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python ui: implement inertial scrolling for GuiScrollPanel (#34596)
implement inertial scrolling for GuiScrollPanel
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@@ -2,6 +2,9 @@ import pyray as rl
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from cffi import FFI
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MOUSE_WHEEL_SCROLL_SPEED = 30
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INERTIA_FRICTION = 0.95 # The rate at which the inertia slows down
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MIN_VELOCITY = 0.1 # Minimum velocity before stopping the inertia
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class GuiScrollPanel:
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def __init__(self, bounds: rl.Rectangle, content: rl.Rectangle, show_vertical_scroll_bar: bool = False):
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@@ -12,22 +15,28 @@ class GuiScrollPanel:
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self._scroll = 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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def handle_scroll(self)-> rl.Vector2:
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def handle_scroll(self) -> rl.Vector2:
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mouse_pos = rl.get_mouse_position()
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# Handle dragging logic
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if rl.check_collision_point_rec(mouse_pos, self._bounds) and rl.is_mouse_button_pressed(rl.MouseButton.MOUSE_BUTTON_LEFT):
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if not self._dragging:
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self._dragging = True
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self._last_mouse_y = mouse_pos.y
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self._velocity_y = 0.0 # Reset velocity when drag starts
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if self._dragging:
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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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self._scroll.y += delta_y
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self._last_mouse_y = mouse_pos.y
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self._velocity_y = delta_y # Update velocity during drag
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else:
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self._dragging = False
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# Handle mouse wheel scrolling
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wheel_move = rl.get_mouse_wheel_move()
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if self._show_vertical_scroll_bar:
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self._scroll.y += wheel_move * (MOUSE_WHEEL_SCROLL_SPEED - 20)
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@@ -37,4 +46,17 @@ class GuiScrollPanel:
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max_scroll_y = self._content.height - self._bounds.height
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self._scroll.y = max(min(self._scroll.y, 0), -max_scroll_y)
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# Apply inertia (continue scrolling after mouse release)
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if not self._dragging:
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self._scroll.y += self._velocity_y
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self._velocity_y *= INERTIA_FRICTION # Slow down velocity over time
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# Stop scrolling when velocity is low
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if abs(self._velocity_y) < MIN_VELOCITY:
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self._velocity_y = 0.0
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# Ensure scrolling doesn't go beyond bounds
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max_scroll_y = max(self._content.height - self._bounds.height, 0)
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self._scroll.y = max(min(self._scroll.y, 0), -max_scroll_y)
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return self._scroll
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@@ -14,7 +14,7 @@ LINE_HEIGHT = 64
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BUTTON_SIZE = rl.Vector2(310, 160)
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DEMO_TEXT = """This is a sample text that will be wrapped and scrolled if necessary.
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The text is long enough to demonstrate scrolling and word wrapping.""" * 20
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The text is long enough to demonstrate scrolling and word wrapping.""" * 30
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def wrap_text(text, font_size, max_width):
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lines = []
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@@ -50,6 +50,8 @@ def main():
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rl.begin_scissor_mode(int(textarea_rect.x), int(textarea_rect.y), int(textarea_rect.width), int(textarea_rect.height))
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for i, line in enumerate(wrapped_lines):
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position = rl.Vector2(textarea_rect.x + scroll.x, textarea_rect.y + scroll.y + i * LINE_HEIGHT)
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if position.y + LINE_HEIGHT < textarea_rect.y or position.y > textarea_rect.y + textarea_rect.height:
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continue
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rl.draw_text_ex(gui_app.font(), line.strip(), position, FONT_SIZE, 0, rl.WHITE)
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rl.end_scissor_mode()
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