Files
onepilot/system/ui/widgets/scroller.py
github-actions[bot] 82ab34db76 sunnypilot v2026.001.000 release
date: 2026-04-21T21:10:39
master commit: 18406e77ee
2026-04-21 21:10:42 +08:00

462 lines
18 KiB
Python

import pyray as rl
import numpy as np
from collections.abc import Callable
from openpilot.common.filter_simple import FirstOrderFilter, BounceFilter
from openpilot.common.swaglog import cloudlog
from openpilot.system.ui.lib.application import gui_app
from openpilot.system.ui.lib.scroll_panel2 import GuiScrollPanel2, ScrollState
from openpilot.system.ui.widgets import Widget
from openpilot.system.ui.widgets.nav_widget import NavWidget
ITEM_SPACING = 20
LINE_COLOR = rl.GRAY
LINE_PADDING = 40
ANIMATION_SCALE = 0.6
MOVE_LIFT = 20
MOVE_OVERLAY_ALPHA = 0.65
SCROLL_RC = 0.15
EDGE_SHADOW_WIDTH = 20
MIN_ZOOM_ANIMATION_TIME = 0.075 # seconds
DO_ZOOM = False
DO_JELLO = False
class ScrollIndicator(Widget):
HORIZONTAL_MARGIN = 4
def __init__(self):
super().__init__()
self._txt_scroll_indicator = gui_app.texture("icons_mici/settings/horizontal_scroll_indicator.png", 96, 48)
self._scroll_offset: float = 0.0
self._content_size: float = 0.0
self._viewport: rl.Rectangle = rl.Rectangle(0, 0, 0, 0)
def update(self, scroll_offset: float, content_size: float, viewport: rl.Rectangle) -> None:
self._scroll_offset = scroll_offset
self._content_size = content_size
self._viewport = viewport
def _render(self, _):
# scale indicator width based on content size
indicator_w = float(np.interp(self._content_size, [1000, 3000], [300, 100]))
# position based on scroll ratio
slide_range = self._viewport.width - indicator_w
max_scroll = self._content_size - self._viewport.width
scroll_ratio = (-self._scroll_offset / abs(max_scroll)) if abs(max_scroll) > 1e-3 else 0.0
x = self._viewport.x + scroll_ratio * slide_range
# don't bounce up when NavWidget shows
y = max(self._viewport.y, 0) + self._viewport.height - self._txt_scroll_indicator.height / 2
# squeeze when overscrolling past edges
dest_left = max(x, self._viewport.x)
dest_right = min(x + indicator_w, self._viewport.x + self._viewport.width)
dest_w = max(indicator_w / 2, dest_right - dest_left)
# keep within viewport after applying minimum width
dest_left = min(dest_left, self._viewport.x + self._viewport.width - dest_w)
dest_left = max(dest_left, self._viewport.x)
src_rec = rl.Rectangle(0, 0, self._txt_scroll_indicator.width, self._txt_scroll_indicator.height)
dest_rec = rl.Rectangle(dest_left, y, dest_w, self._txt_scroll_indicator.height)
rl.draw_texture_pro(self._txt_scroll_indicator, src_rec, dest_rec, rl.Vector2(0, 0), 0.0,
rl.Color(255, 255, 255, int(255 * 0.45)))
class _Scroller(Widget):
"""Should use wrapper below to reduce boilerplate"""
def __init__(self, items: list[Widget], horizontal: bool = True, snap_items: bool = False, spacing: int = ITEM_SPACING,
pad: int = ITEM_SPACING, scroll_indicator: bool = True, edge_shadows: bool = True):
super().__init__()
self._items: list[Widget] = []
self._horizontal = horizontal
self._snap_items = snap_items
self._spacing = spacing
self._pad = pad
self._reset_scroll_at_show = True
self._scrolling_to: tuple[float | None, bool] = (None, False) # target offset, block_interaction
self._scrolling_to_filter = FirstOrderFilter(0.0, SCROLL_RC, 1 / gui_app.target_fps)
self._zoom_filter = FirstOrderFilter(1.0, 0.2, 1 / gui_app.target_fps)
self._zoom_out_t: float = 0.0
# layout state
self._visible_items: list[Widget] = []
self._content_size: float = 0.0
self._scroll_offset: float = 0.0
self._item_pos_filter = BounceFilter(0.0, 0.05, 1 / gui_app.target_fps)
# when not pressed, snap to closest item to be center
self._scroll_snap_filter = FirstOrderFilter(0.0, 0.05, 1 / gui_app.target_fps)
self.scroll_panel = GuiScrollPanel2(self._horizontal, handle_out_of_bounds=not self._snap_items)
self._scroll_enabled: bool | Callable[[], bool] = True
self._show_scroll_indicator = scroll_indicator and self._horizontal
self._scroll_indicator = ScrollIndicator()
self._edge_shadows = edge_shadows and self._horizontal
# move animation state
# on move; lift src widget -> wait -> move all -> wait -> drop src widget
self._overlay_filter = FirstOrderFilter(0.0, 0.05, 1 / gui_app.target_fps)
self._move_animations: dict[Widget, FirstOrderFilter] = {}
self._move_lift: dict[Widget, FirstOrderFilter] = {}
# these are used to wait before moving/dropping, also to move onto next part of the animation earlier for timing
self._pending_lift: set[Widget] = set()
self._pending_move: set[Widget] = set()
self.add_widgets(items)
def set_reset_scroll_at_show(self, scroll: bool):
self._reset_scroll_at_show = scroll
def scroll_to(self, pos: float, smooth: bool = False, block_interaction: bool = False):
assert not block_interaction or smooth, "Instant scroll cannot block user interaction"
# already there
if abs(pos) < 1:
return
# FIXME: the padding correction doesn't seem correct
scroll_offset = self.scroll_panel.get_offset() - pos
if smooth:
self._scrolling_to_filter.x = self.scroll_panel.get_offset()
self._scrolling_to = scroll_offset, block_interaction
else:
self.scroll_panel.set_offset(scroll_offset)
@property
def is_auto_scrolling(self) -> bool:
return self._scrolling_to[0] is not None
@property
def items(self) -> list[Widget]:
return self._items
@property
def content_size(self) -> float:
return self._content_size
def add_widget(self, item: Widget) -> None:
self._items.append(item)
# preserve original touch valid callback
original_touch_valid_callback = item._touch_valid_callback
item.set_touch_valid_callback(lambda: self.scroll_panel.is_touch_valid() and self.enabled and self._scrolling_to[0] is None
and not self.moving_items and (original_touch_valid_callback() if
original_touch_valid_callback else True))
def add_widgets(self, items: list[Widget]) -> None:
for item in items:
self.add_widget(item)
def set_scrolling_enabled(self, enabled: bool | Callable[[], bool]) -> None:
"""Set whether scrolling is enabled (does not affect widget enabled state)."""
self._scroll_enabled = enabled
def _update_state(self):
if DO_ZOOM:
if self._scrolling_to[0] is not None or self.scroll_panel.state != ScrollState.STEADY:
self._zoom_out_t = rl.get_time() + MIN_ZOOM_ANIMATION_TIME
self._zoom_filter.update(0.85)
else:
if self._zoom_out_t is not None:
if rl.get_time() > self._zoom_out_t:
self._zoom_filter.update(1.0)
else:
self._zoom_filter.update(0.85)
# Cancel auto-scroll if user starts manually scrolling (unless block_interaction)
if (self.scroll_panel.state in (ScrollState.PRESSED, ScrollState.MANUAL_SCROLL) and
self._scrolling_to[0] is not None and not self._scrolling_to[1]):
self._scrolling_to = None, False
if self._scrolling_to[0] is not None and len(self._pending_lift) == 0:
self._scrolling_to_filter.update(self._scrolling_to[0])
self.scroll_panel.set_offset(self._scrolling_to_filter.x)
if abs(self._scrolling_to_filter.x - self._scrolling_to[0]) < 1:
self.scroll_panel.set_offset(self._scrolling_to[0])
self._scrolling_to = None, False
def _get_scroll(self, visible_items: list[Widget], content_size: float) -> float:
scroll_enabled = self._scroll_enabled() if callable(self._scroll_enabled) else self._scroll_enabled
self.scroll_panel.set_enabled(scroll_enabled and self.enabled and not self._scrolling_to[1])
self.scroll_panel.update(self._rect, content_size)
if not self._snap_items:
return self.scroll_panel.get_offset()
# Snap closest item to center
center_pos = self._rect.x + self._rect.width / 2 if self._horizontal else self._rect.y + self._rect.height / 2
closest_delta_pos = float('inf')
scroll_snap_idx: int | None = None
for idx, item in enumerate(visible_items):
if self._horizontal:
delta_pos = (item.rect.x + item.rect.width / 2) - center_pos
else:
delta_pos = (item.rect.y + item.rect.height / 2) - center_pos
if abs(delta_pos) < abs(closest_delta_pos):
closest_delta_pos = delta_pos
scroll_snap_idx = idx
if scroll_snap_idx is not None:
snap_item = visible_items[scroll_snap_idx]
if self.is_pressed:
# no snapping until released
self._scroll_snap_filter.x = 0
else:
# TODO: this doesn't handle two small buttons at the edges well
if self._horizontal:
snap_delta_pos = (center_pos - (snap_item.rect.x + snap_item.rect.width / 2)) / 10
snap_delta_pos = min(snap_delta_pos, -self.scroll_panel.get_offset() / 10)
snap_delta_pos = max(snap_delta_pos, (self._rect.width - self.scroll_panel.get_offset() - content_size) / 10)
else:
snap_delta_pos = (center_pos - (snap_item.rect.y + snap_item.rect.height / 2)) / 10
snap_delta_pos = min(snap_delta_pos, -self.scroll_panel.get_offset() / 10)
snap_delta_pos = max(snap_delta_pos, (self._rect.height - self.scroll_panel.get_offset() - content_size) / 10)
self._scroll_snap_filter.update(snap_delta_pos)
self.scroll_panel.set_offset(self.scroll_panel.get_offset() + self._scroll_snap_filter.x)
return self.scroll_panel.get_offset()
@property
def moving_items(self) -> bool:
return len(self._move_animations) > 0 or len(self._move_lift) > 0
def move_item(self, from_idx: int, to_idx: int):
assert self._horizontal
if from_idx == to_idx:
return
if self.moving_items:
cloudlog.warning(f"Already moving items, cannot move from {from_idx} to {to_idx}")
return
item = self._items.pop(from_idx)
self._items.insert(to_idx, item)
# store original position in content space of all affected widgets to animate from
for idx in range(min(from_idx, to_idx), max(from_idx, to_idx) + 1):
affected_item = self._items[idx]
self._move_animations[affected_item] = FirstOrderFilter(affected_item.rect.x - self._scroll_offset, SCROLL_RC, 1 / gui_app.target_fps)
self._pending_move.add(affected_item)
# lift only src widget to make it more clear which one is moving
self._move_lift[item] = FirstOrderFilter(0.0, SCROLL_RC, 1 / gui_app.target_fps)
self._pending_lift.add(item)
def _do_move_animation(self, item: Widget, target_x: float, target_y: float) -> tuple[float, float]:
# wait a frame before moving so we match potential pending scroll animation
can_start_move = len(self._pending_lift) == 0
if item in self._move_lift:
lift_filter = self._move_lift[item]
# Animate lift
if len(self._pending_move) > 0:
lift_filter.update(MOVE_LIFT)
# start moving when almost lifted
if abs(lift_filter.x - MOVE_LIFT) < 2:
self._pending_lift.discard(item)
else:
# if done moving, animate down
lift_filter.update(0)
if abs(lift_filter.x) < 1:
del self._move_lift[item]
target_y -= lift_filter.x
# Animate move
if item in self._move_animations:
move_filter = self._move_animations[item]
# compare/update in content space to match filter
content_x = target_x - self._scroll_offset
if can_start_move:
move_filter.update(content_x)
# drop when close to target
if abs(move_filter.x - content_x) < 10:
self._pending_move.discard(item)
# finished moving
if abs(move_filter.x - content_x) < 1:
del self._move_animations[item]
target_x = move_filter.x + self._scroll_offset
return target_x, target_y
def _layout(self):
self._visible_items = [item for item in self._items if item.is_visible]
self._content_size = sum(item.rect.width if self._horizontal else item.rect.height for item in self._visible_items)
self._content_size += self._spacing * (len(self._visible_items) - 1)
self._content_size += self._pad * 2
self._scroll_offset = self._get_scroll(self._visible_items, self._content_size)
self._item_pos_filter.update(self._scroll_offset)
cur_pos = 0
for idx, item in enumerate(self._visible_items):
spacing = self._spacing if (idx > 0) else self._pad
# Nicely lay out items horizontally/vertically
if self._horizontal:
x = self._rect.x + cur_pos + spacing
y = self._rect.y + (self._rect.height - item.rect.height) / 2
cur_pos += item.rect.width + spacing
else:
x = self._rect.x + (self._rect.width - item.rect.width) / 2
y = self._rect.y + cur_pos + spacing
cur_pos += item.rect.height + spacing
# Consider scroll
if self._horizontal:
x += self._scroll_offset
else:
y += self._scroll_offset
# Add some jello effect when scrolling
if DO_JELLO:
if self._horizontal:
cx = self._rect.x + self._rect.width / 2
jello_offset = self._scroll_offset - np.interp(x + item.rect.width / 2,
[self._rect.x, cx, self._rect.x + self._rect.width],
[self._item_pos_filter.x, self._scroll_offset, self._item_pos_filter.x])
x -= np.clip(jello_offset, -20, 20)
else:
cy = self._rect.y + self._rect.height / 2
jello_offset = self._scroll_offset - np.interp(y + item.rect.height / 2,
[self._rect.y, cy, self._rect.y + self._rect.height],
[self._item_pos_filter.x, self._scroll_offset, self._item_pos_filter.x])
y -= np.clip(jello_offset, -20, 20)
# Animate moves if needed
x, y = self._do_move_animation(item, x, y)
# Update item state
item.set_position(x, y)
item.set_parent_rect(self._rect)
def _render_item(self, item: Widget):
# Skip rendering if not in viewport
if not rl.check_collision_recs(item.rect, self._rect):
return
# Scale each element around its own origin when scrolling
scale = self._zoom_filter.x
if scale != 1.0:
rl.rl_push_matrix()
rl.rl_scalef(scale, scale, 1.0)
rl.rl_translatef((1 - scale) * (item.rect.x + item.rect.width / 2) / scale,
(1 - scale) * (item.rect.y + item.rect.height / 2) / scale, 0)
item.render()
rl.rl_pop_matrix()
else:
item.render()
def _render(self, _):
rl.begin_scissor_mode(int(self._rect.x), int(self._rect.y),
int(self._rect.width), int(self._rect.height))
for item in reversed(self._visible_items):
if item in self._move_lift:
continue
self._render_item(item)
# Dim background if moving items, lifted items are above
self._overlay_filter.update(MOVE_OVERLAY_ALPHA if len(self._pending_move) else 0.0)
if self._overlay_filter.x > 0.01:
rl.draw_rectangle_rec(self._rect, rl.Color(0, 0, 0, int(255 * self._overlay_filter.x)))
for item in self._move_lift:
self._render_item(item)
rl.end_scissor_mode()
# Draw edge shadows on top of scroller content
if self._edge_shadows:
rl.draw_rectangle_gradient_h(int(self._rect.x), int(self._rect.y),
EDGE_SHADOW_WIDTH, int(self._rect.height),
rl.Color(0, 0, 0, 204), rl.BLANK)
right_x = int(self._rect.x + self._rect.width - EDGE_SHADOW_WIDTH)
rl.draw_rectangle_gradient_h(right_x, int(self._rect.y),
EDGE_SHADOW_WIDTH, int(self._rect.height),
rl.BLANK, rl.Color(0, 0, 0, 204))
# Draw scroll indicator on top of edge shadows
if self._show_scroll_indicator and len(self._visible_items) > 0:
self._scroll_indicator.update(self._scroll_offset, self._content_size, self._rect)
self._scroll_indicator.render()
def show_event(self):
super().show_event()
for item in self._items:
item.show_event()
if self._reset_scroll_at_show:
self.scroll_panel.set_offset(0.0)
self._overlay_filter.x = 0.0
self._move_animations.clear()
self._move_lift.clear()
self._pending_lift.clear()
self._pending_move.clear()
self._scrolling_to = None, False
self._scrolling_to_filter.x = 0.0
def hide_event(self):
super().hide_event()
for item in self._items:
item.hide_event()
class Scroller(Widget):
"""Wrapper for _Scroller so that children do not need to call events or pass down enabled for nav stack."""
def __init__(self, **kwargs):
super().__init__()
self._scroller = self._child(_Scroller([], **kwargs))
# pass down enabled to child widget for nav stack
self._scroller.set_enabled(lambda: self.enabled)
def _render(self, _):
self._scroller.render(self._rect)
class NavScroller(NavWidget, Scroller):
"""Full screen Scroller that properly supports nav stack w/ animations"""
def __init__(self, **kwargs):
super().__init__(**kwargs)
# pass down enabled to child widget for nav stack + disable while swiping away NavWidget
self._scroller.set_enabled(lambda: self.enabled and not self.is_dismissing)
def _back_enabled(self) -> bool:
# Vertical scrollers need to be at the top to swipe away to prevent erroneous swipes
# TODO: only used for offroad alerts, remove when horizontal
return self._scroller._horizontal or self._scroller.scroll_panel.get_offset() >= -20 # some tolerance
# TODO: only used for a few vertical scrollers, remove when horizontal
class NavRawScrollPanel(NavWidget):
# can swipe anywhere, only when at top
BACK_TOUCH_AREA_PERCENTAGE = 1.0
def __init__(self):
super().__init__()
self._scroll_panel = GuiScrollPanel2(horizontal=False)
self._scroll_panel.set_enabled(lambda: self.enabled and not self.is_dismissing)
def show_event(self):
super().show_event()
self._scroll_panel.set_offset(0)
def _back_enabled(self) -> bool:
return self._scroll_panel.get_offset() >= -20