feat(ui): D.2b — toolbar collapse-to-one-row (bottom-edge snap resize hides/shows row 2)

UiElement.MaxHeight + ResizableEdges mask; UiCollapsibleFrame snaps height to the nearer
of {collapsed,expanded} and toggles row-2 visibility; GameWindow computes the two heights
from the layout + top-anchors the content. Amends IA-17. UiNineSlicePanel unsealed to
allow subclassing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-20 18:33:35 +02:00
parent e58be3f030
commit f74e017509
8 changed files with 159 additions and 15 deletions

View file

@ -176,7 +176,8 @@ public sealed class UiRoot : UiElement
var (nx, ny, nw, nh) = ResizeRect(
_resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH,
_resizeEdges, x - _resizeMouseX, y - _resizeMouseY,
_resizeTarget.MinWidth, _resizeTarget.MinHeight);
_resizeTarget.MinWidth, _resizeTarget.MinHeight,
float.MaxValue, _resizeTarget.MaxHeight);
_resizeTarget.Left = nx; _resizeTarget.Top = ny;
_resizeTarget.Width = nw; _resizeTarget.Height = nh;
return;
@ -626,21 +627,23 @@ public sealed class UiRoot : UiElement
if (System.Math.Abs(y - b) <= grip) e |= ResizeEdges.Bottom;
if (!w.ResizeX) e &= ~(ResizeEdges.Left | ResizeEdges.Right);
if (!w.ResizeY) e &= ~(ResizeEdges.Top | ResizeEdges.Bottom);
e &= w.ResizableEdges;
return e;
}
/// <summary>Compute a resized rect from a start rect + drag delta + which edges,
/// clamping to (<paramref name="minW"/>,<paramref name="minH"/>). Left/Top edges
/// move the origin so the opposite edge stays put.</summary>
/// clamping to (<paramref name="minW"/>,<paramref name="minH"/>) and
/// (<paramref name="maxW"/>,<paramref name="maxH"/>). Left/Top edges move the
/// origin so the opposite edge stays put.</summary>
public static (float x, float y, float w, float h) ResizeRect(
float startX, float startY, float startW, float startH,
ResizeEdges edges, float dx, float dy, float minW, float minH)
ResizeEdges edges, float dx, float dy, float minW, float minH, float maxW, float maxH)
{
float x = startX, y = startY, w = startW, h = startH;
if ((edges & ResizeEdges.Right) != 0) w = System.Math.Max(minW, startW + dx);
if ((edges & ResizeEdges.Bottom) != 0) h = System.Math.Max(minH, startH + dy);
if ((edges & ResizeEdges.Left) != 0) { float nw = System.Math.Max(minW, startW - dx); x = startX + (startW - nw); w = nw; }
if ((edges & ResizeEdges.Top) != 0) { float nh = System.Math.Max(minH, startH - dy); y = startY + (startH - nh); h = nh; }
if ((edges & ResizeEdges.Right) != 0) w = System.Math.Clamp(startW + dx, minW, maxW);
if ((edges & ResizeEdges.Bottom) != 0) h = System.Math.Clamp(startH + dy, minH, maxH);
if ((edges & ResizeEdges.Left) != 0) { float nw = System.Math.Clamp(startW - dx, minW, maxW); x = startX + (startW - nw); w = nw; }
if ((edges & ResizeEdges.Top) != 0) { float nh = System.Math.Clamp(startH - dy, minH, maxH); y = startY + (startH - nh); h = nh; }
return (x, y, w, h);
}