feat(ui): centralize retail selection state
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c7607f019c
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30 changed files with 591 additions and 108 deletions
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@ -2,6 +2,7 @@ using System;
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using System.Numerics;
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using AcDream.App.UI;
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using AcDream.Core.Items;
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using AcDream.Core.Selection;
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namespace AcDream.App.UI.Layout;
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@ -53,7 +54,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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private static readonly Vector4 CaptionColor = new(1f, 1f, 1f, 1f);
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private uint _openContainer; // 0 = the main pack (the player); else the open side bag's guid
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private uint _selectedItem; // 0 = none; the panel-wide selected item (green square)
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private readonly SelectionState _selection;
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private readonly Action<uint>? _sendUse;
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private readonly Action<uint>? _sendNoLongerViewing;
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private readonly Action<uint, uint, int>? _sendPutItemInContainer; // (item, container, placement)
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@ -70,6 +71,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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Func<uint> playerGuid,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Func<int?> strength,
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SelectionState selection,
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Func<string>? ownerName,
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UiDatFont? datFont,
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uint contentsEmptySprite,
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@ -90,6 +92,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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_sendNoLongerViewing = sendNoLongerViewing;
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_sendPutItemInContainer = sendPutItemInContainer;
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_itemInteraction = itemInteraction;
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_selection = selection ?? throw new ArgumentNullException(nameof(selection));
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WindowChromeController.BindCloseButton(layout, onClose);
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@ -152,8 +155,9 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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// Rebuild on any change to the player's possessions.
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_objects.ObjectAdded += OnObjectChanged;
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_objects.ObjectMoved += OnObjectMoved;
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_objects.ObjectRemoved += OnObjectChanged;
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_objects.ObjectRemoved += OnObjectRemoved;
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_objects.ObjectUpdated += OnObjectChanged;
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_selection.Changed += OnSelectionChanged;
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if (_itemInteraction is not null)
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_itemInteraction.StateChanged += OnInteractionStateChanged;
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@ -184,6 +188,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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Func<uint> playerGuid,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Func<int?> strength,
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SelectionState selection,
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UiDatFont? datFont,
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Func<string>? ownerName = null,
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uint contentsEmptySprite = 0u,
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@ -194,14 +199,27 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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Action<uint, uint, int>? sendPutItemInContainer = null,
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ItemInteractionController? itemInteraction = null,
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Action? onClose = null)
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=> new InventoryController(layout, objects, playerGuid, iconIds, strength, ownerName, datFont,
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=> new InventoryController(layout, objects, playerGuid, iconIds, strength, selection,
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ownerName, datFont,
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contentsEmptySprite, sideBagEmptySprite, mainPackEmptySprite,
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sendUse, sendNoLongerViewing, sendPutItemInContainer, itemInteraction, onClose);
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sendUse, sendNoLongerViewing, sendPutItemInContainer, itemInteraction,
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onClose);
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private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
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private void OnObjectRemoved(ClientObject o)
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{
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if (_selection.SelectedObjectId == o.ObjectId)
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{
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_selection.Clear(
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SelectionChangeSource.System,
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SelectionChangeReason.SelectedObjectRemoved);
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}
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if (Concerns(o)) Populate();
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}
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private void OnObjectMoved(ClientObject o, uint from, uint to)
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{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
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private void OnInteractionStateChanged() => ApplyIndicators();
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private void OnSelectionChanged(SelectionTransition _) => ApplyIndicators();
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/// <summary>True if the object is in (or wielded by) the player — i.e. a rebuild is warranted.</summary>
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private bool Concerns(ClientObject o)
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@ -402,8 +420,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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private void SelectItem(uint guid)
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{
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if (guid == 0) return;
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_selectedItem = guid;
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ApplyIndicators();
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_selection.Select(guid, SelectionChangeSource.Inventory);
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}
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/// <summary>Open a container (side bag or main pack): it becomes both the selected item and the
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@ -413,7 +430,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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private void OpenContainer(uint guid)
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{
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if (guid == 0) return;
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_selectedItem = guid; // the container cell is also the selected item
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_selection.Select(guid, SelectionChangeSource.Inventory);
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uint open = EffectiveOpen();
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if (guid == open) { ApplyIndicators(); return; } // already open — just move the square
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@ -444,7 +461,9 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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var cell = list.GetItem(i);
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if (cell is null) continue;
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bool pendingTargetSource = _itemInteraction?.IsPendingSource(cell.ItemId) == true;
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cell.Selected = cell.ItemId != 0 && cell.ItemId == _selectedItem && !pendingTargetSource;
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cell.Selected = cell.ItemId != 0
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&& cell.ItemId == _selection.SelectedObjectId
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&& !pendingTargetSource;
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cell.IsOpenContainer = cell.ItemId != 0 && cell.ItemId == open;
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}
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}
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@ -533,8 +552,9 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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_disposed = true;
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_objects.ObjectAdded -= OnObjectChanged;
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_objects.ObjectMoved -= OnObjectMoved;
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_objects.ObjectRemoved -= OnObjectChanged;
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_objects.ObjectRemoved -= OnObjectRemoved;
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_objects.ObjectUpdated -= OnObjectChanged;
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_selection.Changed -= OnSelectionChanged;
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if (_itemInteraction is not null)
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_itemInteraction.StateChanged -= OnInteractionStateChanged;
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}
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