Drag & Drop
This example shows a full drag-and-drop implementation for mouse input only, using Fusion's Roblox API.
To ensure best accessibility, any interactions you implement shouldn't force you to hold the mouse button down. Either allow drag-and-drop with single clicks, or provide a non-dragging alternative. This ensures people with reduced motor ability aren't locked out of UI functions.
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Explanation¶
The basic idea is to create a container which stores the UI you want to drag. This container then reparents itself as it gets dragged around between different containers.
The Draggable
component implements everything necessary to make a seamlessly
re-parentable container.
type DragInfo = {
id: string,
mouseOffset: Vector2 -- relative to the dragged item
}
local function Draggable(
scope: Fusion.Scope,
props: {
ID: string,
Name: UsedAs<string>?,
Parent: UsedAs<Instance?>,
Layout: {
LayoutOrder: UsedAs<number>?,
Position: UsedAs<UDim2>?,
AnchorPoint: UsedAs<Vector2>?,
ZIndex: UsedAs<number>?,
Size: UsedAs<UDim2>?,
OutAbsolutePosition: Fusion.Value<Vector2>?,
},
Dragging: {
MousePosition: UsedAs<Vector2>,
SelfDragInfo: UsedAs<DragInfo?>,
OverlayFrame: UsedAs<Instance?>
}
[typeof(Children)]: Fusion.Child
}
): Fusion.Child
By default, Draggable
behaves like a regular Frame, parenting itself to the
Parent
property and applying its Layout
properties.
It only behaves specially when Dragging.SelfDragInfo
is provided. Firstly,
it reparents itself to Dragging.OverlayFrame
, so it can be seen in front of
other UI.
Parent = scope:Computed(function(use)
return
if use(props.Dragging.SelfDragInfo) ~= nil
then use(props.Dragging.OverlayFrame)
else use(props.Parent)
end),
Because of this reparenting, Draggable
has to do some extra work to keep the
size consistent; it manually calculates the size based on the size of Parent
,
so it doesn't change size when moved to Dragging.OverlayFrame
.
-- Calculated manually so the Scale can be set relative to
-- `props.Parent` at all times, rather than the `Parent` of this Frame.
Size = scope:Computed(function(use)
local udim2 = use(props.Layout.Size) or UDim2.fromOffset(0, 0)
local parentSize = use(parentSize) or Vector2.zero
return UDim2.fromOffset(
udim2.X.Scale * parentSize.X + udim2.X.Offset,
udim2.Y.Scale * parentSize.Y + udim2.Y.Offset
)
end),
The Draggable
also needs to snap to the mouse cursor, so it can be moved by
the user. Ideally, the mouse would stay fixed in position relative to the
Draggable
, so there are no abrupt changes in the position of any elements.
As part of Dragging.SelfDragInfo
, a mouseOffset
is provided, which describes
how far the mouse should stay from the top-left corner. So, when setting the
position of the Draggable
, that offset can be applied to keep the UI fixed
in position relative to the mouse.
Position = scope:Computed(function(use)
local dragInfo = use(props.Dragging.SelfDragInfo)
if dragInfo == nil then
return use(props.Layout.Position) or UDim2.fromOffset(0, 0)
else
local mousePos = use(props.Dragging.MousePosition)
local topLeftCorner = mousePos - dragInfo.mouseOffset
return UDim2.fromOffset(topLeftCorner.X, topLeftCorner.Y)
end
end),
This is all that's needed to make a generic container that can seamlessly move between distinct parts of the UI. The rest of the example demonstrates how this can be integrated into real world UI.
The example creates a list of TodoItem
objects, each with a unique ID, text
message, and completion status. Because we don't expect the ID or text to
change, they're just constant values. However, the completion status is
expected to change, so that's specified to be a Value
object.
type TodoItem = {
id: string,
text: string,
completed: Fusion.Value<boolean>
}
local todoItems: Fusion.Value<TodoItem> = {
{
id = newUniqueID(),
text = "Wake up today",
completed = Value(true)
},
{
id = newUniqueID(),
text = "Read the Fusion docs",
completed = Value(true)
},
{
id = newUniqueID(),
text = "Take over the universe",
completed = Value(false)
}
}
The TodoEntry
component is meant to represent one individual TodoItem
.
local function TodoEntry(
scope: Fusion.Scope,
props: {
Item: TodoItem,
Parent: UsedAs<Instance?>,
Layout: {
LayoutOrder: UsedAs<number>?,
Position: UsedAs<UDim2>?,
AnchorPoint: UsedAs<Vector2>?,
ZIndex: UsedAs<number>?,
Size: UsedAs<UDim2>?,
OutAbsolutePosition: Fusion.Value<Vector2>?,
},
Dragging: {
MousePosition: UsedAs<Vector2>,
SelfDragInfo: UsedAs<CurrentlyDragging?>,
OverlayFrame: UsedAs<Instance>?
},
OnMouseDown: () -> ()?
}
): Fusion.Child
Notice that it shares many of the same property groups as Draggable
- these
can be passed directly through.
return scope:Draggable {
ID = props.Item.id,
Name = props.Item.text,
Parent = props.Parent,
Layout = props.Layout,
Dragging = props.Dragging,
It also provides an OnMouseDown
callback, which can be used to pick up the
entry if the mouse is pressed down above the entry. Note the comment about why
it is not desirable to detect mouse-up here; the UI should unconditionally
respond to mouse-up, even if the mouse happens to briefly leave this element.
[OnEvent "MouseButton1Down"] = props.OnMouseDown
-- Don't detect mouse up here, because in some rare cases, the event
-- could be missed due to lag between the item's position and the
-- cursor position.
Now, the destinations for these entries can be created. To help decide where to
drop items later, the dropAction
tracks which destination the mouse is hovered
over.
local dropAction = scope:Value(nil)
local taskLists = scope:ForPairs(
{
incomplete = "mark-as-incomplete",
completed = "mark-as-completed"
},
function(use, scope, listName, listDropAction)
return
listName,
scope:New "ScrollingFrame" {
Name = `TaskList ({listName})`,
Position = UDim2.fromScale(0.1, 0.1),
Size = UDim2.fromScale(0.35, 0.9),
BackgroundTransparency = 0.75,
BackgroundColor3 = Color3.new(1, 0, 0),
[OnEvent "MouseEnter"] = function()
dropAction:set(listDropAction)
end,
[OnEvent "MouseLeave"] = function()
-- A different item might have overwritten this already.
if peek(dropAction) == listDropAction then
dropAction:set(nil)
end
end,
[Children] = {
New "UIListLayout" {
SortOrder = "Name",
Padding = UDim.new(0, 5)
}
}
}
end
)
This is also where the 'overlay frame' is created, which gives currently-dragged UI a dedicated layer above all other UI to freely move around.
local overlayFrame = scope:New "Frame" {
Size = UDim2.fromScale(1, 1),
ZIndex = 10,
BackgroundTransparency = 1
}
Finally, each TodoItem
is created as a TodoEntry
. Some state is also created
to track which entry is being dragged at the moment.
local currentlyDragging: Fusion.Value<DragInfo?> = scope:Value(nil)
local allEntries = scope:ForValues(
todoItems,
function(use, scope, item)
local itemPosition = scope:Value(nil)
return scope:TodoEntry {
Item = item,
Each entry dynamically picks one of the two destinations based on its completion status.
Parent = scope:Computed(function(use)
return
if use(item.completed)
then use(taskLists).completed
else use(taskLists).incomplete
end),
It also provides the information needed by the Draggable
.
Note that the current drag information is filtered from the currentlyDragging
state so the Draggable
won't see information about other entries being
dragged.
Dragging = {
MousePosition = mousePos,
SelfDragInfo = scope:Computed(function(use)
local dragInfo = use(currentlyDragging)
return
if dragInfo == nil or dragInfo.id ~= item.id
then nil
else dragInfo
end)
OverlayFrame = overlayFrame
},
Now it's time to handle starting and stopping the drag.
To begin the drag, this code makes use of the OnMouseDown
callback. If nothing
else is being dragged right now, the position of the mouse relative to the item
is captured. Then, that mouseOffset
and the id
of the item are passed into
the currentlyDragging
state to indicate this entry is being dragged.
OnMouseDown = function()
if peek(currentlyDragging) == nil then
local itemPos = peek(itemPosition) or Vector2.zero
local mouseOffset = peek(mousePos) - itemPos
currentlyDragging:set({
id = item.id,
mouseOffset = mouseOffset
})
end
end
To end the drag, a global InputEnded
listener is created, which should
reliably fire no matter where or when the event occurs.
If there's a dropAction
to take, for example mark-as-completed
, then that
action is executed here.
In all cases, currentlyDragging
is cleared, so the entry is no longer dragged.
table.insert(scope,
UserInputService.InputEnded:Connect(function(inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.MouseButton1 then
return
end
local dragInfo = peek(currentlyDragging)
if dragInfo == nil then
return
end
local item = getTodoItemForID(dragInfo.id)
local action = peek(dropAction)
if item ~= nil then
if action == "mark-as-incomplete" then
item.completed:set(false)
elseif action == "mark-as-completed" then
item.completed:set(true)
end
end
currentlyDragging:set(nil)
end)
)
All that remains is to parent the task lists and overlay frames to a UI, so they
can be seen. Because the TodoEntry
component manages their own parent, this
code shouldn't pass in allEntries
as a child here.
local ui = scope:New "ScreenGui" {
Parent = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
[Children] = {
overlayFrame,
taskLists,
-- Don't pass `allEntries` in here - they manage their own parent!
}
}