feat(ribbon): degrade tool panels per-panel from the right instead of all at once
The tool area no longer swaps every panel between a full and a compact row together. CollapsePanels is now the whole tool area: it measures each panel at full, compact and collapsed widths and degrades from the right — first shrinking a panel's large buttons to compact icon columns one panel at a time until the row fits, then (only if all-compact still overflows) collapsing the rightmost panels to their ▾ flyout buttons. Left panels stay full as long as possible. Removes the global DensitySwap full/compact/collapse variant selection and the now-unused build_tool_groups / tool_divider helpers. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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39043e6e56
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5164dc1387
2 changed files with 123 additions and 189 deletions
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@ -1,12 +1,11 @@
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//! Collapsing ribbon panels.
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//! Adaptive ribbon panels.
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//!
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//! Given a list of panels (each with an inline element, a collapsed title
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//! button, and a full flyout), this widget lays out as many inline panels as
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//! fit the width from the left and collapses the rest into their title buttons.
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//! Clicking a collapsed button opens that panel's flyout as an overlay anchored
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//! just below the button.
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//! Lays the active module's panels on one row. When they don't all fit, panels
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//! degrade **from the right**: first a panel's large buttons shrink to compact
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//! icon columns, then — if it still doesn't fit — the panel collapses to a title
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//! button whose click opens the full panel as a flyout overlay.
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use std::cell::Cell;
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use std::cell::RefCell;
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use iced::advanced::layout::{self, Layout};
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use iced::advanced::widget::{self, Widget};
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@ -15,67 +14,71 @@ use iced::{Element, Event, Length, Point, Rectangle, Renderer, Size, Theme, Vect
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use crate::app::Message;
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/// One ribbon panel in its three renderings.
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/// One panel in its four renderings.
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pub struct Panel<'a> {
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pub id: String,
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pub inline: Element<'a, Message>,
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pub full: Element<'a, Message>,
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pub compact: Element<'a, Message>,
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pub button: Element<'a, Message>,
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pub flyout: Element<'a, Message>,
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}
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// Per-panel degradation level; also the offset of the shown element within the
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// panel's 4 trees ([full, compact, button, flyout]).
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const FULL: u8 = 0;
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const COMPACT: u8 = 1;
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const COLLAPSED: u8 = 2;
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pub struct CollapsePanels<'a> {
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panels: Vec<Panel<'a>>,
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/// Title of the panel whose flyout is open (if any).
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open: Option<String>,
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/// Row height (a full ribbon tool-area height).
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row_h: f32,
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/// Number of panels shown inline from the left; set during layout.
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split: Cell<usize>,
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/// Chosen degradation level per panel; set during layout.
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levels: RefCell<Vec<u8>>,
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}
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impl<'a> CollapsePanels<'a> {
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pub fn new(panels: Vec<Panel<'a>>, open: Option<String>, row_h: f32) -> Self {
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let n = panels.len();
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Self {
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panels,
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open,
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row_h,
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split: Cell::new(0),
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levels: RefCell::new(vec![FULL; n]),
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}
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}
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/// Element used inline for panel `i` given the split `k`.
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fn shown(&self, i: usize, k: usize) -> &Element<'a, Message> {
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if i < k {
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&self.panels[i].inline
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} else {
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&self.panels[i].button
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fn shown(&self, i: usize, level: u8) -> &Element<'a, Message> {
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match level {
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FULL => &self.panels[i].full,
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COMPACT => &self.panels[i].compact,
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_ => &self.panels[i].button,
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}
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}
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fn shown_mut(&mut self, i: usize, k: usize) -> &mut Element<'a, Message> {
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if i < k {
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&mut self.panels[i].inline
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} else {
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&mut self.panels[i].button
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fn shown_mut(&mut self, i: usize, level: u8) -> &mut Element<'a, Message> {
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match level {
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FULL => &mut self.panels[i].full,
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COMPACT => &mut self.panels[i].compact,
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_ => &mut self.panels[i].button,
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}
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}
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/// Tree index of the element shown inline for panel `i` given split `k`.
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fn shown_tree(i: usize, k: usize) -> usize {
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// trees are laid out [inline_0, button_0, flyout_0, inline_1, …]
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if i < k {
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3 * i
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} else {
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3 * i + 1
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}
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fn levels_snapshot(&self, n: usize) -> Vec<u8> {
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let mut v = self.levels.borrow().clone();
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v.resize(n, FULL);
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v
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}
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}
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impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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fn children(&self) -> Vec<widget::Tree> {
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let mut v = Vec::with_capacity(self.panels.len() * 3);
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let mut v = Vec::with_capacity(self.panels.len() * 4);
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for p in &self.panels {
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v.push(widget::Tree::new(&p.inline));
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v.push(widget::Tree::new(&p.full));
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v.push(widget::Tree::new(&p.compact));
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v.push(widget::Tree::new(&p.button));
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v.push(widget::Tree::new(&p.flyout));
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}
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@ -85,7 +88,8 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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fn diff(&self, tree: &mut widget::Tree) {
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let mut refs: Vec<&dyn Widget<Message, Theme, Renderer>> = Vec::new();
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for p in &self.panels {
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refs.push(p.inline.as_widget());
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refs.push(p.full.as_widget());
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refs.push(p.compact.as_widget());
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refs.push(p.button.as_widget());
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refs.push(p.flyout.as_widget());
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}
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@ -103,57 +107,69 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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limits: &layout::Limits,
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) -> layout::Node {
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let max_w = limits.max().width;
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let natural =
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layout::Limits::new(Size::ZERO, Size::new(f32::INFINITY, f32::INFINITY));
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let natural = layout::Limits::new(Size::ZERO, Size::new(f32::INFINITY, f32::INFINITY));
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let n = self.panels.len();
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// Measure every inline panel and every collapsed button.
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let mut inline_w = vec![0.0f32; n];
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// Measure each panel at all three densities.
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let mut full_w = vec![0.0f32; n];
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let mut compact_w = vec![0.0f32; n];
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let mut button_w = vec![0.0f32; n];
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for i in 0..n {
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let inline_node = self.panels[i].inline.as_widget_mut().layout(
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&mut tree.children[3 * i],
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renderer,
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&natural,
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);
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let button_node = self.panels[i].button.as_widget_mut().layout(
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&mut tree.children[3 * i + 1],
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renderer,
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&natural,
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);
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inline_w[i] = inline_node.size().width;
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button_w[i] = button_node.size().width;
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full_w[i] = self.panels[i].full.as_widget_mut()
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.layout(&mut tree.children[4 * i], renderer, &natural)
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.size()
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.width;
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compact_w[i] = self.panels[i].compact.as_widget_mut()
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.layout(&mut tree.children[4 * i + 1], renderer, &natural)
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.size()
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.width;
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button_w[i] = self.panels[i].button.as_widget_mut()
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.layout(&mut tree.children[4 * i + 2], renderer, &natural)
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.size()
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.width;
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}
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// Expand a prefix of panels from the left while the row still fits with
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// the remaining panels collapsed to buttons.
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let all_buttons: f32 = button_w.iter().sum();
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let mut used = all_buttons;
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let mut k = 0;
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for i in 0..n {
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let candidate = used - button_w[i] + inline_w[i];
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if candidate <= max_w {
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used = candidate;
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k = i + 1;
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} else {
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let width_of = |lv: u8, i: usize| -> f32 {
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match lv {
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FULL => full_w[i],
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COMPACT => compact_w[i],
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_ => button_w[i],
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}
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};
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let total = |levels: &[u8]| -> f32 { (0..n).map(|i| width_of(levels[i], i)).sum() };
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// Start all full; degrade from the RIGHT. Phase 1 shrinks large panels
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// to compact one at a time; phase 2 (only if compact still overflows)
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// collapses them to buttons.
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let mut levels = vec![FULL; n];
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for i in (0..n).rev() {
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if total(&levels) <= max_w {
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break;
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}
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levels[i] = COMPACT;
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}
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self.split.set(k);
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for i in (0..n).rev() {
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if total(&levels) <= max_w {
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break;
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}
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levels[i] = COLLAPSED;
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}
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*self.levels.borrow_mut() = levels.clone();
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// Place the chosen element for each panel left-to-right.
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let mut children: Vec<layout::Node> = Vec::with_capacity(n);
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let mut x = 0.0f32;
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for i in 0..n {
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let tree_idx = Self::shown_tree(i, k);
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let node = self.shown_mut(i, k).as_widget_mut().layout(
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let level = levels[i];
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let tree_idx = 4 * i + level as usize;
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let node = self.shown_mut(i, level).as_widget_mut().layout(
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&mut tree.children[tree_idx],
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renderer,
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&natural,
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);
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let h = node.size().height;
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let y = ((self.row_h - h) / 2.0).max(0.0);
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let w = node.size().width;
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let y = ((self.row_h - h) / 2.0).max(0.0);
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children.push(node.move_to(Point::new(x, y)));
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x += w;
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}
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@ -172,10 +188,11 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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shell: &mut Shell<'_, Message>,
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viewport: &Rectangle,
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) {
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let k = self.split.get();
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let levels = self.levels_snapshot(self.panels.len());
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for (i, child_layout) in layout.children().enumerate() {
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let tree_idx = Self::shown_tree(i, k);
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self.shown_mut(i, k).as_widget_mut().update(
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let level = levels[i];
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let tree_idx = 4 * i + level as usize;
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self.shown_mut(i, level).as_widget_mut().update(
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&mut tree.children[tree_idx],
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event,
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child_layout,
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@ -196,11 +213,12 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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viewport: &Rectangle,
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renderer: &Renderer,
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) -> mouse::Interaction {
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let k = self.split.get();
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let levels = self.levels_snapshot(self.panels.len());
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let mut interaction = mouse::Interaction::default();
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for (i, child_layout) in layout.children().enumerate() {
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let tree_idx = Self::shown_tree(i, k);
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let it = self.shown(i, k).as_widget().mouse_interaction(
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let level = levels[i];
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let tree_idx = 4 * i + level as usize;
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let it = self.shown(i, level).as_widget().mouse_interaction(
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&tree.children[tree_idx],
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child_layout,
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cursor,
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@ -221,10 +239,11 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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renderer: &Renderer,
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operation: &mut dyn widget::Operation,
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) {
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let k = self.split.get();
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let levels = self.levels_snapshot(self.panels.len());
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for (i, child_layout) in layout.children().enumerate() {
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let tree_idx = Self::shown_tree(i, k);
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self.shown_mut(i, k).as_widget_mut().operate(
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let level = levels[i];
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let tree_idx = 4 * i + level as usize;
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self.shown_mut(i, level).as_widget_mut().operate(
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&mut tree.children[tree_idx],
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child_layout,
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renderer,
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@ -243,10 +262,11 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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cursor: mouse::Cursor,
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viewport: &Rectangle,
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) {
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let k = self.split.get();
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let levels = self.levels_snapshot(self.panels.len());
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for (i, child_layout) in layout.children().enumerate() {
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let tree_idx = Self::shown_tree(i, k);
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self.shown(i, k).as_widget().draw(
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let level = levels[i];
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let tree_idx = 4 * i + level as usize;
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self.shown(i, level).as_widget().draw(
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&tree.children[tree_idx],
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renderer,
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theme,
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@ -266,11 +286,11 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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_viewport: &Rectangle,
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translation: Vector,
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) -> Option<overlay::Element<'b, Message, Theme, Renderer>> {
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let k = self.split.get();
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let levels = self.levels_snapshot(self.panels.len());
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let open_id = self.open.clone()?;
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let p = self.panels.iter().position(|pan| pan.id == open_id)?;
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// Only collapsed panels (index >= k) show a flyout.
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if p < k {
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// Only a collapsed panel shows a flyout.
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if levels.get(p).copied().unwrap_or(FULL) != COLLAPSED {
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return None;
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}
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@ -280,7 +300,7 @@ impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
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Some(overlay::Element::new(Box::new(FlyoutOverlay {
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flyout: &mut self.panels[p].flyout,
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tree: &mut tree.children[3 * p + 2],
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tree: &mut tree.children[4 * p + 3],
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anchor,
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})))
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}
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@ -352,9 +372,6 @@ impl overlay::Overlay<Message, Theme, Renderer> for FlyoutOverlay<'_, '_> {
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let child = layout.children().next().unwrap();
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let vp = child.bounds();
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// Close when a press lands outside the flyout. Capture the event so the
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// press doesn't also reach the collapsed button underneath (which would
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// immediately re-open the flyout).
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if let Event::Mouse(mouse::Event::ButtonPressed(_)) = event {
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if !cursor.is_over(vp) {
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shell.publish(Message::CloseRibbonDropdown);
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