Files
OneCAD-Draft/src/ui/ribbon/collapse.rs
T

980 lines
35 KiB
Rust

//! Adaptive ribbon panels.
//!
//! Lays the active module's panels on one row. When they don't all fit, the row
//! degrades **from the right**, one panel at a time: first a panel shrinks to
//! compact icon columns, then it collapses to a title button. If even the
//! all-collapsed row overflows, every button drops to its small icon together,
//! then the buttons are squeezed. The row's height tracks the tallest shown
//! panel, so it shrinks as the panels do.
use std::cell::RefCell;
use std::sync::atomic::{AtomicBool, AtomicU32, Ordering};
use std::sync::Arc;
use iced::advanced::layout::{self, Layout};
use iced::advanced::widget::{self, Widget};
use iced::advanced::{mouse, overlay, renderer, Renderer as _, Shell};
use iced::{
Background, Border, Element, Event, Length, Point, Rectangle, Renderer, Shadow, Size, Theme,
Vector,
};
use crate::app::Message;
/// One panel in its four density renderings. `tight` is the collapsed button
/// with a small representative icon instead of the large one — the last step
/// before the buttons are squeezed together. An open flyout draws the panel's
/// own `full` rendering; see `FlyoutOverlay`. `elements` is indexed by `Level`.
pub(crate) struct Panel<'a> {
pub(crate) id: String,
pub(crate) elements: [Element<'a, Message>; 4],
}
// Number of tree slots per panel: [full, compact, button, tight].
const SLOTS: usize = 4;
/// A panel's degradation level; also the offset of its shown element within the
/// panel's tree slots. Degrade order (from the right): `Full` → `Compact` →
/// `Collapsed` (big-icon button) → `Tight` (small-icon button).
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub(crate) enum Level {
Full = 0,
Compact = 1,
Collapsed = 2,
Tight = 3,
}
/// Tree-slot index of panel `i`'s rendering at `level`
/// (`SLOTS` slots per panel: `[full, compact, button, tight]`).
fn slot(i: usize, level: Level) -> usize {
i * SLOTS + level as usize
}
/// When even the all-tight row still overflows, the collapsed buttons are pulled
/// together by up to this many px per gap — reclaiming their edge padding —
/// before anything is clipped. Mirrors the tab bar squeezing its gaps shut
/// before wrapping.
const MAX_PANEL_SQUEEZE: f32 = 8.0;
/// How the ribbon tool panels are sized. `Auto` adapts to the window width (the
/// step-by-step degradation); the others pin every panel to one density so the
/// user can override the automatic choice. The selection is persisted.
#[derive(Clone, Copy, PartialEq, Eq, Debug, Default, serde::Serialize, serde::Deserialize)]
pub enum CollapseMode {
/// Size panels to the window: degrade from the right as space runs out.
#[default]
Auto,
/// Always full-size panels (large buttons), even if they overflow.
Full,
/// Always compact panels (small icon columns).
Compact,
/// Always collapsed to title buttons.
Collapsed,
}
impl CollapseMode {
/// Every mode, in dropdown order.
pub const ALL: &'static [CollapseMode] = &[
CollapseMode::Auto,
CollapseMode::Full,
CollapseMode::Compact,
CollapseMode::Collapsed,
];
/// Label shown in the dropdown.
pub fn label(self) -> &'static str {
match self {
CollapseMode::Auto => "Auto",
CollapseMode::Full => "Full",
CollapseMode::Compact => "Compact",
CollapseMode::Collapsed => "Collapsed",
}
}
/// The degradation level every panel is pinned to, or `None` for `Auto`.
fn forced_level(self) -> Option<Level> {
match self {
CollapseMode::Auto => None,
CollapseMode::Full => Some(Level::Full),
CollapseMode::Compact => Some(Level::Compact),
CollapseMode::Collapsed => Some(Level::Collapsed),
}
}
}
impl std::fmt::Display for CollapseMode {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.write_str(self.label())
}
}
/// Natural widths of one panel at each degradation level. Only the widths drive
/// the degradation decision; the decision itself is pure and tested.
#[derive(Clone, Copy, Debug, Default)]
pub(crate) struct Widths {
/// Width of the full-size panel (`Level::Full`).
pub full: f32,
/// Width of the compact icon-column panel (`Level::Compact`).
pub compact: f32,
/// Width of the collapsed title button (`Level::Collapsed`).
pub button: f32,
/// Width of the tightest small-icon button (`Level::Tight`).
pub tight: f32,
}
/// Choose the degradation level per panel. `Auto` degrades from the right, one
/// panel at a time: first Full -> Compact, then Compact -> Collapsed, each phase
/// only while the row still overflows; if even the all-collapsed row overflows,
/// every collapsed panel drops to Tight at once. Forced modes pin everything.
pub(crate) fn decide_levels(mode: CollapseMode, widths: &[Widths], max_w: f32) -> Vec<Level> {
if let Some(level) = mode.forced_level() {
return vec![level; widths.len()];
}
let width_of = |lv: Level, i: usize| match lv {
Level::Full => widths[i].full,
Level::Compact => widths[i].compact,
Level::Collapsed => widths[i].button,
Level::Tight => widths[i].tight,
};
let total =
|levels: &[Level]| -> f32 { (0..levels.len()).map(|i| width_of(levels[i], i)).sum() };
let mut levels = vec![Level::Full; widths.len()];
for degraded in [Level::Compact, Level::Collapsed] {
for i in (0..widths.len()).rev() {
if total(&levels) <= max_w {
break;
}
levels[i] = degraded;
}
}
if total(&levels) > max_w {
levels
.iter_mut()
.filter(|l| **l == Level::Collapsed)
.for_each(|l| *l = Level::Tight);
}
levels
}
pub(crate) struct CollapsePanels<'a> {
panels: Vec<Panel<'a>>,
/// Title of the panel whose flyout is open (if any).
open: Option<String>,
/// Fallback row height, used only when there are no panels to measure.
row_h: f32,
/// Chosen degradation level per panel; set during layout.
levels: RefCell<Vec<Level>>,
/// If set, the measured row height is written here each layout (read when
/// anchoring dropdowns below the ribbon).
height_out: Option<Arc<AtomicU32>>,
/// If set, `true` is written here whenever the row is in the tight state
/// (some panel dropped to its small icon), so the tab bar can react.
tight_out: Option<Arc<AtomicBool>>,
/// User-chosen density. `Auto` runs the width-based degradation; the others
/// pin every panel to one level regardless of the window width.
mode: CollapseMode,
}
impl<'a> CollapsePanels<'a> {
pub fn new(panels: Vec<Panel<'a>>, open: Option<String>, row_h: f32) -> Self {
let n = panels.len();
Self {
panels,
open,
row_h,
levels: RefCell::new(vec![Level::Full; n]),
height_out: None,
tight_out: None,
mode: CollapseMode::Auto,
}
}
/// Report the measured row height into `out` on every layout.
pub fn report_height(mut self, out: Arc<AtomicU32>) -> Self {
self.height_out = Some(out);
self
}
/// Report whether the row is in the tight state into `out` on every layout.
pub fn report_tight(mut self, out: Arc<AtomicBool>) -> Self {
self.tight_out = Some(out);
self
}
/// Pin the panels to a density (or `Auto` to size by window width).
pub fn mode(mut self, mode: CollapseMode) -> Self {
self.mode = mode;
self
}
/// The shown element of panel `i` at `level` — an index into its `elements`
/// array, which the tree slots mirror (`slot(i, level)`).
fn shown(&self, i: usize, level: Level) -> &Element<'a, Message> {
&self.panels[i].elements[level as usize]
}
fn shown_mut(&mut self, i: usize, level: Level) -> &mut Element<'a, Message> {
&mut self.panels[i].elements[level as usize]
}
fn levels_snapshot(&self, n: usize) -> Vec<Level> {
let mut v = self.levels.borrow().clone();
v.resize(n, Level::Full);
v
}
}
impl<'a> Widget<Message, Theme, Renderer> for CollapsePanels<'a> {
fn diff(&mut self, tree: &mut widget::Tree) {
let mut refs = Vec::with_capacity(self.panels.len() * SLOTS);
for p in &mut self.panels {
refs.extend(p.elements.iter_mut());
}
tree.diff_children(&mut refs);
}
fn size(&self) -> Size<Length> {
Size::new(Length::Shrink, Length::Shrink)
}
fn layout(
&mut self,
tree: &mut widget::Tree,
renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let max_w = limits.max().width;
let natural = layout::Limits::new(Size::ZERO, Size::new(f32::INFINITY, f32::INFINITY));
let n = self.panels.len();
// Auto needs each panel's natural width at all four densities to pick the
// degradation; heights drive the row height. A forced mode pins every
// panel to one level, so it measures nothing at all.
let mut widths = Vec::with_capacity(n);
let mut heights = Vec::with_capacity(n);
let auto = self.mode == CollapseMode::Auto;
if auto {
for i in 0..n {
let f = self.panels[i].elements[Level::Full as usize]
.as_widget_mut()
.layout(&mut tree.children[slot(i, Level::Full)], renderer, &natural)
.size();
let c = self.panels[i].elements[Level::Compact as usize]
.as_widget_mut()
.layout(
&mut tree.children[slot(i, Level::Compact)],
renderer,
&natural,
)
.size();
let b = self.panels[i].elements[Level::Collapsed as usize]
.as_widget_mut()
.layout(
&mut tree.children[slot(i, Level::Collapsed)],
renderer,
&natural,
)
.size();
let t = self.panels[i].elements[Level::Tight as usize]
.as_widget_mut()
.layout(
&mut tree.children[slot(i, Level::Tight)],
renderer,
&natural,
)
.size();
widths.push(Widths {
full: f.width,
compact: c.width,
button: b.width,
tight: t.width,
});
heights.push([f.height, c.height, b.height, t.height]);
}
}
let levels = if let Some(level) = self.mode.forced_level() {
vec![level; n]
} else {
decide_levels(self.mode, &widths, max_w)
};
// The row is "tight" once any panel has dropped to its small icon — the
// last, most cramped state. The tab bar hides its mode selector then.
if let Some(out) = &self.tight_out {
out.store(levels.iter().any(|&l| l == Level::Tight), Ordering::Relaxed);
}
*self.levels.borrow_mut() = levels.clone();
// Same idea as the tab bar squeezing its gaps before wrapping: once every
// panel is at its tightest and the row STILL overflows, pull the buttons
// together (up to MAX_PANEL_SQUEEZE per gap, reclaiming their edge
// padding) so more of them stay on-screen before anything is clipped. In
// Auto this only fires when everything is already tight, so it never
// overlaps a full/compact panel; a forced density is left to overflow.
let squeeze = if auto {
let width_of = |lv: Level, i: usize| match lv {
Level::Full => widths[i].full,
Level::Compact => widths[i].compact,
Level::Collapsed => widths[i].button,
Level::Tight => widths[i].tight,
};
let total: f32 = (0..n).map(|i| width_of(levels[i], i)).sum();
if n > 1 && total > max_w {
((total - max_w) / (n - 1) as f32).min(MAX_PANEL_SQUEEZE)
} else {
0.0
}
} else {
0.0
};
// Place the chosen element for each panel left-to-right.
let mut placed: Vec<(layout::Node, f32, f32)> = Vec::with_capacity(n);
let mut x = 0.0f32;
for i in 0..n {
if i > 0 {
x -= squeeze;
}
let level = levels[i];
let tree_idx = slot(i, level);
let node = self.shown_mut(i, level).as_widget_mut().layout(
&mut tree.children[tree_idx],
renderer,
&natural,
);
let h = node.size().height;
let w = node.size().width;
placed.push((node, x, h));
x += w;
}
// The row is as tall as the tallest shown panel, so the ribbon height
// shrinks as its panels degrade to shorter collapsed / tight buttons.
// Auto centers against the heights it measured; a forced mode derives the
// height from the placed panels (nothing was measured).
let row_h = if auto {
if n == 0 {
self.row_h
} else {
(0..n)
.map(|i| heights[i][levels[i] as usize])
.fold(0.0f32, f32::max)
}
} else {
placed.iter().map(|(_, _, h)| *h).fold(self.row_h, f32::max)
};
let children: Vec<layout::Node> = placed
.into_iter()
.map(|(node, node_x, h)| {
let y = ((row_h - h) / 2.0).max(0.0);
node.move_to(Point::new(node_x, y))
})
.collect();
if let Some(out) = &self.height_out {
out.store(row_h.to_bits(), Ordering::Relaxed);
}
layout::Node::with_children(Size::new(x, row_h), children)
}
fn update(
&mut self,
tree: &mut widget::Tree,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) {
let levels = self.levels_snapshot(self.panels.len());
for (i, child_layout) in layout.children().enumerate() {
let level = levels[i];
let tree_idx = slot(i, level);
self.shown_mut(i, level).as_widget_mut().update(
&mut tree.children[tree_idx],
event,
child_layout,
cursor,
renderer,
shell,
viewport,
);
}
}
fn mouse_interaction(
&self,
tree: &widget::Tree,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
renderer: &Renderer,
) -> mouse::Interaction {
let levels = self.levels_snapshot(self.panels.len());
let mut interaction = mouse::Interaction::default();
for (i, child_layout) in layout.children().enumerate() {
let level = levels[i];
let tree_idx = slot(i, level);
let it = self.shown(i, level).as_widget().mouse_interaction(
&tree.children[tree_idx],
child_layout,
cursor,
viewport,
renderer,
);
if it != mouse::Interaction::default() {
interaction = it;
}
}
interaction
}
fn operate(
&mut self,
tree: &mut widget::Tree,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn widget::Operation,
) {
let levels = self.levels_snapshot(self.panels.len());
for (i, child_layout) in layout.children().enumerate() {
let level = levels[i];
let tree_idx = slot(i, level);
self.shown_mut(i, level).as_widget_mut().operate(
&mut tree.children[tree_idx],
child_layout,
renderer,
operation,
);
}
}
fn draw(
&self,
tree: &widget::Tree,
renderer: &mut Renderer,
theme: &Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
viewport: &Rectangle,
) {
let levels = self.levels_snapshot(self.panels.len());
for (i, child_layout) in layout.children().enumerate() {
let level = levels[i];
let tree_idx = slot(i, level);
self.shown(i, level).as_widget().draw(
&tree.children[tree_idx],
renderer,
theme,
style,
child_layout,
cursor,
viewport,
);
}
// 1px divider between adjacent panels, except between two button-form
// panels (collapsed or tight — they read better with no line between).
let is_btn = |lv: Level| lv == Level::Collapsed || lv == Level::Tight;
let bounds: Vec<Rectangle> = layout.children().map(|l| l.bounds()).collect();
let wb = layout.bounds();
for i in 0..self.panels.len().saturating_sub(1) {
if is_btn(levels[i]) && is_btn(levels[i + 1]) {
continue;
}
let x = bounds[i + 1].x;
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x,
y: wb.y,
width: 1.0,
height: wb.height,
},
border: Border::default(),
shadow: Shadow::default(),
snap: true,
},
Background::Color(theme.palette().background.neutral.color),
);
}
}
fn overlay<'b>(
&'b mut self,
tree: &'b mut widget::Tree,
layout: Layout<'b>,
_renderer: &Renderer,
_viewport: &Rectangle,
translation: Vector,
) -> Option<overlay::Element<'b, Message, Theme, Renderer>> {
let levels = self.levels_snapshot(self.panels.len());
// An open flyout owns the overlay slot.
if let Some(open_id) = self.open.clone() {
if let Some(p) = self.panels.iter().position(|pan| pan.id == open_id) {
// Only a button-form panel (collapsed or tight) shows a flyout.
let lvl = levels.get(p).copied().unwrap_or(Level::Full);
if (lvl == Level::Collapsed || lvl == Level::Tight)
&& layout.children().nth(p).is_some()
{
let child_layout = layout.children().nth(p).unwrap();
let b = child_layout.bounds();
let anchor = Point::new(b.x + translation.x, b.y + b.height + translation.y);
// The flyout is the panel's own `full` rendering (the row
// never shows slot 0 while the panel is button-form, so it
// is free to double as the overlay content).
return Some(overlay::Element::new(Box::new(FlyoutOverlay {
content: &mut self.panels[p].elements[Level::Full as usize],
tree: &mut tree.children[slot(p, Level::Full)],
anchor,
})));
}
}
}
// No flyout: forward the SHOWN children's overlays. Every ribbon
// tooltip is an iced overlay produced inside these children, so
// returning None here left all of them permanently dead (#411 — a
// regression from the day this widget replaced the plain row).
// Split borrows so each shown child and its tree slot are disjoint.
let mut overlays = Vec::new();
let mut tree_rest = tree.children.as_mut_slice();
for ((i, panel), child_layout) in self.panels.iter_mut().enumerate().zip(layout.children())
{
if tree_rest.len() < SLOTS {
break;
}
let (chunk, rest) = tree_rest.split_at_mut(SLOTS);
tree_rest = rest;
let level = levels.get(i).copied().unwrap_or(Level::Full);
let child = &mut panel.elements[level as usize];
if let Some(o) = child.as_widget_mut().overlay(
&mut chunk[level as usize],
child_layout,
_renderer,
_viewport,
translation,
) {
overlays.push(o);
}
}
if overlays.is_empty() {
None
} else {
Some(overlay::Group::with_children(overlays).overlay())
}
}
}
impl<'a> From<CollapsePanels<'a>> for Element<'a, Message> {
fn from(w: CollapsePanels<'a>) -> Self {
Element::new(w)
}
}
/// Overlay that renders an open panel's flyout anchored below its button and
/// closes it when the user presses outside. Draws the panel's `full` rendering
/// (`content`) inside a thin styled box.
struct FlyoutOverlay<'a, 'b> {
content: &'b mut Element<'a, Message>,
tree: &'b mut widget::Tree,
anchor: Point,
}
impl overlay::Overlay<Message, Theme, Renderer> for FlyoutOverlay<'_, '_> {
fn layout(&mut self, renderer: &Renderer, bounds: Size) -> layout::Node {
let viewport = Rectangle::with_size(bounds);
let limits = layout::Limits::new(Size::ZERO, viewport.size());
let node = self
.content
.as_widget_mut()
.layout(self.tree, renderer, &limits);
let size = node.size();
let mut x = self.anchor.x;
let mut y = self.anchor.y;
if x + size.width > viewport.width {
x = (viewport.width - size.width).max(0.0);
}
if y + size.height > viewport.height {
y = (self.anchor.y - size.height).max(0.0);
}
layout::Node::with_children(size, vec![node]).translate(Vector::new(x, y))
}
fn draw(
&self,
renderer: &mut Renderer,
theme: &Theme,
style: &renderer::Style,
layout: Layout<'_>,
cursor: mouse::Cursor,
) {
let b = layout.bounds();
renderer.fill_quad(
renderer::Quad {
bounds: b,
border: Border {
color: theme.palette().background.neutral.color,
width: 1.0,
radius: 0.0.into(),
},
shadow: Shadow::default(),
snap: true,
},
Background::Color(theme.palette().background.weakest.color),
);
let child = layout.children().next().unwrap();
self.content.as_widget().draw(
self.tree,
renderer,
theme,
style,
child,
cursor,
&child.bounds(),
);
}
fn update(
&mut self,
event: &Event,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
shell: &mut Shell<'_, Message>,
) {
let child = layout.children().next().unwrap();
let vp = child.bounds();
if let Event::Mouse(mouse::Event::ButtonPressed(_)) = event {
if !cursor.is_over(vp) {
shell.publish(Message::CloseRibbonDropdown);
shell.capture_event();
return;
}
}
self.content
.as_widget_mut()
.update(self.tree, event, child, cursor, renderer, shell, &vp);
}
fn operate(
&mut self,
layout: Layout<'_>,
renderer: &Renderer,
operation: &mut dyn widget::Operation,
) {
let child = layout.children().next().unwrap();
self.content
.as_widget_mut()
.operate(self.tree, child, renderer, operation);
}
fn mouse_interaction(
&self,
layout: Layout<'_>,
cursor: mouse::Cursor,
renderer: &Renderer,
) -> mouse::Interaction {
let child = layout.children().next().unwrap();
self.content.as_widget().mouse_interaction(
self.tree,
child,
cursor,
&child.bounds(),
renderer,
)
}
}
#[cfg(test)]
mod tests {
use super::*;
fn w(full: f32, compact: f32, button: f32, tight: f32) -> Widths {
Widths {
full,
compact,
button,
tight,
}
}
/// Forced modes pin every panel to the same level, regardless of width.
#[test]
fn forced_modes_pin_every_panel() {
let widths = [w(200.0, 150.0, 100.0, 50.0), w(180.0, 130.0, 90.0, 40.0)];
assert_eq!(
decide_levels(CollapseMode::Full, &widths, 10.0),
vec![Level::Full, Level::Full]
);
assert_eq!(
decide_levels(CollapseMode::Compact, &widths, 10.0),
vec![Level::Compact, Level::Compact]
);
assert_eq!(
decide_levels(CollapseMode::Collapsed, &widths, 10.0),
vec![Level::Collapsed, Level::Collapsed]
);
}
/// A huge Auto width keeps every panel full.
#[test]
fn auto_huge_width_keeps_everything_full() {
let widths = [w(200.0, 150.0, 100.0, 50.0), w(180.0, 130.0, 90.0, 40.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 1e9),
vec![Level::Full, Level::Full]
);
}
/// Auto degrades from the right: the overflowing rightmost panel shrinks to
/// compact first, and stops as soon as the row fits.
#[test]
fn auto_degrades_from_the_right_one_panel_at_a_time() {
let widths = [w(50.0, 40.0, 30.0, 20.0), w(200.0, 100.0, 60.0, 30.0)];
// Full row = 250 > 240; rightmost compact => 50 + 100 = 150 <= 240.
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 240.0),
vec![Level::Full, Level::Compact]
);
}
/// The row only keeps degrading left while it still overflows.
#[test]
fn auto_stops_degrading_once_the_row_fits() {
let widths = [w(50.0, 25.0, 20.0, 15.0), w(50.0, 25.0, 20.0, 15.0)];
// Full row 100 > 75; rightmost compact => 75 <= 75; left panel stays FULL.
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 75.0),
vec![Level::Full, Level::Compact]
);
}
/// A single panel past its collapse limit and still overflowing drops right
/// through to a tight small-icon button.
#[test]
fn auto_escalates_a_single_panel_past_collapsed_to_tight() {
let widths = [w(50.0, 40.0, 30.0, 20.0)];
// full 50 > 25 -> compact 40 > 25 -> collapsed 30 > 25 -> all-collapsed
// (still) overflows -> TIGHT.
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 25.0),
vec![Level::Tight]
);
}
/// When even the all-collapsed row overflows, every collapsed panel drops to
/// tight at once.
#[test]
fn auto_cascade_drops_every_collapsed_panel_to_tight() {
let widths = [w(100.0, 90.0, 50.0, 30.0), w(100.0, 90.0, 50.0, 30.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 20.0),
vec![Level::Tight, Level::Tight]
);
}
/// The first (compact) phase completes across the whole row before the
/// second (collapsed) phase starts: the left panel ends up compact even
/// though at FULL it would have fit next to the eventually-collapsed right
/// panel (30 + 40 = 70 <= 100).
#[test]
fn auto_runs_the_compact_phase_across_the_row_first() {
let widths = [w(30.0, 26.0, 15.0, 12.0), w(100.0, 80.0, 40.0, 20.0)];
// phase compact: right (30+100=130>100 -> compact), left (26+80=110>100 -> compact)
// phase collapsed: right (26+40=66<=100 after right->collapsed is 26+80=106>100), left (66<=100 -> stop)
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 100.0),
vec![Level::Compact, Level::Collapsed]
);
}
/// No panels means no levels, in Auto and every forced mode.
#[test]
fn no_panels_stays_empty() {
assert_eq!(decide_levels(CollapseMode::Auto, &[], 1e9), vec![]);
assert_eq!(decide_levels(CollapseMode::Full, &[], 1e9), vec![]);
assert_eq!(decide_levels(CollapseMode::Collapsed, &[], 1e9), vec![]);
}
/// A single panel walked the whole ladder as the width shrinks: FULL,
/// COMPACT, COLLAPSED, then TIGHT once it still overflows.
#[test]
fn single_panel_walks_the_whole_ladder() {
let widths = [w(100.0, 60.0, 40.0, 20.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 1e9),
vec![Level::Full]
);
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 100.0),
vec![Level::Full]
);
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 75.0),
vec![Level::Compact]
);
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 45.0),
vec![Level::Collapsed]
);
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 20.0),
vec![Level::Tight]
);
}
/// Zero natural widths never overflow, even against a zero-width row: the
/// first total (0) satisfies `<= max_w` immediately.
#[test]
fn zero_widths_never_overflow() {
let widths = [w(0.0, 0.0, 0.0, 0.0), w(0.0, 0.0, 0.0, 0.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 0.0),
vec![Level::Full, Level::Full]
);
}
/// An endless row (max_w = 0) degrades everything to tight, same as positive
/// widths against an impossible budget.
#[test]
fn endless_row_degrades_everything_to_tight() {
let widths = [w(50.0, 30.0, 20.0, 10.0), w(50.0, 30.0, 20.0, 10.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 0.0),
vec![Level::Tight, Level::Tight]
);
}
/// An unbounded row keeps every panel full.
#[test]
fn unbounded_row_keeps_everything_full() {
let widths = [w(50.0, 30.0, 20.0, 10.0), w(50.0, 30.0, 20.0, 10.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, f32::INFINITY),
vec![Level::Full, Level::Full]
);
}
/// A NaN budget is not a number, so every `<=` / `>` comparison is false:
/// both phases fully degrade (all Collapsed) but the tight cascade never
/// fires. Degenerate input; the point is it must not panic and must be
/// deterministic.
#[test]
fn nan_budget_degrades_both_phases_but_no_tight_cascade() {
let widths = [w(50.0, 30.0, 20.0, 10.0), w(50.0, 30.0, 20.0, 10.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, f32::NAN),
vec![Level::Collapsed, Level::Collapsed]
);
}
/// A row that fits exactly at full width stays full (<=, not <).
#[test]
fn exact_fit_at_full_stays_full() {
let widths = [w(30.0, 20.0, 15.0, 10.0), w(40.0, 25.0, 15.0, 10.0)];
assert_eq!(
decide_levels(CollapseMode::Auto, &widths, 70.0),
vec![Level::Full, Level::Full]
);
}
/// The refactor must be a no-op: `decide_levels` equals the pre-refactor
/// inline `u8` algorithm (two rightmost-first phases + the tight cascade)
/// on a deterministic sweep of widths and budgets, including the degenerate
/// 0 / 0 / inf / NaN corner cases.
#[test]
fn matches_the_pre_refactor_algorithm() {
fn legacy(mode: CollapseMode, widths: &[Widths], max_w: f32) -> Vec<u8> {
let forced = match mode {
CollapseMode::Auto => None,
CollapseMode::Full => Some(0),
CollapseMode::Compact => Some(1),
CollapseMode::Collapsed => Some(2),
};
if let Some(level) = forced {
return vec![level; widths.len()];
}
let width_of = |lv: u8, i: usize| match lv {
0 => widths[i].full,
1 => widths[i].compact,
2 => widths[i].button,
_ => widths[i].tight,
};
let total =
|levels: &[u8]| -> f32 { (0..levels.len()).map(|i| width_of(levels[i], i)).sum() };
let mut levels = vec![0u8; widths.len()];
for degraded in [1u8, 2u8] {
for i in (0..widths.len()).rev() {
if total(&levels) <= max_w {
break;
}
levels[i] = degraded;
}
}
if total(&levels) > max_w {
levels.iter_mut().filter(|l| **l == 2).for_each(|l| *l = 3);
}
levels
}
let mut rng: u64 = 0x243F_6A88_85A3_08D3;
for n in 0..=6usize {
for _ in 0..40 {
let mut widths = Vec::with_capacity(n);
for _ in 0..n {
rng = rng
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let full = (rng % 2000) as f32 / 10.0;
rng = rng
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let compact = (rng % (full as u64 * 10 + 1)) as f32 / 10.0;
rng = rng
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let button = (rng % (compact as u64 * 10 + 1)) as f32 / 10.0;
rng = rng
.wrapping_mul(6364136223846793005)
.wrapping_add(1442695040888963407);
let tight = (rng % (button as u64 * 10 + 1)) as f32 / 10.0;
widths.push(Widths {
full,
compact,
button,
tight,
});
}
let budgets = [
0.0,
0.5,
1.0,
(rng % 3000) as f32 / 10.0,
800.0,
1e9,
f32::INFINITY,
f32::NAN,
];
for mw in budgets {
let now: Vec<u8> = decide_levels(CollapseMode::Auto, &widths, mw)
.iter()
.map(|&l| l as u8)
.collect();
assert_eq!(
now,
legacy(CollapseMode::Auto, &widths, mw),
"n={n} widths={widths:?} max_w={mw}"
);
}
}
}
}
}