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Fix selection highlighting in blueprint tree view #2824
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great to have that fixed, was visually very annoying before!
Please check on the leaking ui.visuals_mut()
changes before merging
@@ -459,13 +483,19 @@ fn blueprint_row_with_buttons( | |||
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// The main button might have been highlighted because what it was referring | |||
// to was hovered somewhere else, and then we also want it highlighted here. | |||
if button_hovered || main_button_response.highlighted() { | |||
if button_hovered || main_button_response.highlighted() || selected { |
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is checking for main_button_response.highlighted()
even necessary now that selected
is passed in? I'd expect that any time main_button_response.highlighted()
is true, selected
is true as well.
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Things can be highlighted without being selected by virtue of the corresponding entities being hovered over in the timeline/stream tree, so this check is indeed necessary.
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This is great! Small change, but it makes the UI feel much more solid and predictable. 💯🚢
@martenbjork there is aspect to this PR that might be improved, it's the hover state of the "minus" and "eye" buttons when the item is selected: (mouse pointer is missing from the screenshot, it was hovering over the `–` button)Hover feedback here would be nice, but I'm unsure how to best implement it. Can you propose something? It'd be ideal to create a new issue as we would like to merge this as is (it's already much better than before) and ship in a 0.8 alpha release due very soon. |
I agree, that I'm currently polishing all these details so we'll have a better design soon! |
What
Before:
After:
This PR also reverts #2796 (fixes #2828).
Changes
Fixes #2728
Checklist