axmol/extensions/GUI/ScrollView/ScrollView.cpp

916 lines
25 KiB
C++

/****************************************************************************
Copyright (c) 2012 cocos2d-x.org
Copyright (c) 2010 Sangwoo Im
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://axmolengine.github.io/
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 "ScrollView.h"
#include "platform/Device.h"
#include "2d/ActionInstant.h"
#include "2d/ActionInterval.h"
#include "2d/ActionTween.h"
#include "base/Director.h"
#include "base/EventDispatcher.h"
#include "renderer/Renderer.h"
#include <algorithm>
NS_AX_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()
: _delegate(nullptr)
, _direction(Direction::BOTH)
, _dragging(false)
, _container(nullptr)
, _touchMoved(false)
, _bounceable(false)
, _clippingToBounds(false)
, _touchLength(0.0f)
, _minScale(0.0f)
, _maxScale(0.0f)
, _scissorRestored(false)
, _touchListener(nullptr)
, _animatedScrollAction(nullptr)
{}
ScrollView::~ScrollView() {}
ScrollView* ScrollView::create(Size size, Node* container /* = nullptr*/)
{
ScrollView* pRet = new ScrollView();
if (pRet->initWithViewSize(size, container))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
ScrollView* ScrollView::create()
{
ScrollView* pRet = new ScrollView();
if (pRet->init())
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
bool ScrollView::initWithViewSize(Size size, Node* container /* = nullptr*/)
{
if (Layer::init())
{
_container = container;
if (!this->_container)
{
_container = Layer::create();
_container->setIgnoreAnchorPointForPosition(false);
_container->setAnchorPoint(Vec2(0.0f, 0.0f));
}
this->setViewSize(size);
setTouchEnabled(true);
_touches.reserve(EventTouch::MAX_TOUCHES);
_delegate = nullptr;
_bounceable = true;
_clippingToBounds = true;
//_container->setContentSize(Size::ZERO);
_direction = Direction::BOTH;
_container->setPosition(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), nullptr);
}
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->setSwallowTouches(true);
_touchListener->onTouchBegan = AX_CALLBACK_2(ScrollView::onTouchBegan, this);
_touchListener->onTouchMoved = AX_CALLBACK_2(ScrollView::onTouchMoved, this);
_touchListener->onTouchEnded = AX_CALLBACK_2(ScrollView::onTouchEnded, this);
_touchListener->onTouchCancelled = AX_CALLBACK_2(ScrollView::onTouchCancelled, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
}
else
{
_dragging = false;
_touchMoved = false;
_touches.clear();
}
}
void ScrollView::setSwallowTouches(bool needSwallow)
{
if (_touchListener != nullptr)
{
_touchListener->setSwallowTouches(needSwallow);
}
}
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 != nullptr)
{
_delegate->scrollViewDidScroll(this);
}
}
}
void ScrollView::setContentOffsetInDuration(Vec2 offset, float dt)
{
FiniteTimeAction *scroll, *expire;
if (_animatedScrollAction)
{
stopAnimatedContentOffset();
}
scroll = MoveTo::create(dt, offset);
expire = CallFuncN::create(AX_CALLBACK_1(ScrollView::stoppedAnimatedScroll, this));
_animatedScrollAction = _container->runAction(Sequence::create(scroll, expire, nullptr));
_animatedScrollAction->retain();
this->schedule(AX_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
}
void ScrollView::stopAnimatedContentOffset()
{
stopAction(_animatedScrollAction);
_animatedScrollAction->release();
_animatedScrollAction = nullptr;
stoppedAnimatedScroll(this);
}
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.set(_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 != nullptr)
{
_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, std::string_view /*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-nullptr value since there are
// lots of logic that use '_container'.
if (nullptr == pContainer)
return;
this->removeAllChildrenWithCleanup(true);
this->_container = pContainer;
this->_container->setIgnoreAnchorPointForPosition(false);
this->_container->setAnchorPoint(Vec2(0.0f, 0.0f));
this->addChild(this->_container);
this->setViewSize(this->_viewSize);
}
bool ScrollView::hasVisibleParents() const
{
auto parent = this->getParent();
for (auto c = parent; c != nullptr; c = c->getParent())
{
if (!c->isVisible())
{
return false;
}
}
return true;
}
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()
{
Point anchorPoint = _container->isIgnoreAnchorPointForPosition() ? Point::ZERO : _container->getAnchorPoint();
float contW = _container->getContentSize().width * _container->getScaleX();
float contH = _container->getContentSize().height * _container->getScaleY();
return Vec2(anchorPoint.x * contW, anchorPoint.y * contH);
}
Vec2 ScrollView::minContainerOffset()
{
Point anchorPoint = _container->isIgnoreAnchorPointForPosition() ? Point::ZERO : _container->getAnchorPoint();
float contW = _container->getContentSize().width * _container->getScaleX();
float contH = _container->getContentSize().height * _container->getScaleY();
return Vec2(_viewSize.width - (1 - anchorPoint.x) * contW, _viewSize.height - (1 - anchorPoint.y) * contH);
}
void ScrollView::deaccelerateScrolling(float /*dt*/)
{
if (_dragging)
{
this->unschedule(AX_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) ||
((_direction == Direction::BOTH || _direction == Direction::VERTICAL) &&
(newY >= maxInset.y || newY <= minInset.y)) ||
((_direction == Direction::BOTH || _direction == Direction::HORIZONTAL) &&
(newX >= maxInset.x || newX <= minInset.x)))
{
this->unschedule(AX_SCHEDULE_SELECTOR(ScrollView::deaccelerateScrolling));
this->relocateContainer(true);
}
}
void ScrollView::stoppedAnimatedScroll(Node* /*node*/)
{
this->unschedule(AX_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
// After the animation stopped, "scrollViewDidScroll" should be invoked, this could fix the bug of lack of tableview
// cells.
if (_delegate != nullptr)
{
_delegate->scrollViewDidScroll(this);
}
}
void ScrollView::performedAnimatedScroll(float /*dt*/)
{
if (_dragging)
{
this->unschedule(AX_SCHEDULE_SELECTOR(ScrollView::performedAnimatedScroll));
return;
}
if (_delegate != nullptr)
{
_delegate->scrollViewDidScroll(this);
}
}
const Size& ScrollView::getContentSize() const
{
return _container->getContentSize();
}
void ScrollView::setContentSize(const Size& size)
{
if (this->getContainer() != nullptr)
{
this->getContainer()->setContentSize(size);
this->updateInset();
}
}
void ScrollView::updateInset()
{
if (this->getContainer() != nullptr)
{
_maxInset = this->maxContainerOffset();
_maxInset.set(_maxInset.x + _viewSize.width * INSET_RATIO, _maxInset.y + _viewSize.height * INSET_RATIO);
_minInset = this->minContainerOffset();
_minInset.set(_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::removeChild(Node* node, bool cleanup)
{
if (_container != node)
{
_container->removeChild(node, cleanup);
}
else
{
Layer::removeChild(node, cleanup);
}
}
void ScrollView::removeAllChildrenWithCleanup(bool cleanup)
{
_container->removeAllChildrenWithCleanup(cleanup);
Layer::removeAllChildrenWithCleanup(cleanup);
}
void ScrollView::removeAllChildren()
{
removeAllChildrenWithCleanup(true);
}
void ScrollView::addChild(Node* child, int zOrder, std::string_view name)
{
if (_container != child)
{
_container->addChild(child, zOrder, name);
}
else
{
Layer::addChild(child, zOrder, name);
}
}
void ScrollView::beforeDraw()
{
// TODO: minggo
// ScrollView don't support drawing in 3D space
// _beforeDrawCommand.init(_globalZOrder);
// _beforeDrawCommand.func = AX_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()
{
// TODO: minggo
// if (_clippingToBounds)
// {
// _scissorRestored = false;
// Rect frame = getViewRect();
// auto glView = Director::getInstance()->getOpenGLView();
//
// if (glView->getVR() == nullptr) {
// 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()
{
// TODO: minggo
// _afterDrawCommand.init(_globalZOrder);
// _afterDrawCommand.func = AX_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()
{
// TODO:minggo
// if (_clippingToBounds)
// {
// auto glView = Director::getInstance()->getOpenGLView();
// if (glView->getVR() == nullptr) {
// if (_scissorRestored) {//restore the parent's scissor rect
// 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();
AXASSERT(nullptr != director, "Director is null when setting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
this->beforeDraw();
bool visibleByCamera = isVisitableByVisitingCamera();
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
if (visibleByCamera)
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 if (visibleByCamera)
{
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() || !this->hasVisibleParents())
{
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.emplace_back(touch);
}
if (_touches.size() == 1)
{ // scrolling
_touchPoint = this->convertTouchToNodeSpace(touch);
_touchMoved = false;
_dragging = true; // dragging started
_scrollDistance.setZero();
_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)
{
// AXLOG("Invalid movement, distance = [%f, %f], disInch = %f", moveDistance.x, moveDistance.y);
return;
}
if (!_touchMoved)
{
moveDistance.setZero();
}
_touchPoint = newPoint;
_touchMoved = true;
if (_dragging)
{
switch (_direction)
{
case Direction::VERTICAL:
moveDistance.set(0.0f, moveDistance.y);
break;
case Direction::HORIZONTAL:
moveDistance.set(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(AX_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);
if (touchIter == _touches.end())
return;
_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 != nullptr; 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_AX_EXT_END