| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352 |
- /*
- * 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
|