feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ec414d60cd
commit
ceec3bc440
334 changed files with 3660 additions and 3840 deletions
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@ -1,4 +1,4 @@
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using System;
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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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@ -11,16 +11,16 @@ namespace AcDream.App.UI;
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/// as stubs for future item-window use.
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///
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/// <para>
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/// Caret is a glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the
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/// Caret is a glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the
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/// caret. Supports mouse + Shift-arrow SELECTION, clipboard cut/copy/paste, and
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/// held-key auto-repeat (hold Backspace deletes continuously). Submit (Enter / Send)
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/// fires <see cref="OnSubmit"/>, clears, and pushes history (100-entry cap,
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/// sentinel 0xFFFFFFFF — port of <c>ChatInterface::ProcessCommand @0x4f5100</c>).
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/// sentinel 0xFFFFFFFF — port of <c>ChatInterface::ProcessCommand @0x4f5100</c>).
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/// </para>
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///
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/// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40.
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/// </summary>
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public sealed class UiField : UiElement
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internal sealed class UiField : UiElement
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{
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private readonly record struct WrappedLine(int Start, int Length, string Text);
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@ -71,9 +71,9 @@ public sealed class UiField : UiElement
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/// Wired by the host from <see cref="UiHost.Keyboard"/>.</summary>
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public Silk.NET.Input.IKeyboard? Keyboard { get; set; }
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/// <summary>Dat sprite resolver (id → GL texture + size) for the focused-field
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/// <summary>Dat sprite resolver (id → GL texture + size) for the focused-field
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/// background. Null = fall back to the flat <see cref="BackgroundColor"/> rect.</summary>
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public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
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public Func<uint, (GpuTextureSlot tex, int w, int h)>? SpriteResolve { get; set; }
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/// <summary>Unfocused/default state sprite imported from the DAT.</summary>
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public uint BackgroundSprite { get; set; }
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/// <summary>Gold "lit" field background drawn when focused (retail Normal_focussed
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@ -120,7 +120,7 @@ public sealed class UiField : UiElement
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/// are reproduced procedurally, so the importer must not build them as widgets.</summary>
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public override bool ConsumesDatChildren => true;
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// ── Editing primitives ──────────────────────────────────────────────
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// ── Editing primitives ──────────────────────────────────────────────
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public void InsertChar(char c)
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{
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@ -169,7 +169,7 @@ public sealed class UiField : UiElement
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private void MoveCaret(int delta, bool shift) => MoveCaretTo(_caret + delta, shift);
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// ── Selection ────────────────────────────────────────────────────────
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// ── Selection ────────────────────────────────────────────────────────
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private (int lo, int hi) SelSpan()
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{
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@ -268,7 +268,7 @@ public sealed class UiField : UiElement
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_historyIndex = -1;
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}
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// ── Submit + history ─────────────────────────────────────────────────
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// ── Submit + history ─────────────────────────────────────────────────
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public void Submit()
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{
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@ -315,9 +315,9 @@ public sealed class UiField : UiElement
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_selAnchor = null;
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}
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// ── Geometry ─────────────────────────────────────────────────────────
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// ── Geometry ─────────────────────────────────────────────────────────
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/// <summary>Pixel-X of the caret (Σ glyph advances to <paramref name="i"/>).</summary>
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/// <summary>Pixel-X of the caret (Σ glyph advances to <paramref name="i"/>).</summary>
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private float MeasureTo(int i)
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{
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if (i <= 0) return 0f;
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@ -328,7 +328,7 @@ public sealed class UiField : UiElement
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public float CaretPixelX() => MeasureTo(_caret);
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/// <summary>Map a local X (click) to the nearest caret index — retail
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/// <summary>Map a local X (click) to the nearest caret index — retail
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/// FindPixelsFromPos inverse. Accounts for the horizontal scroll offset.</summary>
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private int HitCharX(float localX)
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{
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return best;
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}
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// ── Draw ─────────────────────────────────────────────────────────────
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// ── Draw ─────────────────────────────────────────────────────────────
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protected override void OnDraw(UiRenderContext ctx)
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{
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// Focused = "write mode": draw the gold lit field sprite (retail Normal_focussed).
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// Unfocused: draw the imported default state, then the flat translucent fallback.
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// Both go through the sprite bucket
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// (DrawFill / DrawSprite) so the text — also sprite-bucket — draws on top.
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// (DrawFill / DrawSprite) so the text — also sprite-bucket — draws on top.
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bool lit = _focused && SpriteResolve is not null && FocusFieldSprite != 0;
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if (lit)
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{
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var (tex, tw, th) = SpriteResolve!(FocusFieldSprite);
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if (tex != 0 && tw > 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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if (tex.IsAssigned && tw > 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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else lit = false;
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}
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if (!lit && SpriteResolve is not null && BackgroundSprite != 0)
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{
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var (tex, tw, th) = SpriteResolve(BackgroundSprite);
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if (tex != 0 && tw > 0 && th > 0)
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if (tex.IsAssigned && tw > 0 && th > 0)
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{
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ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f,
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Width / tw, Height / th, Vector4.One);
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float visibleW = MathF.Max(1f, Width - 2f * Padding);
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// Horizontal scroll: keep the caret inside the field; clamp so we never scroll past
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// the text. Then draw only the glyph window that lands inside the field — a single-
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// the text. Then draw only the glyph window that lands inside the field — a single-
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// line text box clips + scrolls (retail UIElement_Text) rather than overflowing the
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// field (which previously spilled the text out into the 3D world).
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float caretX = MeasureTo(_caret);
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if (_focused)
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{
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// Caret on TOP of the text → submitted after the text in the same bucket.
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// Caret on TOP of the text → submitted after the text in the same bucket.
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float cx = Padding + alignX + (caretX - _scrollX);
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if (cx >= Padding - 1f && cx <= Width - Padding + 1f)
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ctx.DrawFill(cx, ty, 1f, lh, TextColor);
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return line.Start + best;
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}
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// ── Auto-repeat ──────────────────────────────────────────────────────
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// ── Auto-repeat ──────────────────────────────────────────────────────
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protected override void OnTick(double deltaSeconds)
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{
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@ -649,7 +649,7 @@ public sealed class UiField : UiElement
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&& (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftLeft)
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|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftRight));
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// ── Events ───────────────────────────────────────────────────────────
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// ── Events ───────────────────────────────────────────────────────────
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public override bool OnEvent(in UiEvent e)
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{
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