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#pragma once
#include "rendering/view.h"
#include <string>
namespace Donut
{
class Scene;
// App-level actions a workspace can request (window/device changes it can't do
// itself). The Application implements this — it owns the window and device.
struct AppActions
{
virtual ~AppActions() = default;
virtual auto set_resolution(int w, int h) -> void = 0;
virtual auto set_fullscreen(bool on) -> void = 0;
virtual auto set_vsync(bool on) -> void = 0;
virtual auto set_ui_scale(float scale) -> void = 0;
virtual auto get_window_size(int& w, int& h) const -> void = 0;
virtual auto is_fullscreen() const -> bool = 0;
};
// What a workspace gets each frame to build its panels. `scene` is mutable —
// workspaces edit the document through it; `actions` performs app-level changes.
struct UIContext
{
Scene& scene;
std::string device_name;
AppActions& actions;
};
// A Dorico-style workspace: one tab that owns its side panels and declares
// which viewport View it shows. Switching tabs switches both. Concrete
// workspaces (Setup / Scene / Simulation / Export) live in ui_layer.cpp.
class Workspace
{
public:
virtual ~Workspace() = default;
virtual auto name() const -> const char* = 0;
virtual auto view() const -> View = 0;
virtual auto on_ui(const UIContext& ctx) -> void = 0;
};
}
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