mirror of
https://github.com/Insality/druid.git
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394 lines
9.0 KiB
Lua
394 lines
9.0 KiB
Lua
-- Copyright (c) 2021 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
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--- Component to handle drag action on node.
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-- Drag have correct handling for multitouch and swap
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-- touched while dragging. Drag will be processed even
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-- the cursor is outside of node, if drag is already started
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--
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-- <a href="https://insality.github.io/druid/druid/index.html?example=general_drag" target="_blank"><b>Example Link</b></a>
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-- @module Drag
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-- @within BaseComponent
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-- @alias druid.drag
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--- Drag node
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-- @tfield node node
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--- Event on touch start callback(self)
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-- @tfield event on_touch_start event
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--- Event on touch end callback(self)
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-- @tfield event on_touch_end event
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--- Event on drag start callback(self, touch)
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-- @tfield event on_drag_start event
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--- on drag progress callback(self, dx, dy, total_x, total_y, touch)
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-- @tfield event on_drag Event event
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--- Event on drag end callback(self, total_x, total_y, touch)
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-- @tfield event on_drag_end event
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--- Is component now touching
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-- @tfield boolean is_touch
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--- Is component now dragging
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-- @tfield boolean is_drag
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--- Is drag component process vertical dragging. Default - true
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-- @tfield boolean can_x
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--- Is drag component process horizontal. Default - true
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-- @tfield boolean can_y
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--- Current touch x position
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-- @tfield number x
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--- Current touch y position
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-- @tfield number y
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--- Current touch x screen position
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-- @tfield number screen_x
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--- Current touch y screen position
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-- @tfield number screen_y
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--- Touch start position
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-- @tfield vector3 touch_start_pos
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---
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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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---@class druid.drag: druid.base_component
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---@field node node
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---@field on_touch_start event
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---@field on_touch_end event
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---@field on_drag_start event
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---@field on_drag event
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---@field on_drag_end event
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---@field style table
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---@field click_zone node
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---@field is_touch boolean
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---@field is_drag boolean
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---@field can_x boolean
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---@field can_y boolean
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---@field dx number
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---@field dy number
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---@field touch_id number
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---@field x number
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---@field y number
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---@field screen_x number
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---@field screen_y number
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---@field touch_start_pos vector3
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---@field private _is_enabled boolean
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---@field private _x_koef number
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---@field private _y_koef number
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local M = component.create("drag", const.PRIORITY_INPUT_HIGH)
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local function start_touch(self, touch)
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self.is_touch = true
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self.is_drag = false
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self.touch_start_pos.x = touch.x
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self.touch_start_pos.y = touch.y
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self.x = touch.x
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self.y = touch.y
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self.screen_x = touch.screen_x
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self.screen_y = touch.screen_y
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self._scene_scale = helper.get_scene_scale(self.node)
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self.on_touch_start:trigger(self:get_context(), touch)
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end
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local function end_touch(self, touch)
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if self.is_drag then
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self.on_drag_end:trigger(
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self:get_context(),
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self.x - self.touch_start_pos.x,
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self.y - self.touch_start_pos.y,
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touch
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)
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end
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self.is_drag = false
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if self.is_touch then
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self.is_touch = false
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self.on_touch_end:trigger(self:get_context(), touch)
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end
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self:reset_input_priority()
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self.touch_id = 0
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end
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local function process_touch(self, touch)
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if not self.can_x then
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self.touch_start_pos.x = touch.x
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end
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if not self.can_y then
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self.touch_start_pos.y = touch.y
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end
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local distance = helper.distance(touch.x, touch.y, self.touch_start_pos.x, self.touch_start_pos.y)
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if not self.is_drag and distance >= self.style.DRAG_DEADZONE then
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self.is_drag = true
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self.on_drag_start:trigger(self:get_context(), touch)
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self:set_input_priority(const.PRIORITY_INPUT_MAX, true)
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end
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end
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--- Return current touch action from action input data
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-- If touch_id stored - return exact this touch action
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local function find_touch(action_id, action, touch_id)
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local act = helper.is_mobile() and const.ACTION_MULTITOUCH or const.ACTION_TOUCH
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if action_id ~= act then
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return
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end
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if action.touch then
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local touch = action.touch
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for i = 1, #touch do
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if touch[i].id == touch_id then
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return touch[i]
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end
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end
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return touch[1]
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else
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return action
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end
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end
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--- Process on touch release. We should to find, if any other
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-- touches exists to switch to another touch.
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local function on_touch_release(self, action_id, action)
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if #action.touch >= 2 then
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-- Find next unpressed touch
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local next_touch
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for i = 1, #action.touch do
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if not action.touch[i].released then
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next_touch = action.touch[i]
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break
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end
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end
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if next_touch then
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self.x = next_touch.x
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self.y = next_touch.y
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self.touch_id = next_touch.id
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else
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end_touch(self)
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end
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elseif #action.touch == 1 then
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end_touch(self)
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end
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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 number|nil DRAG_DEADZONE Distance in pixels to start dragging. Default: 10
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-- @tfield boolean|nil NO_USE_SCREEN_KOEF If screen aspect ratio affects on drag values. Default: false
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function M:on_style_change(style)
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self.style = {}
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self.style.DRAG_DEADZONE = style.DRAG_DEADZONE or 10
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self.style.NO_USE_SCREEN_KOEF = style.NO_USE_SCREEN_KOEF or false
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end
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---Drag constructor
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---@param node_or_node_id node|string
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---@param on_drag_callback function
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function M:init(node_or_node_id, on_drag_callback)
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self.druid = self:get_druid()
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self.node = self:get_node(node_or_node_id)
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self.hover = self.druid:new_hover(self.node)
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self.dx = 0
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self.dy = 0
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self.touch_id = 0
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self.x = 0
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self.y = 0
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self.screen_x = 0
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self.screen_y = 0
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self.is_touch = false
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self.is_drag = false
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self.touch_start_pos = vmath.vector3(0)
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self._is_enabled = true
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self.can_x = true
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self.can_y = true
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self._scene_scale = helper.get_scene_scale(self.node)
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self.click_zone = nil
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self.on_touch_start = event.create()
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self.on_touch_end = event.create()
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self.on_drag_start = event.create()
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self.on_drag = event.create(on_drag_callback)
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self.on_drag_end = event.create()
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self:on_window_resized()
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self:set_drag_cursors(true)
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end
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---Set Drag component enabled state.
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---@param is_enabled boolean
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function M:set_drag_cursors(is_enabled)
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if defos and is_enabled then
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self.hover.style.ON_HOVER_CURSOR = defos.CURSOR_CROSSHAIR
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self.hover.style.ON_MOUSE_HOVER_CURSOR = defos.CURSOR_HAND
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else
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self.hover.style.ON_HOVER_CURSOR = nil
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self.hover.style.ON_MOUSE_HOVER_CURSOR = nil
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end
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end
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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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function M:on_window_resized()
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local x_koef, y_koef = helper.get_screen_aspect_koef()
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self._x_koef = x_koef
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self._y_koef = y_koef
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self._scene_scale = helper.get_scene_scale(self.node)
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end
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function M:on_input_interrupt()
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if self.is_drag or self.is_touch then
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end_touch(self)
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end
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end
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---@local
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---@param action_id string
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---@param action table
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function M:on_input(action_id, action)
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if action_id ~= const.ACTION_TOUCH and action_id ~= const.ACTION_MULTITOUCH then
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return false
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end
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if not self._is_enabled or not gui.is_enabled(self.node, true) then
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return false
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end
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local is_pick = helper.pick_node(self.node, action.x, action.y, self.click_zone)
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if not is_pick and not self.is_drag then
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end_touch(self)
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return false
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end
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local touch = find_touch(action_id, action, self.touch_id)
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if not touch then
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return false
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end
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if touch.id then
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self.touch_id = touch.id
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end
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self.dx = 0
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self.dy = 0
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if touch.pressed and not self.is_touch then
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start_touch(self, touch)
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end
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if touch.released and self.is_touch then
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if action.touch then
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-- Mobile
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on_touch_release(self, action_id, action)
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else
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-- PC
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end_touch(self, touch)
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end
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end
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if self.is_touch then
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process_touch(self, touch)
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end
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local touch_modified = find_touch(action_id, action, self.touch_id)
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if touch_modified and self.is_drag then
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self.dx = touch_modified.x - self.x
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self.dy = touch_modified.y - self.y
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end
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if touch_modified then
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self.x = touch_modified.x
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self.y = touch_modified.y
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self.screen_x = touch_modified.screen_x
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self.screen_y = touch_modified.screen_y
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end
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if self.is_drag and (self.dx ~= 0 or self.dy ~= 0) then
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local x_koef, y_koef = self._x_koef, self._y_koef
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if self.style.NO_USE_SCREEN_KOEF then
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x_koef, y_koef = 1, 1
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end
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self.on_drag:trigger(self:get_context(),
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self.dx * x_koef / self._scene_scale.x,
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self.dy * y_koef / self._scene_scale.y,
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(self.x - self.touch_start_pos.x) * x_koef / self._scene_scale.x,
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(self.y - self.touch_start_pos.y) * y_koef / self._scene_scale.y, touch_modified)
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end
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return self.is_drag
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end
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---Set Drag click zone
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---@param node node|string|nil
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---@return druid.drag self
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function M:set_click_zone(node)
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self.click_zone = self:get_node(node)
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return self
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end
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---Set Drag component enabled state.
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---@param is_enabled boolean
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---@return druid.drag self
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function M:set_enabled(is_enabled)
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self._is_enabled = is_enabled
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return self
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end
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---Check if Drag component is enabled
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---@return boolean
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function M:is_enabled()
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return self._is_enabled
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end
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return M
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