Second attempt at V4a afterceec3bc4was reverted at9aaf97e7for losing world multisampling and a 334-file scope explosion. This lands the same functional slice with a much smaller footprint and the two structural fixes the revert postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for. What moved onto the RHI: - TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline (one IGpuPipeline, replacing the old hand-rolled Shader class); its three fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring allocation per draw bucket; its 1x1 white fill texture is created via IGpuDevice.CreateTexture and registered into the device's texture table. Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim (TextRendererFailureSafetyTests pins their literal presence) alongside the new pipeline bind - both target the identical final GL state, so this is redundant, not contradictory. Sprite/font texture binding stays classic (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary externally-owned GL texture names from dozens of UI call sites outside this slice's scope; IGpuPassEncoder has no verb for that, by design (every other RHI consumer samples through the bindless texture table). - BitmapFont: the stb-baked R8 atlas is created/uploaded through IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the IGpuTexture, since its only consumer is TextRenderer's classic path above. - DebugLineRenderer: the debug_line shader compiles through IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring- allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection don't fit the shared GpuPushConstants block (one combined VP matrix) so they are set directly on the pipeline's compiled program, mirroring TextRenderer. - TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...) wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw GL name for their unchanged uint return type - DrawSprite's signature and its 16 call sites across the UI are untouched. The world-material path (GetOrUpload, the raw layer-array upload) is untouched. - UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw time. Its texture is produced by PaperdollViewportRenderer/ PrivateEntityViewportRenderer, both still raw GL until V4g, so RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam (campaign doc SS7.1's final paragraph) instead of inventing anything broader. The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/ contract): - GlGpuDevice.BeginPass now resets the render-state cache unconditionally on every pass, not only a clearing one. The first attempt's crash came from exactly this gap: a raw-GL renderer running between two RHI passes changes GL program/blend/depth/cull state the cache never observes, so a later BindPipeline skipped re-issuing glUseProgram and the following push-constant upload threw GL_INVALID_OPERATION. - GlGpuPassEncoder now captures ambient GL capability state (program, VAO, array buffer, texture0 binding, depth test/write/func, blend enable+func, cull enable+mode, front face, alpha-to-coverage, multisample) on construction and restores it on Dispose, generalizing what TextRenderGlStateScope already did for TextRenderer specifically to every RHI pass - this is what stops DebugLineRenderer's pipeline bind (which has no scope of its own) from leaking state into the next raw-GL renderer. Both are marked transitional, deleted at V4h once nothing raw-GL remains. Frame lifecycle (additive, per the task's own description of this piece): new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's IRenderFrameLifetime now routes through this wrapper instead of calling GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls straight through to that same controller, so the fence/slot-rotation contract is unchanged; the wrapper only additionally yields the IGpuFrame ported renderers need. No clears moved, no framebuffer binding changed, frame-graph phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int) calls in RuntimeRenderFrameBeginResources are removed. The UI Studio (RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime, mirroring the production composition. Real bug found and fixed while exercising this for the first time: both BitmapFont and TextureCache's nearest-filter override called TexParameter AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_ bindless_texture forbids modifying a texture's parameters once its handle is resident, so this threw GL_INVALID_OPERATION building the retained UI's own TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture. Scope note: touches 25 files (24 modified + this commit's one new file), not the ~10 the brief estimated, because the frame-lifecycle wiring and the viewport escape hatch (both explicitly asked for) ripple through five composition files and two frame presenters that thread IGpuDevice/ ICurrentGpuFrameSource to construction sites. No file outside that necessary set was touched: no visibility sweep beyond the specific constructors/ properties whose new parameter types are internal (TextRenderer/BitmapFont/ DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/ sky file touched, no test deleted or weakened - three source-text conformance tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork, GlTextureOwnershipTests' TextRenderer.cs check, and RenderFrameResourceControllerTests' frame-order check) were replaced with equivalent assertions against the new construction/wiring shape, since their pinned invariant was specifically the old raw-GL shape this slice legitimately replaces. Gates: - dotnet build -c Release: 0 warnings, 0 errors. - dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped - exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all nine test projects. - Offline pixel gate (tools/run-offline-pixel-gate.ps1, parenta97e04aevs this commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass against the 0.001/563-pixel threshold. Verified against a same-commit control (two captures at this commit differ by 20 pixels) rather than accepted at face value - the two numbers are in the same band, confirming this is normal animated-content/frame-pacing noise and not the systematic silhouette-edge loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
278 lines
10 KiB
C#
278 lines
10 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using Silk.NET.Input;
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using Silk.NET.OpenGL;
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namespace AcDream.App.UI;
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/// <summary>
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/// Packages the <see cref="UiRoot"/>, the 2D sprite batcher
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/// (<see cref="Rendering.TextRenderer"/>), and a default font so
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/// <c>GameWindow</c> can wire the retail-style UI in with one
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/// construction and a handful of input callbacks.
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///
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/// Usage (from <c>GameWindow.OnLoad</c>):
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/// <code>
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/// _uiHost = new UiHost(_gl, shadersDir, _debugFont);
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/// _uiHost.Root.WorldMouseFallThrough += (btn, x, y, f) => HandleWorldClick(btn, x, y);
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/// _uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
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///
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/// foreach (var mouse in _input.Mice)
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/// _uiHost.WireMouse(mouse);
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/// foreach (var kb in _input.Keyboards)
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/// _uiHost.WireKeyboard(kb);
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/// </code>
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///
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/// And per frame (from <c>GameWindow.OnRender</c>):
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/// <code>
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/// _uiHost.Tick(deltaSeconds);
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/// _uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
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/// </code>
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///
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/// Retail analog: the trio of <c>DAT_00870340</c> (Core, owns fonts/atlases),
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/// <c>DAT_00837ff4</c> (Device, owns input state), <c>DAT_00870c2c</c>
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/// (Keystone root, widget tree). We fuse them into a single host class
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/// because we're not linking to Keystone.
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/// </summary>
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public sealed class UiHost : System.IDisposable
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{
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public UiRoot Root { get; } = new();
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public RetailWindowManager WindowManager => Root.WindowManager;
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public TextRenderer TextRenderer { get; }
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public BitmapFont? DefaultFont { get; set; }
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/// <summary>The last wired keyboard. Exposed so widgets that need clipboard
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/// access (<see cref="IKeyboard.ClipboardText"/>) or modifier-key state
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/// (<see cref="IKeyboard.IsKeyPressed"/>) — e.g. <see cref="UiText"/>'s
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/// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins.</summary>
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public IKeyboard? Keyboard { get; private set; }
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private long _startTicks = System.Environment.TickCount64;
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private readonly HostQuiescenceGate _quiescence;
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private readonly List<IRetainedUiInputBinding> _inputBindings = new();
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private ResourceShutdownTransaction? _inputShutdown;
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private ResourceShutdownTransaction? _shutdown;
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private bool _disposeRequested;
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private bool _disposed;
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internal bool IsDisposalComplete => _disposed;
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// internal, not public: IGpuDevice/ICurrentGpuFrameSource are internal
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// types (the pinned RHI contract). UiHost stays public — only
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// construction is restricted.
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internal UiHost(
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IGpuDevice device,
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ICurrentGpuFrameSource frameSource,
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string shaderDir,
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BitmapFont? defaultFont = null)
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: this(device, frameSource, shaderDir, defaultFont, new HostQuiescenceGate())
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{
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}
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internal UiHost(
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IGpuDevice device,
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ICurrentGpuFrameSource frameSource,
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string shaderDir,
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BitmapFont? defaultFont,
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HostQuiescenceGate quiescence)
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{
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_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
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TextRenderer = new TextRenderer(device, frameSource, shaderDir);
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DefaultFont = defaultFont;
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}
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// ── Per-frame ──────────────────────────────────────────────────────
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public void Tick(double deltaSeconds)
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{
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long now = System.Environment.TickCount64 - _startTicks;
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Root.Tick(deltaSeconds, now);
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}
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public void Draw(Vector2 screenSize)
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{
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// Set UiRoot bounds to full screen so HitTestTopDown works.
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Root.Width = screenSize.X;
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Root.Height = screenSize.Y;
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var ctx = new UiRenderContext(TextRenderer, screenSize, DefaultFont);
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TextRenderer.Begin(screenSize);
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Root.Draw(ctx);
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TextRenderer.Flush(DefaultFont);
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}
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// ── Input wiring helpers ───────────────────────────────────────────
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public void WireMouse(IMouse mouse)
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{
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System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
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System.ArgumentNullException.ThrowIfNull(mouse);
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var binding = new RetainedMouseInputBinding(
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new SilkRetainedMouseSurface(mouse),
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Root,
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_quiescence);
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_inputBindings.Add(binding);
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try
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{
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binding.Attach();
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}
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catch
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{
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if (binding.IsDisposalComplete)
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_inputBindings.Remove(binding);
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throw;
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}
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}
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public void WireKeyboard(IKeyboard kb)
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{
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System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
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System.ArgumentNullException.ThrowIfNull(kb);
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Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
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var binding = new RetainedKeyboardInputBinding(
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new SilkRetainedKeyboardSurface(kb),
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Root,
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_quiescence);
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_inputBindings.Add(binding);
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try
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{
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binding.Attach();
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}
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catch
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{
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if (binding.IsDisposalComplete)
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_inputBindings.Remove(binding);
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throw;
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}
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}
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/// <summary>
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/// Stops retained-device delivery without retiring the window tree or GL
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/// renderer. Safe to call before a potentially long live-session close.
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/// </summary>
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public void QuiesceInput()
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{
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_disposeRequested = true;
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foreach (IRetainedUiInputBinding binding in _inputBindings)
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binding.Deactivate();
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Keyboard = null;
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}
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/// <summary>Physically removes every retained input edge after quiescence.</summary>
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public void DeactivateInput() => CompleteInputShutdown(reportFailures: true);
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private void CompleteInputShutdown(bool reportFailures)
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{
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QuiesceInput();
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_inputShutdown ??= new ResourceShutdownTransaction(
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new ResourceShutdownStage(
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"retained UI input subscriptions",
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_inputBindings
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.AsEnumerable()
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.Reverse()
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.Select((binding, index) => new ResourceShutdownOperation(
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$"input binding {index}",
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binding.Dispose,
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ResourceShutdownOperationPolicy.ReportAndContinue))
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.ToArray()));
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_inputShutdown.CompleteOrThrow();
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if (_inputShutdown.IsComplete && _inputShutdown.CleanupFailures.Count == 0)
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_inputBindings.Clear();
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if (reportFailures && _inputShutdown.CleanupFailures.Count != 0)
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{
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throw new AggregateException(
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"Retained UI input callback cleanup completed with failures.",
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_inputShutdown.CleanupFailures.Select(static failure =>
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new InvalidOperationException(
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$"Retained UI operation '{failure.Operation}' failed in stage '{failure.Stage}'.",
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failure.Error)));
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}
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}
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// ── Window manager forwarders (delegate to UiRoot) ─────────────────
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/// <summary>Register a top-level window for Show/Hide/Toggle. See <see cref="UiRoot.RegisterWindow"/>.</summary>
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public RetailWindowHandle RegisterWindow(
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string name,
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UiElement window,
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UiElement? contentRoot = null,
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IRetainedPanelController? controller = null,
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IRetainedWindowStateController? stateController = null,
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int authoredGeometryRevision = 0)
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=> Root.RegisterWindow(
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name,
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window,
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contentRoot,
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controller,
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stateController,
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authoredGeometryRevision);
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public bool UnregisterWindow(string name) => Root.UnregisterWindow(name);
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/// <summary>Show a registered window; returns false if the name is unknown.</summary>
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public bool ShowWindow(string name) => Root.ShowWindow(name);
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/// <summary>Hide a registered window; returns false if the name is unknown.</summary>
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public bool HideWindow(string name) => Root.HideWindow(name);
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public bool CloseWindow(string name) => Root.CloseWindow(name);
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/// <summary>Return the current visibility of a registered window.</summary>
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public bool IsWindowVisible(string name) => Root.IsWindowVisible(name);
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/// <summary>Toggle a registered window's visibility; returns the new IsVisible.</summary>
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public bool ToggleWindow(string name) => Root.ToggleWindow(name);
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposeRequested = true;
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_shutdown ??= CreateShutdownTransaction(
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[() => CompleteInputShutdown(reportFailures: false)],
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() => { },
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WindowManager.Dispose,
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TextRenderer.Dispose);
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_shutdown.CompleteOrThrow();
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_disposed = _shutdown.IsComplete;
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}
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internal static ResourceShutdownTransaction CreateShutdownTransaction(
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IReadOnlyList<Action> inputUnsubscribers,
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Action releaseInputState,
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Action disposeWindowManager,
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Action disposeTextRenderer)
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{
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ArgumentNullException.ThrowIfNull(inputUnsubscribers);
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ArgumentNullException.ThrowIfNull(releaseInputState);
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ArgumentNullException.ThrowIfNull(disposeWindowManager);
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ArgumentNullException.ThrowIfNull(disposeTextRenderer);
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return new ResourceShutdownTransaction(
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new ResourceShutdownStage(
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"retained UI input subscriptions",
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inputUnsubscribers
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.Select((unsubscribe, index) => new ResourceShutdownOperation(
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$"input subscription {index}",
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unsubscribe ?? throw new ArgumentException(
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"Input unsubscriber entries cannot be null.",
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nameof(inputUnsubscribers))))
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.ToArray()),
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new ResourceShutdownStage("retained UI input state",
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[
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new("input state", releaseInputState),
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]),
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new ResourceShutdownStage("retained UI windows",
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[
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new("window manager", disposeWindowManager),
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]),
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new ResourceShutdownStage("retained UI renderer",
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[
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new("text renderer", disposeTextRenderer),
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]));
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}
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}
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