fix(ui): render live component counts
Port retail text-surface clipping so the 15px component count field remains visible under the 16px DAT font. Cover SetStackSize decrements and final component removal while preserving desired restock values. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
a1175e6aac
commit
0527325b25
7 changed files with 217 additions and 36 deletions
51
src/AcDream.App/Rendering/QuadClipper.cs
Normal file
51
src/AcDream.App/Rendering/QuadClipper.cs
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Clips one screen-space textured quad and remaps its UV rectangle to the surviving
|
||||
/// pixels. Shared by retained DAT sprites and fallback bitmap-font glyphs so every UI
|
||||
/// draw path applies the same edge semantics.
|
||||
/// </summary>
|
||||
internal static class QuadClipper
|
||||
{
|
||||
public static bool TryClip(
|
||||
float clipLeft,
|
||||
float clipTop,
|
||||
float clipRight,
|
||||
float clipBottom,
|
||||
ref float x,
|
||||
ref float y,
|
||||
ref float w,
|
||||
ref float h,
|
||||
ref float u0,
|
||||
ref float v0,
|
||||
ref float u1,
|
||||
ref float v1)
|
||||
{
|
||||
if (clipRight <= clipLeft || clipBottom <= clipTop || w <= 0f || h <= 0f)
|
||||
return false;
|
||||
|
||||
float left = MathF.Max(x, clipLeft);
|
||||
float top = MathF.Max(y, clipTop);
|
||||
float right = MathF.Min(x + w, clipRight);
|
||||
float bottom = MathF.Min(y + h, clipBottom);
|
||||
if (right <= left || bottom <= top)
|
||||
return false;
|
||||
|
||||
float oldX = x, oldY = y, oldW = w, oldH = h;
|
||||
float oldU0 = u0, oldV0 = v0, oldU1 = u1, oldV1 = v1;
|
||||
float tx0 = (left - oldX) / oldW;
|
||||
float tx1 = (right - oldX) / oldW;
|
||||
float ty0 = (top - oldY) / oldH;
|
||||
float ty1 = (bottom - oldY) / oldH;
|
||||
|
||||
x = left;
|
||||
y = top;
|
||||
w = right - left;
|
||||
h = bottom - top;
|
||||
u0 = oldU0 + (oldU1 - oldU0) * tx0;
|
||||
u1 = oldU0 + (oldU1 - oldU0) * tx1;
|
||||
v0 = oldV0 + (oldV1 - oldV0) * ty0;
|
||||
v1 = oldV0 + (oldV1 - oldV0) * ty1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue