Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.
MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.
Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.
Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
(replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
internal, testable); ResizeRect (static, public, testable); OnMouseDown
checks edge-grip before move; OnMouseMove resize branch precedes move;
OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
(min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)
Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiElement: add Draggable flag; left-drag on a draggable element repositions
it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
pattern); add FindDraggable helper; inject _windowDragTarget state machine into
OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
game actions (movement, world-pick) are suppressed while the pointer is over a
retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
reposition, and non-draggable panel immobility.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>