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https://github.com/Insality/druid.git
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582 lines
17 KiB
Lua
582 lines
17 KiB
Lua
--- Component to handle scroll content.
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-- Scroll consist from two nodes: scroll parent and scroll input
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-- Scroll input the user input zone, it's static
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-- Scroll parent the scroll moving part, it will change position.
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-- Setup initial scroll size by changing scroll parent size. If scroll parent
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-- size will be less than scroll_input size, no scroll is available. For scroll
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-- parent size should be more than input size
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-- @module druid.scroll
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--- Component events
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-- @table Events
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-- @tfield druid_event on_scroll On scroll move callback
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-- @tfield druid_event on_scroll_to On scroll_to function callback
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-- @tfield druid_event on_point_scroll On scroll_to_index function callback
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--- Component fields
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-- @table Fields
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-- @tfield node view_node Scroll view node
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-- @tfield node content_node Scroll content node
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-- @tfield bool is_inert Flag, if scroll now moving by inertion
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-- @tfield vector3 inertion Current inert speed
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-- @tfield vector3 position Current scroll posisition
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-- @tfield vector3 target_position Current scroll target position
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-- @tfield vector4 available_pos Available position for content node: (min_x, max_y, max_x, min_y)
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-- @tfield vector3 available_size Size of available positions: (width, height, 0)
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-- @tfield druid.drag drag Drag component
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-- @tfield[opt] selected Current index of points of interests
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-- @tfield bool is_animate Flag, if scroll now animating by gui.animate
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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 Scroll = component.create("scroll", { const.ON_UPDATE, const.ON_LAYOUT_CHANGE })
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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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--- Update vector with next conditions:
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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 get_border_vector(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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--- Component style params.
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-- You can override this component styles params in druid styles table
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-- or create your own style
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-- @table Style
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-- @tfield[opt=0] number FRICT Multiplier for free inertion
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-- @tfield[opt=0] number FRICT_HOLD Multiplier for inertion, while touching
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-- @tfield[opt=3] number INERT_THRESHOLD Scroll speed to stop inertion
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-- @tfield[opt=30] number INERT_SPEED Multiplier for inertion speed
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-- @tfield[opt=20] number POINTS_DEADZONE Speed to check points of interests in no_inertion mode
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-- @tfield[opt=0.35] number BACK_SPEED Scroll back returning lerp speed
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-- @tfield[opt=0.2] number ANIM_SPEED Scroll gui.animation speed for scroll_to function
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-- @tfield[opt=0] number EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect)
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-- @tfield[opt=false] bool SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled
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function Scroll: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._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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--- Scroll constructor.
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-- @function scroll:init
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-- @tparam node view_node GUI view scroll node
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-- @tparam node content_node GUI content scroll node
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function Scroll: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.content_node = self:get_node(content_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.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.selected = nil
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self.is_animate = false
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self._is_horizontal_scroll = true
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self._is_vertical_scroll = true
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self:_update_size()
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end
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function Scroll:on_layout_change()
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gui.set_position(self.content_node, self.position)
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end
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function Scroll:update(dt)
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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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--- 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 Scroll:scroll_to(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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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)
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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)
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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 Scroll: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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-- @function scroll:scroll_to_percent
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-- @tparam point vector3 target percent
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-- @tparam[opt] bool is_instant instant scroll flag
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-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
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function Scroll: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.w, border.y, 1 - percent.y),
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0
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)
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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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-- @function scroll:get_percent
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-- @treturn vector3 New vector with scroll progress values
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function Scroll:get_percent()
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local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.position.x)
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local y_perc = 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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-- @function scroll:set_size
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-- @tparam vector3 size The new size for content node
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-- @treturn druid.scroll Current scroll instance
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function Scroll:set_size(size)
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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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--- 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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-- @treturn druid.scroll Current scroll instance
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function Scroll: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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-- @function scroll:is_inert
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-- @treturn bool If scroll have inertion
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function Scroll: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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-- @function scroll:set_extra_stretch_size
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-- @tparam[opt=0] number stretch_size Size in pixels of additional scroll area
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-- @treturn druid.scroll Current scroll instance
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function Scroll: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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-- @function scroll:get_scroll_size
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-- @treturn vector3 Available scroll size
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function Scroll: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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-- @function scroll:set_points
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-- @tparam table points Array of vector3 points
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-- @treturn druid.scroll Current scroll instance
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function Scroll: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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-- @function scroll:set_horizontal_scroll
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-- @tparam bool state True, if horizontal scroll is enabled
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-- @treturn druid.scroll Current scroll instance
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function Scroll: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
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return self
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end
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--- Lock or unlock vertical scroll
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-- @function scroll:set_vertical_scroll
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-- @tparam bool state True, if vertical scroll is enabled
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-- @treturn druid.scroll Current scroll instance
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function Scroll: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
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return self
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end
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function Scroll:_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 = 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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function Scroll:_check_soft_zone()
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local target = self.target_position
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local border = self.available_pos
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local speed = self.style.BACK_SPEED
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-- Right border (minimum x)
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if target.x < border.x then
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target.x = helper.step(target.x, border.x, math.abs(target.x - border.x) * speed)
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end
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-- Left border (maximum x)
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if target.x > border.z then
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target.x = helper.step(target.x, border.z, math.abs(target.x - border.z) * speed)
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end
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-- Top border (maximum y)
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if target.y < border.y then
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target.y = helper.step(target.y, border.y, math.abs(target.y - border.y) * speed)
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end
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-- Bot border (minimum y)
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if target.y > border.w then
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target.y = helper.step(target.y, border.w, math.abs(target.y - border.w) * speed)
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end
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end
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--- Cancel animation on other animation or input touch
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function Scroll:_cancel_animate()
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if self.is_animate then
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self.target_position = gui.get_position(self.content_node)
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self.position.x = self.target_position.x
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self.position.y = self.target_position.y
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gui.cancel_animation(self.content_node, gui.PROP_POSITION)
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self.is_animate = false
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end
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end
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function Scroll:_set_scroll_position(position)
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local available_extra = self.available_pos_extra
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position.x = helper.clamp(position.x, available_extra.x, available_extra.z)
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position.y = helper.clamp(position.y, available_extra.w, available_extra.y)
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if self.position.x ~= position.x or self.position.y ~= position.y then
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self.position.x = position.x
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self.position.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.position)
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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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function Scroll:_check_points()
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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.POINTS_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.POINTS_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.position
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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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function Scroll:_check_threshold()
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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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self:_check_points()
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end
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end
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function Scroll:_update_free_scroll(dt)
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local target = self.target_position
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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.position.x + self.inertion.x * self.style.INERT_SPEED * dt
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target.y = self.position.y + self.inertion.y * self.style.INERT_SPEED * dt
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self:_check_threshold()
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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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self:_check_soft_zone()
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if self.position.x ~= target.x or self.position.y ~= target.y then
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self:_set_scroll_position(target)
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end
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end
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function Scroll:_update_hand_scroll(dt)
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local dx = self.target_position.x - self.position.x
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local dy = self.target_position.y - self.position.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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self:_set_scroll_position(self.target_position)
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end
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function Scroll:_on_touch_start()
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self.inertion.x = 0
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self.inertion.y = 0
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self.target_position.x = self.position.x
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self.target_position.y = self.position.y
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end
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function Scroll:_on_touch_end()
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self:_check_threshold()
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end
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function Scroll:_update_size()
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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 = get_border_vector(view_border - content_border)
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self.available_size = get_size_vector(self.available_pos)
|
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self.available_pos.x = self.available_pos.x
|
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self.available_pos.z = self.available_pos.z
|
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self.available_pos.y = self.available_pos.y
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self.available_pos.w = self.available_pos.w
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|
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self.drag.can_x = self.available_size.x > 0 and self._is_horizontal_scroll
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self.drag.can_y = self.available_size.y > 0 and self._is_vertical_scroll
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|
|
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-- 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
|
|
|
|
if self.drag.can_x then
|
|
local sign = content_size.x > view_size.x and 1 or -1
|
|
content_border_extra.x = content_border_extra.x - stretch_size * sign
|
|
content_border_extra.z = content_border_extra.z + stretch_size * sign
|
|
end
|
|
|
|
if self.drag.can_y then
|
|
local sign = content_size.y > view_size.y and 1 or -1
|
|
content_border_extra.y = content_border_extra.y + stretch_size * sign
|
|
content_border_extra.w = content_border_extra.w - stretch_size * sign
|
|
end
|
|
|
|
if not self.style.SMALL_CONTENT_SCROLL then
|
|
self.drag.can_x = content_size.x > view_size.x
|
|
self.drag.can_y = content_size.y > view_size.y
|
|
end
|
|
|
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self.available_pos_extra = get_border_vector(view_border - content_border_extra)
|
|
self.available_size_extra = get_size_vector(self.available_pos_extra)
|
|
self.available_pos_extra.x = self.available_pos_extra.x
|
|
self.available_pos_extra.z = self.available_pos_extra.z
|
|
self.available_pos_extra.y = self.available_pos_extra.y
|
|
self.available_pos_extra.w = self.available_pos_extra.w
|
|
end
|
|
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|
|
|
return Scroll
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