docs: explain Tessera modules and execution flows in Chinese
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@@ -1,3 +1,6 @@
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//! 用统一主题绘制宿主管理控件,并同步注册交互目标。
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//! 每个控件的图形、角色、启用状态和 action 一起登记,绘制几何与命中几何保持一致。
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//!
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use super::{
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Axis, Interaction, Role, Target, VisualState, WidgetId,
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theme::{self, Theme},
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@@ -9,6 +12,7 @@ use crate::{
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};
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use std::hash::Hash;
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/// 一次按钮绘制的借用描述,包括显示、角色和启用/选中状态。
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pub struct Button<'a> {
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pub label: &'a str,
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pub selected: bool,
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@@ -16,6 +20,7 @@ pub struct Button<'a> {
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pub role: Role,
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}
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impl<'a> Button<'a> {
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/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
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pub fn new(label: &'a str) -> Self {
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Self {
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label,
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@@ -24,20 +29,24 @@ impl<'a> Button<'a> {
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role: Role::Button,
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}
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn selected(mut self, value: bool) -> Self {
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self.selected = value;
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self
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn enabled(mut self, value: bool) -> Self {
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self.enabled = value;
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self
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}
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/// 设置当前控件描述的选择、启用或角色信息,供后续绘制和目标登记使用。
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pub fn role(mut self, value: Role) -> Self {
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self.role = value;
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self
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}
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}
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/// 本帧宿主控件绘制上下文,共同拥有显示列表与交互目标登记入口。
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pub struct Ui<A> {
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pub list: DisplayList,
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pub targets: Vec<Target<A>>,
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@@ -45,6 +54,7 @@ pub struct Ui<A> {
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interaction: Interaction,
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}
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impl<A: Hash> Ui<A> {
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/// 构造本类型并初始化其状态;资源建立和默认字段以函数体为准。
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pub fn new(theme: Theme, interaction: Interaction) -> Self {
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Self {
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list: DisplayList::default(),
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@@ -53,6 +63,7 @@ impl<A: Hash> Ui<A> {
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interaction,
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}
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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pub fn fill(&mut self, r: Rect, color: Color) {
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self.list.push(DrawCommand::FillRoundedRect {
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rect: r,
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@@ -60,6 +71,7 @@ impl<A: Hash> Ui<A> {
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color,
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});
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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fn outline(&mut self, r: Rect, color: Color, width: f32) {
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self.list.push(DrawCommand::StrokeRoundedRect {
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rect: Rect::new(
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@@ -73,6 +85,7 @@ impl<A: Hash> Ui<A> {
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color,
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});
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}
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/// 使用当前主题绘制控件填充、轮廓或文字原语。
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pub fn label(&mut self, x: f32, y: f32, value: &str, color: Color, code: bool) {
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self.list.push(DrawCommand::Text {
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origin: Point::new(x, y),
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@@ -89,6 +102,7 @@ impl<A: Hash> Ui<A> {
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color,
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});
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}
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/// 把控件身份、几何、角色、启用状态和 action 一起加入本帧交互目标。
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fn register(
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&mut self,
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id: WidgetId,
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@@ -108,6 +122,7 @@ impl<A: Hash> Ui<A> {
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});
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response
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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fn surface(&mut self, rect: Rect, s: VisualState, base: Option<Color>) {
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let color = if !s.enabled {
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base
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@@ -127,6 +142,7 @@ impl<A: Hash> Ui<A> {
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self.outline(rect, self.theme.accent, 1.5);
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}
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn button(&mut self, rect: Rect, action: A, button: Button<'_>) -> VisualState {
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let id = WidgetId::new(&action);
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let s = self.register(
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@@ -168,6 +184,7 @@ impl<A: Hash> Ui<A> {
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self.list.push(DrawCommand::PopClip);
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s
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn text_field(&mut self, rect: Rect, action: A, focused: bool) {
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let s = self.register(
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WidgetId::new(&action),
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@@ -191,6 +208,7 @@ impl<A: Hash> Ui<A> {
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);
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}
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/// A terminal prompt shares its surface with output; its caret is the focus cue.
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn inline_input(&mut self, rect: Rect, action: A) {
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self.register(
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WidgetId::new(&action),
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@@ -201,6 +219,7 @@ impl<A: Hash> Ui<A> {
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true,
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);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn row(&mut self, paint: Rect, hit: Rect, action: A, selected: bool) {
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let s = self.register(
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WidgetId::new(&action),
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@@ -212,6 +231,7 @@ impl<A: Hash> Ui<A> {
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);
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self.surface(paint, s, None);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn swatch(&mut self, rect: Rect, action: A, color: Color, selected: bool) {
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let s = self.register(
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WidgetId::new(&action),
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@@ -249,6 +269,7 @@ impl<A: Hash> Ui<A> {
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self.label(rect.x + 10.0, rect.y + 6.0, "✓", theme::BG, false);
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}
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn splitter(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
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let hit = Rect::new(
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rect.x - 3.0,
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@@ -273,6 +294,7 @@ impl<A: Hash> Ui<A> {
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};
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self.fill(line, color);
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}
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/// 绘制对应宿主管理控件,并使用同一矩形注册命中/捕获所需的交互信息。
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pub fn scrollbar(&mut self, rect: Rect, id: WidgetId, axis: Axis) {
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let mut s = self.register(id, rect, Role::Scrollbar(axis), None, false, true);
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s.pressed |= self.interaction.captured(id);
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