using System.Numerics;
namespace AcDream.App.UI;
///
/// A horizontal vital bar (retail HP/Stamina/Mana style): a background rect, a
/// partial-width solid fill, and an optional centered "current/max" numeric
/// overlay. returns 0..1 (null = no data → empty bar);
/// returns the overlay text (null = no number).
///
///
/// Solid-color fill + debug font for Spec 1. The retail gradient bar sprite
/// (glassy center highlight) and the retail dat font are a later polish pass —
/// retail's vitals are bars exactly like this, just sprited.
///
///
public sealed class UiMeter : UiElement
{
/// Fill fraction provider; a null result draws an empty bar.
public Func Fill { get; set; } = () => 0f;
/// Centered overlay text provider (e.g. "291/291"); null = none.
public Func Label { get; set; } = () => null;
public Vector4 BarColor { get; set; } = new(1f, 0f, 0f, 1f);
public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f);
public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f);
/// Resolver from a RenderSurface DataId to (GL handle, w, h). When set
/// with the 9-slice ids below, the bar draws the retail sprites instead of solid color.
public Func? SpriteResolve { get; set; }
// Retail vital bars are a horizontal 3-slice: a fixed-width bevelled left-cap,
// a stretched gradient middle, and a fixed-width right-cap. The "back" slice is
// the empty track (drawn full width); the "front" slice is the coloured fill
// (drawn from the left, grown to the fill fraction — the track owns the right
// end, so the fill omits its own right-cap). Ids come from the vitals LayoutDesc
// (0x21000014) via tools/dump-vitals-bars; 0 = none.
/// Empty-track left-cap RenderSurface id.
public uint BackLeft { get; set; }
/// Empty-track middle (stretched gradient) RenderSurface id.
public uint BackTile { get; set; }
/// Empty-track right-cap RenderSurface id.
public uint BackRight { get; set; }
/// Coloured-fill left-cap RenderSurface id.
public uint FrontLeft { get; set; }
/// Coloured-fill middle (stretched gradient) RenderSurface id.
public uint FrontTile { get; set; }
/// Coloured-fill right-cap RenderSurface id.
public uint FrontRight { get; set; }
public UiMeter() { ClickThrough = true; }
/// Clamp to [0,1] and return the fill rect
/// (local px) for a bar of x .
public static (float x, float y, float w, float h) ComputeFillRect(
float pct, float w, float h)
{
if (pct < 0f) pct = 0f;
if (pct > 1f) pct = 1f;
return (0f, 0f, w * pct, h);
}
protected override void OnDraw(UiRenderContext ctx)
{
float? pct = Fill();
float p = pct is float pf ? (pf < 0f ? 0f : pf > 1f ? 1f : pf) : 0f;
if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0))
{
// Empty track: full-width 3-slice (left-cap + stretched gradient + right-cap).
DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, 0, 0, Width, Height, withRightCap: true);
// Coloured fill: grows from the left to the value, no right-cap of its own.
if (pct is not null && p > 0f)
DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, 0, 0, Width * p, Height, withRightCap: false);
}
else
{
// Placeholder solid-color fallback.
ctx.DrawRect(0, 0, Width, Height, BgColor);
if (pct is not null && p > 0f)
{
var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height);
if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor);
}
}
string? label = Label();
if (!string.IsNullOrEmpty(label) && ctx.DefaultFont is { } font)
{
float tw = font.MeasureWidth(label);
float tx = (Width - tw) * 0.5f;
float ty = (Height - font.LineHeight) * 0.5f;
ctx.DrawString(label, tx, ty, LabelColor);
}
}
///
/// Draws a horizontal 3-slice into x at
/// (,): a native-width left-cap, a stretched
/// middle, and (when ) a native-width right-cap. Caps
/// are clamped so a narrow bar never overdraws. A 0 id skips that slice.
///
private static void DrawHBar(
UiRenderContext ctx, Func resolve,
uint leftId, uint tileId, uint rightId,
float x, float y, float w, float h, bool withRightCap)
{
if (w <= 0f) return;
var (lt, lw, _) = resolve(leftId);
var (tt, _, _) = resolve(tileId);
var (rt, rw, _) = resolve(rightId);
float rcap = withRightCap && rt != 0 ? MathF.Min(rw, w) : 0f;
float lcap = lt != 0 ? MathF.Min(lw, w - rcap) : 0f;
if (lt != 0 && lcap > 0f)
ctx.DrawSprite(lt, x, y, lcap, h, 0, 0, 1, 1, Vector4.One);
float midX = x + lcap;
float midW = w - lcap - rcap;
if (tt != 0 && midW > 0f)
ctx.DrawSprite(tt, midX, y, midW, h, 0, 0, 1, 1, Vector4.One);
if (rcap > 0f)
ctx.DrawSprite(rt, x + w - rcap, y, rcap, h, 0, 0, 1, 1, Vector4.One);
}
}