1) P1-2 的注释值与量测对齐(四处):`elevated.rs` 的 `PAD`/`Texts::title`/`texts()` 与
`pages/instances/detail.rs` 还写着「值 14/400」,而实现是 12/400;`PAD` 文档更把 12px 的
118px 量测挂在「14px 下」。全部改成真值,并把 14px=138px 与 12px=118px 两个量测并列写清。
2) probe 门禁只解决一半:`SECTION=buttons` 绿、`SECTION=all` 仍红(sizes 段的实心块撞「按钮
40 高」判据),断言文案却写「all 或 buttons」。现在:
- 只支持 `buttons`(按钮矩阵,实心块判据**只量矩阵区**,后续段不再参与)与 `divider`
(分隔线两条判据,独立出口);
- `all` / 其它 / 未给 → 明确失败并给理由(整页比 1180×760 高,分隔线段与按钮矩阵不可能同屏;
整页图的 chip/卡片会被当按钮量);
- 模块文档的复现命令补上 `ULL_GALLERY_SECTION`(以前照着跑会 panic);
- `gallery/mod.rs` 的「五段」→ 七段;`gallery/buttons.rs` 的「8 行 + icon·standard」→ 9 行 + 四式。
3) 截图通道的主题档钉死此前没有回归测试(复审 r2 P2-a)。新增
`the_screenshot_channel_pins_the_theme_mode_instead_of_reading_the_file`:两份不同的机器配置 +
同一组截图参数 ⇒ 同一个档位且等于参数;反证非截图通道下两份配置确实分出两档。
变异自证:把分支改回 `bridge.load().1` → 该测试红(left: Dark, right: Light)。
门禁:fmt --check 0 / check -p unlucky-app-iced --all-targets 0 / test -p unlucky-app-iced 0
(887 passed + 6 integration)/ clippy -p unlucky-app-iced --all-targets -D warnings 0 / 400 行扫描干净。
probe 亲跑:buttons 浅+深两张 sheet OK,divider 一张 OK,`all` 按预期被拒。
294 lines
10 KiB
Rust
294 lines
10 KiB
Rust
//! 实例页的**详情列**(M90 r2 从 `instances.rs` 拆出来:那边超过 400 行会被 guards 的 file-size 判红)。
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//!
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//! 结构:标题行(名字 + 版本 + Play/Stop)→ 元信息网格(列数由 `layout::meta_columns` 决定)
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//! → 一条分隔线 → 正文段 / 运行状态行 → 动作行(Duplicate / Open folder / Delete)。
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//! 窄窗(<840)时列表退成上一屏,本文件只画详情 + 一个「返回」按钮。
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use iced::widget::{column, container, row, scrollable};
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use iced::{Alignment, Element, Length, Padding};
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use unlucky_design::color::Role;
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use unlucky_design::spacing::Space;
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use unlucky_design::typography::TypeRole;
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use unlucky_presenter::router::Route;
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use crate::app::components::buttons::{self, Button};
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use crate::app::components::divider;
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use crate::app::components::interaction::Interaction;
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use crate::app::components::surfaces::elevated;
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use crate::theme::Ui;
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use unlucky_design::icons::IconKind;
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use super::super::frame;
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use super::super::layout::{self, FrameMetrics};
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use super::super::model::Detail;
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use super::super::{Action, Message};
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use super::forced_state;
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use super::state::LaunchForm;
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use super::Texts;
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// --------------------------------------------------------------- 详情列
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pub(super) fn detail_column<'a>(
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ui: &'a Ui,
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metrics: FrameMetrics,
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detail: &'a Detail,
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form: &'a LaunchForm,
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mods: &'a super::Mods,
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forced: Option<Interaction>,
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texts: Texts,
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) -> Element<'a, Message> {
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let mut body = column![
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detail_head(ui, detail, forced, texts),
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meta_grid(ui, metrics, detail),
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divider::full(ui),
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]
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.spacing(ui.space(Space::X4))
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.width(Length::Fill);
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body = push_text(ui, metrics, body, detail);
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// M224:MODS 区排在启动参数**之前**——详情列是一个滚动区,而启动参数卡本身就有一屏高,
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// 排在它后面意味着「本地 mod 列表」永远在折叠线以下(M224 出图实测:1180×1000 完全看不见)。
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// 顺序因此是:身份(页头 + 元信息)→ 内容(MODS)→ 选项(启动参数)→ 动作。
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body = body.push(super::mods::section(ui, mods, forced, texts));
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// M157:启动参数区在正文段之后、动作行之前(详情列 424px 内,卡片式)。
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body = body.push(super::launch_args::section(ui, &detail.launch, form, texts));
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// 页头 + 元信息网格 + **一条**分隔线以下才是正文与操作区(M84 那两条线是占位时期的排版残留)。
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//
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// M157 r2(D30 复审):详情列的内容(正文段 + 启动参数卡 + 动作行)在 1180×1000 下**超出一屏**,
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// 而这里原来没有滚动区 ⇒ Max memory 以下的控件被静默裁掉、够不着。现在整列套一个滚动区
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// (与左列列表同一套滚动条样式与宽度),被裁内容可达;滚动条是唯一入口,没有第二份状态。
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let content = body.push(action_row(ui, forced, texts));
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frame::left_aligned(metrics.column, scroller(ui, content))
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}
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pub(super) fn narrow_detail<'a>(
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ui: &'a Ui,
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metrics: FrameMetrics,
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detail: &'a Detail,
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form: &'a LaunchForm,
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mods: &'a super::Mods,
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forced: Option<Interaction>,
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texts: Texts,
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) -> Element<'a, Message> {
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// 窄窗:列表退成上一屏,本屏只放详情(官方 compact 的 list-detail 口径)。
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let mut body = column![
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row![buttons::text(
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ui,
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forced_state(
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Button::new(texts.back(), Message::Navigate(Route::Instances)),
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forced,
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),
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)]
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.width(Length::Fill)
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.align_y(Alignment::Center),
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detail_head(ui, detail, forced, texts),
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meta_grid(ui, metrics, detail),
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divider::full(ui),
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]
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.spacing(ui.space(Space::X4))
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.width(Length::Fill);
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body = push_text(ui, metrics, body, detail);
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// 顺序与宽窗那一支一致:内容(MODS)在选项(启动参数)之前,理由见 `detail_column`。
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body = body.push(super::mods::section(ui, mods, forced, texts));
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body = body.push(super::launch_args::section(ui, &detail.launch, form, texts));
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body = body.push(frame::text_role(
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ui,
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TypeRole::BodySmall,
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false,
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texts.narrow_note(),
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ui.color(Role::OnSurfaceVariant),
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));
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frame::body(
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metrics,
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scroller(ui, body.push(action_row(ui, forced, texts))),
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)
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}
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/// 详情列的滚动区(M157 r2):与左列列表同一套滚动条几何(宽 6 / 内缩 2 / 同一 `style`)。
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///
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/// 右侧留 `Space::X2` 内缩:滚动条是**覆盖**在内容上的,不留这条缝时卡片的 1dp 描边会被
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/// 滚动条压住(D30 复审里「卡片右边框缺一截」就是它)。
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fn scroller<'a>(ui: &'a Ui, content: impl Into<Element<'a, Message>>) -> Element<'a, Message> {
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let content = container(content)
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.width(Length::Fill)
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.padding(Padding::default().right(ui.space(Space::X2)));
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scrollable(content)
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.direction(scrollable::Direction::Vertical(
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scrollable::Scrollbar::new()
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.width(frame::SCROLLBAR_WIDTH)
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.scroller_width(frame::SCROLLBAR_WIDTH)
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.margin(frame::SCROLLBAR_MARGIN),
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))
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.height(Length::Fill)
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.style(frame::scroll_style(ui))
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.into()
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}
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/// 正文段(演示数据才有)与运行状态行(真数据才有)——两者都是可选的,顺序固定。
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///
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/// 散文段套 [`frame::prose`]:M102 起页面块吃满页宽,但「一行 ≤72 字符」的承诺仍然只由
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/// 散文承担(`frame::body_width` 管块、`metrics.column` 管一句话)。
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fn push_text<'a>(
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ui: &'a Ui,
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metrics: FrameMetrics,
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mut body: iced::widget::Column<'a, Message>,
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detail: &'a Detail,
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) -> iced::widget::Column<'a, Message> {
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if let Some(note) = &detail.note {
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body = body.push(frame::prose(
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metrics,
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frame::text_role(
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ui,
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TypeRole::BodyMedium,
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false,
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note.as_str(),
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ui.color(Role::OnSurfaceVariant),
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),
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));
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}
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if let Some(status) = &detail.status {
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body = body.push(frame::text_role(
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ui,
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TypeRole::BodyMedium,
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false,
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status.as_str(),
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ui.color(Role::OnSurface),
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));
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}
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body
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}
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fn detail_head<'a>(
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ui: &'a Ui,
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detail: &'a Detail,
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forced: Option<Interaction>,
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texts: Texts,
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) -> Element<'a, Message> {
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let titles = column![
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frame::text_role(
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ui,
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TypeRole::TitleLarge,
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true,
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detail.name.as_str(),
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ui.color(Role::OnSurface)
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),
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frame::text_role(
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ui,
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TypeRole::BodySmall,
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false,
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detail.subtitle.as_str(),
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ui.color(Role::OnSurfaceVariant),
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),
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]
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.spacing(ui.space(Space::X1))
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.width(Length::Fill);
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// 主操作:**全屏唯一**实心 accent(rubric K2)。不可用时退化成禁用态(只清消息,不改身份)。
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let launch = if detail.can_launch {
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buttons::filled(
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ui,
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forced_state(
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Button::new(texts.play(), Message::Launch(detail.id.clone())),
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forced,
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),
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)
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} else {
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buttons::filled(ui, Button::disabled(texts.play()))
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};
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let stop = if detail.can_stop {
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buttons::text(
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ui,
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forced_state(
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Button::new(texts.stop(), Message::Stop(detail.id.clone())),
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forced,
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),
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)
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} else {
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buttons::text(ui, Button::disabled(texts.stop()))
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};
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row![titles, launch, stop]
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.spacing(ui.space(Space::X2))
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.width(Length::Fill)
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.align_y(Alignment::Center)
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.into()
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}
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/// 元信息网格:列数由 [`layout::meta_columns`](按正文列宽)决定 —— **1180 与 900 都是 2 列**。
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///
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/// 3 列需要 `3 × META_CARD_MIN_WIDTH + 2 × META_GAP` = 504px,而行宽上限是 424,**数学上不可行**;
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/// 硬塞回 3 列会让 `NeoForge 20.4.237`(118px)这类值按词折行、同排卡底不齐。
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fn meta_grid<'a>(ui: &'a Ui, metrics: FrameMetrics, detail: &'a Detail) -> Element<'a, Message> {
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let mut grid = column![].spacing(layout::META_GAP).width(Length::Fill);
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let columns = metrics.meta_columns.clamp(1, detail.meta.len().max(1));
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for chunk in detail.meta.chunks(columns) {
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let mut cells_row = row![].spacing(layout::META_GAP).width(Length::Fill);
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for cell in chunk {
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// M229:元信息卡 = 规格卡的 **ELEVATED CARD**(无描边、`SurfaceContainer` 底、16 圆角)。
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// 内距 20 + 值 **12/400**(见 `elevated::PAD` / `elevated::TITLE_ROLE` 的登记):
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// 外框 160 − 2×20 = 120 必须放下
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// 最长值串,24 + 16 会让时戳折行、同排卡底不齐(复审 P1-2)。
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let card = elevated::card(
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ui,
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elevated::texts(
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ui,
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elevated::Texts {
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overline: Some(cell.label.as_str()),
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title: cell.value.as_str(),
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support: None,
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},
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),
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);
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cells_row = cells_row.push(container(card).width(Length::Fill));
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}
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grid = grid.push(cells_row);
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}
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grid.into()
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}
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fn action_row<'a>(ui: &'a Ui, forced: Option<Interaction>, texts: Texts) -> Element<'a, Message> {
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row![
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buttons::text(
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ui,
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forced_state(
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Button::new(texts.duplicate(), Message::Action(Action::Duplicate)),
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forced,
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)
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),
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buttons::text(
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ui,
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forced_state(
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Button::new(texts.open_folder(), Message::Action(Action::OpenFolder)),
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forced,
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)
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),
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buttons::text(
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ui,
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forced_state(
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Button::new(texts.delete(), Message::Action(Action::Delete)),
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forced
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),
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),
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]
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.spacing(ui.space(Space::X2))
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.align_y(Alignment::Center)
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.into()
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}
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pub(super) fn detail_empty<'a>(ui: &'a Ui, texts: Texts) -> Element<'a, Message> {
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frame::empty_state(
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ui,
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IconKind::Instances,
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texts.empty_title(),
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texts.empty_body(),
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Vec::new(),
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)
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}
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