refactor(app-iced): 语言行从 general.rs 纯搬移到 general/language.rs(M285 前置)

general.rs 390 行、撞 400 行硬线,而 M285 要给语言行三枚 chip 接 forced。
切法与既有的 general/theme.rs 同构(一个行控件一个文件):正文 view + chip +
chip_style。语句逐字节搬移(去缩进去可见性后 diff 退出码 0),只把
fn language_row 改名成 pub(super) fn view(与 theme::view 同一入口命名)。

general.rs 390 → 245 行;language.rs 170 行。
This commit is contained in:
AskaEth committed 2026-11-12 23:12:19 +08:00
1 parent 589162de89
commit 767727efb7
2 files changed
+174 -154

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@@ -38,20 +38,15 @@
//!
//! 分组元数据只有一份(这里的 [`GROUP`]):`settings/mod.rs` 的 `GROUPS` 直接引用它。
use iced::border::Radius;
use iced::widget::{button, column, container, row};
use iced::{
Alignment, Background, Border, Color, Element, Length, Padding, Shadow, Theme as IcedTheme,
};
use iced::widget::{column, container, row};
use iced::{Alignment, Element, Length, Padding};
use unlucky_design::color::Role;
use unlucky_design::icons::IconKind;
use unlucky_design::spacing::Space;
use unlucky_design::typography::TypeRole;
use unlucky_i18n::catalog::Key;
use unlucky_i18n::LangChoice;
use crate::app::components::interaction::{self, Interaction};
use crate::fonts::install::{CjkInstall, FetchClass};
use crate::pages::{frame, Language, Message};
use crate::theme::Ui;
@@ -59,6 +54,7 @@ use crate::theme::Ui;
use super::frame::{card, divider};
use super::{Group, States};
mod language;
mod theme;
/// General 分组(左列名固定英文:左列是**导航**,与导航轨同源,不进 catalog)。
@@ -79,7 +75,7 @@ pub(super) const GROUP: Group = Group {
pub(super) fn body<'a>(ui: &'a Ui, states: States<'a>, language: Language) -> Element<'a, Message> {
let catalog = language.effective.catalog();
let mut stacked = column![].spacing(0.0).width(Length::Fill);
stacked = stacked.push(language_row(ui, language));
stacked = stacked.push(language::view(ui, language));
// M168(D28 后半):中文字体的下载状态行。紧贴语言行——用户在这里手选中文,反馈就该在这行下面,
// 而不是等他切到别的页面才发现「刚才那几秒在干嘛」。
stacked = stacked.push(divider(ui));
@@ -215,66 +211,6 @@ fn font_row<'a>(ui: &'a Ui, language: Language) -> Element<'a, Message> {
stacked.into()
}
/// 语言行:标题 + 生效语言回显 + 三档互斥按钮 + 一句说明。
fn language_row<'a>(ui: &'a Ui, language: Language) -> Element<'a, Message> {
let catalog = language.effective.catalog();
let effective = LangChoice::Fixed(language.effective).label_key();
let head = row![
container(frame::text_role(
ui,
TypeRole::BodyMedium,
false,
catalog.text(Key::SettingsLanguage),
ui.color(Role::OnSurface),
))
.width(Length::Fill)
.align_y(Alignment::Center),
frame::text_role_owned(
ui,
TypeRole::LabelLarge,
true,
catalog.render(
Key::SettingsLanguageEffective,
&[("language", catalog.text(effective))],
),
ui.color(Role::OnPrimaryFixedVariant),
),
]
.width(Length::Fill)
.align_y(Alignment::Center);
let chips = row(LangChoice::ALL
.iter()
.map(|choice| {
chip(
ui,
catalog.text(choice.label_key()),
*choice == language.choice,
*choice,
)
})
.collect::<Vec<_>>())
.spacing(ui.space(Space::X1))
.align_y(Alignment::Center);
column![
head,
chips,
frame::text_role(
ui,
TypeRole::BodySmall,
false,
catalog.text(Key::SettingsLanguageHint),
ui.color(Role::OnSurfaceVariant),
),
]
.spacing(ui.space(Space::X1))
.width(Length::Fill)
.padding(Padding::from([ui.space(Space::X2), 0.0]))
.into()
}
/// 一个只读的「标签 + 取值」行(与 `frame::demo_card` 的一行同高同排版)。
fn setting_row<'a>(ui: &'a Ui, label: &'a str, value: &'a str) -> Element<'a, Message> {
let height = ui.metrics().control_height + Space::X2.dp();
@@ -302,89 +238,3 @@ fn setting_row<'a>(ui: &'a Ui, label: &'a str, value: &'a str) -> Element<'a, Me
.align_y(Alignment::Center)
.into()
}
/// 一个互斥按钮(选中态 `SecondaryContainer`,未选中透明 + `OnSurfaceVariant`)。
///
/// 与 `pages/appearance/section/mod.rs` 的 `choice` 同款几何,但文案来自 catalog(那份是英文基线)。
///
/// **几何(M229)**:取规格卡的 chip(高 32、圆角 8、内距 16、未选中 1px `OutlineVariant`),
/// 与同屏的主题三档 chips 完全同源——两行都是「并排的互斥筛选」,长得不一样会让读者以为是
/// 两种控件(M229 第一版就是这样:语言 40 高药丸、主题 32 高方角,出图一眼就不齐)。
fn chip<'a>(ui: &'a Ui, text: &'a str, selected: bool, choice: LangChoice) -> Element<'a, Message> {
let box_ = unlucky_design::inkcat::metrics::CHIP;
let height = box_.height;
let content_color = if selected {
ui.color(Role::OnSecondaryContainer)
} else {
ui.color(Role::OnSurfaceVariant)
};
let border_color = ui.color(Role::OutlineVariant);
let stroke = crate::theme::STROKE_PX;
let radius = ui.radius(box_.shape, height);
button(
container(frame::text_role(
ui,
TypeRole::LabelLarge,
selected,
text,
content_color,
))
.align_y(Alignment::Center),
)
.height(height)
.padding(Padding::from([
0.0,
unlucky_design::inkcat::metrics::CHIP_PAD_X,
]))
.style(chip_style(
ui,
selected,
content_color,
border_color,
stroke,
radius,
))
.on_press(Message::Language(choice))
.into()
}
/// [`chip`] 的样式闭包(抽成自由函数:单测要**直接**喂 `Hovered` / `Pressed` 两态)。
///
/// - **α 只从 [`Interaction`] 来**:hover 8% / pressed 10%(M3)。M284 之前两种态合并成一条
/// `matches!(status, Hovered | Pressed)` 分支、都叠 `StateLayer::Hover`,按下于是被压成 8%;
/// - **合成底是 [`frame::BASE`]**(M237:这一组住在 `frame::card` 里,状态层叠卡底而不是画布)。
fn chip_style<'a>(
ui: &'a Ui,
selected: bool,
content_color: Color,
border_color: Color,
stroke: f32,
radius: Radius,
) -> impl Fn(&IcedTheme, button::Status) -> button::Style + 'a {
move |_theme, status| {
let background = if selected {
Some(Background::Color(ui.color(Role::SecondaryContainer)))
} else {
interaction::layer_color(
ui,
Interaction::from_status(status),
Role::OnSurface,
frame::BASE.role(),
)
.map(Background::Color)
};
button::Style {
background,
text_color: content_color,
border: Border {
color: border_color,
width: if selected { 0.0 } else { stroke },
radius,
},
shadow: Shadow::default(),
snap: true,
}
}
}
@@ -0,0 +1,170 @@
//! 设置页 General 组的**语言行**(M285 `LANGSET`:从 `general.rs` 纯搬移)。
//!
//! 搬出来的理由只有行数:`general.rs` 390 行、撞 400 行硬线(`components/gate.rs`),
//! 而 M285 要给这一行的三枚互斥按钮接 `forced: Option<Interaction>`(`--force-state` 直通)。
//! 切法与 [`super::theme`] 完全同构——**一个行控件一个文件**:正文 [`view`] + 它的 [`chip`]
//! + [`chip_style`](样式闭包抽成自由函数,单测才能直接喂 `Hovered` / `Pressed` 两态)。
//!
//! 搬移是逐字搬的:三个函数的语句、注释一个字没动。
use iced::border::Radius;
use iced::widget::{button, column, container, row};
use iced::{
Alignment, Background, Border, Color, Element, Length, Padding, Shadow, Theme as IcedTheme,
};
use unlucky_design::color::Role;
use unlucky_design::spacing::Space;
use unlucky_design::typography::TypeRole;
use unlucky_i18n::catalog::Key;
use unlucky_i18n::LangChoice;
use crate::app::components::interaction::{self, Interaction};
use crate::pages::{frame, Language, Message};
use crate::theme::Ui;
/// 语言行:标题 + 生效语言回显 + 三档互斥按钮 + 一句说明。
pub(super) fn view<'a>(ui: &'a Ui, language: Language) -> Element<'a, Message> {
let catalog = language.effective.catalog();
let effective = LangChoice::Fixed(language.effective).label_key();
let head = row![
container(frame::text_role(
ui,
TypeRole::BodyMedium,
false,
catalog.text(Key::SettingsLanguage),
ui.color(Role::OnSurface),
))
.width(Length::Fill)
.align_y(Alignment::Center),
frame::text_role_owned(
ui,
TypeRole::LabelLarge,
true,
catalog.render(
Key::SettingsLanguageEffective,
&[("language", catalog.text(effective))],
),
ui.color(Role::OnPrimaryFixedVariant),
),
]
.width(Length::Fill)
.align_y(Alignment::Center);
let chips = row(LangChoice::ALL
.iter()
.map(|choice| {
chip(
ui,
catalog.text(choice.label_key()),
*choice == language.choice,
*choice,
)
})
.collect::<Vec<_>>())
.spacing(ui.space(Space::X1))
.align_y(Alignment::Center);
column![
head,
chips,
frame::text_role(
ui,
TypeRole::BodySmall,
false,
catalog.text(Key::SettingsLanguageHint),
ui.color(Role::OnSurfaceVariant),
),
]
.spacing(ui.space(Space::X1))
.width(Length::Fill)
.padding(Padding::from([ui.space(Space::X2), 0.0]))
.into()
}
/// 一个互斥按钮(选中态 `SecondaryContainer`,未选中透明 + `OnSurfaceVariant`)。
///
/// 与 `pages/appearance/section/mod.rs` 的 `choice` 同款几何,但文案来自 catalog(那份是英文基线)。
///
/// **几何(M229)**:取规格卡的 chip(高 32、圆角 8、内距 16、未选中 1px `OutlineVariant`),
/// 与同屏的主题三档 chips 完全同源——两行都是「并排的互斥筛选」,长得不一样会让读者以为是
/// 两种控件(M229 第一版就是这样:语言 40 高药丸、主题 32 高方角,出图一眼就不齐)。
fn chip<'a>(ui: &'a Ui, text: &'a str, selected: bool, choice: LangChoice) -> Element<'a, Message> {
let box_ = unlucky_design::inkcat::metrics::CHIP;
let height = box_.height;
let content_color = if selected {
ui.color(Role::OnSecondaryContainer)
} else {
ui.color(Role::OnSurfaceVariant)
};
let border_color = ui.color(Role::OutlineVariant);
let stroke = crate::theme::STROKE_PX;
let radius = ui.radius(box_.shape, height);
button(
container(frame::text_role(
ui,
TypeRole::LabelLarge,
selected,
text,
content_color,
))
.align_y(Alignment::Center),
)
.height(height)
.padding(Padding::from([
0.0,
unlucky_design::inkcat::metrics::CHIP_PAD_X,
]))
.style(chip_style(
ui,
selected,
content_color,
border_color,
stroke,
radius,
))
.on_press(Message::Language(choice))
.into()
}
/// [`chip`] 的样式闭包(抽成自由函数:单测要**直接**喂 `Hovered` / `Pressed` 两态)。
///
/// - **α 只从 [`Interaction`] 来**:hover 8% / pressed 10%(M3)。M284 之前两种态合并成一条
/// `matches!(status, Hovered | Pressed)` 分支、都叠 `StateLayer::Hover`,按下于是被压成 8%;
/// - **合成底是 [`frame::BASE`]**(M237:这一组住在 `frame::card` 里,状态层叠卡底而不是画布)。
fn chip_style<'a>(
ui: &'a Ui,
selected: bool,
content_color: Color,
border_color: Color,
stroke: f32,
radius: Radius,
) -> impl Fn(&IcedTheme, button::Status) -> button::Style + 'a {
move |_theme, status| {
let background = if selected {
Some(Background::Color(ui.color(Role::SecondaryContainer)))
} else {
interaction::layer_color(
ui,
Interaction::from_status(status),
Role::OnSurface,
frame::BASE.role(),
)
.map(Background::Color)
};
button::Style {
background,
text_color: content_color,
border: Border {
color: border_color,
width: if selected { 0.0 } else { stroke },
radius,
},
shadow: Shadow::default(),
snap: true,
}
}
}