feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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74 changed files with 6669 additions and 238 deletions
109
src/AcDream.App/UI/UiScrollablePanel.cs
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109
src/AcDream.App/UI/UiScrollablePanel.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace AcDream.App.UI;
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/// <summary>
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/// Simple vertical viewport for controller-built row lists. It shares the same
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/// pixel scroll model as chat text and item grids, and clips whole rows because
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/// the UI renderer does not have a scissor stack yet.
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/// </summary>
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public sealed class UiScrollablePanel : UiPanel
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{
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private readonly Dictionary<UiElement, float> _baseTops = new(ReferenceEqualityComparer.Instance);
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public UiScrollable Scroll { get; } = new();
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public int LineHeight { get; set; } = 16;
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public int ContentHeight { get; private set; }
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public UiScrollablePanel()
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{
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BackgroundColor = Vector4.Zero;
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BorderColor = Vector4.Zero;
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}
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public override void AddChild(UiElement child)
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{
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base.AddChild(child);
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Track(child);
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}
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public override bool RemoveChild(UiElement child)
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{
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bool removed = base.RemoveChild(child);
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if (removed)
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{
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_baseTops.Remove(child);
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RecomputeContentHeight();
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}
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return removed;
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}
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public void ClearContent()
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{
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foreach (var child in Children.ToArray())
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RemoveChild(child);
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_baseTops.Clear();
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ContentHeight = 0;
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Scroll.SetScrollY(0);
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}
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internal void LayoutScrollableChildren()
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{
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Scroll.LineHeight = Math.Max(1, LineHeight);
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Scroll.ContentHeight = ContentHeight;
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Scroll.ViewHeight = Math.Max(0, (int)MathF.Floor(Height));
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Scroll.SetScrollY(Scroll.ScrollY);
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foreach (var child in Children)
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{
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if (!_baseTops.TryGetValue(child, out float baseTop))
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continue;
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float top = baseTop - Scroll.ScrollY;
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child.Top = top;
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child.Visible = top >= -0.5f && top + child.Height <= Height + 0.5f;
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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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Scroll.ScrollByLines(-e.Data0);
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LayoutScrollableChildren();
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return true;
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}
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return base.OnEvent(e);
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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LayoutScrollableChildren();
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base.OnDraw(ctx);
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}
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private void Track(UiElement child)
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{
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child.Anchors = AnchorEdges.None;
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_baseTops[child] = child.Top;
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RecomputeContentHeight();
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}
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private void RecomputeContentHeight()
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{
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float bottom = 0f;
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foreach (var child in Children)
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{
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if (!_baseTops.TryGetValue(child, out float top))
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continue;
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bottom = MathF.Max(bottom, top + child.Height);
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}
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ContentHeight = (int)MathF.Ceiling(bottom);
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Scroll.SetScrollY(Scroll.ScrollY);
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}
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}
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