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use std::hash::Hash;
#[cfg(not(target_arch = "wasm32"))]
use std::time::{Duration, SystemTime};
use egui::{CursorIcon, Id, Pos2, Rect, Sense, Ui, Vec2};
#[cfg(target_arch = "wasm32")]
use web_time::{Duration, SystemTime};
use crate::item_iterator::ItemIterator;
use crate::utils::shift_vec;
/// Item that can be reordered using drag and drop
pub trait DragDropItem {
/// Unique id for the item, to allow egui to keep track of its dragged state between frames
fn id(&self) -> Id;
}
impl<T: Hash> DragDropItem for T {
fn id(&self) -> Id {
Id::new(self)
}
}
/// An instruction in what order to update the source list.
/// The item at from should be removed from the list and inserted at to.
/// You can use [shift_vec] to do this for a Vec.
#[derive(Debug, Clone)]
pub struct DragUpdate {
/// Index of the item to move
pub from: usize,
/// Where to move the item to
pub to: usize,
}
/// Response containing state of the drag & drop list and a potential update to the source list.
/// The update can be applied immediately or at latest when [DragDropResponse::is_drag_finished] returns true.
#[derive(Debug, Clone)]
pub struct DragDropResponse {
state: DragDetectionState,
/// Contains ongoing information about which index is currently being dragged where.
/// You can use this to consistently update the source list while the drag & drop event is ongoing.
/// If you only want to update the source list when the drag & drop event has finished, use [DragDropResponse::final_update] instead.
pub update: Option<DragUpdate>,
finished: bool,
cancellation_reason: Option<&'static str>,
has_changed: bool,
}
impl DragDropResponse {
/// Returns true if we are currently evaluating whether a drag should be started.
pub fn is_evaluating_drag(&self) -> bool {
self.state.is_evaluating_drag()
}
/// Returns true if we are currently dragging an item.
pub fn is_dragging(&self) -> bool {
self.state.is_dragging()
}
/// Returns the id of the item that is currently being dragged.
pub fn dragged_item_id(&self) -> Option<Id> {
self.state.dragged_item()
}
/// Returns true if the drag & drop event has finished and the item has been dropped.
/// The update should be applied to the source list.
pub fn is_drag_finished(&self) -> bool {
self.finished
}
/// Utility function to update a Vec with the current drag & drop state.
/// You can use this to consistently update the source list while the drag & drop event is ongoing.
pub fn update_vec<T>(&self, vec: &mut [T]) {
if self.has_changed || self.finished {
if let Some(update) = &self.update {
shift_vec(update.from, update.to, vec);
}
}
}
/// Returns the update if the drag & drop event has finished and the item has been dropped.
/// Useful for the if let syntax.
pub fn final_update(&self) -> Option<DragUpdate> {
if self.finished {
self.update.clone()
} else {
None
}
}
/// Returns a [Option<&str>] with the reason if a drag & drop event was cancelled.
pub fn cancellation_reason(&self) -> Option<&'static str> {
self.cancellation_reason
}
}
/// Holds the data needed to draw the floating item while it is being dragged
/// Deprecated: Use [crate::dnd] or [crate::Dnd::new] instead
#[derive(Clone, Debug)]
pub struct DragDropUi {
pub(crate) detection_state: DragDetectionState,
/// If the mobile config is set, we will use it if we detect a touch event
touch_config: Option<DragDropConfig>,
mouse_config: DragDropConfig,
pub(crate) swap_animation_time: f32,
pub(crate) return_animation_time: f32,
}
impl Default for DragDropUi {
fn default() -> Self {
DragDropUi {
detection_state: DragDetectionState::None,
touch_config: Some(DragDropConfig::touch()),
mouse_config: DragDropConfig::mouse(),
swap_animation_time: 0.2,
return_animation_time: 0.2,
}
}
}
/// [Handle::ui] is used to draw the drag handle
pub struct Handle<'a> {
id: Id,
idx: usize,
state: &'a mut DragDropUi,
hovering_over_any_handle: &'a mut bool,
item_pos: Pos2,
// Configurable options
sense: Option<Sense>,
show_drag_cursor_on_hover: bool,
disable_selectable_labels: bool,
}
#[derive(Debug, Default, Clone)]
pub(crate) enum DragDetectionState {
#[default]
None,
PressedWaitingForDelay {
pressed_at: SystemTime,
},
WaitingForClickThreshold {
pressed_at: SystemTime,
},
CouldBeValidDrag,
Cancelled(&'static str),
Dragging {
id: Id,
source_idx: usize,
offset: Vec2,
dragged_item_size: Vec2,
closest_item: (Id, Pos2),
last_pointer_pos: Pos2,
hovering_last_item: bool,
// These should only be used for output, as to not cause issues when item indexes change
hovering_idx: usize,
},
TransitioningBackAfterDragFinished {
id: Id,
dragged_item_size: Option<Vec2>,
},
}
impl DragDetectionState {
fn is_evaluating_drag(&self) -> bool {
matches!(self, DragDetectionState::WaitingForClickThreshold { .. })
|| matches!(self, DragDetectionState::PressedWaitingForDelay { .. })
|| matches!(self, DragDetectionState::CouldBeValidDrag)
}
pub(crate) fn is_dragging(&self) -> bool {
matches!(self, DragDetectionState::Dragging { .. })
}
fn dragged_item(&self) -> Option<Id> {
match self {
DragDetectionState::Dragging { id, .. } => Some(*id),
_ => None,
}
}
pub(crate) fn is_dragging_item(&self, id: Id) -> bool {
self.dragged_item() == Some(id)
}
pub(crate) fn dragged_item_size(&self) -> Option<Vec2> {
match self {
DragDetectionState::Dragging {
dragged_item_size, ..
} => Some(*dragged_item_size),
DragDetectionState::TransitioningBackAfterDragFinished {
dragged_item_size: Some(dragged_item_size),
..
} => Some(*dragged_item_size),
_ => None,
}
}
pub(crate) fn last_pointer_pos(&self) -> Option<Pos2> {
match self {
DragDetectionState::Dragging {
last_pointer_pos, ..
} => Some(*last_pointer_pos),
_ => None,
}
}
}
impl<'a> Handle<'a> {
pub(crate) fn new(
id: Id,
idx: usize,
state: &'a mut DragDropUi,
hovering_over_any_handle: &'a mut bool,
item_pos: Pos2,
) -> Self {
Handle {
id,
idx,
state,
hovering_over_any_handle,
item_pos,
sense: None,
show_drag_cursor_on_hover: true,
disable_selectable_labels: true,
}
}
/// You can add [Sense::click] if you want to listen for clicks on the handle
/// **Warning**: This will make anything sensing clicks in the handle not draggable
/// Make sure to not set this if your handle consists of a single button, and directly
/// query the button for clicks.
pub fn sense(mut self, sense: Sense) -> Self {
self.sense = Some(sense);
self
}
/// If `true`, the cursor will change to a grab cursor when hovering over the handle
/// This is `true` by default
pub fn show_drag_cursor_on_hover(mut self, show: bool) -> Self {
self.show_drag_cursor_on_hover = show;
self
}
/// By default, selectable labels are disabled in the handle, to not interfere with dragging.
/// You can use this to re-enable them.
/// Note that if you disable selectable labels globally, this won't have any effect.
pub fn enable_selectable_labels(mut self) -> Self {
self.disable_selectable_labels = false;
self
}
/// Draw the drag handle. Use [Handle::sense] to add a click sense.
/// You can also add buttons in the handle, but they won't be interactive if you pass Sense::click
pub fn ui(mut self, ui: &mut Ui, contents: impl FnOnce(&mut Ui)) -> egui::Response {
let disabled = if self.disable_selectable_labels {
let interaction = &mut ui.style_mut().interaction;
let old_values = (
interaction.selectable_labels,
interaction.multi_widget_text_select,
);
interaction.selectable_labels = false;
interaction.multi_widget_text_select = false;
Some(old_values)
} else {
None
};
let response = ui.push_id(self.id.with("handle_ui"), |ui| contents(ui));
if let Some((selectable_labels, multi_widget_text_select)) = disabled {
ui.style_mut().interaction.selectable_labels = selectable_labels;
ui.style_mut().interaction.multi_widget_text_select = multi_widget_text_select;
}
self.handle_response(response.response, ui)
}
/// This is useful if you want to sort items in a horizontal_wrapped.
/// This doesn't create a new scope.
pub fn ui_sized(
mut self,
ui: &mut Ui,
size: Vec2,
add_contents: impl FnOnce(&mut Ui),
) -> egui::Response {
let response = ui.allocate_ui(size, |ui| {
if self.disable_selectable_labels {
ui.style_mut().interaction.selectable_labels = false;
ui.style_mut().interaction.multi_widget_text_select = false;
}
// We somehow have to push a new id here or there will be an id clash at response.interact
ui.push_id(self.id.with("handle_ui"), add_contents)
});
self.handle_response(response.inner.response, ui)
}
fn handle_response(&mut self, response: egui::Response, ui: &mut Ui) -> egui::Response {
let response = if let Some(sense) = self.sense {
response.interact(sense)
} else {
response
};
if response.contains_pointer() {
if self.show_drag_cursor_on_hover {
ui.output_mut(|o| o.cursor_icon = CursorIcon::Grab);
}
*self.hovering_over_any_handle = true;
}
let offset = self.item_pos.to_vec2()
- ui.ctx()
.input(|i| i.pointer.hover_pos())
.unwrap_or_default()
.to_vec2();
let drag_distance = ui.input(|i| {
(i.pointer.hover_pos().unwrap_or_default()
- i.pointer.press_origin().unwrap_or_default())
.length()
});
let click_threshold = 1.0;
let is_above_click_threshold = drag_distance > click_threshold;
if response.contains_pointer()
&& response
.rect
.contains(ui.input(|input| input.pointer.press_origin().unwrap_or_default()))
{
if let DragDetectionState::WaitingForClickThreshold { pressed_at } =
self.state.detection_state
{
// It should be safe to stop anything else being dragged here
// This is important so any ScrollArea isn't being dragged while we wait for the click threshold
ui.ctx().stop_dragging();
if is_above_click_threshold
|| pressed_at.elapsed().unwrap_or_default()
> self.state.config(ui).click_tolerance_timeout
{
self.state.detection_state = DragDetectionState::CouldBeValidDrag;
}
}
};
if response.contains_pointer()
&& matches!(
self.state.detection_state,
DragDetectionState::CouldBeValidDrag
)
{
self.state.detection_state = DragDetectionState::Dragging {
id: self.id,
offset,
// We set this in the Item
dragged_item_size: Default::default(),
closest_item: (self.id, self.item_pos),
source_idx: self.idx,
hovering_idx: self.idx,
last_pointer_pos: ui
.ctx()
.input(|i| i.pointer.hover_pos())
.unwrap_or_default(),
hovering_last_item: false,
};
ui.ctx().set_dragged_id(self.id);
}
response
}
}
/// Configuration for drag detection.
#[derive(Debug, Clone)]
pub struct DragDropConfig {
/// How long does the user have to keep pressing until a drag may begin?
/// This is useful when dragging and dropping on a touch screen in a scrollable area.
pub drag_delay: Duration,
/// How far can the pointer move during the [DragDropConfig::drag_delay] before the drag is cancelled?
pub scroll_tolerance: Option<f32>,
/// How far does the pointer have to move before a drag starts?
/// This is useful when the handle is also a button.
/// If the pointer is released before this threshold, the drag never starts and the button / handle can be clicked.
/// If you want to detect clicks on the handle itself, [Handle::sense] to add a click sense to the handle.
pub click_tolerance: f32,
/// If we have been holding longer than this duration, a drag will be started even if the pointer has not moved above [DragDropConfig::click_tolerance].
pub click_tolerance_timeout: Duration,
}
impl Default for DragDropConfig {
fn default() -> Self {
Self::mouse()
}
}
impl DragDropConfig {
/// Optimized for mouse usage
pub fn mouse() -> Self {
Self {
click_tolerance: 1.0,
drag_delay: Duration::from_millis(0),
scroll_tolerance: None,
click_tolerance_timeout: Duration::from_millis(250),
}
}
/// Optimized for touch usage in a fixed size area (no scrolling)
/// Has a higher click tolerance than [DragDropConfig::mouse]
pub fn touch() -> Self {
Self {
scroll_tolerance: None,
click_tolerance: 3.0,
drag_delay: Duration::from_millis(0),
click_tolerance_timeout: Duration::from_millis(250),
}
}
/// Optimized for touch usage in a scrollable area
pub fn touch_scroll() -> Self {
Self {
scroll_tolerance: Some(6.0),
click_tolerance: 3.0,
drag_delay: Duration::from_millis(300),
click_tolerance_timeout: Duration::from_millis(250),
}
}
}
/// [DragDropUi] stores the state of the Drag & Drop list.
impl DragDropUi {
/// Sets the config used when dragging with the mouse or when no touch config is set
pub fn with_mouse_config(mut self, config: DragDropConfig) -> Self {
self.mouse_config = config;
self
}
/// Sets the config used when dragging with touch
/// If None, the mouse config is used instead
/// Use [DragDropConfig::touch] or [DragDropConfig::touch_scroll] to get a config optimized for touch
/// The default is [DragDropConfig::touch]
/// For dragging in a ScrollArea, use [DragDropConfig::touch_scroll]
pub fn with_touch_config(mut self, config: Option<DragDropConfig>) -> Self {
self.touch_config = config;
self
}
fn config(&self, ui: &Ui) -> &DragDropConfig {
if ui.input(|i| i.any_touches()) {
self.touch_config.as_ref().unwrap_or(&self.mouse_config)
} else {
&self.mouse_config
}
}
/// Draw the items and handle drag & drop stuff
pub fn ui(
&mut self,
ui: &mut Ui,
callback: impl FnOnce(&mut Ui, &mut ItemIterator),
) -> DragDropResponse {
// During the first frame, we check if the pointer is actually over any of the item handles and cancel the drag if it isn't
let mut first_frame = false;
let config = self.config(ui).clone();
ui.input(|i| {
if i.pointer.any_down() {
if matches!(self.detection_state, DragDetectionState::None)
|| matches!(
self.detection_state,
DragDetectionState::TransitioningBackAfterDragFinished { .. }
)
{
first_frame = true;
self.detection_state = DragDetectionState::PressedWaitingForDelay {
pressed_at: SystemTime::now(),
};
}
let drag_distance = (i.pointer.hover_pos().unwrap_or_default()
- i.pointer.press_origin().unwrap_or_default())
.length();
let is_below_scroll_threshold =
drag_distance < config.scroll_tolerance.unwrap_or(f32::INFINITY);
if let DragDetectionState::PressedWaitingForDelay { pressed_at } =
self.detection_state
{
if pressed_at.elapsed().unwrap_or_default() >= config.drag_delay {
if is_below_scroll_threshold {
self.detection_state =
DragDetectionState::WaitingForClickThreshold { pressed_at };
} else {
self.detection_state = DragDetectionState::Cancelled(
"Drag distance exceeded scroll threshold",
);
}
} else if !is_below_scroll_threshold {
self.detection_state = DragDetectionState::Cancelled(
"Drag distance exceeded scroll threshold",
);
}
}
if let DragDetectionState::WaitingForClickThreshold { pressed_at } =
self.detection_state
{
if pressed_at.elapsed().unwrap_or_default() >= config.click_tolerance_timeout {
self.detection_state = DragDetectionState::CouldBeValidDrag;
}
}
}
});
let pointer_pos = ui
.input(|i| i.pointer.hover_pos())
.or_else(|| self.detection_state.last_pointer_pos());
let dragged_item_rect = if let DragDetectionState::Dragging {
offset,
dragged_item_size,
..
} = &self.detection_state
{
Some(Rect::from_min_size(
pointer_pos.unwrap_or_default() + *offset,
*dragged_item_size,
))
} else {
None
};
let mut item_iter = ItemIterator::new(self, dragged_item_rect, *ui.layout());
callback(ui, &mut item_iter);
let ItemIterator {
source_item,
hovering_over_any_handle,
mut closest_item,
mark_next_as_closest_item,
last_item,
hovering_last_item,
..
} = item_iter;
// This is only some if we're hoving over the last item
let hovering_last_item = if mark_next_as_closest_item.is_some() {
closest_item = Some((0.0, last_item));
// We're only doing this once or we wouldn't be able to move back to the
// second to last item
!hovering_last_item
} else {
false
};
let pointer_released = ui.input(|i| i.pointer.any_released());
let should_update = closest_item.map(|i| i.1.is_some()).unwrap_or(false);
// The cursor is not hovering over any item, so cancel
if first_frame && !hovering_over_any_handle {
self.detection_state =
DragDetectionState::Cancelled("Cursor not hovering over any item handle");
}
let drag_phase_changed_this_frame = false;
let hovering_item = closest_item.and_then(|i| i.1);
if let DragDetectionState::Dragging {
closest_item: closest_out,
source_idx: source_idx_out,
hovering_idx: hovering_idx_out,
last_pointer_pos: last_pointer_pos_out,
hovering_last_item: hovering_last_item_out,
..
} = &mut self.detection_state
{
if let Some((hovering_idx, hovering_id, pos)) = hovering_item {
*closest_out = (hovering_id, pos);
*hovering_idx_out = hovering_idx;
*hovering_last_item_out = hovering_last_item;
}
if let Some(pointer_pos) = pointer_pos {
*last_pointer_pos_out = pointer_pos;
}
if let Some(source_item) = source_item {
*source_idx_out = source_item.0;
}
}
if self.detection_state.is_dragging() {
if let Some(pointer_pos) = pointer_pos {
// If we are in a ScrollArea, allow for scrolling while dragging
ui.scroll_to_rect(Rect::from_center_size(pointer_pos, Vec2::splat(50.0)), None);
}
}
let mut response = if !drag_phase_changed_this_frame {
if let DragDetectionState::Dragging {
source_idx,
hovering_idx,
hovering_last_item,
..
} = self.detection_state
{
DragDropResponse {
finished: false,
update: Some(DragUpdate {
from: source_idx,
to: if hovering_last_item {
hovering_idx + 1
} else {
hovering_idx
},
}),
state: self.detection_state.clone(),
cancellation_reason: None,
has_changed: should_update,
}
} else {
DragDropResponse {
finished: false,
update: None,
state: self.detection_state.clone(),
cancellation_reason: None,
has_changed: false,
}
}
} else {
DragDropResponse {
finished: false,
update: None,
state: self.detection_state.clone(),
cancellation_reason: None,
has_changed: false,
}
};
if pointer_released {
if let Some(dragged_item) = self.detection_state.dragged_item() {
response.finished = true;
self.detection_state = DragDetectionState::TransitioningBackAfterDragFinished {
dragged_item_size: self.detection_state.dragged_item_size(),
id: dragged_item,
};
}
}
ui.input(|input| {
if !input.pointer.any_down()
&& !matches!(
self.detection_state,
DragDetectionState::TransitioningBackAfterDragFinished { .. }
)
{
if let DragDetectionState::Cancelled(msg) = self.detection_state {
response.cancellation_reason = Some(msg);
}
self.detection_state = DragDetectionState::None;
}
});
// We are not over any target, cancel the drag
if let DragDetectionState::CouldBeValidDrag = self.detection_state {
self.detection_state = DragDetectionState::Cancelled("Not hovering over any target");
}
// Repaint continuously while we are evaluating the drag
if self.detection_state.is_evaluating_drag() {
ui.ctx().request_repaint();
}
response
}
}