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196 lines
7.4 KiB
196 lines
7.4 KiB
import pyray as rl
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from enum import IntEnum
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# Scroll constants for smooth scrolling behavior
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MOUSE_WHEEL_SCROLL_SPEED = 30
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INERTIA_FRICTION = 0.92 # The rate at which the inertia slows down
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MIN_VELOCITY = 0.5 # Minimum velocity before stopping the inertia
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DRAG_THRESHOLD = 5 # Pixels of movement to consider it a drag, not a click
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BOUNCE_FACTOR = 0.2 # Elastic bounce when scrolling past boundaries
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BOUNCE_RETURN_SPEED = 0.15 # How quickly it returns from the bounce
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MAX_BOUNCE_DISTANCE = 150 # Maximum distance for bounce effect
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FLICK_MULTIPLIER = 1.8 # Multiplier for flick gestures
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VELOCITY_HISTORY_SIZE = 5 # Track velocity over multiple frames for smoother motion
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class ScrollState(IntEnum):
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IDLE = 0
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DRAGGING_CONTENT = 1
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DRAGGING_SCROLLBAR = 2
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BOUNCING = 3
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class GuiScrollPanel:
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def __init__(self, show_vertical_scroll_bar: bool = False):
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self._scroll_state: ScrollState = ScrollState.IDLE
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self._last_mouse_y: float = 0.0
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self._start_mouse_y: float = 0.0 # Track the initial mouse position for drag detection
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self._offset = rl.Vector2(0, 0)
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self._view = rl.Rectangle(0, 0, 0, 0)
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self._show_vertical_scroll_bar: bool = show_vertical_scroll_bar
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self._velocity_y = 0.0 # Velocity for inertia
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self._is_dragging: bool = False
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self._bounce_offset: float = 0.0
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self._last_frame_time = rl.get_time()
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self._velocity_history: list[float] = []
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self._last_drag_time: float = 0.0
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self._content_rect: rl.Rectangle | None = None
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self._bounds_rect: rl.Rectangle | None = None
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def handle_scroll(self, bounds: rl.Rectangle, content: rl.Rectangle) -> rl.Vector2:
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# Store rectangles for reference
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self._content_rect = content
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self._bounds_rect = bounds
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# Calculate time delta
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current_time = rl.get_time()
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delta_time = current_time - self._last_frame_time
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self._last_frame_time = current_time
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# Prevent large jumps
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delta_time = min(delta_time, 0.05)
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mouse_pos = rl.get_mouse_position()
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max_scroll_y = max(content.height - bounds.height, 0)
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# Start dragging on mouse press
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if rl.check_collision_point_rec(mouse_pos, bounds) and rl.is_mouse_button_pressed(rl.MouseButton.MOUSE_BUTTON_LEFT):
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if self._scroll_state == ScrollState.IDLE or self._scroll_state == ScrollState.BOUNCING:
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self._scroll_state = ScrollState.DRAGGING_CONTENT
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if self._show_vertical_scroll_bar:
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scrollbar_width = rl.gui_get_style(rl.GuiControl.LISTVIEW, rl.GuiListViewProperty.SCROLLBAR_WIDTH)
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scrollbar_x = bounds.x + bounds.width - scrollbar_width
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if mouse_pos.x >= scrollbar_x:
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self._scroll_state = ScrollState.DRAGGING_SCROLLBAR
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self._last_mouse_y = mouse_pos.y
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self._start_mouse_y = mouse_pos.y
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self._last_drag_time = current_time
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self._velocity_history = []
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self._velocity_y = 0.0
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self._bounce_offset = 0.0
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self._is_dragging = False
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# Handle active dragging
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if self._scroll_state == ScrollState.DRAGGING_CONTENT or self._scroll_state == ScrollState.DRAGGING_SCROLLBAR:
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if rl.is_mouse_button_down(rl.MouseButton.MOUSE_BUTTON_LEFT):
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delta_y = mouse_pos.y - self._last_mouse_y
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# Track velocity for inertia
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time_since_last_drag = current_time - self._last_drag_time
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if time_since_last_drag > 0:
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drag_velocity = delta_y / time_since_last_drag / 60.0
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self._velocity_history.append(drag_velocity)
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if len(self._velocity_history) > VELOCITY_HISTORY_SIZE:
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self._velocity_history.pop(0)
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self._last_drag_time = current_time
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# Detect actual dragging
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total_drag = abs(mouse_pos.y - self._start_mouse_y)
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if total_drag > DRAG_THRESHOLD:
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self._is_dragging = True
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if self._scroll_state == ScrollState.DRAGGING_CONTENT:
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# Add resistance at boundaries
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if (self._offset.y > 0 and delta_y > 0) or (self._offset.y < -max_scroll_y and delta_y < 0):
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delta_y *= BOUNCE_FACTOR
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self._offset.y += delta_y
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elif self._scroll_state == ScrollState.DRAGGING_SCROLLBAR:
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scroll_ratio = content.height / bounds.height
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self._offset.y -= delta_y * scroll_ratio
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self._last_mouse_y = mouse_pos.y
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elif rl.is_mouse_button_released(rl.MouseButton.MOUSE_BUTTON_LEFT):
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# Calculate flick velocity
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if self._velocity_history:
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total_weight = 0
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weighted_velocity = 0.0
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for i, v in enumerate(self._velocity_history):
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weight = i + 1
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weighted_velocity += v * weight
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total_weight += weight
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if total_weight > 0:
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avg_velocity = weighted_velocity / total_weight
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self._velocity_y = avg_velocity * FLICK_MULTIPLIER
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# Check bounds
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if self._offset.y > 0 or self._offset.y < -max_scroll_y:
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self._scroll_state = ScrollState.BOUNCING
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else:
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self._scroll_state = ScrollState.IDLE
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# Handle mouse wheel
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wheel_move = rl.get_mouse_wheel_move()
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if wheel_move != 0:
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self._velocity_y = 0.0
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if self._show_vertical_scroll_bar:
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self._offset.y += wheel_move * (MOUSE_WHEEL_SCROLL_SPEED - 20)
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rl.gui_scroll_panel(bounds, rl.ffi.NULL, content, self._offset, self._view)
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else:
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self._offset.y += wheel_move * MOUSE_WHEEL_SCROLL_SPEED
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if self._offset.y > 0 or self._offset.y < -max_scroll_y:
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self._scroll_state = ScrollState.BOUNCING
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# Apply inertia (continue scrolling after mouse release)
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if self._scroll_state == ScrollState.IDLE:
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if abs(self._velocity_y) > MIN_VELOCITY:
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self._offset.y += self._velocity_y
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self._velocity_y *= INERTIA_FRICTION
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if self._offset.y > 0 or self._offset.y < -max_scroll_y:
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self._scroll_state = ScrollState.BOUNCING
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else:
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self._velocity_y = 0.0
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# Handle bouncing effect
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elif self._scroll_state == ScrollState.BOUNCING:
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target_y = 0.0
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if self._offset.y < -max_scroll_y:
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target_y = -max_scroll_y
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distance = target_y - self._offset.y
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bounce_step = distance * BOUNCE_RETURN_SPEED
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self._offset.y += bounce_step
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self._velocity_y *= INERTIA_FRICTION * 0.8
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if abs(distance) < 0.5 and abs(self._velocity_y) < MIN_VELOCITY:
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self._offset.y = target_y
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self._velocity_y = 0.0
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self._scroll_state = ScrollState.IDLE
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# Limit bounce distance
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if self._scroll_state != ScrollState.DRAGGING_CONTENT:
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if self._offset.y > MAX_BOUNCE_DISTANCE:
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self._offset.y = MAX_BOUNCE_DISTANCE
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elif self._offset.y < -(max_scroll_y + MAX_BOUNCE_DISTANCE):
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self._offset.y = -(max_scroll_y + MAX_BOUNCE_DISTANCE)
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return self._offset
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def is_click_valid(self) -> bool:
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# Check if this is a click rather than a drag
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return (
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self._scroll_state == ScrollState.IDLE
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and not self._is_dragging
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and rl.is_mouse_button_released(rl.MouseButton.MOUSE_BUTTON_LEFT)
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)
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def get_normalized_scroll_position(self) -> float:
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"""Returns the current scroll position as a value from 0.0 to 1.0"""
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if not self._content_rect or not self._bounds_rect:
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return 0.0
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max_scroll_y = max(self._content_rect.height - self._bounds_rect.height, 0)
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if max_scroll_y == 0:
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return 0.0
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normalized = -self._offset.y / max_scroll_y
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return max(0.0, min(1.0, normalized))
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