2020-03-22 00:37:28 +03:00

152 lines
3.7 KiB
Lua

--- Druid slider component
-- @module druid.slider
--- Component events
-- @table Events
-- @tfield druid_event on_change_value On change value callback
--- Component fields
-- @table Fields
-- @tfield node node Slider pin node
-- @tfield vector3 start_pos Start pin node position
-- @tfield vector3 pos Current pin node position
-- @tfield vector3 target_pos Targer pin node position
-- @tfield vector3 end_pos End pin node position
-- @tfield number dist Length between start and end position
-- @tfield bool is_drag Current drag state
-- @tfield number value Current slider value
local Event = require("druid.event")
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.component")
local M = component.create("slider", { const.ON_INPUT_HIGH })
local function on_change_value(self)
self.on_change_value:trigger(self:get_context(), self.value)
end
local function set_position(self, value)
value = helper.clamp(value, 0, 1)
gui.set_position(self.node, self.start_pos + self.dist * value)
end
--- Component init function
-- @function slider:init
-- @tparam node node Gui pin node
-- @tparam vector3 end_pos The end position of slider
-- @tparam[opt] function callback On slider change callback
function M.init(self, node, end_pos, callback)
self.node = self:get_node(node)
self.start_pos = gui.get_position(self.node)
self.pos = gui.get_position(self.node)
self.target_pos = self.pos
self.end_pos = end_pos
self.dist = self.end_pos - self.start_pos
self.is_drag = false
self.value = 0
self.on_change_value = Event(callback)
assert(self.dist.x == 0 or self.dist.y == 0, "Slider for now can be only vertical or horizontal")
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
if gui.pick_node(self.node, action.x, action.y) then
if action.pressed then
self.pos = gui.get_position(self.node)
self.is_drag = true
end
end
if self.is_drag and not action.pressed then
-- move
self.pos.x = self.pos.x + action.dx
self.pos.y = self.pos.y + action.dy
local prev_x = self.target_pos.x
local prev_y = self.target_pos.y
self.target_pos.x = helper.clamp(self.pos.x, self.start_pos.x, self.end_pos.x)
self.target_pos.y = helper.clamp(self.pos.y, self.start_pos.y, self.end_pos.y)
if prev_x ~= self.target_pos.x or prev_y ~= self.target_pos.y then
local prev_value = self.value
if self.dist.x > 0 then
self.value = (self.target_pos.x - self.start_pos.x) / self.dist.x
end
if self.dist.y > 0 then
self.value = (self.target_pos.y - self.start_pos.y) / self.dist.y
end
if self.steps then
local closest_dist = 1000
local closest = nil
for i = 1, #self.steps do
local dist = math.abs(self.value - self.steps[i])
if dist < closest_dist then
closest = self.steps[i]
closest_dist = dist
end
end
if closest then
self.value = closest
end
end
if prev_value ~= self.value then
on_change_value(self)
end
end
set_position(self, self.value)
end
if action.released then
self.is_drag = false
end
return self.is_drag
end
--- Set value for slider
-- @function slider:set
-- @tparam number value Value from 0 to 1
-- @tparam[opt] bool is_silent Don't trigger event if true
function M.set(self, value, is_silent)
value = helper.clamp(value, 0, 1)
set_position(self, value)
self.value = value
if not is_silent then
on_change_value(self)
end
end
--- Set slider steps. Pin node will
-- apply closest step position
-- @function slider:set_steps
-- @tparam number[] steps Array of steps
-- @usage slider:set_steps({0, 0.2, 0.6, 1})
function M.set_steps(self, steps)
self.steps = steps
end
return M