dragonpilot - 基於 openpilot 的開源駕駛輔助系統
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import time
import pyray as rl
from collections import deque
from enum import IntEnum
from openpilot.system.ui.lib.application import gui_app, MouseEvent, MousePos
# Scroll constants for smooth scrolling behavior
MOUSE_WHEEL_SCROLL_SPEED = 30
INERTIA_FRICTION = 0.92 # The rate at which the inertia slows down
MIN_VELOCITY = 0.5 # Minimum velocity before stopping the inertia
DRAG_THRESHOLD = 12 # Pixels of movement to consider it a drag, not a click
BOUNCE_FACTOR = 0.2 # Elastic bounce when scrolling past boundaries
BOUNCE_RETURN_SPEED = 0.15 # How quickly it returns from the bounce
MAX_BOUNCE_DISTANCE = 150 # Maximum distance for bounce effect
FLICK_MULTIPLIER = 1.8 # Multiplier for flick gestures
VELOCITY_HISTORY_SIZE = 5 # Track velocity over multiple frames for smoother motion
class ScrollState(IntEnum):
IDLE = 0
DRAGGING_CONTENT = 1
DRAGGING_SCROLLBAR = 2
BOUNCING = 3
class GuiScrollPanel:
def __init__(self, show_vertical_scroll_bar: bool = False):
self._scroll_state: ScrollState = ScrollState.IDLE
self._last_mouse_y: float = 0.0
self._start_mouse_y: float = 0.0 # Track the initial mouse position for drag detection
self._offset = rl.Vector2(0, 0)
self._view = rl.Rectangle(0, 0, 0, 0)
self._show_vertical_scroll_bar: bool = show_vertical_scroll_bar
self._velocity_y = 0.0 # Velocity for inertia
self._is_dragging: bool = False
self._bounce_offset: float = 0.0
self._velocity_history: deque[float] = deque(maxlen=VELOCITY_HISTORY_SIZE)
self._last_drag_time: float = 0.0
self._content_rect: rl.Rectangle | None = None
self._bounds_rect: rl.Rectangle | None = None
def handle_scroll(self, bounds: rl.Rectangle, content: rl.Rectangle) -> rl.Vector2:
# TODO: HACK: this class is driven by mouse events, so we need to ensure we have at least one event to process
for mouse_event in gui_app.mouse_events or [MouseEvent(MousePos(0, 0), 0, False, False, False, time.monotonic())]:
if mouse_event.slot == 0:
self._handle_mouse_event(mouse_event, bounds, content)
return self._offset
def _handle_mouse_event(self, mouse_event: MouseEvent, bounds: rl.Rectangle, content: rl.Rectangle):
# Store rectangles for reference
self._content_rect = content
self._bounds_rect = bounds
max_scroll_y = max(content.height - bounds.height, 0)
# Start dragging on mouse press
if rl.check_collision_point_rec(mouse_event.pos, bounds) and mouse_event.left_pressed:
if self._scroll_state == ScrollState.IDLE or self._scroll_state == ScrollState.BOUNCING:
self._scroll_state = ScrollState.DRAGGING_CONTENT
if self._show_vertical_scroll_bar:
scrollbar_width = rl.gui_get_style(rl.GuiControl.LISTVIEW, rl.GuiListViewProperty.SCROLLBAR_WIDTH)
scrollbar_x = bounds.x + bounds.width - scrollbar_width
if mouse_event.pos.x >= scrollbar_x:
self._scroll_state = ScrollState.DRAGGING_SCROLLBAR
# TODO: hacky
# when clicking while moving, go straight into dragging
self._is_dragging = abs(self._velocity_y) > MIN_VELOCITY
self._last_mouse_y = mouse_event.pos.y
self._start_mouse_y = mouse_event.pos.y
self._last_drag_time = mouse_event.t
self._velocity_history.clear()
self._velocity_y = 0.0
self._bounce_offset = 0.0
# Handle active dragging
if self._scroll_state == ScrollState.DRAGGING_CONTENT or self._scroll_state == ScrollState.DRAGGING_SCROLLBAR:
if mouse_event.left_down:
delta_y = mouse_event.pos.y - self._last_mouse_y
# Track velocity for inertia
time_since_last_drag = mouse_event.t - self._last_drag_time
if time_since_last_drag > 0:
# TODO: HACK: /2 since we usually get two touch events per frame
drag_velocity = delta_y / time_since_last_drag / 60.0 / 2 # TODO: shouldn't be hardcoded
self._velocity_history.append(drag_velocity)
self._last_drag_time = mouse_event.t
# Detect actual dragging
total_drag = abs(mouse_event.pos.y - self._start_mouse_y)
if total_drag > DRAG_THRESHOLD:
self._is_dragging = True
if self._scroll_state == ScrollState.DRAGGING_CONTENT:
# Add resistance at boundaries
if (self._offset.y > 0 and delta_y > 0) or (self._offset.y < -max_scroll_y and delta_y < 0):
delta_y *= BOUNCE_FACTOR
self._offset.y += delta_y
elif self._scroll_state == ScrollState.DRAGGING_SCROLLBAR:
scroll_ratio = content.height / bounds.height
self._offset.y -= delta_y * scroll_ratio
self._last_mouse_y = mouse_event.pos.y
elif mouse_event.left_released:
# Calculate flick velocity
if self._velocity_history:
total_weight = 0
weighted_velocity = 0.0
for i, v in enumerate(self._velocity_history):
weight = i + 1
weighted_velocity += v * weight
total_weight += weight
if total_weight > 0:
avg_velocity = weighted_velocity / total_weight
self._velocity_y = avg_velocity * FLICK_MULTIPLIER
# Check bounds
if self._offset.y > 0 or self._offset.y < -max_scroll_y:
self._scroll_state = ScrollState.BOUNCING
else:
self._scroll_state = ScrollState.IDLE
# Handle mouse wheel
wheel_move = rl.get_mouse_wheel_move()
if wheel_move != 0:
self._velocity_y = 0.0
if self._show_vertical_scroll_bar:
self._offset.y += wheel_move * (MOUSE_WHEEL_SCROLL_SPEED - 20)
rl.gui_scroll_panel(bounds, rl.ffi.NULL, content, self._offset, self._view)
else:
self._offset.y += wheel_move * MOUSE_WHEEL_SCROLL_SPEED
if self._offset.y > 0 or self._offset.y < -max_scroll_y:
self._scroll_state = ScrollState.BOUNCING
# Apply inertia (continue scrolling after mouse release)
if self._scroll_state == ScrollState.IDLE:
if abs(self._velocity_y) > MIN_VELOCITY:
self._offset.y += self._velocity_y
self._velocity_y *= INERTIA_FRICTION
if self._offset.y > 0 or self._offset.y < -max_scroll_y:
self._scroll_state = ScrollState.BOUNCING
else:
self._velocity_y = 0.0
# Handle bouncing effect
elif self._scroll_state == ScrollState.BOUNCING:
target_y = 0.0
if self._offset.y < -max_scroll_y:
target_y = -max_scroll_y
distance = target_y - self._offset.y
bounce_step = distance * BOUNCE_RETURN_SPEED
self._offset.y += bounce_step
self._velocity_y *= INERTIA_FRICTION * 0.8
if abs(distance) < 0.5 and abs(self._velocity_y) < MIN_VELOCITY:
self._offset.y = target_y
self._velocity_y = 0.0
self._scroll_state = ScrollState.IDLE
# Limit bounce distance
if self._scroll_state != ScrollState.DRAGGING_CONTENT:
if self._offset.y > MAX_BOUNCE_DISTANCE:
self._offset.y = MAX_BOUNCE_DISTANCE
elif self._offset.y < -(max_scroll_y + MAX_BOUNCE_DISTANCE):
self._offset.y = -(max_scroll_y + MAX_BOUNCE_DISTANCE)
def is_touch_valid(self):
return not self._is_dragging
def get_normalized_scroll_position(self) -> float:
"""Returns the current scroll position as a value from 0.0 to 1.0"""
if not self._content_rect or not self._bounds_rect:
return 0.0
max_scroll_y = max(self._content_rect.height - self._bounds_rect.height, 0)
if max_scroll_y == 0:
return 0.0
normalized = -self._offset.y / max_scroll_y
return max(0.0, min(1.0, normalized))