cad-editor/src/ui/overlay.rs

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//! Viewport overlay widgets.
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use glam::{Mat4, Vec3};
use iced::mouse;
use iced::widget::canvas;
use iced::{Color, Element, Length, Point, Size, Theme};
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use crate::app::Message;
use crate::scene::model::object::GripShape;
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use crate::scene::SelectionState;
/// Half-size of the crosshair center square in screen pixels (square = SQ*2 × SQ*2).
pub const CROSSHAIR_SQ: f32 = 7.5;
/// Arm length of the crosshair from center — used as the snap aperture radius.
pub const CROSSHAIR_ARM: f32 = 60.0;
use crate::snap::SnapType;
// ── Grip marker data ──────────────────────────────────────────────────────
/// Describes one grip to be drawn in the viewport overlay.
#[derive(Clone, Debug)]
pub struct GripMarker {
/// Screen-space position (viewport-relative pixels).
pub pos: Point,
/// Explicit marker shape.
pub shape: GripShape,
/// True → grip is currently being dragged (drawn filled red).
pub is_hot: bool,
refactor(grip): square-only marker set + oriented stretch handles Phase 1 of bringing the grip vocabulary in line with the standard CAD convention: drop the per-position-type shape encoding (Diamond for translate, Circle for parameter) and use a plain square for every endpoint / vertex / centre grip. The behavioural midpoint vs vertex distinction stays — it lives on `GripDef::is_midpoint` and drives `Translate` vs `Absolute` in the grip-edit dispatcher — only the marker shape collapses. - `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond / Circle are gone. - `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction vector consumed by `Rectangle` to orient the box along its segment. - `entities::common` exposes `square_grip`, `center_grip` (same square marker, flagged as translate), `rectangle_grip(id, world, dir)` for oriented mid-segment handles, and a kept-for-Phase-2 `triangle_grip`. - `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir` through to the canvas painter; the Rectangle path rotates the box around the grip centre using the world-XY direction (flipping the sin for screen-Y). Every existing `diamond_grip(id, w)` call becomes `center_grip(id, w)` — the visual change is square-replacing-diamond at line midpoints / arc midpoints / circle centres / ellipse centres / viewport / hatch loop centroids / dimension grips / image corners / multileader / ray / underlay / ole2frame / solid3d. `LwPolyline` grows a stretch handle on every segment (straight or arc), drawn as the new oriented rectangle. The grip-edit path translates both segment endpoints for straight segments and adjusts the arc bulge from the new midpoint for arc segments.
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/// World-XY direction vector — only consumed by the `Rectangle`
/// shape to orient the box along its segment. `None` for grips
/// that don't need rotation.
pub dir: Option<[f32; 2]>,
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}
// ── Grid display params ───────────────────────────────────────────────────
/// Which world-space plane the grid is drawn on — switches with camera angle.
#[derive(Clone, Copy, PartialEq)]
pub enum GridPlane {
/// Horizontal XY plane (Z = 0). Default top-down view (Z-up).
Xy,
/// Vertical XZ plane (Y = 0). Front/back view.
Xz,
/// Vertical YZ plane (X = 0). Side view.
Yz,
}
/// Passed to the canvas when the GRID display is active.
#[derive(Clone)]
pub struct GridParams {
/// Rotation-only view-projection (Camera::view_proj_rte). Grid points are
/// made relative to `eye` in f64 before projecting, so the grid stays
/// precise / jitter-free at UTM-scale absolute coordinates.
pub view_rot: Mat4,
/// Camera eye in absolute world f64 — subtracted from each grid point.
pub eye: glam::DVec3,
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pub bounds: iced::Rectangle,
pub plane: GridPlane,
/// Grid origin in absolute world f64 and the active UCS axis directions.
/// The grid rules along these instead of world X/Y/Z, so it aligns to the
/// user's coordinate system. Plain WCS passes `(ZERO, X, Y, Z)`.
pub origin: glam::DVec3,
pub axes: (Vec3, Vec3, Vec3),
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}
/// Compute the adaptive grid step size (world units) that the grid renderer
/// would use for a given view-projection matrix and viewport bounds.
///
/// Returns the smallest power-of-5 multiple of 1.0 that places grid lines at
/// least `MIN_GRID_PX` pixels apart. This matches exactly what `draw_grid`
/// renders, so callers can sync snap spacing to the visible grid.
pub fn compute_grid_step(view_rot: Mat4, bounds: iced::Rectangle) -> f32 {
use glam::Vec3;
// Only the per-unit screen scale is needed; project small eye-relative
// offsets (0 / X / Y) through the rotation-only matrix so this stays correct
// and precise at any absolute coordinate (no eye term required).
let w2s = |world: Vec3| {
let ndc = view_rot.project_point3(world);
glam::Vec2::new(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,
)
};
let o = w2s(Vec3::ZERO);
let a1 = w2s(Vec3::X);
let a2 = w2s(Vec3::Y);
let d1 = (a1 - o).length();
let d2 = (a2 - o).length();
let px_per_unit = d1.max(d2);
if px_per_unit < 1e-6 {
return 1.0;
}
let mut s = 1.0_f32;
while s * px_per_unit < MIN_GRID_PX {
s *= 5.0;
if s > 1e9 {
return 1.0;
}
}
s
}
/// Parameters for the screen-space UCS icon drawn in the viewport corner.
pub struct UcsIconParams {
/// View-projection matrix used to project world axis directions to screen.
pub view_proj: Mat4,
/// Viewport bounds (used for NDC → pixel conversion).
pub bounds: iced::Rectangle,
/// The active UCS axis directions in world space (X, Y, Z). Plain WCS is
/// `(Vec3::X, Vec3::Y, Vec3::Z)`; a UCS rotates the tripod to match.
pub axes: (Vec3, Vec3, Vec3),
}
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// ── Selection overlay ───────────────────────────────────────────────────
/// An acquired OST tracking point with its screen position.
#[derive(Clone, Debug)]
pub struct OstTrackPoint {
pub screen: Point,
}
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pub fn selection_overlay<'a>(
selection: SelectionState,
snap: Option<(Point, SnapType)>,
grips: Vec<GripMarker>,
grid: Vec<GridParams>,
ucs_icon: Option<UcsIconParams>,
ost_points: Vec<OstTrackPoint>,
cursor_screen: Point,
show_viewcube: bool,
tile_edges: Vec<crate::scene::TileEdge>,
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) -> Element<'a, Message> {
canvas(SelectionCanvas {
selection,
snap,
grips,
grid,
ucs_icon,
ost_points,
cursor_screen,
show_viewcube,
tile_edges,
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})
.width(Length::Fill)
.height(Length::Fill)
.into()
}
struct SelectionCanvas {
selection: SelectionState,
snap: Option<(Point, SnapType)>,
grips: Vec<GripMarker>,
grid: Vec<GridParams>,
ucs_icon: Option<UcsIconParams>,
ost_points: Vec<OstTrackPoint>,
cursor_screen: Point,
show_viewcube: bool,
tile_edges: Vec<crate::scene::TileEdge>,
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}
impl SelectionCanvas {
/// Returns the orientation of the Model-tile divider the cursor sits
/// on (within a few pixels of perpendicular distance, inside the
/// edge's span). Used by both `mouse_interaction` (to pick a resize
/// cursor) and `draw` (to suppress the CAD crosshair).
fn tile_edge_under(
&self,
cursor: mouse::Cursor,
bounds: iced::Rectangle,
) -> Option<crate::scene::TileEdgeOrient> {
const TOL_PX: f32 = 4.0;
let pos = cursor.position_in(bounds)?;
for e in &self.tile_edges {
let (perp, edge_px, span_lo, span_hi, pos_along) = match e.orient {
crate::scene::TileEdgeOrient::Vertical => (
pos.x,
e.coord * bounds.width,
e.span.0 * bounds.height,
e.span.1 * bounds.height,
pos.y,
),
crate::scene::TileEdgeOrient::Horizontal => (
pos.y,
e.coord * bounds.height,
e.span.0 * bounds.width,
e.span.1 * bounds.width,
pos.x,
),
};
if (perp - edge_px).abs() <= TOL_PX
&& pos_along >= span_lo
&& pos_along <= span_hi
{
return Some(e.orient);
}
}
None
}
}
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impl canvas::Program<Message> for SelectionCanvas {
type State = ();
fn mouse_interaction(
&self,
_state: &(),
bounds: iced::Rectangle,
cursor: mouse::Cursor,
) -> mouse::Interaction {
if self.show_viewcube {
if let Some(pos) = cursor.position_in(bounds) {
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
let vc_x = bounds.width - VIEWCUBE_DRAW_PX - VIEWCUBE_PAD;
let vc_y = VIEWCUBE_PAD;
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if pos.x >= vc_x
&& pos.x <= vc_x + VIEWCUBE_DRAW_PX
&& pos.y >= vc_y
&& pos.y <= vc_y + VIEWCUBE_DRAW_PX
{
return mouse::Interaction::None;
}
}
}
// Hover over a Model-tile divider → resize cursor cue. The
// system cursor is intentionally shown here so the OS arrow gives
// its own resize affordance; the draw step suppresses the custom
// CAD crosshair while we're over a divider.
if let Some(orient) = self.tile_edge_under(cursor, bounds) {
return match orient {
crate::scene::TileEdgeOrient::Vertical => {
mouse::Interaction::ResizingHorizontally
}
crate::scene::TileEdgeOrient::Horizontal => {
mouse::Interaction::ResizingVertically
}
};
}
// Over the viewport (no divider, no viewcube): hide the system
// cursor entirely. `Interaction::None` would let the stack fall
// through to a sibling — `Hidden` is the explicit "no cursor"
// signal that actually suppresses the OS arrow.
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if cursor.is_over(bounds) {
mouse::Interaction::Hidden
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} else {
mouse::Interaction::default()
}
}
fn draw(
&self,
_state: &(),
renderer: &iced::Renderer,
_theme: &Theme,
bounds: iced::Rectangle,
cursor: mouse::Cursor,
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) -> Vec<canvas::Geometry> {
let mut frame = canvas::Frame::new(renderer, bounds.size());
// ── Tile dividers (Model-space tiled layout) ──────────────────────
// Drawn first so all other overlays sit on top — the line is just
// a visual cue for the resize-drag handles.
if !self.tile_edges.is_empty() {
const DIVIDER: Color = Color {
r: 0.40,
g: 0.45,
b: 0.55,
a: 0.85,
};
for e in &self.tile_edges {
let (a, b) = match e.orient {
crate::scene::TileEdgeOrient::Vertical => {
let x = e.coord * bounds.width;
(
Point::new(x, e.span.0 * bounds.height),
Point::new(x, e.span.1 * bounds.height),
)
}
crate::scene::TileEdgeOrient::Horizontal => {
let y = e.coord * bounds.height;
(
Point::new(e.span.0 * bounds.width, y),
Point::new(e.span.1 * bounds.width, y),
)
}
};
let path = canvas::Path::new(|p| {
p.move_to(a);
p.line_to(b);
});
frame.stroke(
&path,
canvas::Stroke {
width: 2.0,
style: canvas::Style::Solid(DIVIDER),
line_cap: canvas::LineCap::Butt,
..Default::default()
},
);
}
}
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// ── Grid display ──────────────────────────────────────────────────
// One entry per pane with its grid on. Each is clipped to its own
// rectangle so lines never spill into neighbouring panes — and the clip
// is intersected with the widget so a zoomed-in viewport whose rectangle
// overflows the canvas never paints grid outside the 3-D view.
for g in &self.grid {
let gb = g.bounds;
let cx0 = gb.x.max(0.0);
let cy0 = gb.y.max(0.0);
let cx1 = (gb.x + gb.width).min(bounds.width);
let cy1 = (gb.y + gb.height).min(bounds.height);
if cx1 <= cx0 || cy1 <= cy0 {
continue;
}
let clip = iced::Rectangle {
x: cx0,
y: cy0,
width: cx1 - cx0,
height: cy1 - cy0,
};
// Project with the full viewport rect `gb` so the grid stays aligned;
// only the clip is clamped.
frame.with_clip(clip, |f| {
draw_grid(f, g.view_rot, g.eye, g.plane, gb, g.origin, g.axes)
});
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}
if let (Some(a), Some(b)) = (self.selection.box_anchor, self.selection.box_current) {
let (fill, stroke) = if self.selection.box_crossing {
(
Color {
r: 0.20,
g: 0.72,
b: 0.44,
a: 0.12,
},
Color {
r: 0.20,
g: 0.72,
b: 0.44,
a: 0.9,
},
)
} else {
(
Color {
r: 0.20,
g: 0.44,
b: 0.72,
a: 0.12,
},
Color {
r: 0.20,
g: 0.44,
b: 0.72,
a: 0.9,
},
)
};
let x0 = a.x.min(b.x);
let y0 = a.y.min(b.y);
let w = (a.x - b.x).abs();
let h = (a.y - b.y).abs();
let rect = canvas::Path::rectangle(Point::new(x0, y0), Size::new(w, h));
frame.fill(&rect, fill);
frame.stroke(
&rect,
canvas::Stroke {
width: 1.0,
style: canvas::Style::Solid(stroke),
..Default::default()
},
);
}
if self.selection.poly_active && self.selection.poly_points.len() > 1 {
let (fill, stroke) = if self.selection.poly_crossing {
(
Color {
r: 0.20,
g: 0.72,
b: 0.44,
a: 0.12,
},
Color {
r: 0.20,
g: 0.72,
b: 0.44,
a: 0.9,
},
)
} else {
(
Color {
r: 0.20,
g: 0.44,
b: 0.72,
a: 0.12,
},
Color {
r: 0.20,
g: 0.44,
b: 0.72,
a: 0.9,
},
)
};
if let Some(cur) = self.selection.last_move_pos {
let start = self.selection.poly_points[0];
let fill_path = canvas::Path::new(|p| {
p.move_to(start);
for pt in &self.selection.poly_points[1..] {
p.line_to(*pt);
}
p.line_to(cur);
p.line_to(start);
});
frame.fill(&fill_path, fill);
}
let path = canvas::Path::new(|p| {
p.move_to(self.selection.poly_points[0]);
for pt in &self.selection.poly_points[1..] {
p.line_to(*pt);
}
});
frame.stroke(
&path,
canvas::Stroke {
width: 1.0,
style: canvas::Style::Solid(stroke),
..Default::default()
},
);
if let Some(cur) = self.selection.last_move_pos {
let start = self.selection.poly_points[0];
let last = *self.selection.poly_points.last().unwrap();
let preview = canvas::Path::new(|p| {
p.move_to(last);
p.line_to(cur);
p.line_to(start);
});
frame.stroke(
&preview,
canvas::Stroke {
width: 1.0,
style: canvas::Style::Solid(stroke),
..Default::default()
},
);
}
}
// ── Grip markers ──────────────────────────────────────────────────
for grip in &self.grips {
let sp = grip.pos;
let h = crate::scene::pick::grip::GRIP_HALF_PX;
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let path = match grip.shape {
GripShape::Square => canvas::Path::rectangle(
Point::new(sp.x - h, sp.y - h),
Size::new(h * 2.0, h * 2.0),
),
GripShape::Rectangle => {
refactor(grip): square-only marker set + oriented stretch handles Phase 1 of bringing the grip vocabulary in line with the standard CAD convention: drop the per-position-type shape encoding (Diamond for translate, Circle for parameter) and use a plain square for every endpoint / vertex / centre grip. The behavioural midpoint vs vertex distinction stays — it lives on `GripDef::is_midpoint` and drives `Translate` vs `Absolute` in the grip-edit dispatcher — only the marker shape collapses. - `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond / Circle are gone. - `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction vector consumed by `Rectangle` to orient the box along its segment. - `entities::common` exposes `square_grip`, `center_grip` (same square marker, flagged as translate), `rectangle_grip(id, world, dir)` for oriented mid-segment handles, and a kept-for-Phase-2 `triangle_grip`. - `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir` through to the canvas painter; the Rectangle path rotates the box around the grip centre using the world-XY direction (flipping the sin for screen-Y). Every existing `diamond_grip(id, w)` call becomes `center_grip(id, w)` — the visual change is square-replacing-diamond at line midpoints / arc midpoints / circle centres / ellipse centres / viewport / hatch loop centroids / dimension grips / image corners / multileader / ray / underlay / ole2frame / solid3d. `LwPolyline` grows a stretch handle on every segment (straight or arc), drawn as the new oriented rectangle. The grip-edit path translates both segment endpoints for straight segments and adjusts the arc bulge from the new midpoint for arc segments.
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// Mid-segment stretch handle: small box, longer along
// the segment direction so the affordance reads as
// "stretch perpendicular to the segment". `dir` is a
// world-XY direction vector; project it onto the
// screen-X / screen-Y axes implied by the grip's
// 2-D screen position to compute the in-plane angle.
let half_long = h * 1.4;
let half_short = h * 0.7;
let (cos_t, sin_t) = match grip.dir {
Some([dx, dy]) if (dx * dx + dy * dy) > 1e-12 => {
let n = (dx * dx + dy * dy).sqrt();
// Screen Y is inverted vs world Y → flip sin.
(dx / n, -dy / n)
}
_ => (1.0, 0.0),
};
let ax = (cos_t * half_long, sin_t * half_long);
let ay = (-sin_t * half_short, cos_t * half_short);
canvas::Path::new(|b| {
b.move_to(Point::new(sp.x + ax.0 + ay.0, sp.y + ax.1 + ay.1));
b.line_to(Point::new(sp.x + ax.0 - ay.0, sp.y + ax.1 - ay.1));
b.line_to(Point::new(sp.x - ax.0 - ay.0, sp.y - ax.1 - ay.1));
b.line_to(Point::new(sp.x - ax.0 + ay.0, sp.y - ax.1 + ay.1));
b.close();
})
}
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GripShape::Triangle => canvas::Path::new(|b| {
b.move_to(Point::new(sp.x, sp.y - h));
b.line_to(Point::new(sp.x + h, sp.y + h));
b.line_to(Point::new(sp.x - h, sp.y + h));
b.close();
}),
};
if grip.is_hot {
// Hot grip: filled red marker
let color = Color {
r: 1.0,
g: 0.15,
b: 0.10,
a: 1.0,
};
frame.fill(&path, color);
} else {
// Normal grip: hollow blue marker
let color = Color {
r: 0.10,
g: 0.45,
b: 0.90,
a: 1.0,
};
let stroke = canvas::Stroke {
width: 1.5,
style: canvas::Style::Solid(color),
..Default::default()
};
// Fill with semi-transparent background then stroke
frame.fill(
&path,
Color {
r: 0.10,
g: 0.10,
b: 0.20,
a: 0.7,
},
);
frame.stroke(&path, stroke);
}
}
// ── Snap marker ───────────────────────────────────────────────────
if let Some((sp, snap_type)) = self.snap {
let (r, g, b) = if snap_type == SnapType::ObjectPick {
(0.95_f32, 0.50, 0.08) // orange object-snap marker
} else {
(1.0, 0.9, 0.1) // classic yellow OSNAP
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};
let marker = Color { r, g, b, a: 1.0 };
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let stroke = canvas::Stroke {
width: if snap_type == SnapType::ObjectPick { 2.0 } else { 1.5 },
style: canvas::Style::Solid(marker),
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..Default::default()
};
match snap_type {
SnapType::ObjectPick => {
// Target box + center dot (object-acquisition glyph).
let h = 7.0_f32;
let rect = canvas::Path::rectangle(
Point::new(sp.x - h, sp.y - h),
Size::new(h * 2.0, h * 2.0),
);
frame.stroke(&rect, stroke.clone());
let r = 3.0_f32;
frame.fill(
&canvas::Path::circle(sp, r),
Color {
r: 0.95,
g: 0.50,
b: 0.08,
a: 0.85,
},
);
}
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SnapType::Endpoint => {
let h = 5.0_f32;
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let rect = canvas::Path::rectangle(
Point::new(sp.x - h, sp.y - h),
Size::new(h * 2.0, h * 2.0),
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);
frame.stroke(&rect, stroke);
}
SnapType::Midpoint => {
let r = 6.0_f32;
let path = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x, sp.y - r));
b.line_to(Point::new(sp.x + r * 0.866, sp.y + r * 0.5));
b.line_to(Point::new(sp.x - r * 0.866, sp.y + r * 0.5));
b.close();
});
frame.stroke(&path, stroke);
}
SnapType::Center => {
let r = 5.5_f32;
let path = canvas::Path::circle(sp, r);
frame.stroke(&path, stroke);
}
SnapType::Node => {
// Circle with an inscribed X.
let r = 5.5_f32;
let cpath = canvas::Path::circle(sp, r);
frame.stroke(&cpath, stroke.clone());
let d = r * std::f32::consts::FRAC_1_SQRT_2;
let x1 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - d, sp.y - d));
b.line_to(Point::new(sp.x + d, sp.y + d));
});
let x2 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - d, sp.y + d));
b.line_to(Point::new(sp.x + d, sp.y - d));
});
frame.stroke(&x1, stroke.clone());
frame.stroke(&x2, stroke);
}
SnapType::Quadrant => {
let r = 6.0_f32;
let path = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x, sp.y - r));
b.line_to(Point::new(sp.x + r, sp.y));
b.line_to(Point::new(sp.x, sp.y + r));
b.line_to(Point::new(sp.x - r, sp.y));
b.close();
});
frame.stroke(&path, stroke);
}
SnapType::Intersection => {
let r = 5.0_f32;
let p1 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y - r));
b.line_to(Point::new(sp.x + r, sp.y + r));
});
let p2 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y + r));
b.line_to(Point::new(sp.x + r, sp.y - r));
});
frame.stroke(&p1, stroke.clone());
frame.stroke(&p2, stroke);
}
SnapType::ApparentIntersection => {
// X like Intersection, framed by a small square so the
// two are visually distinguishable.
let r = 5.0_f32;
let rect = canvas::Path::rectangle(
Point::new(sp.x - r, sp.y - r),
Size::new(r * 2.0, r * 2.0),
);
frame.stroke(&rect, stroke.clone());
let xr = r - 1.5;
let p1 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - xr, sp.y - xr));
b.line_to(Point::new(sp.x + xr, sp.y + xr));
});
let p2 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - xr, sp.y + xr));
b.line_to(Point::new(sp.x + xr, sp.y - xr));
});
frame.stroke(&p1, stroke.clone());
frame.stroke(&p2, stroke);
}
SnapType::Insertion => {
// Two overlapping rectangles (a small "tag" glyph).
let r = 5.0_f32;
let inner = canvas::Path::rectangle(
Point::new(sp.x - r * 0.5, sp.y - r),
Size::new(r, r * 2.0),
);
let outer = canvas::Path::rectangle(
Point::new(sp.x - r, sp.y - r * 0.5),
Size::new(r * 2.0, r),
);
frame.stroke(&outer, stroke.clone());
frame.stroke(&inner, stroke);
}
SnapType::Perpendicular => {
// Right-angle hook in the lower-left quadrant.
let r = 6.0_f32;
let p = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y - r));
b.line_to(Point::new(sp.x - r, sp.y + r));
b.line_to(Point::new(sp.x + r, sp.y + r));
});
let foot = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y));
b.line_to(Point::new(sp.x, sp.y));
b.line_to(Point::new(sp.x, sp.y + r));
});
frame.stroke(&p, stroke.clone());
frame.stroke(&foot, stroke);
}
SnapType::Tangent => {
// Circle with a tangent bar across the top.
let r = 5.5_f32;
let c = canvas::Path::circle(sp, r);
frame.stroke(&c, stroke.clone());
let bar = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y - r));
b.line_to(Point::new(sp.x + r, sp.y - r));
});
frame.stroke(&bar, stroke);
}
SnapType::Nearest => {
// Bowtie / hourglass — two opposed triangles meeting at sp.
let r = 5.5_f32;
let path = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r, sp.y - r));
b.line_to(Point::new(sp.x + r, sp.y - r));
b.line_to(Point::new(sp.x - r, sp.y + r));
b.line_to(Point::new(sp.x + r, sp.y + r));
b.close();
});
frame.stroke(&path, stroke);
}
SnapType::Extension => {
// Three dots strung along a tracked direction.
let r = 1.4_f32;
for k in [-7.0_f32, 0.0, 7.0] {
let dot = canvas::Path::circle(Point::new(sp.x + k, sp.y), r);
frame.fill(&dot, marker);
}
}
SnapType::Parallel => {
// Two short parallel diagonal bars.
let r = 6.0_f32;
let off = 3.0_f32;
let b1 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r - off, sp.y + r));
b.line_to(Point::new(sp.x + r - off, sp.y - r));
});
let b2 = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - r + off, sp.y + r));
b.line_to(Point::new(sp.x + r + off, sp.y - r));
});
frame.stroke(&b1, stroke.clone());
frame.stroke(&b2, stroke);
}
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SnapType::Grid => {
let arm = 4.0_f32;
let h = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x - arm, sp.y));
b.line_to(Point::new(sp.x + arm, sp.y));
});
let v = canvas::Path::new(|b| {
b.move_to(Point::new(sp.x, sp.y - arm));
b.line_to(Point::new(sp.x, sp.y + arm));
});
frame.stroke(&h, stroke.clone());
frame.stroke(&v, stroke);
}
}
}
// ── CAD crosshair cursor ──────────────────────────────────────────────
let over_viewcube = self.show_viewcube && {
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
cursor.position_in(bounds).map_or(false, |pos| {
let vc_x = bounds.width - VIEWCUBE_DRAW_PX - VIEWCUBE_PAD;
let vc_y = VIEWCUBE_PAD;
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pos.x >= vc_x
&& pos.x <= vc_x + VIEWCUBE_DRAW_PX
&& pos.y >= vc_y
&& pos.y <= vc_y + VIEWCUBE_DRAW_PX
})
};
// Over a Model-tile divider the OS cursor switches to a resize
// arrow (see `mouse_interaction`); drawing the CAD crosshair on
// top of it would double up the visual feedback.
let over_divider = self.tile_edge_under(cursor, bounds).is_some();
if !over_viewcube && !over_divider {
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if let Some(cp) = self.selection.last_move_pos {
let color = Color {
r: 0.85,
g: 0.85,
b: 0.85,
a: 0.90,
};
let stroke = canvas::Stroke {
width: 1.0,
style: canvas::Style::Solid(color),
..Default::default()
};
let sq = CROSSHAIR_SQ; // square half-size → 15×15
let arm = CROSSHAIR_ARM; // crosshair arm length from center
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// Horizontal arms (start at square edge, end at arm length)
let h_left = canvas::Path::new(|b| {
b.move_to(Point::new(cp.x - sq, cp.y));
b.line_to(Point::new(cp.x - arm, cp.y));
});
let h_right = canvas::Path::new(|b| {
b.move_to(Point::new(cp.x + sq, cp.y));
b.line_to(Point::new(cp.x + arm, cp.y));
});
// Vertical arms
let v_top = canvas::Path::new(|b| {
b.move_to(Point::new(cp.x, cp.y - sq));
b.line_to(Point::new(cp.x, cp.y - arm));
});
let v_bot = canvas::Path::new(|b| {
b.move_to(Point::new(cp.x, cp.y + sq));
b.line_to(Point::new(cp.x, cp.y + arm));
});
// Center square
let square = canvas::Path::rectangle(
Point::new(cp.x - sq, cp.y - sq),
Size::new(sq * 2.0, sq * 2.0),
);
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frame.stroke(&h_left, stroke.clone());
frame.stroke(&h_right, stroke.clone());
frame.stroke(&v_top, stroke.clone());
frame.stroke(&v_bot, stroke.clone());
frame.stroke(&square, stroke);
}
} // end !over_viewcube
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// ── UCS icon ──────────────────────────────────────────────────────
if let Some(ref ucs) = self.ucs_icon {
draw_ucs_icon(&mut frame, ucs.view_proj, ucs.bounds, ucs.axes);
}
// ── Object Snap Tracking lines ────────────────────────────────────
for ost in &self.ost_points {
let tp = ost.screen;
let cx = self.cursor_screen.x;
let cy = self.cursor_screen.y;
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let track_color = Color {
r: 0.15,
g: 0.85,
b: 0.95,
a: 0.7,
};
let dash_stroke = canvas::Stroke::default()
.with_color(track_color)
.with_width(1.0);
// Draw horizontal line from tracking point to cursor.
if (cy - tp.y).abs() < 8.0 {
let path = canvas::Path::line(tp, Point { x: cx, y: tp.y });
frame.stroke(&path, dash_stroke.clone());
}
// Draw vertical line.
if (cx - tp.x).abs() < 8.0 {
let path = canvas::Path::line(tp, Point { x: tp.x, y: cy });
frame.stroke(&path, dash_stroke.clone());
}
// Small cross at the tracking point.
let sz = 5.0_f32;
let h = canvas::Path::line(
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Point {
x: tp.x - sz,
y: tp.y,
},
Point {
x: tp.x + sz,
y: tp.y,
},
);
let v = canvas::Path::line(
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Point {
x: tp.x,
y: tp.y - sz,
},
Point {
x: tp.x,
y: tp.y + sz,
},
);
frame.stroke(&h, dash_stroke.clone());
frame.stroke(&v, dash_stroke);
}
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vec![frame.into_geometry()]
}
}
// ── Grid line drawing ─────────────────────────────────────────────────────
/// Minimum pixel gap between adjacent grid lines before stepping up to next spacing.
const MIN_GRID_PX: f32 = 20.0;
fn draw_grid(
frame: &mut canvas::Frame,
view_rot: Mat4,
eye: glam::DVec3,
plane: GridPlane,
bounds: iced::Rectangle,
grid_origin: glam::DVec3,
grid_axes: (Vec3, Vec3, Vec3),
) {
// World → canvas screen via relative-to-eye: subtract the f64 eye first so
// grid points near the camera stay precise at UTM-scale absolute coords.
let w2s = |world: glam::DVec3| -> Point {
let rel = (world - eye).as_vec3();
let ndc = view_rot.project_point3(rel);
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Point::new(
bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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)
};
// Plane-tangent axes: axis1 and axis2 span the grid plane, taken from the
// active UCS basis so the grid aligns to the user's coordinate system.
let (gx, gy, gz) = grid_axes;
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let (axis1, axis2) = match plane {
GridPlane::Xz => (gx, gz),
GridPlane::Xy => (gx, gy),
GridPlane::Yz => (gy, gz),
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};
// Adaptive spacing: measure pixels per 1-unit step along each axis,
// then find the smallest power-of-5 multiple that gives ≥ MIN_GRID_PX.
let o = w2s(grid_origin);
let a1s = w2s(grid_origin + axis1.as_dvec3());
let a2s = w2s(grid_origin + axis2.as_dvec3());
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let px1 = ((a1s.x - o.x).powi(2) + (a1s.y - o.y).powi(2)).sqrt();
let px2 = ((a2s.x - o.x).powi(2) + (a2s.y - o.y).powi(2)).sqrt();
let px_per_unit = px1.max(px2);
if px_per_unit < 1e-6 {
return;
}
let mut s = 1.0_f32;
while s * px_per_unit < MIN_GRID_PX {
s *= 5.0;
if s > 1e9 {
return;
}
}
// Visible world extent: unproject screen corners (mid-depth approximation)
// and project them onto the grid axes.
let inv = view_rot.inverse();
let unproject = |sx: f32, sy: f32| -> glam::DVec3 {
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let ndc_x = (sx / bounds.width) * 2.0 - 1.0;
let ndc_y = 1.0 - (sy / bounds.height) * 2.0;
// Unproject in eye-relative space, then add the f64 eye back.
eye + inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.5)).as_dvec3()
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};
let corners = [
unproject(0.0, 0.0),
unproject(bounds.width, 0.0),
unproject(0.0, bounds.height),
unproject(bounds.width, bounds.height),
];
let range = |ax: Vec3| -> (f32, f32) {
let vals: Vec<f32> = corners
.iter()
.map(|p| (*p - grid_origin).as_vec3().dot(ax))
.collect();
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(
vals.iter().cloned().fold(f32::INFINITY, f32::min),
vals.iter().cloned().fold(f32::NEG_INFINITY, f32::max),
)
};
let (min1, max1) = range(axis1);
let (min2, max2) = range(axis2);
let n1_s = (min1 / s).floor() as i32 - 1;
let n1_e = (max1 / s).ceil() as i32 + 1;
let n2_s = (min2 / s).floor() as i32 - 1;
let n2_e = (max2 / s).ceil() as i32 + 1;
if (n1_e - n1_s) > 500 || (n2_e - n2_s) > 500 {
return;
}
let gc = Color {
r: 0.28,
g: 0.28,
b: 0.28,
a: 0.7,
};
let st = canvas::Stroke {
width: 0.5,
style: canvas::Style::Solid(gc),
..Default::default()
};
// Lines parallel to axis2 (varying axis1 position)
for i in n1_s..=n1_e {
let v = i as f32 * s;
let p0 = w2s(grid_origin + (axis1 * v + axis2 * (min2 - s)).as_dvec3());
let p1 = w2s(grid_origin + (axis1 * v + axis2 * (max2 + s)).as_dvec3());
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frame.stroke(
&canvas::Path::new(|b| {
b.move_to(p0);
b.line_to(p1);
}),
st.clone(),
);
}
// Lines parallel to axis1 (varying axis2 position)
for i in n2_s..=n2_e {
let v = i as f32 * s;
let p0 = w2s(grid_origin + (axis2 * v + axis1 * (min1 - s)).as_dvec3());
let p1 = w2s(grid_origin + (axis2 * v + axis1 * (max1 + s)).as_dvec3());
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frame.stroke(
&canvas::Path::new(|b| {
b.move_to(p0);
b.line_to(p1);
}),
st.clone(),
);
}
// Coloured axes drawn on top of the grid lines, along the same UCS basis.
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let extent = (min1.abs().max(max1.abs()).max(min2.abs()).max(max2.abs()) + s) * 1.5;
draw_axes(frame, view_rot, eye, bounds, extent.max(10.0), grid_origin, grid_axes);
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}
// ── Coloured UCS axes ──────────────────────────────────────────────────────
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fn draw_axes(
frame: &mut canvas::Frame,
view_rot: Mat4,
eye: glam::DVec3,
bounds: iced::Rectangle,
extent: f32,
origin: glam::DVec3,
axes: (Vec3, Vec3, Vec3),
) {
let w2s = |world: glam::DVec3| -> Point {
let ndc = view_rot.project_point3((world - eye).as_vec3());
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Point::new(
bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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)
};
let e = extent;
let (ax, ay, az) = axes;
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let axis_stroke = |r: f32, g: f32, b: f32| canvas::Stroke {
width: 1.5,
style: canvas::Style::Solid(Color { r, g, b, a: 0.85 }),
..Default::default()
};
// Axes run through the UCS origin along the UCS axis directions.
let mut line = |dir: Vec3, r: f32, g: f32, b: f32| {
frame.stroke(
&canvas::Path::new(|p| {
p.move_to(w2s(origin - (dir * e).as_dvec3()));
p.line_to(w2s(origin + (dir * e).as_dvec3()));
}),
axis_stroke(r, g, b),
);
};
line(ax, 0.90, 0.20, 0.20); // X — red
line(ay, 0.20, 0.85, 0.20); // Y — green
line(az, 0.20, 0.40, 0.90); // Z — blue
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}
// ── UCS icon ──────────────────────────────────────────────────────────────
//
// Draws a small X/Y/Z axis tripod in the bottom-left corner of the viewport.
// The axis directions are projected from world space so the icon rotates with
// the camera. Axis lengths are proportional (foreshortening preserved), depth
// ordering is computed from NDC Z, and axes going away from the viewer are
// drawn as outlined circles with reduced opacity.
const UCS_ICON_MARGIN: f32 = 50.0;
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const UCS_ICON_LEN: f32 = 38.0; // longest axis arm in screen pixels
const UCS_ICON_TIP: f32 = 7.0; // arrowhead size in pixels
fn draw_ucs_icon(
frame: &mut canvas::Frame,
vp: Mat4,
bounds: iced::Rectangle,
axes: (Vec3, Vec3, Vec3),
) {
if bounds.width < 10.0 || bounds.height < 10.0 {
return;
}
// Project to NDC (including depth) then to screen pixels.
let w2ndc = |world: Vec3| -> Option<Vec3> {
let ndc = vp.project_point3(world);
if !ndc.x.is_finite() || !ndc.y.is_finite() || !ndc.z.is_finite() {
return None;
}
Some(ndc)
};
let ndc2s = |ndc: Vec3| -> Point {
Point::new(
bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
)
};
// Project the UCS axis directions (not fixed world axes) so the tripod
// rotates to the active UCS. Directions are translation-invariant, so a
// common origin is fine.
let (ax, ay, az) = axes;
let Some(org) = w2ndc(Vec3::ZERO) else { return };
let Some(xn) = w2ndc(ax) else { return };
let Some(yn) = w2ndc(ay) else { return };
let Some(zn) = w2ndc(az) else { return };
let org_s = ndc2s(org);
let icon_origin = Point::new(
bounds.x + UCS_ICON_MARGIN,
bounds.y + (bounds.height - UCS_ICON_MARGIN).max(UCS_ICON_MARGIN),
);
// Raw screen-space displacement for each axis tip.
let raw = |ndc_tip: Vec3| -> (f32, f32, f32) {
let s = ndc2s(ndc_tip);
let dx = s.x - org_s.x;
let dy = s.y - org_s.y;
(dx, dy, (dx * dx + dy * dy).sqrt())
};
let (xdx, xdy, xlen) = raw(xn);
let (ydx, ydy, ylen) = raw(yn);
let (zdx, zdy, zlen) = raw(zn);
// Scale so the longest projected axis fills UCS_ICON_LEN; shorter axes
// stay proportionally shorter (this IS the foreshortening effect).
let max_len = xlen.max(ylen).max(zlen).max(1e-4);
let sc = UCS_ICON_LEN / max_len;
// depth > 0 → tip is farther from viewer than origin (axis going into screen).
// depth < 0 → tip is closer (axis coming toward viewer).
struct AxisInfo {
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dx: f32,
dy: f32,
sc_len: f32,
depth: f32,
r: f32,
g: f32,
b: f32,
label: &'static str,
}
let mut axes = [
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AxisInfo {
dx: xdx * sc,
dy: xdy * sc,
sc_len: xlen * sc,
depth: xn.z - org.z,
r: 0.90,
g: 0.22,
b: 0.22,
label: "X",
},
AxisInfo {
dx: ydx * sc,
dy: ydy * sc,
sc_len: ylen * sc,
depth: yn.z - org.z,
r: 0.22,
g: 0.85,
b: 0.22,
label: "Y",
},
AxisInfo {
dx: zdx * sc,
dy: zdy * sc,
sc_len: zlen * sc,
depth: zn.z - org.z,
r: 0.22,
g: 0.45,
b: 0.90,
label: "Z",
},
];
// Back-to-front: draw axis farthest from viewer first.
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axes.sort_by(|a, b| {
b.depth
.partial_cmp(&a.depth)
.unwrap_or(std::cmp::Ordering::Equal)
});
for ax in &axes {
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let col = Color {
r: ax.r,
g: ax.g,
b: ax.b,
a: 1.0,
};
let tip = Point::new(icon_origin.x + ax.dx, icon_origin.y + ax.dy);
// Shaft
if ax.sc_len > 1.0 {
let path = canvas::Path::new(|p| {
p.move_to(icon_origin);
p.line_to(tip);
});
frame.stroke(
&path,
canvas::Stroke {
width: 2.0,
style: canvas::Style::Solid(col),
line_cap: canvas::LineCap::Butt,
..Default::default()
},
);
}
// Filled arrowhead at tip.
if ax.sc_len > 3.0 {
let (nx, ny) = if ax.sc_len > 1e-3 {
(ax.dx / ax.sc_len, ax.dy / ax.sc_len)
} else {
(1.0, 0.0)
};
let px = -ny;
let py = nx;
let tl = Point::new(
tip.x - nx * UCS_ICON_TIP + px * (UCS_ICON_TIP * 0.45),
tip.y - ny * UCS_ICON_TIP + py * (UCS_ICON_TIP * 0.45),
);
let tr = Point::new(
tip.x - nx * UCS_ICON_TIP - px * (UCS_ICON_TIP * 0.45),
tip.y - ny * UCS_ICON_TIP - py * (UCS_ICON_TIP * 0.45),
);
let arrow = canvas::Path::new(|p| {
p.move_to(tip);
p.line_to(tl);
p.line_to(tr);
p.close();
});
frame.fill(&arrow, col);
}
// Axis label (X / Y / Z) beyond the tip.
if ax.sc_len > 4.0 {
let (nx, ny) = if ax.sc_len > 1e-3 {
(ax.dx / ax.sc_len, ax.dy / ax.sc_len)
} else {
(1.0, 0.0)
};
frame.fill_text(canvas::Text {
content: ax.label.to_string(),
// Offset beyond tip along the axis direction; subtract ~half glyph
// size to visually center the single character on the axis line.
position: Point::new(tip.x + nx * 8.0 - 3.5, tip.y + ny * 8.0 - 5.0),
color: col,
size: iced::Pixels(10.0),
shaping: iced::advanced::text::Shaping::Advanced,
..Default::default()
});
}
}
// Origin dot.
let circle = canvas::Path::circle(icon_origin, 3.5);
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frame.fill(
&circle,
Color {
r: 0.9,
g: 0.9,
b: 0.9,
a: 0.95,
},
);
}
// ── Dynamic Input overlay ─────────────────────────────────────────────────
use crate::command::{DynGuide, DynRole};
const DYN_OFFSET_X: f32 = 14.0;
const DYN_PAD: f32 = 4.0;
const DYN_GAP: f32 = 6.0;
const DYN_FONT: f32 = 11.0;
const DYN_CHAR_W: f32 = DYN_FONT * 0.62;
const DYN_BOX_H: f32 = DYN_FONT + DYN_PAD * 2.0;
/// One value box in the dynamic-input overlay. Its `role` drives both the
/// label and where the box is placed relative to the step's guide geometry.
#[derive(Clone)]
pub struct DynBox {
pub label: String,
pub value: String,
/// TAB-focused box — keystrokes edit this one.
pub active: bool,
/// User has typed a value (the box no longer tracks the cursor).
pub locked: bool,
pub role: DynRole,
}
pub fn dynamic_input_overlay<'a>(
cursor_screen: Point,
base_screen: Option<Point>,
ref_screen: Option<Point>,
guide: DynGuide,
boxes: Vec<DynBox>,
prompt: String,
) -> Element<'a, Message> {
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canvas(DynInputCanvas {
cursor_screen,
base_screen,
ref_screen,
guide,
boxes,
prompt,
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})
.width(Length::Fill)
.height(Length::Fill)
.into()
}
struct DynInputCanvas {
cursor_screen: Point,
/// Step anchor in viewport pixels (projected `dyn_anchor`). Guided layouts
/// (polar / radius / axis-delta) need it; `None` falls back to a cursor row.
base_screen: Option<Point>,
/// Far end of the reference line (projected `dyn_ref`) — for `Perp`.
ref_screen: Option<Point>,
guide: DynGuide,
boxes: Vec<DynBox>,
/// The active command's current prompt, drawn just above the boxes.
prompt: String,
}
impl DynInputCanvas {
fn dotted() -> canvas::Stroke<'static> {
canvas::Stroke {
width: 1.0,
style: canvas::Style::Solid(Color { r: 0.55, g: 0.55, b: 0.58, a: 0.9 }),
line_dash: canvas::LineDash { segments: &[2.0, 3.0], offset: 0 },
..Default::default()
}
}
fn box_content(b: &DynBox) -> String {
match b.role {
DynRole::Angle => format!("{}\u{00B0}", b.value),
_ if b.label.is_empty() => b.value.clone(),
_ => format!("{}{}", b.label, b.value),
}
}
/// Draw a value box centred at `center`, clamped inside `bounds`.
fn draw_box(frame: &mut canvas::Frame, b: &DynBox, center: Point, bounds: iced::Rectangle) {
let content = Self::box_content(b);
let w = (content.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0;
let x = (center.x - w * 0.5).clamp(0.0, (bounds.width - w).max(0.0));
let y = (center.y - DYN_BOX_H * 0.5).clamp(0.0, (bounds.height - DYN_BOX_H).max(0.0));
let rect = canvas::Path::rectangle(Point { x, y }, Size { width: w, height: DYN_BOX_H });
let (fill, border) = Self::box_colors(b);
frame.fill(&rect, fill);
frame.stroke(
&rect,
canvas::Stroke::default()
.with_color(border)
.with_width(if b.active { 1.6 } else { 1.0 }),
);
frame.fill_text(canvas::Text {
content,
position: Point { x: x + DYN_PAD, y: y + DYN_PAD },
color: Color { r: 0.92, g: 0.92, b: 0.92, a: 1.0 },
size: iced::Pixels(DYN_FONT),
// Force Advanced shaping: the default `Auto` uses Basic shaping for
// ASCII-only strings, which the web (wgpu/webgl) backend fails to
// render — so all-digit value boxes came up blank while the angle
// box (containing the non-ASCII `°`) rendered. (#117)
shaping: iced::advanced::text::Shaping::Advanced,
..Default::default()
});
}
fn box_colors(b: &DynBox) -> (Color, Color) {
if b.active {
(
Color { r: 0.12, g: 0.18, b: 0.30, a: 0.95 },
Color { r: 0.45, g: 0.70, b: 1.0, a: 1.0 },
)
} else if b.locked {
(
Color { r: 0.05, g: 0.05, b: 0.12, a: 0.9 },
Color { r: 0.95, g: 0.75, b: 0.30, a: 0.9 },
)
} else {
(
Color { r: 0.05, g: 0.05, b: 0.12, a: 0.9 },
Color { r: 0.35, g: 0.55, b: 0.90, a: 0.9 },
)
}
}
/// Prompt pill at `pos`.
fn draw_prompt(&self, frame: &mut canvas::Frame, pos: Point) {
if self.prompt.is_empty() {
return;
}
let pw = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0;
let rect = canvas::Path::rectangle(pos, Size { width: pw, height: DYN_BOX_H });
frame.fill(&rect, Color { r: 0.10, g: 0.10, b: 0.12, a: 1.0 });
frame.stroke(
&rect,
canvas::Stroke::default()
.with_color(Color { r: 0.35, g: 0.55, b: 0.90, a: 0.9 })
.with_width(1.0),
);
frame.fill_text(canvas::Text {
content: self.prompt.clone(),
position: Point { x: pos.x + DYN_PAD, y: pos.y + DYN_PAD },
color: Color { r: 0.70, g: 0.85, b: 0.70, a: 1.0 },
size: iced::Pixels(DYN_FONT),
shaping: iced::advanced::text::Shaping::Advanced,
..Default::default()
});
}
/// Guided layout: draw the guide geometry anchored at `base`, then place
/// each box according to its role.
fn draw_guided(&self, frame: &mut canvas::Frame, bounds: iced::Rectangle, base: Point) {
let cursor = self.cursor_screen;
let (vx, vy) = (cursor.x - base.x, cursor.y - base.y);
let len = (vx * vx + vy * vy).sqrt().max(1.0);
let (dx, dy) = (vx / len, vy / len);
// Perpendicular pointing to the lower half so labels sit under the line.
let (mut nx, mut ny) = (-dy, dx);
if ny < 0.0 {
nx = -nx;
ny = -ny;
}
// Polar arc reference direction: a supplied reference point (e.g. the
// ROTATE reference), else the +X axis. The arc sweeps the short way
// from that reference to the cursor.
let a_cur = dy.atan2(dx);
let a_ref = self
.ref_screen
.map(|r| (r.y - base.y).atan2(r.x - base.x))
.unwrap_or(0.0);
let mut sweep = a_cur - a_ref;
while sweep > std::f32::consts::PI {
sweep -= std::f32::consts::TAU;
}
while sweep <= -std::f32::consts::PI {
sweep += std::f32::consts::TAU;
}
let corner = Point { x: cursor.x, y: base.y }; // axis-delta elbow
// Perp / PerpDim: perpendicular direction to the reference line, the
// measured endpoint along it (`end`), and an offset dimension segment
// (`off_base`→`off_end`) drawn clear of the edge for PerpDim.
let perp_info = self.ref_screen.map(|r| {
let (ax, ay) = (r.x - base.x, r.y - base.y);
let al = (ax * ax + ay * ay).sqrt().max(1.0);
let (ux, uy) = (ax / al, ay / al); // axis unit (base → ref)
let (px, py) = (-uy, ux); // perpendicular unit
let signed = (cursor.x - base.x) * px + (cursor.y - base.y) * py;
let end = Point { x: base.x + px * signed, y: base.y + py * signed };
const OFF: f32 = 16.0; // dimension offset, away from the reference
let off_base = Point { x: base.x - ux * OFF, y: base.y - uy * OFF };
let off_end = Point { x: end.x - ux * OFF, y: end.y - uy * OFF };
(end, off_base, off_end)
});
// ── Guide geometry ──
match self.guide {
DynGuide::Polar => {
// Reference line along `a_ref` (the +X axis, or the supplied
// reference direction), then the arc from it to the cursor.
let href = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(Point {
x: base.x + a_ref.cos() * len,
y: base.y + a_ref.sin() * len,
});
});
frame.stroke(&href, Self::dotted());
let arc = canvas::Path::new(|p| {
let steps = 48;
for k in 0..=steps {
let a = a_ref + sweep * (k as f32 / steps as f32);
let pt = Point {
x: base.x + a.cos() * len,
y: base.y + a.sin() * len,
};
if k == 0 {
p.move_to(pt);
} else {
p.line_to(pt);
}
}
});
frame.stroke(&arc, Self::dotted());
}
DynGuide::Radius => {
let line = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(cursor);
});
frame.stroke(&line, Self::dotted());
}
DynGuide::Perp => {
if let Some((end, _, _)) = perp_info {
// The measured semi-axis: anchor → perpendicular endpoint.
let line = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(end);
});
frame.stroke(&line, Self::dotted());
}
}
DynGuide::PerpDim => {
if let Some((end, ob, oe)) = perp_info {
// Dimension segment offset off the edge, with extension
// lines back to the two measured corners.
let dim = canvas::Path::new(|p| {
p.move_to(ob);
p.line_to(oe);
});
frame.stroke(&dim, Self::dotted());
let ext = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(ob);
p.move_to(end);
p.line_to(oe);
});
frame.stroke(&ext, Self::dotted());
}
}
DynGuide::AxisDelta | DynGuide::RectSides => {
// Dotted legs from the anchor along its axes to the cursor.
let legs = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(corner);
p.line_to(cursor);
});
frame.stroke(&legs, Self::dotted());
if self.guide == DynGuide::RectSides {
// Close the rectangle so both side pairs read as a box.
let rest = canvas::Path::new(|p| {
p.move_to(base);
p.line_to(Point { x: base.x, y: cursor.y });
p.line_to(cursor);
});
frame.stroke(&rest, Self::dotted());
}
}
DynGuide::None => {}
}
// ── Box placement by role ──
for b in &self.boxes {
let center = match b.role {
DynRole::Angle => {
let a_mid = a_ref + sweep * 0.5;
// Pull the box back along the ray and lift it to the side
// opposite the distance box. A near-zero sweep collapses the
// mid-angle direction onto the cursor ray, so placing the box
// at full `len` would plant it on the cursor / snap point and
// hide it. (#124)
let r = (len - DYN_BOX_H * 2.0).max(len * 0.5);
Point {
x: base.x + a_mid.cos() * r - nx * 18.0,
y: base.y + a_mid.sin() * r - ny * 18.0,
}
}
DynRole::X | DynRole::Width => Point {
x: (base.x + cursor.x) * 0.5,
y: base.y + 14.0,
},
DynRole::Y | DynRole::Height => Point {
x: corner.x + 18.0,
y: (base.y + cursor.y) * 0.5,
},
// Perpendicular measure: on the measured segment / dim line.
_ if matches!(self.guide, DynGuide::Perp | DynGuide::PerpDim)
&& perp_info.is_some() =>
{
let (end, ob, oe) = perp_info.unwrap();
if self.guide == DynGuide::PerpDim {
Point { x: (ob.x + oe.x) * 0.5 + 8.0, y: (ob.y + oe.y) * 0.5 }
} else {
Point { x: (base.x + end.x) * 0.5 + 8.0, y: (base.y + end.y) * 0.5 }
}
}
// Distance / Radius / Diameter and anything else ride the line.
_ => Point {
x: base.x + dx * len * 0.5 + nx * 16.0,
y: base.y + dy * len * 0.5 + ny * 16.0,
},
};
Self::draw_box(frame, b, center, bounds);
}
}
/// Fallback row layout near the cursor (no anchor / `None` guide).
fn draw_row(&self, frame: &mut canvas::Frame, bounds: iced::Rectangle) {
let texts: Vec<String> = self
.boxes
.iter()
.map(|b| {
if b.label.is_empty() {
b.value.clone()
} else {
format!("{}:{}", b.label, b.value)
}
})
.collect();
let widths: Vec<f32> = texts
.iter()
.map(|t| (t.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0)
.collect();
let total_w: f32 =
widths.iter().sum::<f32>() + DYN_GAP * (self.boxes.len() as f32 - 1.0);
// Offset the block off the crosshair by the same gap horizontally and
// vertically; the prompt sits a gap below the horizontal axis and the
// value boxes a further gap below the prompt.
let pad = DYN_OFFSET_X;
let has_prompt = !self.prompt.is_empty();
let prompt_w = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0;
let block_w = total_w.max(if has_prompt { prompt_w } else { 0.0 });
let mut bx = self.cursor_screen.x + pad;
let mut py = self.cursor_screen.y + pad;
let mut by = if has_prompt { py + DYN_BOX_H + pad } else { py };
if bx + block_w > bounds.width {
bx = (self.cursor_screen.x - block_w - 4.0).max(0.0);
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}
if by + DYN_BOX_H > bounds.height {
// Flip the block above the cursor, keeping the same gaps.
by = (self.cursor_screen.y - pad - DYN_BOX_H).max(0.0);
py = (by - pad - DYN_BOX_H).max(0.0);
}
if has_prompt {
self.draw_prompt(frame, Point { x: bx, y: py });
}
let mut x = bx;
for (i, b) in self.boxes.iter().enumerate() {
let w = widths[i];
let rect =
canvas::Path::rectangle(Point { x, y: by }, Size { width: w, height: DYN_BOX_H });
let (fill, border) = Self::box_colors(b);
frame.fill(&rect, fill);
frame.stroke(
&rect,
canvas::Stroke::default()
.with_color(border)
.with_width(if b.active { 1.6 } else { 1.0 }),
);
frame.fill_text(canvas::Text {
content: texts[i].clone(),
position: Point { x: x + DYN_PAD, y: by + DYN_PAD },
color: Color { r: 0.92, g: 0.92, b: 0.92, a: 1.0 },
size: iced::Pixels(DYN_FONT),
shaping: iced::advanced::text::Shaping::Advanced,
..Default::default()
});
x += w + DYN_GAP;
}
}
}
impl canvas::Program<Message> for DynInputCanvas {
type State = ();
fn mouse_interaction(
&self,
_state: &(),
_bounds: iced::Rectangle,
_cursor: mouse::Cursor,
) -> mouse::Interaction {
mouse::Interaction::None
}
fn draw(
&self,
_state: &(),
renderer: &iced::Renderer,
_theme: &Theme,
bounds: iced::Rectangle,
_cursor: mouse::Cursor,
) -> Vec<canvas::Geometry> {
let mut frame = canvas::Frame::new(renderer, bounds.size());
// No boxes — just the prompt pill near the cursor.
if self.boxes.is_empty() {
if !self.prompt.is_empty() {
let pw = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0;
let mut px = self.cursor_screen.x + DYN_OFFSET_X;
let mut py = self.cursor_screen.y + DYN_OFFSET_X;
if px + pw > bounds.width {
px = (self.cursor_screen.x - pw - 4.0).max(0.0);
}
if py + DYN_BOX_H > bounds.height {
py = (self.cursor_screen.y - DYN_BOX_H - 4.0).max(0.0);
}
self.draw_prompt(&mut frame, Point { x: px, y: py });
}
return vec![frame.into_geometry()];
}
// Guided layouts need the anchor; without it fall back to a cursor row.
match (self.guide, self.base_screen) {
(DynGuide::None, _) | (_, None) => self.draw_row(&mut frame, bounds),
(_, Some(base)) => self.draw_guided(&mut frame, bounds, base),
}
vec![frame.into_geometry()]
}
}