acdream/src/AcDream.App/UI/Layout/RetailCombatLayout.cs
Erik 0134122c28 fix(ui): match retail spell bar controls
Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 07:49:09 +02:00

49 lines
2.1 KiB
C#

namespace AcDream.App.UI.Layout;
/// <summary>Retail geometry policy for the shared melee/missile/magic combat root.</summary>
internal static class RetailCombatLayout
{
internal const int VisibleFavoriteSlots = 18;
internal const float FavoriteCellWidth = 32f;
/// <summary>
/// Resize the imported combat tree so its favorite list exposes exactly the
/// requested number of cells. The DAT deliberately authors the outer combat
/// root at 610 pixels while the magic page's descendants use an 800-pixel
/// design parent. Retail <c>UIElement::UpdateForParentSizeChange @
/// 0x00462640</c> carries that width delta through every raw-edge policy.
/// Applying the same chain and solving for the list viewport keeps the
/// endowment, arrows, list, Cast button, and outer frame in one coherent
/// retained layout instead of resizing individual controls ad hoc.
/// </summary>
internal static float FitFavoriteSlots(
ImportedLayout layout,
int visibleSlots = VisibleFavoriteSlots,
float cellWidth = FavoriteCellWidth)
{
ArgumentNullException.ThrowIfNull(layout);
if (visibleSlots < 1)
throw new ArgumentOutOfRangeException(nameof(visibleSlots));
if (!(cellWidth > 0f) || !float.IsFinite(cellWidth))
throw new ArgumentOutOfRangeException(nameof(cellWidth));
UiElement root = layout.Root;
ApplyDescendantLayout(root);
if (layout.FindElement(SpellcastingUiController.FavoriteListId) is not UiItemList list)
throw new InvalidOperationException("Retail combat layout has no favorite spell list.");
float targetViewport = visibleSlots * cellWidth;
root.Width = MathF.Max(0f, root.Width + targetViewport - list.Width);
ApplyDescendantLayout(root);
return root.Width;
}
private static void ApplyDescendantLayout(UiElement parent)
{
foreach (UiElement child in parent.Children)
{
child.ApplyAnchor(parent.Width, parent.Height);
ApplyDescendantLayout(child);
}
}
}