Files
Just-DataInspector/Components/SignalPanel/Src/SignalPanelPaint.cpp
T
DeepSeek V4.1 Flash e6b7bf66ec 按组件目录结构把四个巨型实现文件拆分为多个协作文件(PlotView / SignalPanel / Application / DataModel)
承接上一条提交(0871eb0)—— 该提交只完成了 Components/Shared 与注释/命名清理,并**主动未做**
大文件拆分;本提交把大文件拆分补齐,至此“按功能拆分逻辑块到各组件自己的 Inc/Src”已落地。

## 一、拆分结果

| 原文件 | 拆分后 |
| --- | --- |
| Components/PlotView/Src/PlotView.cpp(13 695 行 / 544 KB) | PlotView.cpp(787) + PlotViewPaint.cpp(6 367) + PlotViewInteraction.cpp(2 715) + PlotViewFeatures.cpp(3 005) + PlotViewInternal.hpp(936) |
| Components/SignalPanel/Src/SignalPanel.cpp(4 184 行) | SignalPanel.cpp(1 141) + SignalPanelPaint.cpp(697) + SignalPanelInteraction.cpp(2 095) + SignalPanelInternal.hpp |
| Components/Application/Src/Application.cpp(3 135 行) | Application.cpp(1 427) + ApplicationCommands.cpp(1 184) + ApplicationLoading.cpp(270) + ApplicationInternal.hpp |
| Utilities/Src/DataModel.cpp(2 615 行) | DataModel.cpp(1 583,含自由函数区) + DataModelTab.cpp(732) + DataModelInternal.hpp |

分片职责(以 PlotView 为例):
  core        视图核心:构造/析构、上下文、布局、坐标映射、视界与平移、网格结构与归属
  paint       渲染与像素缓存:全部绘制、场景/装饰缓存、每网格图层、宽基底与滚动补条
  interaction 交互与编辑:命中测试、鼠标/键盘、光标形状、内联输入框、浮动面板层序
  features    视图特性与派生数据:光标读数/提示/缩放、自适应、吸附、单点、派生曲线线程池、
              边沿统计、实验性功能参数
(SignalPanel 为 core/paint/interaction;Application 为 core/commands/loading;
  DataModel 为 core/tab。)

## 二、关键手法(这是能安全拆开的前提)

原文件的辅助区都是**匿名命名空间**(PlotView 约 870 行常量与工具函数),被所有成员函数广泛引用。
直接拆文件会让各 .cpp 拿不到这些工具,因此:

1. 把该块整块搬进 `<组件>Internal.hpp`,从 `namespace { }` 改为**具名**命名空间
   (pvdetail / spdetail / appdetail / dmdetail);
2. 块内**每个函数与常量都标 inline** ⇒ 多个翻译单元共用同一个定义:既不重复符号,
   也不产生 N 份函数定义;
3. 头部末尾 `using namespace <ns>;` ⇒ 各 .cpp 函数体里原有的非限定调用(IntersectRect /
   NiceStep / ClampDouble …)**一行都不用改**;
4. 成员定义按「方法名 → 分片」归类后**整块搬移** —— 全程**纯代码搬移**,没有改动任何一行函数体。

## 三、拆分过程中踩到并修正的四个坑(已固化到 .preflight/perf/split_component.ps1)

1. `[[maybe_unused]]` 等属性**必须排在 inline 之前**(`inline [[x]] T` 非法);
   单独的 `{`/`}` 行、注释行、`struct`/`enum`/`using`/`template` 行不能加 inline。
2. 匿名命名空间的**结束行可能带注释**(`} // namespace`),只认 `^\t}$` 会一路匹配到后面
   某个成员函数的结束括号,把大段成员定义误当成“辅助区”搬走。
3. **首个成员定义之前的所有行**必须跟着进核心文件:DataModel.cpp 在匿名命名空间之后、
   首个成员定义之前还有约 390 行命名空间外的自由函数(SignalStats / ComputeStats /
   CacheSparseSamples / ApplySinglePointDefaultStyle …),漏掉会被静默丢弃。
4. 内部头必须带上原文件真正用到的全部头:DataModel 需要 Theme.hpp / <cstring> / <cstdio> /
   <deque> / <atomic> / <cwctype> / <new>(原文件靠这些头才编译得过)。

## 四、附带完成的命名审计

PlotView 中残留的 File 语义命名一并修正:LaneSpansMultipleFiles → LaneSpansMultipleGroups、
firstFile → firstGroup、multiFile → multiGroup、SceneCacheKey::haloFile → haloGroup。

## 五、验证(全部离屏:SW_HIDE + 不注入真实输入 + 进程/线程 BELOW_NORMAL)

- .preflight/perf/verify.exe(PlotView 渲染/交互,含逐像素断言)49/49
- .preflight/perf/panelanim.exe(信号面板:卷尺式折起/展开、筛选态、悬浮组名、目标行)156/156
- .preflight/perf/datacheck.exe(数据层:单轴/多时间轴 CSV、MF4、重命名语义)69/69
- .preflight/perf/edgecheck.exe(边沿统计与面板排版)46/46
- make release / make debug 零警告。
即:拆分后**行为与拆分前完全一致**(纯代码搬移,四套探针全绿)。

## 六、体积(诚实记录)

  Target.exe: 754 176 → 764 416 B(+10 240 B,+1.4%)
因为 inline 工具函数会在每个引用它的翻译单元里各生成一份(PE/COFF 链接器没有 ICF 合并)。
这再次印证:拆分解决的是**可维护性**,不是体积(本轮的 −24.6% 全部来自 ICO 256×256 条目改 PNG)。

## 七、文档

Documents/agent_mem.md:§9.37 新增“七、多文件拆分(已完成)”与“八、仍未完成”(只剩
Lane → LanePanelState、模态提示解耦、MF4 压缩块三项);§11.2 新增第 91、92 条(多文件化的
唯一安全手法 + 体积代价)。Documents/refactor_report_2026-10-16.md 同步更新 §五/§七/§八。
2026-10-16 04:02:36 +08:00

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// SignalPanel 实现分片 —— 本文件只包含 SignalPanel 的**成员函数定义**(纯代码搬移,行为与拆分前完全一致)。
//
// 共用的常量与自由函数在 SignalPanelInternal.hpp(命名空间 `spdetail`,全部 inline)。
// 分片按“职责”划分:核心(状态/布局/几何)、渲染、交互与编辑,见各文件名。
#include "SignalPanelInternal.hpp"
namespace jdi
{
void SignalPanel::PaintStickyGroupRow(gd::Graphics& g, int row)
{
if (row < 0 || row >= static_cast<int>(m_rows.size()) ||
m_rows[static_cast<std::size_t>(row)].kind != RowKind::GROUP)
{
return;
}
const int rowCount = static_cast<int>(m_rows.size());
const float height = m_rows[static_cast<std::size_t>(row)].height;
const float naturalY = RowRect(row).Y;
const float stickyY = StickyGroupRowTop(row, rowCount);
if (stickyY + height <= m_listRect.Y + 0.5f)
{
return; // 已经整块滑出列表上边界
}
m_rowYOverrideActive = true;
m_rowYOverrideY = stickyY;
// 悬浮行必须是不透明的,否则下面的信号行会与组名叠在一起看不清;
// `FillRowRect` 会把矩形夹到列表矩形(GDI 填充不受 GDI+ 裁剪约束)。
SetRowClip(gd::RectF(m_listRect.X, stickyY, m_listRect.Width, height));
FillRowRect(g, gd::RectF(m_listRect.X, stickyY, m_listRect.Width, height), m_theme->panelBg);
PaintGroupRow(g, row);
ClearRowClip();
// 只有真正“浮”在其它行之上时才补一条底部边界线(否则会与正常绘制有差异)。
if (stickyY > naturalY + 0.5f)
{
UiDrawLine(g, m_listRect.X, stickyY + height - 0.5f, m_listRect.X + m_listRect.Width,
stickyY + height - 0.5f, m_theme->border, 1.0f);
}
m_rowYOverrideActive = false;
}
void SignalPanel::Paint(gd::Graphics& g)
{
if (m_theme == nullptr || m_fonts == nullptr)
{
return;
}
EnsureRows();
UiFillRect(g, m_area, m_theme->panelBg);
// 标题区。
{
std::wstring title = L"信号";
if (m_dataSet != nullptr && m_tab != nullptr)
{
title += L" · " + std::to_wstring(m_tab->VisibleCount()) + L"/" +
std::to_wstring(TotalSignalCount()) + L" 已选";
}
gd::RectF titleRect(m_headerRect.X + kPadding * m_scale, m_headerRect.Y,
std::max(20.0f, m_headerRect.Width - kPadding * 2.0f * m_scale -
m_toggleAllRect.Width - 8.0f * m_scale),
m_headerRect.Height);
UiText(g, UiEllipsize(title, m_fonts->uiBold, titleRect.Width), m_fonts->uiBold, titleRect,
m_theme->textStrong, TextAlign::LEFT);
const bool allVisible = AreAllSignalsVisible();
const std::wstring toggleLabel = allVisible ? L"全部隐藏" : L"全部显示";
const bool toggleHover = (m_hoverStyle == StyleHit::TOGGLE_ALL);
if (toggleHover)
{
UiFillRoundRect(g, m_toggleAllRect, kCorner * m_scale, m_theme->hover);
}
UiDrawRoundRect(g, m_toggleAllRect, kCorner * m_scale, m_theme->border, 1.0f);
const bool enabled = (m_dataSet != nullptr && !m_dataSet->Empty());
UiText(g, toggleLabel, m_fonts->uiSmall, m_toggleAllRect,
enabled ? m_theme->text : m_theme->textMuted, TextAlign::CENTER);
}
// 「筛选信号」输入框:未输入内容时显示占位提示,单击进入编辑,输入实时过滤下方列表。
{
UiFillRoundRect(g, m_filterRect, kCorner * m_scale, m_theme->cardBg);
UiDrawRoundRect(g, m_filterRect, kCorner * m_scale,
m_filterEditing ? m_theme->accent : m_theme->border,
m_filterEditing ? 1.6f : 1.0f);
const float pad = kFilterTextPad * m_scale;
const gd::RectF clearRect = FilterClearRect();
// 有输入内容时在右侧留出 ✕ 的位置,文本不会压到按钮上。
const float textRight = (clearRect.Width > 0.0f) ? clearRect.X : (m_filterRect.X + m_filterRect.Width);
const float textWidth = std::max(8.0f, textRight - pad - (m_filterRect.X + pad));
const gd::RectF textRect(m_filterRect.X + pad, m_filterRect.Y, textWidth,
m_filterRect.Height);
if (m_filterEditing)
{
// 外框(m_filterRect)已经画好了底板与强调色边框,这里只叠加文本内容。
// 若改用 UiDrawEditField,会在外框内部再套一个带边框的圆角框,
// 空内容时只剩一圈内框十分突兀(用户明确要求去掉这层"内圈")。
gd::RectF fieldRect = FilterFieldRect();
fieldRect.Width = std::max(8.0f, textWidth + pad);
UiDrawEditFieldContent(g, fieldRect, m_filterEdit, m_fonts->uiSmall, m_scale);
}
else if (m_filterText.empty())
{
UiText(g, L"筛选信号", m_fonts->uiSmall, textRect, m_theme->textMuted, TextAlign::LEFT);
}
else
{
UiText(g, UiEllipsize(m_filterText, m_fonts->uiSmall, textWidth), m_fonts->uiSmall,
textRect, m_theme->text, TextAlign::LEFT);
}
// 清空按钮 ✕:仅在筛选框有内容时出现,悬停高亮(鼠标光标保持箭头)。
if (clearRect.Width > 0.0f)
{
const bool clearHot = (m_hoverStyle == StyleHit::FILTER_CLEAR);
if (clearHot)
{
UiFillRoundRect(g, clearRect, 3.0f * m_scale, WithAlpha(m_theme->danger, 0x33));
}
const std::uint32_t crossColor = clearHot ? m_theme->danger : m_theme->textMuted;
const float crossPad = clearRect.Width * 0.28f;
UiDrawLine(g, clearRect.X + crossPad, clearRect.Y + crossPad,
clearRect.X + clearRect.Width - crossPad,
clearRect.Y + clearRect.Height - crossPad, crossColor, 1.5f * m_scale);
UiDrawLine(g, clearRect.X + clearRect.Width - crossPad, clearRect.Y + crossPad,
clearRect.X + crossPad, clearRect.Y + clearRect.Height - crossPad, crossColor,
1.5f * m_scale);
}
}
// 列表区。
{
const int saveState = g.Save();
g.SetClip(gd::RectF(m_listRect.X, m_listRect.Y, m_listRect.Width, m_listRect.Height));
if (m_dataSet == nullptr || m_dataSet->Empty())
{
UiText(g, L"尚未加载数据,请打开数据文件", m_fonts->uiSmall, m_listRect, m_theme->textMuted,
TextAlign::CENTER);
}
else if (m_rows.empty() && !m_filterText.empty())
{
// 筛选结果为空:明确提示"无匹配",而不是让人误以为数据丢失。
UiText(g, L"无匹配的筛选信号", m_fonts->uiSmall, m_listRect, m_theme->textMuted,
TextAlign::CENTER);
}
else
{
const int rowCount = static_cast<int>(m_rows.size());
// 先定出要「悬浮」的分组行(若有):常规循环跳过它,最后统一钉在列表顶部绘制,
// 否则它会先被画一次在滚动位置上、又被画一次在顶部(视觉上重叠两份)。
const int stickyRow = StickyGroupRowIndex(rowCount);
for (int row = 0; row < rowCount; ++row)
{
if (row == stickyRow)
{
continue;
}
const gd::RectF rect = RowRect(row);
if (rect.Y + rect.Height < m_listRect.Y || rect.Y > m_listRect.Y + m_listRect.Height)
{
continue;
}
// 折起/展开动画:信号行整组向上平移,越过组名下边界的部分要“消失(藏进组名栏)”。
// 已经完全越过的行整行跳过(省一次绘制),部分越过的行把裁剪上边界抬到组名下边界;
// ⚠️ 此时还必须把 **GDI+ 裁剪**也收紧到同一条线 —— 行内的色块 / 复选框 / 网格徽标
// 走的是 GDI+ 绘制(只受 `SetClip` 约束),不收紧就会画到组名栏上面去。
const int rowSave = g.Save();
SetRowClip(rect);
const float hideTop = AnimationHideTopForRow(row, stickyRow);
if (hideTop > rect.Y + 0.5f)
{
if (rect.Y + rect.Height <= hideTop + 0.5f)
{
g.Restore(rowSave);
ClearRowClip();
continue;
}
ClampRowClipTop(hideTop);
g.SetClip(m_rowClipRect, gd::CombineModeIntersect);
}
if (m_rows[static_cast<std::size_t>(row)].kind == RowKind::GROUP)
{
PaintGroupRow(g, row);
}
else
{
PaintSignalRow(g, row);
}
g.Restore(rowSave);
ClearRowClip();
}
PaintStickyGroupRow(g, stickyRow);
}
g.Restore(saveState);
}
PaintScrollBar(g);
PaintStyleSection(g);
// 分隔线。
UiDrawLine(g, m_area.X + m_area.Width - 1.0f, m_area.Y, m_area.X + m_area.Width - 1.0f,
m_area.Y + m_area.Height, m_theme->border, 1.0f);
UiDrawLine(g, m_headerRect.X, m_headerRect.Y + m_headerRect.Height - 1.0f,
m_headerRect.X + m_headerRect.Width, m_headerRect.Y + m_headerRect.Height - 1.0f,
m_theme->border, 1.0f);
if (m_styleRect.Height > 0.0f)
{
UiDrawLine(g, m_styleRect.X, m_styleRect.Y, m_styleRect.X + m_styleRect.Width, m_styleRect.Y,
m_theme->border, 1.0f);
}
}
void SignalPanel::PaintRowText(gd::Graphics& g, const std::wstring& text, HFONT font,
const gd::RectF& rect, std::uint32_t argb, TextAlign align)
{
// 行内文本必须显式裁剪:GDI 文本不遵循 GDI+ 的 `SetClip`,
// 否则列表滚动时顶部那些“部分可见”的行会把组名/信号名画到筛选框上。
// 另外,分组折起动画期间行高会连续缩小 —— 此时必须裁到**本行矩形**内,
// 否则垂直居中的文字会溢出到相邻行上。
UiTextClipped(g, text, font, rect, argb, align, m_rowClipActive ? m_rowClipRect : m_listRect);
}
void SignalPanel::FillRowRect(gd::Graphics& g, const gd::RectF& rect, std::uint32_t argb)
{
// 夹取而不是裁剪:纯色填充下两者等价,而夹取对 `UiFillRect` 的 GDI 快路径同样有效
//(大面积不透明矩形会改走 GDI `FillRect`,它同样不受 GDI+ 裁剪约束)。
gd::RectF clipped = rect;
clipped.Intersect(m_rowClipActive ? m_rowClipRect : m_listRect);
if (clipped.Width <= 0.0f || clipped.Height <= 0.0f)
{
return;
}
UiFillRect(g, clipped, argb);
}
void SignalPanel::PaintGroupRow(gd::Graphics& g, int row)
{
if (m_dataSet == nullptr || m_tab == nullptr || row < 0 || row >= static_cast<int>(m_rows.size()))
{
return;
}
const ListRow& item = m_rows[static_cast<std::size_t>(row)];
const SignalGroup* group = m_dataSet->GroupAt(item.groupIndex);
if (group == nullptr)
{
return;
}
const gd::RectF rect = RowRect(row);
const bool hovered = (m_hoverRow == row);
if (hovered)
{
FillRowRect(g, rect, m_theme->hover);
}
FillRowRect(g, gd::RectF(rect.X, rect.Y, 2.0f * m_scale, rect.Height),
WithAlpha(m_theme->borderStrong, 0x90));
const float baseX = rect.X + kPadding * m_scale;
const float centerY = rect.Y + rect.Height * 0.5f;
const bool collapsed = IsGroupCollapsed(item.groupIndex);
// 折叠三角。
{
const float cx = baseX + kDisclosureWidth * m_scale * 0.5f;
const std::uint32_t color =
(hovered && m_hoverPart == RowPart::DISCLOSURE) ? m_theme->accent : m_theme->text;
UiDrawTriangleIcon(g, gd::RectF(cx - 6.0f * m_scale, centerY - 6.0f * m_scale, 12.0f * m_scale,
12.0f * m_scale),
color, collapsed ? IconDirection::RIGHT : IconDirection::DOWN);
}
// 分组复选框(三态:全选 / 部分 / 未选)。
const gd::RectF checkRect(baseX + kDisclosureWidth * m_scale, centerY - kCheckSize * m_scale * 0.5f,
kCheckSize * m_scale, kCheckSize * m_scale);
const bool allVisible = m_tab->GroupAllVisible(item.groupIndex);
const bool anyVisible = m_tab->GroupHasVisible(item.groupIndex);
UiDrawCheckBox(g, checkRect, allVisible ? 1 : (anyVisible ? 2 : 0), 3.0f * m_scale);
const gd::RectF closeRect = GroupCloseRect(row);
// 分组标题:左侧为“组X”标签,右侧以绘制的竖线分隔分组名(不使用字符),再显示可重命名的名称。
const std::wstring groupLabel = GroupLabelText(item.groupIndex);
// 项数文本与 `RowNameRect`(组名编辑框)共用同一来源,保证名称宽度与绘制不漂移。
const std::wstring stats = GroupStatsText(row);
const float groupWidth = GroupLabelWidth(row);
const float statsWidth = UiMeasureTextWidth(m_fonts->uiSmall, stats);
const float statsRight = closeRect.X - 6.0f * m_scale;
const float nameLeft = checkRect.X + checkRect.Width + 8.0f * m_scale;
const float nameAreaLeft =
nameLeft + groupWidth + kGroupSeparatorGap * 2.0f * m_scale + kGroupSeparatorWidth * m_scale;
const float nameWidth =
std::max(20.0f, statsRight - statsWidth - 6.0f * m_scale - nameAreaLeft);
// 序号以强调色突出,便于在多组之间快速定位。
PaintRowText(g, groupLabel, m_fonts->uiBold, gd::RectF(nameLeft, rect.Y, groupWidth, rect.Height),
m_theme->accent, TextAlign::LEFT);
// 竖线分隔符:以绘制方式实现,与文字基线无关,排版更稳。
FillRowRect(g, gd::RectF(nameLeft + groupWidth + kGroupSeparatorGap * m_scale,
rect.Y + 7.0f * m_scale, kGroupSeparatorWidth * m_scale,
rect.Height - 14.0f * m_scale),
WithAlpha(m_theme->borderStrong, 0xB0));
if (m_editField == StyleEditField::GROUP_TITLE && m_editRow == row)
{
UiDrawEditField(g, RowNameRect(row), m_edit, m_fonts->uiSmall, m_scale);
}
else
{
PaintRowText(g, UiEllipsize(group->name, m_fonts->uiBold, nameWidth), m_fonts->uiBold,
gd::RectF(nameAreaLeft, rect.Y, nameWidth, rect.Height), m_theme->textStrong,
TextAlign::LEFT);
}
PaintRowText(g, stats, m_fonts->uiSmall, gd::RectF(statsRight - statsWidth, rect.Y, statsWidth, rect.Height),
m_theme->textMuted, TextAlign::RIGHT);
// 关闭按钮(从工作区移除该分组)。
const bool closeHot = hovered && (m_hoverPart == RowPart::CLOSE);
if (closeHot)
{
UiFillRoundRect(g, closeRect, 3.0f * m_scale, m_theme->pressed);
}
UiDrawCrossIcon(g, closeRect, closeHot ? m_theme->danger : m_theme->textMuted, 1.5f * m_scale);
}
void SignalPanel::PaintSignalRow(gd::Graphics& g, int row)
{
if (m_dataSet == nullptr || m_tab == nullptr || row < 0 || row >= static_cast<int>(m_rows.size()))
{
return;
}
const ListRow& item = m_rows[static_cast<std::size_t>(row)];
const SignalRef ref{item.groupIndex, item.signalIndex};
const SignalData* signal = m_dataSet->Resolve(ref);
const SignalStyle* style = StyleOf(ref);
if (signal == nullptr || style == nullptr)
{
return;
}
const gd::RectF rect = RowRect(row);
const bool selected = (SelectedRef() == ref);
const bool hovered = (m_hoverRow == row);
if (selected)
{
FillRowRect(g, rect, m_theme->selection);
FillRowRect(g, gd::RectF(rect.X, rect.Y, 2.0f * m_scale, rect.Height), m_theme->accent);
}
else if (hovered)
{
FillRowRect(g, rect, m_theme->hover);
}
const float baseX = rect.X + kPadding * m_scale + kIndent * m_scale;
const float centerY = rect.Y + rect.Height * 0.5f;
// 复选框。
const gd::RectF checkRect(baseX + kDisclosureWidth * m_scale, centerY - kCheckSize * m_scale * 0.5f,
kCheckSize * m_scale, kCheckSize * m_scale);
// 可见性属于当前标签页,与全局共享的显示外观分开读取。
const bool visible = m_tab->IsVisible(ref);
UiDrawCheckBox(g, checkRect, visible ? 1 : 0, 3.0f * m_scale);
// 颜色块:叠加不透明度,透明度过低时自动补描边(与样式区色块规则一致)。
const gd::RectF swatchRect(checkRect.X + checkRect.Width + 6.0f * m_scale,
centerY - kSwatchSize * m_scale * 0.5f, kSwatchSize * m_scale,
kSwatchSize * m_scale);
UiDrawSwatch(g, swatchRect, style->color, visible ? style->opacity : 0.3f, 2.5f * m_scale,
m_scale);
// 网格徽标(可点击,用于调整所属网格)。行尾 ✕ 恒在最右侧,徽标整体前移让位。
const int laneIndex = m_tab->LaneOfSignal(ref);
const bool badgeVisible = (laneIndex >= 0) && visible;
const gd::RectF badgeRect = SignalBadgeRect(row);
const gd::RectF removeRect = SignalRemoveRect(row);
float nameRightLimit = removeRect.X - 6.0f * m_scale;
if (badgeVisible)
{
nameRightLimit = badgeRect.X - 6.0f * m_scale;
}
// 名称:完全保留文件内的列名(含 "[n]" 序号与括号描述),双击可重命名。
const float nameLeft = swatchRect.X + swatchRect.Width + 6.0f * m_scale;
if (m_editField == StyleEditField::SIGNAL_NAME && m_editRow == row)
{
UiDrawEditField(g, RowNameRect(row), m_edit, m_fonts->ui, m_scale);
}
else
{
const float nameWidth = std::max(16.0f, nameRightLimit - nameLeft);
const std::uint32_t nameColor = visible ? m_theme->text : m_theme->textMuted;
PaintRowText(g, UiEllipsize(signal->name, m_fonts->ui, nameWidth), m_fonts->ui,
gd::RectF(nameLeft, rect.Y, nameWidth, rect.Height), nameColor, TextAlign::LEFT);
}
if (badgeVisible)
{
const bool badgeHot = hovered && (m_hoverPart == RowPart::LANE_BADGE);
UiFillRoundRect(g, badgeRect, kBadgeHeight * m_scale * 0.5f,
badgeHot ? m_theme->accentSoft : m_theme->cardBg);
UiDrawRoundRect(g, badgeRect, kBadgeHeight * m_scale * 0.5f,
badgeHot ? m_theme->accent : m_theme->border, 1.0f);
PaintRowText(g, L"G" + std::to_wstring(laneIndex + 1), m_fonts->monoSmall, badgeRect,
badgeHot ? m_theme->textStrong : m_theme->text, TextAlign::CENTER);
}
// 「移除该信号」✕:位于信号条目最右端,尺寸/样式/右边距与分组行的关闭 ✕ 完全一致。
// 最后绘制,确保它永远压在最上层(与分组行 ✕ 的绘制顺序保持一致)。
{
const bool removeHot = hovered && (m_hoverPart == RowPart::REMOVE_SIGNAL);
if (removeHot)
{
UiFillRoundRect(g, removeRect, 3.0f * m_scale, m_theme->pressed);
}
UiDrawCrossIcon(g, removeRect, removeHot ? m_theme->danger : m_theme->textMuted,
1.5f * m_scale);
}
}
void SignalPanel::PaintScrollBar(gd::Graphics& g)
{
if (!m_scrollBarVisible || m_contentHeight <= m_listRect.Height)
{
return;
}
UiFillRoundRect(g, m_scrollBarRect, kScrollBarThickness * m_scale * 0.5f, m_theme->gridWeak);
UiFillRoundRect(g, ScrollThumbRect(), kScrollBarThickness * m_scale * 0.5f, m_theme->borderStrong);
}
void SignalPanel::PaintStyleSection(gd::Graphics& g)
{
if (m_styleRect.Height <= 0.0f)
{
return;
}
UiFillRect(g, m_styleRect, m_theme->panelBg);
// ---- 顶部「目标」行(无论是否已选中信号都要绘制:未选中时显示占位文本)----
PaintTargetRow(g);
const SignalStyle* style = (m_tab == nullptr) ? nullptr : StyleOf(SelectedRef());
if (style == nullptr || SelectedRef().IsValid() == false)
{
// 提示文本只占「目标」行以下的区域,避免与目标行重叠。
const float top = m_targetRowRect.Y + m_targetRowRect.Height;
UiText(g, L"请选择信号以编辑样式", m_fonts->uiSmall,
gd::RectF(m_styleRect.X, top, m_styleRect.Width,
std::max(0.0f, m_styleRect.Y + m_styleRect.Height - top)),
m_theme->textMuted, TextAlign::CENTER);
return;
}
const float labelWidth = kStyleLabelWidth * m_scale;
// 行标签统一以整行为基准垂直居中,确保与同行控件纵向对齐。
auto paintRowLabel = [&](int rowIndex, const wchar_t* text)
{
const gd::RectF& row = m_styleRowRects[static_cast<std::size_t>(rowIndex)];
UiText(g, text, m_fonts->uiSmall, gd::RectF(row.X, row.Y, labelWidth, row.Height),
m_theme->textMuted, TextAlign::LEFT);
};
// ---- 第一行:颜色(预设色块 + 自定义颜色入口)----
{
paintRowLabel(0, L"颜色");
int paletteCount = 0;
const std::uint32_t* palette = SignalPalette(paletteCount);
// 判定“当前是否在用自定义色”:必须同时满足
// 1) 显示颜色等于记忆的自定义色;
// 2) 该颜色不是任何一个可见的预设色。
// 否则一旦自定义色与某个预设色相同时,点击那个预设色块会把高亮错误地
// 挪到自定义色块上(用户报告的“点预设色直接跳到自定义色块”)。
bool presetMatches = false;
for (int index = 0; index < m_colorCount; ++index)
{
if (style->color == palette[index % paletteCount])
{
presetMatches = true;
break;
}
}
const bool customActive = (style->color == style->customColor) && !presetMatches;
for (int index = 0; index < m_colorCount; ++index)
{
const gd::RectF& rect = m_colorRects[static_cast<std::size_t>(index)];
const std::uint32_t color = palette[index % paletteCount];
const bool hovered = (m_hoverStyle == StyleHit::COLOR && m_hoverStyleIndex == index);
const bool active = !customActive && (style->color == color);
// 预设色块同样叠加不透明度;透明度过低时自动补描边以保证可辨识(与自定义色块一致)。
UiDrawSwatch(g, rect, color, style->opacity, kCorner * m_scale, m_scale);
if (active || hovered)
{
const gd::RectF ring(rect.X - 2.0f * m_scale, rect.Y - 2.0f * m_scale,
rect.Width + 4.0f * m_scale, rect.Height + 4.0f * m_scale);
UiDrawRoundRect(g, ring, 5.0f * m_scale,
active ? m_theme->textStrong : m_theme->borderStrong,
active ? 1.6f : 1.0f);
}
}
// 自定义颜色入口:与预设色块完全同尺寸、同外框规则的小方格,仅多一个加号图标。
// 方格始终显示记忆的自定义颜色,因此从任意预设色再次点击它都能立即回到上次的自定义色。
const bool chipHot = (m_hoverStyle == StyleHit::CUSTOM_CHIP);
const std::uint32_t chipColor =
UiDrawSwatch(g, m_customChipRect, style->customColor, style->opacity, kCorner * m_scale, m_scale);
const std::uint32_t iconColor = IsDarkColor(chipColor) ? 0xFFFDF6E3u : 0xFF073642u;
UiDrawPlusIcon(g, m_customChipRect, iconColor, 1.6f * m_scale);
// 当前正在使用自定义颜色、或鼠标悬停时,显示与预设色块一致的外框。
if (customActive || chipHot)
{
const gd::RectF& chip = m_customChipRect;
const gd::RectF ring(chip.X - 2.0f * m_scale, chip.Y - 2.0f * m_scale,
chip.Width + 4.0f * m_scale, chip.Height + 4.0f * m_scale);
UiDrawRoundRect(g, ring, 5.0f * m_scale,
customActive ? m_theme->textStrong : m_theme->borderStrong,
customActive ? 1.6f : 1.0f);
}
}
// ---- 第二行:样式(线段 / 散点 / 点线)----
{
paintRowLabel(1, L"样式");
for (int index = 0; index < kModeOptionCount; ++index)
{
const gd::RectF& rect = m_modeRects[static_cast<std::size_t>(index)];
const bool active = (style->mode == kModeOptions[index]);
const bool hovered = (m_hoverStyle == StyleHit::MODE && m_hoverStyleIndex == index);
UiFillRoundRect(g, rect, kCorner * m_scale,
active ? m_theme->accentSoft : (hovered ? m_theme->hover : m_theme->cardBg));
UiDrawRoundRect(g, rect, kCorner * m_scale, active ? m_theme->accent : m_theme->border, 1.0f);
UiText(g, DrawModeName(kModeOptions[index]), m_fonts->uiSmall, rect,
active ? m_theme->textStrong : m_theme->text, TextAlign::CENTER);
}
}
// ---- 第三行:调整(系数 / 镜像 / 绝对值,三个切换类按钮)----
// 结算顺序固定为「系数 → 绝对值 → 镜像」;「系数」「镜像」点击后展开二级面板。
{
paintRowLabel(2, L"调整");
const auto paintToggle = [&](int index, const wchar_t* label, bool checked, StyleHit target)
{
const gd::RectF& rect = m_adjustRects[static_cast<std::size_t>(index)];
const bool hot = (m_hoverStyle == target);
UiFillRoundRect(g, rect, kCorner * m_scale,
checked ? m_theme->accentSoft : (hot ? m_theme->hover : m_theme->cardBg));
UiDrawRoundRect(g, rect, kCorner * m_scale,
checked ? m_theme->accent : m_theme->border, 1.0f);
UiText(g, label, m_fonts->uiSmall, rect,
checked ? m_theme->textStrong : m_theme->text, TextAlign::CENTER);
};
// 系数/偏移:系数不等于默认值 1、或任一偏移不为 0 时显示为"已启用"。
paintToggle(kAdjustGain, L"系数/偏移",
!GainIsDefault(style->gain) || style->Offset(), StyleHit::GAIN_ADJUST);
// 镜像:水平或垂直任一被勾选即显示为激活态。
paintToggle(kAdjustMirror, L"镜像", style->Mirrored(), StyleHit::MIRROR_ADJUST);
paintToggle(kAdjustAbsolute, L"绝对值", style->absolute, StyleHit::ABSOLUTE_TOGGLE);
}
// ---- 第四行:线宽(数值可点击输入)----
{
paintRowLabel(3, L"线宽");
const double ratio =
(static_cast<double>(style->lineWidth) - kWidthMin) / (kWidthMax - kWidthMin);
const bool active = m_draggingWidth || (m_hoverStyle == StyleHit::WIDTH_SLIDER);
UiDrawSlider(g, m_widthTrackRect, ratio, m_theme->accent, active, m_scale);
if (m_editField == StyleEditField::WIDTH)
{
UiDrawEditField(g, m_widthValueRect, m_edit, m_fonts->monoSmall, m_scale);
}
else
{
const std::wstring numberText = FormatNumber(style->lineWidth, 1);
const std::wstring fullText = numberText + L" px";
// 空间不足时省略单位,保证数值本身完整可读。
const std::wstring shown =
(UiMeasureTextWidth(m_fonts->monoSmall, fullText) >
m_widthValueRect.Width - 6.0f * m_scale)
? numberText
: fullText;
UiText(g, shown, m_fonts->monoSmall, m_widthValueRect, m_theme->textStrong, TextAlign::RIGHT);
}
}
// ---- 第五行:透明度(数值可点击输入)----
{
paintRowLabel(4, L"透明度");
const bool active = m_draggingOpacity || (m_hoverStyle == StyleHit::OPACITY_SLIDER);
UiDrawSlider(g, m_opacityTrackRect, static_cast<double>(style->opacity), m_theme->accent, active,
m_scale);
if (m_editField == StyleEditField::OPACITY)
{
UiDrawEditField(g, m_opacityValueRect, m_edit, m_fonts->monoSmall, m_scale);
}
else
{
const int percent = static_cast<int>(style->opacity * 100.0f + 0.5f);
UiText(g, std::to_wstring(percent) + L"%", m_fonts->monoSmall, m_opacityValueRect,
m_theme->textStrong, TextAlign::RIGHT);
}
}
}
void SignalPanel::PaintTargetRow(gd::Graphics& g)
{
if (m_fonts == nullptr || m_theme == nullptr || m_targetRowRect.Width <= 0.0f)
{
return;
}
UpdateTargetRowGeometry();
const float labelWidth = kStyleLabelWidth * m_scale;
// 行标签与前五行一致(同一标签列宽度、同一纵向居中基准)。
UiText(g, L"目标", m_fonts->uiSmall,
gd::RectF(m_targetRowRect.X, m_targetRowRect.Y, labelWidth, m_targetRowRect.Height),
m_theme->textMuted, TextAlign::LEFT);
const SignalRef& target = SelectedRef();
const SignalData* signal =
(m_dataSet != nullptr && target.IsValid()) ? m_dataSet->Resolve(target) : nullptr;
// 没有可编辑的目标信号:只显示占位提示(与样式区其余行的"请选择信号"提示一致)。
if (signal == nullptr)
{
const float contentLeft = m_targetRowRect.X + labelWidth + kStyleLabelGap * m_scale;
UiText(g, L"未选择信号", m_fonts->uiSmall,
gd::RectF(contentLeft, m_targetRowRect.Y,
std::max(0.0f, m_targetRowRect.X + m_targetRowRect.Width - contentLeft),
m_targetRowRect.Height),
m_theme->textMuted, TextAlign::LEFT);
return;
}
// 名称:悬停时给一层与信号列表行一致的背景高亮(用户要求"显示与交互效果相同")。
if (m_hoverStyle == StyleHit::TARGET_NAME && m_targetNameRect.Width > 0.0f)
{
UiFillRoundRect(g, m_targetNameRect, kCorner * m_scale, m_theme->hover);
}
if (m_editField == StyleEditField::SIGNAL_NAME && m_editRow < 0)
{
UiDrawEditField(g, EditFieldRect(), m_edit, m_fonts->ui, m_scale);
}
else
{
// 颜色与信号列表行一致:已绘制到网格用常态色,未绘制用弱色。
const std::uint32_t nameColor = (m_targetGeomLane >= 0) ? m_theme->text : m_theme->textMuted;
// ⚠️ 这里**不能**用 `PaintRowText`(它把文本裁到 `m_listRect`,而「目标」行在样式区、
// 列表矩形之外 ⇒ 文本会被完全裁掉,用户报告“信号名与 GX 标签都没正确绘制”)。
UiText(g, UiEllipsize(signal->name, m_fonts->ui, m_targetNameRect.Width), m_fonts->ui,
m_targetNameRect, nameColor, TextAlign::LEFT);
}
// GX 网格标签:信号已绘制到某个网格时显示在名称**后方**(用户 2026-10-15 要求),
// 并与其它控件一样**右对齐到内容列右边缘**。
if (m_targetBadgeRect.Width > 0.0f)
{
const bool badgeHot = (m_hoverStyle == StyleHit::TARGET_BADGE);
UiFillRoundRect(g, m_targetBadgeRect, kBadgeHeight * m_scale * 0.5f,
badgeHot ? m_theme->accentSoft : m_theme->cardBg);
UiDrawRoundRect(g, m_targetBadgeRect, kBadgeHeight * m_scale * 0.5f,
badgeHot ? m_theme->accent : m_theme->border, 1.0f);
UiText(g, L"G" + std::to_wstring(m_targetGeomLane + 1), m_fonts->monoSmall,
m_targetBadgeRect, badgeHot ? m_theme->textStrong : m_theme->text, TextAlign::CENTER);
}
}
} // namespace jdi