feat(layers): add native state manager

Replace session-only layer snapshots with drawing-backed DWG and DXF states, exposed through the ribbon and LAYERSTATE commands.\n\nCloses #562
This commit is contained in:
Hakan Seven 2026-07-29 18:00:41 +03:00
commit 1e624cc6b7
12 changed files with 563 additions and 84 deletions

View file

@ -1009,9 +1009,25 @@ impl OpenCADStudio {
}
self.active_tab = idx;
if self.tabs[idx].is_start
&& self.active_modal == Some(super::ModalKind::LayoutManager)
&& matches!(
self.active_modal,
Some(
super::ModalKind::LayoutManager
| super::ModalKind::LayerStateManager
)
)
{
self.close_active_modal();
} else if self.active_modal == Some(super::ModalKind::LayerStateManager) {
let mut names: Vec<String> = self.tabs[idx]
.scene
.document
.layer_states()
.into_iter()
.map(|state| state.name)
.collect();
names.sort_by_key(|name| name.to_lowercase());
self.load_layer_state_editor(names.into_iter().next());
}
self.sync_ribbon_layers();
self.sync_ribbon_styles();
@ -1401,6 +1417,150 @@ impl OpenCADStudio {
Task::none()
}
Message::LayerStateManagerOpen => {
let i = self.active_tab;
self.ribbon.close_dropdown();
if self.tabs[i].is_start {
self.command_line
.push_info("Open or create a drawing to manage layer states.");
return Task::none();
}
let mut names: Vec<String> = self.tabs[i]
.scene
.document
.layer_states()
.into_iter()
.map(|state| state.name)
.collect();
names.sort_by_key(|name| name.to_lowercase());
self.load_layer_state_editor(names.into_iter().next());
self.active_modal = Some(super::ModalKind::LayerStateManager);
Task::none()
}
Message::LayerStateManagerSelect(name) => {
self.load_layer_state_editor(Some(name));
Task::none()
}
Message::LayerStateManagerNew => {
self.load_layer_state_editor(None);
Task::none()
}
Message::LayerStateManagerFilter(value) => {
self.layer_state_filter = value;
Task::none()
}
Message::LayerStateManagerName(value) => {
self.layer_state_name_buf = value;
Task::none()
}
Message::LayerStateManagerDescription(value) => {
self.layer_state_description_buf = value;
Task::none()
}
Message::LayerStateManagerSave => {
let i = self.active_tab;
let name = self.layer_state_name_buf.trim().to_string();
if name.is_empty() {
self.command_line
.push_error("Layer state name cannot be empty.");
return Task::none();
}
let old_name = self.layer_state_selected.clone();
let duplicate = self.tabs[i]
.scene
.document
.layer_states()
.into_iter()
.any(|state| {
state.name.eq_ignore_ascii_case(&name)
&& old_name
.as_deref()
.is_none_or(|old| !state.name.eq_ignore_ascii_case(old))
});
if duplicate {
self.command_line
.push_error(&format!("Layer state \"{name}\" already exists."));
return Task::none();
}
self.push_undo_snapshot(i, "LAYERSTATE SAVE");
if let Some(old_name) = old_name.as_deref() {
if !old_name.eq_ignore_ascii_case(&name) {
self.tabs[i]
.scene
.document
.rename_layer_state(old_name, &name);
}
}
self.tabs[i].scene.document.capture_layer_state(
&name,
self.layer_state_description_buf.trim(),
);
self.tabs[i].dirty = true;
self.layer_state_selected = Some(name.clone());
self.layer_state_name_buf = name.clone();
self.command_line
.push_output(&format!("LAYERSTATE: saved \"{name}\" in the drawing."));
Task::none()
}
Message::LayerStateManagerRestore => {
let i = self.active_tab;
let Some(name) = self.layer_state_selected.clone() else {
return Task::none();
};
let layer_names: Vec<String> = self.tabs[i]
.scene
.document
.layers
.iter()
.map(|layer| layer.name.clone())
.collect();
self.push_undo_snapshot(i, "LAYERSTATE RESTORE");
let restored = self.tabs[i]
.scene
.document
.restore_layer_state(&name)
.unwrap_or(0);
let active = self.tabs[i]
.scene
.document
.header
.current_layer_name
.clone();
self.tabs[i].active_layer = active;
self.tabs[i]
.scene
.invalidate_layer_dependencies(&layer_names);
self.tabs[i].dirty = true;
self.refresh_layer_panel();
self.command_line.push_output(&format!(
"LAYERSTATE: restored \"{name}\" ({restored} layer(s))."
));
Task::none()
}
Message::LayerStateManagerDelete => {
let i = self.active_tab;
let Some(name) = self.layer_state_selected.clone() else {
return Task::none();
};
self.push_undo_snapshot(i, "LAYERSTATE DELETE");
if self.tabs[i].scene.document.delete_layer_state(&name) {
self.tabs[i].dirty = true;
let mut names: Vec<String> = self.tabs[i]
.scene
.document
.layer_states()
.into_iter()
.map(|state| state.name)
.collect();
names.sort_by_key(|name| name.to_lowercase());
self.load_layer_state_editor(names.into_iter().next());
self.command_line
.push_output(&format!("LAYERSTATE: deleted \"{name}\"."));
}
Task::none()
}
Message::WindowCloseRequested(id) => {
if self.main_window == Some(id) {
if self.tabs.iter().any(|t| t.dirty) {