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// src/editor/registry.rs
//
// The floating-panel registry. Every editor panel is one `Panel` implementation
// (in `hook/panels.rs`) plus one entry in `PANELS` below; everything that used
// to be hand-wired per panel derives from the registry instead: the reserved-id
// allocation, the View panel's toggle rows, HUD injection (`inject.rs`), the
// focus-stack draw layers, title-bar dragging, close buttons, click / wheel
// routing, and the hidden pass (`hook/routing.rs` / `hook/layout.rs`). Adding a
// panel means a `PanelKey` variant, a `Panel` impl, and its `PANELS` entry --
// none of the shared machinery is touched.
use super::hook::{EditorHook, panels};
use crate::components::FrameInput;
use crate::ecs::World;
use crate::ecs::asset_id::AssetId;
// Base of the editor HUD's reserved asset-id space. Interned world ids are dense
// from 0 and never approach this range, and these ids are never serialized to a
// blob. The top bar (`hud.rs`) owns `ID_BASE + 0x0..0x40`; the panels' families
// are allocated by `base` below.
pub(crate) const ID_BASE: u32 = 0x3000_0000;
// One variant per floating panel, in default back-to-front draw / focus order
// (later = frontmost at launch). The discriminant indexes `PANELS` and the
// hook's per-panel state.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum PanelKey {
Assets,
Edit,
Preview,
View,
Templates,
Lighting,
Story,
Import,
Health,
Console,
Behavior,
Variables,
Content,
CharacterShape,
// Last (default frontmost), so the detail floats over the Templates list
// it spawns from before any interaction reorders the focus stack.
TemplateDetail,
// After TemplateDetail: the palette is a transient launcher overlay, so it
// starts above everything it can open.
Palette,
}
pub(crate) const PANEL_COUNT: usize = 16;
impl PanelKey {
pub(crate) const ALL: [PanelKey; PANEL_COUNT] = [
PanelKey::Assets,
PanelKey::Edit,
PanelKey::Preview,
PanelKey::View,
PanelKey::Templates,
PanelKey::Lighting,
PanelKey::Story,
PanelKey::Import,
PanelKey::Health,
PanelKey::Console,
PanelKey::Behavior,
PanelKey::Variables,
PanelKey::Content,
PanelKey::CharacterShape,
PanelKey::TemplateDetail,
PanelKey::Palette,
];
pub(crate) fn index(self) -> usize {
self as usize
}
}
// Reserved-id base of each panel's element family, allocated here so families
// can never collide (`id_families_are_disjoint` enforces it against every
// panel's actual id list). A new panel takes the next free block; the Assets and
// Edit families predate the 0x100 spacing and span wider.
pub(crate) const fn base(key: PanelKey) -> u32 {
ID_BASE
+ match key {
PanelKey::Assets => 0x40,
PanelKey::Edit => 0x200,
PanelKey::Preview => 0x400,
PanelKey::View => 0x500,
PanelKey::Templates => 0x600,
PanelKey::TemplateDetail => 0x700,
PanelKey::Lighting => 0x800,
PanelKey::Story => 0x900,
PanelKey::Import => 0xA00,
PanelKey::Health => 0xB00,
// 0xC00..0xE00 belong to the highlight, gizmo, and marquee
// overlays, and 0x1000.. to the billboards (all allocated in
// their own modules). Above the billboards' open-ended run, which
// ends well short of 0x2000 today (`id_families_are_disjoint`
// holds the line).
PanelKey::Console => 0x2000,
// The outline, its value column, and the palette give this panel
// the widest family of any, so it takes a whole block of its own.
PanelKey::Behavior => 0x3000,
// Clear of the Behavior panel's whole block, whose chart segments
// and card pools run well past 0x3300.
PanelKey::Variables => 0x4000,
PanelKey::Content => 0x5000,
// 0x6000 and 0x7000 belong to the create and Display menus
// (allocated in their own modules).
PanelKey::Palette => 0x8000,
PanelKey::CharacterShape => 0x9000,
}
}
// A floating editor panel. Implementations are stateless units (all panel state
// lives on the hook); the registry consumers drive them, so a panel never wires
// its own dragging, focus, close button, injection, or hidden pass.
pub(crate) trait Panel: Sync {
// The key this panel is registered under (pinned by `keys_match_registry`).
fn key(&self) -> PanelKey;
// Caption of this panel's toggle row in the View panel; `None` keeps it out
// (panels that open from elsewhere, like the edit form).
fn view_row(&self) -> Option<&'static str> {
None
}
// Whether the user can resize this panel by dragging its edges / corners.
// Default `false`: the fixed-size panels (Preview, Health, Console) opt out.
fn resizable(&self) -> bool {
false
}
// Whether the panel is shown and interactive this frame, compound gates
// included (e.g. the edit form requires the Assets UI to be on).
fn is_open(&self, hook: &EditorHook) -> bool;
// Flip the panel's shown state (its View-panel toggle row). Opening may
// seed the panel's typed controls from the world, hence the world access.
fn toggle(&self, _hook: &mut EditorHook, _world: &mut World) {}
// The title-bar "X".
fn close(&self, hook: &mut EditorHook, world: &mut World);
// The panel footprint this frame (it may track dynamic content), for the
// drag clamp and the shared title-bar geometry. Also the minimum a resizable
// panel can be dragged to.
fn size(&self, hook: &EditorHook) -> [f32; 2];
// The largest a resizable panel may be dragged to, per axis (`f32::INFINITY`
// for unbounded, capped only by the screen). Default unbounded; a panel whose
// body is a fixed pool of rows caps its height so it never shows empty space.
fn max_size(&self, _hook: &EditorHook) -> [f32; 2] {
[f32::INFINITY, f32::INFINITY]
}
// Where the panel sits until the user drags it.
fn default_origin(&self, vp: [f32; 2]) -> [f32; 2];
// The injected element ids: sprites, labels, and typed fields with their
// placeholder text. The source for HUD injection and the draw-layer map.
fn sprite_ids(&self) -> Vec<AssetId>;
fn label_ids(&self) -> Vec<AssetId>;
fn field_ids(&self) -> Vec<(AssetId, &'static str)> {
Vec::new()
}
// The elements of a floating overlay the panel currently has open (a
// palette, a dropdown): they draw above the rest of the panel, so an opaque
// backing occludes what it covers instead of the covered text showing
// through it. Empty while no overlay is open.
fn overlay_ids(&self, _hook: &EditorHook) -> Vec<AssetId> {
Vec::new()
}
// Resolve + apply a body press at `(mx, my)` for the panel at origin `o`;
// the title bar and close button never reach this. `false` lets the press
// fall through to the panel behind.
fn press(
&self,
hook: &mut EditorHook,
world: &mut World,
mx: f32,
my: f32,
o: [f32; 2],
) -> bool;
// Whether a wheel at `(mx, my)` lands in this panel's scrollable region.
fn wheel_over(
&self,
_hook: &EditorHook,
_world: &World,
_mx: f32,
_my: f32,
_o: [f32; 2],
) -> bool {
false
}
// Move the panel's scroll region one step in the wheel direction.
fn scroll(&self, _hook: &mut EditorHook, _world: &mut World, _delta: f32) {}
// Per-frame editing keys (`FrameInput.captured_key`), delivered to the
// frontmost open panel only, so panels never fight over the keyboard.
fn frame_keys(&self, _hook: &mut EditorHook, _world: &mut World, _input: &FrameInput) {}
// Per-frame layout while shown.
fn draw(&self, hook: &EditorHook, world: &mut World, o: [f32; 2], mouse: [f32; 2]);
// Blank every element (toggled off, or the F1-hidden pass).
fn hide(&self, world: &mut World);
}
// The registered panels, indexed by `PanelKey`.
static PANELS: [&dyn Panel; PANEL_COUNT] = [
&panels::AssetsPanel,
&panels::EditPanel,
&panels::PreviewPanel,
&panels::ViewPanel,
&panels::TemplatesPanel,
&panels::LightingPanel,
&panels::StoryPanel,
&panels::ImportPanel,
&panels::HealthPanel,
&panels::ConsolePanel,
&panels::BehaviorPanel,
&panels::VariablesPanel,
&panels::ContentPanel,
&panels::CharacterShapePanel,
&panels::TemplateDetailPanel,
&panels::PalettePanel,
];
pub(crate) fn panel(key: PanelKey) -> &'static dyn Panel {
PANELS[key.index()]
}
// Every registered panel, in registry (back-to-front) order.
pub(crate) fn all() -> impl Iterator<Item = &'static dyn Panel> {
PANELS.into_iter()
}
// The panels listed in the View panel, in registry order (row `i` of the View
// panel toggles the `i`-th entry here).
pub(crate) fn view_toggles() -> impl Iterator<Item = &'static dyn Panel> {
PANELS.into_iter().filter(|p| p.view_row().is_some())
}
pub(crate) fn view_toggle_count() -> usize {
view_toggles().count()
}
#[cfg(test)]
mod tests {
use super::*;
// Every registry slot holds the panel it is indexed as, so `panel(key)`
// can never route one panel's input to another.
#[test]
fn keys_match_registry() {
for key in PanelKey::ALL {
assert_eq!(panel(key).key(), key);
}
}
// Every reserved id across every panel (plus the top bar) is unique: the
// point of allocating the family bases in one place.
#[test]
fn id_families_are_disjoint() {
let mut seen: std::collections::HashMap<AssetId, String> = std::collections::HashMap::new();
let mut claim = |id: AssetId, who: String| {
if let Some(prev) = seen.insert(id, who.clone()) {
panic!("{who} and {prev} both claim {id:?}");
}
};
for id in super::super::hud::all_ids() {
claim(id, "top bar".to_string());
}
for id in super::super::highlight::all_sprite_ids() {
claim(id, "selection highlight".to_string());
}
claim(super::super::marquee::RECT, "marquee rect".to_string());
for id in super::super::gizmo::all_sprite_ids() {
claim(id, "gizmo".to_string());
}
for id in super::super::billboards::all_sprite_ids() {
claim(id, "billboards".to_string());
}
for id in super::super::billboards::all_label_ids() {
claim(id, "billboard glyphs".to_string());
}
claim(
super::super::gizmo::MODE_LABEL,
"gizmo mode label".to_string(),
);
claim(super::super::cursor::CURSOR, "editor cursor".to_string());
for id in super::super::create_menu::all_sprite_ids() {
claim(id, "create menu sprites".to_string());
}
for id in super::super::create_menu::all_label_ids() {
claim(id, "create menu labels".to_string());
}
for id in super::super::view_menu::all_sprite_ids() {
claim(id, "display menu sprites".to_string());
}
for id in super::super::view_menu::all_label_ids() {
claim(id, "display menu labels".to_string());
}
for id in super::super::toast_overlay::all_sprite_ids() {
claim(id, "toast sprites".to_string());
}
for id in super::super::toast_overlay::all_label_ids() {
claim(id, "toast labels".to_string());
}
for key in PanelKey::ALL {
let p = panel(key);
for id in p.sprite_ids() {
claim(id, format!("{key:?} sprites"));
}
for id in p.label_ids() {
claim(id, format!("{key:?} labels"));
}
for (id, _) in p.field_ids() {
claim(id, format!("{key:?} fields"));
}
}
}
// The View panel's toggle rows come from the registry in registry order.
#[test]
fn view_toggles_lists_the_toggleable_panels() {
let rows: Vec<&'static str> = view_toggles().map(|p| p.view_row().unwrap()).collect();
assert_eq!(
rows,
[
"Assets",
"Preview",
"Templates",
"Lighting",
"Story",
"Import",
"Health",
"Console",
"Behavior",
"Variables",
"Content",
"Character Shape"
]
);
}
}