fix(ui): select items before drag mesh

Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-13 09:28:28 +02:00
parent 64a056e656
commit 609ed8bfc2
10 changed files with 71 additions and 14 deletions

View file

@ -422,9 +422,15 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
}
// ── IItemListDragHandler (B-Drag) — drop an item to move it (optimistic + wire) ──────────────
/// <summary>Inventory items do NOT lift-remove (unlike the toolbar): the item stays in its slot
/// while <see cref="UiItemSlot"/> reveals retail's waiting/ghosted mesh until release.</summary>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
/// <summary>Retail ItemList_BeginDrag selects an unselected item before enabling its waiting
/// mesh. Inventory items do not lift-remove (unlike the toolbar): the item stays in its slot
/// until the server confirms the eventual drop.</summary>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
{
// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0.
if (payload.ObjId != 0 && _selection.SelectedObjectId != payload.ObjId)
_selection.Select(payload.ObjId, SelectionChangeSource.Inventory);
}
/// <summary>Advisory neutral/accept/reject overlay. Shortcut aliases stay neutral; physical grid
/// drops accept; a side-bag/main-pack drop rejects only when that container is known full.</summary>

View file

@ -283,9 +283,15 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
}
// ── IItemListDragHandler ──────────────────────────────────────────────────────────────────────
/// <summary>No-op: a wielded item stays put until the server confirms (same as the inventory grid,
/// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController.</summary>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
/// <summary>Selects the wielded item before the waiting mesh appears. The item itself stays put
/// until the server confirms, like the inventory grid and unlike the toolbar's remove-on-lift.
/// Unwield happens on DROP onto the pack grid — InventoryController.</summary>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
{
// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0.
if (payload.ObjId != 0 && _selection.SelectedObjectId != payload.ObjId)
_selection.Select(payload.ObjId, SelectionChangeSource.Paperdoll);
}
/// <summary>Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask).
/// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302).</summary>

View file

@ -615,6 +615,11 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
/// <inheritdoc/>
public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
{
// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0 selects first; the toolbar's
// RecvNotice_ItemListBeginDrag handler then removes the shortcut alias.
if (payload.ObjId != 0 && _selectedObjectId() != payload.ObjId)
_selectItem?.Invoke(payload.ObjId);
// Retail RecvNotice_ItemListBeginDrag → RemoveShortcut (0x004bd930/0x004bd450): the lifted
// shortcut leaves the bar (+ wire) the instant the drag starts; it's re-placed only on a
// drop onto a slot. Off-bar release leaves it removed.