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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
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