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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using System.Text;
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@ -20,7 +20,7 @@ namespace AcDream.App.UI;
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/// Display-only text remains click-through and cannot steal focus or window drag.
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/// </para>
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/// </summary>
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public sealed class UiText : UiElement, IUiDatStateful
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internal sealed class UiText : UiElement, IUiDatStateful
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{
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/// <summary>Optional base-element click notice used by authored text tabs.</summary>
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public Action? OnClick { get; set; }
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@ -30,11 +30,11 @@ public sealed class UiText : UiElement, IUiDatStateful
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public uint ElementId { get; set; }
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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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internal readonly record struct Line(string Text, Vector4 Color);
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/// <summary>A caret position: a line index into the cached line list plus a
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/// character index (0..line.Text.Length, i.e. a caret slot between glyphs).</summary>
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public readonly record struct Pos(int Line, int Col);
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internal readonly record struct Pos(int Line, int Col);
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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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@ -58,7 +58,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// otherwise white (<see cref="Vector4.One"/>).
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///
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/// <para>Controllers that supply a per-line color via <see cref="LinesProvider"/>
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/// (e.g. <c>new UiText.Line(text, explicitColor)</c>) are unaffected — they always
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/// (e.g. <c>new UiText.Line(text, explicitColor)</c>) are unaffected — they always
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/// win over this default. This property is only a convenience starting point for
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/// controllers that want to read the dat color rather than hard-code it.</para>
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/// </summary>
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@ -84,7 +84,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// <summary>Resolves a dat RenderSurface id to (GL tex handle, pixel width, pixel height).
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/// Required when <see cref="BackgroundSprite"/> is non-zero.</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>Highlight colour painted behind a selected character span.</summary>
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public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f);
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@ -138,7 +138,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// <summary>Static right-aligned single-line mode: draws the FIRST line right-justified
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/// within the element rect, vertically centered, with NO scroll/selection machinery.
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/// Used for value labels in attribute/skill rows where the number must hug the right edge.
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/// Mutually exclusive with <see cref="Centered"/> — if both are true, Centered takes
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/// Mutually exclusive with <see cref="Centered"/> — if both are true, Centered takes
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/// precedence. Pair with <c>ClickThrough = true</c> for non-interactive labels.</summary>
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public bool RightAligned { get; set; }
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@ -146,20 +146,20 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// Vertical position of the text within the element rect in single-line mode
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/// (<see cref="Centered"/> or <see cref="RightAligned"/>).
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/// <list type="bullet">
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/// <item><description><b>Center</b> (default) — vertically centered, matching the original
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/// <item><description><b>Center</b> (default) — vertically centered, matching the original
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/// behavior of the centered/right-aligned paths.</description></item>
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/// <item><description><b>Top</b> — text is placed at <c>y = Padding</c> (top of the content
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/// <item><description><b>Top</b> — text is placed at <c>y = Padding</c> (top of the content
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/// area), so the text sits at the top of the element rather than centering in it.
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/// Used for footer title elements whose dat box is the full footer height (55 px) but
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/// the text should render near the top.</description></item>
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/// <item><description><b>Bottom</b> — text is placed at <c>y = Height - lineHeight - Padding</c>.</description></item>
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/// <item><description><b>Bottom</b> — text is placed at <c>y = Height - lineHeight - Padding</c>.</description></item>
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/// </list>
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/// Only meaningful when <see cref="Centered"/> or <see cref="RightAligned"/> is true.
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/// Has no effect on the scrollable multi-line path.
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/// </summary>
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public VJustify VerticalJustify { get; set; } = VJustify.Center;
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/// <summary>The scroll model — also read by the linked UiScrollbar.</summary>
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/// <summary>The scroll model — also read by the linked UiScrollbar.</summary>
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public UiScrollable Scroll { get; } = new();
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/// <summary>
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@ -179,7 +179,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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private const float WheelLines = 1f; // lines advanced per wheel notch (retail = 1 line per notch)
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// ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ──
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// ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ──
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private IReadOnlyList<Line> _lastLines = Array.Empty<Line>();
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private BitmapFont? _lastFont;
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private UiDatFont? _lastDatFont;
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@ -193,7 +193,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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private bool _drawTextAfterChildren;
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private bool _honorDatVerticalJustification;
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// ── Selection state ──────────────────────────────────────────────────
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// ── Selection state ──────────────────────────────────────────────────
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private Pos? _selAnchor; // where the drag started
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private Pos? _selCaret; // where the drag currently is
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private bool _selecting;
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@ -325,7 +325,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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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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/// (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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@ -340,14 +340,14 @@ public sealed class UiText : UiElement, IUiDatStateful
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if (BackgroundSprite != 0 && SpriteResolve is { } sr)
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{
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var (tex, tw, th) = sr(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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ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
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}
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// Background must draw UNDER the transcript text. DrawStringDat emits into the
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// sprite bucket which flushes BEFORE rects, so a DrawRect background would wash
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// over the text. DrawFill routes the background through the sprite bucket too,
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// submitted first → text on top.
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// submitted first → text on top.
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ctx.DrawFill(0, 0, Width, Height, BackgroundColor);
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if (!_drawTextAfterChildren)
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@ -520,7 +520,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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hx = lineX + bitmapFont!.MeasureWidth(text.Substring(0, c0));
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hw = bitmapFont.MeasureWidth(text.Substring(c0, c1 - c0));
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}
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// Highlight sits BEHIND the line's text → sprite bucket, submitted
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// Highlight sits BEHIND the line's text → sprite bucket, submitted
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// before this line's DrawStringDat.
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ctx.DrawFill(hx, y, hw, lh, SelectionColor);
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}
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@ -572,7 +572,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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if (!Selectable && !WheelScrollEnabled) return false;
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// Silk wheel +Y = scroll up = reveal older = toward the TOP = decrease ScrollY.
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// ScrollByLines sign: +down/newer, -up/older.
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// e.Data0 > 0 → wheel up → want older → ScrollByLines with negative lines.
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// e.Data0 > 0 → wheel up → want older → ScrollByLines with negative lines.
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Scroll.ScrollByLines((int)(-e.Data0 * WheelLines));
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return true;
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}
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|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight));
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if (ctrl && key == Silk.NET.Input.Key.C)
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{
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// Only touch the clipboard when there's a selection — an empty
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// Only touch the clipboard when there's a selection — an empty
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// copy must NOT clobber what the user previously copied.
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if (Keyboard is not null)
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{
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return false;
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}
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// ── Selection helpers ────────────────────────────────────────────────
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// ── Selection helpers ────────────────────────────────────────────────
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/// <summary>Select the entire cached transcript (Ctrl+A).</summary>
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private void SelectAll()
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return SelectedText(_lastLines, start, end);
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}
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// ── Pure, testable logic (no GL / no font texture) ───────────────────
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// ── Pure, testable logic (no GL / no font texture) ───────────────────
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/// <summary>
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/// Compute the Y offset (local space) for a single line in the Centered/RightAligned
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@ -731,7 +731,7 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// <paramref name="end"/> (inclusive of start.Col, exclusive of end.Col) from
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/// <paramref name="lines"/>. Multi-line selections are joined with "\n":
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/// the first line from start.Col to its end, whole middle lines, and the last
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/// line up to end.Col. Pure — unit-testable without GL.
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/// line up to end.Col. Pure — unit-testable without GL.
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/// </summary>
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public static string SelectedText(IReadOnlyList<Line> lines, Pos start, Pos end)
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{
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@ -870,8 +870,8 @@ public sealed class UiText : UiElement, IUiDatStateful
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/// The caret column for a horizontal position <paramref name="x"/> (already
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/// adjusted for the left padding, so x=0 is the start of the text). Walks the
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/// string accumulating each glyph's advance and snaps the caret to whichever
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/// side of the glyph midpoint <paramref name="x"/> falls on — natural
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/// Windows-like caret placement. Pure — unit-testable with a synthetic advance.
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/// side of the glyph midpoint <paramref name="x"/> falls on — natural
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/// Windows-like caret placement. Pure — unit-testable with a synthetic advance.
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/// </summary>
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/// <param name="text">The line text.</param>
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/// <param name="advanceOf">Per-character advance (pixels) lookup.</param>
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if (x < mid) return i; // caret sits before this glyph
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cursor += adv;
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}
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return text.Length; // past the last glyph → end caret
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return text.Length; // past the last glyph → end caret
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}
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}
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Reference in a new issue