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Added Context::is_context_menu_open() #3267

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merged 1 commit into from
Aug 22, 2023

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dmlary
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@dmlary dmlary commented Aug 20, 2023

I encountered a case where I needed to know if an egui context menu was open, even if the mouse cursor was not in an egui area (full details in discord: https://discord.com/channels/900275882684477440/1142659953102966884).

I found that every resource I needed to detect that the context menu was open was either private, or pub(crate). Also, the Response returned by Response::context_menu() contains no way to detect that the context menu was opened or closed, so there's nothing to hook there.

While it is possible to wrap the Response::context_menu() in code to do state-tracking, it becomes necessary to duplicate that code in every place you call context_menu().

In this commit, I add Context::is_context_menu_open(). Named similarly to Context::is_pointer_over_area(), this method will return true if any context menu is open. This is possible because the context menu uses a temp var with a fixed Id to store its state. This method just fetches the state, and interrogates it to see if there is a menu present.

One pub(crate) helper method, BarState::has_root(), was added as all the fields needed to perform the check were private to the menu module.

I've also updated the Context Menu demo to show the result of is_context_menu_open() to verify the code functions as expected.

I encountered a case where I needed to know if an egui context menu was
open, even if the mouse cursor was not in an egui area (full details in
discord).  I found that every resource I needed to detect that the menu
was open was either private, or pub(crate).  While it is possible to
wrap the `Response::context_menu()` in code to do state-tracking, it
becomes necessary to duplicate that code in every place you use a
context menu.

In this commit, I add `Context::is_context_menu_open()`.  Named similarly
to `Context::is_pointer_over_area()`, this method will return true if
any context menu is open.  This is possible because the context menu
uses a temp var with a fixed Id to store its state.  This method just
fetches the state, and interrogates it to see if there is a menu
present.

One helper method, `BarState::has_root()`, was added as all the fields
needed to perform the check were private to the `menu` module.

I've also updated the Context Menu demo to show the result of
`is_context_menu_open()` to verify the code functions as expected.
@dmlary
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dmlary commented Aug 20, 2023

Video of updated demo; github wouldn't inline it in the description.

Screen.Recording.2023-08-20.at.2.10.26.PM.mov

@dmlary
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dmlary commented Aug 20, 2023

And here's the equivalent code needed to track the context_menu state from outside of egui:

        // create an area covering the entire screen that we use to detect
        // right-click to open the context menu.
        egui::Area::new("context_menu_area")
            // set the area as background so 'is_pointer_over_area()' ignores
            // this area when checking the pointer location.
            .order(egui::Order::Background)
            // set the position to (0, 0) to override padding/spacing and cover
            // the entire screen
            .fixed_pos([0.0, 0.0])
            .show(ctx, |ui| {
                // We need to know when the context menu is open so we don't
                // move the tile-selection cursor.  There is no mechanism in
                // egui to do this, so instead we need to manually track it
                // ourselves.
                //
                // Assume the menu is always closed; update it to open when it
                // is drawn.  If the menu state doesn't match the UiState value
                // at the end, update the UiState.
                let mut menu_is_open = false;

                // create a response covering the entire screen to detect click
                // for the context menu
                ui.allocate_response(ui.available_size(), egui::Sense::click())
                    .context_menu(|ui| {
                        let mut close_menu = false;
                        if ui.button("Link to new Chunk").clicked() {
                            close_menu = true;
                        }
                        if ui.button("Link to Existing Chunk").clicked() {
                            close_menu = true;
                        }
                        if ui.button("Link to Existing Tile").clicked() {
                            close_menu = true;
                        }

                        if close_menu {
                            ui.close_menu();
                        } else {
                            menu_is_open = true;
                        }
                    });

                // if the menu state changed, upsdate the ui state
                if menu_is_open != ui_state.context_menu {
                    debug!("context menu state change: {:?}", menu_is_open);
                    world.resource_mut::<UiState>().context_menu = menu_is_open;
                }
            });

@emilk emilk added the egui label Aug 22, 2023
@emilk emilk merged commit 32a63da into emilk:master Aug 22, 2023
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