par-term-settings-ui 0.7.0

Settings UI for par-term terminal emulator
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use crate::SettingsUI;
use crate::section::collapsing_section_with_state;
use arboard::Clipboard;
use egui::Color32;
use par_term_config::{BackgroundImageMode, BackgroundMode};
use std::collections::HashSet;

mod cursor_shader;
mod cursor_shader_metadata;
mod global_channels;
mod pane_backgrounds;
mod shader_channel_settings;
mod shader_metadata;
mod shader_settings;

pub use cursor_shader::show_cursor_shader;
pub use pane_backgrounds::show_pane_backgrounds;
pub use shader_settings::show_shader_metadata_and_settings;

use shader_channel_settings::{show_cubemap_controls, show_global_channel_textures};

pub fn show_background(
    ui: &mut egui::Ui,
    settings: &mut SettingsUI,
    changes_this_frame: &mut bool,
    collapsed: &mut HashSet<String>,
) {
    collapsing_section_with_state(
        ui,
        "Background & Effects",
        "background_effects",
        true,
        collapsed,
        |ui, collapsed| {
            // Background mode selector
            ui.horizontal(|ui| {
                ui.label("Background mode:");
                let current = match settings.config.background_mode {
                    BackgroundMode::Default => 0,
                    BackgroundMode::Color => 1,
                    BackgroundMode::Image => 2,
                };
                let mut selected = current;
                egui::ComboBox::from_id_salt("bg_source_mode")
                    .selected_text(match current {
                        0 => "Default (Theme)",
                        1 => "Solid Color",
                        2 => "Image",
                        _ => "Unknown",
                    })
                    .show_ui(ui, |ui| {
                        ui.selectable_value(&mut selected, 0, "Default (Theme)");
                        ui.selectable_value(&mut selected, 1, "Solid Color");
                        ui.selectable_value(&mut selected, 2, "Image");
                    });
                if selected != current {
                    settings.config.background_mode = match selected {
                        0 => BackgroundMode::Default,
                        1 => BackgroundMode::Color,
                        2 => BackgroundMode::Image,
                        _ => BackgroundMode::Default,
                    };
                    settings.has_changes = true;
                    *changes_this_frame = true;
                }
            });

            ui.add_space(4.0);

            // Mode-specific settings
            match settings.config.background_mode {
                BackgroundMode::Default => {
                    ui.label("Using theme background color.");
                }
                BackgroundMode::Color => {
                    // Solid color settings
                    ui.horizontal(|ui| {
                        ui.label("Background color:");
                        // Convert [u8; 3] to egui Color32 for color picker
                        let mut color = Color32::from_rgb(
                            settings.temp_background_color[0],
                            settings.temp_background_color[1],
                            settings.temp_background_color[2],
                        );
                        if ui.color_edit_button_srgba(&mut color).changed() {
                            settings.temp_background_color = [color.r(), color.g(), color.b()];
                            settings.config.background_color = settings.temp_background_color;
                            settings.has_changes = true;
                            *changes_this_frame = true;
                        }

                        // Show hex value
                        ui.label(format!(
                            "#{:02X}{:02X}{:02X}",
                            settings.temp_background_color[0],
                            settings.temp_background_color[1],
                            settings.temp_background_color[2]
                        ));
                    });
                    ui.label("Transparency controlled by Window Opacity setting.");
                }
                BackgroundMode::Image => {
                    // Image settings
                    ui.horizontal(|ui| {
                        ui.label("Background image path:");
                        if ui
                            .text_edit_singleline(&mut settings.temp_background_image)
                            .changed()
                        {
                            settings.config.background_image =
                                if settings.temp_background_image.is_empty() {
                                    None
                                } else {
                                    Some(settings.temp_background_image.clone())
                                };
                            settings.has_changes = true;
                        }

                        if ui.button("Browse…").clicked()
                            && let Some(path) = settings.pick_file_path("Select background image")
                        {
                            settings.temp_background_image = path.clone();
                            settings.config.background_image = Some(path);
                            settings.has_changes = true;
                        }
                    });

                    if ui
                        .checkbox(
                            &mut settings.config.background_image_enabled,
                            "Enable background image",
                        )
                        .changed()
                    {
                        settings.has_changes = true;
                        *changes_this_frame = true;
                    }

                    ui.horizontal(|ui| {
                        ui.label("Background image mode:");
                        let current = match settings.config.background_image_mode {
                            BackgroundImageMode::Fit => 0,
                            BackgroundImageMode::Fill => 1,
                            BackgroundImageMode::Stretch => 2,
                            BackgroundImageMode::Tile => 3,
                            BackgroundImageMode::Center => 4,
                        };
                        let mut selected = current;
                        egui::ComboBox::from_id_salt("bg_mode")
                            .selected_text(match current {
                                0 => "Fit",
                                1 => "Fill",
                                2 => "Stretch",
                                3 => "Tile",
                                4 => "Center",
                                _ => "Unknown",
                            })
                            .show_ui(ui, |ui| {
                                ui.selectable_value(&mut selected, 0, "Fit");
                                ui.selectable_value(&mut selected, 1, "Fill");
                                ui.selectable_value(&mut selected, 2, "Stretch");
                                ui.selectable_value(&mut selected, 3, "Tile");
                                ui.selectable_value(&mut selected, 4, "Center");
                            });
                        if selected != current {
                            settings.config.background_image_mode = match selected {
                                0 => BackgroundImageMode::Fit,
                                1 => BackgroundImageMode::Fill,
                                2 => BackgroundImageMode::Stretch,
                                3 => BackgroundImageMode::Tile,
                                4 => BackgroundImageMode::Center,
                                _ => BackgroundImageMode::Stretch,
                            };
                            settings.has_changes = true;
                        }
                    });

                    ui.horizontal(|ui| {
                        ui.label("Background image opacity:");
                        if ui
                            .add(egui::Slider::new(
                                &mut settings.config.background_image_opacity,
                                0.0..=1.0,
                            ))
                            .changed()
                        {
                            settings.has_changes = true;
                            *changes_this_frame = true;
                        }
                    });
                }
            }

            ui.add_space(8.0);
            ui.separator();
            ui.add_space(4.0);

            show_background_shader_controls(ui, settings, changes_this_frame, collapsed);
        },
    );
}

/// Render all global background shader controls (shader selection, settings, cubemap, channels).
fn show_background_shader_controls(
    ui: &mut egui::Ui,
    settings: &mut SettingsUI,
    changes_this_frame: &mut bool,
    collapsed: &mut HashSet<String>,
) {
    // Shader selection dropdown
    ui.horizontal(|ui| {
        ui.label("Shader:");
        let selected_text = if settings.temp_custom_shader.is_empty() {
            "(none)".to_string()
        } else {
            settings.temp_custom_shader.clone()
        };

        let mut shader_changed = false;
        egui::ComboBox::from_id_salt("shader_select")
            .selected_text(&selected_text)
            .width(200.0)
            .show_ui(ui, |ui| {
                // Option to select none
                if ui
                    .selectable_label(settings.temp_custom_shader.is_empty(), "(none)")
                    .clicked()
                {
                    settings.temp_custom_shader.clear();
                    settings.config.shader.custom_shader = None;
                    shader_changed = true;
                }

                // List available background shaders (excludes cursor_* shaders)
                for shader in &settings.background_shaders() {
                    let is_selected = settings.temp_custom_shader == *shader;
                    if ui.selectable_label(is_selected, shader).clicked() {
                        settings.temp_custom_shader = shader.clone();
                        settings.config.shader.custom_shader = Some(shader.clone());
                        shader_changed = true;
                    }
                }
            });

        if shader_changed {
            settings.has_changes = true;
            *changes_this_frame = true;
        }

        // Refresh button
        if ui
            .button("↻")
            .on_hover_text("Refresh shader list")
            .clicked()
        {
            settings.refresh_shaders();
        }
    });

    // Create and Delete buttons
    ui.horizontal(|ui| {
        if ui.button("Create New...").clicked() {
            settings.new_shader_name.clear();
            settings.show_create_shader_dialog = true;
        }

        let has_shader = !settings.temp_custom_shader.is_empty();
        if ui
            .add_enabled(has_shader, egui::Button::new("Delete"))
            .clicked()
        {
            settings.show_delete_shader_dialog = true;
        }

        if ui
            .button("Browse...")
            .on_hover_text("Browse for external shader file")
            .clicked()
            && let Some(path) = settings.pick_file_path("Select shader file")
        {
            settings.temp_custom_shader = path.clone();
            settings.config.shader.custom_shader = Some(path);
            settings.has_changes = true;
            *changes_this_frame = true;
        }
    });

    // Show shader compilation error if any
    if let Some(error) = &settings.shader_editor_error {
        let shader_path = par_term_config::Config::shader_path(&settings.temp_custom_shader);
        let full_error = format!("File: {}\n\n{}", shader_path.display(), error);
        let error_display = error.clone();

        ui.add_space(4.0);
        egui::Frame::default()
            .fill(Color32::from_rgb(80, 20, 20))
            .inner_margin(8.0)
            .outer_margin(0.0)
            .corner_radius(4.0)
            .show(ui, |ui| {
                ui.horizontal(|ui| {
                    ui.colored_label(Color32::from_rgb(255, 100, 100), "âš  Shader Error");
                    ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
                        if ui.small_button("Copy").clicked()
                            && let Ok(mut clipboard) = Clipboard::new()
                        {
                            let _ = clipboard.set_text(full_error.clone());
                        }
                    });
                });
                // Show shader path on its own line
                ui.label(format!("File: {}", shader_path.display()));
                ui.separator();
                // Show error details with word wrap
                ui.add(
                    egui::TextEdit::multiline(&mut error_display.as_str())
                        .font(egui::TextStyle::Monospace)
                        .desired_width(f32::INFINITY)
                        .desired_rows(3)
                        .interactive(false),
                );
            });
        ui.add_space(4.0);
    }

    // Show shader metadata and per-shader settings if a shader is selected
    if !settings.temp_custom_shader.is_empty() {
        show_shader_metadata_and_settings(ui, settings, changes_this_frame, collapsed);
    }

    if ui
        .checkbox(
            &mut settings.config.shader.custom_shader_enabled,
            "Enable custom shader",
        )
        .changed()
    {
        settings.has_changes = true;
        *changes_this_frame = true;
    }

    if ui
        .checkbox(
            &mut settings.config.shader.custom_shader_animation,
            "Enable shader animation",
        )
        .changed()
    {
        settings.has_changes = true;
        *changes_this_frame = true;
    }

    ui.horizontal(|ui| {
        ui.label("Animation speed:");
        if ui
            .add(egui::Slider::new(
                &mut settings.config.shader.custom_shader_animation_speed,
                0.0..=5.0,
            ))
            .changed()
        {
            settings.has_changes = true;
            *changes_this_frame = true;
        }
    });

    if ui
        .checkbox(
            &mut settings.config.shader_hot_reload,
            "Enable shader hot reload",
        )
        .on_hover_text("Automatically reload shaders when files change on disk")
        .changed()
    {
        settings.has_changes = true;
        *changes_this_frame = true;
    }

    if settings.config.shader_hot_reload {
        ui.horizontal(|ui| {
            ui.label("Hot reload delay:");
            // Convert u64 to u32 for slider
            let mut delay = settings.config.shader_hot_reload_delay as u32;
            if ui
                .add(
                    egui::Slider::new(&mut delay, 50..=1000)
                        .suffix(" ms"),
                )
                .on_hover_text("Debounce delay before reloading shader after file change (helps avoid multiple reloads)")
                .changed()
            {
                settings.config.shader_hot_reload_delay = delay as u64;
                settings.has_changes = true;
                *changes_this_frame = true;
            }
        });
    }

    ui.horizontal(|ui| {
        ui.label("Shader brightness:");
        if ui
            .add(
                egui::Slider::new(
                    &mut settings.config.shader.custom_shader_brightness,
                    0.05..=1.0,
                )
                .custom_formatter(|v, _| format!("{:.0}%", v * 100.0)),
            )
            .on_hover_text("Dim the shader background to improve text readability")
            .changed()
        {
            settings.has_changes = true;
            *changes_this_frame = true;
        }
    });

    ui.horizontal(|ui| {
        ui.label("Shader text opacity:");
        if ui
            .add(egui::Slider::new(
                &mut settings.config.shader.custom_shader_text_opacity,
                0.0..=1.0,
            ))
            .changed()
        {
            settings.has_changes = true;
            *changes_this_frame = true;
        }
    });

    if ui
    .checkbox(
        &mut settings.config.shader.custom_shader_full_content,
        "Full content mode",
    )
    .on_hover_text("When enabled, shader receives and can manipulate the full terminal content (text + background). When disabled, shader only provides background and text is composited cleanly on top.")
    .changed()
    {
        settings.has_changes = true;
        *changes_this_frame = true;
    }

    // Cubemap settings
    ui.add_space(8.0);
    show_cubemap_controls(ui, settings, changes_this_frame);

    // Edit Shader button - only enabled when a shader path is set
    let has_shader_path = !settings.temp_custom_shader.is_empty();
    ui.horizontal(|ui| {
        let edit_button = ui.add_enabled(has_shader_path, egui::Button::new("Edit Shader..."));
        if edit_button.clicked() {
            // Load shader source from file
            let shader_path = par_term_config::Config::shader_path(&settings.temp_custom_shader);
            match std::fs::read_to_string(&shader_path) {
                Ok(source) => {
                    settings.shader_editor_source = source.clone();
                    settings.shader_editor_original = source;
                    settings.shader_editor_error = None;
                    settings.shader_editor_visible = true;
                }
                Err(e) => {
                    settings.shader_editor_error = Some(format!(
                        "Failed to read shader file '{}': {}",
                        shader_path.display(),
                        e
                    ));
                }
            }
        }
        if !has_shader_path {
            ui.label("(set shader path first)");
        }
    });

    // Shader channel textures (iChannel0-3) section
    ui.add_space(8.0);
    show_global_channel_textures(ui, settings, changes_this_frame);

    // Use background as iChannel0
    ui.add_space(8.0);
    if ui
    .checkbox(
        &mut settings.config.shader.custom_shader_use_background_as_channel0,
        "Use background as iChannel0",
    )
    .on_hover_text(
        "When enabled, the app's background (image or solid color) is bound as iChannel0 instead of a separate texture file.\n\
        This allows shaders to incorporate the background without requiring a separate texture."
    )
    .changed()
    {
        settings.has_changes = true;
        *changes_this_frame = true;
    }
}