ScrollController.cpp 12 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 = 50.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. // Factor to multiply friction by before applying to velocity.
  41. static constexpr float INERTIA_FRICTION_FACTOR = 5.0f;
  42. // Clamp the delta time to some reasonable FPS range, to avoid large steps in case of stuttering or freezing.
  43. static constexpr float DELTA_TIME_CLAMP_LOW = 1.f / 500.f; // [s]
  44. static constexpr float DELTA_TIME_CLAMP_HIGH = 1.f / 15.f; // [s]
  45. // Determines the autoscroll velocity based on the distance from the scroll-start mouse position. [px/s]
  46. static Vector2f CalculateAutoscrollVelocity(Vector2f target_delta, float dp_ratio)
  47. {
  48. target_delta = target_delta / dp_ratio;
  49. target_delta = {
  50. Math::Absolute(target_delta.x) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.x,
  51. Math::Absolute(target_delta.y) < AUTOSCROLL_DEADZONE ? 0.f : target_delta.y,
  52. };
  53. // We use a signed square model for the velocity, which seems to work quite well. This is mostly about feeling and tuning.
  54. return AUTOSCROLL_SPEED_FACTOR * target_delta * Math::Absolute(target_delta);
  55. }
  56. // Determines the smoothscroll velocity based on the distance to the target, and the distance scrolled so far. [px/s]
  57. static Vector2f CalculateSmoothscrollVelocity(Vector2f target_delta, Vector2f scrolled_distance, float dp_ratio)
  58. {
  59. scrolled_distance = Math::Absolute(scrolled_distance) / dp_ratio;
  60. target_delta = target_delta / dp_ratio;
  61. const Vector2f target_delta_abs = Math::Absolute(target_delta);
  62. Vector2f target_delta_signum = {
  63. target_delta.x > 0.f ? 1.f : (target_delta.x < 0.f ? -1.f : 0.f),
  64. target_delta.y > 0.f ? 1.f : (target_delta.y < 0.f ? -1.f : 0.f),
  65. };
  66. // The window provides velocity smoothing near the start and end of the scroll.
  67. const Tween tween(Tween::Exponential, Tween::Out);
  68. const Vector2f alpha_in = Math::Min(scrolled_distance / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  69. const Vector2f alpha_out = Math::Min(target_delta_abs / SMOOTHSCROLL_WINDOW_SIZE, Vector2f(1.f));
  70. const Vector2f smooth_window = {
  71. 0.2f + 0.8f * tween(alpha_in.x) * tween(alpha_out.x),
  72. 0.2f + 0.8f * tween(alpha_in.y) * tween(alpha_out.y),
  73. };
  74. const Vector2f velocity_constant = Vector2f(SMOOTHSCROLL_VELOCITY_CONSTANT);
  75. const Vector2f velocity_square = SMOOTHSCROLL_VELOCITY_SQUARE_FACTOR * target_delta_abs * target_delta_abs;
  76. // Short scrolls are dominated by the smoothed constant velocity, while the square term is added for quick longer scrolls.
  77. return dp_ratio * target_delta_signum * smooth_window * Math::Min(velocity_constant + velocity_square, Vector2f(SMOOTHSCROLL_MAX_VELOCITY));
  78. }
  79. void ScrollController::ActivateAutoscroll(Element* in_target, Vector2i start_position)
  80. {
  81. Reset();
  82. if (!in_target)
  83. return;
  84. target = in_target;
  85. mode = Mode::Autoscroll;
  86. autoscroll_start_position = start_position;
  87. UpdateTime();
  88. }
  89. void ScrollController::ActivateSmoothscroll(Element* in_target, Vector2f delta_distance, ScrollBehavior scroll_behavior)
  90. {
  91. Reset();
  92. if (!in_target)
  93. return;
  94. target = in_target;
  95. // Do instant scroll if preferred.
  96. if (smoothscroll_prefer_instant && scroll_behavior != ScrollBehavior::Smooth)
  97. {
  98. PerformScrollOnTarget(delta_distance);
  99. target = nullptr;
  100. return;
  101. }
  102. mode = Mode::Smoothscroll;
  103. UpdateTime();
  104. IncrementSmoothscrollTarget(delta_distance);
  105. // If the target is scrolled to its edge already, simply cancel the smoothscroll operation.
  106. if (HasSmoothscrollReachedTarget())
  107. Reset();
  108. }
  109. void ScrollController::InstantScrollOnTarget(Element* in_target, Vector2f delta_distance)
  110. {
  111. if (!in_target)
  112. return;
  113. // instant scroll element without changing the current target
  114. Element* safe_target = target;
  115. target = in_target;
  116. PerformScrollOnTarget(delta_distance);
  117. target = safe_target;
  118. }
  119. void ScrollController::ApplyScrollInertia(Element* in_target, const Vector2f& velocity)
  120. {
  121. Reset();
  122. if (!in_target || (velocity.x == 0 && velocity.y == 0))
  123. return;
  124. target = in_target;
  125. inertia_scroll_velocity = velocity;
  126. mode = Mode::Inertia;
  127. UpdateTime();
  128. }
  129. bool ScrollController::Update(Vector2i mouse_position, float dp_ratio)
  130. {
  131. if (mode == Mode::Autoscroll)
  132. UpdateAutoscroll(mouse_position, dp_ratio);
  133. else if (mode == Mode::Smoothscroll)
  134. UpdateSmoothscroll(dp_ratio);
  135. else if (mode == Mode::Inertia)
  136. UpdateInertia();
  137. return mode != Mode::None;
  138. }
  139. void ScrollController::UpdateAutoscroll(Vector2i mouse_position, float dp_ratio)
  140. {
  141. RMLUI_ASSERT(mode == Mode::Autoscroll && target);
  142. const float dt = UpdateTime();
  143. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  144. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  145. autoscroll_accumulated_length += scroll_velocity * dt;
  146. // Only submit the integer part of the scroll length, accumulate and store fractional parts to enable sub-pixel-per-frame scrolling speeds.
  147. Vector2f scroll_length_integral = autoscroll_accumulated_length;
  148. autoscroll_accumulated_length.x = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.x, &scroll_length_integral.x);
  149. autoscroll_accumulated_length.y = Math::DecomposeFractionalIntegral(autoscroll_accumulated_length.y, &scroll_length_integral.y);
  150. if (scroll_velocity != Vector2f(0.f))
  151. autoscroll_moved = true;
  152. PerformScrollOnTarget(scroll_length_integral);
  153. }
  154. void ScrollController::UpdateSmoothscroll(float dp_ratio)
  155. {
  156. RMLUI_ASSERT(mode == Mode::Smoothscroll && target);
  157. const Vector2f target_delta = Vector2f(smoothscroll_target_distance - smoothscroll_scrolled_distance);
  158. const Vector2f velocity = CalculateSmoothscrollVelocity(target_delta, smoothscroll_scrolled_distance, dp_ratio);
  159. const float dt = UpdateTime();
  160. Vector2f scroll_distance = (smoothscroll_speed_factor * velocity * dt).Round();
  161. for (int i = 0; i < 2; i++)
  162. {
  163. // Ensure minimum scroll speed of 1px/frame, and clamp the distance to the target in case of overshooting
  164. // integration. As opposed to autoscroll, we don't care about fractional speeds here since we want to be fast.
  165. if (target_delta[i] > 0.f)
  166. scroll_distance[i] = Math::Min(Math::Max(scroll_distance[i], 1.f), target_delta[i]);
  167. else if (target_delta[i] < 0.f)
  168. scroll_distance[i] = Math::Max(Math::Min(scroll_distance[i], -1.f), target_delta[i]);
  169. else
  170. scroll_distance[i] = 0.f;
  171. }
  172. #if 0
  173. // Useful debugging output for velocity model tuning.
  174. 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,
  175. scroll_distance.y);
  176. #endif
  177. smoothscroll_scrolled_distance += scroll_distance;
  178. PerformScrollOnTarget(scroll_distance);
  179. if (HasSmoothscrollReachedTarget())
  180. Reset();
  181. }
  182. void ScrollController::UpdateInertia()
  183. {
  184. RMLUI_ASSERT(mode == Mode::Inertia && target);
  185. if (inertia_scroll_velocity.x == 0.0f && inertia_scroll_velocity.y == 0.0f)
  186. {
  187. Reset();
  188. return;
  189. }
  190. // Apply and dampen inertia.
  191. float dt = UpdateTime();
  192. Vector2f scroll_delta = inertia_scroll_velocity * dt;
  193. PerformScrollOnTarget(scroll_delta);
  194. float dampening = 1.0f - INERTIA_FRICTION_FACTOR * dt;
  195. inertia_scroll_velocity *= dampening;
  196. if (std::abs(inertia_scroll_velocity.x) < 30.0f)
  197. inertia_scroll_velocity.x = 0.0f;
  198. if (std::abs(inertia_scroll_velocity.y) < 30.0f)
  199. inertia_scroll_velocity.y = 0.0f;
  200. }
  201. bool ScrollController::HasSmoothscrollReachedTarget() const
  202. {
  203. constexpr float epsilon = 0.1f;
  204. return (smoothscroll_target_distance - smoothscroll_scrolled_distance).SquaredMagnitude() < epsilon;
  205. }
  206. void ScrollController::PerformScrollOnTarget(Vector2f delta_distance)
  207. {
  208. RMLUI_ASSERT(target);
  209. auto overflow_is_scrollable = [](Style::Overflow overflow) { return overflow == Style::Overflow::Auto || overflow == Style::Overflow::Scroll; };
  210. auto& computed_values = target->GetComputedValues();
  211. if (delta_distance.x != 0.f && overflow_is_scrollable(computed_values.overflow_x()))
  212. target->SetScrollLeft(target->GetScrollLeft() + delta_distance.x);
  213. if (delta_distance.y != 0.f && overflow_is_scrollable(computed_values.overflow_y()))
  214. target->SetScrollTop(target->GetScrollTop() + delta_distance.y);
  215. }
  216. void ScrollController::IncrementSmoothscrollTarget(Vector2f delta_distance)
  217. {
  218. auto OppositeDirection = [](float a, float b) { return (a < 0.f && b > 0.f) || (a > 0.f && b < 0.f); };
  219. Vector2f delta = smoothscroll_target_distance - smoothscroll_scrolled_distance;
  220. // Reset movement state if we start scrolling in the opposite direction.
  221. for (int i = 0; i < 2; i++)
  222. {
  223. if (OppositeDirection(delta_distance[i], delta[i]))
  224. {
  225. smoothscroll_target_distance[i] = 0.f;
  226. smoothscroll_scrolled_distance[i] = 0.f;
  227. }
  228. }
  229. // Clamp the delta distance to the scrollable area.
  230. const Vector2f scroll_offset = {target->GetScrollLeft(), target->GetScrollTop()};
  231. const Vector2f max_offset = {target->GetScrollWidth() - target->GetClientWidth(), target->GetScrollHeight() - target->GetClientHeight()};
  232. const Vector2f target_offset = scroll_offset + smoothscroll_target_distance - smoothscroll_scrolled_distance;
  233. const Vector2f clamped_delta = Math::Clamp(delta_distance + target_offset, Vector2f(0.f), max_offset) - target_offset;
  234. smoothscroll_target_distance += clamped_delta;
  235. }
  236. void ScrollController::Reset()
  237. {
  238. mode = Mode::None;
  239. target = nullptr;
  240. autoscroll_start_position = Vector2i{};
  241. autoscroll_accumulated_length = Vector2f{};
  242. autoscroll_moved = false;
  243. smoothscroll_target_distance = Vector2f{};
  244. smoothscroll_scrolled_distance = Vector2f{};
  245. // Keep smoothscroll configuration parameters.
  246. }
  247. void ScrollController::SetDefaultScrollBehavior(ScrollBehavior scroll_behavior, float speed_factor)
  248. {
  249. smoothscroll_prefer_instant = (scroll_behavior == ScrollBehavior::Instant);
  250. smoothscroll_speed_factor = speed_factor;
  251. }
  252. String ScrollController::GetAutoscrollCursor(Vector2i mouse_position, float dp_ratio) const
  253. {
  254. RMLUI_ASSERT(mode == Mode::Autoscroll);
  255. const Vector2f scroll_delta = Vector2f(mouse_position - autoscroll_start_position);
  256. const Vector2f scroll_velocity = CalculateAutoscrollVelocity(scroll_delta, dp_ratio);
  257. if (scroll_velocity == Vector2f(0.f))
  258. return "rmlui-scroll-idle";
  259. String result = "rmlui-scroll";
  260. if (scroll_velocity.y > 0.f)
  261. result += "-up";
  262. else if (scroll_velocity.y < 0.f)
  263. result += "-down";
  264. if (scroll_velocity.x > 0.f)
  265. result += "-right";
  266. else if (scroll_velocity.x < 0.f)
  267. result += "-left";
  268. return result;
  269. }
  270. bool ScrollController::HasAutoscrollMoved() const
  271. {
  272. return mode == Mode::Autoscroll && autoscroll_moved;
  273. }
  274. float ScrollController::UpdateTime()
  275. {
  276. const double previous_tick = previous_update_time;
  277. previous_update_time = GetSystemInterface()->GetElapsedTime();
  278. const float dt = float(previous_update_time - previous_tick);
  279. return Math::Clamp(dt, DELTA_TIME_CLAMP_LOW, DELTA_TIME_CLAMP_HIGH);
  280. }
  281. } // namespace Rml