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//! Core list item functionality.
use egui::{NumExt, Response, Shape, Ui};
use crate::{
list_item::{ContentContext, DesiredWidth, LayoutInfoStack, ListItemContent},
ContextExt as _,
};
use crate::{DesignTokens, UiExt as _};
struct ListItemResponse {
/// Response of the whole [`ListItem`]
response: Response,
/// Response from the collapse-triangle button, if any.
collapse_response: Option<Response>,
}
/// Responses returned by [`ListItem::show_hierarchical_with_children`].
pub struct ShowCollapsingResponse<R> {
/// Response from the item itself.
pub item_response: Response,
/// Response from the body, if it was displayed.
pub body_response: Option<egui::InnerResponse<R>>,
/// 0.0 if fully closed, 1.0 if fully open, and something in-between while animating.
pub openness: f32,
}
/// Content-generic list item.
///
/// The following features are supported:
/// - Flat or collapsible hierarchical lists.
/// - Full-span background highlighting.
/// - Interactive or not.
/// - Support for drag and drop with [`crate::drag_and_drop`].
///
/// Besides these core features, [`ListItem`] delegates all content to the [`ListItemContent`]
/// implementations, such as [`super::LabelContent`] and [`super::PropertyContent`].
///
/// Usage example can be found in `re_ui_example`.
#[derive(Debug, Clone)]
pub struct ListItem {
pub interactive: bool,
pub selected: bool,
pub draggable: bool,
pub drag_target: bool,
pub force_hovered: bool,
force_background: Option<egui::Color32>,
pub collapse_openness: Option<f32>,
height: f32,
}
impl Default for ListItem {
fn default() -> Self {
Self {
interactive: true,
selected: false,
draggable: false,
drag_target: false,
force_hovered: false,
force_background: None,
collapse_openness: None,
height: DesignTokens::list_item_height(),
}
}
}
impl ListItem {
/// Create a new [`ListItem`] with the given label.
pub fn new() -> Self {
Self::default()
}
/// Can the user click and interact with it?
///
/// Set to `false` for items that only show info, but shouldn't be interactive.
/// Note: making the list item non-interactive does not necessarily make its content
/// non-interactive. For example, a non-interactive list item may be used in conjunction with
/// [`super::PropertyContent`] to build property-like editors.
#[inline]
pub fn interactive(mut self, interactive: bool) -> Self {
self.interactive = interactive;
self
}
/// Set the selected state of the item.
#[inline]
pub fn selected(mut self, selected: bool) -> Self {
self.selected = selected;
self
}
/// Make the item draggable.
#[inline]
pub fn draggable(mut self, draggable: bool) -> Self {
self.draggable = draggable;
self
}
/// Highlight the item as the current drop target.
///
/// Use this while dragging, to highlight which container will receive the drop at any given time.
/// **Note**: this flag has otherwise no behavioral effect. It's up to the caller to set it when the item is
/// being hovered (or otherwise selected as drop target) while a drag is in progress.
#[inline]
pub fn drop_target_style(mut self, drag_target: bool) -> Self {
self.drag_target = drag_target;
self
}
/// Override the hovered state even if the item is not actually hovered.
///
/// Used to highlight items representing things that are hovered elsewhere in the UI. Note that
/// the [`egui::Response`] returned by [`Self::show_flat`], [`Self::show_hierarchical`], and
/// [`Self::show_hierarchical_with_children`] will still reflect the actual hover state.
#[inline]
pub fn force_hovered(mut self, force_hovered: bool) -> Self {
self.force_hovered = force_hovered;
self
}
/// Override the background color for the item.
///
/// If set, this takes precedence over [`Self::force_hovered`] and any kind of selection/
/// interaction-driven background handling.
#[inline]
pub fn force_background(mut self, force_background: egui::Color32) -> Self {
self.force_background = Some(force_background);
self
}
/// Set the item height.
///
/// The default is provided by [`DesignTokens::list_item_height`] and is suitable for hierarchical
/// lists.
#[inline]
pub fn with_height(mut self, height: f32) -> Self {
self.height = height;
self
}
/// Draw the item as part of a flat list.
///
/// *Important*: must be called while nested in a [`super::list_item_scope`].
pub fn show_flat<'a>(self, ui: &mut Ui, content: impl ListItemContent + 'a) -> Response {
// Note: the purpose of the scope is to minimise interferences on subsequent items' id
ui.scope(|ui| self.ui(ui, None, 0.0, Box::new(content)))
.inner
.response
}
/// Draw the item as a leaf node from a hierarchical list.
///
/// *Important*: must be called while nested in a [`super::list_item_scope`].
pub fn show_hierarchical(self, ui: &mut Ui, content: impl ListItemContent) -> Response {
// Note: the purpose of the scope is to minimise interferences on subsequent items' id
ui.scope(|ui| {
self.ui(
ui,
None,
DesignTokens::small_icon_size().x + DesignTokens::text_to_icon_padding(),
Box::new(content),
)
})
.inner
.response
}
/// Draw the item as a non-leaf node from a hierarchical list.
///
/// The `id` should be globally unique! You can use `ui.make_persistent_id(…)` for that. The
/// children content is indented.
///
/// *Important*: must be called while nested in a [`super::list_item_scope`].
pub fn show_hierarchical_with_children<R>(
self,
ui: &mut Ui,
id: egui::Id,
default_open: bool,
content: impl ListItemContent,
add_children: impl FnOnce(&mut egui::Ui) -> R,
) -> ShowCollapsingResponse<R> {
self.show_hierarchical_with_children_impl(ui, id, default_open, true, content, add_children)
}
/// Draw the item with unindented child content.
///
/// This is similar to [`Self::show_hierarchical_with_children`] but without indent. This is
/// only for special cases such as [`crate::SectionCollapsingHeader`].
pub fn show_hierarchical_with_children_unindented<R>(
self,
ui: &mut Ui,
id: egui::Id,
default_open: bool,
content: impl ListItemContent,
add_children: impl FnOnce(&mut egui::Ui) -> R,
) -> ShowCollapsingResponse<R> {
self.show_hierarchical_with_children_impl(
ui,
id,
default_open,
false,
content,
add_children,
)
}
fn show_hierarchical_with_children_impl<R>(
mut self,
ui: &mut Ui,
id: egui::Id,
default_open: bool,
indented: bool,
content: impl ListItemContent,
add_children: impl FnOnce(&mut egui::Ui) -> R,
) -> ShowCollapsingResponse<R> {
let mut state = egui::collapsing_header::CollapsingState::load_with_default_open(
ui.ctx(),
id,
default_open,
);
// enable collapsing arrow
let openness = state.openness(ui.ctx());
self.collapse_openness = Some(openness);
// Note: the purpose of the scope is to minimise interferences on subsequent items' id
let response = ui
.scope(|ui| self.ui(ui, Some(id), 0.0, Box::new(content)))
.inner;
if let Some(collapse_response) = response.collapse_response {
if collapse_response.clicked() {
state.toggle(ui);
}
}
if response.response.double_clicked() {
state.toggle(ui);
}
let body_response = ui
.scope(|ui| {
if indented {
ui.spacing_mut().indent =
DesignTokens::small_icon_size().x + DesignTokens::text_to_icon_padding();
state.show_body_indented(&response.response, ui, |ui| add_children(ui))
} else {
state.show_body_unindented(ui, |ui| add_children(ui))
}
})
.inner;
ShowCollapsingResponse {
item_response: response.response,
body_response,
openness,
}
}
fn ui<'a>(
self,
ui: &mut Ui,
id: Option<egui::Id>,
extra_indent: f32,
content: Box<dyn ListItemContent + 'a>,
) -> ListItemResponse {
let Self {
interactive,
selected,
draggable,
drag_target,
force_hovered,
force_background,
collapse_openness,
height,
} = self;
let collapse_extra = if collapse_openness.is_some() {
DesignTokens::collapsing_triangle_area().x + DesignTokens::text_to_icon_padding()
} else {
0.0
};
let desired_width = match content.desired_width(ui) {
DesiredWidth::Exact(width) => extra_indent + collapse_extra + width,
DesiredWidth::AtLeast(width) => {
let total_width = extra_indent + collapse_extra + width;
if ui.is_sizing_pass() {
// In the sizing pass we try to be as small as possible.
// egui will then use the maximum width from the sizing pass
// as the max width in all following frames.
total_width
} else {
// Use as much space as we are given (i.e. fill up the full width of the ui).
ui.available_width().at_least(total_width)
}
}
};
let desired_size = egui::vec2(desired_width, height);
let sense = if !interactive {
egui::Sense::hover()
} else if draggable {
egui::Sense::click_and_drag()
} else {
egui::Sense::click()
};
let (allocated_id, mut rect) = ui.allocate_space(desired_size);
rect.min.x += extra_indent;
// We use the state set by ListItemContainer to determine how far the background should
// extend.
let layout_info = LayoutInfoStack::top(ui.ctx());
let bg_rect = egui::Rect::from_x_y_ranges(ui.full_span(), rect.y_range());
// Record the max allocated width.
layout_info.register_max_item_width(ui.ctx(), rect.right() - layout_info.left_x);
// We want to be able to select/hover the item across its full span, so we interact over the
// entire background rect. But…
let mut response = ui.interact(bg_rect, allocated_id, sense);
// …we must not "leak" rects that span beyond `ui.available_width()` (which is typically
// the case for `bg_rect`), because that can have unwanted side effect. For example, it
// could trigger `show_body_indented` (in `Self::show_hierarchical_with_children`) to
// allocate past the available width.
response.rect = rect;
// override_hover should not affect the returned response
let mut style_response = response.clone();
if force_hovered {
style_response.contains_pointer = true;
style_response.hovered = true;
}
let mut collapse_response = None;
let visuals = ui.style().interact_selectable(&style_response, selected);
let background_frame = ui.painter().add(egui::Shape::Noop);
// Draw collapsing triangle
if let Some(openness) = collapse_openness {
let triangle_pos = ui.painter().round_pos_to_pixels(egui::pos2(
rect.min.x,
rect.center().y - 0.5 * DesignTokens::collapsing_triangle_area().y,
));
let triangle_rect =
egui::Rect::from_min_size(triangle_pos, DesignTokens::collapsing_triangle_area());
let triangle_response = ui.interact(
triangle_rect.expand(3.0), // make it easier to click
id.unwrap_or(ui.id()).with("collapsing_triangle"),
egui::Sense::click(),
);
ui.paint_collapsing_triangle(
openness,
triangle_rect.center(),
ui.style().interact(&triangle_response),
);
collapse_response = Some(triangle_response);
}
// Draw content
let mut content_rect = rect;
if collapse_openness.is_some() {
content_rect.min.x += extra_indent + collapse_extra;
}
let content_ctx = ContentContext {
rect: content_rect,
bg_rect,
response: &style_response,
list_item: &self,
layout_info,
};
content.ui(ui, &content_ctx);
if ui.is_rect_visible(bg_rect) {
// Ensure the background highlight is drawn over round pixel coordinates. Otherwise,
// there could be artifact between consecutive highlighted items when drawn on
// fractional pixels.
let bg_rect_to_paint = ui.painter().round_rect_to_pixels(bg_rect);
if drag_target {
ui.painter().set(
background_frame,
Shape::rect_stroke(bg_rect_to_paint, 0.0, ui.ctx().hover_stroke()),
);
}
let bg_fill = force_background.or_else(|| {
if !drag_target && interactive {
if !response.hovered() && ui.rect_contains_pointer(bg_rect) {
// if some part of the content is active and hovered, our background should
// become dimmer
Some(visuals.bg_fill)
} else if selected
|| style_response.hovered()
|| style_response.highlighted()
|| style_response.has_focus()
{
Some(visuals.weak_bg_fill)
} else {
None
}
} else {
None
}
});
if let Some(bg_fill) = bg_fill {
ui.painter().set(
background_frame,
Shape::rect_filled(bg_rect_to_paint, 0.0, bg_fill),
);
}
}
ListItemResponse {
response,
collapse_response,
}
}
}