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https://github.com/Insality/druid.git
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441 lines
11 KiB
Lua
441 lines
11 KiB
Lua
---
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-- @module druid.scroll
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--- Components fields
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-- @table Fields
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--- Component events
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-- @table Events
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--- Component style params
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-- @table Style
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local Event = require("druid.event")
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local const = require("druid.const")
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local helper = require("druid.helper")
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local component = require("druid.component")
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local M = component.create("scroll", { const.ON_UPDATE })
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local function inverse_lerp(min, max, current)
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return helper.clamp((current - min) / (max - min), 0, 1)
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end
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local function on_scroll_drag(self, dx, dy)
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local t = self.target_pos
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local b = self.available_pos
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local eb = self.available_pos_extra
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-- Handle soft zones
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-- Percent - multiplier for delta. Less if outside of scroll zone
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local x_perc = 1
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local y_perc = 1
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-- Right border (minimum x)
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if t.x < b.x and dx < 0 then
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x_perc = inverse_lerp(eb.x, b.x, t.x)
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end
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-- Left border (maximum x)
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if t.x > b.z and dx > 0 then
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x_perc = inverse_lerp(eb.z, b.z, t.x)
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end
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-- Disable x scroll
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if not self.drag.can_x then
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x_perc = 0
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end
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-- Top border (minimum y)
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if t.y < b.y and dy < 0 then
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y_perc = inverse_lerp(eb.y, b.y, t.y)
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end
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-- Bot border (maximum y)
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if t.y > b.w and dy > 0 then
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y_perc = inverse_lerp(eb.w, b.w, t.y)
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end
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-- Disable y scroll
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if not self.drag.can_y then
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y_perc = 0
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end
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t.x = t.x + dx * x_perc
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t.y = t.y + dy * y_perc
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end
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local function set_pos(self, position)
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position.x = helper.clamp(position.x, self.available_pos_extra.x, self.available_pos_extra.z)
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position.y = helper.clamp(position.y, self.available_pos_extra.w, self.available_pos_extra.y)
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if self.current_pos.x ~= position.x or self.current_pos.y ~= position.y then
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self.current_pos.x = position.x
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self.current_pos.y = position.y
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gui.set_position(self.content_node, position)
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self.on_scroll:trigger(self:get_context(), self.current_pos)
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end
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end
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local function update_hand_scroll(self, dt)
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local dx = self.target_pos.x - self.current_pos.x
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local dy = self.target_pos.y - self.current_pos.y
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self.inertion.x = (self.inertion.x + dx) * self.style.FRICT_HOLD
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self.inertion.y = (self.inertion.y + dy) * self.style.FRICT_HOLD
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set_pos(self, self.target_pos)
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end
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local function check_soft_zone(self)
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local t = self.target_pos
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local b = self.available_pos
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-- Right border (minimum x)
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if t.x < b.x then
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t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
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end
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-- Left border (maximum x)
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if t.x > b.z then
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t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
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end
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-- Top border (maximum y)
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if t.y < b.y then
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t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
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end
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-- Bot border (minimum y)
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if t.y > b.w then
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t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
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end
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end
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--- Find closer point of interest
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-- if no inert, scroll to next point by scroll direction
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-- if inert, find next point by scroll director
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-- @local
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local function check_points(self)
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if not self.points then
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return
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end
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local inert = self.inertion
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if not self.is_inert then
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if math.abs(inert.x) > self.style.DEADZONE then
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self:scroll_to_index(self.selected - helper.sign(inert.x))
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return
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end
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if math.abs(inert.y) > self.style.DEADZONE then
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self:scroll_to_index(self.selected + helper.sign(inert.y))
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return
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end
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end
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-- Find closest point and point by scroll direction
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-- Scroll to one of them (by scroll direction in priority)
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local temp_dist = math.huge
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local temp_dist_on_inert = math.huge
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local index = false
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local index_on_inert = false
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local pos = self.current_pos
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for i = 1, #self.points do
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local p = self.points[i]
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local dist = helper.distance(pos.x, pos.y, -p.x, -p.y)
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local on_inert = true
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-- If inert ~= 0, scroll only by move direction
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if inert.x ~= 0 and helper.sign(inert.x) ~= helper.sign(-p.x - pos.x) then
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on_inert = false
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end
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if inert.y ~= 0 and helper.sign(inert.y) ~= helper.sign(-p.y - pos.y) then
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on_inert = false
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end
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if dist < temp_dist then
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index = i
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temp_dist = dist
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end
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if on_inert and dist < temp_dist_on_inert then
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index_on_inert = i
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temp_dist_on_inert = dist
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end
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end
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self:scroll_to_index(index_on_inert or index)
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end
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local function check_threshold(self)
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local is_stopped = false
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if self.inertion.x ~= 0 and math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then
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is_stopped = true
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self.inertion.x = 0
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end
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if self.inertion.y ~= 0 and math.abs(self.inertion.y) < self.style.INERT_THRESHOLD then
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is_stopped = true
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self.inertion.y = 0
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end
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if is_stopped or not self.is_inert then
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check_points(self)
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end
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end
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local function update_free_scroll(self, dt)
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local target = self.target_pos
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if self.is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
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-- Inertion apply
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target.x = self.current_pos.x + self.inertion.x * self.style.INERT_SPEED * dt
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target.y = self.current_pos.y + self.inertion.y * self.style.INERT_SPEED * dt
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check_threshold(self)
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end
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-- Inertion friction
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self.inertion = self.inertion * self.style.FRICT
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check_soft_zone(self)
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set_pos(self, target)
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end
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local function on_touch_start(self)
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self.inertion.x = 0
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self.inertion.y = 0
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self.target_pos.x = self.current_pos.x
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self.target_pos.y = self.current_pos.y
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end
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--- Verify vector
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-- Field x have to <= field z
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-- Field y have to <= field w
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local function verify_scroll_vector4(vector)
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if vector.x > vector.z then
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vector.x, vector.z = vector.z, vector.x
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end
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if vector.y > vector.w then
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vector.y, vector.w = vector.w, vector.y
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end
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return vector
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end
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--- Return size from scroll border vector4
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local function get_size_vector(vector)
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return vmath.vector3(vector.z - vector.x, vector.w - vector.y, 0)
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end
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local function on_touch_end(self)
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check_threshold(self)
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end
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local function update_size(self)
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local view_border = helper.get_border(self.view_node)
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local view_size = vmath.mul_per_elem(gui.get_size(self.view_node), gui.get_scale(self.view_node))
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local content_border = helper.get_border(self.content_node)
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local content_size = vmath.mul_per_elem(gui.get_size(self.content_node), gui.get_scale(self.content_node))
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self.available_pos = verify_scroll_vector4(view_border - content_border)
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self.available_size = get_size_vector(self.available_pos)
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self.drag.can_x = self.available_size.x > 0
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self.drag.can_y = self.available_size.y > 0
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--== Extra content size calculation
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local content_border_extra = helper.get_border(self.content_node)
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if self.drag.can_x then
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local sign = content_size.x > view_size.x and 1 or -1
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content_border_extra.x = content_border_extra.x - self.extra_stretch_size * sign
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content_border_extra.z = content_border_extra.z + self.extra_stretch_size * sign
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end
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if self.drag.can_y then
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local sign = content_size.y > view_size.y and 1 or -1
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content_border_extra.y = content_border_extra.y + self.extra_stretch_size * sign
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content_border_extra.w = content_border_extra.w - self.extra_stretch_size * sign
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end
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self.available_pos_extra = verify_scroll_vector4(view_border - content_border_extra)
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self.available_size_extra = get_size_vector(self.available_pos_extra)
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end
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--- Cancel animation on other animation or input touch
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local function cancel_animate(self)
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if self.animate then
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self.target_pos = gui.get_position(self.content_node)
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self.current_pos.x = self.target_pos.x
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self.current_pos.y = self.target_pos.y
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gui.cancel_animation(self.content_node, gui.PROP_POSITION)
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self.animate = false
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end
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end
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--- Component init function
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-- @function swipe:init
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-- @tparam node node Gui node
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-- @tparam function on_swipe_callback Swipe callback for on_swipe_end event
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function M.init(self, view_zone, content_zone)
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self.druid = self:get_druid()
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self.style = self:get_style()
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self.view_node = self:get_node(view_zone)
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self.content_node = self:get_node(content_zone)
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self.current_pos = gui.get_position(self.content_node)
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self.target_pos = vmath.vector3(self.current_pos)
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self.inertion = vmath.vector3(0)
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self.extra_stretch_size = self.style.EXTRA_STRECH_SIZE
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self.drag = self.druid:new_drag(view_zone, on_scroll_drag)
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self.drag.on_touch_start:subscribe(on_touch_start)
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self.drag.on_touch_end:subscribe(on_touch_end)
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self.on_scroll = Event()
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self.on_scroll_to = Event()
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self.on_point_scroll = Event()
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self.is_inert = true
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update_size(self)
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end
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function M.set_size(self, size)
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gui.set_size(self.content_node, size)
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update_size(self)
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end
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function M.update(self, dt)
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if self.drag.is_drag then
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update_hand_scroll(self, dt)
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else
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update_free_scroll(self, dt)
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end
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end
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--- Start scroll to target point
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-- @function scroll:scroll_to
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-- @tparam point vector3 target point
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-- @tparam[opt] bool is_instant instant scroll flag
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-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
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-- @usage scroll:scroll_to(vmath.vector3(0), true)
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function M.scroll_to(self, point, is_instant)
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local b = self.available_pos
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local target = vmath.vector3(-point.x, -point.y, 0)
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target.x = helper.clamp(target.x, b.x, b.z)
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target.y = helper.clamp(target.y, b.y, b.w)
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cancel_animate(self)
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self.animate = not is_instant
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if is_instant then
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self.target_pos = target
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set_pos(self, target)
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else
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gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
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self.animate = false
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self.target_pos = target
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set_pos(self, target)
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end)
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end
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self.on_scroll_to:trigger(self:get_context(), target, is_instant)
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end
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--- Scroll to item in scroll by point index
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-- @function scroll:scroll_to_index
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-- @tparam number index Point index
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-- @tparam[opt] bool skip_cb If true, skip the point callback
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function M.scroll_to_index(self, index, skip_cb)
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index = helper.clamp(index, 1, #self.points)
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if self.selected ~= index then
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self.selected = index
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if not skip_cb then
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self.on_point_scroll:trigger(self:get_context(), index, self.points[index])
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end
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end
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self:scroll_to(self.points[index])
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end
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function M.scroll_to_percent(self, percent, is_instant)
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local border = self.available_pos
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local pos = vmath.vector3(
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-helper.lerp(border.x, border.z, 1 - percent.x),
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-helper.lerp(border.w, border.y, 1 - percent.y),
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0
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)
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M.scroll_to(self, pos, is_instant)
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end
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function M.get_percent(self)
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local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.current_pos.x)
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local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.current_pos.y)
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return vmath.vector3(x_perc, y_perc, 0)
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end
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--- Enable or disable scroll inert.
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-- If disabled, scroll through points (if exist)
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-- If no points, just simple drag without inertion
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-- @function scroll:set_inert
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-- @tparam bool state Inert scroll state
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function M.set_inert(self, state)
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self.is_inert = state
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return self
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end
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function M.set_extra_strech_size(self, stretch_size)
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self.extra_stretch_size = stretch_size or self.style.EXTRA_STRECH_SIZE
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update_size(self)
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return self
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end
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--- Set points of interest.
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-- Scroll will always centered on closer points
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-- @function scroll:set_points
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-- @tparam table points Array of vector3 points
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function M.set_points(self, points)
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self.points = points
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table.sort(self.points, function(a, b)
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return a.x > b.x or a.y < b.y
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end)
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check_threshold(self)
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return self
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end
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return M
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