feat(D.2b): scrollable retail chat window (read-only foundation)
Add UiChatView, a transcript widget for the retail-look UI: renders the ChatVM tail bottom-pinned (newest at the bottom, like retail) with mouse-wheel scrollback and whole-line vertical clipping so text stays inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and wired into the UiHost next to the vitals window, fed by a dedicated ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour palette (speech white, tells magenta, channels blue, system yellow, emotes grey, combat orange). This is the read-only foundation. The next sub-step adds glScissor clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs a CapturesPointerDrag opt-out on UiElement so an interior drag selects text instead of moving the window (today an interior drag still moves the window, same as the vitals panel). Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow, never-negative). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -1773,6 +1773,56 @@ public sealed class GameWindow : IDisposable
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_uiHost.Root.AddChild(panel);
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Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup.");
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// Retail chat window — a draggable/resizable nine-slice frame hosting a
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// scrollable transcript (UiChatView). Read-only + wheel-scroll for now;
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// drag-select + Ctrl+C copy land in the next D.2b sub-step. A dedicated
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// ChatVM with a deeper tail (200) feeds the scrollback; it shares the
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// same live ChatLog (Chat) as the ImGui panel.
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var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
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var chatWindow = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome)
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{
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Left = 10, Top = 432, Width = 440, Height = 184,
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MinWidth = 180, MinHeight = 80,
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};
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var chatView = new AcDream.App.UI.UiChatView
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{
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Left = 8, Top = 8, Width = 424, Height = 168,
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Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top
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| AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom,
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Font = _debugFont,
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LinesProvider = () => BuildRetailChatLines(retailChatVm),
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};
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chatWindow.AddChild(chatView);
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_uiHost.Root.AddChild(chatWindow);
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// Map the VM's formatted tail into coloured view lines. Per-ChatKind
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// palette (retail-ish): speech white, tells magenta, channels blue,
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// system yellow, emotes grey, combat orange. Refined later if needed.
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static System.Collections.Generic.IReadOnlyList<AcDream.App.UI.UiChatView.Line> BuildRetailChatLines(
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AcDream.UI.Abstractions.Panels.Chat.ChatVM vm)
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{
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var detailed = vm.RecentLinesDetailed();
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var result = new AcDream.App.UI.UiChatView.Line[detailed.Count];
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for (int i = 0; i < detailed.Count; i++)
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result[i] = new AcDream.App.UI.UiChatView.Line(
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detailed[i].Text, RetailChatColor(detailed[i].Kind));
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return result;
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}
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static System.Numerics.Vector4 RetailChatColor(AcDream.Core.Chat.ChatKind kind) => kind switch
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{
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AcDream.Core.Chat.ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f),
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AcDream.Core.Chat.ChatKind.RangedSpeech => new(1f, 0.95f, 0.8f, 1f),
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AcDream.Core.Chat.ChatKind.Channel => new(0.6f, 0.8f, 1f, 1f),
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AcDream.Core.Chat.ChatKind.Tell => new(1f, 0.5f, 1f, 1f),
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AcDream.Core.Chat.ChatKind.System => new(1f, 1f, 0.45f, 1f),
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AcDream.Core.Chat.ChatKind.Popup => new(1f, 0.85f, 0.4f, 1f),
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AcDream.Core.Chat.ChatKind.Emote => new(0.8f, 0.8f, 0.7f, 1f),
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AcDream.Core.Chat.ChatKind.SoulEmote => new(0.8f, 0.8f, 0.7f, 1f),
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AcDream.Core.Chat.ChatKind.Combat => new(1f, 0.6f, 0.25f, 1f),
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_ => new(0.9f, 0.9f, 0.9f, 1f),
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};
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// Drain plugin-registered markup panels (buffered before the GL
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// window opened) into the same UiRoot tree. A faulty plugin markup
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// file is isolated — logged + skipped, never crashes the client.
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