docs+feat(ui): retail UI deep-dive research + C# port scaffold
Deep investigation of the retail AC client's GUI subsystem, driven by 6
parallel Opus research agents, plus the first cut of a retail-faithful
retained-mode widget toolkit that scaffolds Phase D.
Research (docs/research/retail-ui/):
- 00-master-synthesis.md — cross-slice synthesis + port plan
- 01-architecture-and-init.md — WinMain, CreateMainWindow, frame loop,
Keystone bring-up (7 globals mapped)
- 02-class-hierarchy.md — key finding: UI lives in keystone.dll,
not acclient.exe; CUIManager + CUIListener
MI pattern, CFont + CSurface + CString
- 03-rendering.md — 24-byte XYZRHW+UV verts, per-font
256x256 atlas baked from RenderSurface,
TEXTUREFACTOR coloring, DrawPrimitiveUP
- 04-input-events.md — Win32 WndProc → Device (DAT_00837ff4)
→ widget OnEvent(+0x128); full event-type
table (0x01 click, 0x07 tooltip ~1000ms,
0x15 drag-begin, 0x21 enter, 0x3E drop)
- 05-panels.md — chat, attributes, skills, spells, paperdoll
(25-slot layout), inventory, fellowship,
allegiance — with wire-message bindings
- 06-hud-and-assets.md — vital orbs (scissor fill), radar
(0x06001388/0x06004CC1, 1.18× shrink),
compass strip, dat asset catalog
Key insight: keystone.dll owns the actual widget toolkit — we cannot
port a class hierarchy from the decompile because it's not there.
Instead we implement our own retained-mode toolkit with retail-faithful
behavior (event codes, focus/modal/capture, drag-drop state machine)
and will consume the same portal.dat fonts + sprites so the visual
identity is preserved.
C# scaffold (src/AcDream.App/UI/):
- UiEvent — 24-byte event struct + retail event-type constants
(0x01 click, 0x15 drag-begin, 0x201 WM_LBUTTONDOWN,
etc.) matching retail decompile switches
- UiElement — base widget: children, ZOrder, focus/capture flags,
virtual OnDraw/OnEvent/OnHitTest/OnTick; children-
first hit test + back-to-front composite
- UiPanel — panel, label, button primitives
- UiRenderContext — 2D draw context with translate stack
- UiRoot — top-of-tree + Device responsibilities (mouse/
keyboard state, focus, modal, capture, drag-drop,
tooltip timer); WorldMouseFallThrough/
WorldKeyFallThrough preserves existing camera
controls when no widget consumes
- UiHost — packages UiRoot + TextRenderer + input wiring
helpers for one-line integration into GameWindow
- README.md — orientation for future agents
Roadmap (docs/plans/2026-04-11-roadmap.md):
- D.1 marked shipped (debug overlay from 2026-04-17)
- D.2 expanded to include the retail UI framework landed here
- D.3-D.7 added: AcFont, dat sprites, core panels, HUD, CursorManager
- D.8 remains sound
All existing 470 tests pass. 0 warnings, 0 errors.
This commit is contained in:
parent
ff325abd7b
commit
7230c1590f
15 changed files with 8041 additions and 5 deletions
111
src/AcDream.App/UI/README.md
Normal file
111
src/AcDream.App/UI/README.md
Normal file
|
|
@ -0,0 +1,111 @@
|
|||
# AcDream.App.UI — Retail-style UI toolkit
|
||||
|
||||
This is acdream's retained-mode UI toolkit. It mirrors the **behavior**
|
||||
of the retail AC client (hit-testing, modal, capture, drag-drop,
|
||||
tooltip delay, focus routing, event type codes) without trying to
|
||||
byte-match the retail binary — because the retail widgets live in
|
||||
`keystone.dll`, which we don't decompile.
|
||||
|
||||
## Research
|
||||
|
||||
All design decisions in this directory are grounded in the master
|
||||
synthesis + six deep-dive docs under
|
||||
[`docs/research/retail-ui/`](../../../docs/research/retail-ui/):
|
||||
|
||||
| Document | Topic |
|
||||
|---|---|
|
||||
| [`00-master-synthesis.md`](../../../docs/research/retail-ui/00-master-synthesis.md) | Cross-slice synthesis + C# port plan |
|
||||
| [`01-architecture-and-init.md`](../../../docs/research/retail-ui/01-architecture-and-init.md) | Process entry, window, main loop |
|
||||
| [`02-class-hierarchy.md`](../../../docs/research/retail-ui/02-class-hierarchy.md) | CUIManager / CUIListener / CFont / CSurface |
|
||||
| [`03-rendering.md`](../../../docs/research/retail-ui/03-rendering.md) | Font atlas, 2D quad batch, cursor |
|
||||
| [`04-input-events.md`](../../../docs/research/retail-ui/04-input-events.md) | WndProc → Device → widget event routing |
|
||||
| [`05-panels.md`](../../../docs/research/retail-ui/05-panels.md) | Chat, attributes, spells, paperdoll, inventory |
|
||||
| [`06-hud-and-assets.md`](../../../docs/research/retail-ui/06-hud-and-assets.md) | Vital orbs, radar, compass + dat asset catalog |
|
||||
|
||||
## Files
|
||||
|
||||
- `UiEvent.cs` — 24-byte event struct + retail-faithful type constants
|
||||
(`0x01` click, `0x15` drag-begin, `0x3E` drop, `0x201` WM_LBUTTONDOWN, …)
|
||||
- `UiElement.cs` — base widget with `OnDraw` / `OnEvent` / `OnHitTest` /
|
||||
`OnTick` virtuals, children list, ZOrder, focus/capture flags
|
||||
- `UiPanel.cs` — `UiPanel` (rect + optional bg/border), `UiLabel`, `UiButton`
|
||||
- `UiRenderContext.cs` — per-frame draw context with translate stack
|
||||
- `UiRoot.cs` — top-of-tree + "Device" responsibilities (mouse/keyboard
|
||||
state, focus, modal, capture, drag-drop, tooltip timer). Mirrors the
|
||||
retail `DAT_00837ff4` Device object's vtable.
|
||||
- `UiHost.cs` — one-shot wrapper: owns the `UiRoot`, a `TextRenderer`,
|
||||
and a default `BitmapFont`. Provides `WireMouse` / `WireKeyboard`
|
||||
helpers for Silk.NET plumbing.
|
||||
|
||||
## Integration pattern
|
||||
|
||||
```csharp
|
||||
// GameWindow.OnLoad
|
||||
_uiHost = new UiHost(_gl!, shadersDir, _debugFont);
|
||||
_uiHost.Root.WorldMouseFallThrough += (btn, x, y, flags) => HandleWorldClick(btn, x, y, flags);
|
||||
_uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
|
||||
foreach (var mouse in _input.Mice) _uiHost.WireMouse(mouse);
|
||||
foreach (var kb in _input.Keyboards) _uiHost.WireKeyboard(kb);
|
||||
|
||||
// Add panels
|
||||
var chat = new Panels.ChatWindow { Left = 10, Top = 400, Width = 500, Height = 250 };
|
||||
_uiHost.Root.AddChild(chat);
|
||||
|
||||
// GameWindow.OnRender — after the 3D scene
|
||||
_uiHost.Tick(deltaSeconds);
|
||||
_uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
|
||||
```
|
||||
|
||||
## What's scaffolded vs what still needs building
|
||||
|
||||
### Shipped in the scaffold (this session)
|
||||
|
||||
- UI tree + event routing + focus + modal + capture + drag-drop
|
||||
- Hit-testing (children-first, Z-order tie-break)
|
||||
- Tooltip timer (~1000ms)
|
||||
- Hover enter/leave, click vs right-click, scroll, keyboard
|
||||
- World fall-through so existing camera/player controls still work
|
||||
- Simple text/rect drawing through the existing `BitmapFont` +
|
||||
`TextRenderer` pipeline
|
||||
|
||||
### To build next
|
||||
|
||||
1. **`AcFont`** + **`FontCache`** — load `Font` DBObjs from
|
||||
`portal.dat` range `0x40000000..0x40000FFF`, bake 256×256 glyph
|
||||
atlas from the referenced `RenderSurface` (`0x06xxxxxx`). See
|
||||
[slice 03 §4](../../../docs/research/retail-ui/03-rendering.md#4-fonts-in-the-dat-files).
|
||||
2. **Dat sprite loader** — decode `RenderSurface` dats as GL textures;
|
||||
add `DrawSprite(uint datId, Rectangle dest, uint rgba)` to
|
||||
`UiRenderContext`.
|
||||
3. **`CursorManager`** — OS cursor + dat-sourced custom cursors via
|
||||
[slice 03 §7](../../../docs/research/retail-ui/03-rendering.md#7-cursor).
|
||||
4. **Scissor clipping** — for panels with scrollable interiors (chat,
|
||||
inventory grid). `GL_SCISSOR_TEST` wrapped in
|
||||
`UiRenderContext.PushScissor` / `PopScissor`.
|
||||
5. **First concrete panel — `ChatWindow`** since we have all 6 wire
|
||||
messages parsed already. See
|
||||
[slice 05 §1](../../../docs/research/retail-ui/05-panels.md#1-chat-window).
|
||||
6. **Vital orbs HUD** once the server sends
|
||||
`GameMessagePrivateUpdateVital`. See
|
||||
[slice 06 A.1](../../../docs/research/retail-ui/06-hud-and-assets.md#a1-health--stamina--mana-globes).
|
||||
|
||||
## Retail magic numbers the scaffold preserves
|
||||
|
||||
Because hand-ported panel code will copy the retail switch-case
|
||||
structure, we keep the magic constants:
|
||||
|
||||
```csharp
|
||||
// Event types
|
||||
UiEventType.Click == 0x01 // chunk_00470000.c ~11140
|
||||
UiEventType.Tooltip == 0x07 // chunk_00460000.c ~6253 (~1000ms delay)
|
||||
UiEventType.DragBegin == 0x15 // chunk_004A0000.c ~2707
|
||||
UiEventType.DragEnter == 0x21 // chunk_004A0000.c ~2714
|
||||
UiEventType.DragOver == 0x1C // chunk_004A0000.c ~2723
|
||||
UiEventType.DropReleased == 0x3E // chunk_004A0000.c ~2754
|
||||
UiEventType.MouseDown == 0x201 // WM_LBUTTONDOWN
|
||||
UiEventType.MouseUp == 0x202 // WM_LBUTTONUP
|
||||
|
||||
// Event IDs
|
||||
// Widget event IDs live in the 0x10000000+ range (retail convention).
|
||||
// UiRoot auto-assigns EventIds starting at 0x10000001.
|
||||
```
|
||||
203
src/AcDream.App/UI/UiElement.cs
Normal file
203
src/AcDream.App/UI/UiElement.cs
Normal file
|
|
@ -0,0 +1,203 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for every UI widget in the retained-mode tree.
|
||||
///
|
||||
/// Design notes:
|
||||
/// - Retail AC delegates widget semantics to the external
|
||||
/// <c>keystone.dll</c> library (see
|
||||
/// <c>docs/research/retail-ui/02-class-hierarchy.md</c> — there is no
|
||||
/// widget hierarchy inside <c>acclient.exe</c> itself). We implement
|
||||
/// our own retained-mode toolkit here, matching the <i>behavior</i>
|
||||
/// described in the decompile without trying to byte-match Keystone's
|
||||
/// internal class layout.
|
||||
/// - Events use the retail-faithful <see cref="UiEvent"/> struct and
|
||||
/// the <see cref="UiEventType"/> constants so that hand-ported panel
|
||||
/// code can use the same magic numbers the decompiled C uses
|
||||
/// (e.g. <c>if (e.Type == 0x15) ...</c> for drag-begin).
|
||||
/// - Hit-testing is children-first (topmost wins) with Z-order tie
|
||||
/// breaking; drawing is back-to-front so later children appear on top.
|
||||
/// - Coordinates are in <b>screen pixels</b>, origin top-left.
|
||||
/// <see cref="Bounds"/> is in the parent's local coordinate space.
|
||||
/// </summary>
|
||||
public abstract class UiElement
|
||||
{
|
||||
// ── Identity ─────────────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// Unique 32-bit event ID. Retail uses the range <c>0x10000000+</c>
|
||||
/// for custom app events (see
|
||||
/// <c>docs/research/retail-ui/04-input-events.md §3</c>). Assigned
|
||||
/// by <see cref="UiRoot"/> when the element is added to the tree.
|
||||
/// </summary>
|
||||
public uint EventId { get; internal set; }
|
||||
|
||||
/// <summary>Human-readable name for debugging / FindByName.</summary>
|
||||
public string? Name { get; init; }
|
||||
|
||||
// ── Geometry ────────────────────────────────────────────────────────
|
||||
/// <summary>X in the parent's local pixel space.</summary>
|
||||
public float Left { get; set; }
|
||||
public float Top { get; set; }
|
||||
public float Width { get; set; }
|
||||
public float Height { get; set; }
|
||||
|
||||
/// <summary>Absolute (screen-space) top-left, computed by walking Parent.</summary>
|
||||
public Vector2 ScreenPosition
|
||||
{
|
||||
get
|
||||
{
|
||||
var p = new Vector2(Left, Top);
|
||||
var parent = Parent;
|
||||
while (parent is not null)
|
||||
{
|
||||
p += new Vector2(parent.Left, parent.Top);
|
||||
parent = parent.Parent;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
// ── State flags ─────────────────────────────────────────────────────
|
||||
public bool Visible { get; set; } = true;
|
||||
public bool Enabled { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// If true, <see cref="HitTest"/> skips this element — the event
|
||||
/// passes through to whatever is behind. Used by decoration widgets
|
||||
/// (portrait frames, ornamental dividers).
|
||||
/// </summary>
|
||||
public bool ClickThrough { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If true, <see cref="UiRoot"/> will set focus here on click,
|
||||
/// routing WM_KEYDOWN / WM_CHAR to <see cref="OnEvent"/> as
|
||||
/// <see cref="UiEventType.KeyDown"/> / <see cref="UiEventType.Char"/>.
|
||||
/// </summary>
|
||||
public bool AcceptsFocus { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// True if this is a text-entry (edit box); used by focus routing
|
||||
/// to suppress global hotkeys while typing.
|
||||
/// </summary>
|
||||
public bool IsEditControl { get; set; }
|
||||
|
||||
/// <summary>Painter's-algorithm z-order within siblings. Higher = on top.</summary>
|
||||
public int ZOrder { get; set; }
|
||||
|
||||
// ── Tree structure ──────────────────────────────────────────────────
|
||||
public UiElement? Parent { get; private set; }
|
||||
|
||||
private readonly List<UiElement> _children = new();
|
||||
public IReadOnlyList<UiElement> Children => _children;
|
||||
|
||||
public virtual void AddChild(UiElement child)
|
||||
{
|
||||
if (child.Parent is not null) child.Parent.RemoveChild(child);
|
||||
child.Parent = this;
|
||||
_children.Add(child);
|
||||
}
|
||||
|
||||
public virtual bool RemoveChild(UiElement child)
|
||||
{
|
||||
if (!_children.Remove(child)) return false;
|
||||
child.Parent = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
// ── Virtual overrides ───────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Draw THIS element (not its children). Children are composited by
|
||||
/// <see cref="UiRoot"/> after this returns.
|
||||
/// </summary>
|
||||
protected virtual void OnDraw(UiRenderContext ctx) { }
|
||||
|
||||
/// <summary>Per-frame tick (animations, timers, caret blink).</summary>
|
||||
protected virtual void OnTick(double deltaSeconds) { }
|
||||
|
||||
/// <summary>
|
||||
/// Custom hit-test override. Default is a rectangle containment
|
||||
/// check on (<see cref="Width"/>, <see cref="Height"/>).
|
||||
/// </summary>
|
||||
protected virtual bool OnHitTest(float localX, float localY)
|
||||
=> localX >= 0f && localX < Width && localY >= 0f && localY < Height;
|
||||
|
||||
/// <summary>
|
||||
/// Event handler. Return <c>true</c> to consume the event (the
|
||||
/// <see cref="UiRoot"/> will stop propagation). Return <c>false</c>
|
||||
/// to let ancestors / fall-through handle it.
|
||||
/// </summary>
|
||||
public virtual bool OnEvent(in UiEvent e) => false;
|
||||
|
||||
/// <summary>
|
||||
/// Tooltip text for this widget. Retail fires event 0x07 after
|
||||
/// ~1000ms hover, then queries the widget's virtual "GetString"
|
||||
/// (vtable +0x88) to render the tooltip body.
|
||||
/// </summary>
|
||||
public virtual string? GetTooltipText() => null;
|
||||
|
||||
// ── Framework entry points (internal, called by UiRoot) ─────────────
|
||||
|
||||
internal void DrawSelfAndChildren(UiRenderContext ctx)
|
||||
{
|
||||
if (!Visible) return;
|
||||
|
||||
// Translate into our local space.
|
||||
ctx.PushTransform(Left, Top);
|
||||
try
|
||||
{
|
||||
OnDraw(ctx);
|
||||
|
||||
// Children painted back-to-front (lowest ZOrder first).
|
||||
if (_children.Count > 0)
|
||||
{
|
||||
// Avoid LINQ allocation by copying to a temp array and sorting.
|
||||
var ordered = _children.ToArray();
|
||||
Array.Sort(ordered, static (a, b) => a.ZOrder.CompareTo(b.ZOrder));
|
||||
for (int i = 0; i < ordered.Length; i++)
|
||||
ordered[i].DrawSelfAndChildren(ctx);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
ctx.PopTransform();
|
||||
}
|
||||
}
|
||||
|
||||
internal void TickSelfAndChildren(double dt)
|
||||
{
|
||||
if (!Visible) return;
|
||||
OnTick(dt);
|
||||
for (int i = 0; i < _children.Count; i++)
|
||||
_children[i].TickSelfAndChildren(dt);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Top-down, children-first hit-test. <paramref name="localX"/> /
|
||||
/// <paramref name="localY"/> are in THIS element's local space.
|
||||
/// Returns the topmost descendant (or this) at the point, or null.
|
||||
/// </summary>
|
||||
internal UiElement? HitTest(float localX, float localY)
|
||||
{
|
||||
if (!Visible || !Enabled || ClickThrough) return null;
|
||||
|
||||
// Children first, in reverse Z-order (topmost first).
|
||||
if (_children.Count > 0)
|
||||
{
|
||||
var ordered = _children.ToArray();
|
||||
Array.Sort(ordered, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
|
||||
for (int i = 0; i < ordered.Length; i++)
|
||||
{
|
||||
var c = ordered[i];
|
||||
var childHit = c.HitTest(localX - c.Left, localY - c.Top);
|
||||
if (childHit is not null) return childHit;
|
||||
}
|
||||
}
|
||||
|
||||
return OnHitTest(localX, localY) ? this : null;
|
||||
}
|
||||
}
|
||||
90
src/AcDream.App/UI/UiEvent.cs
Normal file
90
src/AcDream.App/UI/UiEvent.cs
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Per-event payload delivered to <see cref="UiElement.OnEvent"/>.
|
||||
/// Mirrors the retail AC client's 24-byte event struct that is passed to
|
||||
/// every widget's vtable slot +0x128 (<c>OnEvent(int* event)</c>).
|
||||
///
|
||||
/// Layout from decompiled <c>chunk_004A0000.c</c> paperdoll handler
|
||||
/// <c>FUN_004A5FA0</c>:
|
||||
/// <code>
|
||||
/// int source_id; // param_2[0] — e.g. 0x100001d6 (drag source)
|
||||
/// void* target_widget; // param_2[1]
|
||||
/// int event_type; // param_2[2] — see UiEventType
|
||||
/// int data0; // param_2[3]
|
||||
/// int data1; // param_2[4] — typically x in local coords
|
||||
/// int data2; // param_2[5] — typically y
|
||||
/// int data3; // param_2[6]
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public readonly record struct UiEvent(
|
||||
uint SourceId,
|
||||
UiElement? Target,
|
||||
int Type, // see <see cref="UiEventType"/>
|
||||
int Data0 = 0,
|
||||
int Data1 = 0,
|
||||
int Data2 = 0,
|
||||
int Data3 = 0,
|
||||
object? Payload = null);
|
||||
|
||||
/// <summary>
|
||||
/// Retail AC UI event-type constants. Each value matches the decompiled
|
||||
/// switch-case in widgets' OnEvent handlers (e.g. 0x01 click, 0x15 drag
|
||||
/// begin, 0x3E drop released). Win32 WM_* numbers are reused for raw
|
||||
/// button/key/mouse events (0x200 = WM_MOUSEMOVE etc.) — this matches
|
||||
/// retail where internal event codes collide deliberately with WM_*.
|
||||
///
|
||||
/// Evidence from decompile:
|
||||
/// - 0x01 click — chunk_00470000.c ~11140, chunk_004C0000.c ~9270
|
||||
/// - 0x05/0x06 hover — chunk_00460000.c ~6253
|
||||
/// - 0x07 tooltip — chunk_00460000.c ~6253 (delayed via
|
||||
/// Device::RegisterTimerEvent(7, widget, delayMs))
|
||||
/// - 0x0A scroll — chunk_00470000.c ~11210
|
||||
/// - 0x0E right-click— chunk_004A0000.c ~2674
|
||||
/// - 0x15 drag begin — chunk_004A0000.c ~2707
|
||||
/// - 0x1C drag-over — chunk_004A0000.c ~2723
|
||||
/// - 0x21 drag-enter — chunk_004A0000.c ~2714
|
||||
/// - 0x3E drop-released — chunk_004A0000.c ~2754
|
||||
/// </summary>
|
||||
public static class UiEventType
|
||||
{
|
||||
public const int Click = 0x01;
|
||||
public const int HoverEnter = 0x05;
|
||||
public const int HoverLeave = 0x06;
|
||||
public const int Tooltip = 0x07;
|
||||
public const int DoubleClick = 0x08;
|
||||
public const int Scroll = 0x0A;
|
||||
public const int RightClick = 0x0E;
|
||||
public const int DragBegin = 0x15;
|
||||
public const int DragOver = 0x1C;
|
||||
public const int DragEnter = 0x21;
|
||||
public const int FocusLost = 0x28;
|
||||
public const int FocusGained = 0x29;
|
||||
public const int DropReleased = 0x3E;
|
||||
|
||||
// Raw Win32-style event numbers (retail uses WM_* verbatim for internal dispatch).
|
||||
public const int MouseMove = 0x200;
|
||||
public const int MouseDown = 0x201; // left button down
|
||||
public const int MouseUp = 0x202; // left button up
|
||||
public const int DoubleClickLeft = 0x203;
|
||||
public const int RightDown = 0x204;
|
||||
public const int RightUp = 0x205;
|
||||
public const int MiddleDown = 0x207;
|
||||
public const int MiddleUp = 0x208;
|
||||
|
||||
public const int KeyDown = 0x100;
|
||||
public const int KeyUp = 0x101;
|
||||
public const int Char = 0x102;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button enum matching retail's 1/2/3 encoding.
|
||||
/// </summary>
|
||||
public enum UiMouseButton
|
||||
{
|
||||
Left = 1,
|
||||
Right = 2,
|
||||
Middle = 3,
|
||||
}
|
||||
102
src/AcDream.App/UI/UiHost.cs
Normal file
102
src/AcDream.App/UI/UiHost.cs
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using Silk.NET.Input;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Packages the <see cref="UiRoot"/>, the 2D sprite batcher
|
||||
/// (<see cref="Rendering.TextRenderer"/>), and a default font so
|
||||
/// <c>GameWindow</c> can wire the retail-style UI in with one
|
||||
/// construction and a handful of input callbacks.
|
||||
///
|
||||
/// Usage (from <c>GameWindow.OnLoad</c>):
|
||||
/// <code>
|
||||
/// _uiHost = new UiHost(_gl, shadersDir, _debugFont);
|
||||
/// _uiHost.Root.WorldMouseFallThrough += (btn, x, y, f) => HandleWorldClick(btn, x, y);
|
||||
/// _uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
|
||||
///
|
||||
/// foreach (var mouse in _input.Mice)
|
||||
/// _uiHost.WireMouse(mouse);
|
||||
/// foreach (var kb in _input.Keyboards)
|
||||
/// _uiHost.WireKeyboard(kb);
|
||||
/// </code>
|
||||
///
|
||||
/// And per frame (from <c>GameWindow.OnRender</c>):
|
||||
/// <code>
|
||||
/// _uiHost.Tick(deltaSeconds);
|
||||
/// _uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
|
||||
/// </code>
|
||||
///
|
||||
/// Retail analog: the trio of <c>DAT_00870340</c> (Core, owns fonts/atlases),
|
||||
/// <c>DAT_00837ff4</c> (Device, owns input state), <c>DAT_00870c2c</c>
|
||||
/// (Keystone root, widget tree). We fuse them into a single host class
|
||||
/// because we're not linking to Keystone.
|
||||
/// </summary>
|
||||
public sealed class UiHost : System.IDisposable
|
||||
{
|
||||
public UiRoot Root { get; } = new();
|
||||
public TextRenderer TextRenderer { get; }
|
||||
public BitmapFont? DefaultFont { get; set; }
|
||||
private long _startTicks = System.Environment.TickCount64;
|
||||
|
||||
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
|
||||
{
|
||||
TextRenderer = new TextRenderer(gl, shaderDir);
|
||||
DefaultFont = defaultFont;
|
||||
}
|
||||
|
||||
// ── Per-frame ──────────────────────────────────────────────────────
|
||||
|
||||
public void Tick(double deltaSeconds)
|
||||
{
|
||||
long now = System.Environment.TickCount64 - _startTicks;
|
||||
Root.Tick(deltaSeconds, now);
|
||||
}
|
||||
|
||||
public void Draw(Vector2 screenSize)
|
||||
{
|
||||
// Set UiRoot bounds to full screen so HitTestTopDown works.
|
||||
Root.Width = screenSize.X;
|
||||
Root.Height = screenSize.Y;
|
||||
var ctx = new UiRenderContext(TextRenderer, screenSize, DefaultFont);
|
||||
TextRenderer.Begin(screenSize);
|
||||
Root.Draw(ctx);
|
||||
TextRenderer.Flush(DefaultFont);
|
||||
}
|
||||
|
||||
// ── Input wiring helpers ───────────────────────────────────────────
|
||||
|
||||
public void WireMouse(IMouse mouse)
|
||||
{
|
||||
mouse.MouseDown += (_, b) =>
|
||||
Root.OnMouseDown(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
|
||||
mouse.MouseUp += (_, b) =>
|
||||
Root.OnMouseUp(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
|
||||
mouse.MouseMove += (_, p) =>
|
||||
Root.OnMouseMove((int)p.X, (int)p.Y);
|
||||
mouse.Scroll += (_, s) =>
|
||||
Root.OnScroll((int)s.Y);
|
||||
}
|
||||
|
||||
public void WireKeyboard(IKeyboard kb)
|
||||
{
|
||||
kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k);
|
||||
kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k);
|
||||
kb.KeyChar += (_, c) => Root.OnChar(c);
|
||||
}
|
||||
|
||||
private static UiMouseButton MapButton(MouseButton b) => b switch
|
||||
{
|
||||
MouseButton.Left => UiMouseButton.Left,
|
||||
MouseButton.Right => UiMouseButton.Right,
|
||||
MouseButton.Middle => UiMouseButton.Middle,
|
||||
_ => UiMouseButton.Left,
|
||||
};
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
TextRenderer.Dispose();
|
||||
}
|
||||
}
|
||||
93
src/AcDream.App/UI/UiPanel.cs
Normal file
93
src/AcDream.App/UI/UiPanel.cs
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Rectangular container with an optional translucent background and
|
||||
/// border. Used as the base of every retail panel (attributes, chat,
|
||||
/// inventory, login, etc.).
|
||||
///
|
||||
/// Retail has panel background art stored as 9-slice sprite assets in
|
||||
/// the <c>0x06xxxxxx</c> RenderSurface range, and composed via
|
||||
/// <c>LayoutDesc</c> (<c>0x21xxxxxx</c>) trees. Until our
|
||||
/// <c>AcFont</c>/<c>UiSpriteBatch</c> consumes those directly, we draw a
|
||||
/// simple translucent rectangle so panels are visible during development.
|
||||
/// </summary>
|
||||
public class UiPanel : UiElement
|
||||
{
|
||||
/// <summary>Background fill color. Set <see cref="Vector4.Zero"/> to skip.</summary>
|
||||
public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.55f);
|
||||
|
||||
/// <summary>Border color. Set <see cref="Vector4.Zero"/> to skip.</summary>
|
||||
public Vector4 BorderColor { get; set; } = new(0.15f, 0.15f, 0.2f, 0.8f);
|
||||
|
||||
public float BorderThickness { get; set; } = 1f;
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
if (BackgroundColor.W > 0f)
|
||||
ctx.DrawRect(0, 0, Width, Height, BackgroundColor);
|
||||
|
||||
if (BorderColor.W > 0f && BorderThickness > 0f)
|
||||
ctx.DrawRectOutline(0, 0, Width, Height, BorderColor, BorderThickness);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Static text label. Draws a single line of text using the context's
|
||||
/// default font (or an override). Does not consume input.
|
||||
///
|
||||
/// Equivalent retail primitive: wide-string appended to a CString via
|
||||
/// <c>FUN_0040b8f0</c> then drawn by the widget's draw method through
|
||||
/// <c>FUN_00698330</c>.
|
||||
/// </summary>
|
||||
public class UiLabel : UiElement
|
||||
{
|
||||
public string Text { get; set; } = string.Empty;
|
||||
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
|
||||
public UiLabel() { ClickThrough = true; }
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
=> ctx.DrawString(Text, 0, 0, TextColor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simple clickable button: panel background + centered label + click
|
||||
/// callback. Retail equivalent is Keystone's button widget, driven by
|
||||
/// a <c>StateDesc</c> per <c>UIStateId</c> (normal / hot / pressed /
|
||||
/// disabled) from the panel layout.
|
||||
/// </summary>
|
||||
public class UiButton : UiPanel
|
||||
{
|
||||
public string Text { get; set; } = string.Empty;
|
||||
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
public event System.Action? Click;
|
||||
|
||||
public UiButton()
|
||||
{
|
||||
BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f);
|
||||
BorderColor = new Vector4(0.45f, 0.45f, 0.55f, 1f);
|
||||
}
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type == UiEventType.Click && Enabled)
|
||||
{
|
||||
Click?.Invoke();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
base.OnDraw(ctx);
|
||||
if (Text.Length == 0 || ctx.DefaultFont is null) return;
|
||||
|
||||
float textW = ctx.DefaultFont.MeasureWidth(Text);
|
||||
float tx = (Width - textW) * 0.5f;
|
||||
float ty = (Height - ctx.DefaultFont.LineHeight) * 0.5f;
|
||||
ctx.DrawString(Text, tx, ty, TextColor);
|
||||
}
|
||||
}
|
||||
62
src/AcDream.App/UI/UiRenderContext.cs
Normal file
62
src/AcDream.App/UI/UiRenderContext.cs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame drawing context passed through the <see cref="UiElement"/>
|
||||
/// tree. Wraps a <see cref="TextRenderer"/> (our 2D sprite batcher) and a
|
||||
/// transform stack so elements can draw in local coordinates.
|
||||
///
|
||||
/// Retail equivalent: the implicit context <c>FUN_005da8f0</c> walks with
|
||||
/// when iterating the UI tree. Our version is explicit so it plugs
|
||||
/// cleanly into Silk.NET.
|
||||
/// </summary>
|
||||
public sealed class UiRenderContext
|
||||
{
|
||||
public TextRenderer TextRenderer { get; }
|
||||
public BitmapFont? DefaultFont { get; set; }
|
||||
public Vector2 ScreenSize { get; }
|
||||
|
||||
// Transform stack — simple 2D translate (no rotation/scale for UI).
|
||||
private readonly System.Collections.Generic.List<Vector2> _stack = new();
|
||||
private Vector2 _current;
|
||||
|
||||
public UiRenderContext(TextRenderer tr, Vector2 screenSize, BitmapFont? defaultFont = null)
|
||||
{
|
||||
TextRenderer = tr;
|
||||
ScreenSize = screenSize;
|
||||
DefaultFont = defaultFont;
|
||||
}
|
||||
|
||||
/// <summary>Push a relative translate. Must be paired with <see cref="PopTransform"/>.</summary>
|
||||
public void PushTransform(float dx, float dy)
|
||||
{
|
||||
_stack.Add(_current);
|
||||
_current += new Vector2(dx, dy);
|
||||
}
|
||||
|
||||
public void PopTransform()
|
||||
{
|
||||
if (_stack.Count == 0) return;
|
||||
_current = _stack[^1];
|
||||
_stack.RemoveAt(_stack.Count - 1);
|
||||
}
|
||||
|
||||
public Vector2 CurrentOrigin => _current;
|
||||
|
||||
// ── Pass-through draw helpers (add current translate) ──────────────
|
||||
|
||||
public void DrawRect(float x, float y, float w, float h, Vector4 color)
|
||||
=> TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, color);
|
||||
|
||||
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
|
||||
=> TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, color, thickness);
|
||||
|
||||
public void DrawString(string text, float x, float y, Vector4 color, BitmapFont? font = null)
|
||||
{
|
||||
var f = font ?? DefaultFont;
|
||||
if (f is null) return;
|
||||
TextRenderer.DrawString(f, text, _current.X + x, _current.Y + y, color);
|
||||
}
|
||||
}
|
||||
473
src/AcDream.App/UI/UiRoot.cs
Normal file
473
src/AcDream.App/UI/UiRoot.cs
Normal file
|
|
@ -0,0 +1,473 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Top-level UI container. Implements the retail "Device" responsibilities
|
||||
/// (mouse cursor tracking, keyboard focus, modal overlay, mouse capture,
|
||||
/// drag-drop state machine, tooltip timer). Routes Silk.NET input events
|
||||
/// into the widget tree with retail-faithful <see cref="UiEvent"/>
|
||||
/// semantics.
|
||||
///
|
||||
/// Retail analog: the <c>DAT_00837ff4</c> Device object (see
|
||||
/// <c>docs/research/retail-ui/04-input-events.md §2</c>). That object has
|
||||
/// a ~20-slot vtable; the methods we emulate here are:
|
||||
///
|
||||
/// <list type="bullet">
|
||||
/// <item>+0x18 / +0x1C : <see cref="MouseX"/> / <see cref="MouseY"/></item>
|
||||
/// <item>+0x34 : <see cref="RegisterTimerEvent"/> (tooltip delay)</item>
|
||||
/// <item>+0x38 : <see cref="FireEvent"/></item>
|
||||
/// <item>+0x44 : <see cref="KeyboardFocus"/></item>
|
||||
/// <item>+0x48 / +0x4C : <see cref="SetCapture"/> / <see cref="ReleaseCapture"/></item>
|
||||
/// <item>+0x74 / +0x78 : drag cursor set / reset</item>
|
||||
/// </list>
|
||||
///
|
||||
/// When no widget consumes an event, the <see cref="WorldMouseFallThrough"/>
|
||||
/// or <see cref="WorldKeyFallThrough"/> event fires so the game world
|
||||
/// (camera, player controller) still receives input.
|
||||
/// </summary>
|
||||
public sealed class UiRoot : UiElement
|
||||
{
|
||||
// ── Device-level state ───────────────────────────────────────────────
|
||||
public int MouseX { get; private set; }
|
||||
public int MouseY { get; private set; }
|
||||
public bool LeftButtonDown { get; private set; }
|
||||
public bool RightButtonDown { get; private set; }
|
||||
public bool MiddleButtonDown { get; private set; }
|
||||
|
||||
/// <summary>Widget currently receiving keyboard events.</summary>
|
||||
public UiElement? KeyboardFocus { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Single modal overlay; while set, mouse clicks outside its rect
|
||||
/// are ignored. Retail sets this via Device vtable +0x48.
|
||||
/// </summary>
|
||||
public UiPanel? Modal { get; set; }
|
||||
|
||||
/// <summary>Widget with mouse capture (during click-drag).</summary>
|
||||
public UiElement? Captured { get; private set; }
|
||||
|
||||
/// <summary>Current drag source (set between drag-begin and drop/cancel).</summary>
|
||||
public UiElement? DragSource { get; private set; }
|
||||
public object? DragPayload { get; private set; }
|
||||
private UiElement? _lastDragHoverTarget;
|
||||
private int _pressX, _pressY;
|
||||
private bool _dragCandidate;
|
||||
private const int DragDistanceThreshold = 3; // pixels, retail-observed
|
||||
|
||||
// Hover / tooltip tracking.
|
||||
private UiElement? _hoverWidget;
|
||||
private long _hoverStartedMs;
|
||||
private const int TooltipDelayMs = 1000; // retail typical
|
||||
private bool _tooltipFired;
|
||||
|
||||
private long _nowMs;
|
||||
|
||||
/// <summary>Raised when an event was not consumed by any widget.</summary>
|
||||
public event Action<UiMouseButton, int, int, uint>? WorldMouseFallThrough;
|
||||
|
||||
/// <summary>Raised when a key was not consumed by any widget.</summary>
|
||||
public event Action<int /*vk*/, uint /*lparam*/>? WorldKeyFallThrough;
|
||||
|
||||
/// <summary>Raised when mouse moved and no widget captured.</summary>
|
||||
public event Action<int, int>? WorldMouseMoveFallThrough;
|
||||
|
||||
/// <summary>Raised on scroll fall-through (world zoom, etc.).</summary>
|
||||
public event Action<int /*dy*/>? WorldScrollFallThrough;
|
||||
|
||||
private uint _nextEventId = 0x10000001u;
|
||||
|
||||
public override void AddChild(UiElement child)
|
||||
{
|
||||
if (child.EventId == 0) child.EventId = _nextEventId++;
|
||||
base.AddChild(child);
|
||||
}
|
||||
|
||||
// ── Per-frame pumping ────────────────────────────────────────────────
|
||||
|
||||
public void Tick(double dt, long nowMs)
|
||||
{
|
||||
_nowMs = nowMs;
|
||||
|
||||
// Tooltip timer: once mouse has hovered over the same widget for
|
||||
// TooltipDelayMs, fire a Tooltip event on it exactly once.
|
||||
if (_hoverWidget is not null && !_tooltipFired
|
||||
&& _nowMs - _hoverStartedMs >= TooltipDelayMs)
|
||||
{
|
||||
var e = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.Tooltip);
|
||||
_hoverWidget.OnEvent(in e);
|
||||
_tooltipFired = true;
|
||||
}
|
||||
|
||||
TickSelfAndChildren(dt);
|
||||
}
|
||||
|
||||
public void Draw(UiRenderContext ctx)
|
||||
{
|
||||
// Render children (panels) sorted by z-order — modal last so it
|
||||
// sits on top.
|
||||
DrawSelfAndChildren(ctx);
|
||||
}
|
||||
|
||||
// ── Input entry points (called from GameWindow's Silk.NET handlers) ──
|
||||
|
||||
public void OnMouseMove(int x, int y)
|
||||
{
|
||||
int dx = x - MouseX;
|
||||
int dy = y - MouseY;
|
||||
MouseX = x;
|
||||
MouseY = y;
|
||||
|
||||
// If we have capture, deliver MouseMove to the captured widget
|
||||
// AND drive drag state machine; do NOT fall through.
|
||||
if (Captured is not null)
|
||||
{
|
||||
DispatchMouseMove(Captured, x, y);
|
||||
|
||||
// Promote to drag if candidate and moved far enough.
|
||||
if (_dragCandidate && DragSource is null)
|
||||
{
|
||||
if (Math.Abs(x - _pressX) > DragDistanceThreshold
|
||||
|| Math.Abs(y - _pressY) > DragDistanceThreshold)
|
||||
{
|
||||
BeginDrag(Captured, payload: null);
|
||||
}
|
||||
}
|
||||
if (DragSource is not null)
|
||||
UpdateDragHover(x, y);
|
||||
return;
|
||||
}
|
||||
|
||||
// Not captured: track hover for tooltips + fall through.
|
||||
UpdateHover(x, y);
|
||||
WorldMouseMoveFallThrough?.Invoke(x, y);
|
||||
}
|
||||
|
||||
public void OnMouseDown(UiMouseButton btn, int x, int y, uint flags = 0)
|
||||
{
|
||||
MouseX = x; MouseY = y;
|
||||
UpdateButtonFlag(btn, down: true);
|
||||
_pressX = x; _pressY = y;
|
||||
|
||||
// Modal blocks clicks outside its bounds.
|
||||
if (Modal is not null && !ContainsAbsolute(Modal, x, y))
|
||||
return;
|
||||
|
||||
var (target, lx, ly) = HitTestTopDown(x, y);
|
||||
if (target is null)
|
||||
{
|
||||
WorldMouseFallThrough?.Invoke(btn, x, y, flags);
|
||||
return;
|
||||
}
|
||||
|
||||
// Set keyboard focus if target accepts it.
|
||||
if (target.AcceptsFocus) SetKeyboardFocus(target);
|
||||
|
||||
// Capture + arm drag candidate (drag promotes on subsequent MouseMove > threshold).
|
||||
SetCapture(target);
|
||||
_dragCandidate = true;
|
||||
|
||||
// Dispatch raw MouseDown event (retail uses WM_LBUTTONDOWN = 0x201).
|
||||
int rawType = btn switch
|
||||
{
|
||||
UiMouseButton.Left => UiEventType.MouseDown,
|
||||
UiMouseButton.Right => UiEventType.RightDown,
|
||||
UiMouseButton.Middle => UiEventType.MiddleDown,
|
||||
_ => UiEventType.MouseDown,
|
||||
};
|
||||
var e = new UiEvent(target.EventId, target, rawType,
|
||||
Data0: (int)flags, Data1: (int)lx, Data2: (int)ly);
|
||||
BubbleEvent(target, in e);
|
||||
}
|
||||
|
||||
public void OnMouseUp(UiMouseButton btn, int x, int y, uint flags = 0)
|
||||
{
|
||||
MouseX = x; MouseY = y;
|
||||
UpdateButtonFlag(btn, down: false);
|
||||
|
||||
if (DragSource is not null)
|
||||
{
|
||||
FinishDrag(x, y);
|
||||
ReleaseCapture();
|
||||
_dragCandidate = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Captured is not null)
|
||||
{
|
||||
int rawType = btn switch
|
||||
{
|
||||
UiMouseButton.Left => UiEventType.MouseUp,
|
||||
UiMouseButton.Right => UiEventType.RightUp,
|
||||
UiMouseButton.Middle => UiEventType.MiddleUp,
|
||||
_ => UiEventType.MouseUp,
|
||||
};
|
||||
|
||||
var sp = Captured.ScreenPosition;
|
||||
var raw = new UiEvent(Captured.EventId, Captured, rawType,
|
||||
Data0: (int)flags,
|
||||
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
|
||||
BubbleEvent(Captured, in raw);
|
||||
|
||||
// If left-up over the same element that received the down, emit Click.
|
||||
if (btn == UiMouseButton.Left && ContainsAbsolute(Captured, x, y))
|
||||
{
|
||||
var click = new UiEvent(Captured.EventId, Captured, UiEventType.Click,
|
||||
Data0: (int)flags,
|
||||
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
|
||||
BubbleEvent(Captured, in click);
|
||||
}
|
||||
else if (btn == UiMouseButton.Right && ContainsAbsolute(Captured, x, y))
|
||||
{
|
||||
var click = new UiEvent(Captured.EventId, Captured, UiEventType.RightClick,
|
||||
Data0: (int)flags);
|
||||
BubbleEvent(Captured, in click);
|
||||
}
|
||||
|
||||
ReleaseCapture();
|
||||
_dragCandidate = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// No capture — give the world a chance.
|
||||
WorldMouseFallThrough?.Invoke(btn, x, y, flags);
|
||||
}
|
||||
|
||||
public void OnScroll(int dy)
|
||||
{
|
||||
// Scroll goes to the widget under the cursor (not the focused one).
|
||||
var (target, lx, ly) = HitTestTopDown(MouseX, MouseY);
|
||||
if (target is null)
|
||||
{
|
||||
WorldScrollFallThrough?.Invoke(dy);
|
||||
return;
|
||||
}
|
||||
var e = new UiEvent(target.EventId, target, UiEventType.Scroll, Data0: dy,
|
||||
Data1: (int)lx, Data2: (int)ly);
|
||||
BubbleEvent(target, in e);
|
||||
}
|
||||
|
||||
public void OnKeyDown(int vk, uint lparam = 0)
|
||||
{
|
||||
// Focus widget first.
|
||||
if (KeyboardFocus is not null)
|
||||
{
|
||||
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyDown,
|
||||
Data0: vk, Data1: (int)lparam);
|
||||
if (BubbleEvent(KeyboardFocus, in e)) return;
|
||||
}
|
||||
|
||||
// If the focused widget is NOT an edit control, also consult the modal /
|
||||
// top panel. Edit controls absorb all keys (prevents hotkeys while typing).
|
||||
if (KeyboardFocus is null || !KeyboardFocus.IsEditControl)
|
||||
{
|
||||
var root = Modal ?? (UiElement)this;
|
||||
var e = new UiEvent(root.EventId, root, UiEventType.KeyDown,
|
||||
Data0: vk, Data1: (int)lparam);
|
||||
if (BubbleEvent(root, in e)) return;
|
||||
}
|
||||
|
||||
WorldKeyFallThrough?.Invoke(vk, lparam);
|
||||
}
|
||||
|
||||
public void OnKeyUp(int vk, uint lparam = 0)
|
||||
{
|
||||
if (KeyboardFocus is not null)
|
||||
{
|
||||
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyUp,
|
||||
Data0: vk, Data1: (int)lparam);
|
||||
if (BubbleEvent(KeyboardFocus, in e)) return;
|
||||
}
|
||||
// Key up rarely falls through; game logic generally keys off KeyDown.
|
||||
}
|
||||
|
||||
public void OnChar(int codepoint)
|
||||
{
|
||||
if (KeyboardFocus is null || !KeyboardFocus.IsEditControl) return;
|
||||
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.Char,
|
||||
Data0: codepoint);
|
||||
BubbleEvent(KeyboardFocus, in e);
|
||||
}
|
||||
|
||||
// ── Focus + capture ─────────────────────────────────────────────────
|
||||
|
||||
public void SetKeyboardFocus(UiElement? e)
|
||||
{
|
||||
if (KeyboardFocus == e) return;
|
||||
if (KeyboardFocus is not null)
|
||||
{
|
||||
var lost = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.FocusLost);
|
||||
KeyboardFocus.OnEvent(in lost);
|
||||
}
|
||||
KeyboardFocus = e;
|
||||
if (e is not null)
|
||||
{
|
||||
var gained = new UiEvent(e.EventId, e, UiEventType.FocusGained);
|
||||
e.OnEvent(in gained);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetCapture(UiElement e) => Captured = e;
|
||||
public void ReleaseCapture() => Captured = null;
|
||||
|
||||
// ── Drag-drop (retail event chain 0x15 → 0x21 → 0x1C → 0x3E) ────────
|
||||
|
||||
private void BeginDrag(UiElement source, object? payload)
|
||||
{
|
||||
DragSource = source;
|
||||
DragPayload = payload;
|
||||
var e = new UiEvent(source.EventId, source, UiEventType.DragBegin, Payload: payload);
|
||||
source.OnEvent(in e);
|
||||
}
|
||||
|
||||
private void UpdateDragHover(int x, int y)
|
||||
{
|
||||
var (t, lx, ly) = HitTestTopDown(x, y);
|
||||
if (ReferenceEquals(t, _lastDragHoverTarget)) return;
|
||||
|
||||
// Leave old target.
|
||||
if (_lastDragHoverTarget is not null)
|
||||
{
|
||||
var eLeave = new UiEvent(DragSource!.EventId, _lastDragHoverTarget,
|
||||
UiEventType.DragOver, Data1: x, Data2: y,
|
||||
Payload: DragPayload);
|
||||
_lastDragHoverTarget.OnEvent(in eLeave);
|
||||
}
|
||||
|
||||
// Enter new target.
|
||||
if (t is not null)
|
||||
{
|
||||
var eEnter = new UiEvent(DragSource!.EventId, t, UiEventType.DragEnter,
|
||||
Data1: (int)lx, Data2: (int)ly,
|
||||
Payload: DragPayload);
|
||||
t.OnEvent(in eEnter);
|
||||
}
|
||||
_lastDragHoverTarget = t;
|
||||
}
|
||||
|
||||
private void FinishDrag(int x, int y)
|
||||
{
|
||||
var (t, lx, ly) = HitTestTopDown(x, y);
|
||||
var target = t ?? DragSource!;
|
||||
var accepted = t is not null && t != DragSource;
|
||||
var e = new UiEvent(DragSource!.EventId, target, UiEventType.DropReleased,
|
||||
Data0: accepted ? 1 : 0,
|
||||
Data1: (int)lx, Data2: (int)ly,
|
||||
Payload: DragPayload);
|
||||
target.OnEvent(in e);
|
||||
|
||||
DragSource = null;
|
||||
DragPayload = null;
|
||||
_lastDragHoverTarget = null;
|
||||
}
|
||||
|
||||
// ── Hover / tooltip ─────────────────────────────────────────────────
|
||||
|
||||
private void UpdateHover(int x, int y)
|
||||
{
|
||||
var (w, _, _) = HitTestTopDown(x, y);
|
||||
if (ReferenceEquals(w, _hoverWidget)) return;
|
||||
|
||||
if (_hoverWidget is not null)
|
||||
{
|
||||
var leave = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.HoverLeave);
|
||||
_hoverWidget.OnEvent(in leave);
|
||||
}
|
||||
_hoverWidget = w;
|
||||
_hoverStartedMs = _nowMs;
|
||||
_tooltipFired = false;
|
||||
if (w is not null)
|
||||
{
|
||||
var enter = new UiEvent(w.EventId, w, UiEventType.HoverEnter);
|
||||
w.OnEvent(in enter);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helpers ─────────────────────────────────────────────────────────
|
||||
|
||||
public void FireEvent(int type, UiElement target, object? payload = null)
|
||||
{
|
||||
var e = new UiEvent(target.EventId, target, type, Payload: payload);
|
||||
target.OnEvent(in e);
|
||||
}
|
||||
|
||||
public void RegisterTimerEvent(int type, UiElement target, int delayMs,
|
||||
object? payload = null)
|
||||
{
|
||||
_timers.Add((_nowMs + delayMs, new UiEvent(target.EventId, target, type, Payload: payload)));
|
||||
}
|
||||
|
||||
private readonly List<(long fireAt, UiEvent e)> _timers = new();
|
||||
|
||||
private void UpdateButtonFlag(UiMouseButton b, bool down)
|
||||
{
|
||||
switch (b)
|
||||
{
|
||||
case UiMouseButton.Left: LeftButtonDown = down; break;
|
||||
case UiMouseButton.Right: RightButtonDown = down; break;
|
||||
case UiMouseButton.Middle: MiddleButtonDown = down; break;
|
||||
}
|
||||
}
|
||||
|
||||
private (UiElement? element, float localX, float localY) HitTestTopDown(int x, int y)
|
||||
{
|
||||
// Modal gets exclusive hit-test.
|
||||
if (Modal is not null)
|
||||
{
|
||||
var mp = Modal.ScreenPosition;
|
||||
var mh = Modal.HitTest(x - mp.X, y - mp.Y);
|
||||
if (mh is not null) return (mh, x - mp.X, y - mp.Y);
|
||||
return (null, 0, 0);
|
||||
}
|
||||
|
||||
// Walk top-level children in reverse Z-order (topmost first).
|
||||
var kids = new UiElement[Children.Count];
|
||||
for (int i = 0; i < Children.Count; i++) kids[i] = Children[i];
|
||||
Array.Sort(kids, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
|
||||
foreach (var c in kids)
|
||||
{
|
||||
var cp = c.ScreenPosition;
|
||||
var hit = c.HitTest(x - cp.X, y - cp.Y);
|
||||
if (hit is not null)
|
||||
return (hit, x - cp.X, y - cp.Y);
|
||||
}
|
||||
return (null, 0, 0);
|
||||
}
|
||||
|
||||
private static bool ContainsAbsolute(UiElement e, int x, int y)
|
||||
{
|
||||
var sp = e.ScreenPosition;
|
||||
return x >= sp.X && x < sp.X + e.Width
|
||||
&& y >= sp.Y && y < sp.Y + e.Height;
|
||||
}
|
||||
|
||||
private void DispatchMouseMove(UiElement target, int x, int y)
|
||||
{
|
||||
var sp = target.ScreenPosition;
|
||||
var e = new UiEvent(target.EventId, target, UiEventType.MouseMove,
|
||||
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
|
||||
BubbleEvent(target, in e);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call <see cref="UiElement.OnEvent"/> on <paramref name="start"/>;
|
||||
/// if it returns false, walk the Parent chain.
|
||||
/// </summary>
|
||||
private bool BubbleEvent(UiElement start, in UiEvent e)
|
||||
{
|
||||
var w = start;
|
||||
while (w is not null)
|
||||
{
|
||||
if (w.OnEvent(in e)) return true;
|
||||
w = w.Parent;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
// Root itself draws nothing; children do.
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue