acdream/src/AcDream.App/UI/CursorFeedbackController.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

360 lines
13 KiB
C#

using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.UI;
/// <summary>
/// Semantic cursor state for the retail-look UI. Retail stores actual cursor art
/// as MediaDescCursor on UI states; this controller owns the behavior decision so
/// the visual backend can apply dat cursors without
/// changing item/window interaction code.
/// </summary>
public enum CursorFeedbackKind
{
Default,
Combat,
Use,
Examine,
Busy,
Text,
WindowMove,
ResizeHorizontal,
ResizeVertical,
ResizeDiagonalNwse,
ResizeDiagonalNesw,
Drag,
DragAccept,
DragReject,
TargetPending,
TargetValid,
TargetInvalid,
}
/// <summary>Retail <c>Target_Mode</c> values consumed by UpdateCursorState.</summary>
public enum RetailCursorTargetMode
{
None = 0,
Use = 1,
Examine = 2,
UseTarget = 3,
}
/// <summary>
/// The global/default cursor selected by ClientUISystem. Widget-local cursor
/// media is a separate layer and may override this through CheckCursor.
/// </summary>
public enum RetailGlobalCursorKind
{
Default,
DefaultFound,
MeleeOrMissile,
MeleeOrMissileFound,
Magic,
MagicFound,
Examine,
ExamineFound,
Use,
UseFound,
Busy,
BusyFound,
TargetPending,
TargetValid,
TargetInvalid,
}
public readonly record struct CursorFeedback(
CursorFeedbackKind Kind,
UiCursorMedia Cursor = default,
RetailGlobalCursorKind GlobalKind = RetailGlobalCursorKind.Default)
{
public static CursorFeedback Default { get; } = new(CursorFeedbackKind.Default);
}
public readonly record struct CursorFeedbackSnapshot(
object? DragPayload = null,
UiItemSlot.DragAcceptState DragAccept = UiItemSlot.DragAcceptState.None,
ResizeEdges ActiveResizeEdges = ResizeEdges.None,
ResizeEdges HoverResizeEdges = ResizeEdges.None,
bool WindowMoveActive = false,
bool HoverWindowMove = false,
bool HoverUi = false,
bool HoverTextEdit = false,
uint HoverTargetGuid = 0,
bool? HoverTargetCompatible = null,
int BusyCount = 0,
RetailCursorTargetMode TargetMode = RetailCursorTargetMode.None,
CombatMode CombatMode = CombatMode.NonCombat);
public sealed class CursorFeedbackController
{
private readonly ItemInteractionController? _itemInteraction;
private readonly Func<uint>? _worldTargetProvider;
private readonly Func<CombatMode> _combatModeProvider;
public CursorFeedbackController(
ItemInteractionController? itemInteraction = null,
Func<uint>? worldTargetProvider = null,
Func<CombatMode>? combatModeProvider = null)
{
_itemInteraction = itemInteraction;
_worldTargetProvider = worldTargetProvider;
_combatModeProvider = combatModeProvider ?? (() => CombatMode.NonCombat);
}
public CursorFeedback Current { get; private set; } = CursorFeedback.Default;
public CursorFeedback Update(UiRoot root)
{
ArgumentNullException.ThrowIfNull(root);
UiElement? hover = root.Pick(root.MouseX, root.MouseY);
// Retail UpdateCursorState (0x00564630) keys the target-mode cursor off
// the SmartBox found object — the WORLD entity under the cursor. A UI
// window occludes the world (no found object → pending). The one
// UI-side source retail-style cells contribute is an occupied item
// slot's own item.
RetailCursorTargetMode targetMode = ModeFromInteraction(_itemInteraction);
uint hoverTarget = hover is null
? _worldTargetProvider?.Invoke() ?? 0u
: targetMode == RetailCursorTargetMode.UseTarget
? FindHoveredItemSlot(hover)?.ItemId ?? 0u
: 0u;
bool? hoverTargetCompatible = targetMode == RetailCursorTargetMode.UseTarget
&& hoverTarget != 0
? _itemInteraction?.IsCurrentTargetCompatible(hoverTarget)
: null;
var snapshot = new CursorFeedbackSnapshot(
DragPayload: root.DragPayload,
DragAccept: FindHoveredItemSlot(hover)?.DragAcceptVisual ?? UiItemSlot.DragAcceptState.None,
ActiveResizeEdges: root.ActiveResizeEdges,
HoverResizeEdges: root.HoverResizeEdges,
WindowMoveActive: root.IsWindowMoveActive,
HoverWindowMove: root.HoverWindowMove,
HoverUi: hover is not null,
HoverTextEdit: hover?.IsEditControl == true,
HoverTargetGuid: hoverTarget,
HoverTargetCompatible: hoverTargetCompatible,
BusyCount: _itemInteraction?.BusyCount ?? 0,
TargetMode: targetMode,
CombatMode: _combatModeProvider());
var kind = ResolveKind(snapshot);
UiCursorMedia authoredCursor = ResolveCursor(root.Captured, hover);
UiCursorMedia cursor = ResolveEffectiveCursor(kind, snapshot, authoredCursor);
Current = new CursorFeedback(kind, cursor, ResolveGlobalKind(snapshot));
return Current;
}
public CursorFeedback Update(CursorFeedbackSnapshot snapshot)
{
Current = Resolve(snapshot);
return Current;
}
public CursorFeedback Resolve(CursorFeedbackSnapshot snapshot)
{
CursorFeedbackKind kind = ResolveKind(snapshot);
return new(
kind,
ResolveEffectiveCursor(kind, snapshot, authoredCursor: default),
ResolveGlobalKind(snapshot));
}
private CursorFeedbackKind ResolveKind(CursorFeedbackSnapshot snapshot)
{
if (snapshot.DragPayload is not null)
{
return snapshot.DragAccept switch
{
UiItemSlot.DragAcceptState.Accept => CursorFeedbackKind.DragAccept,
UiItemSlot.DragAcceptState.Reject => CursorFeedbackKind.DragReject,
_ => CursorFeedbackKind.Drag,
};
}
ResizeEdges resizeEdges = snapshot.ActiveResizeEdges != ResizeEdges.None
? snapshot.ActiveResizeEdges
: snapshot.HoverResizeEdges;
if (resizeEdges != ResizeEdges.None)
return KindForResize(resizeEdges);
if (snapshot.WindowMoveActive)
return CursorFeedbackKind.WindowMove;
RetailCursorTargetMode targetMode = EffectiveTargetMode(snapshot);
if (targetMode == RetailCursorTargetMode.UseTarget)
{
if (snapshot.HoverTargetGuid != 0)
{
bool compatible = snapshot.HoverTargetCompatible
?? _itemInteraction?.IsCurrentTargetCompatible(snapshot.HoverTargetGuid)
?? false;
return compatible
? CursorFeedbackKind.TargetValid
: CursorFeedbackKind.TargetInvalid;
}
// Retail UpdateCursorState (0x00564630), TARGET_MODE 3: no found
// object → the 0x27 four-arrows pending cursor — INCLUDING over
// UI chrome. Valid/invalid exist only with a target under the
// cursor. (The earlier HoverUi → Invalid arm was a non-retail
// invention — 2026-07-03 visual gate.)
return CursorFeedbackKind.TargetPending;
}
if (snapshot.BusyCount > 0)
return CursorFeedbackKind.Busy;
if (targetMode == RetailCursorTargetMode.Use)
return CursorFeedbackKind.Use;
if (targetMode == RetailCursorTargetMode.Examine)
return CursorFeedbackKind.Examine;
if (snapshot.HoverWindowMove)
return CursorFeedbackKind.WindowMove;
if (snapshot.HoverTextEdit)
return CursorFeedbackKind.Text;
if (snapshot.CombatMode is CombatMode.Melee or CombatMode.Missile or CombatMode.Magic)
return CursorFeedbackKind.Combat;
return CursorFeedbackKind.Default;
}
/// <summary>
/// Faithful port of ClientUISystem::UpdateCursorState @ 0x00564630.
/// The found-object pair is selected first; busy then target mode then
/// combat mode replace it in exactly retail's order.
/// </summary>
internal RetailGlobalCursorKind ResolveGlobalKind(CursorFeedbackSnapshot snapshot)
{
bool found = snapshot.HoverTargetGuid != 0;
if (snapshot.BusyCount > 0)
return found ? RetailGlobalCursorKind.BusyFound : RetailGlobalCursorKind.Busy;
switch (EffectiveTargetMode(snapshot))
{
case RetailCursorTargetMode.Use:
return found ? RetailGlobalCursorKind.UseFound : RetailGlobalCursorKind.Use;
case RetailCursorTargetMode.Examine:
return found ? RetailGlobalCursorKind.ExamineFound : RetailGlobalCursorKind.Examine;
case RetailCursorTargetMode.UseTarget:
if (!found)
return RetailGlobalCursorKind.TargetPending;
bool compatible = snapshot.HoverTargetCompatible
?? _itemInteraction?.IsCurrentTargetCompatible(snapshot.HoverTargetGuid)
?? false;
return compatible
? RetailGlobalCursorKind.TargetValid
: RetailGlobalCursorKind.TargetInvalid;
case RetailCursorTargetMode.None:
break;
default:
throw new ArgumentOutOfRangeException(nameof(snapshot), snapshot.TargetMode, "Unknown retail target mode.");
}
return snapshot.CombatMode switch
{
CombatMode.Melee or CombatMode.Missile => found
? RetailGlobalCursorKind.MeleeOrMissileFound
: RetailGlobalCursorKind.MeleeOrMissile,
CombatMode.Magic => found
? RetailGlobalCursorKind.MagicFound
: RetailGlobalCursorKind.Magic,
_ => found ? RetailGlobalCursorKind.DefaultFound : RetailGlobalCursorKind.Default,
};
}
private RetailCursorTargetMode EffectiveTargetMode(CursorFeedbackSnapshot snapshot)
=> snapshot.TargetMode == RetailCursorTargetMode.None
? ModeFromInteraction(_itemInteraction)
: snapshot.TargetMode;
private static RetailCursorTargetMode ModeFromInteraction(
ItemInteractionController? interaction)
=> interaction?.InteractionState.Current.Kind switch
{
InteractionModeKind.Use => RetailCursorTargetMode.Use,
InteractionModeKind.Examine => RetailCursorTargetMode.Examine,
InteractionModeKind.UseItemOnTarget => RetailCursorTargetMode.UseTarget,
_ => RetailCursorTargetMode.None,
};
private static CursorFeedbackKind KindForResize(ResizeEdges edges)
{
bool horizontal = (edges & (ResizeEdges.Left | ResizeEdges.Right)) != 0;
bool vertical = (edges & (ResizeEdges.Top | ResizeEdges.Bottom)) != 0;
if (horizontal && vertical)
{
bool nwse =
((edges & ResizeEdges.Left) != 0 && (edges & ResizeEdges.Top) != 0)
|| ((edges & ResizeEdges.Right) != 0 && (edges & ResizeEdges.Bottom) != 0);
return nwse ? CursorFeedbackKind.ResizeDiagonalNwse : CursorFeedbackKind.ResizeDiagonalNesw;
}
if (horizontal) return CursorFeedbackKind.ResizeHorizontal;
if (vertical) return CursorFeedbackKind.ResizeVertical;
return CursorFeedbackKind.Default;
}
private static UiCursorMedia ResolveCursor(UiElement? captured, UiElement? hover)
{
// UIElementManager::CheckCursor @ 0x0045ABF0: captured element first,
// then the last-entered element, then the ClientUISystem default. It
// does not search ancestors or synthesize a different UI state.
var capturedCursor = captured?.ActiveCursor() ?? default;
if (capturedCursor.IsValid)
return capturedCursor;
var hoverCursor = hover?.ActiveCursor() ?? default;
if (hoverCursor.IsValid)
return hoverCursor;
return default;
}
private static UiCursorMedia ResolveEffectiveCursor(
CursorFeedbackKind kind,
CursorFeedbackSnapshot snapshot,
UiCursorMedia authoredCursor)
{
bool syntheticControlOwnsPointer = snapshot.ActiveResizeEdges != ResizeEdges.None
|| snapshot.HoverResizeEdges != ResizeEdges.None
|| snapshot.WindowMoveActive;
// Retail CheckCursor gives the hovered/captured Resizebar or captured
// Dragbar first refusal. Our wrapper borders are geometry, not UIElements,
// so a hovered synthetic resize edge or active synthetic control must take
// that same precedence over the content under its five-pixel hit region.
if (syntheticControlOwnsPointer
&& RetailCursorCatalog.TryGetWindowControlCursor(kind, out UiCursorMedia capturedControl))
return capturedControl;
// Ordinary imported elements retain their authored MD_Data_Cursor exactly.
if (authoredCursor.IsValid)
return authoredCursor;
// Synthetic wrapper edges and the IA-12 whole-window drag region have no
// authored child, but use retail's exact control media and hotspot.
return RetailCursorCatalog.TryGetWindowControlCursor(kind, out UiCursorMedia fallback)
? fallback
: default;
}
private static UiItemSlot? FindHoveredItemSlot(UiElement? element)
{
while (element is not null)
{
if (element is UiItemSlot slot)
return slot;
element = element.Parent;
}
return null;
}
}