refactor: split four oversized files into submodule trees

Break up the four giant files (~29k lines total) into focused submodule
directories, one concern per file. Pure mechanical moves — behavior is
unchanged.

- app/update.rs (9650) -> app/update/{mod,viewport,command,style,file,
  dynamic,dialog,util}. The 384-arm update_inner match stays in mod.rs
  with thin delegating arms; the 66 fattest arm bodies move to topic
  methods. Arm set preserved exactly (384 -> 384).
- scene/mod.rs (9017) -> scene/{mod,entity,tess,hittest,layout,paper,
  mspace,project,selection,modify,group_layer,preview}. The impl Scene
  body is split across files via inherent-impl-per-file; struct, ctor,
  fields and load-time helpers stay in the root. fn count 123 -> 123.
- app/commands.rs (6082) -> app/commands/* grouped by command family.
  The 233-arm dispatch match becomes source-ordered per-family
  dispatch_* handlers, preserving first-match precedence (233 -> 233).
- app/view.rs (4686) -> app/view/{mod,overlay,modal,viewcube,controls}.

Largest file drops from 9650 to 3343. Builds clean; app launches and
loads plugins with no panic.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-26 22:51:29 +03:00
1 parent 2baabdf4a0
commit bddc050b3e
39 files changed
+26674 -26113

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// Auto-split from scene/mod.rs. Pure text-move; behaviour unchanged.
use super::*;
impl Scene {
// ── Group helpers ──────────────────────────────────────────────────────
pub fn groups(&self) -> impl Iterator<Item = &acadrust::objects::Group> {
self.document.objects.values().filter_map(|obj| match obj {
ObjectType::Group(g) => Some(g),
_ => None,
})
}
/// Returns the names of all groups that contain `handle`.
pub fn group_names_for_entity(&self, handle: Handle) -> Vec<String> {
self.groups()
.filter(|g| g.contains(handle))
.map(|g| g.name.clone())
.collect()
}
/// Creates a named group from the given handles and registers it in the group dictionary.
pub fn create_group(&mut self, name: String, handles: Vec<Handle>) -> Handle {
let group_dict_handle = self.document.header.acad_group_dict_handle;
let mut group = acadrust::objects::Group::new(&name);
group.handle = self.document.allocate_handle();
group.owner = group_dict_handle;
group.add_entities(handles);
let gh = group.handle;
self.document.objects.insert(gh, ObjectType::Group(group));
if let Some(ObjectType::Dictionary(dict)) =
self.document.objects.get_mut(&group_dict_handle)
{
dict.add_entry(&name, gh);
}
gh
}
/// Dissolves all groups that contain any of the given handles.
/// Returns the number of groups removed.
pub fn delete_groups_containing(&mut self, handles: &[Handle]) -> usize {
let group_dict_handle = self.document.header.acad_group_dict_handle;
let to_delete: Vec<Handle> = self
.document
.objects
.values()
.filter_map(|obj| match obj {
ObjectType::Group(g) if handles.iter().any(|h| g.contains(*h)) => Some(g.handle),
_ => None,
})
.collect();
let count = to_delete.len();
for gh in &to_delete {
if let Some(ObjectType::Dictionary(dict)) =
self.document.objects.get_mut(&group_dict_handle)
{
dict.entries.retain(|(_, h)| h != gh);
}
self.document.objects.remove(gh);
}
count
}
/// If `handle` belongs to any selectable groups, also select all other members of those groups.
pub fn expand_selection_for_groups(&mut self, handles: &[Handle]) {
let to_add: Vec<Handle> = self
.document
.objects
.values()
.filter_map(|obj| match obj {
ObjectType::Group(g) if g.selectable && handles.iter().any(|h| g.contains(*h)) => {
Some(g.entities.clone())
}
_ => None,
})
.flatten()
.collect();
for h in to_add {
self.selected.insert(h);
}
self.bump_selection();
}
// ── Layer helpers ──────────────────────────────────────────────────────
pub fn toggle_layer_visibility(&mut self, name: &str) {
if let Some(layer) = self.document.layers.get_mut(name) {
layer.flags.off = !layer.flags.off;
}
self.bump_geometry();
}
pub fn toggle_layer_lock(&mut self, name: &str) {
if let Some(layer) = self.document.layers.get_mut(name) {
layer.flags.locked = !layer.flags.locked;
}
}
}