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[client] egl: implement nicer drag & drop re-ordering of filters
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@ -52,49 +52,91 @@ void egl_postProcessEarlyInit(void)
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EGL_Filters[i]->earlyInit();
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}
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static void drawDropTarget(void)
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{
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igPushStyleColorVec4(ImGuiCol_Separator, (ImVec4) { 1.0f, 1.0f, 0.0f, 1.0f });
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igSeparator();
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igPopStyleColor(1);
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}
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static void configUI(void * opaque, int * id)
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{
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struct EGL_PostProcess * this = opaque;
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bool redraw = false;
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size_t moveIdx = 0;
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float lastBegin = 0.0f;
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ImVec2 window;
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static size_t mouseIdx = -1;
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static bool moving = false;
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static size_t moveIdx = 0;
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bool doMove = false;
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ImVec2 window, pos;
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igGetWindowPos(&window);
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igGetMousePos(&pos);
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EGL_Filter ** filters = vector_data(this->filters);
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size_t count = vector_size(this->filters);
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for (size_t i = 0; i < count; ++i)
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{
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EGL_Filter * filter = filters[i];
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float begin = igGetCursorPosY();
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if (moving && mouseIdx < moveIdx && i == mouseIdx)
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drawDropTarget();
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igPushIDPtr(filter);
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bool draw = igCollapsingHeaderBoolPtr(filter->ops.name, NULL, 0);
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if (igIsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
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mouseIdx = i;
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bool active = igIsItemActive();
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if (draw)
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redraw |= egl_filterImguiConfig(filter);
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igPopID();
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if (moving)
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{
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if (!igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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moving = false;
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doMove = true;
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}
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}
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else
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if (active && igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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ImVec2 pos;
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igGetMousePos(&pos);
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if (i > 0 && pos.y - window.y < (lastBegin + begin) / 2.0f)
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moveIdx = i;
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else if (i + 1 < count && pos.y - window.y > igGetCursorPosY())
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moveIdx = i + 1;
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moveIdx = mouseIdx;
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moving = true;
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}
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lastBegin = begin;
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if (moving && mouseIdx > moveIdx && i == mouseIdx)
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drawDropTarget();
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}
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if (moveIdx)
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if (moving)
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{
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EGL_Filter * tmp = filters[moveIdx];
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filters[moveIdx] = filters[moveIdx - 1];
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filters[moveIdx - 1] = tmp;
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igSetMouseCursor(ImGuiMouseCursor_Hand);
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igSetTooltip(filters[moveIdx]->ops.name);
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}
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if (doMove)
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{
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EGL_Filter * tmp[count];
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memcpy(tmp, filters, sizeof(*tmp) * count);
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size_t s = 0, d = 0;
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for(size_t i = 0; i < count; ++i)
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{
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if (i == mouseIdx)
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{
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filters[d++] = tmp[moveIdx];
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continue;
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}
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if (s == moveIdx)
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++s;
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filters[d++] = tmp[s++];
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}
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}
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if (redraw)
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