Compose a box down its chain once, not once a level
Bryan's call, 2026-09-16, for correctness. `Moves` walked the move chain in `Len`, so every level's four multiplies landed back on the grid before the next started and the residue grew with the depth of the tree. `WideLen` carries a length through the walk on a grid twenty-four bits of a box and twenty-two of a pixel finer, and rounds once at the end. What it buys, measured rather than argued: `Holds::through`'s allowance for the two routes to a length drops from three half steps to two, and the whole of a box now maps back to a range one step wide rather than one step per level of nesting. One half step further is arithmetically available -- the `Holds` assertion is quiet there and the whole-box case becomes an exact identity -- and it is **not taken**, because shrinker seed 220 then lays out differently warm than cold. Too narrow is meant to cost a redraw and no more; there it re-breaks a wrapping text, whose reported width moves a `Branch` onto its other subtree. That is the unsettled-text family, and closing it is what would let this go lower. The note is in `through`. `Moves` now answers three questions instead of one, and they are different questions: `size_of` for how long a box is, which is what reads a box in pixels; `compose` for where both of its ends are, which is what compares two boxes; and `resolve`, unchanged, for the `Len` walk the vertex shader does again in floats. A length composes on its own in two multiplies a level rather than four, since where the parent sits falls out of the difference -- which is most of why this is not slower. Measured on the fixed-shape fixture, seed 1 depth 8, 500 frames of `many`, medians of 25 runs with all twenty-five work counters identical between the two: 1,880M instructions and 755M cycles against 1,908M and 760M. So it is free, and a little better on instructions. Three things were tried on the way and two kept: composing the length alone rather than both ends (-111M instructions), taking the pixel term's fraction on the ordinary grid so it stays in an `i64` (-2M instructions, -8M cycles), and skipping a parent that spans its own box, which **cost** 18M instructions and is not here -- the same verdict a short-circuit got in `UiSpan::within`. Checked: fmt, clippy, 83 suite tests, 17 core unit tests, the release oracle at 100 seeds and at 1000 seeds of depth 6, all fifteen shrinker cases at 400 seeds of depth 5, and `tabs`, `view`, `minimal`, `text` and `random` byte-identical at 1920x1200 against `d21a215`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,6 +2,7 @@ mod align;
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mod axis;
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mod axis;
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mod len;
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mod len;
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mod pos;
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mod pos;
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mod wide;
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use crate::util::Vec2;
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use crate::util::Vec2;
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@@ -9,3 +10,4 @@ pub use align::*;
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pub use axis::*;
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pub use axis::*;
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pub use len::*;
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pub use len::*;
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pub use pos::*;
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pub use pos::*;
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pub use wide::*;
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@@ -0,0 +1,167 @@
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use crate::{PX_SHIFT, PixelRegion, Px, PxVec2, REL_SHIFT, UiRegion, UiSpan};
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use super::Len;
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/// How many bits of a box a [`WideLen`] keeps, and how many of a pixel. Both
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/// are the grid's own shift plus the room an `i64` has left over: a `Rel` is
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/// a fraction of a box and needs eight bits above the point, a `Px` counts up
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/// to two million of them and needs twenty-two.
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const WIDE_REL: u32 = 48;
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const WIDE_PX: u32 = 32;
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const REL_GAIN: u32 = WIDE_REL - REL_SHIFT;
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const PX_GAIN: u32 = WIDE_PX - PX_SHIFT;
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/// A length part-way through a composition, on a finer grid than the [`Len`]
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/// it came from and will go back to.
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///
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/// Composing a box through its ancestors is four multiplies a level, and in
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/// `Len` every one of them lands back on the grid before the next starts, so
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/// the error grows with the depth of the tree. Stepping through this instead
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/// rounds once, at the end -- which matters because the same box is reached
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/// two ways, composed down the chain and measured against the window, and a
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/// structural layout decision turns on the two being one number.
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///
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/// Twenty-four extra bits of a box and twenty-two of a pixel are far more
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/// than a chain can spend: the residue is `2^-48` of a box a level, against
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/// `2^-24` before.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct WideLen {
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/// Counts `1/2^WIDE_REL` of the box this length is a part of.
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rel: i64,
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/// Counts `1/2^WIDE_PX` of a pixel.
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px: i64,
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}
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impl WideLen {
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pub const fn of(len: Len) -> Self {
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Self {
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rel: (len.rel.raw() as i64) << REL_GAIN,
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px: (len.px.raw() as i64) << PX_GAIN,
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}
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}
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/// This length composed through the box it sits in, which is the same
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/// expression [`Len::within`] uses with the rounding left out. The parent
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/// is a stored box and so is on the ordinary grid; only the part being
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/// carried needs the room.
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pub const fn within(self, parent: &UiSpan) -> Self {
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let rel_span = (parent.end.rel.raw() - parent.start.rel.raw()) as i128;
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let px_span = (parent.end.px.raw() - parent.start.px.raw()) as i128;
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let rel = ((parent.start.rel.raw() as i64) << REL_GAIN)
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+ ((rel_span * self.rel as i128) >> REL_SHIFT) as i64;
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// A pixel span of the parent, taken at this length's fraction of it:
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// the product is `WIDE_REL + PX_SHIFT` bits under the point and the
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// answer is `WIDE_PX`, so what comes off is the difference.
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let px = self.px
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+ ((parent.start.px.raw() as i64) << PX_GAIN)
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+ ((px_span * self.rel as i128) >> (WIDE_REL + PX_SHIFT - WIDE_PX)) as i64;
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Self { rel, px }
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}
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/// Back onto the grid against a box of `len` pixels, which is the one
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/// rounding a whole composition gets. Both parts are put over
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/// `WIDE_REL + PX_SHIFT` first so that it is one and not two.
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pub const fn to_px(self, len: Px) -> Px {
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let px = (self.px as i128) << (WIDE_REL + PX_SHIFT - WIDE_PX);
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let rel = self.rel as i128 * len.raw() as i128;
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Px::from_raw(((px + rel) >> WIDE_REL) as i32)
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}
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/// A *length* composed through the box it sits in, which is half of what
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/// the two ends of that box cost: where the parent sits falls out of the
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/// difference, so a length carries the parent's extent and its pixel span
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/// and nothing else. Two multiplies a level rather than four.
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pub const fn len_within(self, parent: &UiSpan) -> Self {
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let rel_span = (parent.end.rel.raw() - parent.start.rel.raw()) as i128;
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let px_span = (parent.end.px.raw() - parent.start.px.raw()) as i64;
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Self {
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rel: ((rel_span * self.rel as i128) >> REL_SHIFT) as i64,
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// The pixel term takes the fraction on the ordinary grid, which
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// keeps it inside an `i64`. Only the fraction itself compounds
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// multiplicatively and so needs the room: an error of a `Rel`
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// step here is that step times a pixel span, which is a ten
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// thousandth of a pixel over a whole window.
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px: self.px + ((px_span * (self.rel >> REL_GAIN)) >> (PX_SHIFT + REL_SHIFT - WIDE_PX)),
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}
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}
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}
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/// The two ends of a box, part-way through a composition.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct WideSpan {
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pub start: WideLen,
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pub end: WideLen,
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}
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impl WideSpan {
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pub const fn of(span: UiSpan) -> Self {
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Self {
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start: WideLen::of(span.start),
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end: WideLen::of(span.end),
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}
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}
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pub const fn within(self, parent: &UiSpan) -> Self {
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Self {
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start: self.start.within(parent),
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end: self.end.within(parent),
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}
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}
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}
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/// How long a box is on each axis, part-way through a composition. What
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/// reads a box in pixels almost always wants this and not where it sits.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct WideSize {
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pub x: WideLen,
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pub y: WideLen,
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}
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impl WideSize {
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pub const fn of(region: UiRegion) -> Self {
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Self {
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x: WideLen::of(region.x.len()),
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y: WideLen::of(region.y.len()),
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}
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}
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pub const fn within(self, parent: &UiRegion) -> Self {
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Self {
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x: self.x.len_within(&parent.x),
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y: self.y.len_within(&parent.y),
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}
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}
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pub fn to_px(self, window: PxVec2) -> PxVec2 {
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PxVec2::new(self.x.to_px(window.x), self.y.to_px(window.y))
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct WideRegion {
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pub x: WideSpan,
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pub y: WideSpan,
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}
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impl WideRegion {
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pub const fn of(region: UiRegion) -> Self {
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Self {
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x: WideSpan::of(region.x),
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y: WideSpan::of(region.y),
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}
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}
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pub const fn within(self, parent: &UiRegion) -> Self {
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Self {
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x: self.x.within(&parent.x),
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y: self.y.within(&parent.y),
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}
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}
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pub fn to_px(self, window: PxVec2) -> PixelRegion {
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PixelRegion {
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top_left: PxVec2::new(self.x.start.to_px(window.x), self.y.start.to_px(window.y)),
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bot_right: PxVec2::new(self.x.end.to_px(window.x), self.y.end.to_px(window.y)),
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}
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}
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}
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+31
-20
@@ -55,28 +55,40 @@ impl Holds {
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if rel == 0 {
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if rel == 0 {
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return Self::ANY;
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return Self::ANY;
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}
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}
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// In half steps, and no more than the arithmetic needs: too wide a
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// In half steps, and both at the floor: one less on either and the
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// range admits reusing a drawing where it does not hold, and too
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// `Holds` assertion in `draw_at` fires, because the range stops
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// narrow a one leaves out the box a drawing was made in, which the
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// containing the box a drawing was made in. Wider is the unsound
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// `Holds` assertion in `draw_at` catches. `ROUTES` is at that floor
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// side -- it admits reusing a drawing where it does not hold -- and
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// -- two half steps fires it -- and tightening both ends moved not
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// neither end buys any reuse, since tightening them moves none of
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// one of the rig's work counters, so the slack is not buying reuse.
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// the rig's work counters.
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//
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//
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// `ROUTES` covers a box composed down the chain against the same box
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// `ROUTES` covers a box composed down the chain against the same box
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// measured against the window: two routes to one number, each
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// measured against the window. It was three half steps while
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// rounding where the other does not. `way_in` covers the multiply
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// composing rounded four multiplies a level; `Moves::compose` now
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// this inverts, which drops a step and only ever downward, so it
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// rounds the whole walk once, which took one off. One more is
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// belongs at the top of the range alone -- and the whole of a box has
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// arithmetically available -- the `Holds` assertion is quiet at one
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// no multiply in it, however many pixels were added to it, since
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// half step, and the whole-of-a-box case maps back to itself exactly
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// multiplying by one is exact and taking the pixels off again is too.
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// -- and it is **not** taken, because a range that tight makes
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// Allowing for it there anyway compounded, a step a level down a
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// shrinker seed 220 lay out differently warm than cold. Too narrow
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// chain of widgets each taking the whole of its parent.
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// is supposed to cost only a redraw; there it re-breaks a wrapping
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// text, whose reported width then moves a `Branch` onto its other
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// subtree. That is the unsettled-text family rather than a rounding
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// question, and closing it is what would let this go lower.
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//
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// `way_in` covers the multiply this inverts, which drops a step and
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// only ever downward, so it belongs at the top of the range alone.
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// It is irreducible for the same reason a floor is not invertible:
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// many boxes give one length. The whole of a box has no multiply in
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// it, however many pixels were added to it, since multiplying by one
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// is exact and taking the pixels off again is too -- allowing for it
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// there anyway compounded, a step a level down a chain of widgets
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// each taking the whole of its parent.
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//
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//
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// Shifted by half of what a `Rel` counts in, to divide by the
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// Shifted by half of what a `Rel` counts in, to divide by the
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// fraction: exact until the division takes it back to the grid.
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// fraction: exact until the division takes it back to the grid.
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const ROUTES: i64 = 3;
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let px = len.px.raw() as i64;
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let px = len.px.raw() as i64;
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let half_rel = REL_SHIFT - 1;
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let half_rel = REL_SHIFT - 1;
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const ROUTES: i64 = 2;
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let way_in = match rel == Rel::ONE.raw() as i64 {
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let way_in = match rel == Rel::ONE.raw() as i64 {
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true => 0,
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true => 0,
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false => 2,
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false => 2,
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@@ -136,11 +148,10 @@ mod tests {
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}
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}
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/// A widget handed the whole of its parent's box, with or without pixels
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/// A widget handed the whole of its parent's box, with or without pixels
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/// taken off it, brings no multiply of its own: only the two routes to
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/// taken off it, brings no multiply of its own, so it allows for the two
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/// the same length are left to allow for, and not a rounding that did
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/// routes and nothing else -- one step, where it was one a level of
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/// not happen. Widening for it as well grew the interval a level at a
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/// nesting before `Moves::compose`. The identity is what the arithmetic
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/// time down a chain of them. Three half steps come back as one whole
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/// would allow; see `through` for why it is not taken.
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/// one, since dividing by a whole box is dividing by one.
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#[test]
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#[test]
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fn the_whole_of_a_box_widens_by_the_routes_alone() {
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fn the_whole_of_a_box_widens_by_the_routes_alone() {
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let at = Px::from_int(956);
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let at = Px::from_int(956);
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+35
-7
@@ -1,6 +1,6 @@
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use crate::{
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use crate::{
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Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
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Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
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WidgetId, Widgets,
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WideRegion, WideSize, WidgetId, Widgets,
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util::{Arena, Id, TrackedArena},
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util::{Arena, Id, TrackedArena},
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};
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};
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@@ -68,17 +68,46 @@ impl Moves {
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}
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}
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}
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}
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/// Composes a region held in `idx`'s coordinates down the chain, which is
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/// Composes a region held in `idx`'s coordinates down the chain, on a
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/// the same walk the vertex shader does.
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/// grid fine enough that the whole walk rounds once. Composing in `Len`
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/// rounds four multiplies a level, so the residue grew with the depth of
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/// the tree -- and it is the box this produces that layout takes a
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/// structural decision on.
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pub fn compose(&self, idx: MoveIdx, local: UiRegion) -> WideRegion {
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let mut region = WideRegion::of(local);
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self.walk(idx, |entry| region = region.within(entry));
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region
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}
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/// How long a region held in `idx`'s coordinates is, composed down the
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/// chain on the same fine grid as [`Self::compose`] and for the same
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/// reason. Half the multiplies of composing the box, since a length does
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/// not need to know where the box sits -- and what reads a box in pixels
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/// nearly always wants only this.
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pub fn size_of(&self, idx: MoveIdx, local: UiRegion) -> WideSize {
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let mut size = WideSize::of(local);
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self.walk(idx, |entry| size = size.within(entry));
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size
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}
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/// The same walk the vertex shader does, in the same `Len` the shader is
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/// handed. What layout decides on is [`Self::compose`]; this is for
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/// asking where the drawing will actually land, which the shader works
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/// out again in floats from these same entries.
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pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
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pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
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let mut region = local;
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let mut region = local;
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self.walk(idx, |entry| region = region.within(entry));
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region
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}
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fn walk(&self, idx: MoveIdx, mut step: impl FnMut(&UiRegion)) {
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let mut at = idx;
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let mut at = idx;
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for _ in 0..CHAIN_LIMIT {
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for _ in 0..CHAIN_LIMIT {
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if at == MoveIdx::NONE {
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if at == MoveIdx::NONE {
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return region;
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return;
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}
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}
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let entry = self.arena[at.idx()];
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let entry = &self.arena[at.idx()];
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region = region.within(&entry.region);
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step(&entry.region);
|
||||||
at = entry.parent;
|
at = entry.parent;
|
||||||
}
|
}
|
||||||
debug_assert!(
|
debug_assert!(
|
||||||
@@ -86,7 +115,6 @@ impl Moves {
|
|||||||
"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
|
"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
|
||||||
and the shader stops at the same depth"
|
and the shader stops at the same depth"
|
||||||
);
|
);
|
||||||
region
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// How many slots a region in `idx` is composed through, which is what
|
/// How many slots a region in `idx` is composed through, which is what
|
||||||
|
|||||||
@@ -462,16 +462,14 @@ impl UiRenderState {
|
|||||||
|
|
||||||
/// The pixel size of a region held in `slot`'s coordinates.
|
/// The pixel size of a region held in `slot`'s coordinates.
|
||||||
pub(super) fn px_of(&self, slot: MoveIdx, region: UiRegion) -> PxVec2 {
|
pub(super) fn px_of(&self, slot: MoveIdx, region: UiRegion) -> PxVec2 {
|
||||||
self.moves
|
self.moves.size_of(slot, region).to_px(self.output_size)
|
||||||
.resolve(slot, region)
|
|
||||||
.size()
|
|
||||||
.to_px(self.output_size)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Where a region held in `slot`'s coordinates lands on screen, which is
|
/// Where a region held in `slot`'s coordinates lands on screen, to
|
||||||
/// the walk the vertex shader does.
|
/// compare one box against another. Both ends of it, where
|
||||||
|
/// [`Self::px_of`] wants only the length between them.
|
||||||
fn px_region(&self, slot: MoveIdx, region: UiRegion) -> PixelRegion {
|
fn px_region(&self, slot: MoveIdx, region: UiRegion) -> PixelRegion {
|
||||||
self.moves.resolve(slot, region).to_px(self.output_size)
|
self.moves.compose(slot, region).to_px(self.output_size)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A clean widget's retained answer, if that answer holds for a box of
|
/// A clean widget's retained answer, if that answer holds for a box of
|
||||||
|
|||||||
Reference in new issue
Block a user