/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "ScrollController.h"
#include "../../Include/RmlUi/Core/Core.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/SystemInterface.h"
namespace Rml {
static constexpr float AUTOSCROLL_SPEED_FACTOR = 0.09f;
static constexpr float AUTOSCROLL_DEADZONE = 10.0f; // [dp]
static constexpr float SMOOTHSCROLL_WINDOW_SIZE = 50.f; // The window where smoothing is applied, as a distance from scroll start and end. [dp]
static constexpr float SMOOTHSCROLL_VELOCITY_CONSTANT = 800.f; // The constant velocity, any smoothing is applied on top of this. [dp/s]
static constexpr float SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR = 0.05f;
// Clamp the delta time to some reasonable FPS range, to avoid large steps in case of stuttering or freezing.
static constexpr float DELTA_TIME_CLAMP_LOW = 1.f / 500.f; // [s]
static constexpr float DELTA_TIME_CLAMP_HIGH = 1.f / 15.f; // [s]
// Determines the autoscroll velocity based on the distance from the scroll-start mouse position. [px/s]
static Vector2f CalculateAutoscrollVelocity(Vector2f target_delta, float dp_ratio)
{
target_delta = target_delta / dp_ratio;
target_delta = {
Math::AbsoluteValue(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
Math::AbsoluteValue(target_delta.y) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.y,
};
// We use a signed square model for the velocity, which seems to work quite well. This is mostly about feeling and tuning.
return AUTOSCROLL_SPEED_FACTOR * target_delta * Math::AbsoluteValue(target_delta);
}
// Determines the smoothscroll velocity based on the distance to the target, and the distance scrolled so far. [px/s]
static Vector2f CalculateSmoothscrollVelocity(Vector2f target_delta, Vector2f scrolled_distance, float dp_ratio)
{
scrolled_distance = Math::AbsoluteValue(scrolled_distance) / dp_ratio;
target_delta = target_delta / dp_ratio;
const Vector2f target_delta_abs = Math::AbsoluteValue(target_delta);
Vector2f target_delta_signum = {
target_delta.x > 0.f ? 1.f : (target_delta.x < 0.f ? -1.f : 0.f),
target_delta.y > 0.f ? 1.f : (target_delta.y < 0.f ? -1.f : 0.f),
};
// The window provides velocity smoothing near the start and end of the scroll.
const Tween tween(Tween::Exponential, Tween::Out);
const Vector2f alpha_in = Math::Min(scrolled_distance / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
const Vector2f alpha_out = Math::Min(target_delta_abs / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
const Vector2f smooth_window = {
tween(alpha_in.x) * tween(alpha_out.x),
tween(alpha_in.y) * tween(alpha_out.y),
};
const Vector2f velocity_constant = Vector2f(SMOOTHSCROLL_VELOCITY_CONSTANT);
const Vector2f velocity_square = SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR * target_delta_abs * target_delta_abs;
// Short scrolls are dominated by the smoothed constant velocity, while the square term is added for quick longer scrolls.
return dp_ratio * target_delta_signum * (smooth_window * velocity_constant + velocity_square);
}
void ScrollController::ActivateAutoscroll(Element* in_target, Vector2i start_position)
{
Reset();
if (!in_target)
return;
target = in_target;
mode = Mode::Autoscroll;
autoscroll_start_position = start_position;
UpdateTime();
}
void ScrollController::ActivateSmoothscroll(Element* in_target)
{
Reset();
if (!in_target)
return;
target = in_target;
mode = Mode::Smoothscroll;
UpdateTime();
}
void ScrollController::Update(Vector2i mouse_position, float dp_ratio)
{
if (mode == Mode::Autoscroll)
UpdateAutoscroll(mouse_position, dp_ratio);
else if (mode == Mode::Smoothscroll)
UpdateSmoothscroll(dp_ratio);
}
void ScrollController::UpdateAutoscroll(Vector2i mouse_position, float dp_ratio)
{
RMLUI_ASSERT(mode == Mode::Autoscroll && target);
const float dt = UpdateTime();
const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
autoscroll_accumulated_length += scroll_velocity * dt;
// Only submit the integer part of the scroll length, accumulate and store fractional parts to enable sub-pixel-per-frame scrolling speeds.
Vector2f scroll_length_integral = autoscroll_accumulated_length;
autoscroll_accumulated_length.x = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.x, &scroll_length_integral.x);
autoscroll_accumulated_length.y = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.y, &scroll_length_integral.y);
if (scroll_velocity != Vector2f(0.f))
autoscroll_moved = true;
PerformScrollOnTarget(scroll_length_integral);
}
void ScrollController::UpdateSmoothscroll(float dp_ratio)
{
RMLUI_ASSERT(mode == Mode::Smoothscroll && target);
const Vector2f target_delta = Vector2f(smoothscroll_target_distance - smoothscroll_scrolled_distance);
const Vector2f velocity = CalculateSmoothscrollVelocity(target_delta, smoothscroll_scrolled_distance, dp_ratio);
const float dt = UpdateTime();
Vector2f scroll_distance = (velocity * dt).Round();
for (int i = 0; i < 2; i++)
{
// Ensure minimum scroll speed of 1px/frame, and clamp the distance to the target in case of overshooting
// integration. As opposed to autoscroll, we don't care about fractional speeds here since we want to be fast.
if (target_delta[i] > 0.f)
scroll_distance[i] = Math::Min(Math::Max(scroll_distance[i], 1.f), target_delta[i]);
else if (target_delta[i] < 0.f)
scroll_distance[i] = Math::Max(Math::Min(scroll_distance[i], -1.f), target_delta[i]);
else
scroll_distance[i] = 0.f;
}
smoothscroll_scrolled_distance += scroll_distance;
PerformScrollOnTarget(scroll_distance);
if (scroll_distance == target_delta)
Reset();
}
void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
{
RMLUI_ASSERT(target);
if (delta_distance.x != 0.f)
target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
if (delta_distance.y != 0.f)
target->SetScrollTop(target->GetScrollTop() + delta_distance.y);
}
void ScrollController::IncrementSmoothscrollTarget(Vector2f delta_distance)
{
auto OppositeDirection = [](float a, float b) { return (a < 0.f && b > 0.f) || (a > 0.f && b < 0.f); };
Vector2f delta = smoothscroll_target_distance - smoothscroll_scrolled_distance;
// Reset movement state if we start scrolling in the opposite direction.
for (int i = 0; i < 2; i++)
{
if (OppositeDirection(delta_distance[i], delta[i]))
{
smoothscroll_target_distance[i] = 0.f;
smoothscroll_scrolled_distance[i] = 0.f;
}
}
smoothscroll_target_distance += delta_distance;
}
void ScrollController::Reset()
{
*this = ScrollController{};
}
String ScrollController::GetAutoscrollCursor(Vector2i mouse_position, float dp_ratio) const
{
RMLUI_ASSERT(mode == Mode::Autoscroll);
const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
if (scroll_velocity == Vector2f(0.f))
return "rmlui-scroll-idle";
String result = "rmlui-scroll";
if (scroll_velocity.y > 0.f)
result += "-up";
else if (scroll_velocity.y < 0.f)
result += "-down";
if (scroll_velocity.x > 0.f)
result += "-right";
else if (scroll_velocity.x < 0.f)
result += "-left";
return result;
}
bool ScrollController::HasAutoscrollMoved() const
{
return mode == Mode::Autoscroll && autoscroll_moved;
}
float ScrollController::UpdateTime()
{
const double previous_tick = previous_update_time;
previous_update_time = GetSystemInterface()->GetElapsedTime();
const float dt = float(previous_update_time - previous_tick);
return Math::Clamp(dt, DELTA_TIME_CLAMP_LOW, DELTA_TIME_CLAMP_HIGH);
}
} // namespace Rml