/*
* 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) 2019-2023 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/ComputedValues.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_MAX_VELOCITY = 10'000.f; // [dp/s]
static constexpr float SMOOTHSCROLL_VELOCITY_CONSTANT = 800.f; // [dp/s]
static constexpr float SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR = 0.05f;
// Factor to multiply friction by before applying to velocity.
static constexpr float INERTIA_FRICTION_FACTOR = 5.0f;
// 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::Absolute(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
Math::Absolute(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::Absolute(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::Absolute(scrolled_distance) / dp_ratio;
target_delta = target_delta / dp_ratio;
const Vector2f target_delta_abs = Math::Absolute(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 = {
0.2f + 0.8f * tween(alpha_in.x) * tween(alpha_out.x),
0.2f + 0.8f * 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 * Math::Min(velocity_constant + velocity_square, Vector2f(SMOOTHSCROLL_MAX_VELOCITY));
}
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, Vector2f delta_distance, ScrollBehavior scroll_behavior)
{
Reset();
if (!in_target)
return;
target = in_target;
// Do instant scroll if preferred.
if (smoothscroll_prefer_instant && scroll_behavior != ScrollBehavior::Smooth)
{
PerformScrollOnTarget(delta_distance);
target = nullptr;
return;
}
mode = Mode::Smoothscroll;
UpdateTime();
IncrementSmoothscrollTarget(delta_distance);
// If the target is scrolled to its edge already, simply cancel the smoothscroll operation.
if (HasSmoothscrollReachedTarget())
Reset();
}
void ScrollController::InstantScrollOnTarget(Element* in_target, Vector2f delta_distance)
{
if (!in_target)
return;
// instant scroll element without changing the current target
Element* safe_target = target;
target = in_target;
PerformScrollOnTarget(delta_distance);
target = safe_target;
}
void ScrollController::ApplyScrollInertia(Element* in_target, const Vector2f& velocity)
{
Reset();
if (!in_target || (velocity.x == 0 && velocity.y == 0))
return;
target = in_target;
inertia_scroll_velocity = velocity;
mode = Mode::Inertia;
UpdateTime();
}
bool 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);
else if (mode == Mode::Inertia)
UpdateInertia();
return mode != Mode::None;
}
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 = (smoothscroll_speed_factor * 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;
}
#if 0
// Useful debugging output for velocity model tuning.
Log::Message(Log::LT_INFO, "Scroll y0 %8.2f y1 %8.2f v %8.2f d %8.2f", smoothscroll_scrolled_distance.y, target_delta.y, velocity.y,
scroll_distance.y);
#endif
smoothscroll_scrolled_distance += scroll_distance;
PerformScrollOnTarget(scroll_distance);
if (HasSmoothscrollReachedTarget())
Reset();
}
void ScrollController::UpdateInertia()
{
RMLUI_ASSERT(mode == Mode::Inertia && target);
if (inertia_scroll_velocity.x == 0.0f && inertia_scroll_velocity.y == 0.0f)
{
Reset();
return;
}
// Apply and dampen inertia.
float dt = UpdateTime();
Vector2f scroll_delta = inertia_scroll_velocity * dt;
PerformScrollOnTarget(scroll_delta);
float dampening = 1.0f - INERTIA_FRICTION_FACTOR * dt;
inertia_scroll_velocity *= dampening;
if (std::abs(inertia_scroll_velocity.x) < 30.0f)
inertia_scroll_velocity.x = 0.0f;
if (std::abs(inertia_scroll_velocity.y) < 30.0f)
inertia_scroll_velocity.y = 0.0f;
}
bool ScrollController::HasSmoothscrollReachedTarget() const
{
constexpr float epsilon = 0.1f;
return (smoothscroll_target_distance - smoothscroll_scrolled_distance).SquaredMagnitude() < epsilon;
}
void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
{
RMLUI_ASSERT(target);
auto overflow_is_scrollable = [](Style::Overflow overflow) { return overflow == Style::Overflow::Auto || overflow == Style::Overflow::Scroll; };
auto& computed_values = target->GetComputedValues();
if (delta_distance.x != 0.f && overflow_is_scrollable(computed_values.overflow_x()))
target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
if (delta_distance.y != 0.f && overflow_is_scrollable(computed_values.overflow_y()))
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;
}
}
// Clamp the delta distance to the scrollable area.
const Vector2f scroll_offset = {target->GetScrollLeft(), target->GetScrollTop()};
const Vector2f max_offset = {target->GetScrollWidth() - target->GetClientWidth(), target->GetScrollHeight() - target->GetClientHeight()};
const Vector2f target_offset = scroll_offset + smoothscroll_target_distance - smoothscroll_scrolled_distance;
const Vector2f clamped_delta = Math::Clamp(delta_distance + target_offset, Vector2f(0.f), max_offset) - target_offset;
smoothscroll_target_distance += clamped_delta;
}
void ScrollController::Reset()
{
mode = Mode::None;
target = nullptr;
autoscroll_start_position = Vector2i{};
autoscroll_accumulated_length = Vector2f{};
autoscroll_moved = false;
smoothscroll_target_distance = Vector2f{};
smoothscroll_scrolled_distance = Vector2f{};
// Keep smoothscroll configuration parameters.
}
void ScrollController::SetDefaultScrollBehavior(ScrollBehavior scroll_behavior, float speed_factor)
{
smoothscroll_prefer_instant = (scroll_behavior == ScrollBehavior::Instant);
smoothscroll_speed_factor = speed_factor;
}
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