feat(ui): persist retained window layouts
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22 changed files with 705 additions and 141 deletions
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@ -54,7 +54,7 @@ accepted-divergence entries (#96, #49, #50).
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| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` (window mgr: `UiRoot.cs` RegisterWindow/Show/Hide/Toggle/BringToFront — F12 inventory toggle IS retail-faithful) | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
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| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
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| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
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| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, and controller teardown; `RetailWindowFrame` is now the single production/Studio mount contract for both imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, and radar `0x21000074`. | `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; production mounts in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Unported persistence semantics can still make windows drift across restart/resolution changes; lifecycle edge cases remain constrained by conformance tests rather than a Keystone byte-port | Production LayoutDesc objects; `docs/research/2026-06-15-layoutdesc-format.md`; Keystone behavior notes in `docs/research/retail-ui/` |
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| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, controller teardown, and schema-v2 per-character/per-resolution layout persistence; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, and radar `0x21000074`. | `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; production mounts in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle. | Persistence is behaviorally reconstructed from `saveui/loadui` semantics rather than Keystone internals; lifecycle edge cases remain constrained by conformance tests instead of a byte-port | Production LayoutDesc objects; `docs/research/2026-06-15-layoutdesc-format.md`; Keystone behavior notes in `docs/research/retail-ui/` |
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| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
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| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
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@ -203,7 +203,7 @@ AP-94..AP-110 for the confirmed retail-UI completion gaps.
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| AP-95 | `UiButton` dispatches Click only; it lacks retail hover, pressed, released-outside, disabled, selected/toggle, and missing-state fallback transitions | `src/AcDream.App/UI/UiButton.cs` | Controllers manually set a few semantic states; generic pointer visuals remain incomplete | Buttons look inert or overwrite custom states, and disabled/toggle behavior can fire incorrectly | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
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| AP-96 | Layout/property import loses raw edge-mode semantics (especially 3/4) and treats default scalar values as absent, so explicit `false`/`0` cannot override inheritance | `src/AcDream.App/UI/Layout/ElementReader.cs`; `LayoutImporter.cs` | Existing shipped layouts are hand-gated; Wave 1 adds presence-aware properties and the exact solver | Non-reference resizing recenters/stretches incorrectly; derived DAT properties silently inherit the wrong base value | `UIElement::UpdateForParentSizeChange @ 0x00462640`; production LayoutDesc inheritance |
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| ~~AP-97~~ | **RETIRED 2026-07-10 (Wave 1 retained-widget foundation)** — the prior generic Device-timer premise was a decomp misread. Named retail polls the hovered element's tooltip deadline, then broadcasts global UI time message `3`; it does not expose the assumed arbitrary timer queue. `UiRoot.Tick` now preserves that order and subtree removal clears input/time ownership before another pulse. | `src/AcDream.App/UI/UiRoot.cs`; `IUiGlobalTimeListener.cs` | — | — | `UIElementManager::UseTime` and hover/focus paths, pinned in `docs/research/2026-07-10-retained-widget-foundations-pseudocode.md` |
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| AP-98 | **PARTIAL 2026-07-10 (Wave 2.2)** — typed handles/manager own lifecycle and every production/Studio window uses `RetailWindowFrame`. Chat maximize now ports the half-parent growth/restore algorithm, resizes the outer frame, uses DAT 100–360 height limits, and drives imported button states. Complete layout persistence is still absent. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs` | Lifecycle, mounts, and chat outer geometry now have one tested owner; Wave 2.3 adds persistence | Layouts still reset/drift across restart and resolution/character changes | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail saveui/loadui behavior |
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| ~~AP-98~~ | **RETIRED 2026-07-10 (Wave 2.3)** — typed handles/manager own lifecycle; every production/Studio window uses `RetailWindowFrame`; schema-v2 `UiWindowLayout` persists outer bounds, visibility, toolbar collapse, and chat maximize by character/resolution with legacy-radar migration, nearest-resolution fallback, clamping, and a pre-login `default` write guard. Chat maximize uses DAT 100–360 limits and preserves its lower edge when growing upward. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowLayoutPersistence.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs`; `SettingsStore.cs` | — | — | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail `saveui/loadui` behavior |
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| AP-99 | Shared item activation implements only a subset of `ItemHolder::UseObject`/placement legality and confirmation policy | `src/AcDream.App/UI/ItemInteractionController.cs` | Current PvE use/equip/container flows cover the M2 loop; Wave 3 ports the complete pure decision matrix | Vendor/trade/busy/confirmation/target edge cases send the wrong action or permit an illegal use | `ItemHolder::DetermineUseResult @ 0x00588460`; `UseObject @ 0x00588A80`; `AttemptPlaceIn3D @ 0x00588600` |
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| AP-100 | Cursor semantics cover only a reachable subset of retail states, and widget cursor media can outrank authoritative global target mode | `src/AcDream.App/UI/CursorFeedbackController.cs`; `src/AcDream.App/Rendering/RetailCursorManager.cs` | Target-use art works for current flows; Wave 3 ports the full table and precedence | Hovering UI can replace the use/examine/busy/combat cursor; unsupported branches fall back to OS art | `ClientUISystem::UpdateCursorState @ 0x00564630` |
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| AP-101 | Toolbar quick-slot actions and most panel/Use/Examine/combat controls are not fully dispatched; selected-object mana and stack entry/slider are absent | `src/AcDream.App/UI/Layout/ToolbarController.cs`; `GameWindow.OnInputAction` | Item click/use, stance indicators, health/name, and some toggles are present | Bound retail keys/buttons do nothing and item/stack selections show incomplete state | `gmToolbarUI @ 0x004BD0C0..0x004BF380`; LayoutDesc `0x21000016` |
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@ -259,15 +259,21 @@ scrollbar buttons, track/thumb dragging, wheel scrolling, and bottom-pin behavio
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### 2.3 Persist the complete UI layout
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- [ ] Replace radar-only persistence with `UiWindowLayout` containing position,
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- [x] Replace radar-only persistence with `UiWindowLayout` containing position,
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size, visibility, collapsed/maximized state, and any retail-persisted panel state.
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- [ ] Key layouts by character and resolution, matching retail `saveui/loadui`
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- [x] Key layouts by character and resolution, matching retail `saveui/loadui`
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semantics; add migration from existing radar entries.
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- [ ] Restore only after the character context and screen size are known; clamp
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- [x] Restore only after the character context and screen size are known; clamp
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safely on resolution changes.
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- [ ] Save move/resize on interaction completion, visibility on transition, and
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- [x] Save move/resize on interaction completion, visibility on transition, and
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never let the temporary `default` login key overwrite character-specific state.
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- [ ] Apply global LockUI through the window manager to every window.
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- [x] Apply global LockUI through the window manager to every window.
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**Acceptance (2026-07-10):** schema-v2 per-character/resolution restore passed a
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live Debug restart with every retained window persisted. The gate also caught and
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closed hidden-inventory baseline capture (expanded main-pack rows) and chat's
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clamped maximize jump (lower edge now remains fixed). Full suite green: 4,545
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passed, 5 skipped.
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### 2.4 Enforce controller teardown
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@ -764,7 +764,6 @@ public sealed class GameWindow : IDisposable
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// Core + the retained controller; GameWindow supplies live state only.
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private AcDream.App.UI.Layout.RadarController? _radarController;
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private AcDream.App.UI.Layout.RadarSnapshotProvider? _radarSnapshotProvider;
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private AcDream.App.UI.UiRadar? _radarRoot;
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// Phase D.2b-B — inventory controller (backpack grid + pack-selector + burden meter).
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private AcDream.App.UI.Layout.InventoryController? _inventoryController;
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// Phase D.2b Sub-phase C — paperdoll equip-slot controller (wield drag handler).
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@ -2036,7 +2035,6 @@ public sealed class GameWindow : IDisposable
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sendRaiseSkill: (statId, cost) => _liveSession?.SendRaiseSkill(statId, cost),
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sendTrainSkill: (statId, credits) => _liveSession?.SendTrainSkill(statId, credits));
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_uiHost.Root.DragReleasedOutsideUi += OnUiDragReleasedOutside;
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_uiHost.Root.WindowMoved += OnRetailWindowMoved;
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// Feed Silk input to the UiRoot tree so windows drag / close / select.
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// UiRoot consumes UI events; the game InputDispatcher (subscribed to the
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@ -2130,7 +2128,6 @@ public sealed class GameWindow : IDisposable
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ResolveChrome, vitalsDatFont, ResolveDatFont);
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if (radarLayout is not null && radarLayout.Root is AcDream.App.UI.UiRadar radarRoot)
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{
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_radarRoot = radarRoot;
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_radarSnapshotProvider = new AcDream.App.UI.Layout.RadarSnapshotProvider(
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Objects,
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_entitiesByServerGuid,
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@ -2162,7 +2159,6 @@ public sealed class GameWindow : IDisposable
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ConstrainDragToParent = true,
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ContentClickThrough = false,
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});
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ApplySavedRadarPosition();
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Console.WriteLine("[D.6] retail radar/compass from LayoutDesc 0x21000074.");
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}
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else
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@ -2223,6 +2219,7 @@ public sealed class GameWindow : IDisposable
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ResizeX = true,
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ResizeY = true,
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Opacity = 0.75f,
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StateController = chatController,
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});
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chatController.AttachWindow(chatHandle);
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// The LayoutDesc root is 800px wide because it shares the display
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@ -2529,27 +2526,8 @@ public sealed class GameWindow : IDisposable
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});
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var inventoryFrame = (AcDream.App.UI.UiNineSlicePanel)inventoryHandle.OuterFrame;
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// Stretch the contents region with the window: the gm3DItemsUI sub-window + its grid
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// + scrollbar + the full-window backdrop grow vertically (Left|Top|Bottom); the
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// paperdoll + side-bag column stay pinned at the top (Left|Top). The grid's ViewHeight
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// grows → more rows + the scrollbar thumb ratio (view/content) reflects it.
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void StretchV(uint id)
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{
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if (invLayout!.FindElement(id) is { } el)
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el.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top
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| AcDream.App.UI.AnchorEdges.Bottom;
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}
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void PinTopLeft(uint id)
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{
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if (invLayout!.FindElement(id) is { } el)
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el.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top;
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}
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StretchV(0x100001D0u); // full-window backdrop
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StretchV(0x100001CFu); // gm3DItemsUI sub-window (contents-grid container)
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StretchV(0x100001C6u); // contents grid (UiItemList)
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StretchV(0x100001C7u); // contents scrollbar
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PinTopLeft(0x100001CDu); // paperdoll (fixed at top)
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PinTopLeft(0x100001CEu); // side-bag column (fixed at top)
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// InventoryController owns descendant resize/reflow policy and captures
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// its hidden-window baselines when it binds below.
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// Phase D.2b-B — populate the inventory from ClientObjectTable: the
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// "Contents of Backpack" grid + the pack-selector strip + the burden meter +
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@ -2616,6 +2594,15 @@ public sealed class GameWindow : IDisposable
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toggleCharacter: () => ToggleRetailWindow(AcDream.App.UI.WindowNames.Character));
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SyncToolbarWindowButtons();
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if (_settingsStore is not null)
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{
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_windowLayoutPersistence = new AcDream.App.UI.RetailWindowLayoutPersistence(
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_uiHost.WindowManager,
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_settingsStore,
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characterKey: () => _activeToonKey,
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screenSize: () => (_window!.Size.X, _window.Size.Y));
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}
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if (_options.UiProbeEnabled)
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{
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void ProbeLog(string message) => Console.WriteLine("[UI-PROBE] " + message);
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@ -2910,7 +2897,8 @@ public sealed class GameWindow : IDisposable
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_liveSession.EnterWorld(user, characterIndex: 0);
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_activeToonKey = chosen.Name;
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ApplySavedRadarPosition();
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_windowLayoutPersistence?.RestoreAll();
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SyncToolbarWindowButtons();
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if (_settingsStore is not null && _settingsVm is not null)
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{
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var toonBag = _settingsStore.LoadCharacter(_activeToonKey);
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@ -11799,6 +11787,7 @@ public sealed class GameWindow : IDisposable
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// "default" and gets swapped to the actual character name on the
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// first EnterWorld.
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private AcDream.UI.Abstractions.Panels.Settings.SettingsStore? _settingsStore;
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private AcDream.App.UI.RetailWindowLayoutPersistence? _windowLayoutPersistence;
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private string _activeToonKey = "default";
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private bool ToggleRetailWindow(string name)
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@ -11842,41 +11831,6 @@ public sealed class GameWindow : IDisposable
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}
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}
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private void ApplySavedRadarPosition()
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{
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if (_radarRoot is null || _settingsStore is null || _window is null)
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return;
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var saved = _settingsStore.LoadWindowPosition(
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_activeToonKey, AcDream.App.UI.WindowNames.Radar);
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if (saved is not { } position)
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return;
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_radarRoot.Left = System.Math.Clamp(
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position.X, 0f, System.Math.Max(0f, _window.Size.X - _radarRoot.Width));
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_radarRoot.Top = System.Math.Clamp(
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position.Y, 0f, System.Math.Max(0f, _window.Size.Y - _radarRoot.Height));
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}
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private void OnRetailWindowMoved(string name, AcDream.App.UI.UiElement window)
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{
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if (name != AcDream.App.UI.WindowNames.Radar || _settingsStore is null)
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return;
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try
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{
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_settingsStore.SaveWindowPosition(
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_activeToonKey,
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name,
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new AcDream.UI.Abstractions.Panels.Settings.UiWindowPosition(
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window.Left, window.Top));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: radar position save failed: {ex.Message}");
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}
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}
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private void UpdateRetailCursorFeedback()
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{
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if (_uiHost is null || _cursorFeedbackController is null || _retailCursorManager is null || _input is null)
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@ -14097,6 +14051,8 @@ public sealed class GameWindow : IDisposable
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_paperdollViewportRenderer?.Dispose(); // Slice 2: the doll's off-screen FBO + textures
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_particleRenderer?.Dispose();
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_debugLines?.Dispose();
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_windowLayoutPersistence?.Dispose();
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_windowLayoutPersistence = null;
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_uiHost?.Dispose();
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_textRenderer?.Dispose();
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_debugFont?.Dispose();
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@ -254,6 +254,7 @@ internal static class MockupDesktop
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ResizeX = true,
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ResizeY = true,
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Opacity = 0.75f,
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StateController = controller,
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});
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controller.AttachWindow(handle);
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18
src/AcDream.App/UI/IRetainedWindowStateController.cs
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18
src/AcDream.App/UI/IRetainedWindowStateController.cs
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@ -0,0 +1,18 @@
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namespace AcDream.App.UI;
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/// <summary>Panel state that is not completely described by outer-frame bounds.</summary>
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public readonly record struct RetainedWindowState(
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bool Collapsed = false,
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bool Maximized = false,
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float? PersistedTop = null,
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float? PersistedHeight = null);
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/// <summary>
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/// Optional state seam used by retained-window persistence. Bounds are restored
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/// first; the controller then reapplies collapsed/maximized presentation.
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/// </summary>
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public interface IRetainedWindowStateController
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{
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RetainedWindowState CaptureWindowState();
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void RestoreWindowState(RetainedWindowState state);
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}
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@ -24,7 +24,7 @@ namespace AcDream.App.UI.Layout;
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/// and bound in place.
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/// </para>
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/// </summary>
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public sealed class ChatWindowController
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public sealed class ChatWindowController : IRetainedWindowStateController
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{
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public const uint LayoutId = 0x21000006u;
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@ -364,13 +364,16 @@ public sealed class ChatWindowController
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_normalHeight = frame.Height;
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float expansion = parentHeight / 2f;
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float targetTop = frame.Top;
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float targetHeight = frame.Height + expansion;
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if (frame.Top + targetHeight > parentHeight || frame.Top >= parentHeight / 2f)
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targetTop = MathF.Max(0f, frame.Top - expansion);
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float targetHeight = Math.Clamp(
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MathF.Min(frame.Height + expansion, parentHeight),
|
||||
frame.MinHeight,
|
||||
frame.MaxHeight);
|
||||
bool growUp = frame.Top + targetHeight > parentHeight
|
||||
|| frame.Top >= parentHeight / 2f;
|
||||
float targetTop = growUp
|
||||
? MathF.Max(0f, frame.Top - (targetHeight - frame.Height))
|
||||
: frame.Top;
|
||||
targetHeight = MathF.Min(targetHeight, parentHeight - targetTop);
|
||||
targetHeight = Math.Clamp(targetHeight, frame.MinHeight, frame.MaxHeight);
|
||||
|
||||
_maximized = true;
|
||||
_maxMinButton?.TrySetRetailState(RetailUiStateIds.Maximized);
|
||||
|
|
@ -378,6 +381,21 @@ public sealed class ChatWindowController
|
|||
handle.MoveTo(frame.Left, targetTop);
|
||||
}
|
||||
|
||||
public RetainedWindowState CaptureWindowState()
|
||||
=> new(
|
||||
Maximized: _maximized,
|
||||
PersistedTop: _maximized ? _normalTop : null,
|
||||
PersistedHeight: _maximized ? _normalHeight : null);
|
||||
|
||||
public void RestoreWindowState(RetainedWindowState state)
|
||||
{
|
||||
if (state.Maximized != _maximized)
|
||||
ToggleMaximize();
|
||||
else
|
||||
_maxMinButton?.TrySetRetailState(
|
||||
_maximized ? RetailUiStateIds.Maximized : RetailUiStateIds.Minimized);
|
||||
}
|
||||
|
||||
private static ElementInfo? FindInfo(ElementInfo node, uint id)
|
||||
{
|
||||
if (node.Id == id) return node;
|
||||
|
|
|
|||
|
|
@ -24,6 +24,10 @@ public sealed class InventoryController : IItemListDragHandler
|
|||
public const uint ContentsCaptionId = 0x100001C5u; // "Contents of Backpack"
|
||||
public const uint TitleTextId = 0x100001D3u; // "Inventory of <name>"
|
||||
public const uint ContentsScrollbarId = 0x100001C7u; // gm3DItemsUI gutter scrollbar (right of the grid)
|
||||
private const uint BackdropId = 0x100001D0u;
|
||||
private const uint ContentsWindowId = 0x100001CFu;
|
||||
private const uint PaperdollWindowId = 0x100001CDu;
|
||||
private const uint BackpackWindowId = 0x100001CEu;
|
||||
|
||||
// 3D-items grid: 192x96 → 6 cols x 3 rows of the 32x32 UIItem cell (template 0x21000037).
|
||||
private const int ContentsColumns = 6;
|
||||
|
|
@ -92,6 +96,8 @@ public sealed class InventoryController : IItemListDragHandler
|
|||
_containerList = layout.FindElement(ContainerListId) as UiItemList;
|
||||
_topContainer = layout.FindElement(TopContainerId) as UiItemList;
|
||||
|
||||
ConfigureResizeLayout(layout);
|
||||
|
||||
if (_contentsGrid is not null)
|
||||
{
|
||||
_contentsGrid.Columns = ContentsColumns;
|
||||
|
|
@ -153,6 +159,24 @@ public sealed class InventoryController : IItemListDragHandler
|
|||
Populate();
|
||||
}
|
||||
|
||||
internal static void ConfigureResizeLayout(ImportedLayout layout)
|
||||
{
|
||||
static void Set(ImportedLayout imported, uint id, AnchorEdges anchors)
|
||||
{
|
||||
if (imported.FindElement(id) is not { } element) return;
|
||||
element.Anchors = anchors;
|
||||
element.CaptureCurrentAnchorBaseline();
|
||||
}
|
||||
|
||||
AnchorEdges stretch = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom;
|
||||
Set(layout, BackdropId, stretch);
|
||||
Set(layout, ContentsWindowId, stretch);
|
||||
Set(layout, ContentsGridId, stretch);
|
||||
Set(layout, ContentsScrollbarId, stretch);
|
||||
Set(layout, PaperdollWindowId, AnchorEdges.Left | AnchorEdges.Top);
|
||||
Set(layout, BackpackWindowId, AnchorEdges.Left | AnchorEdges.Top);
|
||||
}
|
||||
|
||||
public static InventoryController Bind(
|
||||
ImportedLayout layout,
|
||||
ClientObjectTable objects,
|
||||
|
|
|
|||
|
|
@ -66,6 +66,7 @@ public static class RetailWindowFrame
|
|||
AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom;
|
||||
public bool? ContentClickThrough { get; init; }
|
||||
public IRetainedPanelController? Controller { get; init; }
|
||||
public IRetainedWindowStateController? StateController { get; init; }
|
||||
}
|
||||
|
||||
public static RetailWindowHandle Mount(
|
||||
|
|
@ -159,7 +160,8 @@ public static class RetailWindowFrame
|
|||
options.WindowName,
|
||||
outerFrame,
|
||||
content,
|
||||
options.Controller);
|
||||
options.Controller,
|
||||
options.StateController);
|
||||
}
|
||||
|
||||
private static float ResolveConstraint(
|
||||
|
|
|
|||
|
|
@ -38,6 +38,9 @@ synthesis + six deep-dive docs under
|
|||
geometry events, lock propagation, and controller teardown.
|
||||
- `IRetainedPanelController.cs` — disposable lifecycle contract for
|
||||
panel-specific show/hide and descendant-focus behavior.
|
||||
- `RetailWindowLayoutPersistence.cs` / `IRetainedWindowStateController.cs` —
|
||||
per-character/per-resolution bounds, visibility, collapse/maximize, legacy
|
||||
migration, and safe resolution-clamped restore.
|
||||
- `Layout/RetailWindowFrame.cs` — the single production/Studio mount
|
||||
contract for imported-chrome and shared-wrapper windows.
|
||||
- `UiHost.cs` — one-shot wrapper: owns the `UiRoot`, a `TextRenderer`,
|
||||
|
|
|
|||
|
|
@ -19,13 +19,15 @@ public sealed class RetailWindowHandle
|
|||
string name,
|
||||
UiElement outerFrame,
|
||||
UiElement contentRoot,
|
||||
IRetainedPanelController? controller)
|
||||
IRetainedPanelController? controller,
|
||||
IRetainedWindowStateController? stateController)
|
||||
{
|
||||
_owner = owner;
|
||||
Name = name;
|
||||
OuterFrame = outerFrame;
|
||||
ContentRoot = contentRoot;
|
||||
Controller = controller;
|
||||
StateController = stateController;
|
||||
_notifiedVisible = outerFrame.Visible;
|
||||
}
|
||||
|
||||
|
|
@ -33,6 +35,7 @@ public sealed class RetailWindowHandle
|
|||
public UiElement OuterFrame { get; }
|
||||
public UiElement ContentRoot { get; }
|
||||
public IRetainedPanelController? Controller { get; }
|
||||
public IRetainedWindowStateController? StateController { get; }
|
||||
public bool IsRegistered => !_disposed;
|
||||
public bool IsVisible => OuterFrame.Visible;
|
||||
public bool IsLocked => _owner.IsLocked;
|
||||
|
|
|
|||
176
src/AcDream.App/UI/RetailWindowLayoutPersistence.cs
Normal file
176
src/AcDream.App/UI/RetailWindowLayoutPersistence.cs
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Bridges typed retained-window lifecycle events to per-character,
|
||||
/// per-resolution settings. It deliberately ignores the temporary pre-login
|
||||
/// <c>default</c> character key so startup layout cannot overwrite a real
|
||||
/// character's state.
|
||||
/// </summary>
|
||||
public sealed class RetailWindowLayoutPersistence : IDisposable
|
||||
{
|
||||
private readonly RetailWindowManager _manager;
|
||||
private readonly SettingsStore _store;
|
||||
private readonly Func<string> _characterKey;
|
||||
private readonly Func<(int Width, int Height)> _screenSize;
|
||||
private readonly List<RetailWindowHandle> _attached = new();
|
||||
private bool _restoring;
|
||||
private bool _disposed;
|
||||
|
||||
public RetailWindowLayoutPersistence(
|
||||
RetailWindowManager manager,
|
||||
SettingsStore store,
|
||||
Func<string> characterKey,
|
||||
Func<(int Width, int Height)> screenSize)
|
||||
{
|
||||
_manager = manager ?? throw new ArgumentNullException(nameof(manager));
|
||||
_store = store ?? throw new ArgumentNullException(nameof(store));
|
||||
_characterKey = characterKey ?? throw new ArgumentNullException(nameof(characterKey));
|
||||
_screenSize = screenSize ?? throw new ArgumentNullException(nameof(screenSize));
|
||||
|
||||
foreach (RetailWindowHandle handle in manager.Windows)
|
||||
Attach(handle);
|
||||
}
|
||||
|
||||
/// <summary>Restore all registered windows after character and screen are known.</summary>
|
||||
public void RestoreAll()
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
string character = _characterKey();
|
||||
if (!CanPersist(character)) return;
|
||||
var screen = ValidScreenSize();
|
||||
string resolution = ResolutionKey(screen);
|
||||
|
||||
_restoring = true;
|
||||
try
|
||||
{
|
||||
foreach (RetailWindowHandle handle in _attached)
|
||||
{
|
||||
UiWindowLayout fallback = Capture(handle);
|
||||
UiWindowLayout? saved = _store.LoadWindowLayout(
|
||||
character, resolution, handle.Name, fallback);
|
||||
if (saved is not { } layout) continue;
|
||||
|
||||
Apply(handle, layout, screen);
|
||||
// Lazily migrate legacy position-only entries into the complete schema.
|
||||
_store.SaveWindowLayout(character, resolution, handle.Name, Capture(handle));
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
_restoring = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Attach(RetailWindowHandle handle)
|
||||
{
|
||||
_attached.Add(handle);
|
||||
handle.Moved += OnChanged;
|
||||
handle.Resized += OnChanged;
|
||||
handle.Shown += OnChanged;
|
||||
handle.Hidden += OnChanged;
|
||||
}
|
||||
|
||||
private void OnChanged(RetailWindowHandle handle)
|
||||
{
|
||||
if (_restoring || _disposed) return;
|
||||
string character = _characterKey();
|
||||
if (!CanPersist(character)) return;
|
||||
|
||||
try
|
||||
{
|
||||
var screen = ValidScreenSize();
|
||||
_store.SaveWindowLayout(
|
||||
character,
|
||||
ResolutionKey(screen),
|
||||
handle.Name,
|
||||
Capture(handle));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"settings: window layout save failed [{handle.Name}]: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private static UiWindowLayout Capture(RetailWindowHandle handle)
|
||||
{
|
||||
RetainedWindowState state = handle.StateController?.CaptureWindowState() ?? default;
|
||||
return new UiWindowLayout(
|
||||
handle.Left,
|
||||
state.PersistedTop ?? handle.Top,
|
||||
handle.Width,
|
||||
state.PersistedHeight ?? handle.Height,
|
||||
handle.IsVisible,
|
||||
state.Collapsed,
|
||||
state.Maximized);
|
||||
}
|
||||
|
||||
private static void Apply(
|
||||
RetailWindowHandle handle,
|
||||
UiWindowLayout layout,
|
||||
(int Width, int Height) screen)
|
||||
{
|
||||
UiElement frame = handle.OuterFrame;
|
||||
float width = ClampDimension(layout.Width, frame.Width, frame.MinWidth, frame.MaxWidth, screen.Width);
|
||||
float height = ClampDimension(layout.Height, frame.Height, frame.MinHeight, frame.MaxHeight, screen.Height);
|
||||
handle.ResizeTo(width, height);
|
||||
|
||||
float maxX = MathF.Max(0f, screen.Width - handle.Width);
|
||||
float maxY = MathF.Max(0f, screen.Height - handle.Height);
|
||||
float x = Math.Clamp(FiniteOr(layout.X, handle.Left), 0f, maxX);
|
||||
float y = Math.Clamp(FiniteOr(layout.Y, handle.Top), 0f, maxY);
|
||||
handle.MoveTo(x, y);
|
||||
|
||||
handle.StateController?.RestoreWindowState(new RetainedWindowState(
|
||||
Collapsed: layout.Collapsed,
|
||||
Maximized: layout.Maximized));
|
||||
|
||||
if (layout.Visible) handle.Show();
|
||||
else handle.Hide();
|
||||
}
|
||||
|
||||
private (int Width, int Height) ValidScreenSize()
|
||||
{
|
||||
var screen = _screenSize();
|
||||
return (Math.Max(1, screen.Width), Math.Max(1, screen.Height));
|
||||
}
|
||||
|
||||
private static float ClampDimension(
|
||||
float saved,
|
||||
float current,
|
||||
float minimum,
|
||||
float maximum,
|
||||
int screenExtent)
|
||||
{
|
||||
float value = FiniteOr(saved, current);
|
||||
float upper = MathF.Max(minimum, MathF.Min(maximum, screenExtent));
|
||||
return Math.Clamp(value, minimum, upper);
|
||||
}
|
||||
|
||||
private static float FiniteOr(float value, float fallback)
|
||||
=> float.IsFinite(value) ? value : fallback;
|
||||
|
||||
private static string ResolutionKey((int Width, int Height) screen)
|
||||
=> $"{screen.Width}x{screen.Height}";
|
||||
|
||||
private static bool CanPersist(string key)
|
||||
=> !string.IsNullOrWhiteSpace(key)
|
||||
&& !string.Equals(key, "default", StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
foreach (RetailWindowHandle handle in _attached)
|
||||
{
|
||||
handle.Moved -= OnChanged;
|
||||
handle.Resized -= OnChanged;
|
||||
handle.Shown -= OnChanged;
|
||||
handle.Hidden -= OnChanged;
|
||||
}
|
||||
_attached.Clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -36,7 +36,8 @@ public sealed class RetailWindowManager : IDisposable
|
|||
string name,
|
||||
UiElement outerFrame,
|
||||
UiElement? contentRoot = null,
|
||||
IRetainedPanelController? controller = null)
|
||||
IRetainedPanelController? controller = null,
|
||||
IRetainedWindowStateController? stateController = null)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(name);
|
||||
|
|
@ -46,11 +47,15 @@ public sealed class RetailWindowManager : IDisposable
|
|||
throw new InvalidOperationException(
|
||||
$"Retained window '{name}' must be mounted as a direct UiRoot child before registration.");
|
||||
|
||||
IRetainedWindowStateController? resolvedStateController =
|
||||
stateController ?? outerFrame as IRetainedWindowStateController;
|
||||
|
||||
if (_byName.TryGetValue(name, out var sameName))
|
||||
{
|
||||
if (ReferenceEquals(sameName.OuterFrame, outerFrame)
|
||||
&& ReferenceEquals(sameName.ContentRoot, contentRoot ?? outerFrame)
|
||||
&& ReferenceEquals(sameName.Controller, controller))
|
||||
&& ReferenceEquals(sameName.Controller, controller)
|
||||
&& ReferenceEquals(sameName.StateController, resolvedStateController))
|
||||
return sameName;
|
||||
|
||||
Unregister(name);
|
||||
|
|
@ -64,7 +69,8 @@ public sealed class RetailWindowManager : IDisposable
|
|||
name,
|
||||
outerFrame,
|
||||
contentRoot ?? outerFrame,
|
||||
controller);
|
||||
controller,
|
||||
resolvedStateController);
|
||||
_byName.Add(name, handle);
|
||||
_byFrame.Add(outerFrame, handle);
|
||||
handle.NotifyInitialState();
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ namespace AcDream.App.UI;
|
|||
/// the dragged height to the nearer stop so the frame always rests collapsed or expanded — never a
|
||||
/// half-row. Toolkit UX (keystone.dll has no decomp; the dat stacks both rows always) — see IA-17.
|
||||
/// </summary>
|
||||
public sealed class UiCollapsibleFrame : UiNineSlicePanel
|
||||
public sealed class UiCollapsibleFrame : UiNineSlicePanel, IRetainedWindowStateController
|
||||
{
|
||||
public UiCollapsibleFrame(Func<uint, (uint, int, int)> resolve) : base(resolve) { }
|
||||
|
||||
|
|
@ -33,4 +33,15 @@ public sealed class UiCollapsibleFrame : UiNineSlicePanel
|
|||
|
||||
/// <summary>Test hook — OnTick is protected. Drives one snap+visibility reconcile.</summary>
|
||||
internal void TickForTest(double dt) => OnTick(dt);
|
||||
|
||||
public RetainedWindowState CaptureWindowState()
|
||||
=> new(Collapsed: !IsExpanded);
|
||||
|
||||
public void RestoreWindowState(RetainedWindowState state)
|
||||
{
|
||||
if (ExpandedHeight <= CollapsedHeight) return;
|
||||
Height = state.Collapsed ? CollapsedHeight : ExpandedHeight;
|
||||
for (int i = 0; i < SecondRow.Count; i++)
|
||||
SecondRow[i].Visible = !state.Collapsed;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -526,6 +526,18 @@ public abstract class UiElement
|
|||
(int)Parent.Height));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Capture the current mounted rect as the baseline for a compatibility
|
||||
/// anchor policy immediately. Hidden trees do not receive a layout traversal,
|
||||
/// so lazy capture after a persistence resize would use the wrong parent size.
|
||||
/// </summary>
|
||||
internal void CaptureCurrentAnchorBaseline()
|
||||
{
|
||||
if (Parent is null || Anchors == AnchorEdges.None) return;
|
||||
_anchorCaptured = false;
|
||||
ApplyAnchor(Parent.Width, Parent.Height);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebase each immediate child after a host deliberately changes this element's
|
||||
/// design extent. This is used when a production DAT root contains auxiliary
|
||||
|
|
|
|||
|
|
@ -111,8 +111,9 @@ public sealed class UiHost : System.IDisposable
|
|||
string name,
|
||||
UiElement window,
|
||||
UiElement? contentRoot = null,
|
||||
IRetainedPanelController? controller = null)
|
||||
=> Root.RegisterWindow(name, window, contentRoot, controller);
|
||||
IRetainedPanelController? controller = null,
|
||||
IRetainedWindowStateController? stateController = null)
|
||||
=> Root.RegisterWindow(name, window, contentRoot, controller, stateController);
|
||||
|
||||
public bool UnregisterWindow(string name) => Root.UnregisterWindow(name);
|
||||
|
||||
|
|
|
|||
|
|
@ -704,8 +704,9 @@ public sealed class UiRoot : UiElement
|
|||
string name,
|
||||
UiElement window,
|
||||
UiElement? contentRoot = null,
|
||||
IRetainedPanelController? controller = null)
|
||||
=> WindowManager.Register(name, window, contentRoot, controller);
|
||||
IRetainedPanelController? controller = null,
|
||||
IRetainedWindowStateController? stateController = null)
|
||||
=> WindowManager.Register(name, window, contentRoot, controller, stateController);
|
||||
|
||||
public bool UnregisterWindow(string name) => WindowManager.Unregister(name);
|
||||
|
||||
|
|
|
|||
|
|
@ -18,11 +18,12 @@ public readonly record struct UiWindowPosition(float X, float Y);
|
|||
/// <see cref="Input.KeyBindings.LoadOrDefault"/> path.
|
||||
///
|
||||
/// <para>
|
||||
/// Schema (current version 1):
|
||||
/// Schema (current version 2):
|
||||
/// <code>
|
||||
/// {
|
||||
/// "version": 1,
|
||||
/// "version": 2,
|
||||
/// "display": { "resolution": "1920x1080", "fullscreen": false, ... }
|
||||
/// "windowLayouts": { "Character": { "1920x1080": { "chat": { ... } } } }
|
||||
/// }
|
||||
/// </code>
|
||||
/// Unknown top-level keys are preserved on save so future tab additions
|
||||
|
|
@ -32,7 +33,7 @@ public readonly record struct UiWindowPosition(float X, float Y);
|
|||
/// </summary>
|
||||
public sealed class SettingsStore
|
||||
{
|
||||
private const int CurrentSchemaVersion = 1;
|
||||
private const int CurrentSchemaVersion = 2;
|
||||
private readonly string _path;
|
||||
|
||||
public SettingsStore(string path)
|
||||
|
|
@ -250,26 +251,7 @@ public sealed class SettingsStore
|
|||
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
|
||||
if (settings is null) throw new ArgumentNullException(nameof(settings));
|
||||
|
||||
var dir = Path.GetDirectoryName(_path);
|
||||
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
|
||||
|
||||
// Read existing file as a mutable JsonObject (or start fresh).
|
||||
JsonObject root;
|
||||
if (File.Exists(_path))
|
||||
{
|
||||
try
|
||||
{
|
||||
root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
|
||||
}
|
||||
catch
|
||||
{
|
||||
root = new JsonObject();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
root = new JsonObject();
|
||||
}
|
||||
JsonObject root = LoadMutableRoot();
|
||||
|
||||
// Build the toon's payload.
|
||||
var toonObj = new JsonObject
|
||||
|
|
@ -282,15 +264,10 @@ public sealed class SettingsStore
|
|||
|
||||
// Slot it under character[toonKey], creating the character map if
|
||||
// necessary. Other toons in the map are preserved.
|
||||
if (root["character"] is not JsonObject characterMap)
|
||||
{
|
||||
characterMap = new JsonObject();
|
||||
root["character"] = characterMap;
|
||||
}
|
||||
JsonObject characterMap = GetOrCreateObject(root, "character");
|
||||
characterMap[toonKey] = toonObj;
|
||||
root["version"] = CurrentSchemaVersion;
|
||||
|
||||
File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
|
||||
WriteMutableRoot(root);
|
||||
}
|
||||
|
||||
/// <summary>Load a named retained-window position for one character.</summary>
|
||||
|
|
@ -324,37 +301,165 @@ public sealed class SettingsStore
|
|||
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
|
||||
|
||||
var dir = Path.GetDirectoryName(_path);
|
||||
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
|
||||
|
||||
JsonObject root;
|
||||
if (File.Exists(_path))
|
||||
{
|
||||
try { root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject(); }
|
||||
catch { root = new JsonObject(); }
|
||||
}
|
||||
else
|
||||
{
|
||||
root = new JsonObject();
|
||||
}
|
||||
|
||||
if (root["windowPositions"] is not JsonObject positions)
|
||||
{
|
||||
positions = new JsonObject();
|
||||
root["windowPositions"] = positions;
|
||||
}
|
||||
if (positions[toonKey] is not JsonObject toon)
|
||||
{
|
||||
toon = new JsonObject();
|
||||
positions[toonKey] = toon;
|
||||
}
|
||||
JsonObject root = LoadMutableRoot();
|
||||
JsonObject positions = GetOrCreateObject(root, "windowPositions");
|
||||
JsonObject toon = GetOrCreateObject(positions, toonKey);
|
||||
toon[windowName] = new JsonObject
|
||||
{
|
||||
["x"] = position.X,
|
||||
["y"] = position.Y,
|
||||
};
|
||||
root["version"] = CurrentSchemaVersion;
|
||||
File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
|
||||
WriteMutableRoot(root);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load complete retained-window state for one character and screen resolution.
|
||||
/// Missing fields in an older partial layout inherit from
|
||||
/// <paramref name="fallback"/>. When no modern entry exists, the legacy
|
||||
/// <c>windowPositions[toonKey][windowName]</c> radar entry is returned as a
|
||||
/// position-only migration layered over the same fallback.
|
||||
/// </summary>
|
||||
public UiWindowLayout? LoadWindowLayout(
|
||||
string toonKey,
|
||||
string resolutionKey,
|
||||
string windowName,
|
||||
UiWindowLayout fallback)
|
||||
{
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(resolutionKey);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
|
||||
if (!File.Exists(_path)) return null;
|
||||
|
||||
try
|
||||
{
|
||||
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
|
||||
JsonObject? node = root?["windowLayouts"]?[toonKey]?[resolutionKey]?[windowName] as JsonObject;
|
||||
if (node is null
|
||||
&& root?["windowLayouts"]?[toonKey] is JsonObject resolutions
|
||||
&& TryParseResolution(resolutionKey, out int requestedWidth, out int requestedHeight))
|
||||
{
|
||||
long bestDistance = long.MaxValue;
|
||||
foreach ((string key, JsonNode? value) in resolutions)
|
||||
{
|
||||
if (value?[windowName] is not JsonObject candidate
|
||||
|| !TryParseResolution(key, out int width, out int height))
|
||||
continue;
|
||||
long dx = width - requestedWidth;
|
||||
long dy = height - requestedHeight;
|
||||
long distance = dx * dx + dy * dy;
|
||||
if (distance >= bestDistance) continue;
|
||||
bestDistance = distance;
|
||||
node = candidate;
|
||||
}
|
||||
}
|
||||
|
||||
if (node is not null)
|
||||
{
|
||||
return new UiWindowLayout(
|
||||
ReadNodeFloat(node, "x", fallback.X),
|
||||
ReadNodeFloat(node, "y", fallback.Y),
|
||||
ReadNodeFloat(node, "width", fallback.Width),
|
||||
ReadNodeFloat(node, "height", fallback.Height),
|
||||
ReadNodeBool(node, "visible", fallback.Visible),
|
||||
ReadNodeBool(node, "collapsed", fallback.Collapsed),
|
||||
ReadNodeBool(node, "maximized", fallback.Maximized));
|
||||
}
|
||||
|
||||
// Version-1 migration: radar stored only X/Y and had no resolution key.
|
||||
if (root?["windowPositions"]?[toonKey]?[windowName] is JsonObject legacy)
|
||||
{
|
||||
return fallback with
|
||||
{
|
||||
X = ReadNodeFloat(legacy, "x", fallback.X),
|
||||
Y = ReadNodeFloat(legacy, "y", fallback.Y),
|
||||
};
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"settings: failed to load window layout from {_path}: {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save complete retained-window state under
|
||||
/// <c>windowLayouts[toonKey][resolutionKey][windowName]</c>, preserving every
|
||||
/// other character, resolution, window, and settings section.
|
||||
/// </summary>
|
||||
public void SaveWindowLayout(
|
||||
string toonKey,
|
||||
string resolutionKey,
|
||||
string windowName,
|
||||
UiWindowLayout layout)
|
||||
{
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(resolutionKey);
|
||||
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
|
||||
|
||||
JsonObject root = LoadMutableRoot();
|
||||
JsonObject layouts = GetOrCreateObject(root, "windowLayouts");
|
||||
JsonObject toon = GetOrCreateObject(layouts, toonKey);
|
||||
JsonObject resolution = GetOrCreateObject(toon, resolutionKey);
|
||||
resolution[windowName] = new JsonObject
|
||||
{
|
||||
["x"] = layout.X,
|
||||
["y"] = layout.Y,
|
||||
["width"] = layout.Width,
|
||||
["height"] = layout.Height,
|
||||
["visible"] = layout.Visible,
|
||||
["collapsed"] = layout.Collapsed,
|
||||
["maximized"] = layout.Maximized,
|
||||
};
|
||||
root["version"] = CurrentSchemaVersion;
|
||||
WriteMutableRoot(root);
|
||||
}
|
||||
|
||||
private JsonObject LoadMutableRoot()
|
||||
{
|
||||
var dir = Path.GetDirectoryName(_path);
|
||||
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
|
||||
if (!File.Exists(_path)) return new JsonObject();
|
||||
try { return JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject(); }
|
||||
catch { return new JsonObject(); }
|
||||
}
|
||||
|
||||
private void WriteMutableRoot(JsonObject root)
|
||||
=> File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
|
||||
|
||||
private static JsonObject GetOrCreateObject(JsonObject parent, string key)
|
||||
{
|
||||
if (parent[key] is JsonObject existing) return existing;
|
||||
var created = new JsonObject();
|
||||
parent[key] = created;
|
||||
return created;
|
||||
}
|
||||
|
||||
private static float ReadNodeFloat(JsonObject node, string key, float fallback)
|
||||
{
|
||||
try { return node[key]?.GetValue<float>() ?? fallback; }
|
||||
catch { return fallback; }
|
||||
}
|
||||
|
||||
private static bool ReadNodeBool(JsonObject node, string key, bool fallback)
|
||||
{
|
||||
try { return node[key]?.GetValue<bool>() ?? fallback; }
|
||||
catch { return fallback; }
|
||||
}
|
||||
|
||||
private static bool TryParseResolution(string key, out int width, out int height)
|
||||
{
|
||||
width = 0;
|
||||
height = 0;
|
||||
int separator = key.IndexOf('x', StringComparison.OrdinalIgnoreCase);
|
||||
return separator > 0
|
||||
&& int.TryParse(key.AsSpan(0, separator), out width)
|
||||
&& int.TryParse(key.AsSpan(separator + 1), out height)
|
||||
&& width > 0
|
||||
&& height > 0;
|
||||
}
|
||||
|
||||
private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
|
||||
|
|
|
|||
|
|
@ -0,0 +1,15 @@
|
|||
namespace AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// Complete persisted state for one retained window at one screen resolution.
|
||||
/// Position and size are outer-frame pixels; panel flags retain the small amount
|
||||
/// of state that geometry alone cannot reproduce reliably.
|
||||
/// </summary>
|
||||
public readonly record struct UiWindowLayout(
|
||||
float X,
|
||||
float Y,
|
||||
float Width,
|
||||
float Height,
|
||||
bool Visible,
|
||||
bool Collapsed,
|
||||
bool Maximized);
|
||||
|
|
@ -180,8 +180,9 @@ public class ChatLayoutConformanceTests
|
|||
maxMin.OnClick!();
|
||||
|
||||
Assert.True(controller.IsMaximized);
|
||||
Assert.Equal(90f, handle.Top);
|
||||
Assert.Equal(130f, handle.Top);
|
||||
Assert.Equal(370f, handle.Height); // DAT max 360 + 2*5px shared chrome
|
||||
Assert.Equal(500f, handle.Top + handle.Height); // lower edge stays fixed while growing upward
|
||||
Assert.Equal(RetailUiStateIds.Maximized, maxMin.ActiveRetailStateId);
|
||||
controller.Root.ApplyAnchor(handle.Width, handle.Height);
|
||||
Assert.Equal(360f, controller.Root.Height);
|
||||
|
|
|
|||
|
|
@ -106,6 +106,59 @@ public sealed class RetailWindowFrameTests
|
|||
Assert.False(content.Resizable);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HiddenInventory_RestoredExpandedBeforeFirstDraw_GrowsContentsRows()
|
||||
{
|
||||
ImportedLayout layout = FixtureLoader.LoadInventory();
|
||||
UiItemList grid = Assert.IsType<UiItemList>(
|
||||
layout.FindElement(InventoryController.ContentsGridId));
|
||||
grid.Columns = 6;
|
||||
grid.CellWidth = 32f;
|
||||
grid.CellHeight = 32f;
|
||||
grid.Flush();
|
||||
for (int i = 0; i < 102; i++)
|
||||
grid.AddItem(new UiItemSlot());
|
||||
|
||||
var root = new UiRoot { Width = 1280, Height = 720 };
|
||||
RetailWindowHandle handle = RetailWindowFrame.Mount(
|
||||
root,
|
||||
layout.Root,
|
||||
NoTex,
|
||||
new RetailWindowFrame.Options
|
||||
{
|
||||
WindowName = WindowNames.Inventory,
|
||||
Chrome = RetailWindowChrome.NineSlice,
|
||||
ContentWidth = layout.Root.Width,
|
||||
ContentHeight = layout.Root.Height,
|
||||
Visible = false,
|
||||
ResizeX = false,
|
||||
ResizeY = true,
|
||||
ResizableEdges = ResizeEdges.Bottom,
|
||||
MaxHeight = 560f,
|
||||
});
|
||||
|
||||
// Production installs the controller-owned policies after mounting, while
|
||||
// inventory is still hidden, and captures their design baseline immediately.
|
||||
InventoryController.ConfigureResizeLayout(layout);
|
||||
|
||||
// Persistence restores the hidden window before its first visible draw.
|
||||
handle.ResizeTo(handle.Width, 527f);
|
||||
ApplyAnchors(handle.OuterFrame);
|
||||
grid.LayoutCells();
|
||||
|
||||
Assert.Equal(251f, grid.Height);
|
||||
Assert.Equal(42, grid.Children.Count(child => child.Visible));
|
||||
}
|
||||
|
||||
private static void ApplyAnchors(UiElement parent)
|
||||
{
|
||||
foreach (UiElement child in parent.Children)
|
||||
{
|
||||
child.ApplyAnchor(parent.Width, parent.Height);
|
||||
ApplyAnchors(child);
|
||||
}
|
||||
}
|
||||
|
||||
private static ElementInfo Constraints(int minHeight, int maxHeight)
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
|
|
|
|||
102
tests/AcDream.App.Tests/UI/RetailWindowLayoutPersistenceTests.cs
Normal file
102
tests/AcDream.App.Tests/UI/RetailWindowLayoutPersistenceTests.cs
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public sealed class RetailWindowLayoutPersistenceTests : IDisposable
|
||||
{
|
||||
private readonly string _directory = Path.Combine(
|
||||
Path.GetTempPath(), "acdream-window-layout-tests-" + Guid.NewGuid().ToString("N"));
|
||||
private string PathName => Path.Combine(_directory, "settings.json");
|
||||
|
||||
[Fact]
|
||||
public void CompletedInteractions_SaveCompleteCharacterResolutionLayout()
|
||||
{
|
||||
var store = new SettingsStore(PathName);
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
RetailWindowHandle handle = Mount(root, "chat");
|
||||
using var persistence = new RetailWindowLayoutPersistence(
|
||||
root.WindowManager, store, () => "Alice", () => (800, 600));
|
||||
|
||||
handle.MoveTo(44f, 55f);
|
||||
handle.ResizeTo(320f, 180f);
|
||||
handle.Hide();
|
||||
|
||||
UiWindowLayout saved = Assert.IsType<UiWindowLayout>(
|
||||
store.LoadWindowLayout("Alice", "800x600", "chat", default));
|
||||
Assert.Equal((44f, 55f, 320f, 180f), (saved.X, saved.Y, saved.Width, saved.Height));
|
||||
Assert.False(saved.Visible);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Restore_ClampsBoundsAndReappliesPanelStateAndVisibility()
|
||||
{
|
||||
var store = new SettingsStore(PathName);
|
||||
store.SaveWindowLayout(
|
||||
"Alice",
|
||||
"640x480",
|
||||
"chat",
|
||||
new UiWindowLayout(900f, 700f, 500f, 300f, false, false, true));
|
||||
|
||||
var root = new UiRoot { Width = 640, Height = 480 };
|
||||
var state = new FakeWindowState();
|
||||
RetailWindowHandle handle = Mount(root, "chat", state);
|
||||
using var persistence = new RetailWindowLayoutPersistence(
|
||||
root.WindowManager, store, () => "Alice", () => (640, 480));
|
||||
|
||||
persistence.RestoreAll();
|
||||
|
||||
Assert.Equal((500f, 300f), (handle.Width, handle.Height));
|
||||
Assert.Equal((140f, 180f), (handle.Left, handle.Top));
|
||||
Assert.False(handle.IsVisible);
|
||||
Assert.True(state.Restored.Maximized);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DefaultPreLoginKey_NeverOverwritesCharacterLayouts()
|
||||
{
|
||||
var store = new SettingsStore(PathName);
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
RetailWindowHandle handle = Mount(root, "radar");
|
||||
using var persistence = new RetailWindowLayoutPersistence(
|
||||
root.WindowManager, store, () => "default", () => (800, 600));
|
||||
|
||||
handle.MoveTo(123f, 234f);
|
||||
|
||||
Assert.Null(store.LoadWindowLayout("default", "800x600", "radar", default));
|
||||
}
|
||||
|
||||
private static RetailWindowHandle Mount(
|
||||
UiRoot root,
|
||||
string name,
|
||||
IRetainedWindowStateController? state = null)
|
||||
{
|
||||
var frame = new UiPanel
|
||||
{
|
||||
Left = 10f,
|
||||
Top = 20f,
|
||||
Width = 200f,
|
||||
Height = 100f,
|
||||
MinWidth = 100f,
|
||||
MinHeight = 80f,
|
||||
MaxWidth = 600f,
|
||||
MaxHeight = 400f,
|
||||
Draggable = true,
|
||||
Resizable = true,
|
||||
};
|
||||
root.AddChild(frame);
|
||||
return root.RegisterWindow(name, frame, stateController: state);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Directory.Exists(_directory)) Directory.Delete(_directory, recursive: true);
|
||||
}
|
||||
|
||||
private sealed class FakeWindowState : IRetainedWindowStateController
|
||||
{
|
||||
public RetainedWindowState Restored { get; private set; }
|
||||
public RetainedWindowState CaptureWindowState() => Restored;
|
||||
public void RestoreWindowState(RetainedWindowState state) => Restored = state;
|
||||
}
|
||||
}
|
||||
|
|
@ -384,4 +384,54 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.Null(store.LoadWindowPosition("Alice", "inventory"));
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WindowLayouts_RoundTripPerCharacterResolutionAndPreserveSettings()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
var alice1080 = new UiWindowLayout(10f, 20f, 500f, 300f, true, false, true);
|
||||
var alice1440 = new UiWindowLayout(30f, 40f, 650f, 420f, false, true, false);
|
||||
var bob1080 = new UiWindowLayout(50f, 60f, 310f, 132f, true, false, false);
|
||||
|
||||
store.SaveWindowLayout("Alice", "1920x1080", "chat", alice1080);
|
||||
store.SaveWindowLayout("Alice", "2560x1440", "chat", alice1440);
|
||||
store.SaveWindowLayout("Bob", "1920x1080", "toolbar", bob1080);
|
||||
|
||||
Assert.Equal(alice1080, store.LoadWindowLayout("Alice", "1920x1080", "chat", default));
|
||||
Assert.Equal(alice1440, store.LoadWindowLayout("Alice", "2560x1440", "chat", default));
|
||||
Assert.Equal(bob1080, store.LoadWindowLayout("Bob", "1920x1080", "toolbar", default));
|
||||
Assert.Null(store.LoadWindowLayout("Alice", "1920x1080", "inventory", default));
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WindowLayouts_MigrateLegacyRadarPositionOverCurrentDefaults()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveWindowPosition("Alice", "radar", new UiWindowPosition(321.5f, 18f));
|
||||
var current = new UiWindowLayout(10f, 10f, 160f, 180f, true, false, false);
|
||||
|
||||
UiWindowLayout migrated = Assert.IsType<UiWindowLayout>(
|
||||
store.LoadWindowLayout("Alice", "1920x1080", "radar", current));
|
||||
|
||||
Assert.Equal(321.5f, migrated.X);
|
||||
Assert.Equal(18f, migrated.Y);
|
||||
Assert.Equal(current.Width, migrated.Width);
|
||||
Assert.Equal(current.Height, migrated.Height);
|
||||
Assert.Equal(current.Visible, migrated.Visible);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WindowLayouts_FallBackToNearestSavedResolution()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
var hd = new UiWindowLayout(100f, 110f, 400f, 250f, true, false, false);
|
||||
var uhd = new UiWindowLayout(300f, 310f, 600f, 450f, true, false, false);
|
||||
store.SaveWindowLayout("Alice", "1280x720", "chat", hd);
|
||||
store.SaveWindowLayout("Alice", "3840x2160", "chat", uhd);
|
||||
|
||||
Assert.Equal(hd, store.LoadWindowLayout("Alice", "1600x900", "chat", default));
|
||||
Assert.Equal(uhd, store.LoadWindowLayout("Alice", "3200x1800", "chat", default));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue