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ScrollController.cpp 9.2 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 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/Core.h"
  30. #include "../../Include/RmlUi/Core/Element.h"
  31. #include "../../Include/RmlUi/Core/SystemInterface.h"
  32. namespace Rml {
  33. static constexpr float AUTOSCROLL_SPEED_FACTOR = 0.09f;
  34. static constexpr float AUTOSCROLL_DEADZONE = 10.0f; // [dp]
  35. static constexpr float SMOOTHSCROLL_WINDOW_SIZE = 50.f; // The window where smoothing is applied, as a distance from scroll start and end. [dp]
  36. static constexpr float SMOOTHSCROLL_MAX_VELOCITY = 10'000.f; // [dp/s]
  37. static constexpr float SMOOTHSCROLL_VELOCITY_CONSTANT = 800.f; // [dp/s]
  38. static constexpr float SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR = 0.05f;
  39. // Clamp the delta time to some reasonable FPS range, to avoid large steps in case of stuttering or freezing.
  40. static constexpr float DELTA_TIME_CLAMP_LOW = 1.f / 500.f; // [s]
  41. static constexpr float DELTA_TIME_CLAMP_HIGH = 1.f / 15.f; // [s]
  42. // Determines the autoscroll velocity based on the distance from the scroll-start mouse position. [px/s]
  43. static Vector2f CalculateAutoscrollVelocity(Vector2f target_delta, float dp_ratio)
  44. {
  45. target_delta = target_delta / dp_ratio;
  46. target_delta = {
  47. Math::AbsoluteValue(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
  48. Math::AbsoluteValue(target_delta.y) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.y,
  49. };
  50. // We use a signed square model for the velocity, which seems to work quite well. This is mostly about feeling and tuning.
  51. return AUTOSCROLL_SPEED_FACTOR * target_delta * Math::AbsoluteValue(target_delta);
  52. }
  53. // Determines the smoothscroll velocity based on the distance to the target, and the distance scrolled so far. [px/s]
  54. static Vector2f CalculateSmoothscrollVelocity(Vector2f target_delta, Vector2f scrolled_distance, float dp_ratio)
  55. {
  56. scrolled_distance = Math::AbsoluteValue(scrolled_distance) / dp_ratio;
  57. target_delta = target_delta / dp_ratio;
  58. const Vector2f target_delta_abs = Math::AbsoluteValue(target_delta);
  59. Vector2f target_delta_signum = {
  60. target_delta.x > 0.f ? 1.f : (target_delta.x < 0.f ? -1.f : 0.f),
  61. target_delta.y > 0.f ? 1.f : (target_delta.y < 0.f ? -1.f : 0.f),
  62. };
  63. // The window provides velocity smoothing near the start and end of the scroll.
  64. const Tween tween(Tween::Exponential, Tween::Out);
  65. const Vector2f alpha_in = Math::Min(scrolled_distance / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  66. const Vector2f alpha_out = Math::Min(target_delta_abs / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  67. const Vector2f smooth_window = {
  68. 0.2f + 0.8f * tween(alpha_in.x) * tween(alpha_out.x),
  69. 0.2f + 0.8f * tween(alpha_in.y) * tween(alpha_out.y),
  70. };
  71. const Vector2f velocity_constant = Vector2f(SMOOTHSCROLL_VELOCITY_CONSTANT);
  72. const Vector2f velocity_square = SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR * target_delta_abs * target_delta_abs;
  73. // Short scrolls are dominated by the smoothed constant velocity, while the square term is added for quick longer scrolls.
  74. return dp_ratio * target_delta_signum * smooth_window * Math::Min(velocity_constant + velocity_square, Vector2f(SMOOTHSCROLL_MAX_VELOCITY));
  75. }
  76. void ScrollController::ActivateAutoscroll(Element* in_target, Vector2i start_position)
  77. {
  78. Reset();
  79. if (!in_target)
  80. return;
  81. target = in_target;
  82. mode = Mode::Autoscroll;
  83. autoscroll_start_position = start_position;
  84. UpdateTime();
  85. }
  86. void ScrollController::ActivateSmoothscroll(Element* in_target)
  87. {
  88. Reset();
  89. if (!in_target)
  90. return;
  91. target = in_target;
  92. mode = Mode::Smoothscroll;
  93. UpdateTime();
  94. }
  95. void ScrollController::Update(Vector2i mouse_position, float dp_ratio)
  96. {
  97. if (mode == Mode::Autoscroll)
  98. UpdateAutoscroll(mouse_position, dp_ratio);
  99. else if (mode == Mode::Smoothscroll)
  100. UpdateSmoothscroll(dp_ratio);
  101. }
  102. void ScrollController::UpdateAutoscroll(Vector2i mouse_position, float dp_ratio)
  103. {
  104. RMLUI_ASSERT(mode == Mode::Autoscroll && target);
  105. const float dt = UpdateTime();
  106. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  107. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  108. autoscroll_accumulated_length += scroll_velocity * dt;
  109. // Only submit the integer part of the scroll length, accumulate and store fractional parts to enable sub-pixel-per-frame scrolling speeds.
  110. Vector2f scroll_length_integral = autoscroll_accumulated_length;
  111. autoscroll_accumulated_length.x = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.x, &scroll_length_integral.x);
  112. autoscroll_accumulated_length.y = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.y, &scroll_length_integral.y);
  113. if (scroll_velocity != Vector2f(0.f))
  114. autoscroll_moved = true;
  115. PerformScrollOnTarget(scroll_length_integral);
  116. }
  117. void ScrollController::UpdateSmoothscroll(float dp_ratio)
  118. {
  119. RMLUI_ASSERT(mode == Mode::Smoothscroll && target);
  120. const Vector2f target_delta = Vector2f(smoothscroll_target_distance - smoothscroll_scrolled_distance);
  121. const Vector2f velocity = CalculateSmoothscrollVelocity(target_delta, smoothscroll_scrolled_distance, dp_ratio);
  122. const float dt = UpdateTime();
  123. Vector2f scroll_distance = (velocity * dt).Round();
  124. for (int i = 0; i < 2; i++)
  125. {
  126. // Ensure minimum scroll speed of 1px/frame, and clamp the distance to the target in case of overshooting
  127. // integration. As opposed to autoscroll, we don't care about fractional speeds here since we want to be fast.
  128. if (target_delta[i] > 0.f)
  129. scroll_distance[i] = Math::Min(Math::Max(scroll_distance[i], 1.f), target_delta[i]);
  130. else if (target_delta[i] < 0.f)
  131. scroll_distance[i] = Math::Max(Math::Min(scroll_distance[i], -1.f), target_delta[i]);
  132. else
  133. scroll_distance[i] = 0.f;
  134. }
  135. #if 0
  136. // Useful debugging output for velocity model tuning.
  137. 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,
  138. scroll_distance.y);
  139. #endif
  140. smoothscroll_scrolled_distance += scroll_distance;
  141. PerformScrollOnTarget(scroll_distance);
  142. if (scroll_distance == target_delta)
  143. Reset();
  144. }
  145. void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
  146. {
  147. RMLUI_ASSERT(target);
  148. if (delta_distance.x != 0.f)
  149. target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
  150. if (delta_distance.y != 0.f)
  151. target->SetScrollTop(target->GetScrollTop() + delta_distance.y);
  152. }
  153. void ScrollController::IncrementSmoothscrollTarget(Vector2f delta_distance)
  154. {
  155. auto OppositeDirection = [](float a, float b) { return (a < 0.f && b > 0.f) || (a > 0.f && b < 0.f); };
  156. Vector2f delta = smoothscroll_target_distance - smoothscroll_scrolled_distance;
  157. // Reset movement state if we start scrolling in the opposite direction.
  158. for (int i = 0; i < 2; i++)
  159. {
  160. if (OppositeDirection(delta_distance[i], delta[i]))
  161. {
  162. smoothscroll_target_distance[i] = 0.f;
  163. smoothscroll_scrolled_distance[i] = 0.f;
  164. }
  165. }
  166. smoothscroll_target_distance += delta_distance;
  167. }
  168. void ScrollController::Reset()
  169. {
  170. *this = ScrollController{};
  171. }
  172. String ScrollController::GetAutoscrollCursor(Vector2i mouse_position, float dp_ratio) const
  173. {
  174. RMLUI_ASSERT(mode == Mode::Autoscroll);
  175. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  176. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  177. if (scroll_velocity == Vector2f(0.f))
  178. return "rmlui-scroll-idle";
  179. String result = "rmlui-scroll";
  180. if (scroll_velocity.y > 0.f)
  181. result += "-up";
  182. else if (scroll_velocity.y < 0.f)
  183. result += "-down";
  184. if (scroll_velocity.x > 0.f)
  185. result += "-right";
  186. else if (scroll_velocity.x < 0.f)
  187. result += "-left";
  188. return result;
  189. }
  190. bool ScrollController::HasAutoscrollMoved() const
  191. {
  192. return mode == Mode::Autoscroll && autoscroll_moved;
  193. }
  194. float ScrollController::UpdateTime()
  195. {
  196. const double previous_tick = previous_update_time;
  197. previous_update_time = GetSystemInterface()->GetElapsedTime();
  198. const float dt = float(previous_update_time - previous_tick);
  199. return Math::Clamp(dt, DELTA_TIME_CLAMP_LOW, DELTA_TIME_CLAMP_HIGH);
  200. }
  201. } // namespace Rml