Sideband/sbapp/kivymd/effects/roulettescroll/roulettescroll.py

252 lines
7.9 KiB
Python

"""
Effects/RouletteScrollEffect
============================
This is a subclass of :class:`kivy.effects.ScrollEffect` that simulates the
motion of a roulette, or a notched wheel (think Wheel of Fortune). It is
primarily designed for emulating the effect of the iOS and android date pickers.
Usage
-----
Here's an example of using :class:`RouletteScrollEffect` for a
:class:`kivy.uix.scrollview.ScrollView`:
.. code-block:: python
from kivy.uix.gridlayout import GridLayout
from kivy.uix.button import Button
from kivy.uix.scrollview import ScrollView
# Preparing a `GridLayout` inside a `ScrollView`.
layout = GridLayout(cols=1, padding=10, size_hint=(None, None), width=500)
layout.bind(minimum_height=layout.setter('height'))
for i in range(30):
btn = Button(text=str(i), size=(480, 40), size_hint=(None, None))
layout.add_widget(btn)
root = ScrollView(
size_hint=(None, None),
size=(500, 320),
pos_hint={'center_x': .5, 'center_y': .5},
do_scroll_x=False,
)
root.add_widget(layout)
# Preparation complete. Now add the new scroll effect.
root.effect_y = RouletteScrollEffect(anchor=20, interval=40)
runTouchApp(root)
Here the :class:`ScrollView` scrolls through a series of buttons with height
40. We then attached a :class:`RouletteScrollEffect` with interval 40,
corresponding to the button heights. This allows the scrolling to stop at
the same offset no matter where it stops. The :attr:`RouletteScrollEffect.anchor`
adjusts this offset.
Customizations
--------------
Other settings that can be played with include:
:attr:`RouletteScrollEffect.pull_duration`,
:attr:`RouletteScrollEffect.coasting_alpha`,
:attr:`RouletteScrollEffect.pull_back_velocity`, and
:attr:`RouletteScrollEffect.terminal_velocity`.
See their module documentations for details.
:class:`RouletteScrollEffect` has one event ``on_coasted_to_stop`` that
is fired when the roulette stops, "making a selection". It can be listened to
for handling or cleaning up choice making.
"""
from math import ceil, exp, floor
from kivy.animation import Animation
from kivy.effects.scroll import ScrollEffect
from kivy.properties import AliasProperty, NumericProperty, ObjectProperty
__all_ = ("RouletteScrollEffect",)
class RouletteScrollEffect(ScrollEffect):
"""
This is a subclass of :class:`kivy.effects.ScrollEffect` that simulates the
motion of a roulette, or a notched wheel (think Wheel of Fortune). It is
primarily designed for emulating the effect of the iOS and android date pickers.
.. versionadded:: 0.104.2
"""
__events__ = ("on_coasted_to_stop",)
drag_threshold = NumericProperty(0)
"""
Overrides :attr:`ScrollEffect.drag_threshold` to abolish drag threshold.
.. note::
If using this with a :class:`Roulette` or other :class:`Tickline`
subclasses, what matters is :attr:`Tickline.drag_threshold`, which
is passed to this attribute in the end.
:attr:`drag_threshold` is an :class:`~kivy.properties.NumericProperty`
and defaults to `0`.
"""
min = NumericProperty(-float("inf"))
max = NumericProperty(float("inf"))
interval = NumericProperty(50)
"""
The interval of the values of the "roulette".
:attr:`interval` is an :class:`~kivy.properties.NumericProperty`
and defaults to `50`.
"""
anchor = NumericProperty(0)
"""
One of the valid stopping values.
:attr:`anchor` is an :class:`~kivy.properties.NumericProperty`
and defaults to `0`.
"""
pull_duration = NumericProperty(0.2)
"""
When movement slows around a stopping value, an animation is used
to pull it toward the nearest value. :attr:`pull_duration` is the duration
used for such an animation.
:attr:`pull_duration` is an :class:`~kivy.properties.NumericProperty`
and defaults to `0.2`.
"""
coasting_alpha = NumericProperty(0.5)
"""
When within :attr:`coasting_alpha` * :attr:`interval` of the
next notch and velocity is below :attr:`terminal_velocity`,
coasting begins and will end on the next notch.
:attr:`coasting_alpha` is an :class:`~kivy.properties.NumericProperty`
and defaults to `0.5`.
"""
pull_back_velocity = NumericProperty("50sp")
"""
The velocity below which the scroll value will be drawn to the
*nearest* notch instead of the *next* notch in the direction travelled.
:attr:`pull_back_velocity` is an :class:`~kivy.properties.NumericProperty`
and defaults to `50sp`.
"""
_anim = ObjectProperty(None)
def get_term_vel(self):
return (
exp(self.friction)
* self.interval
* self.coasting_alpha
/ self.pull_duration
)
def set_term_vel(self, val):
self.pull_duration = (
exp(self.friction) * self.interval * self.coasting_alpha / val
)
terminal_velocity = AliasProperty(
get_term_vel,
set_term_vel,
bind=["interval", "coasting_alpha", "pull_duration", "friction"],
cache=True,
)
"""
If velocity falls between :attr:`pull_back_velocity` and
:attr:`terminal velocity` then the movement will start to coast
to the next coming stopping value.
:attr:`terminal_velocity` is computed from a set formula given
:attr:`interval`, :attr:`coasting_alpha`, :attr:`pull_duration`,
and :attr:`friction`. Setting :attr:`terminal_velocity` has the
effect of setting :attr:`pull_duration`.
"""
def start(self, val, t=None):
if self._anim:
self._anim.stop(self)
return ScrollEffect.start(self, val, t=t)
def on_notch(self, *args):
return (self.scroll - self.anchor) % self.interval == 0
def nearest_notch(self, *args):
interval = float(self.interval)
anchor = self.anchor
n = round((self.scroll - anchor) / interval)
return anchor + n * interval
def next_notch(self, *args):
interval = float(self.interval)
anchor = self.anchor
round_ = ceil if self.velocity > 0 else floor
n = round_((self.scroll - anchor) / interval)
return anchor + n * interval
def near_notch(self, d=0.01):
nearest = self.nearest_notch()
if abs((nearest - self.scroll) / self.interval) % 1 < d:
return nearest
else:
return None
def near_next_notch(self, d=None):
d = d or self.coasting_alpha
next_ = self.next_notch()
if abs((next_ - self.scroll) / self.interval) % 1 < d:
return next_
else:
return None
def update_velocity(self, dt):
if self.is_manual:
return
velocity = self.velocity
t_velocity = self.terminal_velocity
next_ = self.near_next_notch()
pull_back_velocity = self.pull_back_velocity
if pull_back_velocity < abs(velocity) < t_velocity and next_:
duration = abs((next_ - self.scroll) / self.velocity)
anim = Animation(
scroll=next_,
duration=duration,
)
self._anim = anim
anim.on_complete = self._coasted_to_stop
anim.start(self)
return
if abs(velocity) < pull_back_velocity and not self.on_notch():
anim = Animation(
scroll=self.nearest_notch(),
duration=self.pull_duration,
t="in_out_circ",
)
self._anim = anim
anim.on_complete = self._coasted_to_stop
anim.start(self)
else:
self.velocity -= self.velocity * self.friction
self.apply_distance(self.velocity * dt)
self.trigger_velocity_update()
def on_coasted_to_stop(self, *args):
"""
This event fires when the roulette has stopped, `making a selection`.
"""
def _coasted_to_stop(self, *args):
self.velocity = 0
self.dispatch("on_coasted_to_stop")