feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus

The retail-look render + focus primitives this chat pass builds on:

- TextRenderer: an OVERLAY layer (sprite/rect/text buckets flushed AFTER the
  normal layer) so an open popup composites on top of everything incl. rect
  panel backgrounds; a DrawFill primitive (solid quad via a 1x1 white texture)
  routed through the SPRITE bucket so a panel background draws UNDER its text
  instead of being washed by the later rect bucket; and the text pass now
  disables SampleAlphaToCoverage + Multisample so glyph alpha edges aren't
  dithered into MSAA coverage (the "fuzzy text") — self-contained GL state
  per feedback_render_self_contained_gl_state.
- UiRenderContext.DrawStringDat: snap the line baseline to a whole pixel ONCE
  then add the integer per-glyph offset (retail DrawCharacter takes an int
  pen-Y + schar m_VerticalOffsetBefore) — fixes the "letters dip down" jitter
  at a fractional line origin. Outline pass is now opt-in (retail gates it per
  element via SetOutline; default off = crisp fill-only). Adds DrawFill +
  Begin/EndOverlayLayer.
- UiElement: OnDrawOverlay + DrawOverlays (second traversal), FindRoot (blur
  self), ResetAnchorCapture (re-baseline an anchored element after reflow).
- UiRoot: runs the overlay pass after the main tree; Tab/Enter focuses the
  DefaultTextInput (write-mode activation); a left click on a non-edit target
  blurs the focused input (exit write mode without submitting).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-16 15:23:48 +02:00
parent 828bec5fb5
commit ebfeaff840
4 changed files with 248 additions and 63 deletions

View file

@ -154,6 +154,16 @@ public abstract class UiElement
/// </summary>
protected virtual void OnDraw(UiRenderContext ctx) { }
/// <summary>
/// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this
/// element's position in the tree — open menus, dropdowns, tooltips. Called in
/// a SECOND traversal after the whole tree's <see cref="OnDraw"/> pass, with the
/// same accumulated transform/alpha this element had during its normal draw.
/// Retail spawns popups as ROOT elements (UIElement_Menu::MakePopup) for exactly
/// this reason; this is the equivalent without reparenting. Default: nothing.
/// </summary>
protected virtual void OnDrawOverlay(UiRenderContext ctx) { }
/// <summary>Per-frame tick (animations, timers, caret blink).</summary>
protected virtual void OnTick(double deltaSeconds) { }
@ -213,6 +223,34 @@ public abstract class UiElement
}
}
/// <summary>Second draw traversal: re-walks the tree applying the same
/// transform/alpha as <see cref="DrawSelfAndChildren"/> and calls
/// <see cref="OnDrawOverlay"/> on each element, so popups composite on top of
/// everything drawn in the main pass (dat-font glyphs and sprites share one
/// submission-ordered bucket, so later submissions win).</summary>
internal void DrawOverlays(UiRenderContext ctx)
{
if (!Visible) return;
ctx.PushTransform(Left, Top);
ctx.PushAlpha(Opacity);
try
{
OnDrawOverlay(ctx);
if (_children.Count > 0)
{
var ordered = _children.ToArray();
Array.Sort(ordered, static (a, b) => a.ZOrder.CompareTo(b.ZOrder));
for (int i = 0; i < ordered.Length; i++)
ordered[i].DrawOverlays(ctx);
}
}
finally
{
ctx.PopAlpha();
ctx.PopTransform();
}
}
internal void TickSelfAndChildren(double dt)
{
if (!Visible) return;
@ -275,6 +313,22 @@ public abstract class UiElement
Left = x; Top = y; Width = w; Height = h;
}
/// <summary>Forget the captured anchor margins so the next <see cref="ApplyAnchor"/>
/// re-captures them from the CURRENT rect. Call after manually repositioning/resizing
/// an anchored element at runtime (e.g. reflowing the chat input when the channel
/// button width changes) so the new rect becomes the anchor baseline.</summary>
internal void ResetAnchorCapture() => _anchorCaptured = false;
/// <summary>Walk up to the owning <see cref="UiRoot"/> (the top of the tree), or null
/// if this element is not attached. Lets a widget reach focus/capture services — e.g.
/// a chat input blurring itself (exiting write mode) after submit.</summary>
internal UiRoot? FindRoot()
{
UiElement e = this;
while (e.Parent is not null) e = e.Parent;
return e as UiRoot;
}
/// <summary>Compute an anchored child rect. Left&amp;Right ⇒ stretch width
/// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise
/// pin left at fixed width. Same logic vertically.</summary>