Files
gio/widget/material/list.go
T
Elias Naur 799ee3374d widget,widget/material: scroll using only drag position delta
This commit is based on a patch by Elias that improved drag scrolling
on the scrollbar by locking some parameters of the math at the start
of the scroll event.

I discovered while playing with that implementation that there was
an even simpler approach within his changeset. You can actually
use no information other than the delta between the current and
previous frame's scroll position to compute the scroll distance.
By simplifying the math to rely on no other inputs, the jitter that
we've been fighting simply disappears (it came from other inputs).

Turns out my attempts to make the logic smart were the problem.

Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
2021-09-17 08:47:13 +02:00

305 lines
10 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package material
import (
"image"
"image/color"
"math"
"gioui.org/f32"
"gioui.org/io/pointer"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/unit"
"gioui.org/widget"
)
// fromListPosition converts a layout.Position into two floats representing
// the location of the viewport on the underlying content. It needs to know
// the number of elements in the list and the major-axis size of the list
// in order to do this. The returned values will be in the range [0,1], and
// start will be less than or equal to end.
func fromListPosition(lp layout.Position, elements int, majorAxisSize int) (start, end float32) {
// Approximate the size of the scrollable content.
lengthPx := float32(lp.Length)
meanElementHeight := lengthPx / float32(elements)
// Determine how much of the content is visible.
listOffsetF := float32(lp.Offset)
visiblePx := float32(majorAxisSize)
visibleFraction := visiblePx / lengthPx
// Compute the location of the beginning of the viewport.
viewportStart := (float32(lp.First)*meanElementHeight + listOffsetF) / lengthPx
return viewportStart, clamp1(viewportStart + visibleFraction)
}
// rangeIsScrollable returns whether the viewport described by start and end
// is smaller than the underlying content (such that it can be scrolled).
// start and end are expected to each be in the range [0,1], and start
// must be less than or equal to end.
func rangeIsScrollable(start, end float32) bool {
return end-start < 1
}
// ScrollTrackStyle configures the presentation of a track for a scroll area.
type ScrollTrackStyle struct {
// MajorPadding and MinorPadding along the major and minor axis of the
// scrollbar's track. This is used to keep the scrollbar from touching
// the edges of the content area.
MajorPadding, MinorPadding unit.Value
// Color of the track background.
Color color.NRGBA
}
// ScrollIndicatorStyle configures the presentation of a scroll indicator.
type ScrollIndicatorStyle struct {
// MajorMinLen is the smallest that the scroll indicator is allowed to
// be along the major axis.
MajorMinLen unit.Value
// MinorWidth is the width of the scroll indicator across the minor axis.
MinorWidth unit.Value
// Color and HoverColor are the normal and hovered colors of the scroll
// indicator.
Color, HoverColor color.NRGBA
// CornerRadius is the corner radius of the rectangular indicator. 0
// will produce square corners. 0.5*MinorWidth will produce perfectly
// round corners.
CornerRadius unit.Value
}
// ScrollbarStyle configures the presentation of a scrollbar.
type ScrollbarStyle struct {
Scrollbar *widget.Scrollbar
Track ScrollTrackStyle
Indicator ScrollIndicatorStyle
}
// Scrollbar configures the presentation of a scrollbar using the provided
// theme and state.
func Scrollbar(th *Theme, state *widget.Scrollbar) ScrollbarStyle {
lightFg := th.Palette.Fg
lightFg.A = 150
darkFg := lightFg
darkFg.A = 200
return ScrollbarStyle{
Scrollbar: state,
Track: ScrollTrackStyle{
MajorPadding: unit.Dp(2),
MinorPadding: unit.Dp(2),
},
Indicator: ScrollIndicatorStyle{
MajorMinLen: unit.Dp(8),
MinorWidth: unit.Dp(6),
CornerRadius: unit.Dp(3),
Color: lightFg,
HoverColor: darkFg,
},
}
}
// Width returns the minor axis width of the scrollbar in its current
// configuration (taking padding for the scroll track into account).
func (s ScrollbarStyle) Width(metric unit.Metric) unit.Value {
return unit.Add(metric, s.Indicator.MinorWidth, s.Track.MinorPadding, s.Track.MinorPadding)
}
// Layout the scrollbar.
func (s ScrollbarStyle) Layout(gtx layout.Context, axis layout.Axis, viewportStart, viewportEnd float32) layout.Dimensions {
if !rangeIsScrollable(viewportStart, viewportEnd) {
return layout.Dimensions{}
}
// Set minimum constraints in an axis-independent way, then convert to
// the correct representation for the current axis.
convert := axis.Convert
maxMajorAxis := convert(gtx.Constraints.Max).X
gtx.Constraints.Min.X = maxMajorAxis
gtx.Constraints.Min.Y = gtx.Px(s.Width(gtx.Metric))
gtx.Constraints.Min = convert(gtx.Constraints.Min)
gtx.Constraints.Max = gtx.Constraints.Min
s.Scrollbar.Layout(gtx, axis, viewportStart, viewportEnd)
// Darken indicator if hovered.
if s.Scrollbar.IndicatorHovered() {
s.Indicator.Color = s.Indicator.HoverColor
}
return s.layout(gtx, axis, viewportStart, viewportEnd)
}
// layout the scroll track and indicator.
func (s ScrollbarStyle) layout(gtx layout.Context, axis layout.Axis, viewportStart, viewportEnd float32) layout.Dimensions {
inset := layout.Inset{
Top: s.Track.MajorPadding,
Bottom: s.Track.MajorPadding,
Left: s.Track.MinorPadding,
Right: s.Track.MinorPadding,
}
if axis == layout.Horizontal {
inset.Top, inset.Bottom, inset.Left, inset.Right = inset.Left, inset.Right, inset.Top, inset.Bottom
}
// Capture the outer constraints because layout.Stack will reset
// the minimum to zero.
outerConstraints := gtx.Constraints
return layout.Stack{}.Layout(gtx,
layout.Expanded(func(gtx layout.Context) layout.Dimensions {
// Lay out the draggable track underneath the scroll indicator.
area := image.Rectangle{
Max: gtx.Constraints.Min,
}
pointerArea := pointer.Rect(area)
pointerArea.Add(gtx.Ops)
s.Scrollbar.AddDrag(gtx.Ops)
// Stack a normal clickable area on top of the draggable area
// to capture non-dragging clicks.
saved := op.Save(gtx.Ops)
pointer.PassOp{Pass: true}.Add(gtx.Ops)
pointerArea.Add(gtx.Ops)
s.Scrollbar.AddTrack(gtx.Ops)
saved.Load()
paint.FillShape(gtx.Ops, s.Track.Color, clip.Rect(area).Op())
return layout.Dimensions{}
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
gtx.Constraints = outerConstraints
return inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
// Use axis-independent constraints.
gtx.Constraints.Min = axis.Convert(gtx.Constraints.Min)
gtx.Constraints.Max = axis.Convert(gtx.Constraints.Max)
// Compute the pixel size and position of the scroll indicator within
// the track.
trackLen := gtx.Constraints.Min.X
viewStart := int(math.Round(float64(viewportStart) * float64(trackLen)))
viewEnd := int(math.Round(float64(viewportEnd) * float64(trackLen)))
indicatorLen := max(viewEnd-viewStart, gtx.Px(s.Indicator.MajorMinLen))
if viewStart+indicatorLen > trackLen {
viewStart = trackLen - indicatorLen
}
indicatorDims := axis.Convert(image.Point{
X: indicatorLen,
Y: gtx.Px(s.Indicator.MinorWidth),
})
indicatorDimsF := layout.FPt(indicatorDims)
radius := float32(gtx.Px(s.Indicator.CornerRadius))
// Lay out the indicator.
defer op.Save(gtx.Ops).Load()
offset := axis.Convert(image.Pt(viewStart, 0))
op.Offset(layout.FPt(offset)).Add(gtx.Ops)
paint.FillShape(gtx.Ops, s.Indicator.Color, clip.RRect{
Rect: f32.Rectangle{
Max: indicatorDimsF,
},
SW: radius,
NW: radius,
NE: radius,
SE: radius,
}.Op(gtx.Ops))
// Add the indicator pointer hit area.
pointer.PassOp{Pass: true}.Add(gtx.Ops)
pointer.Rect(image.Rectangle{Max: indicatorDims}).Add(gtx.Ops)
s.Scrollbar.AddIndicator(gtx.Ops)
return layout.Dimensions{Size: axis.Convert(gtx.Constraints.Min)}
})
}),
)
}
// AnchorStrategy defines a means of attaching a scrollbar to content.
type AnchorStrategy uint8
const (
// Occupy reserves space for the scrollbar, making the underlying
// content region smaller on one axis.
Occupy AnchorStrategy = iota
// Overlay causes the scrollbar to float atop the content without
// occupying any space. Content in the underlying area can be occluded
// by the scrollbar.
Overlay
)
// ListStyle configures the presentation of a layout.List with a scrollbar.
type ListStyle struct {
state *widget.List
ScrollbarStyle
AnchorStrategy
}
// List constructs a ListStyle using the provided theme and state.
func List(th *Theme, state *widget.List) ListStyle {
return ListStyle{
state: state,
ScrollbarStyle: Scrollbar(th, &state.Scrollbar),
}
}
// Layout the list and its scrollbar.
func (l ListStyle) Layout(gtx layout.Context, length int, w layout.ListElement) layout.Dimensions {
originalConstraints := gtx.Constraints
// Determine how much space the scrollbar occupies.
barWidth := gtx.Px(l.Width(gtx.Metric))
if l.AnchorStrategy == Occupy {
// Reserve space for the scrollbar using the gtx constraints.
max := l.state.Axis.Convert(gtx.Constraints.Max)
min := l.state.Axis.Convert(gtx.Constraints.Min)
max.Y -= barWidth
min.Y -= barWidth
gtx.Constraints.Max = l.state.Axis.Convert(max)
gtx.Constraints.Min = l.state.Axis.Convert(min)
}
listDims := l.state.List.Layout(gtx, length, w)
gtx.Constraints = originalConstraints
// Draw the scrollbar.
anchoring := layout.E
if l.state.Axis == layout.Horizontal {
anchoring = layout.S
}
majorAxisSize := l.state.Axis.Convert(listDims.Size).X
start, end := fromListPosition(l.state.Position, length, majorAxisSize)
anchoring.Layout(gtx, func(gtx layout.Context) layout.Dimensions {
// layout.Dimension respects the minimum, so ensure that the
// scrollbar will be drawn on the correct edge even if the provided
// layout.Context had a zero minimum constraint.
gtx.Constraints.Min = gtx.Constraints.Max
return l.ScrollbarStyle.Layout(gtx, l.state.Axis, start, end)
})
if delta := l.state.ScrollDistance(); delta != 0 {
// Handle any changes to the list position as a result of user interaction
// with the scrollbar.
l.state.List.Position.Offset += int(math.Round(float64(float32(l.state.Position.Length) * delta)))
// Ensure that the list pays attention to the Offset field when the scrollbar drag
// is started while the bar is at the end of the list. Without this, the scrollbar
// cannot be dragged away from the end.
l.state.List.Position.BeforeEnd = true
}
if l.AnchorStrategy == Occupy {
// Increase the width to account for the space occupied by the scrollbar.
cross := l.state.Axis.Convert(listDims.Size)
cross.Y += barWidth
listDims.Size = l.state.Axis.Convert(cross)
}
return listDims
}