Capture the rendered canvas during the clean frame instead of requesting synchronous GPU buffer readback. Preserve embedded previews and allow saving when canvas readback is denied. Add a browser save and reopen regression check.
Fixes#1021
Switching to a Layout re-tessellated the whole model — `memo_miss=186455`,
2034 ms — to arrive at geometry identical to what was already in the memo.
The only thing that differed was colour.
`local_wires_for` already knows this: it stores the raw colour and drops
its background argument with `let _ = bg_color;`, noting that
`Batches::finalize` applies `adapt_to_bg` last, "so the cache no longer
has to rebuild on BACKGROUND / layout-switch". The tessellation memo's
guard had not been told, and still mixed the background in, so every
entry was discarded on a switch.
`finalize` now records what its colour resolution consumed — the raw
colour, the raw glyph colours, and the three flags it branches on — as
`WireModel::bg_adapt`, and `resolve_colors_for_bg` replays it for another
background. The guard drops the background, so a memo entry serves any
layout.
The resolution recomputes from the recorded raw colour rather than from
the resolved one, which makes it idempotent and therefore safe over a set
that mixes memo hits with freshly tessellated misses. Re-adapting the
resolved colour would not be safe: `adapt_to_bg` snaps a near-white colour
to pure black on a light background, and pure black comes back pure
*white* on a dark one, losing the tint. A test pins that asymmetry so the
raw colour is not optimised away later.
The contract is tested against the real `finalize` rather than a copy of
its logic: for every background pair, building under one and resolving for
the other lands exactly where building under the other would have.
`bg_adapt` is `None` for wires built anywhere else, and the resolution
skips them, so nothing outside the block cache changes colour. It is also
`None` when the resolution would be a no-op — a preserved colour with no
canvas fill looks the same under every background — which keeps the common
case at no cost.
Ordering is unchanged: the pass runs inside the builder, before
`append_scene_markers` and `apply_refedit_fade`, both of which have their
own separate background dependency.
`wires-build` gains `colors=` so the pass has a number of its own.
Co-Authored-By: Claude Opus 5 <[email protected]>
Switching to a Layout stops the main thread long enough that the
compositor decides the application has stopped responding and offers to
kill it. The switch itself is not the problem — `layout-switch` reports
about 10 ms — it is the frame after it, which rebuilds the whole wire set.
That frame now has a cheap one in front of it. `layout_settling` is set
when the switch takes, and while it holds, the viewport is replaced by a
centered "Preparing layout…" on the canvas background. No shader widget
means no scene primitive, so `prepare` has nothing to do and the frame
costs nothing. A `window::frames` subscription clears the flag, which is
the guarantee this needs: that callback runs once a frame has actually
been presented, so the notice is on screen and the compositor has been
answered before the expensive frame starts.
The deferral is of the *frame*, not the switch. Two callers depend on the
switch having completed when it returns — one calls `fit_all` immediately
after, another compares `current_layout` — so deferring the switch itself
would have broken both.
This restarts the compositor's timer immediately before the slow frame and
replaces a stale window with something that says what is happening. It
does not make the slow frame fast: if the rebuild still exceeds the
compositor's timeout the dialog can return, and the durable fix is the
2 s `memo_miss` behind it, which is a separate change.
Only `en-US` is validated against at build time; Greek is filled in too
since it is in use here, and the rest fall back until translated.
Co-Authored-By: Claude Opus 5 <[email protected]>
The first hover over the canvas after opening a large drawing froze the
UI for a second:
hover-detail query=0.2 handles=986.1 ... candidates=253
hover-dwell 986.6ms
`interaction_handle_index` and the insert-hatch map it reads are built
lazily, and first use is that hover. Neither can move to the loader
thread: they read `hatches`, `meshes` and `block_meshes`, which are
installed on the real `Scene` only after the loader has finished.
Build them at the end of the open instead, where the user is already
waiting. This does not make the work cheaper -- open grows by roughly the
second the hover used to cost -- but a second inside an operation that is
already seconds long reads very differently from a second-long freeze on
a mouse move.
Co-Authored-By: Claude Opus 5 <[email protected]>
Pan and even plain cursor movement over the canvas ran at ~8 fps on a
large drawing. Nothing rendered was responsible: the GPU idled at 0-8%,
encoding no scene at all changed nothing, and vertices, pixels and draw
calls could each be cut without moving the number. `view` was the frame
-- 110 ms of it against 3-6 ms on a small drawing -- and inside `view`
it was the status bar.
The status bar builds the selection-filter menu, which asks for the
distinct entity type names in the layout. That call cloned the layout's
entire handle list (1 166 357 handles, ~9 MB), then did a map lookup, a
String allocation and a BTreeSet insert for each one. About 107 ms of a
110 ms frame, to produce roughly twenty names, for a menu that is only
visible when opened.
Cache the result against geometry_epoch and the layout block, since it
only changes when entities are added or removed, and make the scan
itself borrow the handle list rather than clone it and collect &str,
allocating only for the names it returns.
The immediate-mode UI rebuilds every widget on every mouse move, which is
fine as long as nothing in that path is O(document). This was.
Co-Authored-By: Claude Opus 5 <[email protected]>
Refresh stale depth bounds after geometry edits, allow orbiting through camera poles, and preserve hidden-line occlusion for selected solids.\n\nFixes #957
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)
- Implement `TABLEDIT` command supporting viewport point-picking on cell interiors
- Support overlapping table hit testing with selection cycling and top-table resolution
- Support `/n` and `\n` multiline paragraph breaks (`\P`) in table cell text editing
- Unify text input modes via `InputKind` (`Point`, `SingleToken`, `FreeText`) on `CadCommand`
- Migrate 15+ commands across annotate, draw, insert, layout, and view modules
- Preserve text casing, literal spaces, and bypass arithmetic eval during FreeText input
- Add dedicated `tabledit_tests` and `free_text_entry_tests` test suites
Replace manual key entry with per-row capture cells: clicking + Add
inserts a draft row at the top with its key cell armed, and the next
key combination is recorded and normalized (Ctrl+Shift+S →
CTRL+SHIFT+S). While armed, a dedicated keyboard listener swallows all
input so recorded shortcuts do not execute in the drawing.
Draft rows are transient and confirmed only through an explicit accept
button, so the table never retains empty rows. Duplicate keys and
unrunnable commands are flagged in danger styling with a persistent
warning naming the conflicting command. Added reset-to-defaults with
confirmation, apply-and-exit, a shortcut count, and an unsaved-changes
guard on close.
Keep hidden pre-drag geometry out of snap candidates and avoid empty
scene invalidations. Require stable OTRACK dwell observations and cache
planar-solid visibility during live previews.
Refs #930