Design note for a future migration: motivation, blockers (single-shader rendering, VPORT rect vs split-tree fidelity, per-pane overlays), a phased plan starting with a shader-per-pane spike, and the note that pane_grid does not enable floating viewports. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Migrating model tiles to iced::pane_grid
Status: planned, not started. This is a design note for a future migration of
OpenCADStudio's custom model-space tiling (model_tiles) onto iced's
pane_grid widget. It records the motivation, blockers, decisions and a phased
plan so the work can start cold later.
Goal
Replace the bespoke rect-based tiling with pane_grid to get drag-resize,
drag-to-swap, and maximize/restore "for free", and to delete the custom
hit-testing / edge-drag / split math.
Non-goal: floating viewports. pane_grid is a tiling widget — panes never
overlap or float. If floating palettes/viewports are ever wanted, that is a
separate effort (multi-window via the iced daemon API, or a custom z-ordered
overlay stack). Do not pick pane_grid expecting floating.
Current architecture (what we'd replace)
Tiles are normalized rectangles in a flat Vec, each carrying its own view
state. Rendering is a single wgpu shader with one scissor pass per tile;
overlays are a single canvas spanning the whole viewport, positioned at the
active tile.
Core types / functions (src/scene/mod.rs):
struct ModelTile { rect, camera, render_mode, grid_on, snap_on }— per-pane state.model_tiles: RefCell<Vec<ModelTile>>,active_model_tile: Cell<usize>.struct TileEdge { orient, ... },enum TileEdgeOrient— draggable dividers.split_active_model_tile(horizontal)— binary split of the active tile.set_model_tile_layout(rects)— VPORTS presets / reset.set_active_model_tile_at(nx, ny)— hover/click activation by point.hit_model_tile_edge(...),move_model_tile_edge(...),model_tile_edges(),collapse_small_model_tiles(...)— divider drag + cleanup.active_model_tile_bounds(vw, vh)— active tile's canvas rect (drives grid / crosshair / UCS / viewcube placement).model_tile_grid_views(vw, vh)— per-tile grid params (added for #121).viewports_to_render(...)— the per-tile scissor passes for the single shader.
DWG round-trip (src/scene/mod.rs):
save_model_tiles_to_vports()/restore_model_tiles_from_vports()—ModelTile ↔ *Active VPortentries (rect viatile_rect_to_vport/vport_to_tile_rect, camera viavport_from_camera/camera_from_vport, plusrender_mode,grid_on,snap_on).
App glue:
src/app/update.rs:Message::SplitModelViewport, hover activation inViewportMove(~2481), click activation in the left-press path (~3104), edge-drag (~2308),sync_vport_display/adopt_view_display(grid/snap follow the active viewport).src/app/view.rs: builds the overlay (tile_edges, grid, viewcube, control chip) atactive_model_tile_bounds; the top-leftviewport_controlschip emitsSplitModelViewport.
Why this is not a drop-in
1. Rendering architecture (the hard part)
Today: one shader, N scissor passes — shared pipeline/buffers, cheap.
pane_grid wants each pane's content to be a normal Element, so each pane
would hold its own shader widget → N independent shader instances. That
changes how cameras, pipelines and GPU buffers are shared, and splits the
single full-canvas overlay into one overlay per pane.
Two viable shapes:
- (A) Per-pane shader + per-pane overlay. Cleanest conceptually (a pane is a self-contained viewport: shader + its own grid/snap/crosshair/viewcube). Big refactor; need to confirm N wgpu shader widgets share resources acceptably and perform.
- (B) Hybrid —
pane_gridfor layout only, keep the single-shader-scissor. Tempting, butpane_griddoes not hand you the computed pane bounds for an external renderer; you'd track split ratios/orientation yourself and recompute rects — i.e. re-implement most of whatmodel_tilesalready does. Low payoff.
Decision lean: (A), gated on a spike (below). If the spike shows shader sharing/perf is bad, abandon or stay hybrid-custom.
2. VPORT round-trip fidelity
The DWG VPORT table stores arbitrary per-viewport rects (lower_left /
upper_right). pane_grid is a binary split tree; its layout is ratios +
orientation, not free rects. Standard VPORTS configs (2H, 3-left, 4-equal) are
tree-expressible, but arbitrary rects saved by other CAD apps may not map to
a clean tree → lossy load/save.
Mitigations:
- Keep
ModelTile-equivalent rects as the source of truth for I/O; convert tree ↔ rects at the boundary. On load, best-effort fit saved rects to a tree; if they don't fit, fall back to the current flat-rect path for that file. - Store the pane_grid
Configuration(split ratios/orientation) and reconstruct on load; write each leaf's computed rect to its VPort entry on save.
3. Overlays
Grid, snap markers, crosshair, UCS icon, viewcube, dynamic-input boxes, and the
control chip are currently one canvas at the active tile. Under (A) each becomes
per-pane. Per-#121 the grid is already per-tile (model_tile_grid_views), which
is a good precedent — the rest follow the same shape.
What pane_grid gives us
- Drag-resize dividers, drag-to-swap panes, maximize/restore — deletes
TileEdge,hit_model_tile_edge,move_model_tile_edge, edge-drag handling,collapse_small_model_tiles,set_active_model_tile_athit-testing. - Natural per-pane mouse events (no manual point→tile mapping).
pane_grid::State<ModelTile>carries per-pane state (camera / render_mode / grid_on / snap_on) directly.- Focus model replaces
active_model_tile(adapt hover-vs-click activation; OCS currently activates on hover — decide whether to keep that or move to click-to-focus, which is thepane_griddefault).
Phased plan
Phase 0 — Spike (throwaway). One pane_grid with a shader widget per
pane rendering the OCS scene with the pane's camera. Answer: does the scene draw
correctly per pane? Do N wgpu shader widgets share resources / perform with 4
panes? This decides go/no-go for shape (A).
Phase 1 — Layout + rendering. Introduce pane_grid::State<ModelTile>
alongside the existing model_tiles behind a flag. Move rendering to per-pane
shader + per-pane overlay. Keep the control chip per pane (top-left). Wire split
to pane_grid split, resize/swap/maximize to its built-ins. Remove TileEdge
and friends once parity is reached.
Phase 2 — Activation + grid/snap. Map focus → active pane. Reroute
sync_vport_display / adopt_view_display to the focused pane's state. Decide
hover-activation policy.
Phase 3 — DWG I/O. Tree ↔ rect conversion in save_model_tiles_to_vports /
restore_model_tiles_from_vports. Best-effort fit on load; lossless for
tree-expressible configs; document the lossy edge case.
Phase 4 — Cleanup. Delete the old flat-rect path and the feature flag once the new path is at parity and round-trips real multi-viewport DWGs.
Open questions
- Can iced
shaderwidgets share a wgpu pipeline/buffers across panes, or does each allocate its own? (Phase 0 answers this — the whole migration hinges on it.) - Keep hover-to-activate, or switch to click-to-focus (
pane_griddefault)? - Acceptable to be lossy for non-tree VPORT rect configs from foreign CAD apps, or keep a flat-rect fallback path indefinitely?
Recommendation
Worth a Phase-0 spike. If shader-per-pane is clean and fast, the UX win
(resize/swap/maximize) and the code deleted are real. If not, keep the current
rect model — it already maps directly to VPORTs and renders efficiently — and do
not adopt pane_grid. Either way, pane_grid does not unlock floating
viewports.