using System; using System.Numerics; namespace AcDream.App.UI; /// /// Generic scrollbar. Ports retail UIElement_Scrollbar /// (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137); /// thumb size = trackLen * ThumbRatio (min 8px); step ±1 line. /// /// /// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68), /// thumb 0x1000048C. The track is instanced from base layout 0x2100003E which contains /// the full scrollbar widget with distinct up/down button children: /// Up button element 0x10000071 — Y=0, 16×16, Normal sprite 0x06004C69. /// Down button element 0x10000072 — Y=32, 16×16, Normal sprite 0x06004C6C. /// Track body sprite: 0x06004C5F (48px tall in the base template; stretched to H=68 in chat). /// Thumb is a 3-slice: top cap 0x06004C60, middle 0x06004C63, bottom cap 0x06004C66. /// For Task H wiring: up/down regions occupy the top and bottom ButtonH (16px) of the /// rendered scrollbar's height; the widget responds to those regions directly via hit /// comparison in OnEvent without requiring separate child elements. /// public sealed class UiScrollbar : UiElement { /// The scroll model this bar reflects + drives (shared with the transcript). public UiScrollable? Model { get; set; } /// RenderSurface id → (GL tex, w, h). 0 id = skip. public Func? SpriteResolve { get; set; } /// Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455). public uint TrackSprite { get; set; } /// Thumb 3-slice MIDDLE tile sprite id (0x06004C63), tiled between the caps. public uint ThumbSprite { get; set; } /// Thumb 3-slice TOP cap sprite id (0x06004C60, 3px tall). public uint ThumbTopSprite { get; set; } /// Thumb 3-slice BOTTOM cap sprite id (0x06004C66, 3px tall). public uint ThumbBotSprite { get; set; } /// Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071). public uint UpSprite { get; set; } /// Down-arrow button sprite id (0x06004C6C Normal state, element 0x10000072). public uint DownSprite { get; set; } /// Retail attribute 0x89 floor: minimum thumb height in pixels. private const float MinThumb = 8f; /// Thumb cap height (native sprite height from base layout 0x2100003E). private const float CapH = 3f; /// Up/down button height in pixels. Matches element height 16px from /// the up/down button children in base layout 0x2100003E. private const float ButtonH = 16f; private bool _draggingThumb; private float _dragOffsetY; public UiScrollbar() { CapturesPointerDrag = true; } /// /// Computes the thumb rectangle (local y origin and height) within the track area /// between the two end buttons. Ports retail UIElement_Scrollbar::UpdateLayout /// @0x4710d0: thumb height = max(MinThumb, trackLen * ThumbRatio); thumb top /// offset = trackTop + (trackLen - thumbH) * PositionRatio. /// /// The scroll model. /// Y of the top of the usable track area (below up-button). /// Pixel length of the usable track area (between up and down buttons). /// Local Y of the thumb's top edge, and its pixel height. public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen) { float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio); float travel = trackLen - h; float y = trackTop + travel * m.PositionRatio; return (y, h); } protected override void OnDraw(UiRenderContext ctx) { if (Model is not { } m || SpriteResolve is not { } resolve) return; // Track background — TILED vertically (retail DrawMode=Normal). The native track // sprite (~16×32) repeats to fill the element height instead of stretch-distorting. DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height); // Up button — top ButtonH rows. UpSprite (0x06004C6C) is the up-arrow art, drawn 1:1. DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH); // Down button — bottom ButtonH rows. DownSprite (0x06004C69) is the down-arrow art. DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH); // Thumb — only when content overflows the view. Retail 3-slice: top cap + // tiled middle + bottom cap (base layout 0x2100003E thumb sub-elements // 0x10000364/65/66). Falls back to a single tiled middle if the caps are unset // or the thumb is too short to hold both caps. if (m.HasOverflow) { float trackTop = ButtonH; float trackLen = Height - 2f * ButtonH; var (ty, th) = ThumbRect(m, trackTop, trackLen); if (ThumbTopSprite != 0 && ThumbBotSprite != 0 && th >= 2f * CapH) { DrawSprite(ctx, resolve, ThumbTopSprite, 0f, ty, Width, CapH); DrawTiled(ctx, resolve, ThumbSprite, 0f, ty + CapH, Width, th - 2f * CapH); DrawSprite(ctx, resolve, ThumbBotSprite, 0f, ty + th - CapH, Width, CapH); } else { DrawTiled(ctx, resolve, ThumbSprite, 0f, ty, Width, th); } } } /// Draw a sprite stretched 1:1 to the dest rect. private void DrawSprite(UiRenderContext ctx, Func resolve, uint id, float x, float y, float w, float h) { if (id == 0 || w <= 0f || h <= 0f) return; var (tex, _, _) = resolve(id); if (tex == 0) return; ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One); } /// Draw a sprite 1:1 but vertically FLIPPED (V0/V1 swapped) — used to point /// the top scroll button's (down-art) arrow upward. private void DrawSpriteFlipV(UiRenderContext ctx, Func resolve, uint id, float x, float y, float w, float h) { if (id == 0 || w <= 0f || h <= 0f) return; var (tex, _, _) = resolve(id); if (tex == 0) return; ctx.DrawSprite(tex, x, y, w, h, 0f, 1f, 1f, 0f, Vector4.One); } /// Draw a sprite TILED to fill the dest rect (UV-repeat at native size on /// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1. private void DrawTiled(UiRenderContext ctx, Func resolve, uint id, float x, float y, float w, float h) { if (id == 0 || w <= 0f || h <= 0f) return; var (tex, tw, th) = resolve(id); if (tex == 0 || tw == 0 || th == 0) return; ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One); } public override bool OnEvent(in UiEvent e) { if (Model is not { } m) return false; switch (e.Type) { case UiEventType.MouseDown: { // e.Data1 = local X, e.Data2 = local Y (int pixel coords, see UiRoot hit dispatch). float ly = e.Data2; // Up-button region: top ButtonH rows. if (ly <= ButtonH) { m.ScrollByLines(-1); return true; } // Down-button region: bottom ButtonH rows. if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; } // Track interior: start a thumb drag or page-scroll. float trackTop = ButtonH; float trackLen = Height - 2f * ButtonH; var (ty, th) = ThumbRect(m, trackTop, trackLen); if (ly >= ty && ly <= ty + th) { // Clicked inside the thumb — begin drag with offset from thumb top. _draggingThumb = true; _dragOffsetY = ly - ty; } else { // Clicked above or below thumb — page scroll (HandleButtonClick page case). m.ScrollByPage(ly < ty ? -1 : 1); } return true; } case UiEventType.MouseMove when _draggingThumb: { // Map current local Y (minus drag offset from thumb top) back to a // position ratio across the available travel distance. float trackTop = ButtonH; float trackLen = Height - 2f * ButtonH; float thumbH = MathF.Max(MinThumb, trackLen * m.ThumbRatio); float travel = MathF.Max(1f, trackLen - thumbH); float newRatio = ((float)e.Data2 - _dragOffsetY - trackTop) / travel; m.SetPositionRatio(newRatio); return true; } case UiEventType.MouseUp: _draggingThumb = false; return true; } return false; } }