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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src/AcDream.App/UI/UiChatView.cs
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src/AcDream.App/UI/UiChatView.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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namespace AcDream.App.UI;
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/// <summary>
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/// Scrollable chat transcript for the retail-look chat window. Renders the
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/// lines from <see cref="LinesProvider"/> bottom-pinned (newest at the bottom,
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/// like retail) with mouse-wheel scrollback. Whole-line vertical clipping keeps
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/// text inside the window.
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///
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/// <para>
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/// This is the read-only foundation. A follow-up sub-step adds glScissor-based
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/// clipping + word-wrap, drag-to-select, and Ctrl+C copy (which needs the
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/// <see cref="UiElement.CapturesPointerDrag"/> opt-out so an interior drag
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/// selects text instead of moving the window).
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/// </para>
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/// </summary>
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public sealed class UiChatView : UiElement
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{
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/// <summary>One display line: pre-formatted text + its colour.</summary>
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public readonly record struct Line(string Text, Vector4 Color);
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/// <summary>Provider of the lines to show, oldest-first. Polled each frame.</summary>
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public Func<IReadOnlyList<Line>> LinesProvider { get; set; } = static () => Array.Empty<Line>();
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/// <summary>Font for the transcript; falls back to the context default.</summary>
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public BitmapFont? Font { get; set; }
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/// <summary>Backing fill behind the text (retail chat is a dark translucent box).</summary>
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public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.35f);
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/// <summary>Inner text inset from the view edges, px.</summary>
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public float Padding { get; set; } = 4f;
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// Pixels the transcript is scrolled UP from the newest line (0 = pinned to bottom).
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private float _scroll;
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private const float WheelLines = 3f; // lines advanced per wheel notch
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/// <summary>
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/// Clamp a scroll offset to [0, max] where max = content-height - view-height
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/// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests.
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/// </summary>
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public static float ClampScroll(float scroll, float contentHeight, float viewHeight)
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{
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float max = Math.Max(0f, contentHeight - viewHeight);
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if (scroll < 0f) return 0f;
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return scroll > max ? max : scroll;
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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ctx.DrawRect(0, 0, Width, Height, BackgroundColor);
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var font = Font ?? ctx.DefaultFont;
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if (font is null) return;
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var lines = LinesProvider();
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if (lines.Count == 0) return;
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float lh = font.LineHeight;
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float top = Padding, bottom = Height - Padding;
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float innerH = bottom - top;
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float contentH = lines.Count * lh;
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_scroll = ClampScroll(_scroll, contentH, innerH);
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// Bottom-pin: with _scroll==0 the LAST line ends at `bottom`; scrolling up
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// shifts the whole block down so older lines are revealed at the top.
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float baseY = bottom - contentH + _scroll;
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for (int i = 0; i < lines.Count; i++)
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{
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float y = baseY + i * lh;
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if (y < top || y + lh > bottom) continue; // whole-line vertical clip (no scissor yet)
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ctx.DrawString(lines[i].Text, Padding, y, lines[i].Color, font);
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}
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}
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public override bool OnEvent(in UiEvent e)
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{
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if (e.Type == UiEventType.Scroll)
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{
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float lh = Font?.LineHeight ?? 16f;
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// Silk wheel +Y = scroll up = reveal older = shift content down = larger _scroll.
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_scroll += e.Data0 * WheelLines * lh; // re-clamped next OnDraw against live content
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return true;
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}
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return false;
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}
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}
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