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//! Duplicate a layer or group, including all descendants and mask filters,
//! with a fresh subtree of [`LayerId`]s. The duplicate is placed directly
//! above its source, and the act is recorded as a single [`DuplicateAction`]
//! that tombstones every duplicated texture so its GPU resources are released
//! when the action eventually leaves the undo stack.
use super::DarklyEngine;
use crate::document::MoveTarget;
use crate::layer::{Layer, LayerId, LayerNode};
use crate::undo::{CompoundAction, DuplicateAction, UndoAction};
impl DarklyEngine {
/// Duplicate `source_id` and place the copy directly above it in the
/// same parent. Returns the id of the new top-level node (the duplicated
/// raster or group). Returns `None` if the source isn't a layer / group.
pub fn duplicate_node(&mut self, source_id: LayerId) -> Option<LayerId> {
let (new_id, action) = self.duplicate_node_inner(source_id)?;
self.compositor.mark_dirty();
self.push_undo(action);
Some(new_id)
}
/// Duplicate every id in `ids` in document order and return their new
/// counterparts as a single undo step. Ids whose ancestor is already in
/// `ids` are skipped — duplicating the ancestor takes the descendant
/// with it, so a second pass would produce a redundant copy. Cross-
/// parent selections are supported: each duplicate lands above its own
/// source, no matter which parent group that source lives in.
pub fn duplicate_nodes(&mut self, ids: Vec<LayerId>) -> Vec<LayerId> {
let mut filtered: Vec<LayerId> = ids
.iter()
.copied()
.filter(|&id| self.doc.find_node(id).is_some())
.filter(|&id| {
!ids.iter()
.any(|&other| other != id && self.doc.is_ancestor_of(other, id))
})
.collect();
let order = self.doc.all_node_ids_in_order();
let order_idx = |id: LayerId| order.iter().position(|&x| x == id).unwrap_or(usize::MAX);
filtered.sort_by_key(|&id| order_idx(id));
let mut new_ids = Vec::with_capacity(filtered.len());
let mut actions: Vec<Box<dyn UndoAction>> = Vec::with_capacity(filtered.len());
for id in filtered {
if let Some((new_id, action)) = self.duplicate_node_inner(id) {
new_ids.push(new_id);
actions.push(action);
}
}
if !actions.is_empty() {
self.compositor.mark_dirty();
self.push_undo(Box::new(CompoundAction::new(actions)));
}
new_ids
}
/// Duplicate a single node and return both the new id and the matching
/// undo action without pushing it. Shared between [`Self::duplicate_node`]
/// and [`Self::duplicate_nodes`].
fn duplicate_node_inner(
&mut self,
source_id: LayerId,
) -> Option<(LayerId, Box<dyn UndoAction>)> {
self.doc.find_node(source_id)?;
let root_new_id = self.clone_subtree(source_id, None, /* is_root: */ true)?;
// `clone_subtree(..., None, ...)` lands the new node at the top of
// root via `add_*(None) → IntoGroupTop(root)`. Move it next to the
// source so each duplicate sits directly above its own original —
// critical for multi-duplicate, where N "tops" would otherwise
// stack all duplicates together at the top of the panel.
//
// `MoveTarget::After(source)` lands the new node at source's
// position + 1 in source's parent regardless of whether source is
// a Layer or a Group. Anchoring `add_*` directly on source would
// land the duplicate INSIDE the source when source is a Group
// (the `IntoGroupTop` semantic on group anchors).
self.doc
.move_layer(root_new_id, MoveTarget::After(source_id));
let parent = self.doc.parent_of(root_new_id);
let position = self.doc.position_in_parent(root_new_id).unwrap_or(0);
let tombstones = self.collect_pixel_node_ids(root_new_id);
Some((
root_new_id,
Box::new(DuplicateAction::new(
root_new_id,
parent,
position,
tombstones,
)),
))
}
/// Recursive subtree clone. `anchor` is the position the new node should
/// land at (None → use the doc's default insertion). `is_root=true` adds
/// the " copy" suffix to the top-level name; deeper clones keep their
/// original names.
fn clone_subtree(
&mut self,
source_id: LayerId,
anchor: Option<LayerId>,
is_root: bool,
) -> Option<LayerId> {
// Snapshot the source node so we can read its properties without
// holding a borrow across the mutating `add_*` calls below.
let node = self.doc.find_node(source_id)?;
let common_name = node.common().name.clone();
let common_visible = node.common().visible;
let common_locked = node.common().locked;
let blend_opacity = node.blend().opacity;
let blend_mode_reg = node.blend().blend_mode;
match node {
LayerNode::Layer(Layer::Raster(r)) => {
let bounds = r.pixels.bounds;
let new_id = self.doc.add_raster_layer(anchor);
// Mirror the source's exact bounds so a same-extent
// `copy_texture_to_texture` keeps every pixel at the right
// canvas position.
if let Some(LayerNode::Layer(Layer::Raster(nr))) = self.doc.find_node_mut(new_id) {
nr.pixels.bounds = bounds;
}
self.compositor.ensure_raster_layer(
&self.gpu.device,
&self.gpu.queue,
new_id,
bounds,
);
// Apply blend / visibility / lock / name to the new node.
let new_name = if is_root {
format!("{common_name} copy")
} else {
common_name
};
if let Some(LayerNode::Layer(Layer::Raster(nr))) = self.doc.find_node_mut(new_id) {
nr.common.name = new_name;
nr.common.visible = common_visible;
nr.common.locked = common_locked;
nr.blend.opacity = blend_opacity;
nr.blend.blend_mode = blend_mode_reg;
}
self.refresh_blend_uniforms(new_id);
// Copy pixels from source → new.
self.clone_node_pixels(source_id, new_id);
// Duplicate every filter on the source (currently masks).
self.clone_modifiers(source_id, new_id);
Some(new_id)
}
LayerNode::Group(g) => {
let children = g.children.clone();
let passthrough = g.passthrough;
let collapsed = g.collapsed;
let new_id = self.doc.add_group(anchor);
// Apply group properties (name + " copy" suffix on root,
// blend, visible/locked, passthrough/collapsed).
let new_name = if is_root {
format!("{common_name} copy")
} else {
common_name
};
if let Some(LayerNode::Group(ng)) = self.doc.find_node_mut(new_id) {
ng.common.name = new_name;
ng.common.visible = common_visible;
ng.common.locked = common_locked;
ng.blend.opacity = blend_opacity;
ng.blend.blend_mode = blend_mode_reg;
ng.passthrough = passthrough;
ng.collapsed = collapsed;
}
if !passthrough {
self.compositor
.ensure_group_state(&self.gpu.device, &self.gpu.queue, new_id);
self.refresh_blend_uniforms(new_id);
}
// Recursively duplicate every child in source order. Each
// child is added at the bottom of the new group; subsequent
// children stack above using the previous as anchor inside
// the new group.
let mut last_inside: Option<LayerId> = None;
for child_id in children {
// Add a placeholder child at the right slot, then we
// populate by calling clone_subtree which inserts into
// the right place.
let new_child = self.clone_subtree_into_group(child_id, new_id, last_inside)?;
last_inside = Some(new_child);
}
// Clone filters on the group itself (e.g. group mask).
self.clone_modifiers(source_id, new_id);
Some(new_id)
}
LayerNode::Layer(Layer::Void(v)) => {
let void_type = v.void_type.clone();
let params = v.params.clone();
// Carry the source's gizmo transform onto the copy so a
// duplicated camera keeps its flip / framing rather than
// resetting to the kind's default seed.
let transform = v.transform;
// The duplicated layer's name is overwritten with the
// source's `"… copy"` below; the display_label here only
// primes the per-type counter so a later fresh-add picks up
// a non-colliding number.
let display_label = self
.compositor
.void_registry()
.display_name(&void_type)
.to_string();
let new_id =
self.doc
.add_void_layer(void_type, &display_label, params, transform, anchor);
let new_name = if is_root {
format!("{common_name} copy")
} else {
common_name
};
if let Some(LayerNode::Layer(Layer::Void(nv))) = self.doc.find_node_mut(new_id) {
nv.common.name = new_name;
nv.common.visible = common_visible;
nv.common.locked = common_locked;
nv.blend.opacity = blend_opacity;
nv.blend.blend_mode = blend_mode_reg;
}
// The compositor void cache + texture are allocated lazily by
// `sync_compositor_layers` (or directly by `add_void_layer`
// on the engine side); duplication doesn't need a manual
// `ensure_*` call because there are no pixels to copy — the
// procedural output is identical from identical params.
self.refresh_blend_uniforms(new_id);
// Voids can carry mask filters like any other host.
self.clone_modifiers(source_id, new_id);
Some(new_id)
}
LayerNode::Layer(Layer::Filter(f)) => {
let pipeline = f.pipeline.clone();
let params = f.params.clone();
let display_label = self
.compositor
.filter_pipeline_registry()
.display_name(&pipeline)
.to_string();
let new_id = self
.doc
.add_filter_layer(pipeline, &display_label, params, anchor);
let new_name = if is_root {
format!("{common_name} copy")
} else {
common_name
};
if let Some(LayerNode::Layer(Layer::Filter(nf))) = self.doc.find_node_mut(new_id) {
nf.common.name = new_name;
nf.common.visible = common_visible;
nf.common.locked = common_locked;
nf.blend.opacity = blend_opacity;
nf.blend.blend_mode = blend_mode_reg;
}
// No GPU resource to allocate — the filter pipeline is shared
// and resolved lazily in `compose_filter_arm`. The
// `refresh_blend_uniforms` call no-ops (a filter layer has no
// `layer_cache` entry), so it's skipped.
// Filter layers can carry mask filters like any other host.
self.clone_modifiers(source_id, new_id);
Some(new_id)
}
}
}
/// Clone `source_id` and insert the result inside `dest_parent`, after
/// `anchor_inside` (None → at the bottom of the group). Wrapper around
/// `clone_subtree` that handles the "insert inside a specific group"
/// case the bare anchor argument doesn't model.
fn clone_subtree_into_group(
&mut self,
source_id: LayerId,
dest_parent: LayerId,
anchor_inside: Option<LayerId>,
) -> Option<LayerId> {
// Reuse the recursive clone but force placement inside `dest_parent`.
let new_id = self.clone_subtree(source_id, anchor_inside, false)?;
// If anchor_inside is None the node landed wherever `add_*` placed
// it; move it into the destination group at the bottom.
match anchor_inside {
None => {
self.doc
.move_layer(new_id, MoveTarget::IntoGroupBottom(dest_parent));
}
Some(anchor) if self.doc.parent_of(new_id) != Some(dest_parent) => {
// anchor_inside lives in `dest_parent`; clone_subtree should
// already have landed `new_id` next to it. Safety net only.
self.doc.move_layer(new_id, MoveTarget::After(anchor));
}
_ => {}
}
Some(new_id)
}
/// Duplicate every filter hanging off `src_host` onto `dst_host`. v1
/// supports mask filters; the loop is generic so other future pixel-
/// bearing filters fall in by the same path.
///
/// Goes through `Document::add_mask_filter` + compositor allocation
/// directly instead of [`Self::add_mask`] so we don't push a spurious
/// `FilterAddAction` that the parent [`DuplicateAction`] already
/// covers (a single undo step should reverse the whole duplicate).
fn clone_modifiers(&mut self, src_host: LayerId, dst_host: LayerId) {
let src_mod_ids = self.doc.filters_of(src_host).to_vec();
for src_mod_id in src_mod_ids {
if self.doc.mask_filter_id(src_host) != Some(src_mod_id) {
continue; // Non-mask filters don't ship in v1.
}
let Some(new_mod_id) = self.doc.add_mask_filter(dst_host) else {
continue;
};
let bounds = match self.doc.find_filter(new_mod_id).and_then(|m| m.pixels()) {
Some(p) => p.bounds,
None => continue,
};
self.compositor.ensure_node_texture(
&self.gpu.device,
&self.gpu.queue,
new_mod_id,
wgpu::TextureFormat::R8Unorm,
bounds,
);
self.compositor
.ensure_mask_snapshot_state(&self.gpu.device, dst_host);
// clone_filter_pixels marks `new_mod_id` dirty internally per
// the write-site invariant.
self.clone_filter_pixels(src_mod_id, new_mod_id);
}
}
}