Craft-family shell, native file dialogs, samples and one-click Solve (#46)

* Native file pickers, background opening, drag and drop and recent files

Open (models, SolidCraft designs and tagged meshes in one picker), Save, Save As, Write
Deck and Recover go through the host's file pickers (rfd in the desktop app, injected as
Services so the UI crate stays portable and tests answer them). Files open on a copy of the
session in a worker thread and replace it only on success; files dropped on the window or
named on the command line open the same way. A recent-files list, an unsaved-changes prompt,
Cmd/Ctrl+O/S/Shift+S. Programmatic calls never open a picker: ui.start opens the form.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Samples and one-click Solve: results reachable from the window

file.sample {name} opens a ready-to-run sample (the two parts, the cantilever with static and
frequency steps, the bar impact) in place of the model; solve.run solves every step in order.
Help > Samples, the empty viewport's start screen and the Tools > Samples entry open them
(asking first over unsaved changes); Solve runs in the background like a file opening and the
Results tab comes up. --sample [parts|cantilever|impact] on the command line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* The Craft-family shell: title bar, workspace ribbon, browser, context panel, timeline

The window now follows SolidCraft's and VectorCraft's layout and themes:
- title bar with the mark, quick actions (File menu, save, undo, redo, Solve, search,
  theme, help), the model's document tab and the version; integrated under the macOS
  traffic lights, own caption buttons and resize zones elsewhere (titlebar.rs);
- workspaces (Prepare, Model, Analysis, Results) with their tabs, and panels of icon
  buttons whose labelled drop-downs list the whole catalogue, coming-soon entries greyed
  with their milestone; panels collapse, then go into a » menu, when narrow;
- the browser: geometry and mesh with eye toggles, definitions with counts, results;
- no permanent Commands list: command search (S, Cmd/Ctrl+K) and a command line;
- the context panel on the right only with context: the command form, results controls,
  the selected definition's properties with Edit and Delete;
- navigation bar and orientation gizmo in the viewport; the journal timeline at the bottom
  with undo positions;
- SolidCraft's light and dark tokens; craft-ui (IconButton, Tab, WidgetPalette).
Menus and the search are view state (ui.set {menu, palette}), so captures show them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Shell polish, docs and licences

Menus painted as the family's (flat File menu with recent files, decks and samples), the
legend sized to its text, two-line panel labels inside the ribbon, glyphs the UI font has,
offscreen captures without fade-in, ui.start runs in-window file actions (samples, recover,
solve) but never a native picker, ui.select. Control protocol, architecture, ROADMAP, AGENTS
and ATTRIBUTION updated; THIRD-PARTY-LICENSES.txt with craft-ui and rfd.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Title bar mark from the application icon; fluid steps and domains in the shell

The title bar draws the app icon's bracket (assets/app-icon/icon-small.svg's faces) as
SolidCraft draws its mark; the window keeps its title-bar flags after the rebase.
solve.run solves fluid steps too (solve.fluid); the browser lists fluid domains.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Simplify: cached per-frame data, one command per timeline roll, workspace setters

- Icon textures are kept per pixel size (the shell draws several sizes a frame; the cache
  used to clear on every size change and rasterise again).
- Opening a model or recovering one starts from an empty session instead of copying the
  current one; the replaced session is freed off the window thread.
- Element counts, timeline items, search results and the selected definition's properties
  are cached until what they show changes; timeline tooltips are built on hover; long lists
  in properties are summarised.
- edit.undo and edit.redo take a count: a timeline click is one command.
- solve.run dispatches on the step's procedure (no string round trip) and reports its name.
- The workspace and tab change together through UiState::select_tab/select_workspace
  (ui.set {workspace} alone now sticks); no per-frame syncing.
- One busy guard, Kind::verbs, a fit flag for background jobs, ModelApp::home_view, the title
  bar's actions as an enum, dead code removed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Title bar: Solve and tools at the right end; no traffic-light inset in full screen

The owner's feedback on the title bar: Solve, search, theme and help sit at its right end
before the version; on macOS the left group (mark, name, quick actions) moves into the
traffic lights' room in full screen, where there are none, and back when leaving it. The
layout is a pure function (bar_layout) tested for both states, narrow windows and custom
caption buttons. ui.fullscreen {on} for agents.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* Caps labels in Inter SemiBold

egui has no bold weight of its default font, so the ribbon's tabs and panel labels, the
workspace switcher and its menu, menu headings, the browser header, the context panel's
headers and the Solve label were thin, especially in the light theme. They now use a label
font family: Inter SemiBold 4.1 (SIL OFL 1.1, unmodified, fonts/OFL.txt, ATTRIBUTION.md),
with egui's fonts as fallback, installed with the theme on the live and offscreen contexts.
theme::label_font falls back to the default font until the family is bound (fonts take
effect from the next pass), so nothing can panic. Panels widen to their label's longest word.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

* docs: regenerate features.md after rebase

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NmAttHhUZTokgPeEJia8sm

---------

Co-authored-by: jyviko <2501648+jyviko@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,8 +1,9 @@
//! Colours and widget style: a dark theme (the default) and a light one. Every colour the UI
//! uses comes from [`Tokens`].
//! Colours and widget style: the Craft family's dark theme (the default, blue-grey chrome around a
//! #2e3440 viewport) and its light one, with the same values as SolidCraft's tokens so the apps
//! look alike side by side. Every colour the UI uses comes from [`Tokens`].
//!
//! Adapted from SolidCraft's `crates/ui-egui/src/theme.rs` (MIT OR Apache-2.0), see
//! ATTRIBUTION.md.
//! ATTRIBUTION.md. Widget states are coloured with craft-ui's `WidgetPalette`.
use egui::{Color32, Stroke};
use modelcraft_model::ElementKind;
@@ -10,9 +11,18 @@ use modelcraft_render::Rgb;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Tokens {
/// The title bar (dark in both themes) and its text.
pub app_bar: Color32,
pub app_bar_text: Color32,
/// The ribbon.
pub toolbar: Color32,
pub panel: Color32,
pub panel_header: Color32,
/// Command forms and the context panel.
pub dialog_bg: Color32,
/// Band behind a panel's heading and, lighter, behind its section headings.
pub heading_bg: Color32,
pub subheading_bg: Color32,
pub border: Color32,
pub field: Color32,
pub text: Color32,
@@ -22,13 +32,20 @@ pub struct Tokens {
pub hover: Color32,
pub error: Color32,
pub ok: Color32,
/// Loads and heat in icons.
/// Warnings, loads and heat in icons.
pub warm: Color32,
/// Icon line work and fills.
pub icon: Color32,
pub icon_fill: Color32,
/// The journal timeline: its strip, its items and the current-position marker.
pub timeline: Color32,
pub timeline_item: Color32,
pub timeline_marker: Color32,
// ---- viewport ----
/// Background gradient, top and bottom.
/// Background gradient, top and bottom (equal for a flat fill).
pub viewport_top: Color32,
pub viewport_bottom: Color32,
/// Buttons drawn over the viewport.
/// Chips drawn over the viewport (navigation bar, legend, start screen).
pub overlay: Color32,
pub overlay_text: Color32,
pub axis_x: Color32,
@@ -44,7 +61,7 @@ pub struct Tokens {
pub mesh_edge: Color32,
pub node: Color32,
// ---- geometry ----
/// Faces of the open design and imported surfaces.
/// Faces of the open design and imported surfaces (SolidCraft's body colour).
pub geometry: Color32,
/// Their face boundaries.
pub geometry_edge: Color32,
@@ -69,61 +86,35 @@ impl Tokens {
if dark { Tokens::dark() } else { Tokens::light() }
}
pub const fn dark() -> Tokens {
Tokens {
app_bar: Color32::from_rgb(0x23, 0x27, 0x2e),
panel: Color32::from_rgb(0x2b, 0x30, 0x38),
panel_header: Color32::from_rgb(0x34, 0x3a, 0x44),
border: Color32::from_rgb(0x44, 0x4b, 0x57),
field: Color32::from_rgb(0x1f, 0x23, 0x29),
text: Color32::from_rgb(0xdd, 0xe2, 0xea),
text_dim: Color32::from_rgb(0x96, 0x9f, 0xad),
accent: Color32::from_rgb(0x4f, 0x9c, 0xe8),
accent_soft: Color32::from_rgb(0x2d, 0x4e, 0x70),
hover: Color32::from_rgb(0x3c, 0x43, 0x4f),
error: Color32::from_rgb(0xf0, 0x6c, 0x64),
ok: Color32::from_rgb(0x8c, 0xc8, 0x8c),
warm: Color32::from_rgb(0xf0, 0xb4, 0x4a),
viewport_top: Color32::from_rgb(0x3a, 0x41, 0x4d),
viewport_bottom: Color32::from_rgb(0x1e, 0x22, 0x28),
overlay: Color32::from_rgba_unmultiplied_const(0x1c, 0x20, 0x26, 0xd0),
overlay_text: Color32::from_rgb(0xdd, 0xe2, 0xea),
axis_x: Color32::from_rgb(0xe0, 0x5a, 0x50),
axis_y: Color32::from_rgb(0x6c, 0xc0, 0x5a),
axis_z: Color32::from_rgb(0x52, 0x8c, 0xe6),
hex: Color32::from_rgb(0x82, 0xa6, 0xc8),
tet: Color32::from_rgb(0x8c, 0xc0, 0x96),
wedge: Color32::from_rgb(0xc8, 0xb4, 0x82),
shell: Color32::from_rgb(0xc8, 0x96, 0x82),
line_element: Color32::from_rgb(0xf0, 0xc0, 0x50),
mesh_edge: Color32::from_rgb(0x14, 0x18, 0x1e),
node: Color32::from_rgb(0xf2, 0xe6, 0x6e),
geometry: Color32::from_rgb(0xa8, 0xae, 0xb8),
geometry_edge: Color32::from_rgb(0xe8, 0xec, 0xf2),
contour: CONTOUR,
no_result: Color32::from_rgb(0x70, 0x76, 0x80),
}
}
pub const fn light() -> Tokens {
Tokens {
app_bar: Color32::from_rgb(0xe4, 0xe8, 0xee),
panel: Color32::from_rgb(0xf3, 0xf5, 0xf8),
panel_header: Color32::from_rgb(0xe2, 0xe6, 0xec),
border: Color32::from_rgb(0xc4, 0xcb, 0xd5),
field: Color32::from_rgb(0xff, 0xff, 0xff),
text: Color32::from_rgb(0x1e, 0x23, 0x2a),
text_dim: Color32::from_rgb(0x5e, 0x67, 0x74),
accent: Color32::from_rgb(0x1f, 0x6f, 0xc4),
accent_soft: Color32::from_rgb(0xc6, 0xdc, 0xf4),
hover: Color32::from_rgb(0xd8, 0xde, 0xe6),
error: Color32::from_rgb(0xc0, 0x30, 0x28),
ok: Color32::from_rgb(0x2c, 0x7a, 0x3a),
warm: Color32::from_rgb(0xc0, 0x7a, 0x14),
viewport_top: Color32::from_rgb(0xf0, 0xf3, 0xf7),
viewport_bottom: Color32::from_rgb(0xc8, 0xd0, 0xdc),
overlay: Color32::from_rgba_unmultiplied_const(0xea, 0xee, 0xf3, 0xe0),
overlay_text: Color32::from_rgb(0x1e, 0x23, 0x2a),
app_bar: Color32::from_rgb(52, 56, 64),
app_bar_text: Color32::from_rgb(230, 234, 242),
toolbar: Color32::from_rgb(246, 247, 249),
panel: Color32::from_rgb(250, 251, 252),
panel_header: Color32::from_rgb(236, 238, 242),
dialog_bg: Color32::from_rgb(250, 251, 252),
heading_bg: Color32::from_rgb(218, 223, 231),
subheading_bg: Color32::from_rgb(234, 237, 242),
border: Color32::from_rgb(208, 212, 220),
field: Color32::WHITE,
text: Color32::from_rgb(38, 42, 50),
text_dim: Color32::from_rgb(110, 116, 128),
accent: Color32::from_rgb(38, 120, 218),
accent_soft: Color32::from_rgb(214, 230, 250),
hover: Color32::from_rgb(226, 234, 246),
error: Color32::from_rgb(214, 54, 54),
ok: Color32::from_rgb(44, 122, 58),
warm: Color32::from_rgb(222, 150, 30),
icon: Color32::from_rgb(70, 78, 92),
icon_fill: Color32::from_rgb(178, 196, 222),
timeline: Color32::from_rgb(232, 235, 240),
timeline_item: Color32::WHITE,
timeline_marker: Color32::from_rgb(70, 76, 88),
viewport_top: Color32::from_rgb(240, 243, 247),
viewport_bottom: Color32::from_rgb(203, 210, 221),
overlay: Color32::from_rgba_unmultiplied_const(255, 255, 255, 235),
overlay_text: Color32::from_rgb(38, 42, 50),
axis_x: Color32::from_rgb(0xc8, 0x3c, 0x32),
axis_y: Color32::from_rgb(0x3c, 0x96, 0x32),
axis_z: Color32::from_rgb(0x2c, 0x64, 0xc8),
@@ -134,13 +125,59 @@ impl Tokens {
line_element: Color32::from_rgb(0xc8, 0x8c, 0x1e),
mesh_edge: Color32::from_rgb(0x1e, 0x23, 0x2a),
node: Color32::from_rgb(0xb4, 0x3c, 0x8c),
geometry: Color32::from_rgb(0xb4, 0xba, 0xc4),
geometry_edge: Color32::from_rgb(0x2a, 0x30, 0x3a),
geometry: Color32::from_rgb(176, 186, 198),
geometry_edge: Color32::from_rgb(40, 44, 52),
contour: CONTOUR,
no_result: Color32::from_rgb(0x9a, 0xa0, 0xaa),
}
}
/// Dark blue-grey: the viewport #2e3440, the chrome a little darker, light text, a blue
/// accent.
pub const fn dark() -> Tokens {
let mut t = Tokens::light();
t.app_bar = Color32::from_rgb(28, 31, 38);
t.toolbar = Color32::from_rgb(37, 41, 49);
t.panel = Color32::from_rgb(39, 43, 52);
t.panel_header = Color32::from_rgb(47, 52, 62);
t.dialog_bg = Color32::from_rgb(59, 68, 83);
t.heading_bg = Color32::from_rgb(38, 44, 55);
t.subheading_bg = Color32::from_rgb(48, 55, 68);
t.border = Color32::from_rgb(63, 69, 82);
t.field = Color32::from_rgb(30, 34, 41);
t.text = Color32::from_rgb(222, 226, 232);
t.text_dim = Color32::from_rgb(148, 155, 168);
t.accent = Color32::from_rgb(58, 136, 238);
t.accent_soft = Color32::from_rgb(42, 70, 110);
t.hover = Color32::from_rgb(54, 61, 74);
t.error = Color32::from_rgb(240, 100, 96);
t.ok = Color32::from_rgb(0x8c, 0xc8, 0x8c);
t.warm = Color32::from_rgb(236, 170, 70);
t.icon = Color32::from_rgb(208, 214, 226);
t.icon_fill = Color32::from_rgb(86, 112, 150);
t.timeline = Color32::from_rgb(33, 37, 45);
t.timeline_item = Color32::from_rgb(52, 58, 70);
t.timeline_marker = Color32::from_rgb(170, 178, 192);
t.viewport_top = Color32::from_rgb(46, 52, 64);
t.viewport_bottom = Color32::from_rgb(46, 52, 64);
t.overlay = Color32::from_rgba_unmultiplied_const(34, 38, 46, 240);
t.overlay_text = Color32::from_rgb(222, 226, 232);
t.axis_x = Color32::from_rgb(0xe0, 0x5a, 0x50);
t.axis_y = Color32::from_rgb(0x6c, 0xc0, 0x5a);
t.axis_z = Color32::from_rgb(0x52, 0x8c, 0xe6);
t.hex = Color32::from_rgb(0x82, 0xa6, 0xc8);
t.tet = Color32::from_rgb(0x8c, 0xc0, 0x96);
t.wedge = Color32::from_rgb(0xc8, 0xb4, 0x82);
t.shell = Color32::from_rgb(0xc8, 0x96, 0x82);
t.line_element = Color32::from_rgb(0xf0, 0xc0, 0x50);
t.mesh_edge = Color32::from_rgb(0x14, 0x18, 0x1e);
t.node = Color32::from_rgb(0xf2, 0xe6, 0x6e);
t.geometry = Color32::from_rgb(152, 156, 162);
t.geometry_edge = Color32::from_rgb(16, 16, 18);
t.no_result = Color32::from_rgb(0x70, 0x76, 0x80);
t
}
/// The contour colour scale for the renderer, low to high.
pub fn contour_stops(&self) -> [Rgb; 5] {
self.contour.map(rgb)
@@ -172,23 +209,49 @@ fn visuals(dark: bool) -> egui::Visuals {
v.extreme_bg_color = t.field;
v.faint_bg_color = t.panel_header;
v.override_text_color = Some(t.text);
v.widgets.inactive.weak_bg_fill = t.panel_header;
v.widgets.inactive.bg_fill = t.panel_header;
v.widgets.active.weak_bg_fill = t.accent_soft;
craft_ui::theme::WidgetPalette {
noninteractive: v.widgets.noninteractive.bg_fill,
inactive: t.panel_header,
hovered: t.hover,
active: t.accent_soft,
open: t.panel_header,
}
.apply_to(&mut v.widgets, egui::CornerRadius::same(3), Stroke::new(1.0, t.text));
v.selection.bg_fill = t.accent_soft;
v.selection.stroke = Stroke::new(1.0, t.accent);
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, t.border);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, t.text);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, t.text);
v.widgets.hovered.weak_bg_fill = t.hover;
v.widgets.hovered.bg_fill = t.hover;
v.widgets.open.weak_bg_fill = t.panel_header;
v.window_corner_radius = egui::CornerRadius::same(6);
v.menu_corner_radius = egui::CornerRadius::same(6);
v
}
/// Style the context for the dark or light theme.
/// The font family of the interface's caps labels (tabs, panel labels, workspaces, headings):
/// Inter SemiBold, then egui's own proportional fonts for what it lacks. egui has no bold weight
/// of its default font, so labels need a face of their own to read at small sizes.
pub const LABEL_FAMILY: &str = "label";
/// Inter SemiBold 4.1 (SIL OFL 1.1, unmodified; fonts/OFL.txt, ATTRIBUTION.md).
static INTER_SEMIBOLD: &[u8] = include_bytes!("../fonts/Inter-SemiBold.ttf");
/// The font definitions: egui's defaults plus the label family.
pub fn fonts() -> egui::FontDefinitions {
let mut f = egui::FontDefinitions::default();
f.font_data.insert("inter-semibold".into(), std::sync::Arc::new(egui::FontData::from_static(INTER_SEMIBOLD)));
let mut family = vec!["inter-semibold".to_string()];
family.extend(f.families.get(&egui::FontFamily::Proportional).cloned().unwrap_or_default());
f.families.insert(egui::FontFamily::Name(LABEL_FAMILY.into()), family);
f
}
/// The caps-label font at `size`: the label family once the context has it (fonts set with
/// [`apply`] take effect from the next pass), the default proportional font until then.
pub fn label_font(ctx: &egui::Context, size: f32) -> egui::FontId {
let family = egui::FontFamily::Name(LABEL_FAMILY.into());
if ctx.fonts(|f| f.families().contains(&family)) { egui::FontId::new(size, family) } else { egui::FontId::proportional(size) }
}
/// Style the context for the dark or light theme, with the interface's fonts.
pub fn apply(ctx: &egui::Context, dark: bool) {
ctx.set_fonts(fonts());
ctx.set_theme(if dark { egui::Theme::Dark } else { egui::Theme::Light });
ctx.set_visuals(visuals(dark));
ctx.global_style_mut(|s| {
@@ -201,6 +264,36 @@ pub fn apply(ctx: &egui::Context, dark: bool) {
mod tests {
use super::*;
/// Title and section bands stand out from a panel, the title more than its sections.
#[test]
fn heading_bands_are_darker_than_panels_in_order() {
let luma = |c: Color32| u32::from(c.r()) * 3 + u32::from(c.g()) * 6 + u32::from(c.b());
for t in [Tokens::light(), Tokens::dark()] {
assert!(luma(t.heading_bg) < luma(t.subheading_bg), "{t:?}");
assert!(luma(t.subheading_bg) < luma(t.dialog_bg), "{t:?}");
}
}
/// The label font is used only once the context has it; before that, the default font.
#[test]
fn the_label_font_falls_back_until_it_is_installed() {
let ctx = egui::Context::default();
let run = |ctx: &egui::Context| {
let mut out = ctx.run_ui(egui::RawInput::default(), |ui| {
let f = label_font(ui.ctx(), 12.0);
// Laying text out in it never panics.
let _ = ui.painter().layout_no_wrap("PREPARE".into(), f, Color32::WHITE);
});
out.textures_delta.clear();
};
run(&ctx);
assert_eq!(label_font(&ctx, 12.0).family, egui::FontFamily::Proportional);
apply(&ctx, true);
run(&ctx);
assert_eq!(label_font(&ctx, 12.0).family, egui::FontFamily::Name(LABEL_FAMILY.into()));
run(&ctx);
}
/// Every element kind has a colour, and edges stand out from the faces they lie on.
#[test]
fn element_colours_contrast_with_edges() {