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//! What SkiaCarousel and SkiaDrawer share (React SnappingLayout, DrawnUI SnappingLayout): a
//! content position that comes to rest on one of the `snap_points`, the anchor picked by where
//! the finger left it and how fast, reached by a spring (`bounces`) or an eased run; the rubber
//! band past the points. The controls keep a `Snapping` and move their content by its position.
use skia_safe::{Point, Rect};
use crate::animators::{Easing, easing};
use crate::controls::scroll::Bounce;
use crate::gestures::VelocityAccumulator;
use crate::props;
props!(SnappingProps, SnappingBuild, SnappingSet {
/// A snap moves there over time; off: it jumps.
animated / set_animated: bool = true, NONE;
/// Off: pans do not move the content, code still does.
responds_to_gestures / set_responds_to_gestures: bool = true, NONE;
/// A pan that goes further across the axis than along it is left alone.
ignore_wrong_direction / set_ignore_wrong_direction: bool = false, NONE;
/// The content can be pulled past its snap points and springs back; a snap is a spring too.
bounces / set_bounces: bool = false, NONE;
/// The spring of a bouncing snap is built from it: mass 1 + it, damping ratio (1 + it) / 2.
rubber_damping / set_rubber_damping: f32 = 0.7, NONE;
/// Points per second, times the scale, a snap starts with when the finger left no speed.
auto_velocity_multiply_pts / set_auto_velocity_multiply_pts: f32 = 25.0, NONE;
/// How soft the rubber band past the snap points is.
rubber_effect / set_rubber_effect: f32 = 0.15, NONE;
/// The share of a step a slow pan must cover before it counts as going that way (a looped
/// carousel at its ends).
snap_distance_ratio / set_snap_distance_ratio: f32 = 0.2, NONE;
});
/// How a control tunes its snaps (the overrides of SkiaCarousel and SkiaDrawer).
#[derive(Clone, Copy)]
pub(crate) struct Tuning {
/// Multiplies the velocity a snap starts with (SkiaCarousel: SwipeSpeed / 2).
pub velocity_scale: f32,
/// Multiplies the stiffness of the spring (SkiaCarousel: SwipeSpeed).
pub stiffness_scale: f32,
/// Multiplies the velocity the spring starts with, after `velocity_scale` (SkiaCarousel:
/// SwipeSpeed).
pub spring_velocity_scale: f32,
/// The speed of a snap the finger left none to, points per second: `None` =
/// `auto_velocity_multiply_pts` times the scale (SkiaDrawer: 1500 along its axis).
pub auto_velocity: Option<f32>,
pub duration: Duration,
pub easing: Easing,
}
/// How long an eased (not bouncing) snap takes.
#[derive(Clone, Copy)]
pub(crate) enum Duration {
/// 0.7 s times 300 / speed within 0.1..0.8 for a speed over 10, else 0.3 s times the way over
/// the control's height.
Base,
/// SkiaCarousel: the time the speed takes over the way, times the way over the slide height,
/// at most 0.25 s over `swipe_speed / 2`; `linear_speed_ms` per whole slide instead when set.
/// `cell` is the slide size, points.
Carousel { swipe_speed: f32, linear_speed_ms: f32, cell: Point, vertical: bool },
}
impl Tuning {
pub(crate) const BASE: Tuning = Tuning {
velocity_scale: 1.0,
stiffness_scale: 1.0,
spring_velocity_scale: 1.0,
auto_velocity: None,
duration: Duration::Base,
easing: easing::cubic_in_out,
};
}
/// A snap on its way: a spring per axis, or one eased run from a point to another.
#[derive(Clone, Copy)]
enum Motion {
Spring { x: Option<Bounce>, y: Option<Bounce> },
Eased { from: Point, to: Point, ms: f32, easing: Easing },
}
/// The position of a snapping control and how it moves. Points.
pub(crate) struct Snapping {
pub snap_points: Vec<Point>,
/// Where the content is (DrawnUI CurrentPosition).
pub position: Point,
/// The point the content rests on or travels to (CurrentSnap); (-1, -1) before the first.
pub snap: Point,
/// How far the content may go without the rubber band (ContentOffsetBounds).
pub bounds: Rect,
pub is_user_panning: bool,
pub is_user_focused: bool,
/// The content is between snap points, or on its way (InTransition).
pub in_transition: bool,
pub accumulator: VelocityAccumulator,
motion: Option<Motion>,
/// Frame time of the first frame of the motion.
start_ms: Option<f64>,
/// The size of the control, points: the rubber band and the base duration use it.
pub size: Point,
pub scale: f32,
}
impl Default for Snapping {
fn default() -> Self {
Self {
snap_points: Vec::new(),
position: Point::default(),
snap: Point::new(-1.0, -1.0),
bounds: Rect::default(),
is_user_panning: false,
is_user_focused: false,
in_transition: false,
accumulator: VelocityAccumulator::default(),
motion: None,
start_ms: None,
size: Point::default(),
scale: 1.0,
}
}
}
pub(crate) fn dist(a: Point, b: Point) -> f32 {
(a - b).length()
}
/// Within a point of each other on both axes.
pub(crate) fn near(a: Point, b: Point) -> bool {
(a.x - b.x).abs() <= 1.0 && (a.y - b.y).abs() <= 1.0
}
impl Snapping {
pub fn is_animating(&self) -> bool {
self.motion.is_some()
}
/// Stops a snap where it is, without counting as a finished one (React StopSnapAnimators).
pub fn stop(&mut self) {
self.motion = None;
}
/// The extent covered by the snap points (React BoundsFromSnapPoints).
pub fn bounds_from_snap_points(&self) -> Rect {
let Some(first) = self.snap_points.first() else { return Rect::default() };
self.snap_points.iter().fold(Rect::new(first.x, first.y, first.x, first.y), |b, p| {
Rect::new(b.left.min(p.x), b.top.min(p.y), b.right.max(p.x), b.bottom.max(p.y))
})
}
/// Inside the bounds; `rubber`: past them by the rubber band over the control's size instead
/// of stopping there (React ClampOffset, RubberBandUtils.ClampOnTrack).
pub fn clamp(&self, x: f32, y: f32, rubber: bool, rubber_effect: f32) -> Point {
let b = self.bounds;
let hard = Point::new(x.clamp(b.left, b.right), y.clamp(b.top, b.bottom));
if !rubber {
return hard;
}
let band = |value: f32, hard: f32, dim: f32| {
let over = value - hard;
let dim = if dim == 0.0 { 40.0 } else { dim };
if over == 0.0 { hard } else { hard + over.signum() * (1.0 - 1.0 / (over.abs() * rubber_effect / dim + 1.0)) * dim }
};
Point::new(band(x, hard.x, self.size.x), band(y, hard.y, self.size.y))
}
/// The snap point nearest to `current`, or `current` without any.
pub fn nearest_anchor(&self, current: Point) -> Point {
let mut best = (current, f32::INFINITY);
for &p in &self.snap_points {
let d = dist(p, current);
if d < best.1 {
best = (p, d);
}
}
best.0
}
/// The closest snap point that lies the way the velocity points, else `origin` (React
/// SelectNextAnchor).
pub fn select_next_anchor(&self, origin: Point, velocity: Point) -> Point {
let len = velocity.length();
if len == 0.0 {
return origin;
}
let direction = velocity * (1.0 / len);
// ponytail: sorts a copy of the points per release; carousels have few.
let mut ordered = self.snap_points.clone();
ordered.sort_by(|a, b| dist(*a, origin).total_cmp(&dist(*b, origin)));
for anchor in ordered {
let (way, l) = (anchor - origin, dist(anchor, origin));
if l != 0.0 && direction.x * (way.x / l) + direction.y * (way.y / l) > 0.0 {
return anchor;
}
}
origin
}
fn duration_secs(&self, start: Point, end: Point, velocity: Point, displacement: Point, tuning: &Tuning) -> f32 {
match tuning.duration {
Duration::Base => {
let magnitude = velocity.length();
if magnitude > 10.0 {
return 0.7 * (300.0 / magnitude).clamp(0.1, 0.8);
}
let height = if self.size.y == 0.0 { 1.0 } else { self.size.y };
0.3 * (displacement.x.abs().max(displacement.y.abs()) / height)
}
Duration::Carousel { swipe_speed, linear_speed_ms, cell, vertical } => {
let max = 0.25 / (swipe_speed / 2.0);
// As C#: both axes over the height.
let height = if cell.y == 0.0 { 1.0 } else { cell.y };
let (velocity, displacement, way) = match vertical {
true => (velocity.y, displacement.y, (end.y - start.y).abs()),
false => (velocity.x, displacement.x, (end.x - start.x).abs()),
};
let mut speed = if velocity != 0.0 { ((displacement / velocity).abs() * (way / height)).min(max) } else { max };
let slide = if vertical { cell.y } else { cell.x };
if linear_speed_ms > 0.0 && slide > 0.0 {
speed = (way / slide) * (linear_speed_ms / 1000.0);
}
speed
}
}
}
/// React ScrollToOffset: goes to `target`, by a spring with `bounces`, else eased over the
/// duration the velocity gives; `animate` off: jumps. False when `target` is the snap already.
pub fn scroll_to_offset(&mut self, target: Point, mut velocity: Point, animate: bool, props: &SnappingProps, tuning: &Tuning) -> bool {
if target == self.snap {
return false;
}
self.stop();
if animate && self.size.y > 0.0 {
let start = self.position;
let displacement = start - target;
if velocity.is_zero() {
let v = tuning.auto_velocity.unwrap_or(props.auto_velocity_multiply_pts * self.scale);
velocity = Point::new(-v * sign(displacement.x), -v * sign(displacement.y));
}
velocity *= tuning.velocity_scale;
if !displacement.is_zero() {
self.in_transition = true;
self.motion = Some(if props.bounces {
// ponytail: the underdamped spring only; a `rubber_damping` of 1 and more (React:
// critically damped, or an error) is taken just below it.
let (mass, ratio) = (1.0 + props.rubber_damping, (0.5 * (1.0 + props.rubber_damping)).min(0.999));
let stiffness = 200.0 * tuning.stiffness_scale;
let v = velocity * tuning.spring_velocity_scale;
let spring = |displacement: f32, velocity: f32, to: f32| {
(displacement != 0.0).then(|| Bounce::with_spring(to, displacement, velocity, mass, stiffness, ratio))
};
Motion::Spring { x: spring(displacement.x, v.x, target.x), y: spring(displacement.y, v.y, target.y) }
} else {
let ms = (self.duration_secs(start, target, velocity, displacement, tuning) * 1000.0).max(60.0);
Motion::Eased { from: start, to: target, ms, easing: tuning.easing }
});
self.start_ms = None;
}
} else {
self.position = target;
}
self.snap = target;
true
}
/// One frame of the snap. The new position (also set), and whether the snap ended in this
/// frame; `None` when nothing moves. The first frame of a motion is its start (React: an
/// animator's first tick is at 0 s).
pub fn animate(&mut self, time_ms: f64) -> Option<(Point, bool)> {
let motion = self.motion?;
let start = *self.start_ms.get_or_insert(time_ms);
let secs = ((time_ms - start) / 1000.0) as f32;
let (position, done) = match motion {
Motion::Spring { x, y } => {
let (px, dx) = x.map_or((self.position.x, true), |x| x.update(secs));
let (py, dy) = y.map_or((self.position.y, true), |y| y.update(secs));
(Point::new(px, py), dx && dy)
}
Motion::Eased { from, to, ms, easing } => {
let progress = secs * 1000.0 / ms;
if progress >= 1.0 { (to, true) } else { (from + (to - from) * easing(progress), false) }
}
};
self.position = position;
if done {
self.motion = None;
}
Some((position, done))
}
/// A snap started by code between frames (the app set a property): React starts its animator
/// at once, so its first frame is the next one at 0 s. Here the property is taken during that
/// next frame, after the animators ran: the snap counts from that frame instead.
pub fn started_at(&mut self, time_ms: f64) {
if self.motion.is_some() && self.start_ms.is_none() {
self.start_ms = Some(time_ms);
}
}
/// React CheckTransitionEnded: at rest within a point of the snap, and nothing on its way.
pub fn transition_ended(&self) -> bool {
!self.is_animating() && near(self.position, self.snap)
}
}
/// JavaScript's Math.sign: 0 stays 0.
pub(crate) fn sign(v: f32) -> f32 {
if v == 0.0 { 0.0 } else { v.signum() }
}