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extends Control
class_name ValuePicker
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
onready var input: LineEdit = get_node("current/input")
onready var label_previous: Label = get_node("previous")
onready var label_current: Label = get_node("current")
onready var label_next: Label = get_node("next")
var pointer: Dictionary
var anchor: float
var value: int
var offset: float
var scroll_unit_height: float
var label_previous_base_position: float
var label_current_base_position: float
var label_next_base_position: float
func _ready():
pointer = {
index = -1,
initial_position = Vector2.ZERO,
current_position = Vector2.ZERO,
velocity = Vector2.ZERO,
was_dragged = false,
is_active = false,
}
input.connect("text_entered", self, "input_text_entered")
input.connect("focus_entered", self, "input_focus_entered")
input.connect("focus_exited", self, "input_focus_exited")
scroll_unit_height = label_current.rect_size.y
label_previous_base_position = label_previous.rect_position.y
label_current_base_position = label_current.rect_position.y
label_next_base_position = label_next.rect_position.y
value = min_value
offset = 0.0
func _process(delta: float):
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
label_current.text = "%d" % value
label_next.text = "%d" % wrapi(value + 1, min_value, max_value + 1)
label_previous.text = "%d" % wrapi(value - 1, min_value, max_value + 1)
var offset_position := offset * scroll_unit_height
label_current.rect_position.y = label_current_base_position - offset_position
label_previous.rect_position.y = label_previous_base_position - offset_position
label_next.rect_position.y = label_next_base_position - offset_position
label_previous.modulate.a = 0.5 - offset
label_next.modulate.a = offset + 0.5
func _gui_input(event: InputEvent):
# @DAM A bug on GODOT-3.X makes events from non-mouse-emulated pointers (index > 0) unreliable.
if event is InputEventScreenTouch || event is InputEventScreenDrag:
if event.index != 0:
return
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:
input.release_focus()
pointer.index = touch.index
pointer.initial_position = touch.position
anchor = value + offset
else:
if pointer.was_dragged == false: # Click detected.
input.grab_focus()
pointer.index = -1
pointer.was_dragged = false
if event is InputEventScreenDrag && event.index == pointer.index:
var drag := event as InputEventScreenDrag
pointer.current_position = drag.position
pointer.velocity = drag.speed
pointer.was_dragged = true
func input_text_entered(new_text: String):
input.release_focus()
func input_focus_entered():
input.text = "%d" % value
input.visible = true
input.select_all()
func input_focus_exited():
if input.text.is_valid_integer():
value = wrapi(int(input.text), min_value, max_value + 1)
input.visible = false
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