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blueprint_tree.rs
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blueprint_tree.rs
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use egui::{Response, Ui};
use itertools::Itertools;
use re_data_ui::item_ui::guess_instance_path_icon;
use smallvec::SmallVec;
use re_context_menu::{context_menu_ui_for_item, SelectionUpdateBehavior};
use re_entity_db::InstancePath;
use re_log_types::EntityPath;
use re_types::blueprint::components::Visible;
use re_ui::{drag_and_drop::DropTarget, list_item, ContextExt as _, DesignTokens, UiExt as _};
use re_viewer_context::{
contents_name_style, icon_for_container_kind, CollapseScope, Contents, DataResultTree,
SystemCommandSender,
};
use re_viewer_context::{
ContainerId, DataQueryResult, DataResultNode, HoverHighlight, Item, SpaceViewId, ViewerContext,
};
use re_viewport_blueprint::ui::show_add_space_view_or_container_modal;
use re_viewport_blueprint::{SpaceViewBlueprint, ViewportBlueprint};
enum DataResultNodeOrPath<'a> {
Path(&'a EntityPath),
DataResultNode(&'a DataResultNode),
}
impl<'a> DataResultNodeOrPath<'a> {
fn from_path_lookup(result_tree: &'a DataResultTree, path: &'a EntityPath) -> Self {
result_tree
.lookup_node_by_path(path)
.map_or(DataResultNodeOrPath::Path(path), |node| {
DataResultNodeOrPath::DataResultNode(node)
})
}
fn path(&self) -> &'a EntityPath {
match self {
DataResultNodeOrPath::Path(path) => path,
DataResultNodeOrPath::DataResultNode(node) => &node.data_result.entity_path,
}
}
fn data_result_node(&self) -> Option<&'a DataResultNode> {
match self {
DataResultNodeOrPath::Path(_) => None,
DataResultNodeOrPath::DataResultNode(node) => Some(node),
}
}
}
/// Holds the state of the blueprint tree UI.
#[derive(Default)]
pub struct BlueprintTree {
/// 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.
blueprint_tree_scroll_to_item: Option<Item>,
/// Current candidate parent container for the ongoing drop. Should be drawn with special
/// highlight.
///
/// See [`Self::is_candidate_drop_parent_container`] for details.
candidate_drop_parent_container_id: Option<ContainerId>,
/// Candidate parent container to be drawn on next frame.
///
/// We double-buffer this value to deal with ordering constraints.
next_candidate_drop_parent_container_id: Option<ContainerId>,
}
impl BlueprintTree {
/// Show the Blueprint section of the left panel based on the current [`ViewportBlueprint`]
pub fn show(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
) {
ui.panel_content(|ui| {
ui.panel_title_bar_with_buttons(
"Blueprint",
Some("The blueprint is where you can configure the Rerun Viewer"),
|ui| {
self.add_new_spaceview_button_ui(ctx, viewport, ui);
reset_blueprint_button_ui(ctx, ui);
},
);
});
// This call is excluded from `panel_content` because it has a ScrollArea, which should not be
// inset. Instead, it calls panel_content itself inside the ScrollArea.
self.tree_ui(ctx, viewport, ui);
}
/// Show the blueprint panel tree view.
fn tree_ui(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
) {
re_tracing::profile_function!();
// The candidate drop parent container is double-buffered, so here we have the buffer swap.
self.candidate_drop_parent_container_id = self.next_candidate_drop_parent_container_id;
self.next_candidate_drop_parent_container_id = None;
egui::ScrollArea::both()
.id_salt("blueprint_tree_scroll_area")
.auto_shrink([true, false])
.show(ui, |ui| {
ui.panel_content(|ui| {
self.blueprint_tree_scroll_to_item = ctx
.focused_item
.as_ref()
.and_then(|item| handle_focused_item(ctx, viewport, ui, item));
list_item::list_item_scope(ui, "blueprint tree", |ui| {
self.root_container_tree_ui(ctx, viewport, ui);
});
let empty_space_response =
ui.allocate_response(ui.available_size(), egui::Sense::click());
// clear selection upon clicking on empty space
if empty_space_response.clicked() {
ctx.selection_state().clear_selection();
}
// handle drag and drop interaction on empty space
self.handle_empty_space_drag_and_drop_interaction(
viewport,
ui,
empty_space_response.rect,
);
});
});
}
/// Check if the provided item should be scrolled to.
fn scroll_to_me_if_needed(&self, ui: &egui::Ui, item: &Item, response: &egui::Response) {
if Some(item) == self.blueprint_tree_scroll_to_item.as_ref() {
// Scroll only if the entity isn't already visible. This is important because that's what
// happens when double-clicking an entity _in the blueprint tree_. In such case, it would be
// annoying to induce a scroll motion.
if !ui.clip_rect().contains_rect(response.rect) {
response.scroll_to_me(Some(egui::Align::Center));
}
}
}
/// If a group or spaceview has a total of this number of elements, show its subtree by default?
fn default_open_for_data_result(group: &DataResultNode) -> bool {
let num_children = group.children.len();
2 <= num_children && num_children <= 3
}
fn contents_ui(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
contents: &Contents,
parent_visible: bool,
) {
match contents {
Contents::Container(container_id) => {
self.container_tree_ui(ctx, viewport, ui, container_id, parent_visible);
}
Contents::SpaceView(space_view_id) => {
self.space_view_entry_ui(ctx, viewport, ui, space_view_id, parent_visible);
}
};
}
/// 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.
fn root_container_tree_ui(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
) {
let container_id = viewport.root_container;
let Some(container_blueprint) = viewport.container(&container_id) else {
re_log::warn!("Failed to find root container {container_id} in ViewportBlueprint");
return;
};
let item = Item::Container(container_id);
let container_name = container_blueprint.display_name_or_default();
let item_response = ui
.list_item()
.selected(ctx.selection().contains_item(&item))
.draggable(false)
.drop_target_style(self.is_candidate_drop_parent_container(&container_id))
.show_flat(
ui,
list_item::LabelContent::new(format!("Viewport ({})", container_name.as_ref()))
.label_style(contents_name_style(&container_name))
.with_icon(icon_for_container_kind(&container_blueprint.container_kind)),
);
for child in &container_blueprint.contents {
self.contents_ui(ctx, viewport, ui, child, true);
}
context_menu_ui_for_item(
ctx,
viewport,
&item,
&item_response,
SelectionUpdateBehavior::UseSelection,
);
self.scroll_to_me_if_needed(ui, &item, &item_response);
ctx.select_hovered_on_click(&item_response, item);
self.handle_root_container_drag_and_drop_interaction(
viewport,
ui,
Contents::Container(container_id),
&item_response,
);
}
fn container_tree_ui(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
container_id: &ContainerId,
parent_visible: bool,
) {
let item = Item::Container(*container_id);
let content = Contents::Container(*container_id);
let Some(container_blueprint) = viewport.container(container_id) else {
re_log::warn_once!("Ignoring unknown container {container_id}");
return;
};
let mut visible = container_blueprint.visible;
let container_visible = visible && parent_visible;
let default_open = true;
let container_name = container_blueprint.display_name_or_default();
let item_content = list_item::LabelContent::new(container_name.as_ref())
.subdued(!container_visible)
.label_style(contents_name_style(&container_name))
.with_icon(icon_for_container_kind(&container_blueprint.container_kind))
.with_buttons(|ui| {
let vis_response = visibility_button_ui(ui, parent_visible, &mut visible);
let remove_response = remove_button_ui(ui, "Remove container");
if remove_response.clicked() {
viewport.mark_user_interaction(ctx);
viewport.remove_contents(content);
}
remove_response | vis_response
});
// Globally unique id - should only be one of these in view at one time.
// We do this so that we can support "collapse/expand all" command.
let id = egui::Id::new(CollapseScope::BlueprintTree.container(*container_id));
let list_item::ShowCollapsingResponse {
item_response: response,
body_response,
..
} = ui
.list_item()
.selected(ctx.selection().contains_item(&item))
.draggable(true)
.drop_target_style(self.is_candidate_drop_parent_container(container_id))
.show_hierarchical_with_children(ui, id, default_open, item_content, |ui| {
for child in &container_blueprint.contents {
self.contents_ui(ctx, viewport, ui, child, container_visible);
}
});
let response = response.on_hover_text(format!(
"{:?} container",
container_blueprint.container_kind
));
context_menu_ui_for_item(
ctx,
viewport,
&item,
&response,
SelectionUpdateBehavior::UseSelection,
);
self.scroll_to_me_if_needed(ui, &item, &response);
ctx.select_hovered_on_click(&response, item);
viewport.set_content_visibility(ctx, &content, visible);
self.handle_drag_and_drop_interaction(
ctx,
viewport,
ui,
content,
&response,
body_response.as_ref().map(|r| &r.response),
);
}
fn space_view_entry_ui(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
space_view_id: &SpaceViewId,
container_visible: bool,
) {
let Some(space_view) = viewport.view(space_view_id) else {
re_log::warn_once!("Bug: asked to show a UI for a space view that doesn't exist");
return;
};
debug_assert_eq!(space_view.id, *space_view_id);
let query_result = ctx.lookup_query_result(space_view.id);
let result_tree = &query_result.tree;
let mut visible = space_view.visible;
let space_view_visible = visible && container_visible;
let item = Item::SpaceView(space_view.id);
let root_node = result_tree.root_node();
// empty space views should display as open by default to highlight the fact that they are empty
let default_open = root_node.map_or(true, Self::default_open_for_data_result);
let is_item_hovered =
ctx.selection_state().highlight_for_ui_element(&item) == HoverHighlight::Hovered;
let class = &space_view.class(ctx.space_view_class_registry);
let space_view_name = space_view.display_name_or_default();
let item_content = list_item::LabelContent::new(space_view_name.as_ref())
.label_style(contents_name_style(&space_view_name))
.with_icon(class.icon())
.subdued(!space_view_visible)
.with_buttons(|ui| {
let vis_response = visibility_button_ui(ui, container_visible, &mut visible);
let response = remove_button_ui(ui, "Remove space view from the viewport");
if response.clicked() {
viewport.mark_user_interaction(ctx);
viewport.remove_contents(Contents::SpaceView(*space_view_id));
}
response | vis_response
});
// Globally unique id - should only be one of these in view at one time.
// We do this so that we can support "collapse/expand all" command.
let id = egui::Id::new(CollapseScope::BlueprintTree.space_view(*space_view_id));
let list_item::ShowCollapsingResponse {
item_response: response,
body_response,
..
} = ui
.list_item()
.selected(ctx.selection().contains_item(&item))
.draggable(true)
.force_hovered(is_item_hovered)
.show_hierarchical_with_children(ui, id, default_open, item_content, |ui| {
// Always show the origin hierarchy first.
self.space_view_entity_hierarchy_ui(
ctx,
viewport,
ui,
query_result,
&DataResultNodeOrPath::from_path_lookup(result_tree, &space_view.space_origin),
space_view,
space_view_visible,
false,
);
// Show 'projections' if there's any items that weren't part of the tree under origin but are directly included.
// The latter is important since `+ image/camera/**` necessarily has `image` and `image/camera` in the data result tree.
let mut projections = Vec::new();
result_tree.visit(&mut |node| {
if node
.data_result
.entity_path
.starts_with(&space_view.space_origin)
{
false // If it's under the origin, we're not interested, stop recursing.
} else if node.data_result.tree_prefix_only {
true // Keep recursing until we find a projection.
} else {
projections.push(node);
false // We found a projection, stop recursing as everything below is now included in the projections.
}
});
if !projections.is_empty() {
ui.list_item().interactive(false).show_flat(
ui,
list_item::LabelContent::new("Projections:").italics(true),
);
for projection in projections {
self.space_view_entity_hierarchy_ui(
ctx,
viewport,
ui,
query_result,
&DataResultNodeOrPath::DataResultNode(projection),
space_view,
space_view_visible,
true,
);
}
}
});
let response = response.on_hover_text(format!("{} view", class.display_name()));
if response.clicked() {
viewport.focus_tab(space_view.id);
}
context_menu_ui_for_item(
ctx,
viewport,
&item,
&response,
SelectionUpdateBehavior::UseSelection,
);
self.scroll_to_me_if_needed(ui, &item, &response);
ctx.select_hovered_on_click(&response, item);
let content = Contents::SpaceView(*space_view_id);
viewport.set_content_visibility(ctx, &content, visible);
self.handle_drag_and_drop_interaction(
ctx,
viewport,
ui,
content,
&response,
body_response.as_ref().map(|r| &r.response),
);
}
#[allow(clippy::too_many_arguments)]
fn space_view_entity_hierarchy_ui(
&self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
query_result: &DataQueryResult,
node_or_path: &DataResultNodeOrPath<'_>,
space_view: &SpaceViewBlueprint,
space_view_visible: bool,
projection_mode: bool,
) {
let entity_path = node_or_path.path();
if projection_mode && entity_path == &space_view.space_origin {
if ui
.list_item()
.show_hierarchical(
ui,
list_item::LabelContent::new("$origin")
.subdued(true)
.italics(true)
.with_icon(&re_ui::icons::INTERNAL_LINK),
)
.on_hover_text(
"This subtree corresponds to the Space View's origin, and is displayed above \
the 'Projections' section. Click to select it.",
)
.clicked()
{
ctx.selection_state().set_selection(Item::DataResult(
space_view.id,
InstancePath::entity_all(entity_path.clone()),
));
}
return;
}
let data_result_node = node_or_path.data_result_node();
let item = Item::DataResult(space_view.id, entity_path.clone().into());
let is_selected = ctx.selection().contains_item(&item);
let is_item_hovered =
ctx.selection_state().highlight_for_ui_element(&item) == HoverHighlight::Hovered;
let visible = data_result_node.map_or(false, |n| n.data_result.is_visible(ctx));
let empty_origin = entity_path == &space_view.space_origin && data_result_node.is_none();
let item_label = if entity_path.is_root() {
"/ (root)".to_owned()
} else {
entity_path
.iter()
.last()
.map_or("unknown".to_owned(), |e| e.ui_string())
};
let item_label = if ctx.recording().is_known_entity(entity_path) {
egui::RichText::new(item_label)
} else {
ui.ctx().warning_text(item_label)
};
let subdued = !space_view_visible || !visible;
let mut item_content = list_item::LabelContent::new(item_label)
.with_icon(guess_instance_path_icon(
ctx,
&InstancePath::from(entity_path.clone()),
))
.subdued(subdued);
let list_item = ui
.list_item()
.selected(is_selected)
.force_hovered(is_item_hovered);
// We force the origin to be displayed, even if it's fully empty, in which case it can be
// neither shown/hidden nor removed.
if !empty_origin {
item_content = item_content.with_buttons(|ui: &mut egui::Ui| {
let mut visible_after = visible;
let vis_response = visibility_button_ui(ui, space_view_visible, &mut visible_after);
if visible_after != visible {
if let Some(data_result_node) = data_result_node {
data_result_node
.data_result
.save_recursive_override_or_clear_if_redundant(
ctx,
&query_result.tree,
&Visible::from(visible_after),
);
}
}
let response = remove_button_ui(
ui,
"Remove this entity and all its children from the space view",
);
if response.clicked() {
space_view
.contents
.remove_subtree_and_matching_rules(ctx, entity_path.clone());
}
response | vis_response
});
}
// If there's any children on the data result nodes, show them, otherwise we're good with this list item as is.
let has_children = data_result_node.map_or(false, |n| !n.children.is_empty());
let response = if let (true, Some(node)) = (has_children, data_result_node) {
// Don't default open projections.
let default_open = entity_path.starts_with(&space_view.space_origin)
&& Self::default_open_for_data_result(node);
// Globally unique id - should only be one of these in view at one time.
// We do this so that we can support "collapse/expand all" command.
let id = egui::Id::new(
CollapseScope::BlueprintTree.data_result(space_view.id, entity_path.clone()),
);
list_item
.show_hierarchical_with_children(ui, id, default_open, item_content, |ui| {
for child in node.children.iter().sorted_by_key(|c| {
query_result
.tree
.lookup_result(**c)
.map_or(&space_view.space_origin, |c| &c.entity_path)
}) {
let Some(child_node) = query_result.tree.lookup_node(*child) else {
debug_assert!(false, "DataResultNode {node:?} has an invalid child");
continue;
};
self.space_view_entity_hierarchy_ui(
ctx,
viewport,
ui,
query_result,
&DataResultNodeOrPath::DataResultNode(child_node),
space_view,
space_view_visible,
projection_mode,
);
}
})
.item_response
} else {
list_item.show_hierarchical(ui, item_content)
};
let response = response.on_hover_ui(|ui| {
let query = ctx.current_query();
let include_subtree = false;
re_data_ui::item_ui::entity_hover_card_ui(
ui,
ctx,
&query,
ctx.recording(),
entity_path,
include_subtree,
);
if empty_origin {
ui.label(ui.ctx().warning_text(
"This space view's query did not match any data under the space origin",
));
}
});
context_menu_ui_for_item(
ctx,
viewport,
&item,
&response,
SelectionUpdateBehavior::UseSelection,
);
self.scroll_to_me_if_needed(ui, &item, &response);
ctx.select_hovered_on_click(&response, item);
}
/// Add a button to trigger the addition of a new space view or container.
#[allow(clippy::unused_self)]
fn add_new_spaceview_button_ui(
&self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &mut egui::Ui,
) {
if ui
.small_icon_button(&re_ui::icons::ADD)
.on_hover_text("Add a new space view or container")
.clicked()
{
// If a single container is selected, we use it as target. Otherwise, we target the
// root container.
let target_container_id =
if let Some(Item::Container(container_id)) = ctx.selection().single_item() {
*container_id
} else {
viewport.root_container
};
show_add_space_view_or_container_modal(target_container_id);
}
}
// ----------------------------------------------------------------------------
// drag and drop support
fn handle_root_container_drag_and_drop_interaction(
&mut self,
viewport: &ViewportBlueprint,
ui: &egui::Ui,
contents: Contents,
response: &egui::Response,
) {
//
// check if a drag is in progress and set the cursor accordingly
//
let Some(dragged_item_id) = egui::DragAndDrop::payload(ui.ctx()).map(|payload| *payload)
else {
// nothing is being dragged, so nothing to do
return;
};
ui.ctx().set_cursor_icon(egui::CursorIcon::Grabbing);
//
// find the drop target
//
// Prepare the item description structure needed by `find_drop_target`. Here, we use
// `Contents` for the "ItemId" generic type parameter.
let item_desc = re_ui::drag_and_drop::ItemContext {
id: contents,
item_kind: re_ui::drag_and_drop::ItemKind::RootContainer,
previous_container_id: None,
};
let drop_target = re_ui::drag_and_drop::find_drop_target(
ui,
&item_desc,
response.rect,
None,
DesignTokens::list_item_height(),
);
if let Some(drop_target) = drop_target {
self.handle_drop_target(viewport, ui, dragged_item_id, &drop_target);
}
}
fn handle_drag_and_drop_interaction(
&mut self,
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &egui::Ui,
contents: Contents,
response: &egui::Response,
body_response: Option<&egui::Response>,
) {
//
// initiate drag and force single-selection
//
if response.drag_started() {
ctx.selection_state().set_selection(contents.as_item());
egui::DragAndDrop::set_payload(ui.ctx(), contents);
}
//
// check if a drag is in progress and set the cursor accordingly
//
let Some(dragged_item_id) = egui::DragAndDrop::payload(ui.ctx()).map(|payload| *payload)
else {
// nothing is being dragged, so nothing to do
return;
};
ui.ctx().set_cursor_icon(egui::CursorIcon::Grabbing);
//
// find our parent, our position within parent, and the previous container (if any)
//
let Some((parent_container_id, position_index_in_parent)) =
viewport.find_parent_and_position_index(&contents)
else {
return;
};
let previous_container = if position_index_in_parent > 0 {
viewport
.container(&parent_container_id)
.map(|container| container.contents[position_index_in_parent - 1])
.filter(|contents| matches!(contents, Contents::Container(_)))
} else {
None
};
//
// find the drop target
//
// Prepare the item description structure needed by `find_drop_target`. Here, we use
// `Contents` for the "ItemId" generic type parameter.
let item_desc = re_ui::drag_and_drop::ItemContext {
id: contents,
item_kind: match contents {
Contents::Container(_) => re_ui::drag_and_drop::ItemKind::Container {
parent_id: Contents::Container(parent_container_id),
position_index_in_parent,
},
Contents::SpaceView(_) => re_ui::drag_and_drop::ItemKind::Leaf {
parent_id: Contents::Container(parent_container_id),
position_index_in_parent,
},
},
previous_container_id: previous_container,
};
let drop_target = re_ui::drag_and_drop::find_drop_target(
ui,
&item_desc,
response.rect,
body_response.map(|r| r.rect),
DesignTokens::list_item_height(),
);
if let Some(drop_target) = drop_target {
self.handle_drop_target(viewport, ui, dragged_item_id, &drop_target);
}
}
fn handle_empty_space_drag_and_drop_interaction(
&mut self,
viewport: &ViewportBlueprint,
ui: &egui::Ui,
empty_space: egui::Rect,
) {
//
// check if a drag is in progress and set the cursor accordingly
//
let Some(dragged_item_id) = egui::DragAndDrop::payload(ui.ctx()).map(|payload| *payload)
else {
// nothing is being dragged, so nothing to do
return;
};
ui.ctx().set_cursor_icon(egui::CursorIcon::Grabbing);
//
// prepare a drop target corresponding to "insert last in root container"
//
// TODO(ab): this is a rather primitive behavior. Ideally we should allow dropping in the last container based
// on the horizontal position of the cursor.
if ui.rect_contains_pointer(empty_space) {
let drop_target = re_ui::drag_and_drop::DropTarget::new(
empty_space.x_range(),
empty_space.top(),
Contents::Container(viewport.root_container),
usize::MAX,
);
self.handle_drop_target(viewport, ui, dragged_item_id, &drop_target);
}
}
fn handle_drop_target(
&mut self,
viewport: &ViewportBlueprint,
ui: &Ui,
dragged_item_id: Contents,
drop_target: &DropTarget<Contents>,
) {
// We cannot allow the target location to be "inside" the dragged item, because that would amount moving
// myself inside of me.
if let Contents::Container(dragged_container_id) = &dragged_item_id {
if viewport
.is_contents_in_container(&drop_target.target_parent_id, dragged_container_id)
{
return;
}
}
ui.painter().hline(
drop_target.indicator_span_x,
drop_target.indicator_position_y,
(2.0, egui::Color32::WHITE),
);
let Contents::Container(target_container_id) = drop_target.target_parent_id else {
// this shouldn't append
return;
};
if ui.input(|i| i.pointer.any_released()) {
viewport.move_contents(
dragged_item_id,
target_container_id,
drop_target.target_position_index,
);
egui::DragAndDrop::clear_payload(ui.ctx());
} else {
self.next_candidate_drop_parent_container_id = Some(target_container_id);
}
}
/// 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.
fn is_candidate_drop_parent_container(&self, container_id: &ContainerId) -> bool {
self.candidate_drop_parent_container_id.as_ref() == Some(container_id)
}
}
// ----------------------------------------------------------------------------
fn reset_blueprint_button_ui(ctx: &ViewerContext<'_>, ui: &mut egui::Ui) {
let default_blueprint_id = ctx
.store_context
.hub
.default_blueprint_id_for_app(&ctx.store_context.app_id);
let default_blueprint = default_blueprint_id.and_then(|id| ctx.store_context.bundle.get(id));
let mut disabled_reason = None;
if let Some(default_blueprint) = default_blueprint {
let active_is_clone_of_default = Some(default_blueprint.store_id()).as_ref()
== ctx.store_context.blueprint.cloned_from();
let last_modified_at_the_same_time =
default_blueprint.latest_row_id() == ctx.store_context.blueprint.latest_row_id();
if active_is_clone_of_default && last_modified_at_the_same_time {
disabled_reason = Some("No modifications have been made");
}
}
let enabled = disabled_reason.is_none();
let response = ui.add_enabled(enabled, ui.small_icon_button_widget(&re_ui::icons::RESET));
let response = if let Some(disabled_reason) = disabled_reason {
response.on_disabled_hover_text(disabled_reason)
} else {
let hover_text = if default_blueprint_id.is_some() {
"Reset to the default blueprint for this app"
} else {
"Re-populate viewport with automatically chosen space views"
};
response.on_hover_text(hover_text)
};
if response.clicked() {
ctx.command_sender
.send_system(re_viewer_context::SystemCommand::ClearActiveBlueprint);
}
}
/// Expand all required items and compute which item we should scroll to.
fn handle_focused_item(
ctx: &ViewerContext<'_>,
viewport: &ViewportBlueprint,
ui: &egui::Ui,
focused_item: &Item,
) -> Option<Item> {
match focused_item {
Item::AppId(_) | Item::DataSource(_) | Item::StoreId(_) => None,
Item::Container(container_id) => {
expand_all_contents_until(viewport, ui.ctx(), &Contents::Container(*container_id));
Some(focused_item.clone())
}
Item::SpaceView(space_view_id) => {
expand_all_contents_until(viewport, ui.ctx(), &Contents::SpaceView(*space_view_id));
ctx.focused_item.clone()
}
Item::DataResult(space_view_id, instance_path) => {
expand_all_contents_until(viewport, ui.ctx(), &Contents::SpaceView(*space_view_id));
expand_all_data_results_until(ctx, ui.ctx(), space_view_id, &instance_path.entity_path);
ctx.focused_item.clone()
}
Item::InstancePath(instance_path) => {
let space_view_ids =
list_space_views_with_entity(ctx, viewport, &instance_path.entity_path);
// focus on the first matching data result
let res = space_view_ids
.first()
.map(|id| Item::DataResult(*id, instance_path.clone()));
for space_view_id in space_view_ids {
expand_all_contents_until(viewport, ui.ctx(), &Contents::SpaceView(space_view_id));
expand_all_data_results_until(
ctx,
ui.ctx(),
&space_view_id,
&instance_path.entity_path,
);
}
res
}
Item::ComponentPath(component_path) => handle_focused_item(
ctx,
viewport,
ui,
&Item::InstancePath(InstancePath::entity_all(component_path.entity_path.clone())),
),
}
}
/// Expand all containers until reaching the provided content.
fn expand_all_contents_until(
viewport: &ViewportBlueprint,
egui_ctx: &egui::Context,
focused_contents: &Contents,
) {
//TODO(ab): this could look nicer if `Contents` was declared in re_view_context :)
let expend_contents = |contents: &Contents| match contents {
Contents::Container(container_id) => CollapseScope::BlueprintTree
.container(*container_id)
.set_open(egui_ctx, true),
Contents::SpaceView(space_view_id) => CollapseScope::BlueprintTree
.space_view(*space_view_id)
.set_open(egui_ctx, true),
};
viewport.visit_contents(&mut |contents, hierarchy| {
if contents == focused_contents {
expend_contents(contents);
for parent in hierarchy {
expend_contents(&Contents::Container(*parent));
}
}
});