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, IUiGlobalTimeListener, IUiDatStateful
{
private readonly ElementInfo _info;
private readonly ElementInfo _mediaInfo;
private readonly FaceSegment[] _faceSegments;
private readonly Func _resolve;
private readonly HashSet _availableStates = new();
private bool _pressed;
private bool _pointerOver;
private bool _selected;
private bool _hotClicking;
private bool _suppressNextClick;
private int _pointerX;
private int _pointerY;
private double _nextHotClickTime = double.NaN;
/// Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).
public Action? OnClick { get; set; }
///
/// Optional pointer transition handlers. These expose retail's distinct
/// pressed/released element messages for controls such as the combat-height
/// buttons, where mouse-down begins charging and mouse-up commits the attack.
///
public Action? OnPressed { get; set; }
public Action? OnReleased { get; set; }
///
/// Optional position-aware click handler. Coordinates are local pixels in this button,
/// matching retail's UIElementMessageInfo.ptWindow paperdoll hit-test input.
///
public Action? OnClickAt { get; set; }
///
/// Optional item-drop target callbacks. Retail uses ordinary buttons as drop surfaces
/// in a few panels (notably gmToolbarUI's inventory button), so this belongs on the
/// retained button rather than in UiRoot or a panel-specific hit-test workaround.
///
public Func? OnItemDragOver { get; set; }
public Action? OnItemDrop { get; set; }
public uint ItemDragAcceptSprite { get; set; }
public uint ItemDragRejectSprite { get; set; }
private ItemDragAcceptance _itemDragAcceptance;
internal ItemDragAcceptance ItemDragAcceptanceForTest => _itemDragAcceptance;
/// The dat element id from .
public uint ElementId => _info.Id;
/// 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;
/// Optional authored face rectangle. Full-button by default; retail
/// UIOption_Checkbox uses its 13x13 indicator child as the button face.
public float FaceLeft { get; set; }
public float FaceTop { get; set; }
public float FaceWidth { get; set; }
public float FaceHeight { get; set; }
/// Additional left inset for left-aligned labels.
public float LabelOffsetX { get; set; } = 3f;
/// 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 }
public bool ToggleBehavior { get; }
public bool RolloverEnabled { get; }
public bool HotClickEnabled { get; }
public float HotClickInitialDelay { get; }
public float HotClickRepeatInterval { get; }
public bool Selected
{
get => _selected;
set
{
if (_selected == value) return;
_selected = value;
UpdateVisualState();
}
}
///
/// Active state name, runtime-settable (e.g. Max/Min toggling Normal ↔ Minimized).
/// Matches .
///
public string ActiveState { get; set; } = "";
public uint ActiveRetailStateId
{
get
{
if (string.IsNullOrEmpty(ActiveState))
return UiStateInfo.DirectStateId;
foreach (var (id, state) in _mediaInfo.States)
if (string.Equals(state.Name, ActiveState, StringComparison.Ordinal))
return id;
return UiButtonStateMachine.TryStateId(ActiveState, out uint standard)
? standard
: RetailUiStateIds.TryStateId(ActiveState, out uint custom) ? custom : 0u;
}
}
/// Reads a resolved enum-valued DAT attribute from this button.
public bool TryGetEnumAttribute(uint propertyId, out uint value)
{
if (_info.TryGetEffectiveProperty(propertyId, out var property)
&& property.Kind == UiPropertyKind.Enum)
{
value = checked((uint)property.UnsignedValue);
return true;
}
value = 0;
return false;
}
public override string ActiveCursorStateName => ActiveState;
public bool TrySetRetailState(uint stateId)
{
if (ToggleBehavior && stateId is UiButtonStateMachine.Normal or UiButtonStateMachine.Highlight)
{
Selected = stateId == UiButtonStateMachine.Highlight;
return true;
}
if (stateId == UiButtonStateMachine.Ghosted)
{
Enabled = false;
return true;
}
if (!Enabled && stateId != UiButtonStateMachine.Ghosted)
Enabled = true;
if (stateId == UiStateInfo.DirectStateId)
{
if (!TryFindState(stateId, out _) && !HasStateMedia(""))
return false;
ActiveState = "";
return true;
}
if (TryFindState(stateId, out var state))
{
ActiveState = state.Name;
return true;
}
string stateName = UiButtonStateMachine.StateName(stateId);
if (string.IsNullOrEmpty(stateName))
stateName = RetailUiStateIds.StateName(stateId);
if (!string.IsNullOrEmpty(stateName) && HasStateMedia(stateName))
{
ActiveState = stateName;
return true;
}
return false;
}
/// 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,
ElementInfo? mediaInfo = null,
IReadOnlyList? faceSegments = null)
{
_info = info;
_mediaInfo = mediaInfo ?? info;
_faceSegments = faceSegments is null
? []
: faceSegments.Select(static segment => new FaceSegment(segment)).ToArray();
_resolve = resolve;
ClickThrough = false; // buttons are interactive — opt OUT of click-through
// Visual transitions can select only states with an actual button face.
// Retail layouts commonly declare an empty Normal_pressed descriptor while
// supplying art only for Normal/Highlight. Treating that property-only state
// as drawable briefly blanks the button during mouse-down.
if (_faceSegments.Length == 0)
AddAvailableStates(_mediaInfo);
else
foreach (FaceSegment segment in _faceSegments)
AddAvailableStates(segment.Info);
ToggleBehavior = info.TryGetEffectiveBool(0x0Bu, out bool toggle) && toggle;
RolloverEnabled = info.TryGetEffectiveBool(0x13u, out bool rollover) && rollover;
HotClickEnabled = info.TryGetEffectiveBool(0x0Fu, out bool hotClick) && hotClick;
HotClickInitialDelay = info.TryGetEffectiveFloat(0x10u, out float initialDelay)
? initialDelay
: 0f;
HotClickRepeatInterval = info.TryGetEffectiveFloat(0x11u, out float repeatInterval)
? repeatInterval
: 0f;
_selected = info.TryGetEffectiveBool(0x0Eu, out bool selected) && selected;
bool disabled = info.TryGetEffectiveBool(0x0Du, out bool ghosted) && ghosted;
// 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 (HasStateMedia("Normal"))
ActiveState = "Normal";
// else ActiveState stays "" (DirectState)
Enabled = !disabled;
FaceWidth = mediaInfo?.Width ?? info.Width;
FaceHeight = mediaInfo?.Height ?? info.Height;
UpdateVisualState();
}
/// 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(ElementInfo mediaInfo)
=> mediaInfo.StateMedia.TryGetValue(ActiveState, out var m) ? m.File
: mediaInfo.StateMedia.TryGetValue("", out var d) ? d.File : 0u;
protected override void OnDraw(UiRenderContext ctx)
{
if (_faceSegments.Length != 0)
{
foreach (FaceSegment segment in _faceSegments)
DrawFace(ctx, ActiveFile(segment.Info), segment.Rect(Width, Height));
}
else
{
uint file = ActiveFile(_mediaInfo);
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.
float faceWidth = FaceWidth > 0f ? FaceWidth : Width;
float faceHeight = FaceHeight > 0f ? FaceHeight : Height;
ctx.DrawSprite(tex, FaceLeft, FaceTop, faceWidth, faceHeight,
0, 0, faceWidth / tw, faceHeight / th, Vector4.One);
}
}
}
if (Label is { Length: > 0 } label && LabelFont is { } lf)
{
float tx = LabelAlign == LabelAlignment.Left
? LabelOffsetX
: (Width - lf.MeasureWidth(label)) * 0.5f; // centered (default)
float ty = (Height - lf.LineHeight) * 0.5f;
ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
}
uint dragSprite = _itemDragAcceptance switch
{
ItemDragAcceptance.Accept => ItemDragAcceptSprite,
ItemDragAcceptance.Reject => ItemDragRejectSprite,
_ => 0u,
};
if (dragSprite != 0)
{
var (tex, _, _) = _resolve(dragSprite);
if (tex != 0)
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
}
private void DrawFace(UiRenderContext ctx, uint file, UiPixelRect rect)
{
if (file == 0 || rect.Width <= 0 || rect.Height <= 0)
return;
var (texture, textureWidth, textureHeight) = _resolve(file);
if (texture == 0 || textureWidth == 0 || textureHeight == 0)
return;
// Same tiled/cropped media path as UiDatElement. Segment geometry is
// first reflowed by its own four-edge retail layout policy.
ctx.DrawSprite(texture, rect.X0, rect.Y0, rect.Width, rect.Height,
0f, 0f, (float)rect.Width / textureWidth, (float)rect.Height / textureHeight,
Vector4.One);
}
private void AddAvailableStates(ElementInfo mediaInfo)
{
foreach (string stateName in mediaInfo.StateMedia.Keys)
if (UiButtonStateMachine.TryStateId(stateName, out uint stateId))
_availableStates.Add(stateId);
}
private bool HasStateMedia(string stateName)
{
if (_faceSegments.Length == 0)
return _mediaInfo.StateMedia.ContainsKey(stateName);
foreach (FaceSegment segment in _faceSegments)
if (segment.Info.StateMedia.ContainsKey(stateName))
return true;
return false;
}
private bool TryFindState(uint stateId, out UiStateInfo state)
{
if (_faceSegments.Length == 0)
return _mediaInfo.States.TryGetValue(stateId, out state!);
foreach (FaceSegment segment in _faceSegments)
if (segment.Info.States.TryGetValue(stateId, out state!))
return true;
state = null!;
return false;
}
private sealed class FaceSegment
{
private readonly UiPixelRect _original;
private readonly UiLayoutPolicy? _layout;
public FaceSegment(ElementInfo info)
{
Info = info;
_original = UiPixelRect.FromPositionAndSize(
(int)info.X, (int)info.Y, (int)info.Width, (int)info.Height);
if (info.HasOriginalParentSize)
_layout = new UiLayoutPolicy(
info.Left, info.Top, info.Right, info.Bottom,
_original,
UiPixelRect.FromPositionAndSize(
0, 0, (int)info.OriginalParentWidth, (int)info.OriginalParentHeight));
}
public ElementInfo Info { get; }
public UiPixelRect Rect(float parentWidth, float parentHeight)
{
if (_layout is null)
return _original;
return _layout.Apply(
_original,
UiPixelRect.FromPositionAndSize(0, 0, (int)parentWidth, (int)parentHeight));
}
}
public override bool OnEvent(in UiEvent e)
{
switch (e.Type)
{
case UiEventType.HoverEnter:
_pointerOver = true;
UpdateVisualState();
return true;
case UiEventType.HoverLeave:
_pointerOver = false;
UpdateVisualState();
return true;
case UiEventType.MouseDown:
_pointerX = e.Data1;
_pointerY = e.Data2;
_pointerOver = ContainsLocal(e.Data1, e.Data2);
_pressed = true;
UpdateVisualState();
if (Enabled)
OnPressed?.Invoke();
if (HotClickEnabled && Enabled)
{
OnClick?.Invoke();
OnClickAt?.Invoke(_pointerX, _pointerY);
_hotClicking = true;
_nextHotClickTime = double.NaN;
}
return true;
case UiEventType.MouseMove:
if (_pressed)
{
_pointerX = e.Data1;
_pointerY = e.Data2;
_pointerOver = ContainsLocal(e.Data1, e.Data2);
UpdateVisualState();
return true;
}
return false;
case UiEventType.MouseUp:
_pointerX = e.Data1;
_pointerY = e.Data2;
_pointerOver = ContainsLocal(e.Data1, e.Data2);
_suppressNextClick = _hotClicking && _pointerOver;
_hotClicking = false;
_nextHotClickTime = double.NaN;
if (_pressed && _pointerOver && Enabled && ToggleBehavior)
_selected = !_selected;
if (_pressed && Enabled)
OnReleased?.Invoke();
_pressed = false;
UpdateVisualState();
return true;
case UiEventType.Click:
if (!Enabled) return true;
if (_suppressNextClick)
{
_suppressNextClick = false;
return true;
}
OnClick?.Invoke();
OnClickAt?.Invoke(e.Data1, e.Data2);
return OnClick is not null || OnClickAt is not null;
case UiEventType.DragEnter:
_itemDragAcceptance = e.Payload is ItemDragPayload payload
? OnItemDragOver?.Invoke(payload) ?? ItemDragAcceptance.None
: ItemDragAcceptance.None;
return OnItemDragOver is not null;
case UiEventType.DragOver:
_itemDragAcceptance = ItemDragAcceptance.None;
return OnItemDragOver is not null;
case UiEventType.DropReleased:
_itemDragAcceptance = ItemDragAcceptance.None;
if (e.Payload is ItemDragPayload dropped)
OnItemDrop?.Invoke(dropped);
return OnItemDrop is not null;
default:
return false;
}
}
protected override void OnEnabledChanged()
{
if (!Enabled)
{
_pressed = false;
_hotClicking = false;
_nextHotClickTime = double.NaN;
}
UpdateVisualState();
}
internal int FaceSegmentCount => _faceSegments.Length;
internal IReadOnlyList FaceSegmentRectsForTest()
=> _faceSegments.Select(segment => segment.Rect(Width, Height)).ToArray();
public void OnGlobalUiTime(double nowSeconds)
{
if (!_hotClicking || !HotClickEnabled)
return;
if (double.IsNaN(_nextHotClickTime))
_nextHotClickTime = nowSeconds + HotClickInitialDelay;
if (!_pointerOver && nowSeconds >= _nextHotClickTime)
{
_nextHotClickTime = nowSeconds;
return;
}
if (_pointerOver && nowSeconds >= _nextHotClickTime)
{
OnClick?.Invoke();
OnClickAt?.Invoke(_pointerX, _pointerY);
_nextHotClickTime += HotClickRepeatInterval;
}
}
private bool ContainsLocal(int x, int y)
=> x >= 0 && y >= 0 && x < Width && y < Height;
private void UpdateVisualState()
{
uint requested = UiButtonStateMachine.RequestedState(new UiButtonVisualInput(
Disabled: !Enabled,
Selected: _selected,
RolloverEnabled: RolloverEnabled,
Pressed: _pressed,
PointerOver: _pointerOver));
if (_availableStates.Contains(requested))
ActiveState = UiButtonStateMachine.StateName(requested);
}
}