pos Current scroll posisition
-- @tfield vector3 target Current scroll target position
--- Component style params
-- @table Style
-- @tfield number FRICT_HOLD Multiplier for inertion, while touching
-- @tfield number FRICT Multiplier for free inertion
-- @tfield number INERT_THRESHOLD Scroll speed to stop inertion
-- @tfield number INERT_SPEED Multiplier for inertion speed
-- @tfield number DEADZONE Deadzone for start scrol in pixels
-- @tfield number SOFT_ZONE_SIZE Size of outside zone in pixels (for scroll back moving)
-- @tfield number BACK_SPEED Scroll back returning lerp speed
-- @tfield number ANIM_SPEED Scroll gui.animation speed for scroll_to function
local Event = require("druid.event")
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("scroll", { const.ON_UPDATE, const.ON_INPUT_HIGH })
-- Global on all scrolls
-- TODO: remove it
M.current_scroll = nil
local function get_border(node)
local pivot = gui.get_pivot(node)
local pivot_offset = helper.get_pivot_offset(pivot)
local size = vmath.mul_per_elem(gui.get_size(node), gui.get_scale(node))
return vmath.vector4(
-size.x*(0.5 + pivot_offset.x),
size.y*(0.5 + pivot_offset.y),
size.x*(0.5 - pivot_offset.x),
-size.y*(0.5 - pivot_offset.y)
)
end
local function update_border(self)
local input_border = get_border(self.input_zone)
local content_border = get_border(self.node)
-- border.x - min content.x node pos
-- border.y - min content.y node pos
-- border.z - max content.x node pos
-- border.w - max content.y node pos
self.border = vmath.vector4(
input_border.x - content_border.x,
-input_border.w + content_border.w,
input_border.z - content_border.z,
-input_border.y + content_border.y
)
self.can_x = (self.border.x ~= self.border.z)
self.can_y = (self.border.y ~= self.border.w)
end
local function set_pos(self, pos)
if self.pos.x ~= pos.x or self.pos.y ~= pos.y then
self.pos.x = pos.x
self.pos.y = pos.y
gui.set_position(self.node, self.pos)
self.on_scroll:trigger(self:get_context(), self.pos)
end
end
--- Return scroll, if it outside of scroll area
-- Using the lerp with BACK_SPEED koef
local function check_soft_target(self)
local t = self.target
local b = self.border
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
end
if t.x > b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
end
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
end
if t.x < b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
end
end
--- Free inert update function
local function update_hand_scroll(self, dt)
local inert = self.inert
local delta_x = self.target.x - self.pos.x
local delta_y = self.target.y - self.pos.y
if helper.sign(delta_x) ~= helper.sign(inert.x) then
inert.x = 0
end
if helper.sign(delta_y) ~= helper.sign(inert.y) then
inert.y = 0
end
inert.x = inert.x + delta_x
inert.y = inert.y + delta_y
inert.x = math.abs(inert.x) * helper.sign(delta_x)
inert.y = math.abs(inert.y) * helper.sign(delta_y)
inert.x = inert.x * self.style.FRICT_HOLD
inert.y = inert.y * self.style.FRICT_HOLD
set_pos(self, self.target)
end
local function get_zone_center(self)
return self.pos + self.center_offset
end
--- Find closer point of interest
-- if no inert, scroll to next point by scroll direction
-- if inert, find next point by scroll director
-- @local
local function check_points(self)
if not self.points then
return
end
local inert = self.inert
if not self.is_inert 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) > self.style.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 = false
local index_on_inert = false
local pos = get_zone_center(self)
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
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) < self.style.INERT_THRESHOLD then
check_points(self)
inert.x = 0
inert.y = 0
end
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 * self.style.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * self.style.INERT_SPEED)
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)
end
check_soft_target(self)
set_pos(self, self.target)
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
if self.animate then
self.target = gui.get_position(self.node)
self.pos.x = self.target.x
self.pos.y = self.target.y
gui.cancel_animation(self.node, gui.PROP_POSITION)
self.animate = false
end
end
local function add_delta(self, dx, dy)
local t = self.target
local b = self.border
local soft = self.soft_size
-- TODO: Can we calc it more easier?
-- A lot of calculations for every side of border
-- Handle soft zones
-- Percent - multiplier for delta. Less if outside of scroll zone
local x_perc = 1
local y_perc = 1
if t.x > b.x and dx < 0 then
x_perc = (soft - (b.x - t.x)) / soft
end
if t.x < b.z and dx > 0 then
x_perc = (soft - (t.x - b.z)) / soft
end
-- If disabled scroll by x
if not self.can_x then
x_perc = 0
end
if t.y < b.y and dy < 0 then
y_perc = (soft - (b.y - t.y)) / soft
end
if t.y > b.w and dy > 0 then
y_perc = (soft - (t.y - b.w)) / soft
end
-- If disabled scroll by y
if not self.can_y then
y_perc = 0
end
-- Reset inert if outside of scroll zone
if x_perc ~= 1 then
self.inert.x = 0
end
if y_perc ~= 1 then
self.inert.y = 0
end
t.x = t.x + dx * x_perc
t.y = t.y + dy * y_perc
end
--- Component init function
-- @function scroll:init
-- @tparam node scroll_parent Gui node where placed scroll content. This node will change position
-- @tparam node input_zone Gui node where input is catched
function M.init(self, scroll_parent, input_zone)
self.style = self:get_style()
self.node = self:get_node(scroll_parent)
self.input_zone = self:get_node(input_zone)
self.zone_size = gui.get_size(self.input_zone)
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))
self.center_offset = vmath.vector3(self.zone_size)
self.center_offset.x = self.center_offset.x * offset.x
self.center_offset.y = self.center_offset.y * offset.y
self.is_inert = true
self.inert = vmath.vector3(0)
self.pos = gui.get_position(self.node)
self.target = vmath.vector3(self.pos)
self.input = {
touch = false,
start_x = 0,
start_y = 0,
side = false,
}
update_border(self)
self.on_scroll = Event()
self.on_scroll_to = Event()
self.on_point_scroll = Event()
end
function M.update(self, dt)
if self.input.touch then
if M.current_scroll == self then
update_hand_scroll(self, dt)
end
else
update_free_inert(self, dt)
end
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
local inp = self.input
local inert = self.inert
local result = false
if gui.pick_node(self.input_zone, action.x, action.y) then
if action.pressed then
inp.touch = true
inp.start_x = action.x
inp.start_y = action.y
inert.x = 0
inert.y = 0
self.target.x = self.pos.x
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 >= 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
-- Check scroll side if we can scroll
if (self.can_x and inp.side == const.SIDE.X or
self.can_y and inp.side == const.SIDE.Y) then
M.current_scroll = self
end
end
end
end
if inp.touch and not action.pressed then
if M.current_scroll == self then
add_delta(self, action.dx, action.dy)
result = true
end
end
if action.released then
inp.touch = false
inp.side = false
if M.current_scroll == self then
M.current_scroll = nil
result = true
end
check_threshold(self)
end
return result
end
--- Start scroll to target point
-- @function scroll:scroll_to
-- @tparam point vector3 target point
-- @tparam[opt] bool is_instant instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true)
function M.scroll_to(self, point, is_instant)
local b = self.border
local target = vmath.vector3(point)
target.x = helper.clamp(point.x - self.center_offset.x, b.x, b.z)
target.y = helper.clamp(point.y - self.center_offset.y, b.y, b.w)
cancel_animate(self)
self.animate = not is_instant
if is_instant then
self.target = target
set_pos(self, target)
else
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target = target
set_pos(self, target)
end)
end
self.on_scroll_to:trigger(self:get_context(), target, is_instant)
end
--- 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.border
local size_x = math.abs(border.z - border.x)
if size_x == 0 then
size_x = 1
end
local size_y = math.abs(border.w - border.y)
if size_y == 0 then
size_y = 1
end
local pos = vmath.vector3(
-size_x * percent.x + border.x,
-size_y * percent.y + border.y,
0)
M.scroll_to(self, pos, is_instant)
end
--- Scroll to item in scroll by point index
-- @function scroll:init
-- @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)
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
--- Set points of interest.
-- Scroll will always centered on closer points
-- @function scroll:set_points
-- @tparam table points Array of vector3 points
function M.set_points(self, points)
self.points = points
-- cause of parent move in other side by y
for i = 1, #self.points do
self.points[i].y = -self.points[i].y
end
table.sort(self.points, function(a, b)
return a.x > b.x or a.y < b.y
end)
check_threshold(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
function M.set_inert(self, state)
self.is_inert = state
end
--- Set the callback on scrolling to point (if exist)
-- @function scroll:on_point_move
-- @tparam function callback Callback on scroll to point of interest
function M.on_point_move(self, callback)
self.on_point_scroll:subscribe(callback)
end
--- Set the scroll possibly area
-- @function scroll:set_border
-- @tparam vector3 border Size of scrolling area
function M.set_border(self, content_size)
gui.set_size(self.node, content_size)
update_border(self)
end
--- Return current scroll progress
-- @function scroll:get_scroll_percent
-- @treturn vector3 Scroll progress
function M.get_scroll_percent(self)
local border = self.border
local size_x = math.abs(border.z - border.x)
if size_x == 0 then
size_x = 1
end
local size_y = math.abs(border.w - border.y)
if size_y == 0 then
size_y = 1
end
local pos = self.pos
return vmath.vector3(
(border.x - pos.x) / size_x,
(border.y - pos.y) / size_y,
0
)
end
return M

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@ -196,7 +196,7 @@ end
--- Return true, if text with line break --- Return true, if text with line break
-- @function text:is_multiline -- @function text:is_multiline
-- @treturn boolean Is text node with line break -- @treturn bool Is text node with line break
function M.is_multiline(self) function M.is_multiline(self)
return gui.get_line_break(self.node) return gui.get_line_break(self.node)
end end

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@ -73,11 +73,11 @@ function M.set_default_style(style)
end end
--- Set text function. --- Set text function
-- Druid locale component will call this function -- Druid locale component will call this function
-- to get translated text. After set_text_funtion -- to get translated text. After set_text_funtion
-- all existing locale component will be updated -- all existing locale component will be updated
-- @function druid.set_text_function(callback) -- @function druid.set_text_function
-- @tparam function callback Get localized text function -- @tparam function callback Get localized text function
function M.set_text_function(callback) function M.set_text_function(callback)
settings.get_text = callback or const.EMPTY_FUNCTION settings.get_text = callback or const.EMPTY_FUNCTION

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@ -53,14 +53,15 @@ M["scroll"] = {
SCROLL_WHEEL_SPEED = 10, SCROLL_WHEEL_SPEED = 10,
DEADZONE = 20, DEADZONE = 20,
FRICT = 0.94, -- mult for free inert FRICT = 0.93, -- mult for free inert
FRICT_HOLD = 0.75, -- mult. for inert, while touching FRICT_HOLD = 0.79, -- mult. for inert, while touching
INERT_THRESHOLD = 2.5, -- speed to stop inertion INERT_THRESHOLD = 2.5, -- speed to stop inertion
INERT_SPEED = 27, -- koef. of inert speed INERT_SPEED = 30, -- koef. of inert speed
BACK_SPEED = 0.35, -- Lerp speed of return to soft position BACK_SPEED = 0.35, -- Lerp speed of return to soft position
EXTRA_STRECH_SIZE = 100, -- size of outside zone (back move) EXTRA_STRECH_SIZE = 100, -- size of outside zone (back move)
SMALL_CONTENT_SCROLL = true,
} }

View File

@ -5925,7 +5925,7 @@ nodes {
} }
nodes { nodes {
position { position {
x: -300.0 x: -287.0
y: 0.0 y: 0.0
z: 0.0 z: 0.0
w: 1.0 w: 1.0
@ -7174,6 +7174,69 @@ nodes {
template_node_child: false template_node_child: false
size_mode: SIZE_MODE_MANUAL size_mode: SIZE_MODE_MANUAL
} }
nodes {
position {
x: -197.0
y: 223.0
z: 0.0
w: 1.0
}
rotation {
x: 0.0
y: 0.0
z: 0.0
w: 1.0
}
scale {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
size {
x: 200.0
y: 100.0
z: 0.0
w: 1.0
}
color {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
type: TYPE_TEXT
blend_mode: BLEND_MODE_ALPHA
text: "View"
font: "game"
id: "scroll_smaller_view_hint"
xanchor: XANCHOR_NONE
yanchor: YANCHOR_NONE
pivot: PIVOT_CENTER
outline {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
shadow {
x: 1.0
y: 1.0
z: 1.0
w: 1.0
}
adjust_mode: ADJUST_MODE_FIT
line_break: false
parent: "scroll_smaller_view"
layer: ""
inherit_alpha: true
alpha: 1.0
outline_alpha: 0.0
shadow_alpha: 0.0
template_node_child: false
text_leading: 1.0
text_tracking: 0.0
}
nodes { nodes {
position { position {
x: 0.0 x: 0.0
@ -7264,7 +7327,7 @@ nodes {
blend_mode: BLEND_MODE_ALPHA blend_mode: BLEND_MODE_ALPHA
text: "Content" text: "Content"
font: "game" font: "game"
id: "text" id: "scroll_smaller_content_hint"
xanchor: XANCHOR_NONE xanchor: XANCHOR_NONE
yanchor: YANCHOR_NONE yanchor: YANCHOR_NONE
pivot: PIVOT_CENTER pivot: PIVOT_CENTER

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@ -31,6 +31,7 @@ end
local function init_top_panel(self) local function init_top_panel(self)
self.druid:new_blocker("panel_top")
self.druid:new_button("button_left/button", on_control_button, -1) self.druid:new_button("button_left/button", on_control_button, -1)
self.druid:new_button("button_right/button", on_control_button, 1) self.druid:new_button("button_right/button", on_control_button, 1)
self.header = self.druid:new_lang_text("text_header", "main_page") self.header = self.druid:new_lang_text("text_header", "main_page")
@ -60,9 +61,9 @@ function init(self)
window.set_listener(on_window_callback) window.set_listener(on_window_callback)
init_top_panel(self)
init_swipe_control(self) init_swipe_control(self)
self.page = 4
self.page = 1
main_page.setup_page(self) main_page.setup_page(self)
text_page.setup_page(self) text_page.setup_page(self)
button_page.setup_page(self) button_page.setup_page(self)
@ -70,6 +71,8 @@ function init(self)
slider_page.setup_page(self) slider_page.setup_page(self)
input_page.setup_page(self) input_page.setup_page(self)
init_top_panel(self)
-- Refresh state -- Refresh state
on_control_button(self, 0) on_control_button(self, 0)
end end

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@ -24,7 +24,7 @@ local function init_scroll_with_grid(self)
grid_scroll:set_size(grid:get_size()) grid_scroll:set_size(grid:get_size())
local scroll_slider = self.druid:new_slider("grid_scroll_pin", vmath.vector3(300, 0, 0), function(_, value) local scroll_slider = self.druid:new_slider("grid_scroll_pin", vmath.vector3(287, 0, 0), function(_, value)
grid_scroll:scroll_to_percent(vmath.vector3(value, 0, 0), true) grid_scroll:scroll_to_percent(vmath.vector3(value, 0, 0), true)
end) end)
@ -55,6 +55,7 @@ function M.setup_page(self)
-- Content with less size than view -- Content with less size than view
self.druid:new_scroll("scroll_smaller_view", "scroll_smaller_content") self.druid:new_scroll("scroll_smaller_view", "scroll_smaller_content")
:set_extra_strech_size(0) :set_extra_strech_size(0)
:set_inert(false)
-- Scroll with points of interests -- Scroll with points of interests
self.druid:new_scroll("scroll_with_points", "scroll_with_points_content") self.druid:new_scroll("scroll_with_points", "scroll_with_points_content")