Files
sunnypilot/system/ui/lib/scroll_panel2.py
Shane Smiskol bbed1a2551 scroll: use iOS-style weighted velocity averaging for fling (#37659)
* scroll: use iOS-style weighted velocity averaging for fling

Weight older velocity samples more heavily on finger release to produce
more consistent fling velocities. The last touch samples before lift are
noisy (finger decelerating, rotating, jittering), so we trust the earlier
steadier samples more: 60% oldest, 35% middle, 5% newest.

Reverse-engineered from iOS UIScrollView by the Flutter team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Update system/ui/lib/application.py

* Apply suggestions from code review

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 02:55:56 -07:00

255 lines
11 KiB
Python

import os
import math
import pyray as rl
from collections.abc import Callable
from enum import Enum
from typing import cast
from openpilot.system.ui.lib.application import gui_app, MouseEvent
from openpilot.system.hardware import TICI
from collections import deque
MIN_VELOCITY = 10 # px/s, changes from auto scroll to steady state
MIN_VELOCITY_FOR_CLICKING = 2 * 60 # px/s, accepts clicks while auto scrolling below this velocity
MIN_DRAG_PIXELS = 12
AUTO_SCROLL_TC_SNAP = 0.025
AUTO_SCROLL_TC = 0.18
BOUNCE_RETURN_RATE = 10.0
REJECT_DECELERATION_FACTOR = 3
MAX_SPEED = 10000.0 # px/s
DEBUG = os.getenv("DEBUG_SCROLL", "0") == "1"
# Weights older (steadier) velocity samples more heavily on release.
# Finger-lift samples are noisy; trusting earlier samples gives consistent fling velocity.
# Reverse-engineered from iOS UIScrollView (tuned at 120Hz touch) by Flutter team:
# https://github.com/flutter/flutter/pull/60501
# 3 samples ≈ 25ms at 120Hz (iOS) / ~21ms at 140Hz (comma). Scale if touch rate changes.
def weighted_velocity(buffer: deque) -> float:
if len(buffer) >= 3:
return buffer[-3] * 0.6 + buffer[-2] * 0.35 + buffer[-1] * 0.05
elif len(buffer) == 2:
return buffer[-2] * 0.7 + buffer[-1] * 0.3
elif len(buffer) == 1:
return buffer[-1]
return 0.0
# from https://ariya.io/2011/10/flick-list-with-its-momentum-scrolling-and-deceleration
class ScrollState(Enum):
STEADY = 0
PRESSED = 1
MANUAL_SCROLL = 2
AUTO_SCROLL = 3
class GuiScrollPanel2:
def __init__(self, horizontal: bool = True, handle_out_of_bounds: bool = True) -> None:
self._horizontal = horizontal
self._handle_out_of_bounds = handle_out_of_bounds
self._AUTO_SCROLL_TC = AUTO_SCROLL_TC_SNAP if not self._handle_out_of_bounds else AUTO_SCROLL_TC
self._state = ScrollState.STEADY
self._offset: rl.Vector2 = rl.Vector2(0, 0)
self._initial_click_event: MouseEvent | None = None
self._previous_mouse_event: MouseEvent | None = None
self._velocity = 0.0 # pixels per second
self._velocity_buffer: deque[float] = deque(maxlen=12 if TICI else 6)
self._enabled: bool | Callable[[], bool] = True
def set_enabled(self, enabled: bool | Callable[[], bool]) -> None:
self._enabled = enabled
@property
def enabled(self) -> bool:
return self._enabled() if callable(self._enabled) else self._enabled
def update(self, bounds: rl.Rectangle, content_size: float) -> float:
if DEBUG:
print('Old state:', self._state)
bounds_size = bounds.width if self._horizontal else bounds.height
for mouse_event in gui_app.mouse_events:
self._handle_mouse_event(mouse_event, bounds, bounds_size, content_size)
self._previous_mouse_event = mouse_event
self._update_state(bounds_size, content_size)
if DEBUG:
print('Velocity:', self._velocity)
print('Offset X:', self._offset.x, 'Y:', self._offset.y)
print('New state:', self._state)
print()
return self.get_offset()
def _get_offset_bounds(self, bounds_size: float, content_size: float) -> tuple[float, float]:
"""Returns (max_offset, min_offset) for the given bounds and content size."""
return 0.0, min(0.0, bounds_size - content_size)
def _update_state(self, bounds_size: float, content_size: float) -> None:
"""Runs per render frame, independent of mouse events. Updates auto-scrolling state and velocity."""
max_offset, min_offset = self._get_offset_bounds(bounds_size, content_size)
if self._state == ScrollState.STEADY:
# if we find ourselves out of bounds, scroll back in (from external layout dimension changes, etc.)
if self.get_offset() > max_offset or self.get_offset() < min_offset:
self._state = ScrollState.AUTO_SCROLL
elif self._state == ScrollState.AUTO_SCROLL:
# simple exponential return if out of bounds
out_of_bounds = self.get_offset() > max_offset or self.get_offset() < min_offset
if out_of_bounds and self._handle_out_of_bounds:
target = max_offset if self.get_offset() > max_offset else min_offset
dt = rl.get_frame_time() or 1e-6
factor = 1.0 - math.exp(-BOUNCE_RETURN_RATE * dt)
dist = target - self.get_offset()
self.set_offset(self.get_offset() + dist * factor) # ease toward the edge
self._velocity *= (1.0 - factor) # damp any leftover fling
# Steady once we are close enough to the target
if abs(dist) < 1 and abs(self._velocity) < MIN_VELOCITY:
self.set_offset(target)
self._velocity = 0.0
self._state = ScrollState.STEADY
elif abs(self._velocity) < MIN_VELOCITY:
self._velocity = 0.0
self._state = ScrollState.STEADY
# Update the offset based on the current velocity
dt = rl.get_frame_time()
self.set_offset(self.get_offset() + self._velocity * dt) # Adjust the offset based on velocity
alpha = 1 - (dt / (self._AUTO_SCROLL_TC + dt))
self._velocity *= alpha
def _handle_mouse_event(self, mouse_event: MouseEvent, bounds: rl.Rectangle, bounds_size: float,
content_size: float) -> None:
max_offset, min_offset = self._get_offset_bounds(bounds_size, content_size)
# simple exponential return if out of bounds
out_of_bounds = self.get_offset() > max_offset or self.get_offset() < min_offset
if DEBUG:
print('Mouse event:', mouse_event)
mouse_pos = self._get_mouse_pos(mouse_event)
if not self.enabled:
# Reset state if not enabled
self._state = ScrollState.STEADY
self._velocity = 0.0
self._velocity_buffer.clear()
elif self._state == ScrollState.STEADY:
if rl.check_collision_point_rec(mouse_event.pos, bounds):
if mouse_event.left_pressed:
self._state = ScrollState.PRESSED
self._initial_click_event = mouse_event
elif self._state == ScrollState.PRESSED:
initial_click_pos = self._get_mouse_pos(cast(MouseEvent, self._initial_click_event))
diff = abs(mouse_pos - initial_click_pos)
if mouse_event.left_released:
# Special handling for down and up clicks across two frames
# TODO: not sure what that means or if it's accurate anymore
if out_of_bounds:
self._state = ScrollState.AUTO_SCROLL
elif diff <= MIN_DRAG_PIXELS:
self._state = ScrollState.STEADY
else:
self._state = ScrollState.MANUAL_SCROLL
elif diff > MIN_DRAG_PIXELS:
self._state = ScrollState.MANUAL_SCROLL
elif self._state == ScrollState.MANUAL_SCROLL:
if mouse_event.left_released:
# Touch rejection: when releasing finger after swiping and stopping, panel
# reports a few erroneous touch events with high velocity, try to ignore.
# If velocity decelerates very quickly, assume user doesn't intend to auto scroll.
# Catches two cases: 1) swipe, stop finger, then lift (stale high velocity in buffer)
# 2) dirty finger lift where finger rotates/slides producing spurious velocity spike.
# TODO: this heuristic false-positives on fast swipes because 140Hz touch polling
# jitter causes velocity to oscillate (not real deceleration). Better approaches:
# - Use evdev kernel timestamps to eliminate velocity oscillation at the source
# - Replace with a time-since-last-event check (40ms timeout) for swipe-stop-lift
high_decel = False
if len(self._velocity_buffer) > 2:
# We limit max to first half since final few velocities can surpass first few
abs_velocity_buffer = [(abs(v), i) for i, v in enumerate(self._velocity_buffer)]
max_idx = max(abs_velocity_buffer[:len(abs_velocity_buffer) // 2])[1]
min_idx = min(abs_velocity_buffer)[1]
if DEBUG:
print('min_idx:', min_idx, 'max_idx:', max_idx, 'velocity buffer:', self._velocity_buffer)
if (abs(self._velocity_buffer[min_idx]) * REJECT_DECELERATION_FACTOR < abs(self._velocity_buffer[max_idx]) and
max_idx < min_idx):
if DEBUG:
print('deceleration too high, going to STEADY')
high_decel = True
self._velocity = weighted_velocity(self._velocity_buffer)
# If final velocity is below some threshold, switch to steady state too
low_speed = abs(self._velocity) <= MIN_VELOCITY_FOR_CLICKING * 1.5 # plus some margin
if out_of_bounds or not (high_decel or low_speed):
self._state = ScrollState.AUTO_SCROLL
else:
# TODO: we should just set velocity and let autoscroll go back to steady. delays one frame but who cares
self._velocity = 0.0
self._state = ScrollState.STEADY
self._velocity_buffer.clear()
else:
# Update velocity for when we release the mouse button.
# Do not update velocity on the same frame the mouse was released
previous_mouse_pos = self._get_mouse_pos(cast(MouseEvent, self._previous_mouse_event))
delta_x = mouse_pos - previous_mouse_pos
delta_t = max((mouse_event.t - cast(MouseEvent, self._previous_mouse_event).t), 1e-6)
self._velocity = delta_x / delta_t
self._velocity = max(-MAX_SPEED, min(MAX_SPEED, self._velocity))
self._velocity_buffer.append(self._velocity)
# rubber-banding: reduce dragging when out of bounds
# TODO: this drifts when dragging quickly
if out_of_bounds:
delta_x *= 0.25
# Update the offset based on the mouse movement
# Use internal _offset directly to preserve precision (don't round via get_offset())
# TODO: make get_offset return float
current_offset = self._offset.x if self._horizontal else self._offset.y
self.set_offset(current_offset + delta_x)
elif self._state == ScrollState.AUTO_SCROLL:
if mouse_event.left_pressed:
# Decide whether to click or scroll (block click if moving too fast)
if abs(self._velocity) <= MIN_VELOCITY_FOR_CLICKING:
# Traveling slow enough, click
self._state = ScrollState.PRESSED
self._initial_click_event = mouse_event
else:
# Go straight into manual scrolling to block erroneous input
self._state = ScrollState.MANUAL_SCROLL
# Reset velocity for touch down and up events that happen in back-to-back frames
self._velocity = 0.0
def _get_mouse_pos(self, mouse_event: MouseEvent) -> float:
return mouse_event.pos.x if self._horizontal else mouse_event.pos.y
def get_offset(self) -> float:
return self._offset.x if self._horizontal else self._offset.y
def set_offset(self, value: float) -> None:
if self._horizontal:
self._offset.x = value
else:
self._offset.y = value
@property
def state(self) -> ScrollState:
return self._state
def is_touch_valid(self) -> bool:
# MIN_VELOCITY_FOR_CLICKING is checked in auto-scroll state
return bool(self._state != ScrollState.MANUAL_SCROLL)