-- Copyright (c) 2021 Maksim Tuprikov . This code is licensed under MIT license --- 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 -- -- Example Link -- @module Drag -- @within BaseComponent -- @alias druid.drag --- Event on touch start callback(self) -- @tfield DruidEvent on_touch_start @{DruidEvent} --- Event on touch end callback(self) -- @tfield DruidEvent on_touch_end @{DruidEvent} --- Event on drag start callback(self) -- @tfield DruidEvent on_drag_start @{DruidEvent} --- on drag progress callback(self, dx, dy, total_x, total_y) -- @tfield DruidEvent on_drag Event @{DruidEvent} --- Event on drag end callback(self, total_x, total_y) -- @tfield DruidEvent on_drag_end @{DruidEvent} --- Is component now touching -- @tfield boolean is_touch --- Is component now dragging -- @tfield boolean is_drag --- Is drag component process vertical dragging. Default - true -- @tfield boolean can_x --- Is drag component process horizontal. Default - true -- @tfield boolean can_y --- Current touch x position -- @tfield number x --- Current touch y position -- @tfield number y --- Touch start position -- @tfield vector3 touch_start_pos --- 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.PRIORITY_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._scene_scale = helper.get_scene_scale(self.node) 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(), self.x - self.touch_start_pos.x, self.y - self.touch_start_pos.y ) end self.is_drag = false if self.is_touch then self.is_touch = false self.on_touch_end:trigger(self:get_context()) end 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:set_input_priority(const.PRIORITY_INPUT_MAX, true) 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 -- @tfield[opt=false] boolean NO_USE_SCREEN_KOEF If screen aspect ratio affects on drag values function Drag.on_style_change(self, style) self.style = {} self.style.DRAG_DEADZONE = style.DRAG_DEADZONE or 10 self.style.NO_USE_SCREEN_KOEF = style.NO_USE_SCREEN_KOEF or false end --- The @{Drag} constructor -- @tparam Drag self @{Drag} -- @tparam node node GUI node to detect dragging -- @tparam function on_drag_callback Callback for on_drag_event(self, dx, dy) function Drag.init(self, 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._is_enabled = true self.can_x = true self.can_y = true self._scene_scale = helper.get_scene_scale(self.node) 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() self:on_window_resized() end function Drag.on_late_init(self) if not self.click_zone and const.IS_STENCIL_CHECK then local stencil_node = helper.get_closest_stencil_node(self.node) if stencil_node then self:set_click_zone(stencil_node) end end end function Drag.on_window_resized(self) local x_koef, y_koef = helper.get_screen_aspect_koef() self._x_koef = x_koef self._y_koef = y_koef self._scene_scale = helper.get_scene_scale(self.node) end function Drag.on_input_interrupt(self) if self.is_drag or self.is_touch then end_touch(self) end end function Drag.on_input(self, action_id, action) if action_id ~= const.ACTION_TOUCH and action_id ~= const.ACTION_MULTITOUCH then return false end if not self._is_enabled or not gui.is_enabled(self.node, true) then return false end local is_pick = helper.pick_node(self.node, action.x, action.y, self.click_zone) 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 local x_koef, y_koef = self._x_koef, self._y_koef if self.style.NO_USE_SCREEN_KOEF then x_koef, y_koef = 1, 1 end self.on_drag:trigger(self:get_context(), self.dx * x_koef / self._scene_scale.x, self.dy * y_koef / self._scene_scale.y, (self.x - self.touch_start_pos.x) * x_koef / self._scene_scale.x, (self.y - self.touch_start_pos.y) * y_koef / self._scene_scale.y) end return self.is_drag end --- Strict drag click area. Useful for -- restrict events outside stencil node -- @tparam Drag self @{Drag} -- @tparam node node Gui node function Drag.set_click_zone(self, node) self.click_zone = self:get_node(node) end --- Set Drag input enabled or disabled -- @tparam Drag self @{Drag} -- @tparam boolean is_enabled function Drag.set_enabled(self, is_enabled) self._is_enabled = is_enabled end --- Check if Drag component is enabled -- @tparam Drag self @{Drag} -- @treturn boolean function Drag.is_enabled(self) return self._is_enabled end return Drag