fix(inventory): correct drag overlay priority
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does. Co-Authored-By: Codex <codex@openai.com>
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6 changed files with 63 additions and 19 deletions
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@ -365,8 +365,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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var cell = new UiItemSlot { SpriteResolve = list.SpriteResolve };
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cell.SetItem(guid, tex, dragIconTexture: dragTex);
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cell.SlotIndex = list.GetNumUIItems(); // index it will occupy (== its slot in a packed list)
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cell.DragAcceptSprite = 0x060011F7u; // green insert arrow (export-confirmed)
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cell.DragRejectSprite = 0x060011F8u; // red circle
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ConfigureDropFeedback(list, cell);
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cell.DoubleClicked = () => _itemInteraction?.ActivateItem(guid);
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if (isContainer)
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{
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@ -388,14 +387,27 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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fallback();
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}
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private static void AddEmptyCell(UiItemList list)
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private void AddEmptyCell(UiItemList list)
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{
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var cell = new UiItemSlot { SpriteResolve = list.SpriteResolve, SlotIndex = list.GetNumUIItems() };
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cell.DragAcceptSprite = 0x060011F7u;
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cell.DragRejectSprite = 0x060011F8u;
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ConfigureDropFeedback(list, cell);
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list.AddItem(cell);
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}
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/// <summary>
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/// Bind the exact ItemList_DragOver state for this destination. A normal contents-grid
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/// insertion uses ItemSlot_DragOver_Accept (0x10000041 → green circle 0x060011F9).
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/// An occupied container selector uses ItemSlot_DragOver_DropIn
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/// (0x10000046 → green arrow 0x060011F7). Retail: 0x004e3400.
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/// </summary>
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private void ConfigureDropFeedback(UiItemList list, UiItemSlot cell)
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{
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cell.DragAcceptSprite = ReferenceEquals(list, _contentsGrid)
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? 0x060011F9u
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: 0x060011F7u;
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cell.DragRejectSprite = 0x060011F8u;
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}
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/// <summary>Set the per-cell container capacity bar — retail UIElement_UIItem::UpdateCapacityDisplay
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/// (0x004e16e0): visible only for a container with itemsCapacity > 0; fill =
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/// GetNumContainedItems / itemsCapacity, clamped [0,1]. -1 hides the bar (non-container / unknown
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@ -338,10 +338,22 @@ public sealed class UiItemSlot : UiElement
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}
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}
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// Pending/drag-source mesh — retail UIElement_UIItem::SetWaitingState (0x004e11b0)
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// reveals m_elem_Icon_Ghosted (0x10000349). ItemList_BeginDrag (0x004e32d0)
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// sets it for physical inventory/equipment cells while leaving their icon in place.
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// Draw it before the persistent selected/open indicators: retail keeps selection visible
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// while the source is waiting, so the grey mesh must not erase the selected square.
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if (_waiting && SpriteResolve is not null && WaitingSprite != 0)
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{
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var (tex, _, _) = SpriteResolve(WaitingSprite);
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if (tex != 0)
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ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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}
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// Open-container triangle (retail SetOpenContainerState 0x004e1200) + selected-item square
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// (retail SetSelectedState 0x004e1240). Drawn procedurally like the digit/drag overlays;
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// guard id != 0 BEFORE resolving (feedback_ui_resolve_zero_magenta). Triangle under the
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// square; both under the transient drag overlay below.
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// square; both remain above the transient waiting mesh and below drag-accept feedback.
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if (IsOpenContainer && SpriteResolve is not null && OpenContainerSprite != 0)
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{
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var (tex, _, _) = SpriteResolve(OpenContainerSprite);
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@ -355,16 +367,6 @@ public sealed class UiItemSlot : UiElement
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ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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}
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// Pending/drag-source mesh — retail UIElement_UIItem::SetWaitingState (0x004e11b0)
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// reveals m_elem_Icon_Ghosted (0x10000349). ItemList_BeginDrag (0x004e32d0)
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// sets it for physical inventory/equipment cells while leaving their icon in place.
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if (_waiting && SpriteResolve is not null && WaitingSprite != 0)
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{
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var (tex, _, _) = SpriteResolve(WaitingSprite);
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if (tex != 0)
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ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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}
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// Drag-rollover accept/reject frame (retail SetDragAcceptState 0x10000041/40).
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// Guard id != 0 BEFORE resolving — resolve(0) returns the 1×1 magenta placeholder
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// with a non-zero GL handle (feedback_ui_resolve_zero_magenta).
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