Implement tab drag and drop

This commit is contained in:
Guldoman 2021-09-17 02:47:34 +02:00 committed by Francesco Abbate
parent 86632b68de
commit dced6da03d
3 changed files with 256 additions and 23 deletions

View File

@ -41,6 +41,11 @@ function common.lerp(a, b, t)
end end
function common.distance(x1, y1, x2, y2)
return math.sqrt(math.pow(x2-x1, 2)+math.pow(y2-y1, 2))
end
function common.color(str) function common.color(str)
local r, g, b, a = str:match("#(%x%x)(%x%x)(%x%x)") local r, g, b, a = str:match("#(%x%x)(%x%x)(%x%x)")
if r then if r then

View File

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

View File

@ -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" }