forked from 1b-agent/opencadstudio-upstream
feat(viewport): hide ViewCube then render bar as the viewport narrows
When the viewport got too narrow the top-left render-mode bar and the top-right ViewCube overlapped. Hide them adaptively, measuring the render bar's real width rather than guessing: - Wrap the render bar in DensitySwap, which measures its natural width every frame and swaps it for an empty spacer once it no longer fits the tile. Add report_width0 so it publishes that measured width to render_bar_w. - Compute viewcube_visible from that measured width: the cube shows only while bar_w + gap + cube region fits. This one flag drives the ViewCube nav/UCS widgets, the hover hit-test, and — threaded through build_viewports / build_viewport_for_pane / viewport_data_for — the GPU cube itself, which previously ignored the pane flag (show_viewcube was inst.active only), so the cube stayed while its surrounding widgets vanished. Result: the ViewCube gives way first, then the render bar once it too has no room — no overlap, sized to the bar's real width (which varies with the render-mode label, split buttons and tile count). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -69,12 +69,18 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
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bounds: Rectangle,
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) -> Self::Primitive {
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match self.pane {
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Some(idx) => self
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.scene
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.build_viewport_for_pane(bounds, idx, self.render_mode),
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None => self
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.scene
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.build_viewports(bounds, self.render_mode, state.hover_region),
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Some(idx) => self.scene.build_viewport_for_pane(
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bounds,
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idx,
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self.render_mode,
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self.show_viewcube,
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),
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None => self.scene.build_viewports(
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bounds,
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self.render_mode,
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state.hover_region,
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self.show_viewcube,
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),
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}
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}
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