三层一次做完:core 读写目录 → presenter DTO/host → 实例详情页 MODS 区。 r1 复审后 rebase 到 main 71144df(M223 已合入),并修掉四条文档疵。 core(crates/core/src/addon/mods/) - suffix:`.disabled` / `.old` 的**唯一判据**(四态枚举 + 展示名 + 双向改名目标名), 收敛原先两份同构实现——`export/scan.rs::is_disabled_path` 与 `import/plan/paths.rs::suffix_variant` 改为委派/再导出,签名与行为不变。 - list:单根语义(入口是 derive_game_dir 派生出的运行目录)列 `<run>/mods/`,不按扩展名过滤, 符号链接/目录/怪名字逐条登记原因;`mods/` 本身是符号链接时拒(不跟随)。 - toggle:启停 = 在 `mods/` 里改名。五条守卫(裸文件名 / 目录可用 / 普通文件 / 不覆盖 / 不做 copy+delete 兜底)+ 幂等;`.disabled` 只插在 `.old` 之前。 presenter - dto/mods:ModsCommand / ModListView / ModFailureView(不拼文案,只给结构 + OS 原文)。 - host/mods:后台线程列目录与启停,运行目录走与启动同一份 D20 派生、不写任何设置; 游戏在跑时 host 侧直接挡。 - state/mods:快照整体替换、迟到结果丢弃、在飞标记;`AppState::mods`。 app-iced(实例详情页) - MODS 区(`pages/instances/mods.rs`):名字 + 大小 + `.old` 徽标 + Switch;运行中/在飞只读。 - 进入详情页即后台列一次(不走 3 s 观察窗,避免打红 M192 的「空闲不烧帧」守卫)。 - MODS 卡排在启动参数**之前**(详情列是滚动区,排在后面 1180×1000 下永远看不见)。 - i18n:19 条中英文案(`catalog/instances.rs` + 金表)。 rebase 冲突解法(三个文件,全是"两侧同段新增",都保留): - `i18n/catalog/instances.rs` + `i18n/catalog/golden.rs`:M223 的 Adopt* 段在前、M224 的 InstancesMods* 段在后(= `Key::ALL` 顺序 = 金表顺序)。 - `presenter/src/state.rs`:`adopt` 与 `mods` 字段/初始化/apply_core 分支都留;`tiles()` 归 `state/tiles.rs`(本分支搬的),`apply_agent`/`agent_rail_visible` 归 `state/agent.rs` (M223 搬的)——两处搬移不重叠,state.rs 里都不再出现。 r1 四条文档疵: 1. `pages/instances/mods.rs` 模块文档:挂载位置写反("启动参数卡之后"→实际之前),并补上为什么; 2. `state/mods.rs`:引用不存在的 `CoreEvent::ModsChanged/ModsFailed` → 改成 `CoreEvent::Mods` + 文字说明 Ok 落快照 / Err 落具名失败; 3. `app/state/mods_shot.rs`:文档说"目录串取真实派生结果"但代码留空 → 改成"故意留空"; 4. `app/state/refresh.rs::note_mods_failure`:文档说"连点两次看见两次红字"与去重机制不符 → 改成按 `(实例, 文件, 大类)` 三元组去重(防刷屏),换文件/换实例/换大类仍会再弹。 顺带(r1 已确认的 main 红):`pages/download/options/view.rs:88-89` 两条 `clippy::doc_lazy_continuation` 只缩进修掉,文字未动。
299 lines
10 KiB
Rust
299 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::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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let card = frame::card(
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ui,
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column![
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frame::text_role(
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ui,
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TypeRole::LabelMedium,
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false,
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cell.label.as_str(),
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ui.color(Role::OnSurfaceVariant),
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),
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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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cell.value.as_str(),
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ui.color(Role::OnSurface)
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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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);
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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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