using System;
using System.Numerics;
using AcDream.App.UI.Layout;
namespace AcDream.App.UI;
///
/// Generic dat-widget button — the production replacement for any dat element of
/// Type 1 (UIElement_Button, registered via RegisterElementClass(1, UIElement_Button::Create)
/// @ acclient_2013_pseudo_c.txt:125828).
///
///
/// Draws per-state sprite media exactly like (same
/// ActiveState defaulting, same ActiveMedia() fallback chain, same tiled
/// DrawSprite call with UV-repeat so chrome edges tile correctly) plus an
/// optional centered text label. The click behavior mirrors
/// one-for-one so the chat Send and Max/Min buttons that previously bound through
/// UiDatElement.OnClick continue to work without behavioral change.
///
///
///
/// State selection: picks if set, then
/// "Normal" if the element has a Normal state sprite, then falls back to the unnamed
/// DirectState ("" key) — identical to .
///
///
///
/// Built by for Type-1 elements (chat Send 0x10000019,
/// Max/Min 0x1000046F). NOT the same as , which is an
/// earlier dev-scaffold widget with no dat sprites.
///
///
public sealed class UiButton : UiElement
{
private readonly ElementInfo _info;
private readonly Func _resolve;
/// Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).
public Action? OnClick { get; set; }
/// Optional centered text label drawn over the sprite (e.g. "Send" on a blank gold frame).
public string? Label { get; set; }
/// Dat font for . Required for the label to draw.
public UiDatFont? LabelFont { get; set; }
/// Label color (default white).
public Vector4 LabelColor { get; set; } = Vector4.One;
/// Horizontal alignment of . Center (default) for normal buttons;
/// Left for the paperdoll "Slots" caption that sits at the left edge, before the slots.
public LabelAlignment LabelAlign { get; set; } = LabelAlignment.Center;
/// Label horizontal alignment options.
public enum LabelAlignment { Center, Left }
///
/// Active state name, runtime-settable (e.g. Max/Min toggling Normal ↔ Minimized).
/// Matches .
///
public string ActiveState { get; set; } = "";
/// Merged for this element.
/// Dat file-id → (GL texture handle, native px width, native px height).
/// Returns (0,0,0) when the texture is not yet uploaded.
public UiButton(ElementInfo info, Func resolve)
{
_info = info;
_resolve = resolve;
ClickThrough = false; // buttons are interactive — opt OUT of click-through
// State defaulting matches UiDatElement exactly:
// DefaultStateName wins; else "Normal" if that state has a sprite; else DirectState ("").
if (!string.IsNullOrEmpty(info.DefaultStateName))
ActiveState = info.DefaultStateName;
else if (info.StateMedia.ContainsKey("Normal"))
ActiveState = "Normal";
// else ActiveState stays "" (DirectState)
}
/// The button draws its own face + label; any dat label child is reproduced
/// procedurally, so the importer must not build the button's children as widgets.
public override bool ConsumesDatChildren => true;
/// A button is interactive — it must receive its Click even inside a whole-window-Draggable
/// frame (e.g. the paperdoll "Slots" toggle in the inventory window), so it opts out of the
/// IA-12 whole-window-drag that would otherwise swallow the press.
public override bool HandlesClick => true;
///
/// Returns the File id for the current , falling back to
/// the DirectState ("" key) if the named state is absent.
/// Returns 0 if neither exists.
/// Mirrors .
///
private uint ActiveFile()
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m.File
: _info.StateMedia.TryGetValue("", out var d) ? d.File : 0u;
protected override void OnDraw(UiRenderContext ctx)
{
uint file = ActiveFile();
if (file != 0)
{
var (tex, tw, th) = _resolve(file);
if (tex != 0 && tw != 0 && th != 0)
{
// Tiled draw — same call shape as UiDatElement.OnDraw (UV-repeat; GL_REPEAT-wrapped
// UI texture). Matches ImgTex::TileCSI; no Stretch mode exists.
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
}
}
if (Label is { Length: > 0 } label && LabelFont is { } lf)
{
float tx = LabelAlign == LabelAlignment.Left
? 3f // small left pad (room for a future checkbox box)
: (Width - lf.MeasureWidth(label)) * 0.5f; // centered (default)
float ty = (Height - lf.LineHeight) * 0.5f;
ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
}
}
public override bool OnEvent(in UiEvent e)
{
if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; }
return false;
}
}