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OneCAD-Draft/src/scene/view/viewport_pane.rs
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Hakan SevenandClaude Opus 5.5 f537aff75c feat: node graph overlay; move to opencadcodec/opencadkernel/opencadgraph
The codec and kernel repositories and crates are renamed opencadcodec and
opencadkernel. Inside OCS they are depended on under short keys, so code
reads `codec::`, `kernel::` and the new `graph::` (opencadgraph, the node
graph engine). File-format and protocol spellings stay as they were: the
ACIS product id `acadrust`, the ACADRUST_* switches and the plugin
version keys `acadrust_version` / `acadrust_source`.

A button left of MCP on the command line opens a translucent node graph
over the viewport, with a palette of object, input, math, logic, list,
text and geometry nodes added by click or drag. An object node owns
drawing entities and its rows are the Properties panel's own rows for
them: the single-object page is extracted from refresh_properties as
entity_property_sections, values use the control protocol's
property_json, and writes go through set_property_value with a property
target override, so the panel, MCP and the graph share one read/write
path. A list reaching an object row makes one entity per element. Each
graph action is one undo step; the canvas pans and zooms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:34:23 +03:00

140 lines
4.7 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,
pub show_interaction: bool,
/// Render mode applied to the active Model tile or active paper viewport.
/// The app may supply a temporary gallery-hover mode; inactive viewports
/// keep the values stored on their own tile/entity.
pub render_mode: codec::entities::ViewportRenderMode,
/// `Some(tile_idx)` → this widget renders a single Model pane (one shader
/// per `pane_grid` pane, filling its own bounds). `None` → the unified
/// full-canvas path (paper layout, or the whole-canvas Model fallback).
pub pane: Option<usize>,
/// Active Iced theme text colour, forwarded to the GPU-rendered ViewCube
/// face and compass labels.
pub viewcube_text_color: [f32; 4],
}
impl<'a> ViewportPane<'a> {
pub fn model(
scene: &'a Scene,
show_viewcube: bool,
show_interaction: bool,
render_mode: codec::entities::ViewportRenderMode,
viewcube_text_color: [f32; 4],
) -> Self {
Self {
scene,
show_viewcube,
show_interaction,
render_mode,
pane: None,
viewcube_text_color,
}
}
/// One Model `pane_grid` pane: renders just `tile_idx` into this widget's
/// own bounds (the pane rectangle).
pub fn for_pane(
scene: &'a Scene,
show_viewcube: bool,
show_interaction: bool,
render_mode: codec::entities::ViewportRenderMode,
tile_idx: usize,
viewcube_text_color: [f32; 4],
) -> Self {
Self {
scene,
show_viewcube,
show_interaction,
render_mode,
pane: Some(tile_idx),
viewcube_text_color,
}
}
}
// ── 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 {
// Every renderer calls this; only wgpu goes on to `prepare` the
// primitive. The count is how the app notices when nobody does.
crate::scene::pipeline::note_scene_draw();
match self.pane {
Some(idx) => self.scene.build_viewport_for_pane(
bounds,
idx,
self.render_mode,
self.show_viewcube,
self.show_interaction,
self.viewcube_text_color,
),
None => self.scene.build_viewports(
bounds,
self.render_mode,
state.hover_region,
self.show_viewcube,
self.show_interaction,
self.viewcube_text_color,
),
}
}
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()
}
}
}