Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance. Co-Authored-By: Codex <codex@openai.com>
49 lines
2.2 KiB
C#
49 lines
2.2 KiB
C#
using System.Numerics;
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namespace AcDream.App.UI;
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/// <summary>Leaf widget for dat Type 0xD (UIElement_Viewport). Blits the texture produced by its
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/// IUiViewportRenderer (run in the pre-UI hook) as a single sprite at its own rect. The 3-D render
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/// does NOT happen here (OnDraw only has a 2-D context).</summary>
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public sealed class UiViewport : UiElement
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{
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public override bool ConsumesDatChildren => true;
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/// <summary>Optional click action. Non-null makes the viewport handle the press
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/// itself instead of it being captured as a window move.</summary>
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public System.Action? Clicked { get; set; }
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/// <summary>Position-aware variant with viewport-local pixel coordinates.</summary>
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public System.Action<int, int>? ClickedAt { get; set; }
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public override bool HandlesClick => Clicked is not null || ClickedAt is not null;
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public override bool OnEvent(in UiEvent e)
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{
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if (Clicked is null && ClickedAt is null) return base.OnEvent(e);
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switch (e.Type)
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{
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case UiEventType.MouseDown: return true; // consume the press; act on Click
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case UiEventType.Click:
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Clicked?.Invoke();
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ClickedAt?.Invoke(e.Data1, e.Data2);
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return true;
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}
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return base.OnEvent(e);
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}
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/// <summary>Renderer that produces the off-screen texture. Set by GameWindow wiring (later task).</summary>
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public IUiViewportRenderer? Renderer { get; set; }
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/// <summary>Last GL color-texture handle produced by the pre-UI hook. 0 = nothing to blit.</summary>
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public uint TextureHandle { get; set; }
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protected override void OnDraw(UiRenderContext ctx)
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{
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if (!Visible || TextureHandle == 0) return;
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// Local origin is already at this widget's Left/Top (PushTransform applied by DrawSelfAndChildren).
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// V is FLIPPED (v0=1, v1=0): TextureHandle is an off-screen FBO color texture, whose origin is
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// bottom-left (GL), while the UI sprite convention is top-left. Without the flip the doll renders
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// upside-down. (If the doll appears upside-down at the visual gate, this is the line to revisit.)
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ctx.DrawSprite(TextureHandle, 0f, 0f, Width, Height, 0f, 1f, 1f, 0f, Vector4.One);
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}
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}
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