Quickly animate scroll when calling `ui.scroll_to_cursor` etc (#4119)
Uses ease-in-ease-out interpolation, with a time between 0.1s and 0.3s, depending on the distance needed to scroll. 
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@ -2,6 +2,13 @@
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use crate::*;
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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struct ScrollTarget {
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animation_time_span: (f64, f64),
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target_offset: f32,
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}
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "serde", serde(default))]
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@ -9,6 +16,9 @@ pub struct State {
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/// Positive offset means scrolling down/right
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pub offset: Vec2,
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/// If set, quickly but smoothly scroll to this target offset.
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offset_target: [Option<ScrollTarget>; 2],
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/// Were the scroll bars visible last frame?
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show_scroll: Vec2b,
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@ -35,6 +45,7 @@ impl Default for State {
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fn default() -> Self {
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Self {
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offset: Vec2::ZERO,
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offset_target: Default::default(),
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show_scroll: Vec2b::FALSE,
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content_is_too_large: Vec2b::FALSE,
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scroll_bar_interaction: Vec2b::FALSE,
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@ -559,25 +570,56 @@ impl ScrollArea {
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state.vel[d] = input.pointer.velocity()[d];
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});
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state.scroll_stuck_to_end[d] = false;
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state.offset_target[d] = None;
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} else {
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state.vel[d] = 0.0;
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}
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}
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} else {
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// Kinetic scrolling
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let stop_speed = 20.0; // Pixels per second.
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let friction_coeff = 1000.0; // Pixels per second squared.
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let dt = ui.input(|i| i.unstable_dt);
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for d in 0..2 {
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let dt = ui.input(|i| i.stable_dt).at_most(0.1);
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let friction = friction_coeff * dt;
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if friction > state.vel.length() || state.vel.length() < stop_speed {
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state.vel = Vec2::ZERO;
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} else {
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state.vel -= friction * state.vel.normalized();
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// Offset has an inverted coordinate system compared to
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// the velocity, so we subtract it instead of adding it
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state.offset -= state.vel * dt;
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ctx.request_repaint();
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if let Some(scroll_target) = state.offset_target[d] {
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state.vel[d] = 0.0;
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if (state.offset[d] - scroll_target.target_offset).abs() < 1.0 {
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// Arrived
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state.offset[d] = scroll_target.target_offset;
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state.offset_target[d] = None;
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} else {
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// Move towards target
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let t = emath::interpolation_factor(
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scroll_target.animation_time_span,
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ui.input(|i| i.time),
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dt,
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emath::ease_in_ease_out,
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);
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if t < 1.0 {
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state.offset[d] =
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emath::lerp(state.offset[d]..=scroll_target.target_offset, t);
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ctx.request_repaint();
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} else {
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// Arrived
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state.offset[d] = scroll_target.target_offset;
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state.offset_target[d] = None;
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}
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}
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} else {
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// Kinetic scrolling
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let stop_speed = 20.0; // Pixels per second.
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let friction_coeff = 1000.0; // Pixels per second squared.
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let friction = friction_coeff * dt;
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if friction > state.vel[d].abs() || state.vel[d].abs() < stop_speed {
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state.vel[d] = 0.0;
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} else {
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state.vel[d] -= friction * state.vel[d].signum();
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// Offset has an inverted coordinate system compared to
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// the velocity, so we subtract it instead of adding it
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state.offset[d] -= state.vel[d] * dt;
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ctx.request_repaint();
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}
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}
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}
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}
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}
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@ -716,11 +758,11 @@ impl Prepared {
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let scroll_target = content_ui
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.ctx()
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.frame_state_mut(|state| state.scroll_target[d].take());
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if let Some((scroll, align)) = scroll_target {
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if let Some((target_range, align)) = scroll_target {
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let min = content_ui.min_rect().min[d];
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let clip_rect = content_ui.clip_rect();
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let visible_range = min..=min + clip_rect.size()[d];
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let (start, end) = (scroll.min, scroll.max);
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let (start, end) = (target_range.min, target_range.max);
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let clip_start = clip_rect.min[d];
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let clip_end = clip_rect.max[d];
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let mut spacing = ui.spacing().item_spacing[d];
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@ -729,7 +771,7 @@ impl Prepared {
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let center_factor = align.to_factor();
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let offset =
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lerp(scroll, center_factor) - lerp(visible_range, center_factor);
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lerp(target_range, center_factor) - lerp(visible_range, center_factor);
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// Depending on the alignment we need to add or subtract the spacing
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spacing *= remap(center_factor, 0.0..=1.0, -1.0..=1.0);
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@ -745,7 +787,24 @@ impl Prepared {
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};
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if delta != 0.0 {
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state.offset[d] += delta;
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let target_offset = state.offset[d] + delta;
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if let Some(animation) = &mut state.offset_target[d] {
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// For instance: the user is continuously calling `ui.scroll_to_cursor`,
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// so we don't want to reset the animation, but perhaps update the target:
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animation.target_offset = target_offset;
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} else {
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// The further we scroll, the more time we take.
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// TODO(emilk): let users configure this in `Style`.
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let now = ui.input(|i| i.time);
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let points_per_second = 1000.0;
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let animation_duration =
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(delta.abs() / points_per_second).clamp(0.1, 0.3);
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state.offset_target[d] = Some(ScrollTarget {
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animation_time_span: (now, now + animation_duration as f64),
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target_offset,
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});
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}
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ui.ctx().request_repaint();
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}
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}
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@ -808,6 +867,7 @@ impl Prepared {
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});
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state.scroll_stuck_to_end[d] = false;
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state.offset_target[d] = None;
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}
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}
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}
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@ -952,6 +1012,7 @@ impl Prepared {
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// some manual action taken, scroll not stuck
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state.scroll_stuck_to_end[d] = false;
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state.offset_target[d] = None;
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} else {
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state.scroll_start_offset_from_top_left[d] = None;
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}
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@ -223,7 +223,7 @@ impl InputState {
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let mut unprocessed_scroll_delta = self.unprocessed_scroll_delta;
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let smooth_scroll_delta;
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let mut smooth_scroll_delta = Vec2::ZERO;
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{
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// Mouse wheels often go very large steps.
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@ -233,8 +233,15 @@ impl InputState {
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let dt = stable_dt.at_most(0.1);
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let t = crate::emath::exponential_smooth_factor(0.90, 0.1, dt); // reach _% in _ seconds. TODO: parameterize
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smooth_scroll_delta = t * unprocessed_scroll_delta;
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unprocessed_scroll_delta -= smooth_scroll_delta;
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for d in 0..2 {
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if unprocessed_scroll_delta[d].abs() < 1.0 {
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smooth_scroll_delta[d] = unprocessed_scroll_delta[d];
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unprocessed_scroll_delta[d] = 0.0;
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} else {
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smooth_scroll_delta[d] = t * unprocessed_scroll_delta[d];
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unprocessed_scroll_delta[d] -= smooth_scroll_delta[d];
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}
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}
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}
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let mut modifiers = new.modifiers;
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@ -679,6 +679,7 @@ impl Response {
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/// Adjust the scroll position until this UI becomes visible.
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///
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/// If `align` is [`Align::TOP`] it means "put the top of the rect at the top of the scroll area", etc.
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/// If `align` is `None`, it'll scroll enough to bring the UI into view.
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///
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/// See also: [`Ui::scroll_to_cursor`], [`Ui::scroll_to_rect`]. [`Ui::scroll_with_delta`].
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@ -1002,6 +1002,7 @@ impl Ui {
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/// Adjust the scroll position of any parent [`ScrollArea`] so that the given [`Rect`] becomes visible.
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///
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/// If `align` is [`Align::TOP`] it means "put the top of the rect at the top of the scroll area", etc.
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/// If `align` is `None`, it'll scroll enough to bring the cursor into view.
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///
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/// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_cursor`]. [`Ui::scroll_with_delta`]..
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@ -1028,6 +1029,7 @@ impl Ui {
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/// Adjust the scroll position of any parent [`ScrollArea`] so that the cursor (where the next widget goes) becomes visible.
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///
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/// If `align` is [`Align::TOP`] it means "put the top of the rect at the top of the scroll area", etc.
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/// If `align` is not provided, it'll scroll enough to bring the cursor into view.
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///
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/// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_rect`]. [`Ui::scroll_with_delta`].
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@ -252,6 +252,8 @@ impl super::View for ScrollTo {
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fn ui(&mut self, ui: &mut Ui) {
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ui.label("This shows how you can scroll to a specific item or pixel offset");
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let num_items = 500;
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let mut track_item = false;
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let mut go_to_scroll_offset = false;
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let mut scroll_top = false;
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@ -260,7 +262,7 @@ impl super::View for ScrollTo {
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ui.horizontal(|ui| {
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ui.label("Scroll to a specific item index:");
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track_item |= ui
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.add(Slider::new(&mut self.track_item, 1..=50).text("Track Item"))
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.add(Slider::new(&mut self.track_item, 1..=num_items).text("Track Item"))
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.dragged();
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});
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@ -304,7 +306,7 @@ impl super::View for ScrollTo {
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ui.scroll_to_cursor(Some(Align::TOP));
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}
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ui.vertical(|ui| {
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for item in 1..=50 {
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for item in 1..=num_items {
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if track_item && item == self.track_item {
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let response =
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ui.colored_label(Color32::YELLOW, format!("This is item {item}"));
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@ -383,6 +383,52 @@ pub fn exponential_smooth_factor(
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1.0 - (1.0 - reach_this_fraction).powf(dt / in_this_many_seconds)
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}
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/// If you have a value animating over time,
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/// how much towards its target do you need to move it this frame?
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///
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/// You only need to store the start time and target value in order to animate using this function.
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///
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/// ``` rs
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/// struct Animation {
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/// current_value: f32,
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///
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/// animation_time_span: (f64, f64),
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/// target_value: f32,
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/// }
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///
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/// impl Animation {
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/// fn update(&mut self, now: f64, dt: f32) {
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/// let t = interpolation_factor(self.animation_time_span, now, dt, ease_in_ease_out);
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/// self.current_value = emath::lerp(self.current_value..=self.target_value, t);
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/// }
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/// }
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/// ```
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pub fn interpolation_factor(
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(start_time, end_time): (f64, f64),
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current_time: f64,
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dt: f32,
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easing: impl Fn(f32) -> f32,
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) -> f32 {
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let animation_duration = (end_time - start_time) as f32;
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let prev_time = current_time - dt as f64;
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let prev_t = easing((prev_time - start_time) as f32 / animation_duration);
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let end_t = easing((current_time - start_time) as f32 / animation_duration);
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if end_t < 1.0 {
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(end_t - prev_t) / (1.0 - prev_t)
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} else {
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1.0
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}
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}
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/// Ease in, ease out.
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///
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/// `f(0) = 0, f'(0) = 0, f(1) = 1, f'(1) = 0`.
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#[inline]
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pub fn ease_in_ease_out(t: f32) -> f32 {
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let t = t.clamp(0.0, 1.0);
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(3.0 * t * t - 2.0 * t * t * t).clamp(0.0, 1.0)
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}
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// ----------------------------------------------------------------------------
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/// An assert that is only active when `emath` is compiled with the `extra_asserts` feature
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