Struct re_blueprint_tree::BlueprintTree

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pub struct BlueprintTree {
    blueprint_tree_scroll_to_item: Option<Item>,
    candidate_drop_parent_container_id: Option<ContainerId>,
    next_candidate_drop_parent_container_id: Option<ContainerId>,
    filter_state: FilterState,
    filter_state_app_id: Option<ApplicationId>,
    range_selection_anchor_item: Option<Item>,
}
Expand description

Holds the state of the blueprint tree UI.

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§blueprint_tree_scroll_to_item: Option<Item>

The item that should be focused on in the blueprint tree.

Set at each frame by Self::tree_ui. This is similar to [ViewerContext::focused_item] but account for how specifically the blueprint tree should handle the focused item.

§candidate_drop_parent_container_id: Option<ContainerId>

Current candidate parent container for the ongoing drop. Should be drawn with special highlight.

See Self::is_candidate_drop_parent_container for details.

§next_candidate_drop_parent_container_id: Option<ContainerId>

Candidate parent container to be drawn on the next frame.

We double-buffer this value to deal with ordering constraints.

§filter_state: FilterState

State of the entity filter widget.

§filter_state_app_id: Option<ApplicationId>

The store id the filter widget relates to.

Used to invalidate the filter state (aka deactivate it) when the user switches to a recording with a different application id.

§range_selection_anchor_item: Option<Item>

Range selection anchor item.

This is the item we used as a starting point for range selection. It is set and remembered everytime the user clicks on an item without holding shift.

Implementations§

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impl BlueprintTree

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pub fn activate_filter(&mut self, query: &str)

Activates the search filter (for e.g. test purposes).

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pub fn show( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, ui: &mut Ui, )

Show the Blueprint section of the left panel based on the current ViewportBlueprint

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fn tree_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, ui: &mut Ui, )

Show the blueprint panel tree view.

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fn root_container_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &mut Ui, container_data: &ContainerData, )

Display the root container.

The root container is different from other containers in that it cannot be removed or dragged, and it cannot be collapsed, so it’s drawn without a collapsing triangle.

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fn contents_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &mut Ui, contents_data: &ContentsData, parent_visible: bool, )

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fn container_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &mut Ui, container_data: &ContainerData, parent_visible: bool, )

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fn view_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &mut Ui, view_data: &ViewData, container_visible: bool, )

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fn data_result_ui( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &mut Ui, data_result_data: &DataResultData, view_visible: bool, )

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fn handle_interactions_for_item( &mut self, ctx: &ViewerContext<'_>, viewport_blueprint: &ViewportBlueprint, blueprint_tree_data: &BlueprintTreeData, ui: &Ui, item: Item, response: &Response, )

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fn handle_range_selection( &mut self, ctx: &ViewerContext<'_>, blueprint_tree_data: &BlueprintTreeData, item: Item, response: &Response, )

Handle setting/extending the selection based on shift-clicking.

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fn items_in_range( ctx: &ViewerContext<'_>, blueprint_tree_data: &BlueprintTreeData, collapse_scope: CollapseScope, anchor_item: &Item, shift_clicked_item: &Item, ) -> Vec<Item>

Selects a range of items in the blueprint tree.

This method selects all [Item]s displayed between the provided shift-clicked item and the existing last-clicked item (if any). It takes into account the collapsed state, so only actually visible items may be selected.

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fn scroll_to_me_if_needed(&self, ui: &Ui, item: &Item, response: &Response)

Check if the provided item should be scrolled to.

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fn handle_root_container_drag_and_drop_interaction( &mut self, ctx: &ViewerContext<'_>, viewport: &ViewportBlueprint, ui: &Ui, contents: Contents, response: &Response, )

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fn handle_drag_and_drop_interaction( &mut self, ctx: &ViewerContext<'_>, viewport: &ViewportBlueprint, ui: &Ui, contents: Contents, response: &Response, body_response: Option<&Response>, )

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fn handle_empty_space_drag_and_drop_interaction( &mut self, ctx: &ViewerContext<'_>, viewport: &ViewportBlueprint, ui: &Ui, empty_space: Rect, )

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fn handle_contents_drop_target( &mut self, ctx: &ViewerContext<'_>, viewport: &ViewportBlueprint, ui: &Ui, dragged_contents: &[Contents], drop_target: &DropTarget<Contents>, )

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fn is_candidate_drop_parent_container(&self, container_id: &ContainerId) -> bool

Is the provided container the current candidate parent container for the ongoing drag?

When a drag is in progress, the candidate parent container for the dragged item should be highlighted. Note that this can happen when hovering said container, its direct children, or even the item just after it.

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pub fn collapse_scope(&self) -> CollapseScope

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fn handle_focused_item( &self, ctx: &ViewerContext<'_>, viewport: &ViewportBlueprint, ui: &Ui, focused_item: &Item, ) -> Option<Item>

Expand all required items and compute which item we should scroll to.

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fn expand_all_contents_until( &self, viewport: &ViewportBlueprint, egui_ctx: &Context, focused_contents: &Contents, )

Expand all containers until reaching the provided content.

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fn expand_all_data_results_until( &self, ctx: &ViewerContext<'_>, egui_ctx: &Context, view_id: &ViewId, entity_path: &EntityPath, )

Expand data results of the provided view all the way to the provided entity.

Trait Implementations§

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impl Default for BlueprintTree

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fn default() -> BlueprintTree

Returns the “default value” for a type. Read more

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