--- 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 -- @within BaseComponent -- @alias druid.drag --- Component 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 local Event = require("druid.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") local Drag = component.create("drag", { const.ON_INPUT_HIGH }) local function start_touch(self, touch) self.is_touch = true self.is_drag = false self.touch_start_pos.x = touch.x self.touch_start_pos.y = touch.y self.x = touch.x self.y = touch.y self.on_touch_start:trigger(self:get_context()) end local function end_touch(self) if self.is_drag then self.on_drag_end:trigger(self:get_context()) end self.is_drag = false self.is_touch = false self.on_touch_end:trigger(self:get_context()) self:reset_input_priority() self.touch_id = 0 end local function process_touch(self, touch) if not self.can_x then self.touch_start_pos.x = touch.x end if not self.can_y then self.touch_start_pos.y = touch.y end 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.style.DRAG_DEADZONE then self.is_drag = true self.on_drag_start:trigger(self:get_context()) self:increase_input_priority() 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 act = helper.is_mobile() and const.ACTION_MULTITOUCH or const.ACTION_TOUCH if action_id ~= act then return end if action.touch then local touch = action.touch for i = 1, #touch do if touch[i].id == touch_id then return touch[i] end end return touch[1] else return action 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) if #action.touch >= 2 then -- Find next unpressed touch local next_touch for i = 1, #action.touch do if not action.touch[i].released then next_touch = action.touch[i] break end end if next_touch then self.x = next_touch.x self.y = next_touch.y self.touch_id = next_touch.id else end_touch(self) end elseif #action.touch == 1 then end_touch(self) end end --- Component style params. -- You can override this component styles params in druid styles table -- or create your own style -- @table Style -- @tfield[opt=10] number DRAG_DEADZONE Distance in pixels to start dragging function Drag:on_style_change(style) self.style = {} self.style.DRAG_DEADZONE = style.DRAG_DEADZONE or 10 end --- 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(node, on_drag_callback) self.node = self:get_node(node) self.dx = 0 self.dy = 0 self.touch_id = 0 self.x = 0 self.y = 0 self.is_touch = false self.is_drag = false self.touch_start_pos = vmath.vector3(0) self.can_x = true self.can_y = true self.click_zone = nil self.on_touch_start = Event() self.on_touch_end = Event() self.on_drag_start = Event() self.on_drag = Event(on_drag_callback) self.on_drag_end = Event() end function Drag:on_input_interrupt() if self.is_drag or self.is_touch then end_touch(self) end end function Drag:on_input(action_id, action) if action_id ~= const.ACTION_TOUCH and action_id ~= const.ACTION_MULTITOUCH then return false end if not helper.is_enabled(self.node) then return false end local is_pick = gui.pick_node(self.node, action.x, action.y) if self.click_zone then is_pick = is_pick and gui.pick_node(self.click_zone, action.x, action.y) end if not is_pick and not self.is_drag then end_touch(self) return false end local touch = find_touch(action_id, action, self.touch_id) if not touch then return false end if touch.id then self.touch_id = touch.id end self.dx = 0 self.dy = 0 if touch.pressed and not self.is_touch then start_touch(self, touch) end if touch.released and self.is_touch then if action.touch then -- Mobile on_touch_release(self, action_id, action) else -- PC end_touch(self) end end if self.is_touch then process_touch(self, touch) end local touch_modified = find_touch(action_id, action, self.touch_id) if touch_modified and self.is_drag then self.dx = touch_modified.x - self.x self.dy = touch_modified.y - self.y end if touch_modified then self.x = touch_modified.x self.y = touch_modified.y end if self.is_drag then self.on_drag:trigger(self:get_context(), self.dx, self.dy) end return self.is_drag end --- Strict drag click area. Useful for -- restrict events outside stencil node -- @function drag:set_click_zone -- @tparam node zone Gui node function Drag:set_click_zone(zone) self.click_zone = self:get_node(zone) end return Drag