Adds back some of the general program keybinds, and fixes both a bug causing
widget movement via keybinds to be incorrect, and not correcting the
last selected widget in the layout tree rows/cols after clicking/setting
the default widget!
Also has a few clippy fixes and bug fixes:
- Fix redundant rerendering on scroll on time graphs.
- Fix being off by one cell during rendering for no-battery situation
on the battery widget.
- Fix having empty columns for
rtl column width calculations (as otherwise it goes to the wrong column).
- Fix rendering issue on small windows with text tables.
We also now ensure that the CPU legend has enough room to draw!
Because writing your own layout system and management is just *so much
fun*. Totally.
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Moves the basic mode system over to the new drawing/widget system. In
the process, it has forced me to completely redo how we do layouts...
again. This is because basic mode has widgets that control their own
height - this means the height of the columns and rows that wrap it
are also affected by the widget's height.
The previous system, using a constraint tree and splitting draw Rects
via tui-rs' built-in constraint solver, did not support this concept
very well. It was not simple to propagate up the widths/heights
towards parents while also using tui-rs' built-in constraint solver.
In the end, it was easier to just rewrite it using another algorithm.
We now follow a process very similar to Flutter's layout system.
Relevant links to the Flutter docs are found in the code or below:
- https://flutter.dev/docs/development/ui/layout/constraints
- https://flutter.dev/docs/resources/inside-flutter#sublinear-layouts
The gist of it, however, is that we now instead a few new options for
any element in the layout tree. A node can either:
- Grow to fill remaining space
- Take up as much room as its children
- Be a specific length
Technically right now, it's not perfect, in that leaf nodes can be as
large as their children (which makes no sense), though in that case it
just treats it as an expand.
There were three bugs:
1. The click bounds calculation was incorrect. I did the silly mistake
of checking for <= bounds for the bottom and right sections of a
Rect when checking if the mouse intersected - this is WRONG.
For example, let's say you want to calculate if an x value of 5 falls
between something that starts at 0 and is 5 long. It shouldn't,
right? Because it draws from 0 to 4? But if you just did <=
Rect.right(), you would get a hit - because it just does (start +
width), so you get 5, and 5 <= 5!
So, easy fix, change all far bounds checks to <.
2. The second bug is a mistake where I accidentally did not include
bounds sets for my memory and net widgets. Instead, they set their
bounds to the underlying graph representation, which is WRONG, since
that bound gets updated on draw, and gets set to a slightly smaller
rect due to borders!
3. A slightly sneakier one. This broke my bounds checks for the CPU
widget - and it would have broken my process widget too.
The problem lies in the concept of widgets that handle multiple
"sub"-blocks internally, and how I was doing click detection
internally - I would check if the bounds of the internal Components
were hit. Say, the CPU, I would check if the internal graph was hit,
then if the internal table was hit.
But wait! I said in point 2 that a graph gets its borders updated on
draw to something slightly smaller, due to borders! And there's the
problem - it affected tables too. I was setting the bounds of
components to that of the *internal* representation - without borders
- but my click detection *needed* borders included!
Solution? Add another trait function to check bordered bounds, and
make the default implementation just check the existing bounds. For
cases like internal Components that may need it, I add a separate
implementation.
I also switched over all border bounds checks for Widgets to that,
since it's a bit more consistent.
Slightly move around the ideas of EventResult, ReturnSignalResult,
and how they all work.
The gist of it is that we now have widgets returning EventResults (and
renamed to WidgetEventResult), and the main app event handler returns
ReturnSignalResult (now named EventResult).
Also add a new signal to handle re-updating data inputs! This is needed
for the process, and any sortable/configurable widget.
This rips out this weird trait system I previously used for drawing
widgets, where I implemented a trait onto the Painter struct that did
the drawing. I have no idea what I was thinking back then.
Even more glue code to help glue together our layout options to our new
layout system!
Note that this PR will most likely likely break the two options:
- default_widget_type
- default_widget_count
and as such, they'll probably be deleted in a later commit.
As for why, it's since they're kinda a pain to support and don't work
well. Users can still enable default widget selection through the
layout system (which will also see a revamp in the future).
Adds a `ProductCode`, `Scope`, and `Commands` field to the template, as well as additional changes to the deploy process to determine + fill in the `ProductCode` automatically.