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>
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10 changed files with 71 additions and 14 deletions
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@ -422,9 +422,15 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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}
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// ── IItemListDragHandler (B-Drag) — drop an item to move it (optimistic + wire) ──────────────
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/// <summary>Inventory items do NOT lift-remove (unlike the toolbar): the item stays in its slot
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/// while <see cref="UiItemSlot"/> reveals retail's waiting/ghosted mesh until release.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
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/// <summary>Retail ItemList_BeginDrag selects an unselected item before enabling its waiting
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/// mesh. Inventory items do not lift-remove (unlike the toolbar): the item stays in its slot
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/// until the server confirms the eventual drop.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
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{
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// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0.
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if (payload.ObjId != 0 && _selection.SelectedObjectId != payload.ObjId)
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_selection.Select(payload.ObjId, SelectionChangeSource.Inventory);
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}
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/// <summary>Advisory neutral/accept/reject overlay. Shortcut aliases stay neutral; physical grid
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/// drops accept; a side-bag/main-pack drop rejects only when that container is known full.</summary>
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