Files
OneCAD-Draft/src/scene/viewport_pane.rs
T
Hakan SevenandClaude Sonnet 4.6 5f3182fa9a fix: NAVVCUBE and UCSICON commands now properly toggle visibility
NAVVCUBE: propagate show_viewcube flag through ViewportPane and the wgpu
Primitive so the ViewCube pipeline skips upload/render when hidden.
UCSICON: bare command (no subcommand) now toggles current state instead
of printing usage info.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-24 01:31:52 +03:00

148 lines
4.9 KiB
Rust

use super::render::{CameraState, PaperViewportPrimitive, Primitive};
use super::Scene;
use acadrust::Handle;
use iced::widget::shader;
use iced::{mouse, Event, Rectangle};
// ── Mode ──────────────────────────────────────────────────────────────────
pub enum ViewportPaneMode {
/// Full model space — fills whatever bounds Iced assigns.
Model,
/// Model-space content rendered through a specific viewport's 3-D camera.
///
/// NOTE: Currently unused because Iced 0.14 batches all shader `prepare()`
/// calls before any `render()` calls. Multiple widgets sharing the same
/// `Pipeline` type overwrite each other's GPU buffers. A per-viewport
/// wgpu sub-renderer that accumulates data across frames would be needed to
/// revive this path.
#[allow(dead_code)]
Paper { handle: Handle },
}
// ── Widget struct ─────────────────────────────────────────────────────────
pub struct ViewportPane<'a> {
pub scene: &'a Scene,
pub mode: ViewportPaneMode,
pub show_viewcube: bool,
}
impl<'a> ViewportPane<'a> {
pub fn model(scene: &'a Scene, show_viewcube: bool) -> Self {
Self { scene, mode: ViewportPaneMode::Model, show_viewcube }
}
/// One paper-space viewport: model content rendered through its own camera.
/// See [`ViewportPaneMode::Paper`] for why this is currently unused.
#[allow(dead_code)]
pub fn paper(scene: &'a Scene, handle: Handle) -> Self {
Self { scene, mode: ViewportPaneMode::Paper { handle }, show_viewcube: false }
}
}
// ── PaperViewportPane ─────────────────────────────────────────────────────
//
// A shader widget for the MSPACE active viewport. Uses PaperViewportPrimitive
// (and therefore PaperViewportPipeline) so it gets its own Iced storage entry,
// separate from the ViewportPane/PaperSheet pipeline.
pub struct PaperViewportPane<'a> {
pub scene: &'a Scene,
pub handle: Handle,
}
impl<'a> PaperViewportPane<'a> {
pub fn new(scene: &'a Scene, handle: Handle) -> Self {
Self { scene, handle }
}
}
impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for PaperViewportPane<'a> {
type State = CameraState;
type Primitive = PaperViewportPrimitive;
fn draw(
&self,
state: &Self::State,
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
self.scene.build_active_viewport_primitive(self.handle, state.hover_region, bounds)
}
fn update(
&self,
state: &mut Self::State,
event: &Event,
bounds: Rectangle,
cursor: mouse::Cursor,
) -> Option<iced::widget::Action<Msg>> {
self.scene.update_viewcube_state(state, bounds, cursor);
let _ = event;
None
}
fn mouse_interaction(
&self,
state: &Self::State,
_b: Rectangle,
_c: mouse::Cursor,
) -> mouse::Interaction {
self.scene.viewcube_mouse_interaction(state)
}
}
// ── ViewportPane shader::Program impl ────────────────────────────────────
impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a> {
type State = CameraState;
type Primitive = Primitive;
fn draw(
&self,
state: &Self::State,
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
match &self.mode {
ViewportPaneMode::Model => {
self.scene.build_primitive(state.hover_region, bounds, self.show_viewcube)
}
ViewportPaneMode::Paper { handle } => {
self.scene.build_viewport_primitive(*handle, state.hover_region, bounds)
}
}
}
fn update(
&self,
state: &mut Self::State,
event: &Event,
bounds: Rectangle,
cursor: mouse::Cursor,
) -> Option<iced::widget::Action<Msg>> {
// ViewCube hover only makes sense in the full model-space view.
if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
self.scene.update_viewcube_state(state, bounds, cursor);
} else {
state.hover_region = None;
}
let _ = event;
None
}
fn mouse_interaction(
&self,
state: &Self::State,
_b: Rectangle,
_c: mouse::Cursor,
) -> mouse::Interaction {
if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
self.scene.viewcube_mouse_interaction(state)
} else {
mouse::Interaction::default()
}
}
}