feat(D.2b): InventoryController drag-drop handler (optimistic move + green-arrow/red-circle)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 165 additions and 8 deletions
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@ -1,5 +1,6 @@
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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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namespace AcDream.App.UI.Layout;
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@ -11,7 +12,7 @@ namespace AcDream.App.UI.Layout;
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/// Container-switching is live (click a side bag → Use 0x0036 → ViewContents 0x0196 full-replace);
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/// drag-into-bag / wield-drop wire are later sub-phases.
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/// </summary>
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public sealed class InventoryController
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public sealed class InventoryController : IItemListDragHandler
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{
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// Element ids — spec §1 (dat dump of 0x21000022 / 0x21000021 + the *::PostInit binds).
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public const uint ContentsGridId = 0x100001C6u; // gm3DItemsUI m_itemList ("Contents of Backpack")
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@ -58,6 +59,7 @@ public sealed class InventoryController
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private uint _selectedItem; // 0 = none; the panel-wide selected item (green square)
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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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// ACE PropertyInt ids read by retail InqLoad (decomp 0x0058f130: InqInt(5)/InqInt(0xe6)).
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private const uint EncumbranceValProperty = 5u; // total carried burden
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@ -74,7 +76,8 @@ public sealed class InventoryController
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uint sideBagEmptySprite,
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uint mainPackEmptySprite,
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Action<uint>? sendUse,
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Action<uint>? sendNoLongerViewing)
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Action<uint>? sendNoLongerViewing,
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Action<uint, uint, int>? sendPutItemInContainer)
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{
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_objects = objects;
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_playerGuid = playerGuid;
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@ -82,6 +85,7 @@ public sealed class InventoryController
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_strength = strength;
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_sendUse = sendUse;
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_sendNoLongerViewing = sendNoLongerViewing;
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_sendPutItemInContainer = sendPutItemInContainer;
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_contentsGrid = layout.FindElement(ContentsGridId) as UiItemList;
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_containerList = layout.FindElement(ContainerListId) as UiItemList;
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@ -121,6 +125,11 @@ public sealed class InventoryController
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if (_containerList is not null) _containerList.CellEmptySprite = sideBagEmptySprite;
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if (_topContainer is not null) _topContainer.CellEmptySprite = mainPackEmptySprite;
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// B-Drag: register this controller as the drag handler on all three lists.
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_contentsGrid?.RegisterDragHandler(this);
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_containerList?.RegisterDragHandler(this);
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_topContainer?.RegisterDragHandler(this);
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// Burden meter: vertical 11×58 bar (gmBackpackUI m_burdenMeter, retail direction 4).
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_burdenMeter = layout.FindElement(BurdenMeterId) as UiMeter;
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if (_burdenMeter is not null)
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@ -157,10 +166,11 @@ public sealed class InventoryController
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uint sideBagEmptySprite = 0u,
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uint mainPackEmptySprite = 0u,
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Action<uint>? sendUse = null,
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Action<uint>? sendNoLongerViewing = null)
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Action<uint>? sendNoLongerViewing = null,
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Action<uint, uint, int>? sendPutItemInContainer = null)
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=> new InventoryController(layout, objects, playerGuid, iconIds, strength, datFont,
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contentsEmptySprite, sideBagEmptySprite, mainPackEmptySprite,
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sendUse, sendNoLongerViewing);
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sendUse, sendNoLongerViewing, sendPutItemInContainer);
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private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
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private void OnObjectMoved(ClientObject o, uint from, uint to)
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@ -237,6 +247,7 @@ public sealed class InventoryController
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_topContainer.Flush();
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var main = new UiItemSlot { SpriteResolve = _topContainer.SpriteResolve };
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main.SetItem(p, _iconIds(ItemType.Container, PlayerPackBaseIcon, 0u, 0u, 0u));
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main.DragAcceptSprite = 0x060011F7u; main.DragRejectSprite = 0x060011F8u;
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main.Clicked = () => OpenContainer(p);
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SetCapacityBar(main, p); // main-pack fullness (items / ItemsCapacity)
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_topContainer.AddItem(main);
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@ -262,13 +273,21 @@ public sealed class InventoryController
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: _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
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var cell = new UiItemSlot { SpriteResolve = list.SpriteResolve };
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cell.SetItem(guid, tex);
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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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if (isContainer) { cell.Clicked = () => OpenContainer(guid); SetCapacityBar(cell, guid); }
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else cell.Clicked = () => SelectItem(guid);
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list.AddItem(cell);
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}
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private static void AddEmptyCell(UiItemList list)
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=> list.AddItem(new UiItemSlot { SpriteResolve = list.SpriteResolve });
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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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list.AddItem(cell);
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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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@ -283,6 +302,63 @@ public sealed class InventoryController
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cell.CapacityFill = Math.Clamp(n / (float)cap, 0f, 1f);
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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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/// until the server confirms the move. Retail dims the source; we leave it + the floating ghost.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
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/// <summary>Advisory accept/reject overlay (green insert-arrow / red circle). Grid drops are always
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/// valid (reorder/insert); a side-bag/main-pack drop is valid unless that container is KNOWN-full.</summary>
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public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
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{
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if (payload.ObjId == 0) return false;
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if (targetList == _contentsGrid) return true;
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if (targetList == _containerList || targetList == _topContainer)
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{
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if (targetCell.ItemId == 0 || targetCell.ItemId == payload.ObjId) return false;
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return !IsContainerFull(targetCell.ItemId);
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}
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return false;
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}
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/// <summary>Perform the move: resolve (container, placement) from the target, optimistically move
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/// locally (instant), and send PutItemInContainer. Retail: HandleDropRelease + ItemList_InsertItem.</summary>
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public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
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{
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uint item = payload.ObjId;
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if (item == 0) return;
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uint container; int placement;
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if (targetList == _contentsGrid)
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{
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container = EffectiveOpen();
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placement = targetCell.ItemId != 0
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? (_objects.Get(targetCell.ItemId)?.ContainerSlot ?? targetCell.SlotIndex) // insert-before
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: _objects.GetContents(container).Count; // first empty = append
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}
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else if (targetList == _containerList || targetList == _topContainer)
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{
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if (targetCell.ItemId == 0 || targetCell.ItemId == item) return;
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container = targetCell.ItemId; // the bag / main pack
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if (IsContainerFull(container)) return; // red already shown
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placement = _objects.GetContents(container).Count; // append into it
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}
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else return;
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if (container == item) return; // never into itself
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_objects.MoveItemOptimistic(item, container, placement); // instant local move
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_sendPutItemInContainer?.Invoke(item, container, placement);
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}
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/// <summary>True only when we KNOW the container is full (capacity known + contents indexed). A
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/// closed bag (unknown count) returns false → advisory accept; the server is authoritative.</summary>
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private bool IsContainerFull(uint container)
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{
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int cap = _objects.Get(container)?.ItemsCapacity ?? 0;
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if (cap <= 0) return false;
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return _objects.GetContents(container).Count >= cap;
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}
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/// <summary>Select an item (panel-wide green square) without changing the open container or
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/// touching the wire. Retail: UIElement_ItemList::ItemList_SetSelectedItem (0x004e2fe0).</summary>
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private void SelectItem(uint guid)
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