lighttroupe/luz

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gui/gui_float.rb

Summary

Maintainability
A
3 hrs
Test Coverage
class GuiFloat < GuiNumeric
    def initialize(object, method, min, max, digits)
        super(object, method, min, max)
        @change_speed_multiplier = 4.0
        @format_string = "%+0.#{digits}f"
        @zero_value = 0.0
        draggable!
    end

    #
    # API
    #
    def get_value
        super.to_f
    end

    #
    # Callbacks
    #
    def update_drag(pointer)
        distance = pointer.drag_delta_x + pointer.drag_delta_y        # NOTE: cummulative, so up+right is fastest
        change_per_second = change_per_second_for_distance(distance)
        set_value(get_value + (change_per_second * $env[:frame_time_delta])) unless change_per_second == 0.0
    end

    def end_drag(pointer)
        set_value(purify_value(get_value))
    end

    #
    # Helpers
    #

private

    def change_per_second_for_distance(distance)        # distance is in screen space-- the mouse's playground!
        distance_abs = distance.abs
        progress = distance.clamp(-0.25, 0.25) / 0.25
        scaled_progress = ((progress ** 3) + 1.0) / 2.0
        min, max = -20.0, 20.0        # TODO: base these on @min/@max somehow
        scaled_progress.scale(min, max)
    end

    def purify_value(value)
        sprintf(@format_string, value).to_f
    end

    def calculate_step_value(direction)        # :up or :down
        # Feature: fixed step amount
        if @step_amount
            (get_value + ((direction==:up) ? @step_amount : -@step_amount))            # TODO: enough to step up to next value (get_value + @step_amount) - (get_value + @step_amount) % @step_amount
        else
            get_value + smart_step_value(get_value, direction)
        end
    end

    # This chooses how much to "step" when using scroll wheel or buttons to go up/down in value
    def smart_step_value(value, direction)
        swapped = false
        swapped, value, direction = true, value.abs, ((direction == :up) ? :down : :up) if value < 0.0
        # Now we can pretend we're in the positive range going up or down

        # TODO: this implementation seems overly complex for such a pattern-rich job
        step = if direction == :up
            if value >= 1000.0 ; 1000.0 ; elsif value >= 100.0 ; 100.0 ; elsif value >= 10.0; 10.0 ; elsif value >= 1.0 ; 1.0 ; elsif value >= 0.1 ; 0.1 ; else ; 0.01 ; end
        else
            if value <= 0.1 ; -0.01 ; elsif value <= 1.0 ; -0.1 ; elsif value <= 10.0 ; -1.0 ; elsif value <= 100.0 ; -10.0 ; elsif value <= 1000.0 ; -100.0 ; else ; -1000.0 ; end
        end

        # Finally, transform back
        value, step = -value, -step if swapped
        step
    end
end