// Command system — trait for interactive CAD commands. // // Each tool that requires user interaction (point picks, object selection, // numeric input) implements `CadCommand`. The active command receives // viewport events from main.rs and returns `CmdResult` tokens that tell // the host what to do next. use crate::scene::model::hatch_model::HatchModel; use crate::scene::model::wire_model::WireModel; use crate::scene::Scene; use acadrust::{EntityType, Handle}; use glam::DVec3; /// Domain object resolved under the cursor for ObjectPick snapping. #[derive(Clone, Copy, Debug)] pub struct ObjectPickHit { pub handle: Handle, pub x: f64, pub y: f64, pub label: &'static str, } // ── Transform ───────────────────────────────────────────────────────────── /// A geometric transformation applied to existing entities. #[derive(Clone)] pub enum EntityTransform { /// Move every point by the given world-space delta (world XY plane). Translate(DVec3), /// Rotate around `center` by `angle_rad` in the world XY plane. Rotate { center: DVec3, angle_rad: f64 }, /// Uniform scale from `center` by `factor`. Scale { center: DVec3, factor: f64 }, /// Mirror across the line through `p1`→`p2` in the world XY plane. Mirror { p1: DVec3, p2: DVec3 }, } // ── Tangent object ───────────────────────────────────────────────────────── /// Geometric representation of a tangent-snap target. #[derive(Clone, Copy, Debug)] pub enum TangentObject { /// Infinite line through two world-space XZ-plane points. Line { p1: DVec3, p2: DVec3 }, /// Circle in the world XY plane. Circle { center: DVec3, radius: f64 }, } /// One unit of input to the active command's step machine. /// /// Every input source — the GUI command line, the headless automation feeder, /// dynamic input, the plugin API, and the viewport (clicks / picks / selection /// / tangent) — translates its raw input into one of these and routes it /// through `OpenCADStudio::feed_command`, so a single place drives the command /// regardless of where the step came from. /// /// Variants are wired up incrementally as each source is migrated onto /// `feed_command`; `#[allow(dead_code)]` covers those not yet constructed. #[allow(dead_code)] pub enum StepInput { /// A coordinate (`on_point`). Point(DVec3), /// A typed token: keyword, option letter, distance, or value /// (`on_text_input`). Text(String), /// An object pick (`on_entity_pick`). EntityPick(Handle, DVec3), /// A sub-structure pick — vertex / edge / face (`on_structure_pick`). StructurePick(Handle, DVec3), /// A completed selection set (`on_selection_complete`). SelectionComplete(Vec), /// A tangent-snap target (`on_tangent_point`). Tangent(TangentObject, DVec3), /// The text / MText editor closed, with its commit flag (`on_editor_closed`). EditorClosed(bool), /// Advance / finish the current step — Enter, or Space-as-Enter (`on_enter`). Enter, /// Cancel the command (`on_escape`). Escape, } /// Generic interactive front-end for a single-value setting command (PDMODE, /// PDSIZE, LTSCALE, CELTSCALE, …). Bare `` enters this command, which /// prompts for one value and then delegates to the existing inline /// ` ` handler via [`CmdResult::Dispatch`]. A bare Enter delegates /// to ` ` (trailing space) so the inline handler reports the current /// value. Keeps the value math + persistence in the one inline place while /// making the command prompt for its argument step-by-step. pub struct ValuePromptCommand { name: &'static str, prompt: &'static str, } impl ValuePromptCommand { pub fn new(name: &'static str, prompt: &'static str) -> Self { Self { name, prompt } } } impl CadCommand for ValuePromptCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { self.prompt.to_string() } fn wants_text_input(&self) -> bool { true } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); if t.is_empty() { Some(CmdResult::Dispatch(format!("{} ", self.name))) } else { Some(CmdResult::Dispatch(format!("{} {t}", self.name))) } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { // A value command takes no point; ignore stray clicks, keep prompting. CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { // Bare Enter → report the current value via the inline handler. CmdResult::Dispatch(format!("{} ", self.name)) } } /// Interactive front-end for RENAME. Prompts for the object type (as clickable /// buttons), then the current name, then the new name, and delegates to the /// inline `RENAME ` handler via [`CmdResult::Dispatch`] — the /// rename logic stays in one place while the command prompts step by step like /// every other command instead of only working with all three arguments typed /// on one line. pub struct RenameCommand { step: RenameStep, } enum RenameStep { Type, Old { ty: String }, New { ty: String, old: String }, } impl RenameCommand { /// `(button label, keyword)` for the object types the inline handler can /// actually rename. const TYPES: [(&'static str, &'static str); 7] = [ ("Layer", "LAYER"), ("Block", "BLOCK"), ("Text style", "STYLE"), ("Dim style", "DIMSTYLE"), ("Linetype", "LINETYPE"), ("UCS", "UCS"), ("View", "VIEW"), ]; #[allow(clippy::new_without_default)] pub fn new() -> Self { Self { step: RenameStep::Type, } } } impl CadCommand for RenameCommand { fn name(&self) -> &'static str { "RENAME" } fn prompt(&self) -> String { match &self.step { RenameStep::Type => "RENAME Select the object type to rename:".to_string(), RenameStep::Old { ty } => format!("RENAME {ty} Enter the current name:"), RenameStep::New { ty, old } => format!("RENAME {ty} Rename \"{old}\" to:"), } } fn options(&self) -> Vec { match self.step { RenameStep::Type => Self::TYPES .iter() .map(|(label, keyword)| CmdOption::new(label, keyword)) .collect(), _ => Vec::new(), } } fn wants_text_input(&self) -> bool { true } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); if t.is_empty() { // Keep prompting for the current step. return None; } // NOTE: a consumed-but-still-prompting input must return // `Some(NeedPoint)` (reprint the prompt), NOT `None` — the driver // treats `None` as "not consumed" and offers the same text to the // command a second time, which would advance two steps at once. match &self.step { RenameStep::Type => { // Accept a known type (or a common alias); re-prompt otherwise so // a typo doesn't advance to a rename that can't happen. let canonical = match t.to_uppercase().as_str() { "LAYER" | "LA" => "LAYER", "BLOCK" | "B" => "BLOCK", "STYLE" | "TEXTSTYLE" | "ST" => "STYLE", "DIMSTYLE" | "D" => "DIMSTYLE", "LINETYPE" | "LT" => "LINETYPE", "UCS" => "UCS", "VIEW" | "V" => "VIEW", _ => return Some(CmdResult::NeedPoint), }; self.step = RenameStep::Old { ty: canonical.to_string(), }; Some(CmdResult::NeedPoint) } RenameStep::Old { ty } => { self.step = RenameStep::New { ty: ty.clone(), old: t.to_string(), }; Some(CmdResult::NeedPoint) } RenameStep::New { ty, old } => { Some(CmdResult::Dispatch(format!("RENAME {ty} {old} {t}"))) } } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { // A rename takes no point; ignore stray clicks and keep prompting. CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { // Bare Enter with nothing typed cancels, like the other prompt commands. CmdResult::Cancel } } /// Interactive front-end for USERI / USERR — the five integer / real user /// registers in the drawing header. They take two inputs (which register, then /// the value), so they prompt for the register as clickable `1`–`5` buttons and /// then the value, and delegate to the inline `USERI ` handler. pub struct UserRegCommand { /// `"USERI"` or `"USERR"`. name: &'static str, /// Chosen register 1–5 once the first step is answered. slot: Option, } impl UserRegCommand { pub fn new(name: &'static str) -> Self { Self { name, slot: None } } } impl CadCommand for UserRegCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { match self.slot { None => format!("{} which register? [1-5]:", self.name), Some(n) => format!("{}{n} new value:", self.name), } } fn options(&self) -> Vec { match self.slot { None => (1..=5).map(|n| CmdOption::new(&n.to_string(), &n.to_string())).collect(), Some(_) => Vec::new(), } } fn wants_text_input(&self) -> bool { true } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); if t.is_empty() { return None; } match self.slot { None => { // Accept a register 1–5; re-prompt on anything else. Consumed // either way (`Some(NeedPoint)`) — `None` would feed the same // text to the command a second time. if let Ok(n @ 1..=5) = t.parse::() { self.slot = Some(n); } Some(CmdResult::NeedPoint) } // The inline handler validates the value (int vs real) and reports // usage if it doesn't parse, so just hand the whole line over. Some(n) => Some(CmdResult::Dispatch(format!("{} {n} {t}", self.name))), } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { CmdResult::Cancel } } /// Generic interactive front-end for a keyword sub-verb command (ATTDISP, /// LAYERSTATE, SCALELISTEDIT, VIEW…). Bare `` enters this command, which /// shows the sub-verbs as clickable buttons; picking one either dispatches /// ` ` straight away (an action verb) or, when the verb needs an /// argument, prompts for it and then dispatches ` `. /// Delegates to the existing inline ` …` handler so the logic stays in /// one place, the way [`ValuePromptCommand`] does for single values. pub struct KeywordCommand { name: &'static str, prompt: &'static str, /// `(button label, keyword, value prompt)`. A `Some` value prompt means the /// verb takes one argument collected in a second step; `None` acts alone. options: Vec<(&'static str, &'static str, Option<&'static str>)>, /// Set once a value-taking verb is chosen: `(keyword, value prompt)`. pending: Option<(&'static str, &'static str)>, } impl KeywordCommand { pub fn new( name: &'static str, prompt: &'static str, options: Vec<(&'static str, &'static str, Option<&'static str>)>, ) -> Self { Self { name, prompt, options, pending: None, } } } impl CadCommand for KeywordCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { match self.pending { Some((_, value_prompt)) => value_prompt.to_string(), None => self.prompt.to_string(), } } fn options(&self) -> Vec { match self.pending { Some(_) => Vec::new(), None => self .options .iter() .map(|(label, keyword, _)| CmdOption::new(label, keyword)) .collect(), } } fn wants_text_input(&self) -> bool { true } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); if t.is_empty() { return None; } match self.pending { // Second step: the argument for the already-chosen verb. Some((keyword, _)) => Some(CmdResult::Dispatch(format!("{} {keyword} {t}", self.name))), // First step: match the typed / clicked token to a sub-verb. // Consumed inputs that keep prompting return `Some(NeedPoint)` — // `None` would hand the same text to the command a second time. None => { let up = t.to_uppercase(); let Some((_, keyword, value_prompt)) = self.options.iter().find(|(_, k, _)| k.eq_ignore_ascii_case(&up)) else { // Unknown verb — keep prompting rather than dispatch garbage. return Some(CmdResult::NeedPoint); }; match value_prompt { Some(vp) => { self.pending = Some((keyword, vp)); Some(CmdResult::NeedPoint) } None => Some(CmdResult::Dispatch(format!("{} {keyword}", self.name))), } } } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { CmdResult::Cancel } } /// Generic interactive front-end for a two-argument command (LAYMRG source + /// target, SETVAR variable + value…). Prompts for the two values in turn and /// dispatches ` ` to the existing inline handler. A bare /// Enter on the second value dispatches ` ` (no second token) so a /// getter-style command (SETVAR reading a variable) still works. pub struct TwoValuePromptCommand { name: &'static str, prompt1: &'static str, prompt2: &'static str, first: Option, } impl TwoValuePromptCommand { pub fn new(name: &'static str, prompt1: &'static str, prompt2: &'static str) -> Self { Self { name, prompt1, prompt2, first: None, } } } impl CadCommand for TwoValuePromptCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { match &self.first { None => self.prompt1.to_string(), Some(_) => self.prompt2.to_string(), } } fn wants_text_input(&self) -> bool { true } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); match &self.first { None => { if t.is_empty() { return None; } self.first = Some(t.to_string()); // Consumed; `None` here would feed the same text back as the // second value and dispatch ` ` in one step. Some(CmdResult::NeedPoint) } Some(first) => Some(CmdResult::Dispatch(if t.is_empty() { format!("{} {first}", self.name) } else { format!("{} {first} {t}", self.name) })), } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { match &self.first { // Enter on the second step with nothing typed = report / no-op form. Some(first) => CmdResult::Dispatch(format!("{} {first}", self.name)), None => CmdResult::Cancel, } } } /// Generic interactive front-end for a keyword command that operates on the /// current selection (CHPROP, ADJUST, XDATA, UNDERLAY, DRAWORDER…). If nothing /// is selected when it starts it first gathers a selection (Enter confirms), /// then shows the sub-verbs as buttons exactly like [`KeywordCommand`] and /// dispatches ` [value]` to the inline handler, which reads the /// (still-selected) set. Verbs the generic form can't express — a second value /// (XDATA SET) or a reference pick (DRAWORDER ABOVE) — stay available by typing /// the full argument line. pub struct SelectThenKeywordCommand { name: &'static str, prompt: &'static str, options: Vec<(&'static str, &'static str, Option<&'static str>)>, gathering: bool, selected: Vec, pending: Option<(&'static str, &'static str)>, } impl SelectThenKeywordCommand { pub fn new( name: &'static str, prompt: &'static str, options: Vec<(&'static str, &'static str, Option<&'static str>)>, has_selection: bool, ) -> Self { Self { name, prompt, options, gathering: !has_selection, selected: Vec::new(), pending: None, } } } impl CadCommand for SelectThenKeywordCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { if self.gathering { return format!("{} select objects, then press Enter:", self.name); } match self.pending { Some((_, value_prompt)) => value_prompt.to_string(), None => self.prompt.to_string(), } } fn options(&self) -> Vec { if self.gathering || self.pending.is_some() { return Vec::new(); } self.options .iter() .map(|(label, keyword, _)| CmdOption::new(label, keyword)) .collect() } fn wants_text_input(&self) -> bool { !self.gathering } fn is_selection_gathering(&self) -> bool { self.gathering } fn on_selection_complete(&mut self, handles: Vec) -> CmdResult { // The normal selection system has set the scene selection; remember the // set so Enter knows whether anything was picked, and keep gathering. self.selected = handles; CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { if self.gathering { if self.selected.is_empty() { return CmdResult::Cancel; } self.gathering = false; return CmdResult::NeedPoint; } CmdResult::Cancel } fn on_text_input(&mut self, text: &str) -> Option { let t = text.trim(); if t.is_empty() { return None; } match self.pending { Some((keyword, _)) => Some(CmdResult::Dispatch(format!("{} {keyword} {t}", self.name))), None => { let up = t.to_uppercase(); let Some((_, keyword, value_prompt)) = self.options.iter().find(|(_, k, _)| k.eq_ignore_ascii_case(&up)) else { // Unknown verb — consumed, keep prompting (`None` would // feed the same text to the command a second time). return Some(CmdResult::NeedPoint); }; match value_prompt { Some(vp) => { self.pending = Some((keyword, vp)); Some(CmdResult::NeedPoint) } None => Some(CmdResult::Dispatch(format!("{} {keyword}", self.name))), } } } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } } /// Generic interactive front-end for a single-value command that operates on /// the current selection (HYPERLINK url, ARCTEXT text, TEXTFIT width, TCASE /// aside…). Gathers a selection first when none is set (Enter confirms), then /// prompts for one value and dispatches ` ` to the inline handler, /// which reads the still-selected set. A bare Enter on the value step dispatches /// `` alone — for commands whose value is optional (TCOUNT, TEXTMASK). pub struct SelectThenValueCommand { name: &'static str, value_prompt: &'static str, gathering: bool, selected: Vec, } impl SelectThenValueCommand { pub fn new(name: &'static str, value_prompt: &'static str, has_selection: bool) -> Self { Self { name, value_prompt, gathering: !has_selection, selected: Vec::new(), } } } impl CadCommand for SelectThenValueCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { if self.gathering { format!("{} select objects, then press Enter:", self.name) } else { self.value_prompt.to_string() } } fn wants_text_input(&self) -> bool { !self.gathering } fn is_selection_gathering(&self) -> bool { self.gathering } fn on_selection_complete(&mut self, handles: Vec) -> CmdResult { self.selected = handles; CmdResult::NeedPoint } fn on_text_input(&mut self, text: &str) -> Option { if self.gathering { return None; } let t = text.trim(); if t.is_empty() { return None; } Some(CmdResult::Dispatch(format!("{} {t}", self.name))) } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { if self.gathering { if self.selected.is_empty() { return CmdResult::Cancel; } self.gathering = false; return CmdResult::NeedPoint; } // Value step, nothing typed: the no-argument form (optional value). CmdResult::Dispatch(format!("{} ", self.name)) } } /// Generic front-end for a two-value command that operates on the current /// selection (POLYSOLID width + height on a selected polyline). Gathers a /// selection first when none is set, prompts for two values, and dispatches /// ` ` to the inline handler. pub struct SelectThenTwoValueCommand { name: &'static str, prompt1: &'static str, prompt2: &'static str, gathering: bool, selected: Vec, first: Option, } impl SelectThenTwoValueCommand { pub fn new( name: &'static str, prompt1: &'static str, prompt2: &'static str, has_selection: bool, ) -> Self { Self { name, prompt1, prompt2, gathering: !has_selection, selected: Vec::new(), first: None, } } } impl CadCommand for SelectThenTwoValueCommand { fn name(&self) -> &'static str { self.name } fn prompt(&self) -> String { if self.gathering { format!("{} select objects, then press Enter:", self.name) } else if self.first.is_none() { self.prompt1.to_string() } else { self.prompt2.to_string() } } fn wants_text_input(&self) -> bool { !self.gathering } fn is_selection_gathering(&self) -> bool { self.gathering } fn on_selection_complete(&mut self, handles: Vec) -> CmdResult { self.selected = handles; CmdResult::NeedPoint } fn on_text_input(&mut self, text: &str) -> Option { if self.gathering { return None; } let t = text.trim(); if t.is_empty() { return None; } match &self.first { None => { self.first = Some(t.to_string()); // Consumed; `None` would feed the same text back as the second // value and dispatch ` ` in one step. Some(CmdResult::NeedPoint) } Some(first) => Some(CmdResult::Dispatch(format!("{} {first} {t}", self.name))), } } fn on_point(&mut self, _pt: DVec3) -> CmdResult { CmdResult::NeedPoint } fn on_enter(&mut self) -> CmdResult { if self.gathering { if self.selected.is_empty() { return CmdResult::Cancel; } self.gathering = false; return CmdResult::NeedPoint; } CmdResult::Cancel } } // ── Result token ────────────────────────────────────────────────────────── /// Returned by every `CadCommand` method to tell main.rs what to do. #[allow(dead_code)] pub enum CmdResult { /// Command is still waiting for the next point; show updated prompt. NeedPoint, /// Update the committed-segment wire (normal colour) and keep collecting points. InterimWire(WireModel), /// Update the in-progress (cyan) preview wire in the viewport. Preview(WireModel), /// Commit an acadrust entity to the document; keep the command active. CommitEntity(EntityType), /// Commit an acadrust entity to the document and end the command. CommitAndExit(EntityType), /// Commit a Model-tab 3D solid: the acadrust entity (for selection / /// persistence) plus its truck B-rep (cached for boolean ops + shaded /// rendering). Ends the command. CommitSolid { entity: EntityType, solid: Box, }, /// Commit an acadrust entity, end the command, and open the in-place text /// editor on it (used by MLEADER to type the annotation after placement). CommitAndEditText(EntityType), /// Commit several entities, end the command, and open the in-place text /// editor on the one at `edit_index` (used by LEADER to place the leader /// line plus an empty MText annotation, then type into the MText). CommitManyAndEditText { entities: Vec, edit_index: usize, }, /// Create a block definition from existing entities and insert one reference. CreateBlock { handles: Vec, name: String, base: DVec3, }, /// Apply a transform to selected entities and end the command. TransformSelected(Vec, EntityTransform), /// Copy selected entities with a transform; command stays active for more copies. CopySelected(Vec, EntityTransform), /// Commit a hatch fill (stored in Scene::hatches, not the DXF document). CommitHatch(HatchModel), /// Copy selected entities with multiple transforms (e.g. rectangular array); end command. BatchCopy(Vec, Vec), /// Erase `handle` and replace with new entities; command stays active. ReplaceEntity(Handle, Vec), /// Replace / delete multiple entities and add new ones; command ends. /// Each pair: (handle_to_erase, replacement_entities) — empty vec = delete only. ReplaceMany(Vec<(Handle, Vec)>, Vec), /// Cancel: discard any preview and end the command. Cancel, /// End the selection-gather phase and re-dispatch the named command /// with the gathered handles installed as the active scene selection. Relaunch(String, Vec), /// End the command and dispatch the given command string. Used by an /// interactive front-end that gathered its arguments step-by-step and /// delegates execution to an existing inline command handler (e.g. UCS /// collecting an option + value, then running `UCS Z 90`). Unlike /// `Relaunch` it does not touch the selection. Dispatch(String), /// Move `dest` entities to the layer of the `src` entity; end command. MatchEntityLayer { dest: Vec, src: Handle }, /// Copy all visual properties (layer/color/linetype/lineweight) from `src` to `dest`; end command. MatchProperties { dest: Vec, src: Handle }, /// Create a named group from the given entity handles; end command. CreateGroup { handles: Vec, name: String }, /// Dissolve all groups that contain any of the given handles; end command. DeleteGroups { handles: Vec }, /// Freeze or thaw layers by name in the given viewport; command stays active. VpLayerUpdate { vp_handle: Handle, freeze: Vec, thaw: Vec, }, /// Paste clipboard entities translated so their centroid lands at `base_pt`; end command. PasteClipboard { base_pt: DVec3 }, /// Zoom the model-space camera to fit the given corner points; end command. ZoomToWindow { p1: DVec3, p2: DVec3 }, /// Print a measurement result to the command line and end the command. Measurement(String), /// Break `handle` at points `p1` and `p2`; replace with computed fragments. BreakEntity { handle: Handle, p1: DVec3, p2: DVec3 }, /// Attempt to join the given entities into fewer merged entities. JoinEntities(Vec), /// Apply a polyline-edit operation to one entity; keep command active. PeditOp { handle: Handle, op: crate::modules::draw::modify::pedit::PeditOp, }, /// Place Point entities at N equal intervals along the entity. DivideEntity { handle: Handle, n: usize }, /// Place Point entities at `segment_length` intervals along the entity. MeasureEntity { handle: Handle, segment_length: f64 }, /// Extend/trim a Line or Arc by the given mode; end command. LengthenEntity { handle: Handle, pick_pt: DVec3, mode: crate::modules::draw::modify::lengthen::LenMode, }, /// Align selected entities: translate to dst1, rotate by angle_rad, optional scale. AlignSelected { handles: Vec, src1: DVec3, dst1: DVec3, angle_rad: f64, scale: f64, }, /// Set the plot window on the active layout's PlotSettings. SetPlotWindow { p1: DVec3, p2: DVec3 }, /// Quick-print the bounding box of the given selected entities to a PDF. QuickPrint(Vec), /// Replace the text content of a Text/MText entity in-place. DdeditEntity { handle: Handle, new_text: String }, /// Open the in-place editor (plain box or rich MText editor, per type) for /// a text-bearing entity picked by a command such as DDEDIT. EditTextEntity { handle: Handle }, /// Open the in-place MText editor (formatting toolbar + multi-line text /// area with live viewport preview). `handle` is `Some` when editing an /// existing MText, `None` when creating a new one at `pos`. OpenMTextEditor { pos: DVec3, handle: Option, initial: String, height: f64, }, /// Open the in-place single-line TEXT editor (a plain text-entry box, no /// formatting toolbar). `handle` is `Some` when editing an existing Text, /// `None` when creating a new one at `pos`. OpenTextEditor { pos: DVec3, handle: Option, initial: String, height: f64, }, /// Apply new pattern/scale/angle to an existing hatch entity. HatcheditApply { handle: Handle, name: String, scale: f32, angle: f32, }, /// Implicit STRETCH selection: the crossing window was drawn with no prior /// selection, so the host resolves which entities it touches and restarts /// the command at the base-point step with them. (#338) StretchWindow { win_min: DVec3, win_max: DVec3 }, /// Stretch entities: move only vertices/endpoints inside the crossing window. StretchEntities { handles: Vec, /// Min corner of the crossing window in world XZ (= DXF XY). win_min: DVec3, /// Max corner of the crossing window in world XZ (= DXF XY). win_max: DVec3, /// Translation vector to apply to vertices inside the window. delta: DVec3, }, /// Create a Solid3D placeholder entity + associated MeshModel. /// `mesh_fn` is called with the entity's handle string to build the mesh. CommitSolid3D { mesh_fn: Box Option + Send>, }, /// Extrude the profile entity `handle` by `height` along Z. ExtrudeEntity { handle: Handle, height: f64, color: [f32; 4], }, /// Revolve the profile entity `handle` around the given axis by `angle_deg`. RevolveEntity { handle: Handle, axis_start: glam::DVec3, axis_end: glam::DVec3, angle_deg: f32, color: [f32; 4], }, /// Sweep the profile entity `profile_handle` along `path_handle`. SweepEntity { profile_handle: Handle, path_handle: Handle, color: [f32; 4], }, /// Loft through a series of profile entities. LoftEntities { handles: Vec, color: [f32; 4], }, /// INSERT landed on a block that has AttributeDefinitions. /// The host should look up the attdefs for `block_name` from the document /// and call `attreq_set_attdefs()` on the command, then loop on text input. AttreqNeeded { block_name: String }, /// Add a command-owned "live" entity to the document mid-command and hand /// its assigned handle back to the active command via `set_live_handle()`. /// One undo snapshot is pushed here, so the whole in-progress object reverts /// as a single unit. The command stays active. Used by PLINE so the partial /// polyline is a real, snappable entity while later vertices are placed. CommitLiveEntity(EntityType), /// Replace the geometry of the live entity `handle` in place — preserving /// its layer — without pushing a new undo snapshot. When `finish` is true /// the command also exits (the entity is already committed, so no separate /// commit is needed). UpdateLiveEntity { handle: Handle, entity: EntityType, finish: bool, }, /// Remove the live entity from the document but keep the command running — /// PLINE's Undo popping back below the two vertices an entity needs. RemoveLiveEntity(Handle), /// Suspends command execution, moves it to suspended_cmd, and opens the text editor for the given handle. SuspendForTextEdit { handle: Handle }, /// Requests a standard document-level undo while keeping the command active. UndoDocument, /// Sets the TEXTEDITMODE system variable and ends the command. SetTexteditMode(bool), } /// What kind of value the active command is currently asking for. Drives /// the dynamic-input overlay so the tooltip shows the relevant quantity /// (coordinates for a point pick, a single length for a radius/distance /// prompt, degrees for an angle prompt). #[derive(Clone, Copy, PartialEq, Eq, Debug, Default)] pub enum DynField { /// A position — X/Y coordinates (or distance+angle relative to the /// last point). The default for every command step. #[default] Point, /// A single linear distance (radius, length, offset) measured from /// the last point. Distance, /// An angle, shown in degrees, measured from the last point. Angle, /// A typed scalar with no geometric meaning at the cursor — a count /// (number of sides / segments) or any value the command reads purely /// from the keyboard. Shown as a single typed box. Scalar, } // ── Per-step dynamic-input specification ─────────────────────────────────── // // `DynField` only says "this step wants a point / distance / angle". `DynSpec` // lets a command describe its step precisely: which value boxes to show (with // roles + labels), what guide geometry to draw, and where it is measured from. // A command returns `Some(DynSpec)` from `dyn_spec()` to take explicit control; // returning `None` (the default) keeps the legacy `dyn_field()` behaviour. /// Semantic role of a dynamic-input box. Resolution maps each role to a base /// ordinate/distance/angle; the role additionally drives the label and any /// value scaling (e.g. a diameter shows/accepts twice the geometric radius). #[derive(Clone, Copy, PartialEq, Eq, Debug)] pub enum DynRole { X, Y, Z, /// Linear distance from the anchor. Distance, /// Angle from the anchor, degrees. Angle, /// Distance shown labelled `R` (circle/arc radius). Radius, /// Distance shown labelled `⌀`; displayed/typed value is twice the radius. Diameter, /// Cartesian X-delta shown labelled `W` (rectangle width). Width, /// Cartesian Y-delta shown labelled `H` (rectangle height). Height, /// Typed-only scale factor. Factor, /// Typed-only integer count. Reserved for upcoming command migrations. #[allow(dead_code)] Count, } /// Shared rule for how an angle reads in the dynamic-input box: the unsigned /// magnitude of the short signed angle, so a clockwise angle (cursor below the /// reference axis) shows as a positive value rather than a negative or a /// CCW 300-something. Callers keep the *signed* radian for the actual /// computation/commit; this is display-only. `signed_rad` is the angle from /// the reference to the cursor. pub fn dyn_display_angle_deg(signed_rad: f32) -> f32 { let mut a = signed_rad % std::f32::consts::TAU; if a > std::f32::consts::PI { a -= std::f32::consts::TAU; } if a <= -std::f32::consts::PI { a += std::f32::consts::TAU; } a.to_degrees().abs() } impl DynRole { /// Default label shown before the value (empty = value only). pub fn label(self) -> &'static str { match self { DynRole::X => "X", DynRole::Y => "Y", DynRole::Z => "Z", DynRole::Distance | DynRole::Angle | DynRole::Factor => "", DynRole::Radius => "R", DynRole::Diameter => "\u{2300}", DynRole::Width => "W", DynRole::Height => "H", DynRole::Count => "#", } } /// Multiplier between the geometric value and the displayed/typed value. /// A diameter box shows and accepts twice the underlying radius. pub fn value_scale(self) -> f32 { match self { DynRole::Diameter => 2.0, _ => 1.0, } } } /// Guide geometry the overlay draws for a step, anchored at the step's base. #[derive(Clone, Copy, PartialEq, Eq, Debug)] pub enum DynGuide { /// No guide lines. None, /// +X reference line and the angle arc (polar point entry). Polar, /// Dotted projections from the cursor down to the anchor's X and Y axes. AxisDelta, /// A line from the anchor to the cursor (radius / single distance). Radius, /// The two rectangle sides (width × height) from the anchor corner. RectSides, /// A line from the anchor, perpendicular to the reference line (anchor → /// `DynSpec::ref_point`), reaching the cursor's perpendicular offset — the /// measured semi-axis (ellipse minor). The value is that offset. Perp, /// Like `Perp` but drawn as a dimension: the measured segment is offset off /// the edge with extension lines back to its endpoints (rectangle height). PerpDim, } /// Where a step's values are measured from. #[derive(Clone, Copy, PartialEq, Debug)] pub enum DynAnchor { /// The previous committed point (`App::last_point`). Reserved — current /// specs pass the anchor explicitly via `Point`. #[allow(dead_code)] LastPoint, /// An explicit world point. Point(DVec3), } /// One value box in a [`DynSpec`]. #[derive(Clone, Debug)] pub struct DynFieldSpec { pub role: DynRole, /// Label override; `None` uses the role's default label. #[allow(dead_code)] // dyn-spec framework field; not yet consumed pub label: Option<&'static str>, } impl DynFieldSpec { pub fn new(role: DynRole) -> Self { Self { role, label: None } } } /// A full per-step dynamic-input description. #[derive(Clone, Debug)] pub struct DynSpec { pub anchor: DynAnchor, pub fields: Vec, pub guide: DynGuide, /// Far end of a reference line through `anchor` (only used by /// [`DynGuide::Perp`]); `None` otherwise. pub ref_point: Option, } // ── Trait ───────────────────────────────────────────────────────────────── /// An interactive CAD command that collects user input step-by-step. /// One clickable option a command step offers. Rendered as a button next to /// the command-line prompt; clicking it feeds `keyword` to the running command /// exactly as if the user had typed it (routed through `on_text_input`). An /// empty `keyword` submits the step like pressing Enter (the finish / default /// action). Lets every bracketed `[A=arc L=line …]` prompt become buttons so /// the option need not be typed. (#304) #[derive(Clone, Debug)] pub struct CmdOption { /// Text shown on the button, e.g. `"3P"` or `"Close"`. pub label: String, /// Token fed to the command when clicked, e.g. `"3P"`. Empty = Enter. pub keyword: String, } impl CmdOption { /// Button whose keyword is typed on click, e.g. `("Ttr", "TTR")`. pub fn new(label: &str, keyword: &str) -> Self { Self { label: label.to_string(), keyword: keyword.to_string(), } } /// A "finish" button that submits the step like Enter. pub fn enter(label: &str) -> Self { Self { label: label.to_string(), keyword: String::new(), } } } pub trait CadCommand: Send { /// Short name shown in the command line prompt, e.g. `"LINE"`. #[allow(dead_code)] fn name(&self) -> &'static str; /// Current prompt string to display in the command line. fn prompt(&self) -> String; /// Clickable keyword options for the current step, rendered as buttons in /// the command line next to the prompt. Default: none. A command returns /// different options per step; clicking a button feeds its keyword through /// the same path as typed command-line text (`on_text_input`). (#304) fn options(&self) -> Vec { Vec::new() } /// Push the active UCS into the command as a UCS→render(wire)-space affine /// (identity = plain WCS). Commands that build axis-aligned geometry (RECT, /// rectangular ARRAY, …) override this to store it and rotate their implicit /// axes into the UCS; most commands work purely from picked points and /// ignore it. Called before each point / preview dispatch. fn set_ucs(&mut self, _ucs: glam::Mat4) {} /// Push the live Ctrl-key state into the command before each preview/commit /// dispatch. Commands that offer a Ctrl toggle (e.g. arc-direction flip on /// `ARC_CONT`) store it; most commands ignore it. Default no-op. fn set_ctrl(&mut self, _ctrl: bool) {} /// Called when the user left-clicks in the viewport (point pick). fn on_point(&mut self, pt: DVec3) -> CmdResult; /// Called when the user presses Enter (finalize / next option). fn on_enter(&mut self) -> CmdResult; /// Called when the user presses Escape (cancel). #[allow(dead_code)] fn on_escape(&mut self) -> CmdResult { CmdResult::Cancel } /// Returns `true` when the command needs entity picking (hit-test) instead of point picking. fn needs_entity_pick(&self) -> bool { false } /// Called when the text editor closes, either because the user committed or cancelled the edit. fn on_editor_closed(&mut self, _committed: bool) -> CmdResult { CmdResult::Cancel } /// Called when the user clicks and `needs_entity_pick()` is true. /// `handle` is the nearest wire's entity handle (Handle::NULL if nothing found). fn on_entity_pick(&mut self, _handle: Handle, _pt: DVec3) -> CmdResult { CmdResult::Cancel } /// Host callback after `CmdResult::CommitLiveEntity`: records the handle the /// new live entity was assigned so later `UpdateLiveEntity` results can /// target it. fn set_live_handle(&mut self, _handle: Handle) {} /// Point-click pick of domain objects (wire hit-test often misses small markers). fn needs_structure_point_pick(&self) -> bool { false } /// Resolve a domain object near `(x, y)` while `needs_structure_point_pick()` is active. fn resolve_object_pick(&self, _scene: &Scene, _x: f64, _y: f64) -> Option { None } /// Preview wires while hovering during object-point pick. fn object_pick_hover_previews(&self, _scene: &Scene, _cursor: DVec3) -> Vec { vec![] } /// Message when `resolve_object_pick` returns none on click. fn object_pick_miss_message(&self) -> &'static str { "No object near click." } /// Called when `needs_structure_point_pick()` is true and a structure is found near the click. fn on_structure_pick(&mut self, _handle: Handle, _pt: DVec3) -> CmdResult { CmdResult::Cancel } /// Extra acquisition previews during entity pick (besides `on_hover_entity`). fn entity_pick_acquire_previews(&self, _scene: &Scene, _handle: Handle) -> Vec { vec![] } /// Acquisition hint label during entity pick hover. fn entity_pick_acquire_hint(&self, _handle: Handle) -> Option<&'static str> { None } /// Hover label for object acquisition (e.g. "Inlet" under cursor). fn set_acquisition_hint(&mut self, _hint: Option<&str>) {} /// Called after `CmdResult::ReplaceEntity` is applied to the document. /// `old` is the erased handle; `new_handles` are the handles assigned to the replacement entities. /// Commands that stay active across replaces should update their internal snapshots here. fn on_entity_replaced(&mut self, _old: Handle, _new_handles: &[Handle]) {} /// Called on every mouse-move when `needs_entity_pick()` is true. /// Return preview wires showing the operation result under the cursor. /// Default: empty (no preview). fn on_hover_entity(&mut self, _handle: Handle, _pt: DVec3) -> Vec { vec![] } /// Called on every mouse-move in the viewport. /// Return `Some(WireModel)` to update the rubber-band preview, `None` to skip. fn on_mouse_move(&mut self, _pt: DVec3) -> Option { None } /// Called on every mouse-move; return all preview wires to show (object ghosts + rubber-band). /// Default: forwards to `on_mouse_move` for backwards compatibility. fn on_preview_wires(&mut self, pt: DVec3) -> Vec { self.on_mouse_move(pt).into_iter().collect() } /// Returns `true` when the command is waiting for text typed in the command line. fn wants_text_input(&self) -> bool { false } /// Returns `true` when the current step is a point pick that *also* accepts /// optional keyword letters (e.g. PLINE's A/L/C/U). Such a step keeps the /// polar dynamic-input boxes: typed digits become coordinates while letters /// still reach the command line as keywords. Without this, a command that /// returns `wants_text_input() == true` for its keywords would suppress the /// dynamic-input distance/angle entirely. Default `false`. fn point_step_accepts_keywords(&self) -> bool { false } /// Returns `true` when the active text prompt expects free-form prose /// that can legitimately contain whitespace (the body of a TEXT / /// MTEXT / DDEDIT entity, an attribute default value, etc.). For /// these prompts the command-line input must let `Space` be typed as /// a literal character; for every other prompt `Space` submits the /// input the same way `Enter` does. /// /// Default `false` — single-token prompts (option letters, numeric /// radius, block name) do not embed spaces. fn wants_text_with_spaces(&self) -> bool { false } /// Called when the user submits text via the command line while `wants_text_input` is true. fn on_text_input(&mut self, _text: &str) -> Option { None } /// Returns `true` when the command is in a selection-gathering phase. /// While true, viewport clicks are routed through the normal selection /// system (single / box / polygon) instead of the command's point-pick path. /// After each completed selection action the host calls `on_selection_complete`. fn is_selection_gathering(&self) -> bool { false } /// Called after a selection action completes while `is_selection_gathering` is true. /// `handles` is the full set of currently selected entities. /// Return `Relaunch` to fire the pending command, or `NeedPoint` to keep gathering. fn on_selection_complete(&mut self, _handles: Vec) -> CmdResult { CmdResult::Cancel } /// Returns `true` when the current step picks a corner of a selection /// *window* by point (e.g. STRETCH's crossing window). Such a pick must be a /// free point: applying the Ortho/Polar lock would pin the opposite corner to /// an axis through the first corner, collapsing the rectangle to a line and /// making the window unusable. The host skips the ortho/polar constraint for /// these steps. Default `false`. (#291) fn window_corner_pick(&self) -> bool { false } /// The already-picked first corner of the selection window (world space) /// while `window_corner_pick()` is true and the opposite corner is being /// dragged. The host projects it and draws a filled selection marquee to the /// cursor, so a point-picked window (STRETCH) reads like a normal box /// selection. `None` before the first corner is set. (#291) fn window_first_corner(&self) -> Option { None } /// Returns `true` when the command wants object picks via Tangent snap. fn needs_tangent_pick(&self) -> bool { false } /// If this command is XATTACH, returns the file path to attach. /// Default: None. fn xattach_path(&self) -> Option { None } /// The block reference an ATTEDIT pick has resolved to, awaiting the /// attribute editor dialog; else None. fn attedit_pending_handle(&self) -> Option { None } /// Inject the block's attribute definitions for ATTREQ attr-filling after /// the INSERT point is picked. Carries the full definitions so the created /// attributes inherit their geometry, not just tag / prompt / default (#255). fn attreq_set_attdefs(&mut self, _attdefs: Vec) {} /// Returns the INSERT entity built so far (pending attr fill) if this is an /// ATTREQ-aware INSERT command waiting for attdef injection. /// Called by the host after `AttreqNeeded` to commit the completed Insert. fn attreq_take_insert(&mut self) -> Option { None } /// Called instead of `on_point` when the command needs a tangent pick /// and the snap system found a tangent object. fn on_tangent_point(&mut self, obj: TangentObject, hit: DVec3) -> CmdResult { let _ = obj; self.on_point(hit) } /// Commit a picked point that may carry a running Tangent-snap reference /// (the object under the cursor when Tangent won). The default ignores the /// tangent, so only commands that opt in see it — LINE uses it to resolve a /// deferred tangent-to-tangent line between two circles, which needs both /// objects and so can't be computed at a single pick. Returning `None` /// means "not handled — fall back to `on_point`". (#274) fn on_point_with_tangent( &mut self, _pt: DVec3, _tangent: Option, ) -> Option { None } /// The command's current anchor (rubber-band origin) after a commit, so the /// host can sync `last_point` when the command replaced the picked /// coordinate — e.g. LINE resolving a deferred tangent to the true tangent /// point. `None` keeps the picked point. Only consulted after /// `on_point_with_tangent` handled the pick. (#274) fn resolved_anchor(&self) -> Option { None } /// When true, `update.rs` injects the picked entity before calling /// `on_entity_pick` (required when the pick handler reads injected state). fn inject_before_entity_pick(&self) -> bool { false } /// Called by update.rs to inject the cloned entity into commands /// that need to read/modify it (e.g. DIMTEDIT, MLEADERADD, MLEADERREMOVE). /// Default: no-op. fn inject_picked_entity(&mut self, _entity: acadrust::EntityType) {} /// What the command is asking for at this step, used to label the /// dynamic-input overlay. Default is a point pick; commands waiting /// on a radius/length return `Distance` and angle prompts return /// `Angle`. fn dyn_field(&self) -> DynField { DynField::Point } /// When true, a value typed into the dynamic-input box for this step is /// committed via `on_text_input` (as a string the command parses) rather /// than resolved into a point. Used by steps whose typed value is a span / /// included angle / length the command interprets itself (e.g. ARC angle /// modes), while the box still previews a live value from the cursor. fn dyn_commit_as_text(&self) -> bool { false } /// Explicit per-step dynamic-input description. `Some(spec)` takes full /// control of the boxes, guide geometry and anchor for this step; `None` /// (the default) falls back to the legacy `dyn_field()` behaviour so /// commands that haven't migrated keep working unchanged. fn dyn_spec(&self) -> Option { None } /// Live value for the dynamic-input scalar box, derived from the cursor /// world position. Lets a command drive a typed prompt by mouse — e.g. /// OFFSET returns the perpendicular distance from the cursor to the /// object being offset, so moving the cursor fills in the distance. /// Returns `None` when the value can only be typed (a count, or a /// distance with no reference yet). The string the host commits is this /// value formatted; the command's own `on_text_input` parses it back. fn dyn_live_value(&self, _cursor: DVec3) -> Option { None } } // ── Autocomplete registry ───────────────────────────────────────────────── // // Every `impl CadCommand for Foo` module submits the names it answers to // at compile time via `inventory::submit!`. The command-line autocomplete // then iterates the resulting collection at runtime — no central list to // keep in sync. // // Non-interactive one-shot dispatch arms (NEW, OPEN, SAVE, …) live in // `app/commands.rs` and don't have a `CadCommand` impl; they're absent // from autocomplete by design. Add an explicit `inventory::submit!` next // to their dispatch arm if you want them surfaced. pub struct CommandRegistration { pub names: &'static [&'static str], } inventory::collect!(CommandRegistration); /// All registered command names, including aliases. pub fn all_registered_command_names() -> Vec<&'static str> { inventory::iter:: .into_iter() .flat_map(|r| r.names.iter().copied()) .collect() }