mirror of
https://github.com/Insality/druid.git
synced 2025-06-27 10:27:47 +02:00
801 lines
24 KiB
Lua
Executable File
801 lines
24 KiB
Lua
Executable File
local event = require("event.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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---Scroll style parameters
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---@class druid.scroll.style
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---@field FRICT number|nil Multiplier for free inertion. Default: 0
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---@field FRICT_HOLD number|nil Multiplier for inertion, while touching. Default: 0
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---@field INERT_THRESHOLD number|nil Scroll speed to stop inertion. Default: 3
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---@field INERT_SPEED number|nil Multiplier for inertion speed. Default: 30
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---@field POINTS_DEADZONE number|nil Speed to check points of interests in no_inertion mode. Default: 20
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---@field BACK_SPEED number|nil Scroll back returning lerp speed. Default: 35
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---@field ANIM_SPEED number|nil Scroll gui.animation speed for scroll_to function. Default: 2
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---@field EXTRA_STRETCH_SIZE number|nil extra size in pixels outside of scroll (stretch effect). Default: 0
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---@field SMALL_CONTENT_SCROLL boolean|nil If true, content node with size less than view node size can be scrolled. Default: false
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---@field WHEEL_SCROLL_SPEED number|nil The scroll speed via mouse wheel scroll or touchpad. Set to 0 to disable wheel scrolling. Default: 0
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---@field WHEEL_SCROLL_INVERTED boolean|nil If true, invert direction for touchpad and mouse wheel scroll. Default: false
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---@field WHEEL_SCROLL_BY_INERTION boolean|nil If true, wheel will add inertion to scroll. Direct set position otherwise.. Default: false
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---Basic Druid scroll component. Handles all scrolling behavior in Druid GUI.
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---
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---### Setup
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---Create scroll component with druid: `druid:new_scroll(view_node, content_node)`
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---
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---### Notes
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---- View_node is the static part that captures user input and recognizes scrolling touches
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---- Content_node is the dynamic part that will change position according to the scroll system
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---- Initial scroll size will be equal to content_node size
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---- The initial view box will be equal to view_node size
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---- Scroll by default style has inertia and extra size for stretching effect
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---- You can setup "points of interest" to make scroll always center on closest point
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---- Scroll events:
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---- - on_scroll(self, position): On scroll move callback
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---- - on_scroll_to(self, position, is_instant): On scroll_to function callback
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---- - on_point_scroll(self, item_index, position): On scroll_to_index function callback
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---- Multitouch is required for scroll. Scroll correctly handles touch_id swap while dragging
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---@class druid.scroll: druid.component
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---@field node node The root node
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---@field click_zone node|nil Optional click zone to restrict scroll area
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---@field on_scroll event Triggered on scroll move with fun(self, position)
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---@field on_scroll_to event Triggered on scroll_to with fun(self, target, is_instant)
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---@field on_point_scroll event Triggered on scroll_to_index with fun(self, index, point)
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---@field view_node node The scroll view node (static part)
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---@field view_border vector4 The scroll view borders
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---@field content_node node The scroll content node (moving part)
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---@field view_size vector3 Size of the view node
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---@field position vector3 Current scroll position
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---@field target_position vector3 Target scroll position for animations
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---@field available_pos vector4 Available content position (min_x, max_y, max_x, min_y)
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---@field available_size vector3 Size of available positions (width, height, 0)
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---@field drag druid.drag The drag component instance
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---@field selected number|nil Current selected point of interest index
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---@field is_animate boolean True if scroll is animating
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---@field style druid.scroll.style Component style parameters
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---@field private _is_inert boolean True if inertial scrolling is enabled
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---@field private inertion vector3 Current inertial movement vector
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---@field private _is_horizontal_scroll boolean True if horizontal scroll enabled
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---@field private _is_vertical_scroll boolean True if vertical scroll enabled
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---@field private _grid_on_change event Grid items change event
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---@field private _grid_on_change_callback function Grid change callback
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---@field private _offset vector3 Content start offset
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local M = component.create("scroll")
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---The Scroll constructor
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---@param view_node string|node GUI view scroll node - the static part that captures user input
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---@param content_node string|node GUI content scroll node - the dynamic part that will change position
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---@return druid.scroll
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function M:init(view_node, content_node)
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self.druid = self:get_druid()
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self.view_node = self:get_node(view_node)
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self.view_border = helper.get_border(self.view_node)
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self.content_node = self:get_node(content_node)
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self.view_size = helper.get_scaled_size(self.view_node)
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self.position = gui.get_position(self.content_node)
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self.target_position = vmath.vector3(self.position)
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self.inertion = vmath.vector3(0)
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self.drag = self.druid:new_drag(view_node, self._on_scroll_drag)
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self.drag.on_touch_start:subscribe(self._on_touch_start)
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self.drag.on_touch_end:subscribe(self._on_touch_end)
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self.hover = self.druid:new_hover(view_node)
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self.hover.on_mouse_hover:subscribe(self._on_mouse_hover)
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self._is_mouse_hover = false
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self.on_scroll = event.create()
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self.on_scroll_to = event.create()
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self.on_point_scroll = event.create()
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self.selected = nil
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self.is_animate = false
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self._offset = vmath.vector3(0)
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self._is_horizontal_scroll = true
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self._is_vertical_scroll = true
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self._grid_on_change = nil
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self._grid_on_change_callback = nil
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self:_update_size()
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end
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---@private
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---@param style druid.scroll.style
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function M:on_style_change(style)
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self.style = {}
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self.style.EXTRA_STRETCH_SIZE = style.EXTRA_STRETCH_SIZE or 0
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self.style.ANIM_SPEED = style.ANIM_SPEED or 0.2
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self.style.BACK_SPEED = style.BACK_SPEED or 0.35
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self.style.FRICT = style.FRICT or 0
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self.style.FRICT_HOLD = style.FRICT_HOLD or 0
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self.style.INERT_THRESHOLD = style.INERT_THRESHOLD or 3
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self.style.INERT_SPEED = style.INERT_SPEED or 30
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self.style.POINTS_DEADZONE = style.POINTS_DEADZONE or 20
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self.style.SMALL_CONTENT_SCROLL = style.SMALL_CONTENT_SCROLL or false
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self.style.WHEEL_SCROLL_SPEED = style.WHEEL_SCROLL_SPEED or 0
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self.style.WHEEL_SCROLL_INVERTED = style.WHEEL_SCROLL_INVERTED or false
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self.style.WHEEL_SCROLL_BY_INERTION = style.WHEEL_SCROLL_BY_INERTION or false
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self._is_inert = not (self.style.FRICT == 0 or
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self.style.FRICT_HOLD == 0 or
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self.style.INERT_SPEED == 0)
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end
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---@private
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function M:on_late_init()
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if not self.click_zone then
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local stencil_node = helper.get_closest_stencil_node(self.node)
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if stencil_node then
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self:set_click_zone(stencil_node)
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end
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end
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end
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---@private
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function M:on_layout_change()
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gui.set_position(self.content_node, self.position)
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end
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---@private
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function M:update(dt)
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if self.is_animate then
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self.position.x = gui.get(self.content_node, "position.x") --[[@as number]]
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self.position.y = gui.get(self.content_node, "position.y") --[[@as number]]
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self.on_scroll:trigger(self:get_context(), self.position)
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end
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if self.drag.is_drag then
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self:_update_hand_scroll(dt)
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else
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self:_update_free_scroll(dt)
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end
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end
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---@private
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function M:on_input(action_id, action)
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return self:_process_scroll_wheel(action_id, action)
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end
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---@private
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function M:on_remove()
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self:bind_grid(nil)
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end
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---Start scroll to target point.
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---@param point vector3 Target point
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---@param is_instant boolean|nil Instant scroll flag
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function M:scroll_to(point, is_instant)
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local b = self.available_pos
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local target = vmath.vector3(
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self._is_horizontal_scroll and -point.x or self.target_position.x,
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self._is_vertical_scroll and -point.y or self.target_position.y,
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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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self:_cancel_animate()
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self.is_animate = not is_instant
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if is_instant then
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self.target_position = target
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self:_set_scroll_position(target.x, target.y)
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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.is_animate = false
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self.target_position = target
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self:_set_scroll_position(target.x, target.y)
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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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---@param index number Point index
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---@param skip_cb boolean|nil If true, skip the point callback
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function M:scroll_to_index(index, skip_cb)
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if not self.points then
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return
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end
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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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---Start scroll to target scroll percent
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---@param percent vector3 target percent
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---@param is_instant boolean|nil instant scroll flag
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function M:scroll_to_percent(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.y, border.w, 1 - percent.y),
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0
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)
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if not self.drag.can_x then
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pos.x = self.position.x
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end
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if not self.drag.can_y then
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pos.y = self.position.y
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end
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self:scroll_to(pos, is_instant)
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end
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---Return current scroll progress status.
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-- Values will be in [0..1] interval
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---@return vector3 New vector with scroll progress values
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function M:get_percent()
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local x_perc = 1 - self:_inverse_lerp(self.available_pos.x, self.available_pos.z, self.position.x)
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local y_perc = self:_inverse_lerp(self.available_pos.w, self.available_pos.y, self.position.y)
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return vmath.vector3(x_perc, y_perc, 0)
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end
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---Set scroll content size.
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-- It will change content gui node size
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---@param size vector3 The new size for content node
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---@param offset vector3|nil Offset value to set, where content is starts
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---@return druid.scroll self Current scroll instance
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function M:set_size(size, offset)
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if offset then
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self._offset = offset
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end
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gui.set_size(self.content_node, size)
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self:_update_size()
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return self
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end
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---Set new scroll view size in case the node size was changed.
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---@param size vector3 The new size for view node
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---@return druid.scroll self Current scroll instance
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function M:set_view_size(size)
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gui.set_size(self.view_node, size)
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self.view_size = size
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self.view_border = helper.get_border(self.view_node)
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self:_update_size()
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return self
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end
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---Refresh scroll view size, used when view node size is changed
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---@return druid.scroll self Current scroll instance
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function M:update_view_size()
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self.view_size = helper.get_scaled_size(self.view_node)
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self.view_border = helper.get_border(self.view_node)
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self:_update_size()
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return self
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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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---@param state boolean Inert scroll state
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---@return druid.scroll self Current scroll instance
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function M:set_inert(state)
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self._is_inert = state
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return self
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end
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---Return if scroll have inertion
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---@return boolean is_inert If scroll have inertion
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function M:is_inert()
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return self._is_inert
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end
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---Set extra size for scroll stretching
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-- Set 0 to disable stretching effect
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---@param stretch_size number|nil Size in pixels of additional scroll area
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---@return druid.scroll self Current scroll instance
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function M:set_extra_stretch_size(stretch_size)
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self.style.EXTRA_STRETCH_SIZE = stretch_size or 0
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self:_update_size()
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return self
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end
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---Return vector of scroll size with width and height.
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---@return vector3 Available scroll size
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function M:get_scroll_size()
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return self.available_size
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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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---@param points table Array of vector3 points
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---@return druid.scroll self Current scroll instance
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function M:set_points(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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self:_check_threshold()
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return self
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end
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---Lock or unlock horizontal scroll
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---@param state boolean True, if horizontal scroll is enabled
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---@return druid.scroll self Current scroll instance
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function M:set_horizontal_scroll(state)
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self._is_horizontal_scroll = state
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self.drag.can_x = self.available_size.x > 0 and state or false
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return self
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end
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---Lock or unlock vertical scroll
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---@param state boolean True, if vertical scroll is enabled
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---@return druid.scroll self Current scroll instance
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function M:set_vertical_scroll(state)
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self._is_vertical_scroll = state
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self.drag.can_y = self.available_size.y > 0 and state or false
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return self
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end
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---Check node if it visible now on scroll.
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-- Extra border is not affected. Return true for elements in extra scroll zone
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---@param node node The node to check
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---@return boolean True if node in visible scroll area
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function M:is_node_in_view(node)
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local node_offset_for_view = gui.get_position(node)
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local parent = gui.get_parent(node)
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local is_parent_of_view = false
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while parent do
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if parent ~= self.view_node then
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local parent_pos = gui.get_position(parent)
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node_offset_for_view.x = node_offset_for_view.x + parent_pos.x
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node_offset_for_view.y = node_offset_for_view.y + parent_pos.y
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parent = gui.get_parent(parent)
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else
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is_parent_of_view = true
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parent = nil
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end
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end
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if not is_parent_of_view then
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error("The node to check is_node_in_view should be child if scroll view")
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return false
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end
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local node_border = helper.get_border(node, node_offset_for_view)
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-- Check is vertical outside (Left or Right):
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if node_border.z < self.view_border.x or node_border.x > self.view_border.z then
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return false
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end
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-- Check is horizontal outside (Up or Down):
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if node_border.w > self.view_border.y or node_border.y < self.view_border.w then
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return false
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end
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return true
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end
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---Bind the grid component (Static or Dynamic) to recalculate
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-- scroll size on grid changes
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---@param grid druid.grid|nil Druid grid component
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---@return druid.scroll self Current scroll instance
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function M:bind_grid(grid)
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if self._grid_on_change then
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self._grid_on_change:unsubscribe(self._grid_on_change_callback)
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self._grid_on_change = nil
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self._grid_on_change_callback = nil
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end
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if not grid then
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return self
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end
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self._grid_on_change = grid.on_change_items
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self._grid_on_change_callback = function()
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local size = grid:get_size()
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local offset = grid:get_offset()
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self:set_size(size, offset)
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end
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self._grid_on_change:subscribe(self._grid_on_change_callback)
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self:set_size(grid:get_size(), grid:get_offset())
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return self
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end
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---Strict drag scroll area. Useful for
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-- restrict events outside stencil node
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---@param node node|string Gui node
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function M:set_click_zone(node)
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self.drag:set_click_zone(node)
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end
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function M:_on_scroll_drag(dx, dy)
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local t = self.target_position
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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 = self:_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 = self:_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 = self:_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 = self:_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
|
|
t.y = t.y + dy * y_perc
|
|
end
|
|
|
|
|
|
function M:_check_soft_zone()
|
|
local target = self.target_position
|
|
local border = self.available_pos
|
|
local speed = self.style.BACK_SPEED
|
|
|
|
-- Right border (minimum x)
|
|
if target.x < border.x then
|
|
local step = math.max(math.abs(target.x - border.x) * speed, 1)
|
|
target.x = helper.step(target.x, border.x, step)
|
|
end
|
|
-- Left border (maximum x)
|
|
if target.x > border.z then
|
|
local step = math.max(math.abs(target.x - border.z) * speed, 1)
|
|
target.x = helper.step(target.x, border.z, step)
|
|
end
|
|
-- Top border (maximum y)
|
|
if target.y < border.y then
|
|
local step = math.max(math.abs(target.y - border.y) * speed, 1)
|
|
target.y = helper.step(target.y, border.y, step)
|
|
end
|
|
-- Bot border (minimum y)
|
|
if target.y > border.w then
|
|
local step = math.max(math.abs(target.y - border.w) * speed, 1)
|
|
target.y = helper.step(target.y, border.w, step)
|
|
end
|
|
end
|
|
|
|
|
|
-- Cancel animation on other animation or input touch
|
|
function M:_cancel_animate()
|
|
self.inertion.x = 0
|
|
self.inertion.y = 0
|
|
|
|
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
|
|
|
|
|
|
function M:_set_scroll_position(position_x, position_y)
|
|
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, self.position)
|
|
|
|
self.on_scroll:trigger(self:get_context(), self.position)
|
|
end
|
|
end
|
|
|
|
|
|
---Find closer point of interest
|
|
-- if no inert, scroll to next point by scroll direction
|
|
-- if inert, find next point by scroll director
|
|
---@private
|
|
function M:_check_points()
|
|
if not self.points then
|
|
return
|
|
end
|
|
|
|
local inert = self.inertion
|
|
if not self._is_inert then
|
|
if math.abs(inert.x) > self.style.POINTS_DEADZONE then
|
|
self:scroll_to_index(self.selected + helper.sign(inert.x))
|
|
return
|
|
end
|
|
if math.abs(inert.y) > self.style.POINTS_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 = -1
|
|
local index_on_inert = -1
|
|
local pos = self.position
|
|
|
|
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
|
|
|
|
if index_on_inert >= 0 then
|
|
self:scroll_to_index(index_on_inert)
|
|
else
|
|
self:scroll_to_index(index)
|
|
end
|
|
end
|
|
|
|
|
|
function M:_check_threshold()
|
|
local is_stopped = false
|
|
|
|
if self.drag.can_x and math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then
|
|
is_stopped = true
|
|
self.inertion.x = 0
|
|
end
|
|
if self.drag.can_y and math.abs(self.inertion.y) < self.style.INERT_THRESHOLD then
|
|
is_stopped = true
|
|
self.inertion.y = 0
|
|
end
|
|
|
|
if is_stopped or not self._is_inert then
|
|
self:_check_points()
|
|
end
|
|
end
|
|
|
|
|
|
function M:_update_free_scroll(dt)
|
|
if self.is_animate then
|
|
return
|
|
end
|
|
|
|
local target = self.target_position
|
|
|
|
if self._is_inert and (self.inertion.x ~= 0 or self.inertion.y ~= 0) then
|
|
-- Inertion apply
|
|
target.x = self.position.x + self.inertion.x * self.style.INERT_SPEED * dt
|
|
target.y = self.position.y + self.inertion.y * self.style.INERT_SPEED * dt
|
|
|
|
self:_check_threshold()
|
|
end
|
|
|
|
-- Inertion friction
|
|
self.inertion = self.inertion * self.style.FRICT
|
|
|
|
self:_check_soft_zone()
|
|
if self.position.x ~= target.x or self.position.y ~= target.y then
|
|
self:_set_scroll_position(target.x, target.y)
|
|
end
|
|
end
|
|
|
|
|
|
function M:_update_hand_scroll(dt)
|
|
if self.is_animate then
|
|
self:_cancel_animate()
|
|
end
|
|
|
|
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
|
|
|
|
self:_set_scroll_position(self.target_position.x, self.target_position.y)
|
|
end
|
|
|
|
|
|
function M:_on_touch_start()
|
|
self.inertion.x = 0
|
|
self.inertion.y = 0
|
|
self.target_position.x = self.position.x
|
|
self.target_position.y = self.position.y
|
|
end
|
|
|
|
|
|
function M:_on_touch_end()
|
|
self:_check_threshold()
|
|
end
|
|
|
|
|
|
function M:_update_size()
|
|
local content_border = helper.get_border(self.content_node)
|
|
local content_size = helper.get_scaled_size(self.content_node)
|
|
|
|
self.available_pos = self:_get_border_vector(self.view_border - content_border, self._offset)
|
|
self.available_size = self:_get_size_vector(self.available_pos)
|
|
|
|
self.drag.can_x = self.available_size.x > 0 and self._is_horizontal_scroll
|
|
self.drag.can_y = self.available_size.y > 0 and self._is_vertical_scroll
|
|
|
|
-- 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 stretch_size = self.style.EXTRA_STRETCH_SIZE
|
|
|
|
local sign_x = content_size.x > self.view_size.x and 1 or -1
|
|
content_border_extra.x = content_border_extra.x - stretch_size * sign_x
|
|
content_border_extra.z = content_border_extra.z + stretch_size * sign_x
|
|
|
|
local sign_y = content_size.y > self.view_size.y and 1 or -1
|
|
content_border_extra.y = content_border_extra.y + stretch_size * sign_y
|
|
content_border_extra.w = content_border_extra.w - stretch_size * sign_y
|
|
|
|
if not self.style.SMALL_CONTENT_SCROLL then
|
|
self.drag.can_x = content_size.x > self.view_size.x and self._is_horizontal_scroll
|
|
self.drag.can_y = content_size.y > self.view_size.y and self._is_vertical_scroll
|
|
end
|
|
|
|
self.available_pos_extra = self:_get_border_vector(self.view_border - content_border_extra, self._offset)
|
|
self.available_size_extra = self:_get_size_vector(self.available_pos_extra)
|
|
|
|
self:_set_scroll_position(self.position.x, self.position.y)
|
|
self.target_position.x = self.position.x
|
|
self.target_position.y = self.position.y
|
|
|
|
self.drag:set_drag_cursors(self.drag.can_x or self.drag.can_y)
|
|
end
|
|
|
|
|
|
function M:_process_scroll_wheel(action_id, action)
|
|
if not self._is_mouse_hover or self.style.WHEEL_SCROLL_SPEED == 0 then
|
|
return false
|
|
end
|
|
|
|
if action_id ~= const.ACTION_SCROLL_UP and action_id ~= const.ACTION_SCROLL_DOWN then
|
|
return false
|
|
end
|
|
|
|
local koef = (action_id == const.ACTION_SCROLL_UP) and 1 or -1
|
|
if self.style.WHEEL_SCROLL_INVERTED then
|
|
koef = -koef
|
|
end
|
|
|
|
if self.style.WHEEL_SCROLL_BY_INERTION then
|
|
if self.drag.can_y then
|
|
self.inertion.y = (self.inertion.y + self.style.WHEEL_SCROLL_SPEED * koef) * self.style.FRICT_HOLD
|
|
elseif self.drag.can_x then
|
|
self.inertion.x = (self.inertion.x + self.style.WHEEL_SCROLL_SPEED * koef) * self.style.FRICT_HOLD
|
|
end
|
|
else
|
|
if self.drag.can_y then
|
|
self.target_position.y = self.target_position.y + self.style.WHEEL_SCROLL_SPEED * koef
|
|
self.inertion.y = 0
|
|
elseif self.drag.can_x then
|
|
self.target_position.x = self.target_position.x + self.style.WHEEL_SCROLL_SPEED * koef
|
|
self.inertion.x = 0
|
|
end
|
|
|
|
self:_set_scroll_position(self.target_position.x, self.target_position.y)
|
|
self:_check_points()
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function M:_on_mouse_hover(state)
|
|
self._is_mouse_hover = state
|
|
end
|
|
|
|
|
|
function M:_inverse_lerp(min, max, current)
|
|
return helper.clamp((current - min) / (max - min), 0, 1)
|
|
end
|
|
|
|
|
|
---Update vector with next conditions:
|
|
---Field x have to <= field z
|
|
---Field y have to <= field w
|
|
function M:_get_border_vector(vector, offset)
|
|
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
|
|
vector.x = vector.x - offset.x
|
|
vector.z = vector.z - offset.x
|
|
vector.y = vector.y - offset.y
|
|
vector.w = vector.w - offset.y
|
|
return vector
|
|
end
|
|
|
|
|
|
---Return size from scroll border vector4
|
|
---@param vector vector4
|
|
---@return vector3
|
|
function M:_get_size_vector(vector)
|
|
return vmath.vector3(vector.z - vector.x, vector.w - vector.y, 0)
|
|
end
|
|
|
|
|
|
return M
|