379 lines
12 KiB
Lua
379 lines
12 KiB
Lua
local Quad = require(game.ReplicatedStorage:WaitForChild "Quad"); ---@module "Quad.src"
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local _ = Quad.init "components"; local round,class,mount,store,event,tween = _.round,_.class,_.mount,_.store,_.event,_.tween;
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local max = math.max;
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local min = math.min;
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local abs = math.abs;
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-- init quad
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local scrollFrame = class.extend();
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local connection = event.new;
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local frame = class "Frame";
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frame.BorderSizePixel = 0;
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local button = class "TextButton";
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button.BorderSizePixel = 0;
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button.Text = "";
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button.AutoButtonColor = false;
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local image = class "ImageLabel";
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image.BackgroundTransparency = 1;
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-- const
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local white = Color3.fromRGB(255,255,255);
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local scrollMut = 100; -- Used for multiply input when using mosue scroll
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local elasticMut = 18; -- Used for multiply input when overscrolling
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local fitTime = 0.26; -- Used for reset overscroll when mouse scroll
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local tweenTime = 0.71; -- Used for tween time
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local mouseUpMut = 6; -- Used for multiply input when drag input ended
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local scrollbarOverMut = 0.18; -- Used for multiply size of scrollbar when overscrolling
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-- tween for moving
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local out = tween.EasingDirections.Out;
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local exp2 = tween.EasingFunctions.Exp2;
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local tweenData = {
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Time = tweenTime;
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Direction = out;
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EasingFunction = exp2;
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};
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local runTween = tween.RunTween;
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local stopTween = tween.StopTween;
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-- user input service
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local userInputService = game:GetService "UserInputService";
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local inputEnded = userInputService.InputEnded;
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local inputChanged = userInputService.InputChanged;
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local mouseMovement = Enum.UserInputType.MouseMovement;
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local mouseWheel = Enum.UserInputType.MouseWheel;
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local shiftModifier = Enum.ModifierKey.Shift;
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local mouseButton1 = Enum.UserInputType.MouseButton1;
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local touch = Enum.UserInputType.Touch;
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-- Calc Elastic
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local calcElastic do
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local maxLogX = 30;
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local mlog = math.log;
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local maxlog = mlog(maxLogX+1,2);
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local function log(x)
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return min(mlog(x*maxLogX+1,2),maxlog)/maxlog;
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end
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function calcElastic (elastic,pos,max)
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if pos < 0 then
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return - (log(abs(pos)/scrollMut*elasticMut/elastic)*elastic);
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elseif pos > max then
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return max + (log((pos-max)/scrollMut*elasticMut/elastic)*elastic);
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end
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return pos;
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end
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end
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-- Init class
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function scrollFrame:init(props)
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local CanvasPosition = props.CanvasPosition or Vector2.new(0,0);
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self._targetX = CanvasPosition.X;
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self._targetY = CanvasPosition.Y;
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props.CanvasPosition = CanvasPosition;
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self._inputIndex = -20000000;
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self._mouseConnection = connection();
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self._overscrollX = false;
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self._overscrollY = false;
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props:default("CanvasPosition",CanvasPosition);
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props:default("CanvasSize",UDim2.fromScale(1,2));
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props:default("Size",UDim2.new(1,0,1,0));
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props:default("Position",UDim2.new(0,0,0,0));
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props:default("Elastic",142);
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props:default("OverscrollX",false);
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props:default("OverscrollY",true);
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props:default("BackgroundTransparency",0);
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props:default("ZIndex",1);
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props:default("BackgroundColor3",white);
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props:default("ScrollbarSizeX",2);
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props:default("ScrollbarPositionY","Right");
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props:default("ScrollbarPositionX","Bottom");
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props:default("ScrollbarVisibleY",true);
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props:default("ScrollbarSizeY",2);
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props:default("ScrollbarVisibleX",true);
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props:default("ScrollbarPadding",2);
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props:default("ScrollbarColor3",Color3.fromRGB(145, 145, 145));
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props:default("ScrollbarTransparency",0.3);
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-- props "ScrollbarPadding":register(function ()
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-- self:fit();
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-- self.__prop
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-- end);
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-- props "ScrollbarPadding":register(function ()
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-- self:fit();
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-- self.__prop
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-- end);
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-- ScrollbarSizeX
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end
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-- Render objects
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function scrollFrame:render(props)
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return button {
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Size = props "Size";
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Position = props "Position";
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BackgroundTransparency = props "BackgroundTransparency";
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BackgroundColor3 = props "BackgroundColor3";
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ZIndex = props "ZIndex";
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ClipsDescendants = true;
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[event.createdSync] = function (this)
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this.InputChanged:Connect(function (input)
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if self._mouseDown or self._scrollbarDown then
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return;
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end
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local inputType = input.UserInputType;
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if inputType == mouseWheel then
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local x,y = 0,1;
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if input:IsModifierKeyDown(shiftModifier) then
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x,y = 1,0;
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end
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local scroll = input.Position.Z * scrollMut;
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local inputIndex = self:update(self._targetX + x*scroll,self._targetY - y*scroll);
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delay(fitTime,function ()
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if inputIndex == self._inputIndex then
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self:fit();
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end
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end);
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end
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end);
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end;
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[event "MouseButton1Down"] = function (this,downX,downY)
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local lastX,lastY = self._targetX,self._targetY;
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local upX,upY = downX,downY;
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self._mouseDown = true;
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local mouseConnection = self._mouseConnection;
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mouseConnection:disconnect();
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mouseConnection:add(inputEnded:Connect(function (input)
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self._mouseDown = false;
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local inputType = input.UserInputType;
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if inputType == mouseButton1 or inputType == touch then
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local position = input.Position;
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local x = position.X;
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local y = position.Y + 36;
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self:update(self._targetX + ((x - upX) * mouseUpMut),self._targetY + ((- y + upY)*mouseUpMut));
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mouseConnection:disconnect();
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self:fit();
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end
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end));
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mouseConnection:add(inputChanged:Connect(function (input)
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if input.UserInputType == mouseMovement then
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local position = input.Position;
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local x,y = position.X,position.Y + 36;
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self:update(lastX + (downX - x),lastY + (downY - y));
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upX,upY = x,y;
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end
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end));
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end;
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frame {
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[event.prop "AbsoluteSize"] = function ()
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self:fit();
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end;
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BackgroundTransparency = 1;
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Size = props "CanvasSize";
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ZIndex = props "ZIndex";
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Position = UDim2.fromOffset(self._targetX,self._targetY);
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[event.createdSync] = function (this)
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self._holder = this;
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end;
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};
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button {
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AnchorPoint = props "ScrollbarPositionY":with(function (_,value)
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return value == "Right" and Vector2.new(1,0) or Vector2.new(0,0);
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end);
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[event.createdSync] = function (this)
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self._scrollbarY = this;
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end;
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Position = props.ScrollbarPositionY == "Right" and UDim2.new(1,0,0,0) or UDim2.new(0,0,0,0);
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BackgroundTransparency = 1;
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Visible = props "ScrollbarVisibleY";
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image {
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roundSize = 2000;
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ImageColor3 = props "ScrollbarColor3";
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ImageTransparency = props "ScrollbarTransparency";
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Size = props "ScrollbarSizeY,ScrollbarPadding":with(function (store)
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return UDim2.new(0,store.ScrollbarSizeY,1,store.ScrollbarPadding * -2);
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end);
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Position = UDim2.fromScale(0.5,0.5);
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AnchorPoint = Vector2.new(0.5,0.5);
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};
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};
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button {
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AnchorPoint = props "ScrollbarPositionX":with(function (_,value)
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return value == "Top" and Vector2.new(0,0) or Vector2.new(0,1);
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end);
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[event.createdSync] = function (this)
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self._scrollbarX = this;
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end;
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Position = props.ScrollbarPositionX == "Top" and UDim2.new(0,0,0,0) or UDim2.new(0,0,1,0);
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BackgroundTransparency = 1;
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Visible = props "ScrollbarVisibleX";
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image {
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roundSize = 2000;
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ImageColor3 = props "ScrollbarColor3";
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ImageTransparency = props "ScrollbarTransparency";
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Size = props "ScrollbarSizeX,ScrollbarPadding":with(function (store)
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return UDim2.new(1,store.ScrollbarPadding * -2,0,store.ScrollbarSizeX);
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end);
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Position = UDim2.fromScale(0.5,0.5);
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AnchorPoint = Vector2.new(0.5,0.5);
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};
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};
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};
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end
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-- Set scroll position with allowing overflow
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function scrollFrame:update(x,y)
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x,y = x or self._targetX,y or self._targetY;
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local inputIndex = self._inputIndex + 1;
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self._inputIndex = inputIndex;
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local holder = self._holder;
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local holderAbsSize = holder.AbsoluteSize;
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local objectAbsSize = self.__object.AbsoluteSize;
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local holderX,holderY = holderAbsSize.X,holderAbsSize.Y;
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local objectX,objectY = objectAbsSize.X,objectAbsSize.Y;
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holderX,holderY = max(holderX,objectX),max(holderY,objectY);
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local maxX = holderX - objectX;
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local maxY = holderY - objectY;
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local elastic = self.Elastic;
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x = self.OverscrollX and calcElastic(elastic,x,maxX) or max(min(maxX,x),0);
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y = self.OverscrollY and calcElastic(elastic,y,maxY) or max(min(maxY,y),0);
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local overflowX = (x<0 and -1) or (x>maxX and 1);
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local overflowY = (y<0 and -1) or (y>maxY and 1);
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self._overscrollX = overflowX;
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self._overscrollY = overflowY;
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runTween(holder,tweenData,{
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Position = UDim2.fromOffset(-x,-y);
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});
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self._targetX,self._targetY = x,y;
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self:updateScrollbar(
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x,y,objectX,objectY,holderX,holderY,elastic,
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(overflowX == -1 and abs(x)) or (overflowX == 1 and x-maxX),
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(overflowY == -1 and abs(y)) or (overflowY == 1 and y-maxY)
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);
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return inputIndex;
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end
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-- Get canvas position
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function scrollFrame.getter:CanvasPosition()
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return Vector2.new(self._targetX,self._targetY);
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end
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-- Set canvas postion
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function scrollFrame.setter:CanvasPosition(pos)
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local inputIndex = self:update(pos.X,pos.Y);
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delay(fitTime,function ()
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if inputIndex == self._inputIndex then
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self:fit();
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end
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end);
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end
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-- Fit position (remove overflow)
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function scrollFrame:fit()
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local targetY = self._targetY;
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local targetX = self._targetX;
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local holder = self._holder;
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local holderAbsoluteSize = holder.AbsoluteSize;
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local objectAbsSize = self.__object.AbsoluteSize;
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local objectX,objectY = objectAbsSize.X,objectAbsSize.Y;
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local maxX = max(holderAbsoluteSize.X,objectX) - objectX;
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local maxY = max(holderAbsoluteSize.Y,objectY) - objectY;
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if targetX<0 or targetY<0 or targetX>maxX or targetY>maxY then
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self:update(
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max(min(targetX,maxX),0),
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max(min(targetY,maxY),0)
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);
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else
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self:updateScrollbar(targetX,targetY);
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end
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end
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-- update scrollbar
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function scrollFrame:updateScrollbar(x,y,objectX,objectY,holderX,holderY,elastic,overflowX,overflowY)
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local scrollbarY = self._scrollbarY;
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local scrollbarX = self._scrollbarX;
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local objectSize;
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if not objectY then
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objectSize = self.__object.AbsoluteSize;
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objectY = objectSize.Y;
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end
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if not objectX then
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if not objectSize then
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objectSize = self.__object.AbsoluteSize;
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end
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objectX = objectSize.X;
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end
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local holderSize;
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if not holderY then
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holderSize = self._holder.AbsoluteSize;
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holderY = max(holderSize.Y,objectY);
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end
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if not holderX then
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if not holderSize then
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holderSize = self._holder.AbsoluteSize;
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end
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holderX = max(holderSize.X,objectX);
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end
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elastic = elastic or self.Elastic;
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if scrollbarY then
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local size;
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if objectY >= holderY then
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size = 0;
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else
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size = objectY / holderY;
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if overflowY then
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size = size * (1-overflowY/elastic) * scrollbarOverMut;
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end
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end
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local sizeUdim = UDim2.new(0,self.ScrollbarSizeY+(self.ScrollbarPadding*2),size,0);
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local pos = 0;
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if size ~= 0 then
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pos = (1-size)*(min(max(y/(holderY-objectY),0),1));
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end
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local posUdim = UDim2.new(self.ScrollbarPositionY == "Right" and 1 or 0,0,pos,0);
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if self._mouseDown then
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stopTween(scrollbarY);
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scrollbarY.Position = posUdim;
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scrollbarY.Size = sizeUdim;
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else
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runTween(scrollbarY,tweenData,{
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Position = posUdim;
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Size = sizeUdim;
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});
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end
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end
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if scrollbarX then
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local size;
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if objectX >= holderX then
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size = 0;
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else
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size = objectX / holderX;
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if overflowX then
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size = size * (1-overflowX/elastic) * scrollbarOverMut;
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end
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end
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local sizeUdim = UDim2.new(size,0,0,self.ScrollbarSizeX+(self.ScrollbarPadding*2));
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local pos = 0;
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if size ~= 0 then
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pos = (1-size)*(min(max(x/(holderX-objectX),0),1));
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end
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local posUdim = UDim2.new(pos,0,self.ScrollbarPositionX == "Top" and 0 or 1,0);
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if self._mouseDown then
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stopTween(scrollbarX);
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scrollbarX.Position = posUdim;
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scrollbarX.Size = sizeUdim;
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else
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runTween(scrollbarX,tweenData,{
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Position = posUdim;
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Size = sizeUdim;
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});
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end
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end
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end
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return scrollFrame;
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