forked from 1b-agent/opencadstudio-upstream
feat(layers): enforce layer lock (select/modify/fade + cursor badge)
Locked-layer objects were fully editable. Now they stay visible and snappable but are otherwise protected: - Not selectable: the five interactive pick paths (box, lasso, single click, cycling, box-release) plus SELECTALL and QSELECT skip locked entities. - Not modifiable (defense-in-depth even if a handle slips through): transform_entities, erase_entities, apply_grip and the Properties commit all skip locked entities. - Faded: entities on a locked layer render dimmed toward the background (render_style + wire tessellation); toggling lock re-tessellates. - Snap still works: locked entities are intentionally kept in the wire set (visibility_ok untouched), so object snap keeps finding them. - Feedback: a small padlock is drawn by the crosshair when hovering a locked object, and clicking one prints "Object is on locked layer …". New Scene::is_layer_locked / locked_layer_name helpers centralise the check (mirroring layer_hidden). Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -1,6 +1,22 @@
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// Auto-split from scene/mod.rs. Pure text-move; behaviour unchanged.
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use super::super::*;
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/// Dim an already-bg-adapted colour toward the background when the entity's
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/// layer is locked, so locked objects read as non-editable (they stay visible
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/// and snappable). No-op for unlocked layers.
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fn fade_if_locked(
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document: &acadrust::CadDocument,
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e: &EntityType,
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color: [f32; 4],
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bg: [f32; 4],
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) -> [f32; 4] {
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if view::render::layer_locked(document, e) {
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crate::scene::cache::block_cache::fade_toward_bg(color, bg)
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} else {
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color
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}
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}
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// ── Parallel tessellation free function ──────────────────────────────────────
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//
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// Takes only the `Send + Sync` data needed for tessellation so that
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@@ -107,6 +123,7 @@ pub(crate) fn tessellate_entity(
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let (entity_color, _, _, _, aci_idx) =
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view::render::render_style_for(document, e);
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let entity_color = view::render::adapt_to_bg(entity_color, bg_color);
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let entity_color = fade_if_locked(document, e, entity_color, bg_color);
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if is_3d_entity {
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// `ab` is already in the local frame
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// (entity_aabb subtracted world_offset
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@@ -190,6 +207,7 @@ pub(crate) fn tessellate_entity(
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let (entity_color, pattern_length, pattern, line_weight_px, aci) =
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view::render::render_style_for(document, e);
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let entity_color = view::render::adapt_to_bg(entity_color, bg_color);
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let entity_color = fade_if_locked(document, e, entity_color, bg_color);
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let lt_scale = document.header.linetype_scale as f32 * e.common().linetype_scale as f32;
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let lt_name = view::render::linetype_name_for(document, e);
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// PSLTSCALE: scale linetype dashes by viewport anno_scale so they appear uniform in paper space.
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@@ -94,5 +94,7 @@ impl Scene {
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if let Some(layer) = self.document.layers.get_mut(name) {
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layer.flags.locked = !layer.flags.locked;
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}
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// Re-tessellate so the locked-layer dim (fade) appears/clears at once.
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self.bump_geometry();
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}
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}
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@@ -2296,6 +2296,24 @@ impl Scene {
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.unwrap_or(false)
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}
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/// True when `handle`'s entity sits on a locked layer. Locked objects stay
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/// visible and snappable but cannot be selected or modified — callers in
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/// the pick / modify paths consult this to skip them.
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pub fn is_layer_locked(&self, handle: Handle) -> bool {
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self.document
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.get_entity(handle)
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.map(|e| e.common().layer.clone())
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.and_then(|name| self.document.layers.get(&name).map(|l| l.is_locked()))
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.unwrap_or(false)
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}
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/// The name of the locked layer `handle` sits on, if any (for messages).
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pub fn locked_layer_name(&self, handle: Handle) -> Option<String> {
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let name = self.document.get_entity(handle).map(|e| e.common().layer.clone())?;
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let locked = self.document.layers.get(&name).map(|l| l.is_locked()).unwrap_or(false);
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locked.then_some(name)
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}
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/// Visibility test for a solid mesh entity, mirroring the 2D wire path:
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/// honour the invisible flag, the isolate/hide set, and the layer's
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/// off/frozen state.
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@@ -5,6 +5,11 @@ impl Scene {
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// ── Modify (transform / copy) ─────────────────────────────────────────
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pub fn transform_entities(&mut self, handles: &[Handle], t: &EntityTransform) {
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// Never transform objects on a locked layer (defense-in-depth: the pick
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// path already excludes them, but programmatic callers may not).
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let handles: Vec<Handle> =
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handles.iter().copied().filter(|&h| !self.is_layer_locked(h)).collect();
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let handles = &handles[..];
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// MIRRTEXT (header.mirror_text): when false AutoCAD positions text /
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// mtext / shape by the mirror but keeps the original rotation +
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// oblique so the text stays right-reading. Capture before the
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@@ -254,6 +259,10 @@ impl Scene {
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// ── Grip editing ──────────────────────────────────────────────────────
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pub fn apply_grip(&mut self, handle: Handle, grip_id: usize, apply: GripApply) {
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// Objects on a locked layer can't be grip-edited.
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if self.is_layer_locked(handle) {
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return;
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}
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// For Solid3D / Region / Body, record the old point_of_reference so we
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// can translate the pre-tessellated MeshModel by the same delta after
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// the grip is applied (the ACIS data itself is not modified).
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@@ -130,6 +130,16 @@ impl Scene {
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let Some(e) = self.document.get_entity(h) else {
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continue;
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};
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// Never quick-select objects on a locked layer.
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if self
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.document
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.layers
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.get(&e.common().layer)
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.map(|l| l.is_locked())
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.unwrap_or(false)
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{
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continue;
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}
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if let Some(t) = type_name {
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if entity_type_name(e) != t {
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continue;
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@@ -316,6 +326,10 @@ impl Scene {
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pub fn erase_entities(&mut self, handles: &[Handle]) {
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for &h in handles {
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// Objects on a locked layer can't be erased.
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if self.is_layer_locked(h) {
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continue;
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}
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self.document.remove_entity(h);
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self.selected.remove(&h);
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self.hatches.remove(&h);
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@@ -483,10 +483,28 @@ impl Scene {
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} else {
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self.paper_bg_color
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};
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(adapt_to_bg(color, bg), pl, pat, lw, aci)
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// Objects on a locked layer are dimmed toward the background so they
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// read as "not editable" (they stay visible and snappable).
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let adapted = adapt_to_bg(color, bg);
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let final_color = if layer_locked(&self.document, e) {
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crate::scene::cache::block_cache::fade_toward_bg(adapted, bg)
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} else {
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adapted
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};
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(final_color, pl, pat, lw, aci)
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}
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}
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/// Whether an entity sits on a locked layer (via the document's layer table).
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/// Document-only so it is safe from the parallel tessellation path.
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pub(in crate::scene) fn layer_locked(document: &CadDocument, e: &EntityType) -> bool {
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document
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.layers
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.get(&e.common().layer)
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.map(|l| l.is_locked())
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.unwrap_or(false)
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}
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// ── Document-only render-style helpers (no &self, safe to call from parallel contexts) ──
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/// Resolves the effective linetype name for an entity, falling back to the
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