using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using Silk.NET.Input;
using Silk.NET.OpenGL;
namespace AcDream.App.UI;
///
/// Packages the , the 2D sprite batcher
/// (), and a default font so
/// GameWindow can wire the retail-style UI in with one
/// construction and a handful of input callbacks.
///
/// Usage (from GameWindow.OnLoad):
///
/// _uiHost = new UiHost(_gl, shadersDir, _debugFont);
/// _uiHost.Root.WorldMouseFallThrough += (btn, x, y, f) => HandleWorldClick(btn, x, y);
/// _uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
///
/// foreach (var mouse in _input.Mice)
/// _uiHost.WireMouse(mouse);
/// foreach (var kb in _input.Keyboards)
/// _uiHost.WireKeyboard(kb);
///
///
/// And per frame (from GameWindow.OnRender):
///
/// _uiHost.Tick(deltaSeconds);
/// _uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
///
///
/// Retail analog: the trio of DAT_00870340 (Core, owns fonts/atlases),
/// DAT_00837ff4 (Device, owns input state), DAT_00870c2c
/// (Keystone root, widget tree). We fuse them into a single host class
/// because we're not linking to Keystone.
///
public sealed class UiHost : System.IDisposable
{
public UiRoot Root { get; } = new();
public RetailWindowManager WindowManager => Root.WindowManager;
public TextRenderer TextRenderer { get; }
public BitmapFont? DefaultFont { get; set; }
/// The last wired keyboard. Exposed so widgets that need clipboard
/// access () or modifier-key state
/// () — e.g. 's
/// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins.
public IKeyboard? Keyboard { get; private set; }
private long _startTicks = System.Environment.TickCount64;
private readonly HostQuiescenceGate _quiescence;
private readonly List _inputBindings = new();
private ResourceShutdownTransaction? _inputShutdown;
private ResourceShutdownTransaction? _shutdown;
private bool _disposeRequested;
private bool _disposed;
internal bool IsDisposalComplete => _disposed;
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
: this(gl, shaderDir, defaultFont, new HostQuiescenceGate())
{
}
internal UiHost(
GL gl,
string shaderDir,
BitmapFont? defaultFont,
HostQuiescenceGate quiescence)
{
_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
TextRenderer = new TextRenderer(gl, shaderDir);
DefaultFont = defaultFont;
}
// ── Per-frame ──────────────────────────────────────────────────────
public void Tick(double deltaSeconds)
{
long now = System.Environment.TickCount64 - _startTicks;
Root.Tick(deltaSeconds, now);
}
public void Draw(Vector2 screenSize)
{
// Set UiRoot bounds to full screen so HitTestTopDown works.
Root.Width = screenSize.X;
Root.Height = screenSize.Y;
var ctx = new UiRenderContext(TextRenderer, screenSize, DefaultFont);
TextRenderer.Begin(screenSize);
Root.Draw(ctx);
TextRenderer.Flush(DefaultFont);
}
// ── Input wiring helpers ───────────────────────────────────────────
public void WireMouse(IMouse mouse)
{
System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
System.ArgumentNullException.ThrowIfNull(mouse);
var binding = new RetainedMouseInputBinding(
new SilkRetainedMouseSurface(mouse),
Root,
_quiescence);
_inputBindings.Add(binding);
try
{
binding.Attach();
}
catch
{
if (binding.IsDisposalComplete)
_inputBindings.Remove(binding);
throw;
}
}
public void WireKeyboard(IKeyboard kb)
{
System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
System.ArgumentNullException.ThrowIfNull(kb);
Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
var binding = new RetainedKeyboardInputBinding(
new SilkRetainedKeyboardSurface(kb),
Root,
_quiescence);
_inputBindings.Add(binding);
try
{
binding.Attach();
}
catch
{
if (binding.IsDisposalComplete)
_inputBindings.Remove(binding);
throw;
}
}
///
/// Stops retained-device delivery without retiring the window tree or GL
/// renderer. Safe to call before a potentially long live-session close.
///
public void QuiesceInput()
{
_disposeRequested = true;
foreach (IRetainedUiInputBinding binding in _inputBindings)
binding.Deactivate();
Keyboard = null;
}
/// Physically removes every retained input edge after quiescence.
public void DeactivateInput() => CompleteInputShutdown(reportFailures: true);
private void CompleteInputShutdown(bool reportFailures)
{
QuiesceInput();
_inputShutdown ??= new ResourceShutdownTransaction(
new ResourceShutdownStage(
"retained UI input subscriptions",
_inputBindings
.AsEnumerable()
.Reverse()
.Select((binding, index) => new ResourceShutdownOperation(
$"input binding {index}",
binding.Dispose,
ResourceShutdownOperationPolicy.ReportAndContinue))
.ToArray()));
_inputShutdown.CompleteOrThrow();
if (_inputShutdown.IsComplete && _inputShutdown.CleanupFailures.Count == 0)
_inputBindings.Clear();
if (reportFailures && _inputShutdown.CleanupFailures.Count != 0)
{
throw new AggregateException(
"Retained UI input callback cleanup completed with failures.",
_inputShutdown.CleanupFailures.Select(static failure =>
new InvalidOperationException(
$"Retained UI operation '{failure.Operation}' failed in stage '{failure.Stage}'.",
failure.Error)));
}
}
// ── Window manager forwarders (delegate to UiRoot) ─────────────────
/// Register a top-level window for Show/Hide/Toggle. See .
public RetailWindowHandle RegisterWindow(
string name,
UiElement window,
UiElement? contentRoot = null,
IRetainedPanelController? controller = null,
IRetainedWindowStateController? stateController = null)
=> Root.RegisterWindow(name, window, contentRoot, controller, stateController);
public bool UnregisterWindow(string name) => Root.UnregisterWindow(name);
/// Show a registered window; returns false if the name is unknown.
public bool ShowWindow(string name) => Root.ShowWindow(name);
/// Hide a registered window; returns false if the name is unknown.
public bool HideWindow(string name) => Root.HideWindow(name);
public bool CloseWindow(string name) => Root.CloseWindow(name);
/// Return the current visibility of a registered window.
public bool IsWindowVisible(string name) => Root.IsWindowVisible(name);
/// Toggle a registered window's visibility; returns the new IsVisible.
public bool ToggleWindow(string name) => Root.ToggleWindow(name);
public void Dispose()
{
if (_disposed)
return;
_disposeRequested = true;
_shutdown ??= CreateShutdownTransaction(
[() => CompleteInputShutdown(reportFailures: false)],
() => { },
WindowManager.Dispose,
TextRenderer.Dispose);
_shutdown.CompleteOrThrow();
_disposed = _shutdown.IsComplete;
}
internal static ResourceShutdownTransaction CreateShutdownTransaction(
IReadOnlyList inputUnsubscribers,
Action releaseInputState,
Action disposeWindowManager,
Action disposeTextRenderer)
{
ArgumentNullException.ThrowIfNull(inputUnsubscribers);
ArgumentNullException.ThrowIfNull(releaseInputState);
ArgumentNullException.ThrowIfNull(disposeWindowManager);
ArgumentNullException.ThrowIfNull(disposeTextRenderer);
return new ResourceShutdownTransaction(
new ResourceShutdownStage(
"retained UI input subscriptions",
inputUnsubscribers
.Select((unsubscribe, index) => new ResourceShutdownOperation(
$"input subscription {index}",
unsubscribe ?? throw new ArgumentException(
"Input unsubscriber entries cannot be null.",
nameof(inputUnsubscribers))))
.ToArray()),
new ResourceShutdownStage("retained UI input state",
[
new("input state", releaseInputState),
]),
new ResourceShutdownStage("retained UI windows",
[
new("window manager", disposeWindowManager),
]),
new ResourceShutdownStage("retained UI renderer",
[
new("text renderer", disposeTextRenderer),
]));
}
}