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pomchronicles/addons/ReorderableContainer/reorderable_container.gd

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GDScript

@tool
@icon("Icon/reorderable_container_icon.svg")
class_name ReorderableContainer
extends Container
## A container that allows its child to be reorder and arranges horizontally or vertically.
##
## A container similar to [BoxContainer] but extended with drag-and-drop style reordering functionality,
## and auto-scroll functionality when placed under [ScrollContainer].[br][br]
## [b]Note:[/b] This addon also works with SmoothScroll by SpyrexDE.
##
## @tutorial(SmoothScroll): https://github.com/SpyrexDE/SmoothScroll
## @tutorial(Using Containers): https://docs.godotengine.org/en/4.1/tutorials/ui/gui_containers.html
## Emitted when children have been reordered.
signal reordered(from: int, to: int)
signal dragging(pos: Vector2)
signal drag_started(node)
signal drag_stopped(node)
## Extend the drop zone length at the start and end of the container.
## This will ensure that drop input is recognized even outside the container itself.
const DROP_ZONE_EXTEND = 2000
## The hold duration time in seconds before the holded child will start being drag.
@export
var hold_duration := 0.5
## The overall speed of how fast children will move and arrange.
@export_range(3, 30, 0.01, "or_greater", "or_less")
var speed := 10.0
## The space between the container's elements, in pixels.
@export
var separation := 10: set = set_separation
func set_separation(value):
if value == separation or value < 0:
return
separation = value
_on_sort_children()
## if [code]true[/code] the container will arrange its children vertically, rather than horizontally.
@export var is_vertical := false: set = set_vertical
func set_vertical(value):
if value == is_vertical:
return
is_vertical = value
if is_vertical:
custom_minimum_size.x = 0
else:
custom_minimum_size.y = 0
_on_sort_children()
## (Optional) [ScrollContainer] refference. Normally, the addon will automatically check
## its parent node for [ScrollContainer]. If this is not the case, you can manually specify it here.
@export
var scroll_container: ScrollContainer
## The maximum speed of auto scroll.
@export
var auto_scroll_speed := 10.0
## The pacentage of how much space auto scroll will take in [ScrollContainer][br][br]
## [b]Example:[/b] If [code]auto_scroll_range[/code] is 30% (0.3) and [ScrollContainer] height is 100 px,
## upper part will be 0 to 30 px and lower part will be 70 to 100 px.
@export_range(0, 0.5)
var auto_scroll_range := 0.3
## The scrolling threshold in pixel. In a nutshell, user will have hard time trying to drag a child if it too low
## and user will accidentally drag a child when scrolling if it too high.
@export
var scroll_threshold := 30
## Uses when debugging
@export
var is_debugging := false
var _scroll_starting_point := 0
var _is_smooth_scroll := false
var _drop_zones: Array[Rect2] = []
var _drop_zone_index := -1
var _expect_child_rect: Array[Rect2] = []
var _focus_child: Control
var _is_press := false
var _is_hold := false
var _current_duration := 0.0
var _is_using_process := false
func _ready():
if scroll_container == null and get_parent() is ScrollContainer:
scroll_container = get_parent()
if scroll_container != null and scroll_container.has_method("handle_overdrag"):
_is_smooth_scroll = true
process_mode = Node.PROCESS_MODE_PAUSABLE
_adjust_expected_child_rect()
if not sort_children.is_connected(_on_sort_children):
sort_children.connect(_on_sort_children, CONNECT_PERSIST)
if not get_tree().node_added.is_connected(_on_node_added):
get_tree().node_added.connect(_on_node_added, CONNECT_PERSIST)
func _gui_input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
for _child in get_children():
var child := _child as Control
if child.get_rect().has_point(get_local_mouse_position()) and event.is_pressed():
_focus_child = child
_is_press = true
elif not event.is_pressed():
_is_press = false
_is_hold = false
func _process(delta):
if Engine.is_editor_hint(): return
_handle_input(delta)
if _current_duration >= hold_duration != _is_hold:
_is_hold = _current_duration >= hold_duration
if _is_hold:
_on_start_dragging()
if _is_hold:
_handle_dragging_child_pos(delta)
if scroll_container != null:
_handle_auto_scroll(delta)
elif not _is_hold and _drop_zone_index != -1:
_on_stop_dragging()
if _is_using_process :
_on_sort_children(delta)
func _handle_input(delta):
if scroll_container != null and _is_press and not _is_hold:
var scroll_point = scroll_container.scroll_vertical if is_vertical else scroll_container.scroll_horizontal
if _current_duration == 0:
_scroll_starting_point = scroll_point
else:
# If user scroll more than scroll_threshold, press is abort.
_is_press = true if abs(scroll_point - _scroll_starting_point) <= scroll_threshold else false
_current_duration = _current_duration + delta if _is_press else 0.0
func _on_start_dragging():
# Force _on_sort_children to use process update for linear interpolation
_is_using_process = true
_focus_child.z_index = 1
# Workaround for SmoothScroll addon
if _is_smooth_scroll:
scroll_container.process_mode = Node.PROCESS_MODE_DISABLED
for child in _get_visible_children():
child.propagate_call("set_mouse_filter", [MOUSE_FILTER_IGNORE])
drag_started.emit(_focus_child)
func _on_stop_dragging():
_focus_child.z_index = 0
var focus_child_index := _focus_child.get_index()
move_child(_focus_child, _drop_zone_index)
reordered.emit(focus_child_index, _drop_zone_index)
drag_stopped.emit(_focus_child)
_focus_child = null
_drop_zone_index = -1
if _is_smooth_scroll:
scroll_container.pos = -Vector2(scroll_container.scroll_horizontal, scroll_container.scroll_vertical)
scroll_container.process_mode = Node.PROCESS_MODE_INHERIT
for child in _get_visible_children():
child.propagate_call("set_mouse_filter", [MOUSE_FILTER_PASS])
func _on_node_added(node):
if node is Control and not Engine.is_editor_hint():
node.mouse_filter = Control.MOUSE_FILTER_PASS
func _handle_dragging_child_pos(delta):
if is_vertical:
var target_pos = get_local_mouse_position().y - (_focus_child.size.y / 2.0)
_focus_child.position.y = lerp(_focus_child.position.y, target_pos, delta * speed)
else:
var target_pos = get_local_mouse_position().x - (_focus_child.size.x / 2.0)
_focus_child.position.x = lerp(_focus_child.position.x, target_pos, delta * speed)
# Update drop zone index
var child_center_pos: Vector2 = _focus_child.get_rect().get_center()
for i in range(_drop_zones.size()):
var drop_zone = _drop_zones[i]
if drop_zone.has_point(child_center_pos):
_drop_zone_index = i
break
elif i == _drop_zones.size() - 1:
_drop_zone_index = -1
dragging.emit(get_global_mouse_position())
func _handle_auto_scroll(delta):
var mouse_g_pos = get_global_mouse_position()
var scroll_g_rect = scroll_container.get_global_rect()
if is_vertical:
var upper = scroll_g_rect.position.y + (scroll_g_rect.size.y * auto_scroll_range)
var lower = scroll_g_rect.position.y + (scroll_g_rect.size.y * (1.0 - auto_scroll_range))
if upper > mouse_g_pos.y:
var factor = (upper - mouse_g_pos.y) / (upper - scroll_g_rect.position.y)
scroll_container.scroll_vertical -= delta * float(auto_scroll_speed) * 150.0 * factor
elif lower < mouse_g_pos.y:
var factor = (mouse_g_pos.y - lower) / (scroll_g_rect.end.y - lower)
scroll_container.scroll_vertical += delta * float(auto_scroll_speed) * 150.0 * factor
else:
scroll_container.scroll_vertical = scroll_container.scroll_vertical
else:
var left = scroll_g_rect.position.x + (scroll_g_rect.size.x * auto_scroll_range)
var right = scroll_g_rect.position.x + (scroll_g_rect.size.x * (1.0 - auto_scroll_range))
if left > mouse_g_pos.x:
var factor = (left - mouse_g_pos.x) / (left - scroll_g_rect.position.x)
scroll_container.scroll_horizontal -= delta * float(auto_scroll_speed) * 150.0 * factor
elif right < mouse_g_pos.x:
var factor = (mouse_g_pos.x - right) / (scroll_g_rect.end.x - right)
scroll_container.scroll_horizontal += delta * float(auto_scroll_speed) * 150.0 * factor
else:
scroll_container.scroll_horizontal = scroll_container.scroll_horizontal
func _on_sort_children(delta := -1.0):
if _is_using_process and delta == -1.0:
return
_adjust_expected_child_rect()
_adjust_child_rect(delta)
_adjust_drop_zone_rect()
func _adjust_expected_child_rect():
_expect_child_rect.clear()
var children := _get_visible_children()
var end_point = 0.0
for i in range(children.size()):
var child := children[i]
var min_size := child.get_combined_minimum_size()
if is_vertical:
if i == _drop_zone_index:
end_point += _focus_child.size.y + separation
_expect_child_rect.append(Rect2(Vector2(0, end_point), Vector2(size.x, min_size.y)))
end_point += min_size.y + separation
else:
if i == _drop_zone_index:
end_point += _focus_child.size.x + separation
_expect_child_rect.append(Rect2(Vector2(end_point, 0), Vector2(min_size.x, size.y)))
end_point += min_size.x + separation
func _adjust_child_rect(delta: float = -1.0):
var children := _get_visible_children()
if children.is_empty():
return
var is_animating := false
var end_point := 0.0
for i in range(children.size()):
var child := children[i]
if child.position == _expect_child_rect[i].position and child.size == _expect_child_rect[i].size:
continue
if _is_using_process:
is_animating = true
child.position = lerp(child.position, _expect_child_rect[i].position, delta * speed)
child.size = _expect_child_rect[i].size
if (child.position - _expect_child_rect[i].position).length() <= 1.0:
child.position = _expect_child_rect[i].position
else:
child.position = _expect_child_rect[i].position
child.size = _expect_child_rect[i].size
var last_child := children[-1]
if is_vertical:
if _is_using_process and _drop_zone_index == children.size():
custom_minimum_size.y = _expect_child_rect[-1].end.y + _focus_child.size.y + separation
elif not _is_using_process:
custom_minimum_size.y = last_child.get_rect().end.y
else:
if _is_using_process and _drop_zone_index == children.size():
custom_minimum_size.x = _expect_child_rect[-1].end.x + _focus_child.size.x + separation
elif not _is_using_process:
custom_minimum_size.x = last_child.get_rect().end.x
# Adjust rect every process frame until child is dropped and finished lerping
# ( return to adjust when sort_children signal is emitted)
if not is_animating and _focus_child == null:
_is_using_process = false
func _adjust_drop_zone_rect():
_drop_zones.clear()
var children = _get_visible_children()
for i in range(children.size()):
var drop_zone_rect: Rect2
var child := children[i] as Control
if is_vertical:
if i == 0:
# First child
drop_zone_rect.position = Vector2(child.position.x, child.position.y - DROP_ZONE_EXTEND)
drop_zone_rect.end = Vector2(child.size.x, child.get_rect().get_center().y)
_drop_zones.append(drop_zone_rect)
else:
# In between
var prev_child := children[i - 1] as Control
drop_zone_rect.position = Vector2(prev_child.position.x, prev_child.get_rect().get_center().y)
drop_zone_rect.end = Vector2(child.size.x, child.get_rect().get_center().y)
_drop_zones.append(drop_zone_rect)
if i == children.size() - 1:
# Is also last child
drop_zone_rect.position = Vector2(child.position.x, child.get_rect().get_center().y)
drop_zone_rect.end = Vector2(child.size.x, child.get_rect().end.y + DROP_ZONE_EXTEND)
_drop_zones.append(drop_zone_rect)
else:
if i == 0:
# First child
drop_zone_rect.position = Vector2(child.position.x - DROP_ZONE_EXTEND, child.position.y)
drop_zone_rect.end = Vector2(child.get_rect().get_center().x, child.size.y)
_drop_zones.append(drop_zone_rect)
else:
# In between
var prev_child := children[i - 1] as Control
drop_zone_rect.position = Vector2(prev_child.get_rect().get_center().x, prev_child.position.y)
drop_zone_rect.end = Vector2(child.get_rect().get_center().x, child.size.y)
_drop_zones.append(drop_zone_rect)
if i == children.size() - 1:
# Is also last child
drop_zone_rect.position = Vector2(child.get_rect().get_center().x, child.position.y)
drop_zone_rect.end = Vector2(child.get_rect().end.x + DROP_ZONE_EXTEND, child.size.y)
_drop_zones.append(drop_zone_rect)
func _get_visible_children() -> Array[Control]:
var visible_control: Array[Control]
for _child in get_children():
var child := _child as Control
if not child.visible:
continue
if child == _focus_child and _is_hold:
continue
visible_control.append(child)
return visible_control
func _print_debug(val):
if is_debugging:
print(val)