forked from 1b-agent/opencadstudio-upstream
Groundwork for making the Properties panel conform to the per-entity group/row spec (PROPERTIES.md). The panel already renders a Vec of sections, but each entity could only express a single geometry section. Change PropertyEditable::geometry_properties (and the EntityTypeOps enum dispatch) to return Vec<PropSection>, update the two impl macros, and flatten in properties_sectioned so the panel shows [General] + the entity's groups. Every entity builder is wrapped to return its existing section as a one-element Vec — pure mechanical change, no rows or titles altered, panel output identical. Enables Phase 2: rewriting each entity's groups/rows to match the spec. Co-Authored-By: Claude Opus 4.8 <[email protected]>
406 lines
13 KiB
Rust
406 lines
13 KiB
Rust
use acadrust::entities::{Text, TextHorizontalAlignment as HA, TextVerticalAlignment as VA};
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use crate::command::EntityTransform;
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use crate::entities::common::{edit_prop as edit, parse_f64, square_grip};
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use crate::entities::text_support::{
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resolve_dxf_special_chars, resolve_text_style, text_local_bounds,
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};
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use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
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use crate::scene::convert::acad_to_truck::{TextStroke, TruckEntity, TruckObject};
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use crate::scene::text::lff;
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use crate::scene::model::object::{GripApply, GripDef, PropSection, PropValue, Property};
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use crate::scene::model::wire_model::SnapHint;
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fn text_halign_str(a: &acadrust::entities::TextHorizontalAlignment) -> &'static str {
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use acadrust::entities::TextHorizontalAlignment::*;
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match a {
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Left => "Left",
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Center => "Center",
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Right => "Right",
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Aligned => "Aligned",
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Middle => "Middle",
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Fit => "Fit",
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}
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}
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fn text_valign_str(a: &acadrust::entities::TextVerticalAlignment) -> &'static str {
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use acadrust::entities::TextVerticalAlignment::*;
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match a {
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Baseline => "Baseline",
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Bottom => "Bottom",
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Middle => "Middle",
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Top => "Top",
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}
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}
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fn sync_text_alignment_point(t: &mut Text) {
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let needs_alignment_point = !matches!(
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(t.horizontal_alignment, t.vertical_alignment),
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(HA::Left, VA::Baseline)
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);
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if needs_alignment_point {
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if t.alignment_point.is_none() {
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t.alignment_point = Some(t.insertion_point);
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}
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} else {
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t.alignment_point = None;
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}
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}
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fn to_truck(t: &Text, document: &acadrust::CadDocument) -> TruckEntity {
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let normal = (t.normal.x, t.normal.y, t.normal.z);
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let (wsx, wsy, wsz) = crate::scene::view::transform::ocs_point_to_wcs(
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(
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t.insertion_point.x,
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t.insertion_point.y,
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t.insertion_point.z,
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),
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normal,
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);
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let snap_pt = glam::DVec3::new(wsx, wsy, wsz);
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let resolved_style = resolve_text_style(&t.style, document);
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let font_name = resolved_style.font_name;
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// AutoCAD text geometry rule: the entity stores the FINAL width factor /
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// oblique angle, copied from the style at creation and persisting through
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// style edits. Use it as-is. Only fall back to the style when the entity
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// value is missing (the parser reports 0.0 for default-omitted fields).
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let base_wf = if t.width_factor.abs() > 1e-9 {
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(t.width_factor as f32).clamp(0.01, 100.0)
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} else {
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resolved_style.width_factor.max(0.01)
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};
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// is_backward mirrors text left-right via negative width factor.
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let width_factor = if resolved_style.is_backward {
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-base_wf
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} else {
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base_wf
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};
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// is_upside_down rotates 180° around the insertion point.
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let rotation = if resolved_style.is_upside_down {
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t.rotation as f32 + std::f32::consts::PI
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} else {
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t.rotation as f32
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};
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let oblique_angle = if t.oblique_angle.abs() > 1e-9 {
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t.oblique_angle as f32
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} else {
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resolved_style.oblique_angle
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};
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// Anchor stays f64: large coordinates (UTM etc.) lose ~0.5 units of
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// precision when cast to f32, which snaps text baselines onto a coarse
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// grid and makes adjacent rows collide. Only the small local offsets
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// below are computed in f32.
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let anchor: [f64; 2] = match (
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&t.horizontal_alignment,
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&t.vertical_alignment,
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&t.alignment_point,
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) {
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(HA::Aligned | HA::Middle | HA::Fit, _, Some(a)) => [a.x, a.y],
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(HA::Center | HA::Right, _, Some(a)) => [a.x, a.y],
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(_, VA::Bottom | VA::Middle | VA::Top, Some(a)) => [a.x, a.y],
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_ => [t.insertion_point.x, t.insertion_point.y],
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};
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// Strip %%u/%%o for bounds (they add no width); resolve %%d/%%c/%%p for correct advance.
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let value_for_bounds = resolve_dxf_special_chars(&t.value);
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let bounds = text_local_bounds(
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&font_name,
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&value_for_bounds,
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t.height as f32,
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width_factor,
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oblique_angle,
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);
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let (anchor_local_x, anchor_local_y) = if let Some(b) = bounds {
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// Horizontal anchor uses the pen advance box [0, advance] so leading /
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// trailing spaces keep their width instead of snapping to the inked glyphs.
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let ax = match t.horizontal_alignment {
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HA::Left => 0.0,
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HA::Center | HA::Middle => b.advance * 0.5,
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HA::Right | HA::Aligned | HA::Fit => b.advance,
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};
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// Vertical anchor uses the inked extent (cap / baseline geometry).
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let ay = match t.vertical_alignment {
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VA::Baseline => 0.0,
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VA::Bottom => b.ink_min[1],
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VA::Middle => (b.ink_min[1] + b.ink_max[1]) * 0.5,
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VA::Top => b.ink_max[1],
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};
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(ax, ay)
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} else {
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(0.0, 0.0)
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};
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let (cos_r, sin_r) = (rotation.cos() as f64, rotation.sin() as f64);
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// Keep origin as f64 — large coordinates (UTM etc.) must not be cast to
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// f32 here; world_offset subtraction happens later in tessellate.rs.
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let anchor_f64 = anchor;
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let origin: [f64; 2] = [
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anchor_f64[0] - (anchor_local_x as f64 * cos_r - anchor_local_y as f64 * sin_r),
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anchor_f64[1] - (anchor_local_x as f64 * sin_r + anchor_local_y as f64 * cos_r),
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];
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// Strokes are in glyph-local space (origin = [0,0]).
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let (strokes, fill_tris) = lff::tessellate_text_ex(
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[0.0, 0.0],
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t.height as f32,
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rotation,
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width_factor,
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oblique_angle,
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&font_name,
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&t.value,
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);
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TruckEntity {
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object: TruckObject::Text(vec![TextStroke {
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strokes,
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origin,
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color: None,
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fill_tris,
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}]),
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snap_pts: vec![(snap_pt, SnapHint::Insertion)],
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tangent_geoms: vec![],
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key_vertices: vec![],
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fill_tris: vec![],
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}
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}
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fn grips(t: &Text) -> Vec<GripDef> {
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let p = glam::DVec3::new(
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t.insertion_point.x,
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t.insertion_point.y,
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t.insertion_point.z,
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);
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vec![square_grip(0, p)]
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}
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fn properties(t: &Text, text_style_names: &[String]) -> Vec<PropSection> {
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vec![PropSection {
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title: "Geometry".into(),
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props: vec![
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edit("Insert X", "ins_x", t.insertion_point.x),
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edit("Insert Y", "ins_y", t.insertion_point.y),
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edit("Insert Z", "ins_z", t.insertion_point.z),
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edit("Height", "height", t.height),
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edit("Rotation", "rotation", t.rotation.to_degrees()),
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edit("Width Factor", "width_factor", t.width_factor),
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edit(
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"Oblique Angle",
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"oblique_angle",
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t.oblique_angle.to_degrees(),
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),
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Property {
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label: "H-Align".into(),
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field: "h_align",
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value: PropValue::Choice {
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selected: text_halign_str(&t.horizontal_alignment).to_string(),
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options: ["Left", "Center", "Right", "Aligned", "Middle", "Fit"]
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.into_iter()
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.map(str::to_string)
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.collect(),
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},
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},
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Property {
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label: "V-Align".into(),
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field: "v_align",
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value: PropValue::Choice {
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selected: text_valign_str(&t.vertical_alignment).to_string(),
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options: ["Baseline", "Bottom", "Middle", "Top"]
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.into_iter()
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.map(str::to_string)
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.collect(),
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},
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},
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Property {
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label: "Content".into(),
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field: "content",
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value: PropValue::EditText(t.value.clone()),
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},
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Property {
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label: "Style".into(),
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field: "style",
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value: PropValue::Choice {
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selected: if t.style.trim().is_empty() {
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"Standard".into()
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} else {
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t.style.clone()
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},
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options: text_style_names.to_vec(),
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},
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},
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],
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}]
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}
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fn apply_geom_prop(t: &mut Text, field: &str, value: &str) {
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match field {
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"content" => {
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t.value = value.to_string();
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return;
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}
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"style" => {
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t.style = value.to_string();
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return;
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}
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"h_align" => {
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t.horizontal_alignment = match value {
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"Left" => HA::Left,
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"Center" => HA::Center,
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"Right" => HA::Right,
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"Aligned" => HA::Aligned,
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"Middle" => HA::Middle,
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"Fit" => HA::Fit,
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_ => return,
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};
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sync_text_alignment_point(t);
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return;
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}
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"v_align" => {
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t.vertical_alignment = match value {
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"Baseline" => VA::Baseline,
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"Bottom" => VA::Bottom,
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"Middle" => VA::Middle,
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"Top" => VA::Top,
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_ => return,
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};
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sync_text_alignment_point(t);
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return;
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}
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_ => {}
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}
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let Some(v) = parse_f64(value) else {
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return;
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};
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match field {
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"ins_x" => t.insertion_point.x = v,
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"ins_y" => t.insertion_point.y = v,
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"ins_z" => t.insertion_point.z = v,
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"height" if v > 0.0 => t.height = v,
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"rotation" => t.rotation = v.to_radians(),
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"width_factor" if v > 0.0 => t.width_factor = v,
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"oblique_angle" => t.oblique_angle = v.to_radians(),
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_ => {}
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}
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}
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fn apply_grip(t: &mut Text, _grip_id: usize, apply: GripApply) {
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match apply {
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GripApply::Absolute(p) => {
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t.insertion_point.x = p.x as f64;
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t.insertion_point.y = p.y as f64;
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t.insertion_point.z = p.z as f64;
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}
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GripApply::Translate(d) => {
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t.insertion_point.x += d.x as f64;
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t.insertion_point.y += d.y as f64;
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t.insertion_point.z += d.z as f64;
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}
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}
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}
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fn apply_transform(t: &mut Text, tr: &EntityTransform) {
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crate::scene::view::transform::apply_standard_entity_transform(t, tr, |entity, p1, p2| {
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crate::scene::view::transform::reflect_xy_point(
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&mut entity.insertion_point.x,
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&mut entity.insertion_point.y,
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p1,
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p2,
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);
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if let Some(ref mut a) = entity.alignment_point {
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crate::scene::view::transform::reflect_xy_point(&mut a.x, &mut a.y, p1, p2);
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}
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let dx = (p2.x - p1.x) as f64;
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let dy = (p2.y - p1.y) as f64;
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let line_angle = dy.atan2(dx);
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entity.rotation = 2.0 * line_angle - entity.rotation;
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entity.oblique_angle = -entity.oblique_angle;
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});
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}
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impl TruckConvertible for Text {
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fn to_truck(&self, document: &acadrust::CadDocument) -> Option<TruckEntity> {
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Some(to_truck(self, document))
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}
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}
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impl Grippable for Text {
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fn grips(&self) -> Vec<GripDef> {
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grips(self)
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}
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fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
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apply_grip(self, grip_id, apply);
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}
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fn grip_menu(&self, _grip_id: usize) -> Vec<crate::scene::model::object::GripMenuItem> {
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use crate::scene::model::object::{GripMenuAction, GripMenuItem};
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vec![
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GripMenuItem {
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label: "Stretch",
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action: GripMenuAction::Stretch,
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},
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GripMenuItem {
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label: "Move with Text",
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action: GripMenuAction::MoveWithText,
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},
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GripMenuItem {
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label: "Rotate",
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action: GripMenuAction::RotateText,
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},
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]
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}
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fn apply_grip_menu(&mut self, _grip_id: usize, _action: crate::scene::model::object::GripMenuAction) {
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// Move-with-Text falls through to Stretch (single grip moves
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// the whole text); Rotate needs a follow-up angle handled by
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// `apply_grip_menu_value`.
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}
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fn grip_menu_value_prompt(
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&self,
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_grip_id: usize,
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action: crate::scene::model::object::GripMenuAction,
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) -> Option<&'static str> {
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use crate::scene::model::object::GripMenuAction as A;
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match action {
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A::RotateText => Some("Rotation (deg)"),
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_ => None,
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}
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}
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fn apply_grip_menu_value(
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&mut self,
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_grip_id: usize,
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action: crate::scene::model::object::GripMenuAction,
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value: f64,
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) {
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use crate::scene::model::object::GripMenuAction as A;
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if matches!(action, A::RotateText) {
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self.rotation = value.to_radians();
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}
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}
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}
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impl PropertyEditable for Text {
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fn geometry_properties(&self, text_style_names: &[String]) -> Vec<PropSection> {
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properties(self, text_style_names)
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}
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fn apply_geom_prop(&mut self, field: &str, value: &str) {
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apply_geom_prop(self, field, value);
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}
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}
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impl Transformable for Text {
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fn apply_transform(&mut self, t: &EntityTransform) {
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apply_transform(self, t);
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}
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}
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impl crate::entities::traits::TextContent for acadrust::entities::Text {
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fn text_content(&self) -> Option<String> {
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Some(self.value.clone())
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}
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fn replace_text(&mut self, search: &str, rep: &str) {
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let search_lc = search.to_lowercase();
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if self.value.to_lowercase().contains(&search_lc) {
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self.value = self.value.replace(search, rep);
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}
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}
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}
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