using System; using System.Collections.Generic; namespace AcDream.App.UI; /// /// A container of item cells (port of retail UIElement_ItemList, class 0x10000031). /// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the /// LayoutImporter must NOT build dat children. The toolbar uses single-cell /// instances (one slot); the inventory phase will grow this to an N-cell grid. /// public sealed class UiItemList : UiElement { private readonly List _cells = new(); /// Vertical scroll model for grid mode (clip+scroll). Bound to the gutter /// UiScrollbar by the panel controller. Inert in fill mode (single toolbar cell). public UiScrollable Scroll { get; } = new(); public UiItemList(Func? spriteResolve = null) { SpriteResolve = spriteResolve; // Single-cell default: every toolbar slot always shows one cell (empty or filled). AddItem(new UiItemSlot { SpriteResolve = spriteResolve }); } public override bool ConsumesDatChildren => true; public Func? SpriteResolve { get; set; } private uint _cellEmptySprite; /// Empty-slot sprite for THIS list's cells, resolved from the dat cell template /// (retail attribute 0x1000000e -> catalog 0x21000037 prototype's ItemSlot_Empty; see /// ). 0 = leave the /// default (0x060074CF). Applied to every existing /// AND future cell. public uint CellEmptySprite { get => _cellEmptySprite; set { _cellEmptySprite = value; if (value != 0) foreach (var c in _cells) c.EmptySprite = value; } } /// The drag handler this list routes drops to (a panel controller). /// Null = the list accepts no drops. Retail: UIElement_ItemList::m_dragHandler. public IItemListDragHandler? DragHandler { get; private set; } /// Register the panel's drag handler on this list. Retail: /// UIElement_ItemList::RegisterItemListDragHandler (decomp 230461). public void RegisterDragHandler(IItemListDragHandler handler) => DragHandler = handler; /// Convenience for single-cell slots (the toolbar): the first cell. /// Valid only while the list has at least one cell; after /// (the inventory-phase rebuild path) the list is empty until /// runs, so use there instead. /// the list has no cells (e.g. after Flush). public UiItemSlot Cell => _cells.Count > 0 ? _cells[0] : throw new InvalidOperationException("UiItemList has no cells; call AddItem first or use GetItem(index)."); public int GetNumUIItems() => _cells.Count; public UiItemSlot? GetItem(int index) => index >= 0 && index < _cells.Count ? _cells[index] : null; public void AddItem(UiItemSlot cell) { cell.SpriteResolve ??= SpriteResolve; if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite; // The list lays cells out procedurally (grid offset + scroll clip), so cells must be // EXEMPT from the parent anchor pass — UiElement.DrawSelfAndChildren runs ApplyAnchor // on every child after OnDraw, which would otherwise reset the scroll offset to each // cell's captured base position (the escaping-grid bug). Anchors=None makes LayoutCells // the sole authority over cell rects. cell.Anchors = AnchorEdges.None; _cells.Add(cell); AddChild(cell); LayoutCells(); } /// Grid columns (row-major). 1 = single column. Ignored in fill mode. public int Columns { get; set; } = 1; /// Fixed cell width in grid mode. 0 = "fill the list" — the single cell sizes /// to the whole list (the toolbar single-slot legacy). Set >0 (with CellHeight) for a grid. public float CellWidth { get; set; } /// Fixed cell height in grid mode (pairs with CellWidth). public float CellHeight { get; set; } /// Whole rows needed for cells in a grid of /// columns. public static int RowCount(int cellCount, int columns) { int cols = columns < 1 ? 1 : columns; return (cellCount + cols - 1) / cols; } /// Row-major pixel offset of cell in a grid of /// columns at the given cell pitch. internal static (float x, float y) CellOffset(int index, int columns, float cellW, float cellH) { int col = index % columns, row = index / columns; return (col * cellW, row * cellH); } /// Position every cell per the current mode: fill (CellWidth<=0) sizes the single /// cell to the list; grid (CellWidth>0) tiles cells row-major, offset by the scroll position /// with whole-row vertical clipping (cells fully outside the view are hidden). internal void LayoutCells() { if (CellWidth <= 0f) { // Fill mode (the toolbar single cell): size the one cell to the list. if (_cells.Count > 0) { var c = _cells[0]; c.Left = 0; c.Top = 0; c.Width = Width; c.Height = Height; c.Visible = true; } return; } int cols = Columns < 1 ? 1 : Columns; int cellH = (int)MathF.Round(CellHeight); // Drive the shared scroll model from the current geometry, then re-clamp the offset to // the (possibly changed) max. ContentHeight/ViewHeight must be set BEFORE reading ScrollY // so the clamp uses the right max. Scroll.LineHeight = cellH > 0 ? cellH : 1; Scroll.ContentHeight = RowCount(_cells.Count, cols) * cellH; Scroll.ViewHeight = (int)MathF.Floor(Height); Scroll.SetScrollY(Scroll.ScrollY); // re-clamp to the new max float scrollY = Scroll.ScrollY; for (int i = 0; i < _cells.Count; i++) { var (x, baseY) = CellOffset(i, cols, CellWidth, CellHeight); float top = baseY - scrollY; var cell = _cells[i]; cell.Left = x; cell.Top = top; cell.Width = CellWidth; cell.Height = CellHeight; // Whole-row vertical clip (no scissor — mirrors UiText.cs:198). A row fully inside // [0, Height] draws; a partially-scrolled row is hidden. cell.Visible = top >= -0.5f && top + CellHeight <= Height + 0.5f; } } public void Flush() { foreach (var c in _cells) RemoveChild(c); _cells.Clear(); } public override bool OnEvent(in UiEvent e) { if (e.Type == UiEventType.Scroll && CellWidth > 0f) { // Mirror UiText: Silk +Y wheel = up/older = decrease ScrollY; negate Data0. Scroll.ScrollByLines(-e.Data0); return true; } return base.OnEvent(e); } protected override void OnDraw(UiRenderContext ctx) { // The factory sets Width/Height AFTER construction, so re-layout each frame: // fill mode keeps the single toolbar cell sized to the list; grid mode tiles cells. LayoutCells(); } }