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- The workbook's active sheet is an atomic set in place (Workbook::active_sheet /
set_active_sheet), so a window swap or sheet switch never clones the
Arc<Workbook> or marks it dirty. Selections already live in DocState and the
window views. Save records the sheet of the most recently active window.
- A dialog taken out of its window while it runs goes back to that window when
a command run from it switched windows (dialogs::show, ui.dialog.confirm).
- view.arrangeAll {arrange?: tiled|horizontal|vertical|cascade, activeWorkbook?}
returns the visible windows, active first; the desktop moves and sizes the
native windows over the main window's monitor. New Window and Arrange All
buttons on the View ribbon; Arrange Windows dialog.
- Docs: ui-parity, hardware-parity, gaps #20, target-app-parity, ROADMAP.
147 lines
5.7 KiB
Rust
147 lines
5.7 KiB
Rust
//! The interface state each window keeps for itself.
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//!
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//! [`SheetApp`]'s per-window fields (the cell draft, dialog, Backstage view, grid gestures…) hold
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//! the state of one window: the engine's active window. Every other window's state is parked in a
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//! [`WindowUi`] and swapped in when that window is activated or drawn, the way the engine swaps a
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//! window's selection and sheet into its workbook. So a draft, a dialog or a message stays in the
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//! window it belongs to.
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use gridcraft_engine::core::CellRef;
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use crate::{Notice, SheetApp, backstage, dialogs, editor, grid, keytips, text_box};
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/// One window's parked interface state (see the module docs).
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#[derive(Default)]
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pub struct WindowUi {
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editor: Option<editor::EditState>,
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text_box_editor: Option<text_box::EditState>,
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dialog: Option<dialogs::Dialog>,
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backstage: Option<backstage::Backstage>,
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message: Option<(String, String)>,
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toast: Option<(String, f64)>,
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notice: Option<Notice>,
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grid: grid::GridState,
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name_box: Option<String>,
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keytips: keytips::KeyTips,
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selected_chart: Option<u32>,
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tab_run: Option<(u64, usize, u32, CellRef)>,
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open_switch_windows: bool,
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/// The status bar's Ready/Enter/Edit, which follows the window's cell draft.
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mode: gridcraft_engine::Mode,
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}
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impl WindowUi {
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/// A new window's state. The last border, fill and font colour picked carry over, as they are
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/// the user's recent choices rather than the window's.
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fn fresh(like: &grid::GridState) -> WindowUi {
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WindowUi {
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grid: grid::GridState {
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last_border: like.last_border.clone(),
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last_fill: like.last_fill.clone(),
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last_font_color: like.last_font_color.clone(),
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..Default::default()
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},
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..Default::default()
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}
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}
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}
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impl SheetApp {
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/// Exchanges the per-window fields with `w`. Destructured in full, so a field added to
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/// [`WindowUi`] can't be left out of the swap.
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fn swap_window_ui(&mut self, w: &mut WindowUi) {
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let WindowUi {
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editor,
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text_box_editor,
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dialog,
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backstage,
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message,
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toast,
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notice,
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grid,
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name_box,
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keytips,
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selected_chart,
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tab_run,
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open_switch_windows,
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mode,
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} = w;
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std::mem::swap(&mut self.editor, editor);
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std::mem::swap(&mut self.text_box_editor, text_box_editor);
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std::mem::swap(&mut self.dialog, dialog);
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std::mem::swap(&mut self.backstage, backstage);
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std::mem::swap(&mut self.message, message);
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std::mem::swap(&mut self.toast, toast);
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std::mem::swap(&mut self.notice, notice);
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std::mem::swap(&mut self.grid, grid);
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std::mem::swap(&mut self.name_box, name_box);
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std::mem::swap(&mut self.keytips, keytips);
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std::mem::swap(&mut self.selected_chart, selected_chart);
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std::mem::swap(&mut self.tab_run, tab_run);
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std::mem::swap(&mut self.open_switch_windows, open_switch_windows);
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std::mem::swap(&mut self.session.mode, mode);
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}
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/// The window whose interface state is in the per-window fields.
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pub fn ui_window(&self) -> Option<u64> {
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self.ui_window
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}
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/// Brings the per-window fields in line with the engine's active window, after a command (or
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/// a script) switched windows: the previous window's state is parked, the active one's swapped
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/// in (a window never seen before starts fresh). A closed window's state is dropped.
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pub fn follow_active_window(&mut self) {
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let active = self.session.active_window();
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if active == self.ui_window {
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return;
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}
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let Some(previous) = self.ui_window else {
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// The first window: the fields are already its state.
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self.ui_window = active;
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return;
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};
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let mut outgoing = WindowUi::fresh(&self.grid);
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self.swap_window_ui(&mut outgoing);
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if self.session.window(previous).is_some() {
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self.parked.insert(previous, outgoing);
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}
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if let Some(mut incoming) = active.and_then(|w| self.parked.remove(&w)) {
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self.swap_window_ui(&mut incoming);
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}
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self.ui_window = active;
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let session = &self.session;
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self.parked.retain(|w, _| session.window(*w).is_some());
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}
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/// Activates window `id` (it becomes the most recently active) with its interface state.
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pub fn enter_window(&mut self, id: u64) {
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self.session.activate_window(id);
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self.follow_active_window();
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}
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/// Makes window `id` and its interface state current while it is drawn, without changing
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/// which window counts as most recently active.
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pub fn show_window(&mut self, id: u64) {
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self.session.show_window(id);
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self.follow_active_window();
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}
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/// Puts back a dialog that was taken out of window `home`'s fields while it ran. A command
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/// run from the dialog may have switched windows meanwhile; the dialog stays in the window it
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/// was opened in (dropped if that window closed).
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pub(crate) fn return_dialog(&mut self, home: Option<u64>, d: dialogs::Dialog) {
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if home == self.ui_window {
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self.dialog = Some(d);
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} else if let Some(w) = home.and_then(|h| self.parked.get_mut(&h))
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&& w.dialog.is_none()
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{
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w.dialog = Some(d);
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}
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}
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/// Whether a window other than the current one has a cell or text-box draft open.
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pub fn parked_window_with_draft(&self) -> Option<u64> {
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self.parked.iter().filter(|(_, w)| w.editor.is_some() || w.text_box_editor.is_some()).map(|(id, _)| *id).min()
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}
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}
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