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path: root/date_picker/scroll_picker.gd
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extends Control

const VELOCITY_DECAYING_FACTOR: float = 5.5
const BINNING_THRESHOLD: float = 0.75
const BINNING_ADJUST_P: float = 5.0

export var min_value: int
export var max_value: int

var pointer: Dictionary
var anchor: float
var value: int
var offset: float

var current_value_base_position: float
var previous_value_base_position: float
var next_value_base_position: float


func _ready():
	pointer = {
		index = -1,
		initial_position = Vector2.ZERO,
		current_position = Vector2.ZERO,
		velocity = Vector2.ZERO,
		is_active = false,
	}
	current_value_base_position = ($value as Label).rect_position.y
	previous_value_base_position = ($value_previous as Label).rect_position.y
	next_value_base_position = ($value_next as Label).rect_position.y
	value = min_value
	offset = 0.0


func _process(delta: float):
	
	# @DAM Review variable name, and maybe move it elsewhere.
	var scroll_unit_height := ($value as Label).rect_size.y
	
	if pointer.is_active:
		var dragged_distance: float = - (pointer.current_position.y - pointer.initial_position.y)
		offset = anchor + (dragged_distance / scroll_unit_height)
		value = int(offset)
		offset -= value
	else:
		pointer.velocity *= clamp((1.0 - VELOCITY_DECAYING_FACTOR * delta), 0.0, 1.0)
		offset -= pointer.velocity.y * delta / scroll_unit_height
		if abs(pointer.velocity.y) < BINNING_THRESHOLD * scroll_unit_height:
			offset -= offset * BINNING_ADJUST_P * delta
	
	# Using 'offset * 2.0' (equivalent to 'offset / 0.5') rounds the value based on 0.5 units.
	var cummulative_displacement := int(offset * 2.0)
	value = wrapi(value + cummulative_displacement, min_value, max_value + 1)
	offset -= cummulative_displacement
	
	# @DAM TODO Change all '$access' with variables set during on '_ready'.
	$value.text = "%d" % value
	$value_next.text = "%d" % wrapi(value + 1, min_value, max_value + 1)
	$value_previous.text = "%d" % wrapi(value - 1, min_value, max_value + 1)
	
	var offset_position := offset * scroll_unit_height
	($value as Label).rect_position.y = current_value_base_position - offset_position
	($value_previous as Label).rect_position.y = previous_value_base_position - offset_position
	($value_next as Label).rect_position.y = next_value_base_position - offset_position
	
	($value_previous as Label).modulate.a = 0.5 - offset
	($value_next as Label).modulate.a = offset + 0.5


func _gui_input(event: InputEvent):
	
	# @DAM TODO TEST
	if event is InputEventScreenTouch && (pointer.is_active == false || pointer.index == event.index):
		var touch := event as InputEventScreenTouch
		pointer.is_active = event.pressed
		pointer.current_position = touch.position
		if pointer.is_active:
			pointer.index = touch.index
			pointer.initial_position = touch.position
			anchor = value + offset
		else:
			pointer.index = -1
	
	if event is InputEventScreenDrag && event.index == pointer.index:
		var drag := event as InputEventScreenDrag
		pointer.current_position = drag.position
		pointer.velocity = drag.speed


func set_value(value: int):
	breakpoint # @DAM TODO


func get_value() -> int:
	breakpoint # @DAM TODO
	return 0