When the viewport got too narrow the top-left render-mode bar and the
top-right ViewCube overlapped. Hide them adaptively, measuring the render
bar's real width rather than guessing:
- Wrap the render bar in DensitySwap, which measures its natural width every
frame and swaps it for an empty spacer once it no longer fits the tile. Add
report_width0 so it publishes that measured width to render_bar_w.
- Compute viewcube_visible from that measured width: the cube shows only while
bar_w + gap + cube region fits. This one flag drives the ViewCube nav/UCS
widgets, the hover hit-test, and — threaded through build_viewports /
build_viewport_for_pane / viewport_data_for — the GPU cube itself, which
previously ignored the pane flag (show_viewcube was inst.active only), so
the cube stayed while its surrounding widgets vanished.
Result: the ViewCube gives way first, then the render bar once it too has no
room — no overlap, sized to the bar's real width (which varies with the
render-mode label, split buttons and tile count).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>