using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.UI;
/// Which parent edges a child keeps a fixed margin to on resize.
/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches.
[System.Flags]
public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
///
/// Base class for every UI widget in the retained-mode tree.
///
/// Design notes:
/// - Retail AC delegates widget semantics to the external
/// keystone.dll library (see
/// docs/research/retail-ui/02-class-hierarchy.md — there is no
/// widget hierarchy inside acclient.exe itself). We implement
/// our own retained-mode toolkit here, matching the behavior
/// described in the decompile without trying to byte-match Keystone's
/// internal class layout.
/// - Events use the retail-faithful struct and
/// the constants so that hand-ported panel
/// code can use the same magic numbers the decompiled C uses
/// (e.g. if (e.Type == 0x15) ... for drag-begin).
/// - Hit-testing is children-first (topmost wins) with Z-order tie
/// breaking; drawing is back-to-front so later children appear on top.
/// - Coordinates are in screen pixels, origin top-left.
/// is in the parent's local coordinate space.
///
public abstract class UiElement
{
// ── Identity ─────────────────────────────────────────────────────────
///
/// Unique 32-bit event ID. Retail uses the range 0x10000000+
/// for custom app events (see
/// docs/research/retail-ui/04-input-events.md §3). Assigned
/// by when the element is added to the tree.
///
public uint EventId { get; internal set; }
/// Human-readable name for debugging / FindByName.
public string? Name { get; init; }
// ── Geometry ────────────────────────────────────────────────────────
/// X in the parent's local pixel space.
public float Left { get; set; }
public float Top { get; set; }
public float Width { get; set; }
public float Height { get; set; }
/// Absolute (screen-space) top-left, computed by walking Parent.
public Vector2 ScreenPosition
{
get
{
var p = new Vector2(Left, Top);
var parent = Parent;
while (parent is not null)
{
p += new Vector2(parent.Left, parent.Top);
parent = parent.Parent;
}
return p;
}
}
// ── State flags ─────────────────────────────────────────────────────
public bool Visible { get; set; } = true;
public bool Enabled { get; set; } = true;
///
/// If true, skips this element — the event
/// passes through to whatever is behind. Used by decoration widgets
/// (portrait frames, ornamental dividers).
///
public bool ClickThrough { get; set; }
///
/// If true, will set focus here on click,
/// routing WM_KEYDOWN / WM_CHAR to as
/// / .
///
public bool AcceptsFocus { get; set; }
///
/// True if this is a text-entry (edit box); used by focus routing
/// to suppress global hotkeys while typing.
///
public bool IsEditControl { get; set; }
/// Painter's-algorithm z-order within siblings. Higher = on top.
public int ZOrder { get; set; }
/// If true, a left-drag on this element (or a non-draggable child of
/// it) repositions it as a movable window. Intended for top-level panels,
/// whose Left/Top are screen coordinates (Root sits at the origin).
public bool Draggable { get; set; }
/// If true, a left-drag starting near this element's edge/corner
/// resizes it (window resize). Intended for top-level panels.
public bool Resizable { get; set; }
/// Minimum size enforced while resizing.
public float MinWidth { get; set; } = 40f;
public float MinHeight { get; set; } = 40f;
/// Allow horizontal (width) resize. Ignored unless .
public bool ResizeX { get; set; } = true;
/// Allow vertical (height) resize. Ignored unless .
public bool ResizeY { get; set; } = true;
/// Edges this element anchors to in its parent. Default Left|Top
/// (pinned top-left, fixed size — no reflow). Left|Right stretches width.
public AnchorEdges Anchors { get; set; } = AnchorEdges.Left | AnchorEdges.Top;
// ── Tree structure ──────────────────────────────────────────────────
public UiElement? Parent { get; private set; }
private readonly List _children = new();
public IReadOnlyList Children => _children;
public virtual void AddChild(UiElement child)
{
if (child.Parent is not null) child.Parent.RemoveChild(child);
child.Parent = this;
_children.Add(child);
}
public virtual bool RemoveChild(UiElement child)
{
if (!_children.Remove(child)) return false;
child.Parent = null;
return true;
}
// ── Virtual overrides ───────────────────────────────────────────────
///
/// Draw THIS element (not its children). Children are composited by
/// after this returns.
///
protected virtual void OnDraw(UiRenderContext ctx) { }
/// Per-frame tick (animations, timers, caret blink).
protected virtual void OnTick(double deltaSeconds) { }
///
/// Custom hit-test override. Default is a rectangle containment
/// check on (, ).
///
protected virtual bool OnHitTest(float localX, float localY)
=> localX >= 0f && localX < Width && localY >= 0f && localY < Height;
///
/// Event handler. Return true to consume the event (the
/// will stop propagation). Return false
/// to let ancestors / fall-through handle it.
///
public virtual bool OnEvent(in UiEvent e) => false;
///
/// Tooltip text for this widget. Retail fires event 0x07 after
/// ~1000ms hover, then queries the widget's virtual "GetString"
/// (vtable +0x88) to render the tooltip body.
///
public virtual string? GetTooltipText() => null;
// ── Framework entry points (internal, called by UiRoot) ─────────────
internal void DrawSelfAndChildren(UiRenderContext ctx)
{
if (!Visible) return;
// Translate into our local space.
ctx.PushTransform(Left, Top);
try
{
OnDraw(ctx);
// Anchor layout: reflow children to this element's current size.
for (int i = 0; i < _children.Count; i++)
_children[i].ApplyAnchor(Width, Height);
// Children painted back-to-front (lowest ZOrder first).
if (_children.Count > 0)
{
// Avoid LINQ allocation by copying to a temp array and sorting.
var ordered = _children.ToArray();
Array.Sort(ordered, static (a, b) => a.ZOrder.CompareTo(b.ZOrder));
for (int i = 0; i < ordered.Length; i++)
ordered[i].DrawSelfAndChildren(ctx);
}
}
finally
{
ctx.PopTransform();
}
}
internal void TickSelfAndChildren(double dt)
{
if (!Visible) return;
OnTick(dt);
for (int i = 0; i < _children.Count; i++)
_children[i].TickSelfAndChildren(dt);
}
///
/// Top-down, children-first hit-test. /
/// are in THIS element's local space.
/// Returns the topmost descendant (or this) at the point, or null.
///
internal UiElement? HitTest(float localX, float localY)
{
if (!Visible || !Enabled || ClickThrough) return null;
// Children first, in reverse Z-order (topmost first).
if (_children.Count > 0)
{
var ordered = _children.ToArray();
Array.Sort(ordered, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
for (int i = 0; i < ordered.Length; i++)
{
var c = ordered[i];
var childHit = c.HitTest(localX - c.Left, localY - c.Top);
if (childHit is not null) return childHit;
}
}
return OnHitTest(localX, localY) ? this : null;
}
// ── Anchor layout ────────────────────────────────────────────────────
private bool _anchorCaptured;
private float _amL, _amT, _amR, _amB, _aw0, _ah0;
/// Reposition/resize this element per , keeping
/// the margins captured (at first layout / design size) to each anchored edge.
/// Called by the parent each frame before drawing children.
internal void ApplyAnchor(float parentW, float parentH)
{
if (Anchors == AnchorEdges.None) return;
if (!_anchorCaptured)
{
_amL = Left; _amT = Top;
_amR = parentW - (Left + Width);
_amB = parentH - (Top + Height);
_aw0 = Width; _ah0 = Height;
_anchorCaptured = true;
}
var (x, y, w, h) = ComputeAnchoredRect(Anchors, _amL, _amT, _amR, _amB, _aw0, _ah0, parentW, parentH);
Left = x; Top = y; Width = w; Height = h;
}
/// Compute an anchored child rect. Left&Right ⇒ stretch width
/// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise
/// pin left at fixed width. Same logic vertically.
public static (float x, float y, float w, float h) ComputeAnchoredRect(
AnchorEdges a, float mL, float mT, float mR, float mB,
float w0, float h0, float parentW, float parentH)
{
bool l = (a & AnchorEdges.Left) != 0, r = (a & AnchorEdges.Right) != 0;
float x, w;
if (l && r) { x = mL; w = parentW - mR - mL; }
else if (r) { w = w0; x = parentW - mR - w0; }
else { x = mL; w = w0; }
bool t = (a & AnchorEdges.Top) != 0, b = (a & AnchorEdges.Bottom) != 0;
float y, h;
if (t && b) { y = mT; h = parentH - mB - mT; }
else if (b) { h = h0; y = parentH - mB - h0; }
else { y = mT; h = h0; }
if (w < 0) w = 0;
if (h < 0) h = 0;
return (x, y, w, h);
}
}