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support library for libGDX
/** Copyright 2015 Robin Stumm ([email protected], http://dermetfan.net)
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License. */
package net.dermetfan.gdx.scenes.scene2d.ui;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Action;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Event;
import com.badlogic.gdx.scenes.scene2d.EventListener;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
import com.badlogic.gdx.scenes.scene2d.ui.Value;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Pools;
import net.dermetfan.gdx.scenes.scene2d.ui.ScrollPaneSnapAction.SnapEvent.Type;
import net.dermetfan.utils.math.MathUtils;
/** Lets a {@link ScrollPane} snap to certain {@link #slots slots}.
* Does nothing when added to other Actors. Stays until it is manually removed.
* @author dermetfan
* @since 0.10.0 */
public class ScrollPaneSnapAction extends Action {
/** the target position all slots shall snap into */
private Value targetX, targetY;
/** the Indicator to notify (may be null) */
private Indicator indicator;
/** whether the y-axis should be indicated to the {@link #indicator} rather than the x-axis */
private boolean indicateVertical;
/** the slots to snap to
* @see #findClosestSlot(Vector2) */
private final FloatArray slots = new FloatArray();
/** the event used to search for slots
* @see #updateSlots() */
private final SlotSearchEvent searchEvent = new SlotSearchEvent() {{
this.setBubbles(false);
}};
/** the {@link #target} cast to a ScrollPane */
private ScrollPane pane;
/** whether a SnapEvent of the type Type.Out has already been fired */
private boolean snapOutFired = true;
/** whether snapping out was cancelled, needed to not snap after failing to snap out */
private boolean snapOutCancelled;
/** whether the ScrollPane is currently snapped */
private boolean snapped;
/** the last {@link ScrollPane#getVisualScrollX() visual scroll amount} of {@link #pane}, needed to know whether the {@link #indicator} must be notified */
private float visualScrollX = Float.NaN, visualScrollY = Float.NaN;
/** uses {@link Value#percentWidth(float) percentWidth(.5f)} and {@link Value#percentHeight(float) percentHeight(.5f)} as target */
public ScrollPaneSnapAction() {
this(Value.percentWidth(.5f), Value.percentHeight(.5f));
}
/** @param targetX the {@link #targetX}
* @param targetY the {@link #targetY} */
public ScrollPaneSnapAction(Value targetX, Value targetY) {
this.targetX = targetX;
this.targetY = targetY;
}
@Override
public boolean act(float delta) {
if(pane == null)
return false;
boolean cancelSnapping = false;
if(pane.isDragging() || pane.isPanning()) {
snapped = false;
if(!snapOutFired) {
SnapEvent event = Pools.obtain(SnapEvent.class);
event.init(this, Type.Out, getSnappedSlotX(), getSnappedSlotY());
if(snapOutCancelled = pane.fire(event)) {
snap0(getSnappedSlotX(), getSnappedSlotY());
pane.cancel();
}
Pools.free(event);
snapOutFired = true;
}
cancelSnapping = true;
}
if(!cancelSnapping && (snapped |= snapOutCancelled)) {
snapOutCancelled = false;
snapOutFired = false;
cancelSnapping = true;
}
boolean slotsUpdated = false;
if(!cancelSnapping) {
updateSlots();
slotsUpdated = true;
snapClosest();
}
if(indicator != null && (pane.getVisualScrollX() != visualScrollX || pane.getVisualScrollY() != visualScrollY)) {
visualScrollX = pane.getVisualScrollX();
visualScrollY = pane.getVisualScrollY();
if(!slotsUpdated)
updateSlots();
float currentSlot = indicateVertical ? getSnappedSlotY() : getSnappedSlotX();
int page = 0;
float closestSmaller = Float.NEGATIVE_INFINITY, closestGreater = Float.POSITIVE_INFINITY;
for(int i = indicateVertical ? 1 : 0; i < slots.size; i += 2) {
float slot = slots.get(i), diff = currentSlot - slot;
if(diff >= 0) {
if(diff <= currentSlot - closestSmaller)
closestSmaller = slot;
} else if(diff >= currentSlot - closestGreater)
closestGreater = slot;
if(slot <= currentSlot)
page++;
}
indicator.indicate(this, page, slots.size / 2, MathUtils.replaceNaN((currentSlot - closestSmaller) / (closestGreater - closestSmaller), 1));
}
return false;
}
@Override
public void setTarget(Actor target) {
super.setTarget(target);
if(target instanceof ScrollPane) {
pane = (ScrollPane) target;
dirtyIndicator();
} else if(target == null) {
pane = null;
if(indicator != null)
indicator.indicate(this, 0, 0, 0);
}
}
@Override
public void reset() {
super.reset();
targetX = Value.percentWidth(.5f);
targetY = Value.percentHeight(.5f);
indicator = null;
indicateVertical = false;
slots.clear();
searchEvent.reset();
pane = null;
snapOutFired = true;
snapOutCancelled = false;
snapped = false;
visualScrollX = Float.NaN;
visualScrollY = Float.NaN;
}
/** clears and fills {@link #slots} with slots on the given ScrollPane */
public void updateSlots() {
slots.clear();
findSlots(pane.getWidget());
}
/** @param root the Actor from which to start searching downward recursively */
private void findSlots(Actor root) {
searchEvent.setTarget(pane.getWidget());
root.notify(searchEvent, false);
if(root instanceof Group)
for(Actor child : ((Group) root).getChildren())
findSlots(child);
}
/** @param x the x coordinate of the Slot in the {@link ScrollPane#getWidget() widget}'s coordinates
* @param y the y coordinate of the Slot in the {@link ScrollPane#getWidget() widget}'s coordinates */
public void reportSlot(float x, float y) {
slots.ensureCapacity(2);
slots.add(x);
slots.add(y);
dirtyIndicator();
}
/** @param slot is set to the Slot closest to the target with the visual scroll amount
* @return true if a slot was found */
public boolean findClosestSlot(Vector2 slot) {
float targetX = this.targetX.get(pane) + pane.getVisualScrollX(), targetY = this.targetY.get(pane) + pane.getVisualScrollY();
float closestDistance = Float.POSITIVE_INFINITY;
boolean found = false;
for(int i = 1; i < slots.size; i += 2) {
float slotX = slots.get(i - 1), slotY = slots.get(i);
float distance = Vector2.dst2(targetX, targetY, slotX, slotY);
if(distance <= closestDistance) {
closestDistance = distance;
slot.set(slotX, slotY);
found = true;
}
}
return found;
}
/** {@link #snap(float, float) snaps} to the {@link #findClosestSlot(Vector2) closest} slot */
private void snapClosest() {
Vector2 vec2 = Pools.obtain(Vector2.class);
if(findClosestSlot(vec2))
snap(vec2.x, vec2.y);
else
snap(getSnappedSlotX(), getSnappedSlotY());
Pools.free(vec2);
}
/** @param slotX the x coordinate of the slot to snap to
* @param slotY the y coordinate of the slot to snap to */
public void snap(float slotX, float slotY) {
SnapEvent event = Pools.obtain(SnapEvent.class);
if(!snapOutFired) {
event.init(this, Type.Out, getSnappedSlotX(), getSnappedSlotY());
snapOutCancelled = pane.fire(event);
snapOutFired = true;
if(snapOutCancelled) {
Pools.free(event);
return;
}
}
event.init(this, Type.In, slotX, slotY);
if(!pane.fire(event)) {
snap0(slotX, slotY);
snapped = true;
snapOutFired = false;
}
Pools.free(event);
}
private void snap0(float slotX, float slotY) {
pane.fling(0, 0, 0);
pane.setScrollX(slotX - targetX.get(pane));
pane.setScrollY(slotY - targetY.get(pane));
}
/** forces the {@link #indicator} to be notified next time {@link #act(float) act} is called */
public void dirtyIndicator() {
visualScrollX = visualScrollY = Float.NaN;
}
/** @return the slot x the given pane is currently snapped to (assuming it is) */
public float getSnappedSlotX() {
return pane.getScrollX() + targetX.get(pane);
}
/** @return the slot y the given pane is currently snapped to (assuming it is) */
public float getSnappedSlotY() {
return pane.getScrollY() + targetY.get(pane);
}
// getters and setters
/** @return the {@link #targetX} */
public Value getTargetX() {
return targetX;
}
/** @param targetX the {@link #targetX} to set */
public void setTargetX(Value targetX) {
this.targetX = targetX;
}
/** @return the {@link #targetY} */
public Value getTargetY() {
return targetY;
}
/** @param targetY the {@link #targetY} to set */
public void setTargetY(Value targetY) {
this.targetY = targetY;
}
/** @param targetX the {@link #targetX} to set
* @param targetY the {@link #targetY} to set */
public void setTarget(Value targetX, Value targetY) {
this.targetX = targetX;
this.targetY = targetY;
}
/** @return the {@link #indicator} */
public Indicator getIndicator() {
return indicator;
}
/** @param indicator the {@link #indicator} to set */
public void setIndicator(Indicator indicator) {
this.indicator = indicator;
}
/** @return the {@link #indicateVertical} */
public boolean isIndicateVertical() {
return indicateVertical;
}
/** @param indicateVertical the {@link #indicateVertical} to set */
public void setIndicateVertical(boolean indicateVertical) {
this.indicateVertical = indicateVertical;
}
/** @return the {@link #slots} */
public FloatArray getSlots() {
return slots;
}
/** @return the {@link #snapped} */
public boolean isSnapped() {
return snapped;
}
/** Fired when the ScrollPane snaps into or out of a slot.
* Cancelling this event will cause the ScrollPane to not snap into/out of the slot.
* @author dermetfan
* @since 0.10.0 */
public static class SnapEvent extends Event {
/** the ScrollPaneSnapAction that fired this event */
private ScrollPaneSnapAction action;
/** the Type of this SnapEvent */
private Type type;
/** the slot position */
private float slotX, slotY;
private void init(ScrollPaneSnapAction action, Type type, float slotX, float slotY) {
this.action = action;
this.type = type;
this.slotX = slotX;
this.slotY = slotY;
}
@Override
public void reset() {
super.reset();
action = null;
type = null;
slotX = 0;
slotY = 0;
}
/** @return the ScrollPane that snapped */
public ScrollPane getScrollPane() {
assert getListenerActor() instanceof ScrollPane;
return (ScrollPane) getListenerActor();
}
// getters and setters
/** @return the {@link #action} */
public ScrollPaneSnapAction getAction() {
return action;
}
/** @return the {@link #type} */
public Type getType() {
return type;
}
/** @return the {@link #slotX} */
public float getSlotX() {
return slotX;
}
/** @return the {@link #slotY} */
public float getSlotY() {
return slotY;
}
/** whether the slot was snapped into or out of
* @author dermetfan
* @since 0.10.0 */
public enum Type {
/** the slot was snapped into */
In,
/** the slot was snapped out of */
Out
}
}
/** @author dermetfan
* @since 0.10.0 */
private class SlotSearchEvent extends Event {
/** @return the enclosing ScrollPaneSnapAction instance */
public ScrollPaneSnapAction getAction() {
return ScrollPaneSnapAction.this;
}
/** @return the ScrollPane (parent of the {@link #getListenerActor() listener actor}) */
public ScrollPane getScrollPane() {
assert getTarget().getParent() instanceof ScrollPane : "SlotSearchEvent#getTarget() must be ScrollPane#getWidget()";
return (ScrollPane) getTarget().getParent();
}
/** converts the given coordinates and calls {@link ScrollPaneSnapAction#reportSlot(float, float)}
* @param x the x coordinate of the Slot in the {@link #getListenerActor() listener actor}'s coordinates
* @param y the y coordinate of the Slot in the {@link #getListenerActor() listener actor}'s coordinates */
public void reportSlot(float x, float y) {
Vector2 vec2 = Pools.obtain(Vector2.class);
getListenerActor().localToAscendantCoordinates(getScrollPane().getWidget(), vec2.set(x, y));
getAction().reportSlot(vec2.x, vec2.y);
Pools.free(vec2);
}
}
/** convenience class, calls {@link ScrollPaneSnapAction#reportSlot(float, float)} on SnapEvents
* @author dermetfan
* @since 0.10.0 */
public static abstract class Slot implements EventListener {
/** calls {@link ScrollPaneSnapAction#reportSlot(float, float) reportSlot} if the event is a {@link SlotSearchEvent} */
@Override
public boolean handle(Event e) {
if(e instanceof SlotSearchEvent) {
SlotSearchEvent event = (SlotSearchEvent) e;
Vector2 vec2 = Pools.obtain(Vector2.class);
getSlot(event.getListenerActor(), vec2);
event.reportSlot(vec2.x, vec2.y);
Pools.free(vec2);
}
return false;
}
/** @param actor the Actor which slot to get
* @param slot the Vector2 to store the slot position in */
public abstract void getSlot(Actor actor, Vector2 slot);
}
/** a Slot determined by an {@link Align}
* @author dermetfan
* @since 0.10.0 */
public static class AlignSlot extends Slot {
/** the {@link Align} flag */
private int align;
/** @param align the {@link #align} to set */
public AlignSlot(int align) {
this.align = align;
}
@Override
public void getSlot(Actor actor, Vector2 slot) {
slot.set(actor.getX(align) - actor.getX(), actor.getY(align) - actor.getY());
}
// getters and setters
/** @return the {@link #align} */
public int getAlign() {
return align;
}
/** @param align the {@link #align} to set */
public void setAlign(int align) {
this.align = align;
}
}
/** a Slot determined by {@link Value Values}
* @author dermetfan
* @since 0.10.0 */
public static class ValueSlot extends Slot {
/** the Value determining this slot */
private Value valueX, valueY;
/** @param valueX the {@link #valueX} to set
* @param valueY the {@link #valueY} to set */
public ValueSlot(Value valueX, Value valueY) {
this.valueX = valueX;
this.valueY = valueY;
}
@Override
public void getSlot(Actor actor, Vector2 slot) {
slot.set(valueX.get(actor), valueY.get(actor));
}
// getters and setters
/** @return the {@link #valueX} */
public Value getValueX() {
return valueX;
}
/** @param valueX the {@link #valueX} to set */
public void setValueX(Value valueX) {
this.valueX = valueX;
}
/** @return the {@link #valueY} */
public Value getValueY() {
return valueY;
}
/** @param valueY the {@link #valueY} to set */
public void setValueY(Value valueY) {
this.valueY = valueY;
}
}
/** indicates the position of the {@link #getSnappedSlotX() snapped} slot
* @author dermetfan
* @since 0.10.0 */
public interface Indicator {
/** called by {@link #act(float) if the {@link ScrollPane#getVisualScrollX() visual scroll amount} changed
* @param action the instance calling this method
* @param page the current slot index in a sorted sequence of all slots
* @param pages the number of slots
* @param progress how far the ScrollPane's visual scroll amount is to the next slot */
void indicate(ScrollPaneSnapAction action, int page, int pages, float progress);
}
}