ScrollController.cpp 11 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/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::Absolute(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
  48. Math::Absolute(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::Absolute(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::Absolute(scrolled_distance) / dp_ratio;
  57. target_delta = target_delta / dp_ratio;
  58. const Vector2f target_delta_abs = Math::Absolute(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, Vector2f delta_distance, ScrollBehavior scroll_behavior)
  87. {
  88. Reset();
  89. if (!in_target)
  90. return;
  91. target = in_target;
  92. // Do instant scroll if preferred.
  93. if (smoothscroll_prefer_instant && scroll_behavior != ScrollBehavior::Smooth)
  94. {
  95. PerformScrollOnTarget(delta_distance);
  96. target = nullptr;
  97. return;
  98. }
  99. mode = Mode::Smoothscroll;
  100. UpdateTime();
  101. IncrementSmoothscrollTarget(delta_distance);
  102. // If the target is scrolled to its edge already, simply cancel the smoothscroll operation.
  103. if (HasSmoothscrollReachedTarget())
  104. Reset();
  105. }
  106. bool ScrollController::Update(Vector2i mouse_position, float dp_ratio)
  107. {
  108. if (mode == Mode::Autoscroll)
  109. UpdateAutoscroll(mouse_position, dp_ratio);
  110. else if (mode == Mode::Smoothscroll)
  111. UpdateSmoothscroll(dp_ratio);
  112. return mode != Mode::None;
  113. }
  114. void ScrollController::UpdateAutoscroll(Vector2i mouse_position, float dp_ratio)
  115. {
  116. RMLUI_ASSERT(mode == Mode::Autoscroll && target);
  117. const float dt = UpdateTime();
  118. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  119. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  120. autoscroll_accumulated_length += scroll_velocity * dt;
  121. // Only submit the integer part of the scroll length, accumulate and store fractional parts to enable sub-pixel-per-frame scrolling speeds.
  122. Vector2f scroll_length_integral = autoscroll_accumulated_length;
  123. autoscroll_accumulated_length.x = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.x, &scroll_length_integral.x);
  124. autoscroll_accumulated_length.y = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.y, &scroll_length_integral.y);
  125. if (scroll_velocity != Vector2f(0.f))
  126. autoscroll_moved = true;
  127. PerformScrollOnTarget(scroll_length_integral);
  128. }
  129. void ScrollController::UpdateSmoothscroll(float dp_ratio)
  130. {
  131. RMLUI_ASSERT(mode == Mode::Smoothscroll && target);
  132. const Vector2f target_delta = Vector2f(smoothscroll_target_distance - smoothscroll_scrolled_distance);
  133. const Vector2f velocity = CalculateSmoothscrollVelocity(target_delta, smoothscroll_scrolled_distance, dp_ratio);
  134. const float dt = UpdateTime();
  135. Vector2f scroll_distance = (smoothscroll_speed_factor * velocity * dt).Round();
  136. for (int i = 0; i < 2; i++)
  137. {
  138. // Ensure minimum scroll speed of 1px/frame, and clamp the distance to the target in case of overshooting
  139. // integration. As opposed to autoscroll, we don't care about fractional speeds here since we want to be fast.
  140. if (target_delta[i] > 0.f)
  141. scroll_distance[i] = Math::Min(Math::Max(scroll_distance[i], 1.f), target_delta[i]);
  142. else if (target_delta[i] < 0.f)
  143. scroll_distance[i] = Math::Max(Math::Min(scroll_distance[i], -1.f), target_delta[i]);
  144. else
  145. scroll_distance[i] = 0.f;
  146. }
  147. #if 0
  148. // Useful debugging output for velocity model tuning.
  149. 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,
  150. scroll_distance.y);
  151. #endif
  152. smoothscroll_scrolled_distance += scroll_distance;
  153. PerformScrollOnTarget(scroll_distance);
  154. if (HasSmoothscrollReachedTarget())
  155. Reset();
  156. }
  157. bool ScrollController::HasSmoothscrollReachedTarget() const
  158. {
  159. constexpr float epsilon = 0.1f;
  160. return (smoothscroll_target_distance - smoothscroll_scrolled_distance).SquaredMagnitude() < epsilon;
  161. }
  162. void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
  163. {
  164. RMLUI_ASSERT(target);
  165. if (delta_distance.x != 0.f)
  166. target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
  167. if (delta_distance.y != 0.f)
  168. target->SetScrollTop(target->GetScrollTop() + delta_distance.y);
  169. }
  170. void ScrollController::IncrementSmoothscrollTarget(Vector2f delta_distance)
  171. {
  172. auto OppositeDirection = [](float a, float b) { return (a < 0.f && b > 0.f) || (a > 0.f && b < 0.f); };
  173. Vector2f delta = smoothscroll_target_distance - smoothscroll_scrolled_distance;
  174. // Reset movement state if we start scrolling in the opposite direction.
  175. for (int i = 0; i < 2; i++)
  176. {
  177. if (OppositeDirection(delta_distance[i], delta[i]))
  178. {
  179. smoothscroll_target_distance[i] = 0.f;
  180. smoothscroll_scrolled_distance[i] = 0.f;
  181. }
  182. }
  183. // Clamp the delta distance to the scrollable area.
  184. const Vector2f scroll_offset = {target->GetScrollLeft(), target->GetScrollTop()};
  185. const Vector2f max_offset = {target->GetScrollWidth() - target->GetClientWidth(), target->GetScrollHeight() - target->GetClientHeight()};
  186. const Vector2f target_offset = scroll_offset + smoothscroll_target_distance - smoothscroll_scrolled_distance;
  187. const Vector2f clamped_delta = Math::Clamp(delta_distance + target_offset, Vector2f(0.f), max_offset) - target_offset;
  188. smoothscroll_target_distance += clamped_delta;
  189. }
  190. void ScrollController::Reset()
  191. {
  192. mode = Mode::None;
  193. target = nullptr;
  194. autoscroll_start_position = Vector2i{};
  195. autoscroll_accumulated_length = Vector2f{};
  196. autoscroll_moved = false;
  197. smoothscroll_target_distance = Vector2f{};
  198. smoothscroll_scrolled_distance = Vector2f{};
  199. // Keep smoothscroll configuration parameters.
  200. }
  201. void ScrollController::SetDefaultScrollBehavior(ScrollBehavior scroll_behavior, float speed_factor)
  202. {
  203. smoothscroll_prefer_instant = (scroll_behavior == ScrollBehavior::Instant);
  204. smoothscroll_speed_factor = speed_factor;
  205. }
  206. String ScrollController::GetAutoscrollCursor(Vector2i mouse_position, float dp_ratio) const
  207. {
  208. RMLUI_ASSERT(mode == Mode::Autoscroll);
  209. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  210. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  211. if (scroll_velocity == Vector2f(0.f))
  212. return "rmlui-scroll-idle";
  213. String result = "rmlui-scroll";
  214. if (scroll_velocity.y > 0.f)
  215. result += "-up";
  216. else if (scroll_velocity.y < 0.f)
  217. result += "-down";
  218. if (scroll_velocity.x > 0.f)
  219. result += "-right";
  220. else if (scroll_velocity.x < 0.f)
  221. result += "-left";
  222. return result;
  223. }
  224. bool ScrollController::HasAutoscrollMoved() const
  225. {
  226. return mode == Mode::Autoscroll && autoscroll_moved;
  227. }
  228. float ScrollController::UpdateTime()
  229. {
  230. const double previous_tick = previous_update_time;
  231. previous_update_time = GetSystemInterface()->GetElapsedTime();
  232. const float dt = float(previous_update_time - previous_tick);
  233. return Math::Clamp(dt, DELTA_TIME_CLAMP_LOW, DELTA_TIME_CLAMP_HIGH);
  234. }
  235. } // namespace Rml