2020-04-28 18:13:43 +03:00

215 lines
4.2 KiB
Lua

--- Component to handle drag action on node
-- @module druid.drag
--- Components fields
-- @table Fields
--- Component events
-- @table Events
--- Component style params
-- @table Style
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local M = 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.screen_x
self.touch_start_pos.y = touch.screen_y
self.screen_x = touch.screen_x
self.screen_y = touch.screen_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.touch_id = 0
end
local function process_touch(self, touch)
if not self.can_x then
self.touch_start_pos.x = touch.screen_x
end
if not self.can_y then
self.touch_start_pos.y = touch.screen_y
end
local distance = helper.distance(touch.screen_x, touch.screen_y, self.touch_start_pos.x, self.touch_start_pos.y)
if not self.is_drag and distance >= self.drag_deadzone then
self.is_drag = true
self.on_drag_start:trigger(self:get_context())
end
end
local function find_touch(action_id, action, touch_id)
local act = 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
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.screen_x = next_touch.screen_x
self.screen_y = next_touch.screen_y
self.touch_id = next_touch.id
else
end_touch(self)
end
elseif #action.touch == 1 then
end_touch(self)
end
end
--- Component init function
-- @function drag:init
function M.init(self, node, on_drag_callback)
self.style = self:get_style()
self.node = self:get_node(node)
self.drag_deadzone = self.style.DRAG_DEADZONE or 10
self.dx = 0
self.dy = 0
self.touch_id = 0
self.screen_x = 0
self.screen_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 M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return
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
self.dx = 0
self.dy = 0
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
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(action_id, action, self)
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.screen_x - self.screen_x
self.dy = touch_modified.screen_y - self.screen_y
end
if touch then
self.screen_x = touch.screen_x
self.screen_y = touch.screen_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 M.set_click_zone(self, zone)
self.click_zone = self:get_node(zone)
end
return M