feat(viewport): hide ViewCube then render bar as the viewport narrows

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 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-10 14:58:48 +03:00
1 parent 07eb9dcb9a
commit 7cba5c8679
5 files changed
+128 -27

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+9 -3
View File
@@ -846,6 +846,7 @@ impl Scene {
bounds: Rectangle,
model_render_mode: acadrust::entities::ViewportRenderMode,
_hover_region: Option<usize>,
show_viewcube: bool,
) -> Primitive {
// Hover comes from the scene cell driven by the app-level
// `CursorMoved` handler — the cube overlay sits above the shader
@@ -864,7 +865,7 @@ impl Scene {
let bg_color = [0.0, 0.0, 0.0, 0.0];
let viewports: Vec<ViewportData> = instances
.iter()
.filter_map(|inst| self.viewport_data_for(inst, canvas, hover_region))
.filter_map(|inst| self.viewport_data_for(inst, canvas, hover_region, show_viewcube))
.collect();
// Empty viewports → blit nothing; the container background (model bg
// or the paper desk colour) stays visible.
@@ -886,6 +887,7 @@ impl Scene {
bounds: Rectangle,
tile_idx: usize,
model_render_mode: acadrust::entities::ViewportRenderMode,
show_viewcube: bool,
) -> Primitive {
let hover_region = self.viewcube_hover.get();
let canvas = (bounds.width.max(1.0), bounds.height.max(1.0));
@@ -926,7 +928,7 @@ impl Scene {
paper_sheet: false,
};
let viewports = self
.viewport_data_for(&inst, canvas, hover_region)
.viewport_data_for(&inst, canvas, hover_region, show_viewcube)
.into_iter()
.collect();
Primitive {
@@ -945,6 +947,7 @@ impl Scene {
inst: &ViewportInstance,
canvas: (f32, f32),
hover_region: Option<usize>,
show_viewcube: bool,
) -> Option<ViewportData> {
let flags = render_mode_flags(inst.render_mode);
let view_wireframe = !flags.face3d_fill;
@@ -1159,7 +1162,10 @@ impl Scene {
compass_rotation: inst.camera.view_rotation_mat(),
// Only the active viewport gets the hovered-region highlight.
hover_region: if inst.active { hover_region } else { None },
show_viewcube: inst.active,
// The cube shows only on the active viewport, and only while the
// caller (the widget) says there is room for it beside the render
// bar — so it hides adaptively when the viewport gets narrow.
show_viewcube: inst.active && show_viewcube,
fill_mode: self.document.header.fill_mode,
view_wireframe,
mesh_fill: flags.mesh_fill,
+12 -6
View File
@@ -69,12 +69,18 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
bounds: Rectangle,
) -> Self::Primitive {
match self.pane {
Some(idx) => self
.scene
.build_viewport_for_pane(bounds, idx, self.render_mode),
None => self
.scene
.build_viewports(bounds, self.render_mode, state.hover_region),
Some(idx) => self.scene.build_viewport_for_pane(
bounds,
idx,
self.render_mode,
self.show_viewcube,
),
None => self.scene.build_viewports(
bounds,
self.render_mode,
state.hover_region,
self.show_viewcube,
),
}
}