/**************************************************************************** Copyright (c) 2012 cocos2d-x.org Copyright (c) 2010 Sangwoo Im http://www.cocos2d-x.org 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 "CCScrollView.h" #include "CCGLView.h" #include "platform/CCDevice.h" #include "2d/CCActionInstant.h" #include "2d/CCActionInterval.h" #include "2d/CCActionTween.h" #include "base/CCDirector.h" #include "renderer/CCRenderer.h" #include NS_CC_EXT_BEGIN #define SCROLL_DEACCEL_RATE 0.95f #define SCROLL_DEACCEL_DIST 1.0f #define BOUNCE_DURATION 0.15f #define INSET_RATIO 0.2f #define MOVE_INCH 7.0f/160.0f #define BOUNCE_BACK_FACTOR 0.35f static float convertDistanceFromPointToInch(float pointDis) { auto glview = Director::getInstance()->getOpenGLView(); float factor = ( glview->getScaleX() + glview->getScaleY() ) / 2; return pointDis * factor / Device::getDPI(); } ScrollView::ScrollView() : _zoomScale(0.0f) , _minZoomScale(0.0f) , _maxZoomScale(0.0f) , _delegate(nullptr) , _direction(Direction::BOTH) , _dragging(false) , _container(nullptr) , _touchMoved(false) , _bounceable(false) , _clippingToBounds(false) , _touchLength(0.0f) , _minScale(0.0f) , _maxScale(0.0f) , _touchListener(nullptr) { } ScrollView::~ScrollView() { } ScrollView* ScrollView::create(Size size, Node* container/* = NULL*/) { ScrollView* pRet = new ScrollView(); if (pRet && pRet->initWithViewSize(size, container)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } ScrollView* ScrollView::create() { ScrollView* pRet = new ScrollView(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } bool ScrollView::initWithViewSize(Size size, Node *container/* = NULL*/) { if (Layer::init()) { _container = container; if (!this->_container) { _container = Layer::create(); _container->ignoreAnchorPointForPosition(false); _container->setAnchorPoint(Vec2(0.0f, 0.0f)); } this->setViewSize(size); setTouchEnabled(true); _touches.reserve(EventTouch::MAX_TOUCHES); _delegate = NULL; _bounceable = true; _clippingToBounds = true; //_container->setContentSize(Size::ZERO); _direction = Direction::BOTH; _container->setPosition(Vec2(0.0f, 0.0f)); _touchLength = 0.0f; this->addChild(_container); _minScale = _maxScale = 1.0f; return true; } return false; } bool ScrollView::init() { return this->initWithViewSize(Size(200, 200), NULL); } bool ScrollView::isNodeVisible(Node* node) { const Vec2 offset = this->getContentOffset(); const Size size = this->getViewSize(); const float scale = this->getZoomScale(); Rect viewRect; viewRect = Rect(-offset.x/scale, -offset.y/scale, size.width/scale, size.height/scale); return viewRect.intersectsRect(node->getBoundingBox()); } void ScrollView::pause(Ref* sender) { _container->pause(); auto& children = _container->getChildren(); for(const auto &child : children) { child->pause(); } } void ScrollView::resume(Ref* sender) { auto& children = _container->getChildren(); for(const auto &child : children) { child->resume(); } _container->resume(); } bool ScrollView::isTouchEnabled() const { return _touchListener != nullptr; } void ScrollView::setTouchEnabled(bool enabled) { _eventDispatcher->removeEventListener(_touchListener); _touchListener = nullptr; if (enabled) { _touchListener = EventListenerTouchOneByOne::create(); _touchListener->onTouchBegan = CC_CALLBACK_2(ScrollView::onTouchBegan, this); _touchListener->onTouchMoved = CC_CALLBACK_2(ScrollView::onTouchMoved, this); _touchListener->onTouchEnded = CC_CALLBACK_2(ScrollView::onTouchEnded, this); _touchListener->onTouchCancelled = CC_CALLBACK_2(ScrollView::onTouchCancelled, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this); } else { _dragging = false; _touchMoved = false; _touches.clear(); } } void ScrollView::setContentOffset(Vec2 offset, bool animated/* = false*/) { if (animated) { //animate scrolling this->setContentOffsetInDuration(offset, BOUNCE_DURATION); } else { //set the container position directly if (!_bounceable) { const Vec2 minOffset = this->minContainerOffset(); const Vec2 maxOffset = this->maxContainerOffset(); offset.x = MAX(minOffset.x, MIN(maxOffset.x, offset.x)); offset.y = MAX(minOffset.y, MIN(maxOffset.y, offset.y)); } _container->setPosition(offset); if (_delegate != NULL) { _delegate->scrollViewDidScroll(this); } } } void ScrollView::setContentOffsetInDuration(Vec2 offset, float dt) { FiniteTimeAction *scroll, *expire; scroll = MoveTo::create(dt, offset); expire = CallFuncN::create(CC_CALLBACK_1(ScrollView::stoppedAnimatedScroll,this)); _container->runAction(Sequence::create(scroll, expire, nullptr)); this->schedule(schedule_selector(ScrollView::performedAnimatedScroll)); } Vec2 ScrollView::getContentOffset() { return _container->getPosition(); } void ScrollView::setZoomScale(float s) { if (_container->getScale() != s) { Vec2 oldCenter, newCenter; Vec2 center; if (_touchLength == 0.0f) { center = Vec2(_viewSize.width*0.5f, _viewSize.height*0.5f); center = this->convertToWorldSpace(center); } else { center = _touchPoint; } oldCenter = _container->convertToNodeSpace(center); _container->setScale(MAX(_minScale, MIN(_maxScale, s))); newCenter = _container->convertToWorldSpace(oldCenter); const Vec2 offset = center - newCenter; if (_delegate != NULL) { _delegate->scrollViewDidZoom(this); } this->setContentOffset(_container->getPosition() + offset); } } float ScrollView::getZoomScale() { return _container->getScale(); } void ScrollView::setZoomScale(float s, bool animated) { if (animated) { this->setZoomScaleInDuration(s, BOUNCE_DURATION); } else { this->setZoomScale(s); } } void ScrollView::setZoomScaleInDuration(float s, float dt) { if (dt > 0) { if (_container->getScale() != s) { ActionTween *scaleAction; scaleAction = ActionTween::create(dt, "zoomScale", _container->getScale(), s); this->runAction(scaleAction); } } else { this->setZoomScale(s); } } void ScrollView::updateTweenAction(float value, const std::string& key) { this->setZoomScale(value); } void ScrollView::setViewSize(Size size) { _viewSize = size; Layer::setContentSize(size); } Node * ScrollView::getContainer() { return this->_container; } void ScrollView::setContainer(Node * pContainer) { // Make sure that '_container' has a non-NULL value since there are // lots of logic that use '_container'. if (NULL == pContainer) return; this->removeAllChildrenWithCleanup(true); this->_container = pContainer; this->_container->ignoreAnchorPointForPosition(false); this->_container->setAnchorPoint(Vec2(0.0f, 0.0f)); this->addChild(this->_container); this->setViewSize(this->_viewSize); } void ScrollView::relocateContainer(bool animated) { Vec2 oldPoint, min, max; float newX, newY; min = this->minContainerOffset(); max = this->maxContainerOffset(); oldPoint = _container->getPosition(); newX = oldPoint.x; newY = oldPoint.y; if (_direction == Direction::BOTH || _direction == Direction::HORIZONTAL) { newX = MAX(newX, min.x); newX = MIN(newX, max.x); } if (_direction == Direction::BOTH || _direction == Direction::VERTICAL) { newY = MIN(newY, max.y); newY = MAX(newY, min.y); } if (newY != oldPoint.y || newX != oldPoint.x) { this->setContentOffset(Vec2(newX, newY), animated); } } Vec2 ScrollView::maxContainerOffset() { return Vec2(0.0f, 0.0f); } Vec2 ScrollView::minContainerOffset() { return Vec2(_viewSize.width - _container->getContentSize().width*_container->getScaleX(), _viewSize.height - _container->getContentSize().height*_container->getScaleY()); } void ScrollView::deaccelerateScrolling(float dt) { if (_dragging) { this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling)); return; } float newX, newY; Vec2 maxInset, minInset; _container->setPosition(_container->getPosition() + _scrollDistance); if (_bounceable) { maxInset = _maxInset; minInset = _minInset; } else { maxInset = this->maxContainerOffset(); minInset = this->minContainerOffset(); } newX = _container->getPosition().x; newY = _container->getPosition().y; _scrollDistance = _scrollDistance * SCROLL_DEACCEL_RATE; this->setContentOffset(Vec2(newX,newY)); if ((fabsf(_scrollDistance.x) <= SCROLL_DEACCEL_DIST && fabsf(_scrollDistance.y) <= SCROLL_DEACCEL_DIST) || newY >= maxInset.y || newY <= minInset.y || newX >= maxInset.x || newX <= minInset.x) { this->unschedule(schedule_selector(ScrollView::deaccelerateScrolling)); this->relocateContainer(true); } } void ScrollView::stoppedAnimatedScroll(Node * node) { this->unschedule(schedule_selector(ScrollView::performedAnimatedScroll)); // After the animation stopped, "scrollViewDidScroll" should be invoked, this could fix the bug of lack of tableview cells. if (_delegate != NULL) { _delegate->scrollViewDidScroll(this); } } void ScrollView::performedAnimatedScroll(float dt) { if (_dragging) { this->unschedule(schedule_selector(ScrollView::performedAnimatedScroll)); return; } if (_delegate != NULL) { _delegate->scrollViewDidScroll(this); } } const Size& ScrollView::getContentSize() const { return _container->getContentSize(); } void ScrollView::setContentSize(const Size & size) { if (this->getContainer() != NULL) { this->getContainer()->setContentSize(size); this->updateInset(); } } void ScrollView::updateInset() { if (this->getContainer() != NULL) { _maxInset = this->maxContainerOffset(); _maxInset = Vec2(_maxInset.x + _viewSize.width * INSET_RATIO, _maxInset.y + _viewSize.height * INSET_RATIO); _minInset = this->minContainerOffset(); _minInset = Vec2(_minInset.x - _viewSize.width * INSET_RATIO, _minInset.y - _viewSize.height * INSET_RATIO); } } /** * make sure all children go to the container */ void ScrollView::addChild(Node * child, int zOrder, int tag) { if (_container != child) { _container->addChild(child, zOrder, tag); } else { Layer::addChild(child, zOrder, tag); } } void ScrollView::addChild(Node * child, int zOrder, const std::string &name) { if (_container != child) { _container->addChild(child, zOrder, name); } else { Layer::addChild(child, zOrder, name); } } void ScrollView::beforeDraw() { _beforeDrawCommand.init(_globalZOrder); _beforeDrawCommand.func = CC_CALLBACK_0(ScrollView::onBeforeDraw, this); Director::getInstance()->getRenderer()->addCommand(&_beforeDrawCommand); } /** * clip this view so that outside of the visible bounds can be hidden. */ void ScrollView::onBeforeDraw() { if (_clippingToBounds) { _scissorRestored = false; Rect frame = getViewRect(); auto glview = Director::getInstance()->getOpenGLView(); if (glview->isScissorEnabled()) { _scissorRestored = true; _parentScissorRect = glview->getScissorRect(); //set the intersection of _parentScissorRect and frame as the new scissor rect if (frame.intersectsRect(_parentScissorRect)) { float x = MAX(frame.origin.x, _parentScissorRect.origin.x); float y = MAX(frame.origin.y, _parentScissorRect.origin.y); float xx = MIN(frame.origin.x+frame.size.width, _parentScissorRect.origin.x+_parentScissorRect.size.width); float yy = MIN(frame.origin.y+frame.size.height, _parentScissorRect.origin.y+_parentScissorRect.size.height); glview->setScissorInPoints(x, y, xx-x, yy-y); } } else { glEnable(GL_SCISSOR_TEST); glview->setScissorInPoints(frame.origin.x, frame.origin.y, frame.size.width, frame.size.height); } } } void ScrollView::afterDraw() { _afterDrawCommand.init(_globalZOrder); _afterDrawCommand.func = CC_CALLBACK_0(ScrollView::onAfterDraw, this); Director::getInstance()->getRenderer()->addCommand(&_afterDrawCommand); } /** * retract what's done in beforeDraw so that there's no side effect to * other nodes. */ void ScrollView::onAfterDraw() { if (_clippingToBounds) { if (_scissorRestored) {//restore the parent's scissor rect auto glview = Director::getInstance()->getOpenGLView(); glview->setScissorInPoints(_parentScissorRect.origin.x, _parentScissorRect.origin.y, _parentScissorRect.size.width, _parentScissorRect.size.height); } else { glDisable(GL_SCISSOR_TEST); } } } void ScrollView::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) { // quick return if not visible if (!isVisible()) { return; } uint32_t flags = processParentFlags(parentTransform, parentFlags); // IMPORTANT: // To ease the migration to v3.0, we still support the Mat4 stack, // but it is deprecated and your code should not rely on it Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform); this->beforeDraw(); if (!_children.empty()) { int i=0; // draw children zOrder < 0 for( ; i < _children.size(); i++ ) { Node *child = _children.at(i); if ( child->getLocalZOrder() < 0 ) { child->visit(renderer, _modelViewTransform, flags); } else { break; } } // this draw this->draw(renderer, _modelViewTransform, flags); // draw children zOrder >= 0 for( ; i < _children.size(); i++ ) { Node *child = _children.at(i); child->visit(renderer, _modelViewTransform, flags); } } else { this->draw(renderer, _modelViewTransform, flags); } this->afterDraw(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } bool ScrollView::onTouchBegan(Touch* touch, Event* event) { if (!this->isVisible()) { return false; } Rect frame = getViewRect(); //dispatcher does not know about clipping. reject touches outside visible bounds. if (_touches.size() > 2 || _touchMoved || !frame.containsPoint(touch->getLocation())) { return false; } if (std::find(_touches.begin(), _touches.end(), touch) == _touches.end()) { _touches.push_back(touch); } if (_touches.size() == 1) { // scrolling _touchPoint = this->convertTouchToNodeSpace(touch); _touchMoved = false; _dragging = true; //dragging started _scrollDistance = Vec2(0.0f, 0.0f); _touchLength = 0.0f; } else if (_touches.size() == 2) { _touchPoint = (this->convertTouchToNodeSpace(_touches[0]).getMidpoint( this->convertTouchToNodeSpace(_touches[1]))); _touchLength = _container->convertTouchToNodeSpace(_touches[0]).getDistance( _container->convertTouchToNodeSpace(_touches[1])); _dragging = false; } return true; } void ScrollView::onTouchMoved(Touch* touch, Event* event) { if (!this->isVisible()) { return; } if (std::find(_touches.begin(), _touches.end(), touch) != _touches.end()) { if (_touches.size() == 1 && _dragging) { // scrolling Vec2 moveDistance, newPoint; Rect frame; float newX, newY; frame = getViewRect(); newPoint = this->convertTouchToNodeSpace(_touches[0]); moveDistance = newPoint - _touchPoint; float dis = 0.0f; if (_direction == Direction::VERTICAL) { dis = moveDistance.y; float pos = _container->getPosition().y; if (!(minContainerOffset().y <= pos && pos <= maxContainerOffset().y)) { moveDistance.y *= BOUNCE_BACK_FACTOR; } } else if (_direction == Direction::HORIZONTAL) { dis = moveDistance.x; float pos = _container->getPosition().x; if (!(minContainerOffset().x <= pos && pos <= maxContainerOffset().x)) { moveDistance.x *= BOUNCE_BACK_FACTOR; } } else { dis = sqrtf(moveDistance.x*moveDistance.x + moveDistance.y*moveDistance.y); float pos = _container->getPosition().y; if (!(minContainerOffset().y <= pos && pos <= maxContainerOffset().y)) { moveDistance.y *= BOUNCE_BACK_FACTOR; } pos = _container->getPosition().x; if (!(minContainerOffset().x <= pos && pos <= maxContainerOffset().x)) { moveDistance.x *= BOUNCE_BACK_FACTOR; } } if (!_touchMoved && fabs(convertDistanceFromPointToInch(dis)) < MOVE_INCH ) { //CCLOG("Invalid movement, distance = [%f, %f], disInch = %f", moveDistance.x, moveDistance.y); return; } if (!_touchMoved) { moveDistance = Vec2::ZERO; } _touchPoint = newPoint; _touchMoved = true; if (_dragging) { switch (_direction) { case Direction::VERTICAL: moveDistance = Vec2(0.0f, moveDistance.y); break; case Direction::HORIZONTAL: moveDistance = Vec2(moveDistance.x, 0.0f); break; default: break; } newX = _container->getPosition().x + moveDistance.x; newY = _container->getPosition().y + moveDistance.y; _scrollDistance = moveDistance; this->setContentOffset(Vec2(newX, newY)); } } else if (_touches.size() == 2 && !_dragging) { const float len = _container->convertTouchToNodeSpace(_touches[0]).getDistance( _container->convertTouchToNodeSpace(_touches[1])); this->setZoomScale(this->getZoomScale()*len/_touchLength); } } } void ScrollView::onTouchEnded(Touch* touch, Event* event) { if (!this->isVisible()) { return; } auto touchIter = std::find(_touches.begin(), _touches.end(), touch); if (touchIter != _touches.end()) { if (_touches.size() == 1 && _touchMoved) { this->schedule(schedule_selector(ScrollView::deaccelerateScrolling)); } _touches.erase(touchIter); } if (_touches.size() == 0) { _dragging = false; _touchMoved = false; } } void ScrollView::onTouchCancelled(Touch* touch, Event* event) { if (!this->isVisible()) { return; } auto touchIter = std::find(_touches.begin(), _touches.end(), touch); _touches.erase(touchIter); if (_touches.size() == 0) { _dragging = false; _touchMoved = false; } } Rect ScrollView::getViewRect() { Vec2 screenPos = this->convertToWorldSpace(Vec2::ZERO); float scaleX = this->getScaleX(); float scaleY = this->getScaleY(); for (Node *p = _parent; p != NULL; p = p->getParent()) { scaleX *= p->getScaleX(); scaleY *= p->getScaleY(); } // Support negative scaling. Not doing so causes intersectsRect calls // (eg: to check if the touch was within the bounds) to return false. // Note, Node::getScale will assert if X and Y scales are different. if(scaleX<0.f) { screenPos.x += _viewSize.width*scaleX; scaleX = -scaleX; } if(scaleY<0.f) { screenPos.y += _viewSize.height*scaleY; scaleY = -scaleY; } return Rect(screenPos.x, screenPos.y, _viewSize.width*scaleX, _viewSize.height*scaleY); } NS_CC_EXT_END