Commit graph

8 commits

Author SHA1 Message Date
Erik
f911b5f0af feat(D.2b): anchor layout — vital bars stretch with window; drop Vitals heading
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.

MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.

vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.

Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:58:58 +02:00
Erik
af91b8432a feat(D.2b): per-window resize-axis lock; vitals window is X-only (retail)
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>
2026-06-14 18:51:56 +02:00
Erik
de4f0167ef feat(D.2b): window resize (UiRoot edge-grip resize-drag mode)
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>
2026-06-14 18:27:57 +02:00
Erik
4acecffcd6 feat(D.2b): wire UiHost input + moveable windows (UiRoot window-drag + WantCapture gate)
- 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>
2026-06-14 18:02:27 +02:00
Erik
07bf6cbf60 feat(D.2b): MarkupDocument (XML -> UiElement tree); vitals panel from vitals.xml
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.

vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.

2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:38:07 +02:00
Erik
97bd1d2f09 feat(D.2b): controls.ini stylesheet loader + apply title color
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:31:55 +02:00
Erik
064ef41ce4 feat(D.2b): UiMeter vital bar + fill-geometry tests
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:38:07 +02:00
Erik
0bf790c8bf feat(D.2b): UiNineSlicePanel — 8-piece retail window frame + geometry test
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:36:11 +02:00