Files
OneCAD-Draft/src/scene/view/viewport_pane.rs
T
Hakan SevenandClaude Opus 4.8 7fe7e0230d refactor(scene): group modules into role-based subfolders
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 11:33:46 +03:00

87 lines
2.9 KiB
Rust

//! Unified GPU shader widget for both model and paper layouts.
//!
//! There is one `shader::Program` for the whole canvas. `Scene::build_viewports`
//! decides what to render — model layout produces one viewport per tile
//! (`active_viewports` iterates `model_tiles`), paper layout produces one per
//! content viewport entity. Each one is drawn into its own scissor rect by a
//! dedicated inner `Pipeline` (kept in the `MultiPipeline` outer).
use super::render::{CameraState, Primitive};
use crate::scene::Scene;
use iced::widget::shader;
use iced::{mouse, Event, Rectangle};
// ── Widget struct ─────────────────────────────────────────────────────────
pub struct ViewportPane<'a> {
pub scene: &'a Scene,
pub show_viewcube: bool,
/// Render mode applied to the Model layout's tiles. Paper-space content
/// viewports use the render mode stored on their own viewport entity.
pub render_mode: acadrust::entities::ViewportRenderMode,
}
impl<'a> ViewportPane<'a> {
pub fn model(
scene: &'a Scene,
show_viewcube: bool,
render_mode: acadrust::entities::ViewportRenderMode,
) -> Self {
Self {
scene,
show_viewcube,
render_mode,
}
}
}
// ── 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 {
self.scene
.build_viewports(bounds, self.render_mode, state.hover_region)
}
fn update(
&self,
state: &mut Self::State,
event: &Event,
bounds: Rectangle,
cursor: mouse::Cursor,
) -> Option<iced::widget::Action<Msg>> {
// ViewCube hover is also driven from the app-level CursorMoved /
// ViewportMove handlers (the cube hit-area overlay shadows this
// widget for those events). Keeping the call here gives a fallback
// path while the cursor is over the bare shader.
if 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 self.show_viewcube {
self.scene.viewcube_mouse_interaction(state)
} else {
mouse::Interaction::default()
}
}
}