using System.Numerics; using AcDream.App.Rendering.Gpu; namespace AcDream.App.UI; /// Leaf widget for dat Type 0xD (UIElement_Viewport). Blits the texture produced by its /// IUiViewportRenderer (run in the pre-UI hook) as a single sprite at its own rect. The 3-D render /// does NOT happen here (OnDraw only has a 2-D context). public sealed class UiViewport : UiElement { public override bool ConsumesDatChildren => true; /// Optional click action. Non-null makes the viewport handle the press /// itself instead of it being captured as a window move. public System.Action? Clicked { get; set; } /// Position-aware variant with viewport-local pixel coordinates. public System.Action? ClickedAt { get; set; } public override bool HandlesClick => Clicked is not null || ClickedAt is not null; public override bool OnEvent(in UiEvent e) { if (Clicked is null && ClickedAt is null) return base.OnEvent(e); switch (e.Type) { case UiEventType.MouseDown: return true; // consume the press; act on Click case UiEventType.Click: Clicked?.Invoke(); ClickedAt?.Invoke(e.Data1, e.Data2); return true; } return base.OnEvent(e); } /// Renderer that produces the off-screen texture. Set by GameWindow wiring (later task). public IUiViewportRenderer? Renderer { get; set; } /// /// Campaign V slice V4a: the off-screen FBO colour texture produced by the /// pre-UI hook, registered into the device's texture table by the /// pre-approved paperdoll/appraisal transitional seam /// (GlGpuDevice.RegisterExternalColorTexture, campaign doc §7.1) — /// its owning renderer (PrivateEntityViewportRenderer) stays raw GL /// until V4g. = nothing to blit. /// internal, not public: is an internal type /// (the pinned RHI contract); UiViewport stays public. /// internal GpuTextureSlot TextureSlot { get; set; } = GpuTextureSlot.Unassigned; protected override void OnDraw(UiRenderContext ctx) { if (!Visible || !TextureSlot.IsAssigned) return; uint textureHandle = AcDream.App.Rendering.TextRenderer.ResolveExternalTextureSlot(TextureSlot); if (textureHandle == 0) return; // Local origin is already at this widget's Left/Top (PushTransform applied by DrawSelfAndChildren). // // V depends on the backend that produced the texture, and slice V6l is // where that stopped being a constant. A GL off-screen FBO colour texture // has a BOTTOM-LEFT origin while the UI sprite convention is top-left, so // its V is flipped (v0=1, v1=0) — without that the doll renders // upside-down, which is what the line this replaces had always said. A // Vulkan render target has a top-left origin and needs no flip; applying // one drew the doll on its head in the first Vulkan capture. The renderer // that made the texture is the one that knows. bool bottomUp = Renderer?.TextureIsBottomUp ?? true; float v0 = bottomUp ? 1f : 0f; float v1 = bottomUp ? 0f : 1f; ctx.DrawSprite(textureHandle, 0f, 0f, Width, Height, 0f, v0, 1f, v1, Vector4.One); } }