2020-02-03 22:08:49 +03:00

422 lines
10 KiB
Lua

--- Component to handle scroll content
-- @module base.scroll
local helper = require("druid.helper")
local const = require("druid.const")
local component = require("druid.system.component")
local M = component.create("scroll", { const.ON_UPDATE, const.ON_SWIPE })
-- Global on all scrolls
-- TODO: remove it
M.current_scroll = nil
function M.init(self, scroll_parent, input_zone, border)
self.style = self:get_style()
self.node = helper.get_node(scroll_parent)
self.input_zone = helper.get_node(input_zone)
self.zone_size = gui.get_size(self.input_zone)
self.soft_size = self.style.SOFT_ZONE_SIZE
-- Distance from node to node's center
local offset = helper.get_pivot_offset(gui.get_pivot(self.input_zone))
self.center_offset = vmath.vector3(self.zone_size)
self.center_offset.x = self.center_offset.x * offset.x
self.center_offset.y = self.center_offset.y * offset.y
self.is_inert = true
self.inert = vmath.vector3(0)
self.start_pos = gui.get_position(self.node)
self.pos = self.start_pos
self.target = vmath.vector3(self.pos)
self.input = {
touch = false,
start_x = 0,
start_y = 0,
side = false,
}
self:set_border(border)
end
local function set_pos(self, pos)
self.pos.x = pos.x
self.pos.y = pos.y
gui.set_position(self.node, self.pos)
end
--- Return scroll, if it outside of scroll area
-- Using the lerp with BACK_SPEED koef
local function check_soft_target(self)
local t = self.target
local b = self.border
if t.y < b.y then
t.y = helper.step(t.y, b.y, math.abs(t.y - b.y) * self.style.BACK_SPEED)
end
if t.x < b.x then
t.x = helper.step(t.x, b.x, math.abs(t.x - b.x) * self.style.BACK_SPEED)
end
if t.y > b.w then
t.y = helper.step(t.y, b.w, math.abs(t.y - b.w) * self.style.BACK_SPEED)
end
if t.x > b.z then
t.x = helper.step(t.x, b.z, math.abs(t.x - b.z) * self.style.BACK_SPEED)
end
end
--- Free inert update function
local function update_hand_scroll(self, dt)
local inert = self.inert
local delta_x = self.target.x - self.pos.x
local delta_y = self.target.y - self.pos.y
if helper.sign(delta_x) ~= helper.sign(inert.x) then
inert.x = 0
end
if helper.sign(delta_y) ~= helper.sign(inert.y) then
inert.y = 0
end
inert.x = inert.x + delta_x
inert.y = inert.y + delta_y
inert.x = math.abs(inert.x) * helper.sign(delta_x)
inert.y = math.abs(inert.y) * helper.sign(delta_y)
inert.x = inert.x * self.style.FRICT_HOLD
inert.y = inert.y * self.style.FRICT_HOLD
set_pos(self, self.target)
end
local function get_zone_center(self)
return self.pos + self.center_offset
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 check_points(self)
if not self.points then
return
end
local inert = self.inert
if not self.is_inert then
if math.abs(inert.x) > self.style.DEADZONE then
self:scroll_to_index(self.selected - helper.sign(inert.x))
return
end
if math.abs(inert.y) > self.style.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 = get_zone_center(self)
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
local function check_threshold(self)
local inert = self.inert
if not self.is_inert or vmath.length(inert) < self.style.INERT_THRESHOLD then
check_points(self)
inert.x = 0
inert.y = 0
end
end
local function update_free_inert(self, dt)
local inert = self.inert
if inert.x ~= 0 or inert.y ~= 0 then
self.target.x = self.pos.x + (inert.x * dt * self.style.INERT_SPEED)
self.target.y = self.pos.y + (inert.y * dt * self.style.INERT_SPEED)
inert.x = inert.x * self.style.FRICT
inert.y = inert.y * self.style.FRICT
-- Stop, when low inert speed and go to points
check_threshold(self)
end
check_soft_target(self)
set_pos(self, self.target)
end
--- Cancel animation on other animation or input touch
local function cancel_animate(self)
if self.animate then
self.target = gui.get_position(self.node)
self.pos.x = self.target.x
self.pos.y = self.target.y
gui.cancel_animation(self.node, gui.PROP_POSITION)
self.animate = false
end
end
function M.update(self, dt)
if self.input.touch then
if M.current_scroll == self then
update_hand_scroll(self, dt)
end
else
update_free_inert(self, dt)
end
end
local function add_delta(self, dx, dy)
local t = self.target
local b = self.border
local soft = self.soft_size
-- TODO: Can we calc it more easier?
-- A lot of calculations for every side of border
-- Handle soft zones
-- Percent - multiplier for delta. Less if outside of scroll zone
local x_perc = 1
local y_perc = 1
if t.x < b.x and dx < 0 then
x_perc = (soft - (b.x - t.x)) / soft
end
if t.x > b.z and dx > 0 then
x_perc = (soft - (t.x - b.z)) / soft
end
-- If disabled scroll by x
if not self.can_x then
x_perc = 0
end
if t.y < b.y and dy < 0 then
y_perc = (soft - (b.y - t.y)) / soft
end
if t.y > b.w and dy > 0 then
y_perc = (soft - (t.y - b.w)) / soft
end
-- If disabled scroll by y
if not self.can_y then
y_perc = 0
end
-- Reset inert if outside of scroll zone
if x_perc ~= 1 then
self.inert.x = 0
end
if y_perc ~= 1 then
self.inert.y = 0
end
t.x = t.x + dx * x_perc
t.y = t.y + dy * y_perc
end
function M.on_input(self, action_id, action)
if action_id ~= const.ACTION_TOUCH then
return false
end
local inp = self.input
local inert = self.inert
local result = false
if gui.pick_node(self.input_zone, action.x, action.y) then
if action.pressed then
inp.touch = true
inp.start_x = action.x
inp.start_y = action.y
inert.x = 0
inert.y = 0
self.target.x = self.pos.x
self.target.y = self.pos.y
else
local dist = helper.distance(action.x, action.y, inp.start_x, inp.start_y)
if not M.current_scroll and dist >= self.style.DEADZONE then
local dx = math.abs(inp.start_x - action.x)
local dy = math.abs(inp.start_y - action.y)
inp.side = (dx > dy) and const.SIDE.X or const.SIDE.Y
-- Check scroll side if we can scroll
if (self.can_x and inp.side == const.SIDE.X or
self.can_y and inp.side == const.SIDE.Y) then
M.current_scroll = self
end
end
end
end
if inp.touch and not action.pressed then
if M.current_scroll == self then
add_delta(self, action.dx, action.dy)
result = true
end
end
if action.released then
inp.touch = false
inp.side = false
if M.current_scroll == self then
M.current_scroll = nil
result = true
end
check_threshold(self)
end
return result
end
--- Start scroll to target point
-- @function scroll:scroll_to
-- @tparam point vector3 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 M.scroll_to(self, point, is_instant)
local b = self.border
local target = vmath.vector3(point)
target.x = helper.clamp(point.x - self.center_offset.x, b.x, b.z)
target.y = helper.clamp(point.y - self.center_offset.y, b.y, b.w)
cancel_animate(self)
self.animate = not is_instant
if is_instant then
self.target = target
set_pos(self, target)
else
gui.animate(self.node, gui.PROP_POSITION, target, gui.EASING_OUTSINE, self.style.ANIM_SPEED, 0, function()
self.animate = false
self.target = target
set_pos(self, target)
end)
end
end
--- Scroll to item in scroll by point index
-- @function scroll:init
-- @tparam table self Component instance
-- @tparam number index Point index
-- @tparam[opt] boolean skip_cb If true, skip the point callback
function M.scroll_to_index(self, index, skip_cb)
index = helper.clamp(index, 1, #self.points)
if self.selected ~= index then
self.selected = index
if not skip_cb and self.on_point_callback then
self.on_point_callback(self:get_context(), index, self.points[index])
end
end
self:scroll_to(self.points[index])
end
--- Set points of interest.
-- Scroll will always centered on closer points
-- @function scroll:set_points
-- @tparam table self Component instance
-- @tparam table points Array of vector3 points
function M.set_points(self, points)
self.points = points
-- cause of parent move in other side by y
for i = 1, #self.points do
self.points[i].y = -self.points[i].y
end
table.sort(self.points, function(a, b)
return a.x > b.x or a.y < b.y
end)
check_threshold(self)
end
--- Enable or disable scroll inert.
-- If disabled, scroll through points (if exist)
-- If no points, just simple drag without inertion
-- @function scroll:set_inert
-- @tparam table self Component instance
-- @tparam boolean state Inert scroll state
function M.set_inert(self, state)
self.is_inert = state
end
--- Set the callback on scrolling to point (if exist)
-- @function scroll:on_point_move
-- @tparam table self Component instance
-- @tparam function callback Callback on scroll to point of interest
function M.on_point_move(self, callback)
self.on_point_callback = callback
end
--- Set the scroll possibly area
-- @function scroll:set_border
-- @tparam table self Component instance
-- @tparam vmath.vector3 border Size of scrolling area
function M.set_border(self, border)
self.border = border
self.border.x = self.border.x + self.start_pos.x
self.border.z = self.border.z + self.start_pos.x
self.border.y = self.border.y + self.start_pos.y
self.border.w = self.border.w + self.start_pos.y
border.z = math.max(border.x, border.z)
border.w = math.max(border.y, border.w)
self.can_x = (border.x ~= border.z)
self.can_y = (border.y ~= border.w)
end
return M