using System.Numerics;
using AcDream.App.Rendering;
namespace AcDream.App.UI;
///
/// Per-frame drawing context passed through the
/// tree. Wraps a (our 2D sprite batcher) and a
/// transform stack so elements can draw in local coordinates.
///
/// Retail equivalent: the implicit context FUN_005da8f0 walks with
/// when iterating the UI tree. Our version is explicit so it plugs
/// cleanly into Silk.NET.
///
public sealed class UiRenderContext
{
public TextRenderer TextRenderer { get; }
public BitmapFont? DefaultFont { get; set; }
public Vector2 ScreenSize { get; }
// Transform stack — simple 2D translate (no rotation/scale for UI).
private readonly System.Collections.Generic.List _stack = new();
private Vector2 _current;
// Alpha (opacity) stack — a window pushes its Opacity so its background/sprite
// draws fade (retail's translucent-chat effect). Text draws bypass this (they go
// straight to TextRenderer), so text stays sharp over a translucent background.
private readonly System.Collections.Generic.List _alphaStack = new();
private float _alpha = 1f;
/// Current cumulative opacity multiplier applied to sprite + rect draws.
public float AlphaMod => _alpha;
/// Multiply into the running opacity. Pair with .
public void PushAlpha(float a) { _alphaStack.Add(_alpha); _alpha *= a; }
/// Push an ABSOLUTE opacity (replaces, not multiplies) — for popups/overlays
/// that must stay opaque even inside a translucent window. Pair with .
public void PushAlphaAbsolute(float a) { _alphaStack.Add(_alpha); _alpha = a; }
public void PopAlpha()
{
if (_alphaStack.Count == 0) return;
_alpha = _alphaStack[^1];
_alphaStack.RemoveAt(_alphaStack.Count - 1);
}
public UiRenderContext(TextRenderer tr, Vector2 screenSize, BitmapFont? defaultFont = null)
{
TextRenderer = tr;
ScreenSize = screenSize;
DefaultFont = defaultFont;
}
/// Push a relative translate. Must be paired with .
public void PushTransform(float dx, float dy)
{
_stack.Add(_current);
_current += new Vector2(dx, dy);
}
public void PopTransform()
{
if (_stack.Count == 0) return;
_current = _stack[^1];
_stack.RemoveAt(_stack.Count - 1);
}
public Vector2 CurrentOrigin => _current;
/// Route subsequent draws to the overlay layer (flushed on top of the whole
/// UI). Used by the root for the popup/overlay traversal. Pair with .
public void BeginOverlayLayer() => TextRenderer.OverlayMode = true;
public void EndOverlayLayer() => TextRenderer.OverlayMode = false;
// ── Pass-through draw helpers (add current translate) ──────────────
public void DrawRect(float x, float y, float w, float h, Vector4 color)
=> TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color));
/// Solid-colour fill drawn in the SPRITE bucket (painter order with text), for
/// a panel BACKGROUND that text draws on top of. composites after
/// all sprites and would cover the text — use this for backgrounds, that for foreground
/// fills (carets, vital bars).
public void DrawFill(float x, float y, float w, float h, Vector4 color)
=> TextRenderer.DrawFill(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color));
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
=> TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color), thickness);
public void DrawSprite(uint texture, float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 tint)
=> TextRenderer.DrawSprite(texture,
_current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, ApplyAlpha(tint));
/// Multiply the current window opacity into a draw color's alpha.
private Vector4 ApplyAlpha(Vector4 c) => _alpha >= 1f ? c : new Vector4(c.X, c.Y, c.Z, c.W * _alpha);
public void DrawString(string text, float x, float y, Vector4 color, BitmapFont? font = null)
{
var f = font ?? DefaultFont;
if (f is null) return;
TextRenderer.DrawString(f, text, _current.X + x, _current.Y + y, color);
}
///
/// Draw a single line of text with a retail dat font (),
/// at , = the top-left of the
/// typographic block (in this element's local space). Mirrors retail's
/// SurfaceWindow::DrawCharacter (acclient 0x00442bd0): for each glyph
/// the BACKGROUND atlas sub-rect is blitted first tinted black (the outline),
/// then the FOREGROUND atlas sub-rect tinted (the
/// fill). The pen advances by
/// HorizontalOffsetBefore + Width + HorizontalOffsetAfter and each
/// glyph is positioned at pen + HorizontalOffsetBefore on the X axis
/// and at baseline + VerticalOffsetBefore - (BaselineOffset) via the
/// glyph's OffsetY into the atlas.
///
/// gates the black outline pass. Retail decides
/// this PER text element: UIElement_Text::DrawSelf (acclient 0x00467aa0)
/// runs the outline pass only when m_bitField & 0x10 is set — i.e. the
/// element called SetOutline(true) (LayoutDesc property 0xd). The DEFAULT
/// is OFF (one fill-only pass): the talk-focus menu items set no outline, so an
/// always-on outline shows as a grey halo over the solid menu panel. Pass
/// outline:true only for elements retail outlines.
///
public void DrawStringDat(UiDatFont font, string text, float x, float y, Vector4 color, bool outline = false)
{
if (font is null || string.IsNullOrEmpty(text)) return;
// Baseline of this line in local space; retail draws glyphs whose
// descriptor OffsetY already places them relative to the line top, so we
// anchor each glyph's quad at the line top (y) plus its VerticalOffsetBefore.
float originX = _current.X + x;
float originY = _current.Y + y;
float pen = originX;
// Snap the LINE baseline to a whole pixel ONCE. Retail's
// SurfaceWindow::DrawCharacter (acclient 0x00442bd0) takes an int32 pen Y
// (arg3) and adds the glyph's integer m_VerticalOffsetBefore (a schar) — every
// glyph on a line shares one integer baseline. If we instead round EACH glyph's
// Y independently and the caller passes a fractional line Y (e.g. a channel-menu
// item centered in a 17px row over a 16px font → y = 0.5), adjacent letters round
// to different rows and the line looks crooked ("letters dip down"). The vitals
// digits never showed it because their bar baseline lands on an integer; chat text
// does. Snapping the baseline once, then adding the integer offset, keeps the whole
// line on one row and pixel-aligned.
float baseY = System.MathF.Round(originY);
var outlineTint = new Vector4(0f, 0f, 0f, color.W);
for (int i = 0; i < text.Length; i++)
{
if (!font.TryGetGlyph(text[i], out var g))
continue;
// Horizontal: snap each glyph's dest X to a whole pixel (the pen keeps its
// true fractional advance). Vertical: integer baseline + integer per-glyph
// offset — never an independent per-glyph round (see baseY note above).
float gx = System.MathF.Round(pen + g.HorizontalOffsetBefore);
float gy = baseY + g.VerticalOffsetBefore;
float gw = g.Width;
float gh = g.Height;
if (gw > 0f && gh > 0f)
{
// Background (outline) atlas pass, tinted black — drawn behind. Gated by
// `outline` (retail's per-element m_bitField & 0x10); off by default so UI
// text is crisp fill-only and free of the grey halo over solid panels.
if (outline && font.BackgroundTexture != 0)
{
var (bu0, bv0, bu1, bv1) = AtlasUv(
g.OffsetX, g.OffsetY, g.Width, g.Height,
font.BackgroundWidth, font.BackgroundHeight);
TextRenderer.DrawSprite(font.BackgroundTexture, gx, gy, gw, gh, bu0, bv0, bu1, bv1, outlineTint);
}
// Foreground (fill) atlas pass, tinted with the requested color.
var (fu0, fv0, fu1, fv1) = AtlasUv(
g.OffsetX, g.OffsetY, g.Width, g.Height,
font.ForegroundWidth, font.ForegroundHeight);
TextRenderer.DrawSprite(font.ForegroundTexture, gx, gy, gw, gh, fu0, fv0, fu1, fv1, color);
}
pen += UiDatFont.GlyphAdvance(g);
}
}
/// Convert an (OffsetX,OffsetY,Width,Height) atlas pixel sub-rect to
/// normalized UVs for an atlas of x
/// . Guards against a zero-sized atlas.
private static (float u0, float v0, float u1, float v1) AtlasUv(
int offsetX, int offsetY, int width, int height, int atlasW, int atlasH)
{
if (atlasW <= 0 || atlasH <= 0) return (0f, 0f, 0f, 0f);
float u0 = offsetX / (float)atlasW;
float v0 = offsetY / (float)atlasH;
float u1 = (offsetX + width) / (float)atlasW;
float v1 = (offsetY + height) / (float)atlasH;
return (u0, v0, u1, v1);
}
}