ScrollController.cpp 13 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "ScrollController.h"
  29. #include "../../Include/RmlUi/Core/ComputedValues.h"
  30. #include "../../Include/RmlUi/Core/Core.h"
  31. #include "../../Include/RmlUi/Core/Element.h"
  32. #include "../../Include/RmlUi/Core/SystemInterface.h"
  33. namespace Rml {
  34. static constexpr float AUTOSCROLL_SPEED_FACTOR = 0.09f;
  35. static constexpr float AUTOSCROLL_DEADZONE = 10.0f; // [dp]
  36. static constexpr float SMOOTHSCROLL_WINDOW_SIZE = 100.f; // The window where smoothing is applied, as a distance from scroll start and end. [dp]
  37. static constexpr float SMOOTHSCROLL_MAX_VELOCITY = 10'000.f; // [dp/s]
  38. static constexpr float SMOOTHSCROLL_VELOCITY_CONSTANT = 800.f; // [dp/s]
  39. static constexpr float SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR = 0.05f;
  40. static constexpr float SMOOTHSCROLL_FIRST_FRAME_DELTA_TIME_MIN = 1.f / 100.f; // To make the scroll feel a bit more responsive. [s]
  41. // Factor to multiply friction by before applying to velocity.
  42. static constexpr float INERTIA_FRICTION_FACTOR = 5.0f;
  43. static constexpr float INERTIA_VELOCITY_CUTOFF = 30.0f;
  44. // Saturate the delta time to some reasonable FPS value, to avoid large steps in case of stuttering or freezing.
  45. static constexpr float DELTA_TIME_MAX = 1.f / 15.f; // [s]
  46. // Determines the autoscroll velocity based on the distance from the scroll-start mouse position. [px/s]
  47. static Vector2f CalculateAutoscrollVelocity(Vector2f target_delta, float dp_ratio)
  48. {
  49. target_delta = target_delta / dp_ratio;
  50. target_delta = {
  51. Math::Absolute(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
  52. Math::Absolute(target_delta.y) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.y,
  53. };
  54. // We use a signed square model for the velocity, which seems to work quite well. This is mostly about feeling and tuning.
  55. return AUTOSCROLL_SPEED_FACTOR * target_delta * Math::Absolute(target_delta);
  56. }
  57. // Determines the smoothscroll velocity based on the distance to the target, and the distance scrolled so far. [px/s]
  58. static Vector2f CalculateSmoothscrollVelocity(Vector2f target_delta, Vector2f scrolled_distance, float dp_ratio)
  59. {
  60. scrolled_distance = Math::Absolute(scrolled_distance) / dp_ratio;
  61. target_delta = target_delta / dp_ratio;
  62. const Vector2f target_delta_abs = Math::Absolute(target_delta);
  63. Vector2f target_delta_signum = {
  64. target_delta.x > 0.f ? 1.f : (target_delta.x < 0.f ? -1.f : 0.f),
  65. target_delta.y > 0.f ? 1.f : (target_delta.y < 0.f ? -1.f : 0.f),
  66. };
  67. // The window provides velocity smoothing near the start and end of the scroll.
  68. const Tween tween(Tween::Exponential, Tween::Out);
  69. const Vector2f alpha_in = Math::Min(scrolled_distance / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  70. const Vector2f alpha_out = Math::Min(target_delta_abs / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  71. const Vector2f smooth_window = {
  72. 0.35f + 0.65f * tween(alpha_in.x) * tween(alpha_out.x),
  73. 0.35f + 0.65f * tween(alpha_in.y) * tween(alpha_out.y),
  74. };
  75. const Vector2f velocity_constant = Vector2f(SMOOTHSCROLL_VELOCITY_CONSTANT);
  76. const Vector2f velocity_square = SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR * target_delta_abs * target_delta_abs;
  77. // Short scrolls are dominated by the smoothed constant velocity, while the square term is added for quick longer scrolls.
  78. return dp_ratio * target_delta_signum * smooth_window * Math::Min(velocity_constant + velocity_square, Vector2f(SMOOTHSCROLL_MAX_VELOCITY));
  79. }
  80. void ScrollController::ActivateAutoscroll(Element* in_target, Vector2i start_position)
  81. {
  82. Reset();
  83. if (!in_target)
  84. return;
  85. target = in_target;
  86. mode = Mode::Autoscroll;
  87. autoscroll_start_position = start_position;
  88. UpdateTime();
  89. }
  90. void ScrollController::ActivateSmoothscroll(Element* in_target, Vector2f delta_distance, ScrollBehavior scroll_behavior)
  91. {
  92. Reset();
  93. if (!in_target)
  94. return;
  95. target = in_target;
  96. // Do instant scroll if preferred.
  97. if (smoothscroll_prefer_instant && scroll_behavior != ScrollBehavior::Smooth)
  98. {
  99. PerformScrollOnTarget(delta_distance);
  100. target = nullptr;
  101. return;
  102. }
  103. mode = Mode::Smoothscroll;
  104. UpdateTime();
  105. IncrementSmoothscrollTarget(delta_distance);
  106. // If the target is scrolled to its edge already, simply cancel the smoothscroll operation.
  107. if (HasSmoothscrollReachedTarget())
  108. Reset();
  109. }
  110. void ScrollController::ActivateInertia(Element* in_target, Vector2f velocity)
  111. {
  112. Reset();
  113. if (!in_target || (velocity.x == 0 && velocity.y == 0))
  114. return;
  115. target = in_target;
  116. inertia_scroll_velocity = velocity;
  117. mode = Mode::Inertia;
  118. UpdateTime();
  119. }
  120. void ScrollController::InstantScrollOnTarget(Element* in_target, Vector2f delta_distance)
  121. {
  122. if (!in_target)
  123. return;
  124. // instant scroll element without changing the current target
  125. Element* safe_target = target;
  126. target = in_target;
  127. PerformScrollOnTarget(delta_distance);
  128. target = safe_target;
  129. }
  130. bool ScrollController::Update(Vector2i mouse_position, float dp_ratio)
  131. {
  132. const float dt = (mode == Mode::None ? 0.f : UpdateTime());
  133. switch (mode)
  134. {
  135. case Mode::Smoothscroll: UpdateSmoothscroll(dt, dp_ratio); break;
  136. case Mode::Autoscroll: UpdateAutoscroll(dt, mouse_position, dp_ratio); break;
  137. case Mode::Inertia: UpdateInertia(dt); break;
  138. case Mode::None: break;
  139. }
  140. return mode != Mode::None;
  141. }
  142. void ScrollController::UpdateAutoscroll(float dt, Vector2i mouse_position, float dp_ratio)
  143. {
  144. RMLUI_ASSERT(mode == Mode::Autoscroll && target);
  145. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  146. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  147. autoscroll_accumulated_length += scroll_velocity * dt;
  148. // Only submit the integer part of the scroll length, accumulate and store fractional parts to enable sub-pixel-per-frame scrolling speeds.
  149. Vector2f scroll_length_integral;
  150. autoscroll_accumulated_length.x = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.x, &scroll_length_integral.x);
  151. autoscroll_accumulated_length.y = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.y, &scroll_length_integral.y);
  152. if (scroll_velocity != Vector2f(0.f))
  153. autoscroll_moved = true;
  154. PerformScrollOnTarget(scroll_length_integral);
  155. }
  156. void ScrollController::UpdateSmoothscroll(float dt, float dp_ratio)
  157. {
  158. RMLUI_ASSERT(mode == Mode::Smoothscroll && target);
  159. const Vector2f target_delta = Vector2f(smoothscroll_target_distance - smoothscroll_scrolled_distance);
  160. const Vector2f velocity = CalculateSmoothscrollVelocity(target_delta, smoothscroll_scrolled_distance, dp_ratio);
  161. if (smoothscroll_scrolled_distance == Vector2f{0})
  162. dt = Math::Max(dt, SMOOTHSCROLL_FIRST_FRAME_DELTA_TIME_MIN);
  163. Vector2f scroll_distance_fractional = smoothscroll_speed_factor * velocity * dt + smoothscroll_accumulated_fractional_distance;
  164. Vector2f scroll_distance_integral;
  165. smoothscroll_accumulated_fractional_distance.x = Math::DecomposeFractionalIntegral(scroll_distance_fractional.x, &scroll_distance_integral.x);
  166. smoothscroll_accumulated_fractional_distance.y = Math::DecomposeFractionalIntegral(scroll_distance_fractional.y, &scroll_distance_integral.y);
  167. for (int i = 0; i < 2; i++)
  168. {
  169. // Clamp the distance to the target in case of overshooting integration.
  170. if (target_delta[i] > 0.f)
  171. scroll_distance_integral[i] = Math::Min(scroll_distance_integral[i], target_delta[i]);
  172. else if (target_delta[i] < 0.f)
  173. scroll_distance_integral[i] = Math::Max(scroll_distance_integral[i], target_delta[i]);
  174. else
  175. scroll_distance_integral[i] = 0.f;
  176. }
  177. #if 0
  178. // Useful debugging output for velocity model tuning.
  179. Log::Message(Log::LT_INFO, "Scroll y0 %8.2f y1 %8.2f dt %1.4f v %8.2f dy %8.2f frac %1.2f", smoothscroll_scrolled_distance.y,
  180. target_delta.y, dt, velocity.y, scroll_distance_integral.y, smoothscroll_accumulated_fractional_distance.y);
  181. #endif
  182. smoothscroll_scrolled_distance += scroll_distance_integral;
  183. PerformScrollOnTarget(scroll_distance_integral);
  184. if (HasSmoothscrollReachedTarget())
  185. Reset();
  186. }
  187. void ScrollController::UpdateInertia(float dt)
  188. {
  189. RMLUI_ASSERT(mode == Mode::Inertia && target);
  190. if (inertia_scroll_velocity.x == 0.0f && inertia_scroll_velocity.y == 0.0f)
  191. {
  192. Reset();
  193. return;
  194. }
  195. // Apply and dampen inertia.
  196. Vector2f scroll_delta = inertia_scroll_velocity * dt;
  197. PerformScrollOnTarget(scroll_delta);
  198. float dampening = 1.0f - INERTIA_FRICTION_FACTOR * dt;
  199. inertia_scroll_velocity *= dampening;
  200. if (Math::Absolute(inertia_scroll_velocity.x) < INERTIA_VELOCITY_CUTOFF)
  201. inertia_scroll_velocity.x = 0.0f;
  202. if (Math::Absolute(inertia_scroll_velocity.y) < INERTIA_VELOCITY_CUTOFF)
  203. inertia_scroll_velocity.y = 0.0f;
  204. }
  205. bool ScrollController::HasSmoothscrollReachedTarget() const
  206. {
  207. constexpr float epsilon = 0.1f;
  208. return (smoothscroll_target_distance - smoothscroll_scrolled_distance).SquaredMagnitude() < epsilon;
  209. }
  210. void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
  211. {
  212. RMLUI_ASSERT(target);
  213. auto overflow_is_scrollable = [](Style::Overflow overflow) { return overflow == Style::Overflow::Auto || overflow == Style::Overflow::Scroll; };
  214. auto& computed_values = target->GetComputedValues();
  215. if (delta_distance.x != 0.f && overflow_is_scrollable(computed_values.overflow_x()))
  216. target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
  217. if (delta_distance.y != 0.f && overflow_is_scrollable(computed_values.overflow_y()))
  218. target->SetScrollTop(target->GetScrollTop() + delta_distance.y);
  219. }
  220. void ScrollController::IncrementSmoothscrollTarget(Vector2f delta_distance)
  221. {
  222. auto OppositeDirection = [](float a, float b) { return (a < 0.f && b > 0.f) || (a > 0.f && b < 0.f); };
  223. Vector2f delta = smoothscroll_target_distance - smoothscroll_scrolled_distance;
  224. // Reset movement state if we start scrolling in the opposite direction.
  225. for (int i = 0; i < 2; i++)
  226. {
  227. if (OppositeDirection(delta_distance[i], delta[i]))
  228. {
  229. smoothscroll_target_distance[i] = 0.f;
  230. smoothscroll_scrolled_distance[i] = 0.f;
  231. smoothscroll_accumulated_fractional_distance[i] = 0.f;
  232. }
  233. }
  234. // Clamp the delta distance to the scrollable area.
  235. const Vector2f scroll_offset = {target->GetScrollLeft(), target->GetScrollTop()};
  236. const Vector2f max_offset = {target->GetScrollWidth() - target->GetClientWidth(), target->GetScrollHeight() - target->GetClientHeight()};
  237. const Vector2f target_offset = scroll_offset + smoothscroll_target_distance - smoothscroll_scrolled_distance;
  238. const Vector2f clamped_delta = Math::Clamp(delta_distance + target_offset, Vector2f(0.f), max_offset) - target_offset;
  239. smoothscroll_target_distance += clamped_delta;
  240. }
  241. void ScrollController::Reset()
  242. {
  243. mode = Mode::None;
  244. target = nullptr;
  245. autoscroll_start_position = Vector2i{};
  246. autoscroll_accumulated_length = Vector2f{};
  247. autoscroll_moved = false;
  248. smoothscroll_target_distance = Vector2f{};
  249. smoothscroll_scrolled_distance = Vector2f{};
  250. smoothscroll_accumulated_fractional_distance = Vector2f{};
  251. // Keep smoothscroll configuration parameters.
  252. inertia_scroll_velocity = Vector2f{};
  253. }
  254. void ScrollController::SetDefaultScrollBehavior(ScrollBehavior scroll_behavior, float speed_factor)
  255. {
  256. smoothscroll_prefer_instant = (scroll_behavior == ScrollBehavior::Instant);
  257. smoothscroll_speed_factor = speed_factor;
  258. }
  259. String ScrollController::GetAutoscrollCursor(Vector2i mouse_position, float dp_ratio) const
  260. {
  261. RMLUI_ASSERT(mode == Mode::Autoscroll);
  262. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  263. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  264. if (scroll_velocity == Vector2f(0.f))
  265. return "rmlui-scroll-idle";
  266. String result = "rmlui-scroll";
  267. if (scroll_velocity.y > 0.f)
  268. result += "-up";
  269. else if (scroll_velocity.y < 0.f)
  270. result += "-down";
  271. if (scroll_velocity.x > 0.f)
  272. result += "-right";
  273. else if (scroll_velocity.x < 0.f)
  274. result += "-left";
  275. return result;
  276. }
  277. bool ScrollController::HasAutoscrollMoved() const
  278. {
  279. return mode == Mode::Autoscroll && autoscroll_moved;
  280. }
  281. float ScrollController::UpdateTime()
  282. {
  283. const double previous_tick = previous_update_time;
  284. previous_update_time = GetSystemInterface()->GetElapsedTime();
  285. const float dt = float(previous_update_time - previous_tick);
  286. return Math::Min(dt, DELTA_TIME_MAX);
  287. }
  288. } // namespace Rml