feat(ribbon): collapse overflowing panels to flyout buttons, anchor dropdowns to their widget

Third stage of the adaptive tool area (shrink -> compact -> collapse).
When even the compact panels don't fit, DensitySwap picks a new
CollapsePanels widget that keeps a left prefix of panels inline and
collapses the rest to buttons; clicking a button opens the full panel as
an overlay flyout anchored below it (closes on outside press, mirroring
color_select's Floating).

A collapsed panel's button shows a live representative tool — the panel's
last-used tool (tracked per panel in Ribbon::note_panel_tool on every
tool click), defaulting to its first — rendered as a large icon. To
support this, render_small now also renders Large* items small and
render_large now renders plain Tool/Dropdown items large. Large dropdowns
render as icon + label + a bottom arrow strip via a shared
render_large_dropdown helper, used in both the full ribbon and collapsed
panels.

Ribbon dropdowns (tool dropdowns + undo/redo history) now anchor their
overlay directly below their widget at any size: a transparent PosReport
wrapper records each dropdown button's screen bounds into a thread-local
map on draw, and the overlays read it via Ribbon::dd_anchor instead of the
layout-estimating compute_*_left helpers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-07-05 18:04:55 +03:00
commit 56e48b8d0f
7 changed files with 1019 additions and 189 deletions

394
src/ui/ribbon/collapse.rs Normal file
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//! Collapsing ribbon panels.
//!
//! Given a list of panels (each with an inline element, a collapsed title
//! button, and a full flyout), this widget lays out as many inline panels as
//! fit the width from the left and collapses the rest into their title buttons.
//! Clicking a collapsed button opens that panel's flyout as an overlay anchored
//! just below the button.
use std::cell::Cell;
use iced::advanced::layout::{self, Layout};
use iced::advanced::widget::{self, Widget};
use iced::advanced::{mouse, overlay, renderer, Clipboard, Shell};
use iced::{Element, Event, Length, Point, Rectangle, Renderer, Size, Theme, Vector};
use crate::app::Message;
/// One ribbon panel in its three renderings.
pub struct Panel<'a> {
pub id: String,
pub inline: Element<'a, Message>,
pub button: Element<'a, Message>,
pub flyout: Element<'a, Message>,
}
pub struct CollapsePanels<'a> {
panels: Vec<Panel<'a>>,
/// Title of the panel whose flyout is open (if any).
open: Option<String>,
/// Row height (a full ribbon tool-area height).
row_h: f32,
/// Number of panels shown inline from the left; set during layout.
split: Cell<usize>,
}
impl<'a> CollapsePanels<'a> {
pub fn new(panels: Vec<Panel<'a>>, open: Option<String>, row_h: f32) -> Self {
Self {
panels,
open,
row_h,
split: Cell::new(0),
}
}
/// Element used inline for panel `i` given the split `k`.
fn shown(&self, i: usize, k: usize) -> &Element<'a, Message> {
if i < k {
&self.panels[i].inline
} else {
&self.panels[i].button
}
}
fn shown_mut(&mut self, i: usize, k: usize) -> &mut Element<'a, Message> {
if i < k {
&mut self.panels[i].inline
} else {
&mut self.panels[i].button
}
}
/// Tree index of the element shown inline for panel `i` given split `k`.
fn shown_tree(i: usize, k: usize) -> usize {
// trees are laid out [inline_0, button_0, flyout_0, inline_1, …]
if i < k {
3 * i
} else {
3 * i + 1
}
}
}
impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
fn children(&self) -> Vec<widget::Tree> {
let mut v = Vec::with_capacity(self.panels.len() * 3);
for p in &self.panels {
v.push(widget::Tree::new(&p.inline));
v.push(widget::Tree::new(&p.button));
v.push(widget::Tree::new(&p.flyout));
}
v
}
fn diff(&self, tree: &mut widget::Tree) {
let mut refs: Vec<&dyn Widget<Message, Theme, Renderer>> = Vec::new();
for p in &self.panels {
refs.push(p.inline.as_widget());
refs.push(p.button.as_widget());
refs.push(p.flyout.as_widget());
}
tree.diff_children(&refs);
}
fn size(&self) -> Size<Length> {
Size::new(Length::Shrink, Length::Shrink)
}
fn layout(
&mut self,
tree: &mut widget::Tree,
renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let max_w = limits.max().width;
let natural =
layout::Limits::new(Size::ZERO, Size::new(f32::INFINITY, f32::INFINITY));
let n = self.panels.len();
// Measure every inline panel and every collapsed button.
let mut inline_w = vec![0.0f32; n];
let mut button_w = vec![0.0f32; n];
for i in 0..n {
let inline_node = self.panels[i].inline.as_widget_mut().layout(
&mut tree.children[3 * i],
renderer,
&natural,
);
let button_node = self.panels[i].button.as_widget_mut().layout(
&mut tree.children[3 * i + 1],
renderer,
&natural,
);
inline_w[i] = inline_node.size().width;
button_w[i] = button_node.size().width;
}
// Expand a prefix of panels from the left while the row still fits with
// the remaining panels collapsed to buttons.
let all_buttons: f32 = button_w.iter().sum();
let mut used = all_buttons;
let mut k = 0;
for i in 0..n {
let candidate = used - button_w[i] + inline_w[i];
if candidate <= max_w {
used = candidate;
k = i + 1;
} else {
break;
}
}
self.split.set(k);
// Place the chosen element for each panel left-to-right.
let mut children: Vec<layout::Node> = Vec::with_capacity(n);
let mut x = 0.0f32;
for i in 0..n {
let tree_idx = Self::shown_tree(i, k);
let node = self.shown_mut(i, k).as_widget_mut().layout(
&mut tree.children[tree_idx],
renderer,
&natural,
);
let h = node.size().height;
let y = ((self.row_h - h) / 2.0).max(0.0);
let w = node.size().width;
children.push(node.move_to(Point::new(x, y)));
x += w;
}
layout::Node::with_children(Size::new(x, self.row_h), children)
}
fn update(
&mut self,
tree: &mut widget::Tree,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) {
let k = self.split.get();
for (i, child_layout) in layout.children().enumerate() {
let tree_idx = Self::shown_tree(i, k);
self.shown_mut(i, k).as_widget_mut().update(
&mut tree.children[tree_idx],
event,
child_layout,
cursor,
renderer,
clipboard,
shell,
viewport,
);
}
}
fn mouse_interaction(
&self,
tree: &widget::Tree,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
renderer: &Renderer,
) -> mouse::Interaction {
let k = self.split.get();
let mut interaction = mouse::Interaction::default();
for (i, child_layout) in layout.children().enumerate() {
let tree_idx = Self::shown_tree(i, k);
let it = self.shown(i, k).as_widget().mouse_interaction(
&tree.children[tree_idx],
child_layout,
cursor,
viewport,
renderer,
);
if it != mouse::Interaction::default() {
interaction = it;
}
}
interaction
}
fn operate(
&mut self,
tree: &mut widget::Tree,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn widget::Operation,
) {
let k = self.split.get();
for (i, child_layout) in layout.children().enumerate() {
let tree_idx = Self::shown_tree(i, k);
self.shown_mut(i, k).as_widget_mut().operate(
&mut tree.children[tree_idx],
child_layout,
renderer,
operation,
);
}
}
fn draw(
&self,
tree: &widget::Tree,
renderer: &mut Renderer,
theme: &Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
) {
let k = self.split.get();
for (i, child_layout) in layout.children().enumerate() {
let tree_idx = Self::shown_tree(i, k);
self.shown(i, k).as_widget().draw(
&tree.children[tree_idx],
renderer,
theme,
style,
child_layout,
cursor,
viewport,
);
}
}
fn overlay<'b>(
&'b mut self,
tree: &'b mut widget::Tree,
layout: Layout<'b>,
_renderer: &Renderer,
_viewport: &Rectangle,
translation: Vector,
) -> Option<overlay::Element<'b, Message, Theme, Renderer>> {
let k = self.split.get();
let open_id = self.open.clone()?;
let p = self.panels.iter().position(|pan| pan.id == open_id)?;
// Only collapsed panels (index >= k) show a flyout.
if p < k {
return None;
}
let child_layout = layout.children().nth(p)?;
let b = child_layout.bounds();
let anchor = Point::new(b.x + translation.x, b.y + b.height + translation.y);
Some(overlay::Element::new(Box::new(FlyoutOverlay {
flyout: &mut self.panels[p].flyout,
tree: &mut tree.children[3 * p + 2],
anchor,
})))
}
}
impl<'a> From<CollapsePanels<'a>> for Element<'a, Message> {
fn from(w: CollapsePanels<'a>) -> Self {
Element::new(w)
}
}
/// Overlay that renders an open panel's flyout anchored below its button and
/// closes it when the user presses outside.
struct FlyoutOverlay<'a, 'b> {
flyout: &'b mut Element<'a, Message>,
tree: &'b mut widget::Tree,
anchor: Point,
}
impl overlay::Overlay<Message, Theme, Renderer> for FlyoutOverlay<'_, '_> {
fn layout(&mut self, renderer: &Renderer, bounds: Size) -> layout::Node {
let viewport = Rectangle::with_size(bounds);
let limits = layout::Limits::new(Size::ZERO, viewport.size());
let node = self
.flyout
.as_widget_mut()
.layout(self.tree, renderer, &limits);
let size = node.size();
let mut x = self.anchor.x;
let mut y = self.anchor.y;
if x + size.width > viewport.width {
x = (viewport.width - size.width).max(0.0);
}
if y + size.height > viewport.height {
y = (self.anchor.y - size.height).max(0.0);
}
layout::Node::with_children(size, vec![node]).translate(Vector::new(x, y))
}
fn draw(
&self,
renderer: &mut Renderer,
theme: &Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
) {
let child = layout.children().next().unwrap();
self.flyout.as_widget().draw(
self.tree,
renderer,
theme,
style,
child,
cursor,
&child.bounds(),
);
}
fn update(
&mut self,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
) {
let child = layout.children().next().unwrap();
let vp = child.bounds();
// Close when a press lands outside the flyout. Capture the event so the
// press doesn't also reach the collapsed button underneath (which would
// immediately re-open the flyout).
if let Event::Mouse(mouse::Event::ButtonPressed(_)) = event {
if !cursor.is_over(vp) {
shell.publish(Message::CloseRibbonDropdown);
shell.capture_event();
return;
}
}
self.flyout
.as_widget_mut()
.update(self.tree, event, child, cursor, renderer, clipboard, shell, &vp);
}
fn operate(
&mut self,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn widget::Operation,
) {
let child = layout.children().next().unwrap();
self.flyout
.as_widget_mut()
.operate(self.tree, child, renderer, operation);
}
fn mouse_interaction(
&self,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
) -> mouse::Interaction {
let child = layout.children().next().unwrap();
self.flyout
.as_widget()
.mouse_interaction(self.tree, child, cursor, &child.bounds(), renderer)
}
}