2020-11-08 13:34:15 +03:00

664 lines
18 KiB
Lua

--- Component to handle scroll content.
-- Scroll consist from two nodes: scroll parent and scroll input
-- Scroll input the user input zone, it's static
-- Scroll parent the scroll moving part, it will change position.
-- Setup initial scroll size by changing scroll parent size. If scroll parent
-- size will be less than scroll_input size, no scroll is available. For scroll
-- parent size should be more than input size
-- @module Scroll
-- @within BaseComponent
-- @alias druid.scroll
--- On scroll move callback(self, position)
-- @tfield druid_event on_scroll
--- On scroll_to function callback(self, target, is_instant)
-- @tfield druid_event on_scroll_to
--- On scroll_to_index function callback(self, index, point)
-- @tfield druid_event on_point_scroll
--- Scroll view node
-- @tfield node view_node
--- Scroll content node
-- @tfield node content_node
--- Flag, if scroll now moving by inertion
-- @tfield bool is_inert
--- Current inert speed
-- @tfield vector3 inertion
--- Current scroll posisition
-- @tfield vector3 position
--- Current scroll target position
-- @tfield vector3 target_position
--- Available position for content node: (min_x, max_y, max_x, min_y)
-- @tfield vector4 available_pos
--- Size of available positions: (width, height, 0)
-- @tfield vector3 available_size
--- Drag Druid component
-- @tfield Drag drag
--- Current index of points of interests
-- @tfield[opt] number selected
--- Flag, if scroll now animating by gui.animate
-- @tfield bool is_animate
local Event = require("druid.event")
local const = require("druid.const")
local helper = require("druid.helper")
local component = require("druid.component")
local Scroll = component.create("scroll", { const.ON_UPDATE, const.ON_LAYOUT_CHANGE })
local function 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
local function 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
local function get_size_vector(vector)
return vmath.vector3(vector.z - vector.x, vector.w - vector.y, 0)
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table style
-- @tfield[opt=0] number FRICT Multiplier for free inertion
-- @tfield[opt=0] number FRICT_HOLD Multiplier for inertion, while touching
-- @tfield[opt=3] number INERT_THRESHOLD Scroll speed to stop inertion
-- @tfield[opt=30] number INERT_SPEED Multiplier for inertion speed
-- @tfield[opt=20] number POINTS_DEADZONE Speed to check points of interests in no_inertion mode
-- @tfield[opt=0.35] number BACK_SPEED Scroll back returning lerp speed
-- @tfield[opt=0.2] number ANIM_SPEED Scroll gui.animation speed for scroll_to function
-- @tfield[opt=0] number EXTRA_STRETCH_SIZE extra size in pixels outside of scroll (stretch effect)
-- @tfield[opt=false] bool SMALL_CONTENT_SCROLL If true, content node with size less than view node size can be scrolled
function Scroll.on_style_change(self, style)
self.style = {}
self.style.EXTRA_STRETCH_SIZE = style.EXTRA_STRETCH_SIZE or 0
self.style.ANIM_SPEED = style.ANIM_SPEED or 0.2
self.style.BACK_SPEED = style.BACK_SPEED or 0.35
self.style.FRICT = style.FRICT or 0
self.style.FRICT_HOLD = style.FRICT_HOLD or 0
self.style.INERT_THRESHOLD = style.INERT_THRESHOLD or 3
self.style.INERT_SPEED = style.INERT_SPEED or 30
self.style.POINTS_DEADZONE = style.POINTS_DEADZONE or 20
self.style.SMALL_CONTENT_SCROLL = style.SMALL_CONTENT_SCROLL or false
self._is_inert = not (self.style.FRICT == 0 or
self.style.FRICT_HOLD == 0 or
self.style.INERT_SPEED == 0)
end
--- Scroll constructor
-- @tparam Scroll self
-- @tparam node view_node GUI view scroll node
-- @tparam node content_node GUI content scroll node
function Scroll.init(self, view_node, content_node)
self.druid = self:get_druid()
self.view_node = self:get_node(view_node)
self.content_node = self:get_node(content_node)
self.position = gui.get_position(self.content_node)
self.target_position = vmath.vector3(self.position)
self.inertion = vmath.vector3(0)
self.drag = self.druid:new_drag(view_node, self._on_scroll_drag)
self.drag.on_touch_start:subscribe(self._on_touch_start)
self.drag.on_touch_end:subscribe(self._on_touch_end)
self.on_scroll = Event()
self.on_scroll_to = Event()
self.on_point_scroll = Event()
self.selected = nil
self.is_animate = false
self._offset = vmath.vector3(0)
self._is_horizontal_scroll = true
self._is_vertical_scroll = true
self._grid_on_change = nil
self._grid_on_change_callback = nil
self:_update_size()
end
function Scroll.on_layout_change(self)
gui.set_position(self.content_node, self.position)
end
function Scroll.update(self, dt)
if self.drag.is_drag then
self:_update_hand_scroll(dt)
else
self:_update_free_scroll(dt)
end
end
function Scroll.on_remove(self)
self:bind_grid(nil)
end
--- Start scroll to target point.
-- @tparam Scroll self
-- @tparam vector3 point Target point
-- @tparam[opt] bool is_instant Instant scroll flag
-- @usage scroll:scroll_to(vmath.vector3(0, 50, 0))
-- @usage scroll:scroll_to(vmath.vector3(0), true)
function Scroll.scroll_to(self, point, is_instant)
local b = self.available_pos
local target = vmath.vector3(-point.x, -point.y, 0)
target.x = helper.clamp(target.x, b.x, b.z)
target.y = helper.clamp(target.y, b.y, b.w)
self:_cancel_animate()
self.is_animate = not is_instant
if is_instant then
self.target_position = target
self:_set_scroll_position(target)
else
gui.animate(self.content_node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.is_animate = false
self.target_position = target
self:_set_scroll_position(target)
end)
end
self.on_scroll_to:trigger(self:get_context(), target, is_instant)
end
--- Scroll to item in scroll by point index.
-- @tparam Scroll self
-- @tparam number index Point index
-- @tparam[opt] bool skip_cb If true, skip the point callback
function Scroll.scroll_to_index(self, index, skip_cb)
if not self.points then
return
end
index = helper.clamp(index, 1, #self.points)
if self.selected ~= index then
self.selected = index
if not skip_cb then
self.on_point_scroll:trigger(self:get_context(), index, self.points[index])
end
end
self:scroll_to(self.points[index])
end
--- Start scroll to target scroll percent
-- @tparam Scroll self
-- @tparam vector3 percent target percent
-- @tparam[opt] bool is_instant instant scroll flag
-- @usage scroll:scroll_to_percent(vmath.vector3(0.5, 0, 0))
function Scroll.scroll_to_percent(self, percent, is_instant)
local border = self.available_pos
local pos = vmath.vector3(
-helper.lerp(border.x, border.z, 1 - percent.x),
-helper.lerp(border.w, border.y, 1 - percent.y),
0
)
self:scroll_to(pos, is_instant)
end
--- Return current scroll progress status.
-- Values will be in [0..1] interval
-- @tparam Scroll self
-- @treturn vector3 New vector with scroll progress values
function Scroll.get_percent(self)
local x_perc = 1 - inverse_lerp(self.available_pos.x, self.available_pos.z, self.position.x)
local y_perc = inverse_lerp(self.available_pos.w, self.available_pos.y, self.position.y)
return vmath.vector3(x_perc, y_perc, 0)
end
--- Set scroll content size.
-- It will change content gui node size
-- @tparam Scroll self
-- @tparam vector3 size The new size for content node
-- @treturn druid.scroll Current scroll instance
function Scroll.set_size(self, size, offset)
if offset then
self._offset = offset
end
gui.set_size(self.content_node, size)
self:_update_size()
return self
end
--- Enable or disable scroll inert.
-- If disabled, scroll through points (if exist)
-- If no points, just simple drag without inertion
-- @tparam Scroll self
-- @tparam bool state Inert scroll state
-- @treturn druid.scroll Current scroll instance
function Scroll.set_inert(self, state)
self._is_inert = state
return self
end
--- Return if scroll have inertion.
-- @tparam Scroll self
-- @treturn bool If scroll have inertion
function Scroll.is_inert(self)
return self._is_inert
end
--- Set extra size for scroll stretching.
-- Set 0 to disable stretching effect
-- @tparam Scroll self
-- @tparam[opt=0] number stretch_size Size in pixels of additional scroll area
-- @treturn druid.scroll Current scroll instance
function Scroll.set_extra_stretch_size(self, stretch_size)
self.style.EXTRA_STRETCH_SIZE = stretch_size or 0
self:_update_size()
return self
end
--- Return vector of scroll size with width and height.
-- @tparam Scroll self
-- @treturn vector3 Available scroll size
function Scroll.get_scroll_size(self)
return self.available_size
end
--- Set points of interest.
-- Scroll will always centered on closer points
-- @tparam Scroll self
-- @tparam table points Array of vector3 points
-- @treturn druid.scroll Current scroll instance
function Scroll.set_points(self, points)
self.points = points
table.sort(self.points, function(a, b)
return a.x > b.x or a.y < b.y
end)
self:_check_threshold()
return self
end
--- Lock or unlock horizontal scroll
-- @tparam Scroll self
-- @tparam bool state True, if horizontal scroll is enabled
-- @treturn druid.scroll Current scroll instance
function Scroll.set_horizontal_scroll(self, state)
self._is_horizontal_scroll = state
self.drag.can_x = self.available_size.x > 0 and state
return self
end
--- Lock or unlock vertical scroll
-- @tparam Scroll self
-- @tparam bool state True, if vertical scroll is enabled
-- @treturn druid.scroll Current scroll instance
function Scroll.set_vertical_scroll(self, state)
self._is_vertical_scroll = state
self.drag.can_y = self.available_size.y > 0 and state
return self
end
function Scroll.is_node_in_view(self, node)
local node_border = helper.get_border(node, gui.get_position(node))
local view_border = helper.get_border(self.view_node, -self.position)
-- Check is vertical outside (Left or Right):
if node_border.z < view_border.x or node_border.x > view_border.z then
return false
end
-- Check is horizontal outside (Up or Down):
if node_border.w > view_border.y or node_border.y < view_border.w then
return false
end
return true
end
--- Bind the grid component (Static or Dynamic) to recalculate
-- scroll size on grid changes
-- @tparam Scroll self
-- @tparam StaticGrid|DynamicGrid grid Druid grid component
-- @treturn druid.scroll Current scroll instance
function Scroll.bind_grid(self, grid)
if self._grid_on_change then
self._grid_on_change:unsubscribe(self._grid_on_change_callback)
self._grid_on_change = nil
self._grid_on_change_callback = nil
end
if not grid then
return
end
self._grid_on_change = grid.on_change_items
self._grid_on_change_callback = self._grid_on_change:subscribe(function()
self:set_size(grid:get_size(), grid:get_offset())
end)
self:set_size(grid:get_size(), grid:get_offset())
return self
end
function Scroll._on_scroll_drag(self, dx, dy)
local t = self.target_position
local b = self.available_pos
local eb = self.available_pos_extra
-- Handle soft zones
-- Percent - multiplier for delta. Less if outside of scroll zone
local x_perc = 1
local y_perc = 1
-- Right border (minimum x)
if t.x < b.x and dx < 0 then
x_perc = inverse_lerp(eb.x, b.x, t.x)
end
-- Left border (maximum x)
if t.x > b.z and dx > 0 then
x_perc = inverse_lerp(eb.z, b.z, t.x)
end
-- Disable x scroll
if not self.drag.can_x then
x_perc = 0
end
-- Top border (minimum y)
if t.y < b.y and dy < 0 then
y_perc = inverse_lerp(eb.y, b.y, t.y)
end
-- Bot border (maximum y)
if t.y > b.w and dy > 0 then
y_perc = inverse_lerp(eb.w, b.w, t.y)
end
-- Disable y scroll
if not self.drag.can_y then
y_perc = 0
end
t.x = t.x + dx * x_perc
t.y = t.y + dy * y_perc
end
function Scroll._check_soft_zone(self)
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 Scroll._cancel_animate(self)
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 Scroll._set_scroll_position(self, position)
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, 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
-- @local
function Scroll._check_points(self)
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 = false
local index_on_inert = false
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
self:scroll_to_index(index_on_inert or index)
end
function Scroll._check_threshold(self)
local is_stopped = false
if self.inertion.x ~= 0 and math.abs(self.inertion.x) < self.style.INERT_THRESHOLD then
is_stopped = true
self.inertion.x = 0
end
if self.inertion.y ~= 0 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 Scroll._update_free_scroll(self, dt)
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)
end
end
function Scroll._update_hand_scroll(self, dt)
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)
end
function Scroll._on_touch_start(self)
self.inertion.x = 0
self.inertion.y = 0
self.target_position.x = self.position.x
self.target_position.y = self.position.y
end
function Scroll._on_touch_end(self)
self:_check_threshold()
end
function Scroll._update_size(self)
local view_border = helper.get_border(self.view_node)
local view_size = vmath.mul_per_elem(gui.get_size(self.view_node), gui.get_scale(self.view_node))
local content_border = helper.get_border(self.content_node)
local content_size = vmath.mul_per_elem(gui.get_size(self.content_node), gui.get_scale(self.content_node))
self.available_pos = get_border_vector(view_border - content_border, self._offset)
self.available_size = 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
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
self.available_pos_extra = get_border_vector(view_border - content_border_extra, self._offset)
self.available_size_extra = get_size_vector(self.available_pos_extra)
end
return Scroll