Implement tab drag and drop
This commit is contained in:
parent
86632b68de
commit
dced6da03d
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@ -41,6 +41,11 @@ function common.lerp(a, b, t)
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end
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end
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function common.distance(x1, y1, x2, y2)
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return math.sqrt(math.pow(x2-x1, 2)+math.pow(y2-y1, 2))
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end
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function common.color(str)
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function common.color(str)
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local r, g, b, a = str:match("#(%x%x)(%x%x)(%x%x)")
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local r, g, b, a = str:match("#(%x%x)(%x%x)(%x%x)")
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if r then
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if r then
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@ -712,6 +712,62 @@ function Node:resize(axis, value)
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end
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end
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function Node:get_split_type(mouse_x, mouse_y)
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local x, y = self.position.x, self.position.y
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local w, h = self.size.x, self.size.y
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local _, _, _, tab_h = self:get_scroll_button_rect(1)
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y = y + tab_h
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h = h - tab_h
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local local_mouse_x = mouse_x - x
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local local_mouse_y = mouse_y - y
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if local_mouse_y < 0 then
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return "tab"
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else
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local left_pct = local_mouse_x * 100 / w
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local top_pct = local_mouse_y * 100 / h
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if left_pct <= 30 then
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return "left"
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elseif left_pct >= 70 then
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return "right"
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elseif top_pct <= 30 then
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return "up"
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elseif top_pct >= 70 then
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return "down"
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end
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return "middle"
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end
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end
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function Node:get_drag_overlay_tab_position(x, y, dragged_node, dragged_index)
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local tab_index = self:get_tab_overlapping_point(x, y)
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if not tab_index then
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local first_tab_x = self:get_tab_rect(1)
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if x < first_tab_x then
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-- mouse before first visible tab
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tab_index = self.tab_offset or 1
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else
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-- mouse after last visible tab
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tab_index = self:get_visible_tabs_number() + (self.tab_offset - 1 or 0)
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end
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end
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local tab_x, tab_y, tab_w, tab_h = self:get_tab_rect(tab_index)
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if x > tab_x + tab_w / 2 and tab_index <= #self.views then
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-- use next tab
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tab_x = tab_x + tab_w
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tab_index = tab_index + 1
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end
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if self == dragged_node and dragged_index and tab_index > dragged_index then
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-- the tab we are moving is counted in tab_index
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tab_index = tab_index - 1
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tab_x = tab_x - tab_w
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end
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return tab_index, tab_x, tab_y, tab_w, tab_h
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end
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local RootView = View:extend()
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local RootView = View:extend()
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function RootView:new()
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function RootView:new()
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@ -719,6 +775,14 @@ function RootView:new()
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self.root_node = Node()
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self.root_node = Node()
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self.deferred_draws = {}
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self.deferred_draws = {}
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self.mouse = { x = 0, y = 0 }
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self.mouse = { x = 0, y = 0 }
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self.drag_overlay = { x = 0, y = 0, w = 0, h = 0, visible = false, opacity = 0,
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base_color = style.drag_overlay,
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color = { table.unpack(style.drag_overlay) } }
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self.drag_overlay.to = { x = 0, y = 0, w = 0, h = 0 }
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self.drag_overlay_tab = { x = 0, y = 0, w = 0, h = 0, visible = false, opacity = 0,
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base_color = style.drag_overlay_tab,
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color = { table.unpack(style.drag_overlay_tab) } }
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self.drag_overlay_tab.to = { x = 0, y = 0, w = 0, h = 0 }
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end
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end
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@ -802,10 +866,12 @@ function RootView:on_mouse_pressed(button, x, y, clicks)
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if button == "middle" or node.hovered_close == idx then
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if button == "middle" or node.hovered_close == idx then
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node:close_view(self.root_node, node.views[idx])
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node:close_view(self.root_node, node.views[idx])
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else
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else
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self.dragged_node = { node, idx }
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if button == "left" then
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self.dragged_node = { node = node, idx = idx, dragging = false, drag_start_x = x, drag_start_y = y}
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end
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node:set_active_view(node.views[idx])
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node:set_active_view(node.views[idx])
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end
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end
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else
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elseif not self.dragged_node then -- avoid sending on_mouse_pressed events when dragging tabs
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core.set_active_view(node.active_view)
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core.set_active_view(node.active_view)
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if not self.on_view_mouse_pressed(button, x, y, clicks) then
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if not self.on_view_mouse_pressed(button, x, y, clicks) then
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node.active_view:on_mouse_pressed(button, x, y, clicks)
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node.active_view:on_mouse_pressed(button, x, y, clicks)
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@ -814,14 +880,73 @@ function RootView:on_mouse_pressed(button, x, y, clicks)
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end
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end
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function RootView:on_mouse_released(...)
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function RootView:get_overlay_base_color(overlay)
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if overlay == self.drag_overlay then
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return style.drag_overlay
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else
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return style.drag_overlay_tab
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end
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end
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function RootView:set_show_overlay(overlay, status)
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overlay.visible = status
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if status then -- reset colors
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-- reload base_color
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overlay.base_color = self:get_overlay_base_color(overlay)
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overlay.color[1] = overlay.base_color[1]
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overlay.color[2] = overlay.base_color[2]
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overlay.color[3] = overlay.base_color[3]
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overlay.color[4] = overlay.base_color[4]
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overlay.opacity = 0
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end
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end
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function RootView:on_mouse_released(button, x, y, ...)
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if self.dragged_divider then
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if self.dragged_divider then
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self.dragged_divider = nil
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self.dragged_divider = nil
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end
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end
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if self.dragged_node then
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if self.dragged_node then
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if button == "left" then
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if self.dragged_node.dragging then
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local node = self.root_node:get_child_overlapping_point(self.mouse.x, self.mouse.y)
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local dragged_node = self.dragged_node.node
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if node and not node.locked
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-- don't do anything if dragging onto own node, with only one view
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and (node ~= dragged_node or #node.views > 1) then
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local split_type = node:get_split_type(self.mouse.x, self.mouse.y)
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local view = dragged_node.views[self.dragged_node.idx]
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if split_type ~= "middle" and split_type ~= "tab" then -- needs splitting
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local new_node = node:split(split_type)
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self.root_node:get_node_for_view(view):remove_view(self.root_node, view)
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new_node:add_view(view)
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elseif split_type == "middle" and node ~= dragged_node then -- move to other node
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dragged_node:remove_view(self.root_node, view)
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node:add_view(view)
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self.root_node:get_node_for_view(view):set_active_view(view)
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elseif split_type == "tab" then -- move besides other tabs
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local tab_index = node:get_drag_overlay_tab_position(self.mouse.x, self.mouse.y, dragged_node, self.dragged_node.idx)
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dragged_node:remove_view(self.root_node, view)
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node:add_view(view, tab_index)
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self.root_node:get_node_for_view(view):set_active_view(view)
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end
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self.root_node:update_layout()
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core.redraw = true
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end
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end
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self:set_show_overlay(self.drag_overlay, false)
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self:set_show_overlay(self.drag_overlay_tab, false)
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if self.dragged_node and self.dragged_node.dragging then
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core.request_cursor("arrow")
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end
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self.dragged_node = nil
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self.dragged_node = nil
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end
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end
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self.root_node:on_mouse_released(...)
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else -- avoid sending on_mouse_released events when dragging tabs
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self.root_node:on_mouse_released(button, x, y, ...)
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end
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end
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end
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@ -857,6 +982,19 @@ function RootView:on_mouse_moved(x, y, dx, dy)
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end
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end
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self.mouse.x, self.mouse.y = x, y
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self.mouse.x, self.mouse.y = x, y
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local dn = self.dragged_node
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if dn and not dn.dragging then
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-- start dragging only after enough movement
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dn.dragging = common.distance(x, y, dn.drag_start_x, dn.drag_start_y) > style.tab_width * .05
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if dn.dragging then
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core.request_cursor("hand")
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end
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end
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-- avoid sending on_mouse_moved events when dragging tabs
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if dn then return end
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self.root_node:on_mouse_moved(x, y, dx, dy)
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self.root_node:on_mouse_moved(x, y, dx, dy)
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local node = self.root_node:get_child_overlapping_point(x, y)
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local node = self.root_node:get_child_overlapping_point(x, y)
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@ -871,24 +1009,6 @@ function RootView:on_mouse_moved(x, y, dx, dy)
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elseif node then
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elseif node then
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core.request_cursor(node.active_view.cursor)
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core.request_cursor(node.active_view.cursor)
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end
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end
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if node and self.dragged_node and (self.dragged_node[1] ~= node or (tab_index and self.dragged_node[2] ~= tab_index))
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and node.type == "leaf" and #node.views > 0 and node.views[1]:is(DocView) then
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local tab = self.dragged_node[1].views[self.dragged_node[2]]
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if self.dragged_node[1] ~= node then
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for i, v in ipairs(node.views) do if v.doc == tab.doc then tab = nil break end end
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if tab then
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self.dragged_node[1]:remove_view(self.root_node, tab)
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node:add_view(tab, tab_index)
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self.root_node:update_layout()
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self.dragged_node = { node, tab_index or #node.views }
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core.redraw = true
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end
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else
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table.remove(self.dragged_node[1].views, self.dragged_node[2])
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table.insert(node.views, tab_index, tab)
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self.dragged_node = { node, tab_index }
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end
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end
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end
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end
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@ -909,10 +1029,110 @@ function RootView:on_focus_lost(...)
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core.redraw = true
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core.redraw = true
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end
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end
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function RootView:interpolate_drag_overlay(overlay)
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self:move_towards(overlay, "x", overlay.to.x)
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self:move_towards(overlay, "y", overlay.to.y)
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self:move_towards(overlay, "w", overlay.to.w)
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self:move_towards(overlay, "h", overlay.to.h)
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self:move_towards(overlay, "opacity", overlay.visible and 100 or 0)
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overlay.color[4] = overlay.base_color[4] * overlay.opacity / 100
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end
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function RootView:update()
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function RootView:update()
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copy_position_and_size(self.root_node, self)
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copy_position_and_size(self.root_node, self)
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self.root_node:update()
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self.root_node:update()
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self.root_node:update_layout()
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self.root_node:update_layout()
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self:update_drag_overlay()
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self:interpolate_drag_overlay(self.drag_overlay)
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self:interpolate_drag_overlay(self.drag_overlay_tab)
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end
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function RootView:set_drag_overlay(overlay, x, y, w, h, immediate)
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overlay.to.x = x
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overlay.to.y = y
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overlay.to.w = w
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overlay.to.h = h
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if immediate then
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overlay.x = x
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overlay.y = y
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overlay.w = w
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overlay.h = h
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end
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if not overlay.visible then
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self:set_show_overlay(overlay, true)
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end
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end
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local function get_split_sizes(split_type, x, y, w, h)
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if split_type == "left" then
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w = w * .5
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elseif split_type == "right" then
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x = x + w * .5
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w = w * .5
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elseif split_type == "up" then
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h = h * .5
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elseif split_type == "down" then
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y = y + h * .5
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h = h * .5
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end
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return x, y, w, h
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end
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function RootView:update_drag_overlay()
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if not (self.dragged_node and self.dragged_node.dragging) then return end
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local over = self.root_node:get_child_overlapping_point(self.mouse.x, self.mouse.y)
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if over and not over.locked then
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local _, _, _, tab_h = over:get_scroll_button_rect(1)
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local x, y = over.position.x, over.position.y
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local w, h = over.size.x, over.size.y
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local split_type = over:get_split_type(self.mouse.x, self.mouse.y)
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if split_type == "tab" and (over ~= self.dragged_node.node or #over.views > 1) then
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local tab_index, tab_x, tab_y, tab_w, tab_h = over:get_drag_overlay_tab_position(self.mouse.x, self.mouse.y)
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self:set_drag_overlay(self.drag_overlay_tab,
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tab_x + (tab_index and 0 or tab_w), tab_y,
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style.caret_width, tab_h,
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-- avoid showing tab overlay moving between nodes
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over ~= self.drag_overlay_tab.last_over)
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self:set_show_overlay(self.drag_overlay, false)
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self.drag_overlay_tab.last_over = over
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else
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if (over ~= self.dragged_node.node or #over.views > 1) then
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y = y + tab_h
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h = h - tab_h
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x, y, w, h = get_split_sizes(split_type, x, y, w, h)
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end
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self:set_drag_overlay(self.drag_overlay, x, y, w, h)
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self:set_show_overlay(self.drag_overlay_tab, false)
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end
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else
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self:set_show_overlay(self.drag_overlay, false)
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self:set_show_overlay(self.drag_overlay_tab, false)
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end
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end
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function RootView:draw_grabbed_tab()
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local dn = self.dragged_node
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local _,_, w, h = dn.node:get_tab_rect(dn.idx)
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local x = self.mouse.x - w / 2
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local y = self.mouse.y - h / 2
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local text = dn.node.views[dn.idx] and dn.node.views[dn.idx]:get_name() or ""
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self.root_node:draw_tab(text, true, true, false, x, y, w, h, true)
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end
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function RootView:draw_drag_overlay(ov)
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if ov.opacity > 0 then
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renderer.draw_rect(ov.x, ov.y, ov.w, ov.h, ov.color)
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end
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end
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end
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@ -922,6 +1142,12 @@ function RootView:draw()
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local t = table.remove(self.deferred_draws)
|
local t = table.remove(self.deferred_draws)
|
||||||
t.fn(table.unpack(t))
|
t.fn(table.unpack(t))
|
||||||
end
|
end
|
||||||
|
|
||||||
|
self:draw_drag_overlay(self.drag_overlay)
|
||||||
|
self:draw_drag_overlay(self.drag_overlay_tab)
|
||||||
|
if self.dragged_node and self.dragged_node.dragging then
|
||||||
|
self:draw_grabbed_tab()
|
||||||
|
end
|
||||||
if core.cursor_change_req then
|
if core.cursor_change_req then
|
||||||
system.set_cursor(core.cursor_change_req)
|
system.set_cursor(core.cursor_change_req)
|
||||||
core.cursor_change_req = nil
|
core.cursor_change_req = nil
|
||||||
|
|
|
@ -44,6 +44,8 @@ style.scrollbar2 = { common.color "#4b4b52" }
|
||||||
style.nagbar = { common.color "#FF0000" }
|
style.nagbar = { common.color "#FF0000" }
|
||||||
style.nagbar_text = { common.color "#FFFFFF" }
|
style.nagbar_text = { common.color "#FFFFFF" }
|
||||||
style.nagbar_dim = { common.color "rgba(0, 0, 0, 0.45)" }
|
style.nagbar_dim = { common.color "rgba(0, 0, 0, 0.45)" }
|
||||||
|
style.drag_overlay = { common.color "rgba(255,255,255,0.1)" }
|
||||||
|
style.drag_overlay_tab = { common.color "#93DDFA" }
|
||||||
|
|
||||||
style.syntax = {}
|
style.syntax = {}
|
||||||
style.syntax["normal"] = { common.color "#e1e1e6" }
|
style.syntax["normal"] = { common.color "#e1e1e6" }
|
||||||
|
|
Loading…
Reference in New Issue