TreeView fix.
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4
devnotes
4
devnotes
@@ -3,8 +3,7 @@ Current {
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Backlog {
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* Raygui
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* Icon enums.
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* Set callbacks to single table?
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* Set callbacks to single table.
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* Raygui lib
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* Check if could remove flickering from changing draw order by making queue for order
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changing and only change them after everything is drawn.
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@@ -20,7 +19,6 @@ Backlog {
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* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
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* Platformer example physics update for true framerate independence.
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* Android support
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* Godot scene importer lib.
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}
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Bugs {
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@@ -249,7 +249,6 @@ end
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local function addTreeView()
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TreeView = Gui:TreeView(
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Rect:new( 600, 20, 256, 328 ),
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-- Rect:new( 600, 20, 256, 600 ),
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"Tree View",
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function( controls ) selected( controls ) end, -- Callback.
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function( self ) Gui:set2Top( self ) end, -- Grab callback.
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@@ -197,7 +197,6 @@ function TreeView:itemSelect( item )
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for i = #self.selectedItems, 1, -1 do
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local moveItem = self.selectedItems[i]
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-- print( moveItem.text, "moveItem._id", moveItem._id, item.text, "item._id", item._id )
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if moveItem ~= item and not self:isChild( moveItem, item ) then
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local parentControls = self.controls
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@@ -206,13 +205,7 @@ function TreeView:itemSelect( item )
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parentControls = moveItem._parent.controls
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end
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local pos = #self.selectedItems - i + 1
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if moveItem._parent == item._parent and moveItem._childId < item._childId then
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pos = 1
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end
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table.insert( moveItems, pos, table.remove( parentControls, moveItem._childId ) )
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table.insert( moveItems, table.remove( parentControls, moveItem._childId ) )
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end
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moveItem.active = false
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@@ -228,7 +221,7 @@ function TreeView:itemSelect( item )
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local offset = 0
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if moveItem._parent == item._parent and moveItem._childId < item._childId then
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offset = -1
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offset = -#moveItems
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end
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if self._movingItem == self.MOVE_ITEM_IN then
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@@ -270,7 +263,7 @@ function TreeView:itemSelect( item )
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end
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if self.callback ~= nil then
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self.callback( self.selectedItems )
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-- self.callback( self.selectedItems )
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end
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end
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