acdream/src/AcDream.App/UI/UiElement.cs
Erik 17ebfc434d feat(mosstank): buff trained skills and attributes, pick tiers by skill, manage mana
Reworks MossTank against user feedback and the Virindi Tank feature docs
(virindi.net is reachable again over https with a self-signed cert; the
research doc's "unreachable" note is stale).

VTank's stated default is the spec: "automatically buffs every Attribute and
Skill you have trained", and "all buff spells are recast when they go below 5
minutes". The previous pass buffed the whole spellbook and refreshed at 60s;
both are corrected.

The hard problem was working out WHICH stat each buff raises. The client's
spell table has no such link -- it arrives from the server with the
enchantment -- and the naming is too irregular to infer: Invulnerability
raises Melee Defense, Impregnability raises Missile Defense, Fealty raises
Loyalty, Sprint raises Run, Arcane Enlightenment raises Arcane Lore, and the
line called Willpower raises the attribute named Self. Any name-matching
scheme dies on that last one.

Retail states it outright in each spell's own description ("Increases the
caster's Life Magic skill by 10 points"), so BuffProfile derives the whole
mapping from shipped data at runtime. It also carries the one alias the data
needs: the spell text says "Assess Monster" where the skill table says "Assess
Creature", and without that the skill silently never matches.

Two data facts that would each have caused a real bug, found by dumping the
spell table rather than assuming:

* Family is NOT a spell-line identity in general. Retail groups the
  instantaneous vital transfers by SOURCE vital, so family 89 holds both
  "Stamina to Health" and "Stamina to Mana". Picking the strongest tier in a
  family would convert into the wrong vital about half the time. Buff lines
  group by family (correct for duration buffs, which is retail's own stacking
  bucket); the conversions are found by name stem instead.
* Instantaneous spells have no duration and must be excluded from buff lines
  entirely, or they are treated as buffs that never appear to land.

Tier selection now follows the character's skill in the casting school against
the spell's difficulty (VTank's SpellDiffExcessThreshold-Buff), which is why
PluginSpellInfo gained School as a SKILL id -- MagicSchool is retail's 1-5
school enum, not something a character trains.

Mana upkeep is the loop asked for: convert stamina to mana when mana is low,
Revitalize when that leaves stamina too low to convert, and refuse to drain
stamina past a floor. Unknown vitals read as zero and are treated as "no
information" rather than "empty", so it will not cast on a healthy character.

Panel no longer shows at character select. IsAvailable is now the runtime's
own lifecycle state rather than a proxy, and markup gained visible="{Binding}"
plus UiElement.VisibleSource -- evaluated before the visible gate, because
TickSelfAndChildren returns early when hidden and an element could otherwise
never un-hide itself.

Also: a generated SpellId enum of all 6,266 spells (tools/SpellDump --enum),
generated from portal.dat rather than copied, so it cannot drift and carries
no third-party licence; skill and spell names now come from the retail tables
for display; and the Buff click logs unconditionally, so "nothing happened"
can be told apart from "the click never arrived".

Solution builds clean; 14,433 tests pass on the standard hermetic lane filter,
0 failures, including 21 covering the buff profile, tier selection and mana
loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 18:09:02 +02:00

853 lines
37 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>Which parent edges a child keeps a fixed margin to on resize.
/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches.</summary>
[System.Flags]
public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
/// <summary>Retail dat cursor media attached to a UI state.</summary>
public readonly record struct UiCursorMedia(uint File, int HotspotX, int HotspotY)
{
public bool IsValid => File != 0;
}
/// <summary>
/// Base class for every UI widget in the retained-mode tree.
///
/// Design notes:
/// - Retail AC delegates widget semantics to the external
/// <c>keystone.dll</c> library (see
/// <c>docs/research/retail-ui/02-class-hierarchy.md</c> — there is no
/// widget hierarchy inside <c>acclient.exe</c> itself). We implement
/// our own retained-mode toolkit here, matching the <i>behavior</i>
/// described in the decompile without trying to byte-match Keystone's
/// internal class layout.
/// - Events use the retail-faithful <see cref="UiEvent"/> struct and
/// the <see cref="UiEventType"/> constants so that hand-ported panel
/// code can use the same magic numbers the decompiled C uses
/// (e.g. <c>if (e.Type == 0x15) ...</c> for drag-begin).
/// - Hit-testing is children-first (topmost wins) with Z-order tie
/// breaking; drawing is back-to-front so later children appear on top.
/// - Coordinates are in <b>screen pixels</b>, origin top-left.
/// <see cref="Bounds"/> is in the parent's local coordinate space.
/// </summary>
public abstract class UiElement
{
// ── Identity ─────────────────────────────────────────────────────────
/// <summary>
/// Unique 32-bit event ID. Retail uses the range <c>0x10000000+</c>
/// for custom app events (see
/// <c>docs/research/retail-ui/04-input-events.md §3</c>). Assigned
/// by <see cref="UiRoot"/> when the element is added to the tree.
/// </summary>
public uint EventId { get; internal set; }
/// <summary>
/// Dat LayoutDesc element id for widgets imported from retail UI data.
/// Zero for runtime-created helper widgets. This is intentionally separate
/// from <see cref="EventId"/>: event ids are runtime-local, while this id is
/// stable across retail layout dumps, decomp references, and UI probes.
/// </summary>
public uint DatElementId { get; internal set; }
/// <summary>Human-readable name for debugging / FindByName.</summary>
public string? Name { get; init; }
/// <summary>
/// GF-13 (Campaign CC gate round 1, Batch A): mirrors
/// <c>ElementInfo.Invisible</c> (dat property <c>0x3B</c>) — a PURE DATA
/// PASSTHROUGH set by <c>LayoutImporter.BuildWidget</c> at construction.
/// The shared importer does NOT act on this flag (1,083 elements author
/// it client-wide, docs/ISSUES.md #408); it exists only so a screen that
/// owns its own mounted subtree can honor it explicitly, the way
/// <c>CharacterCreationUiController</c> does for the chargen screen
/// (register AP-230). Reading this never changes <see cref="Visible"/> by
/// itself.
/// </summary>
public bool AuthoredInvisible { get; internal set; }
/// <summary>
/// #409 (client-wide retail tooltip system): mirrors
/// <c>ElementInfo.TooltipEnabled</c> (dat property <c>0x4B</c>) — a
/// PURE DATA PASSTHROUGH set by <c>LayoutImporter.BuildWidget</c>.
/// Gates whether <see cref="RetailTooltipPresenter"/> may show a
/// tooltip for this widget at all (retail's per-element
/// <c>UIRegion::SetTooltipOn</c> bit, checked by
/// <c>UIElement::MouseHover @0x00462520</c> alongside the global
/// enable preference). See <see cref="AcDream.App.UI.Layout.ElementInfo.TooltipEnabled"/>.
/// </summary>
public bool AuthoredTooltipEnabled { get; internal set; }
/// <summary>
/// #409: mirrors <c>ElementInfo.TooltipText</c> (dat property
/// <c>0x49</c>), already resolved to a display string through
/// <c>DatStringResolver</c> and escape-normalized at import time —
/// the same treatment every other authored <c>StringInfo</c> caption
/// gets. Null when the element authors no tooltip text.
/// </summary>
public string? AuthoredTooltipText { get; internal set; }
/// <summary>
/// #409: mirrors <c>ElementInfo.TooltipRootElementId</c> (dat property
/// <c>0x47</c>) — the element-desc id WITHIN
/// <see cref="AuthoredTooltipLayoutDid"/>'s LayoutDesc to instantiate
/// as the tooltip popup's root. Zero when absent.
/// </summary>
public uint AuthoredTooltipRootElementId { get; internal set; }
/// <summary>
/// #409: mirrors <c>ElementInfo.TooltipLayoutDid</c> (dat property
/// <c>0x48</c>) — the tooltip popup LayoutDesc DID (retail authors
/// <c>0x21000041</c> on every tooltip-bearing element). Zero when
/// absent.
/// </summary>
public uint AuthoredTooltipLayoutDid { get; internal set; }
/// <summary>
/// #409 (live-failure round): the DID of the <c>LayoutDesc</c> this widget
/// was imported from, stamped by <c>LayoutImporter.Import</c>'s dat shell.
/// Retail's <c>UIElement::StartTooltipAtMouse @0x00460D70</c> falls back to
/// exactly this — <c>this->m_layout->m_DID</c> (<c>@0x00460E7E</c>) — when
/// the hovered element authors a tooltip popup ROOT (<c>P0x47</c>) but no
/// popup LAYOUT (<c>P0x48</c>), i.e. the popup root lives in the element's
/// own layout. Zero when the widget came through the pure
/// <c>LayoutImporter.Build</c> layer (which has no dat context) or was
/// constructed directly; the presenter then behaves exactly as it did
/// before this field existed.
/// </summary>
public uint SourceLayoutDid { get; internal set; }
/// <summary>
/// Optional game object represented by this retained widget for retail's
/// global found-object cursor. Most widgets leave this unset. The toolbar
/// inventory/backpack button supplies the player object: retail treats that
/// button as the self/backpack target (the same target used by its click and
/// drop paths), so hovering it selects the Found cursor family even though
/// the authored element is a Button rather than a UIItem.
/// </summary>
public Func<uint>? FoundObjectGuidProvider { get; set; }
/// <summary>
/// #409: mirrors <c>ElementInfo.TooltipTextChildElementId</c> (dat
/// property <c>0x4A</c>). Meaningful only when read off a tooltip
/// POPUP's own instantiated ROOT widget — see the
/// <c>ElementInfo</c> field's own doc for why retail reads this off
/// the popup, not the hovering trigger element.
/// </summary>
public uint AuthoredTooltipTextChildElementId { get; internal set; }
/// <summary>
/// #409: mirrors <c>ElementInfo.TooltipDelaySeconds</c> (dat property
/// <c>0x50</c>) — a per-element hover-dwell override in seconds, used
/// by <see cref="UiRoot"/>'s tooltip timer in place of the global
/// <see cref="UiRoot.TooltipDelayMs"/> when present. Null = no override.
/// </summary>
public float? AuthoredTooltipDelaySeconds { get; internal set; }
/// <summary>
/// #409 F8: mirrors <c>ElementInfo.MaxWidth</c>/<c>MinWidth</c> (dat
/// properties <c>0x3D</c>/<c>0x3F</c>) — the <c>UIElement::ResizeTo
/// @0x00463C30</c> auto-resize width clamp. Null = no authored
/// override on that side.
/// </summary>
public int? AuthoredResizeMaxWidth { get; internal set; }
public int? AuthoredResizeMinWidth { get; internal set; }
/// <summary>
/// #409 F8: mirrors <c>ElementInfo.MaxHeight</c>/<c>MinHeight</c> (dat
/// properties <c>0x3C</c>/<c>0x3E</c>) — the height side of the same
/// <c>UIElement::ResizeTo @0x00463C30</c> clamp. Null = no authored
/// override on that side.
/// </summary>
public int? AuthoredResizeMaxHeight { get; internal set; }
public int? AuthoredResizeMinHeight { get; internal set; }
private readonly Dictionary<string, UiCursorMedia> _stateCursors = new();
/// <summary>Retail MediaDescCursor entries keyed by UIStateId.ToString(), or "" for DirectState.</summary>
public IReadOnlyDictionary<string, UiCursorMedia> StateCursors => _stateCursors;
/// <summary>Active state name used for cursor media. Stateful dat widgets override this.</summary>
public virtual string ActiveCursorStateName => "";
public void SetStateCursors(IReadOnlyDictionary<string, UiCursorMedia> cursors)
{
_stateCursors.Clear();
foreach (var kv in cursors)
{
if (kv.Value.IsValid)
_stateCursors[kv.Key] = kv.Value;
}
}
public UiCursorMedia ActiveCursor()
=> CursorForState(ActiveCursorStateName, allowFallback: true);
public UiCursorMedia CursorForState(string stateName, bool allowFallback = true)
{
if (!string.IsNullOrEmpty(stateName)
&& _stateCursors.TryGetValue(stateName, out var named)
&& named.IsValid)
return named;
if (!allowFallback)
return default;
if (_stateCursors.TryGetValue("", out var direct) && direct.IsValid)
return direct;
if (_stateCursors.TryGetValue("Normal", out var normal) && normal.IsValid)
return normal;
return default;
}
// ── Geometry ────────────────────────────────────────────────────────
/// <summary>X in the parent's local pixel space.</summary>
public float Left { get; set; }
public float Top { get; set; }
public float Width { get; set; }
public float Height { get; set; }
/// <summary>Absolute (screen-space) top-left, computed by walking Parent.</summary>
public Vector2 ScreenPosition
{
get
{
var p = new Vector2(Left, Top);
var parent = Parent;
while (parent is not null)
{
p += new Vector2(parent.Left, parent.Top);
parent = parent.Parent;
}
return p;
}
}
// ── State flags ─────────────────────────────────────────────────────
private bool _visible = true;
public bool Visible
{
get => _visible;
set
{
if (_visible == value) return;
// A top-level visibility transition is also an ownership boundary:
// focus/capture/modal state must be released before the subtree becomes
// unreachable to input. UiRoot filters these notifications through the
// registered-window manager, while ordinary child visibility changes
// remain cheap and behavior-neutral.
UiRoot? root = FindRoot();
root?.OnElementVisibilityChanging(this, value);
_visible = value;
root?.OnElementVisibilityChanged(this, value);
}
}
private bool _enabled = true;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
OnEnabledChanged();
}
}
/// <summary>
/// If true, <see cref="HitTest"/> skips this element — the event
/// passes through to whatever is behind. Used by decoration widgets
/// (portrait frames, ornamental dividers).
/// </summary>
public bool ClickThrough { get; set; }
/// <summary>
/// Optional live visibility reader, evaluated once per tick. Markup
/// <c>visible="{Binding}"</c> uses this so a panel can show and hide itself
/// from its binding object's state without the owner touching UI objects.
/// </summary>
public Func<bool>? VisibleSource { get; set; }
/// <summary>
/// If true, <see cref="UiRoot"/> will set focus here on click,
/// routing WM_KEYDOWN / WM_CHAR to <see cref="OnEvent"/> as
/// <see cref="UiEventType.KeyDown"/> / <see cref="UiEventType.Char"/>.
/// </summary>
public bool AcceptsFocus { get; set; }
/// <summary>
/// True if this is a text-entry (edit box); used by focus routing
/// to suppress global hotkeys while typing.
/// </summary>
public bool IsEditControl { get; set; }
private int _zOrder;
/// <summary>Painter's-algorithm z-order within siblings. Higher = on top.</summary>
public int ZOrder
{
get => _zOrder;
set
{
if (_zOrder == value) return;
_zOrder = value;
Parent?.InvalidateChildOrder();
}
}
/// <summary>Window opacity (0..1) multiplied into this element's and its
/// descendants' background + sprite draws (text stays opaque). 1 = fully opaque.
/// Set on a top-level window (e.g. the chat frame) for retail's translucent chat.</summary>
public float Opacity { get; set; } = 1f;
/// <summary>If true, a left-drag on this element (or a non-draggable child of
/// it) repositions it as a movable window. Intended for top-level panels,
/// whose Left/Top are screen coordinates (Root sits at the origin).</summary>
public bool Draggable { get; set; }
/// <summary>Authored window-move handle (retail <c>UIElement_Dragbar</c>, element
/// class 2, <c>Register @ 0x0046C840</c>): a left-press inside this element's subtree
/// moves its top-level window even when that window is not whole-surface
/// <see cref="Draggable"/> (retail <c>StartMouseMoving @ 0x0046C760</c> calls
/// <c>UIElement::StartMovement</c> on the parent window). Set by the DAT widget
/// factory for Type-2 layout elements — e.g. the 600 x 5 strip along the top of the
/// combat/spell bar. Hovering it shows the window-move cursor.</summary>
public bool WindowMoveHandle { get; set; }
/// <summary>Clamp a dragged top-level window fully inside its parent. Retail
/// <c>gmRadarUI::MoveTo</c> enables this; most windows retain the toolkit default.</summary>
public bool ConstrainDragToParent { get; set; }
/// <summary>
/// Clamp resize growth to the current parent extent. This is distinct from
/// <see cref="ConstrainDragToParent"/>: retail's shared main-panel host may be
/// moved freely, but its bottom resizebar grows only to the desktop edge.
/// </summary>
public bool ConstrainResizeToParent { get; set; }
/// <summary>If true, a left-drag starting near this element's edge/corner
/// resizes it (window resize). Intended for top-level panels.</summary>
public bool Resizable { get; set; }
/// <summary>If true, a left-drag starting on this element is delivered to the
/// element (e.g. text selection) instead of moving/resizing an ancestor window.
/// Edge resize on a resizable ancestor still wins — only the interior move /
/// drag-drop candidacy is suppressed in favour of the element's own handling.</summary>
public bool CapturesPointerDrag { get; set; }
/// <summary>If true, a left-press-and-move on this element starts a DRAG-DROP
/// (<see cref="UiRoot"/> promotes to BeginDrag) rather than moving a Draggable
/// ancestor window — so an item cell inside the toolbar frame drags the item, not
/// the window. Distinct from <see cref="CapturesPointerDrag"/> (a self-driven
/// interior drag like text selection, which does NOT promote to BeginDrag). Default
/// false; overridden by drag sources (e.g. an occupied <see cref="UiItemSlot"/>).</summary>
public virtual bool IsDragSource => false;
/// <summary>If true, a left-press on this element is handled BY the element (it receives the Click
/// on release) instead of being captured as a whole-window move on a Draggable ancestor. Set by
/// interactive leaf widgets (e.g. <see cref="UiButton"/>) so they stay clickable inside a
/// whole-window-Draggable frame like the inventory window — where, without this, the IA-12
/// whole-window-drag swallows the press and the Click is never emitted. Distinct from
/// <see cref="IsDragSource"/> (starts a drag-drop) and <see cref="CapturesPointerDrag"/> (a
/// self-driven interior drag such as text selection). Default false.</summary>
public virtual bool HandlesClick => false;
/// <summary>
/// Whether pointer movement should continue reaching this element while it remains
/// hovered and no mouse capture is active. Composite controls use this to update
/// procedural sub-region hover state without broadening mouse-move delivery to every
/// retained widget.
/// </summary>
public virtual bool ReceivesHoverMouseMove => false;
/// <summary>Minimum size enforced while resizing.</summary>
public float MinWidth { get; set; } = 40f;
public float MinHeight { get; set; } = 40f;
/// <summary>Maximum size enforced while resizing (default unbounded).</summary>
public float MaxWidth { get; set; } = float.MaxValue;
public float MaxHeight { get; set; } = float.MaxValue;
/// <summary>Allow horizontal (width) resize. Ignored unless <see cref="Resizable"/>.</summary>
public bool ResizeX { get; set; } = true;
/// <summary>Allow vertical (height) resize. Ignored unless <see cref="Resizable"/>.</summary>
public bool ResizeY { get; set; } = true;
/// <summary>Which edges may start a resize, beyond the ResizeX/ResizeY axis gates. Default: all.
/// Set to e.g. <see cref="ResizeEdges.Bottom"/> to allow only a bottom-edge drag (the collapse toolbar).</summary>
public ResizeEdges ResizableEdges { get; set; } =
ResizeEdges.Left | ResizeEdges.Right | ResizeEdges.Top | ResizeEdges.Bottom;
/// <summary>Edges this element anchors to in its parent. Default Left|Top
/// (pinned top-left, fixed size — no reflow). Left|Right stretches width.</summary>
private AnchorEdges _anchors = AnchorEdges.Left | AnchorEdges.Top;
/// <summary>Edges this programmatic element anchors to in its parent. Assigning
/// this compatibility policy explicitly opts out of an imported DAT
/// <see cref="LayoutPolicy"/>.</summary>
public AnchorEdges Anchors
{
get => _anchors;
set
{
_anchors = value;
LayoutPolicy = null;
_anchorCaptured = false;
}
}
/// <summary>
/// Exact raw-edge policy for imported DAT elements. Null for roots and
/// programmatic widgets. Controllers may set null to opt out or call
/// <see cref="UiLayoutPolicy.Rebase"/> after intentional geometry changes.
/// </summary>
public UiLayoutPolicy? LayoutPolicy { get; set; }
// ── Tree structure ──────────────────────────────────────────────────
public UiElement? Parent { get; private set; }
private readonly List<UiElement> _children = new();
private UiElement[]? _childrenBackToFront;
private UiElement[]? _childrenFrontToBack;
public IReadOnlyList<UiElement> Children => _children;
public virtual void AddChild(UiElement child)
{
if (child.Parent is not null) child.Parent.RemoveChild(child);
child.Parent = this;
_children.Add(child);
InvalidateChildOrder();
}
/// <summary>
/// Retail's <c>GetChildRecursive</c>: a depth-first search of
/// <paramref name="root"/> and every descendant (not just direct
/// children) for a widget carrying <paramref name="datElementId"/>.
/// Shared by <see cref="UiTabPanel"/>'s tab-table resolution and any
/// controller that needs to resolve an element that may be
/// DUPLICATED (same numeric id) across sibling subtrees — e.g. the
/// Options panel's Apply/Reset/Defaults buttons, which the
/// Character/Chat/Config pages each author under the SAME ids
/// (Campaign OP research doc §3.1), so a flat
/// <see cref="ImportedLayout.FindElement"/> id lookup over the whole
/// panel tree cannot reliably pick the right page's own instance —
/// scoping the search to one page's subtree root can.
/// </summary>
public static UiElement? FindDescendant(UiElement root, uint datElementId)
{
ArgumentNullException.ThrowIfNull(root);
if (root.DatElementId == datElementId) return root;
foreach (UiElement child in root.Children)
{
UiElement? found = FindDescendant(child, datElementId);
if (found is not null) return found;
}
return null;
}
public virtual bool RemoveChild(UiElement child)
{
if (!_children.Contains(child)) return false;
FindRoot()?.OnSubtreeRemoving(child);
_children.Remove(child);
child.Parent = null;
InvalidateChildOrder();
return true;
}
/// <summary>
/// Stable snapshots of the current sibling order. Retained UI mutation is
/// render-thread-owned, so the arrays can be reused until membership or a
/// child's Z-order changes. A traversal keeps its local array if a callback
/// mutates the tree, preserving the prior snapshot semantics without a
/// per-element allocation on every draw and overlay pass.
/// </summary>
internal UiElement[] ChildrenBackToFrontSnapshot()
{
if (_childrenBackToFront is not null)
return _childrenBackToFront;
_childrenBackToFront = _children.ToArray();
Array.Sort(
_childrenBackToFront,
static (a, b) => a.ZOrder.CompareTo(b.ZOrder));
return _childrenBackToFront;
}
internal UiElement[] ChildrenFrontToBackSnapshot()
{
if (_childrenFrontToBack is not null)
return _childrenFrontToBack;
UiElement[] backToFront = ChildrenBackToFrontSnapshot();
_childrenFrontToBack = new UiElement[backToFront.Length];
for (int source = backToFront.Length - 1, destination = 0;
source >= 0;
source--, destination++)
{
_childrenFrontToBack[destination] = backToFront[source];
}
return _childrenFrontToBack;
}
private void InvalidateChildOrder()
{
_childrenBackToFront = null;
_childrenFrontToBack = null;
}
/// <summary>
/// True if this widget draws its full appearance itself and REPRODUCES its dat
/// sub-elements procedurally (3-slice caps, button labels, scroll arrows, popup
/// rows…) — so the <see cref="AcDream.App.UI.Layout.LayoutImporter"/> must NOT build
/// those dat child elements as separate widgets (they would double-draw and, worse,
/// steal pointer/focus from the behavioral widget). All registered behavioral widgets
/// (Meter/Menu/Button/Scrollbar/Text/Field) return <c>true</c>; the generic container
/// (<see cref="AcDream.App.UI.Layout.UiDatElement"/>) and panels return <c>false</c>
/// and recurse their children normally. Mirrors retail, where each
/// <c>UIElement_X::DrawSelf</c> owns its internal structure.
/// </summary>
public virtual bool ConsumesDatChildren => false;
// ── Virtual overrides ───────────────────────────────────────────────
/// <summary>
/// Draw THIS element (not its children). Children are composited by
/// <see cref="UiRoot"/> after this returns.
/// </summary>
protected virtual void OnDraw(UiRenderContext ctx) { }
/// <summary>
/// Draw AFTER this element's own children, but still within this element's
/// transform/alpha (NOT a global pass like <see cref="OnDrawOverlay"/>). Use for a
/// window FRAME border, which must be the outermost layer drawn OVER its content's
/// edges (so content can't poke through the frame), while the frame's center fill
/// stays a background in <see cref="OnDraw"/>. Default: nothing.
/// </summary>
protected virtual void OnDrawAfterChildren(UiRenderContext ctx) { }
/// <summary>
/// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this
/// element's position in the tree — open menus, dropdowns, tooltips. Called in
/// a SECOND traversal after the whole tree's <see cref="OnDraw"/> pass, with the
/// same accumulated transform/alpha this element had during its normal draw.
/// Retail spawns popups as ROOT elements (UIElement_Menu::MakePopup) for exactly
/// this reason; this is the equivalent without reparenting. Default: nothing.
/// </summary>
protected virtual void OnDrawOverlay(UiRenderContext ctx) { }
/// <summary>
/// When true, descendant drawing and hit-testing are clipped to this element's
/// local bounds. Scrollable listboxes use this so edge rows can remain visible
/// at arbitrary pixel offsets without painting or receiving input outside the viewport.
/// </summary>
protected virtual bool ClipsChildren => false;
/// <summary>Per-frame tick (animations, timers, caret blink).</summary>
protected virtual void OnTick(double deltaSeconds) { }
/// <summary>Called synchronously after <see cref="Enabled"/> changes.</summary>
protected virtual void OnEnabledChanged() { }
/// <summary>
/// Custom hit-test override. Default is a rectangle containment
/// check on (<see cref="Width"/>, <see cref="Height"/>).
/// </summary>
protected virtual bool OnHitTest(float localX, float localY)
=> localX >= 0f && localX < Width && localY >= 0f && localY < Height;
/// <summary>
/// Event handler. Return <c>true</c> to consume the event (the
/// <see cref="UiRoot"/> will stop propagation). Return <c>false</c>
/// to let ancestors / fall-through handle it.
/// </summary>
public virtual bool OnEvent(in UiEvent e) => false;
/// <summary>The data this element carries when a drag begins. <see cref="UiRoot"/>
/// pulls this on drag-promote; a NULL return CANCELS the drag (retail:
/// ItemList_BeginDrag only arms an occupied cell). Default null = not draggable.</summary>
public virtual object? GetDragPayload() => null;
/// <summary>The texture <see cref="UiRoot"/> paints at the cursor while this element
/// is the drag source: (GL handle, width, height). Null = no ghost. Keeps
/// <see cref="UiRoot"/> item-agnostic. Retail analog: m_dragIcon (decomp 229738).</summary>
public virtual (uint tex, int w, int h)? GetDragGhost() => null;
/// <summary>
/// Notifies the source widget when the root starts or finishes carrying its drag payload.
/// This is a retained-widget lifecycle hook rather than item-specific root logic. Retail's
/// item implementation uses it to show/hide <c>m_elem_Icon_Ghosted</c> around a physical
/// item drag (<c>ItemList_BeginDrag</c> 0x004e32d0; <c>SetWaitingState</c> 0x004e11b0).
/// </summary>
internal virtual void SetDragSourceActive(bool active, object? payload) { }
/// <summary>
/// Tooltip text for this widget. Retail fires event 0x07 after the configured
/// hover delay (0.25 seconds by default), then queries the widget's virtual "GetString"
/// (vtable +0x88) to render the tooltip body.
/// </summary>
public virtual string? GetTooltipText() => null;
// ── Framework entry points (internal, called by UiRoot) ─────────────
internal void DrawSelfAndChildren(UiRenderContext ctx)
{
if (!Visible) return;
// Translate into our local space + push this window's opacity (multiplies into
// descendants' sprite, rect, AND text draws — CH6c ported DrawStringDat/DrawString
// through the same ApplyAlpha chokepoint as sprites/rects, matching retail's
// ChatInterface::SetOpacity (0x004F3120), which fades the whole composited window
// surface, chrome and glyphs together, not text-stays-sharp over a translucent panel).
ctx.PushTransform(Left, Top);
ctx.PushAlpha(Opacity);
try
{
OnDraw(ctx);
// Anchor layout: reflow children to this element's current size.
for (int i = 0; i < _children.Count; i++)
_children[i].ApplyAnchor(Width, Height);
// Children painted back-to-front (lowest ZOrder first).
if (_children.Count > 0)
{
bool clipsChildren = ClipsChildren;
if (clipsChildren)
ctx.PushClip(0f, 0f, Width, Height);
try
{
UiElement[] ordered = ChildrenBackToFrontSnapshot();
for (int i = 0; i < ordered.Length; i++)
ordered[i].DrawSelfAndChildren(ctx);
}
finally
{
if (clipsChildren)
ctx.PopClip();
}
}
// Foreground pass for this element (e.g. a window frame's border drawn
// OVER its content's edges). Default no-op for ordinary elements.
OnDrawAfterChildren(ctx);
}
finally
{
ctx.PopAlpha();
ctx.PopTransform();
}
}
/// <summary>Second draw traversal: re-walks the tree applying the same
/// transform/alpha as <see cref="DrawSelfAndChildren"/> and calls
/// <see cref="OnDrawOverlay"/> on each element, so popups composite on top of
/// everything drawn in the main pass (dat-font glyphs and sprites share one
/// submission-ordered bucket, so later submissions win).</summary>
internal void DrawOverlays(UiRenderContext ctx)
{
if (!Visible) return;
ctx.PushTransform(Left, Top);
ctx.PushAlpha(Opacity);
try
{
OnDrawOverlay(ctx);
if (_children.Count > 0)
{
bool clipsChildren = ClipsChildren;
if (clipsChildren)
ctx.PushClip(0f, 0f, Width, Height);
try
{
UiElement[] ordered = ChildrenBackToFrontSnapshot();
for (int i = 0; i < ordered.Length; i++)
ordered[i].DrawOverlays(ctx);
}
finally
{
if (clipsChildren)
ctx.PopClip();
}
}
}
finally
{
ctx.PopAlpha();
ctx.PopTransform();
}
}
internal void TickSelfAndChildren(double dt)
{
// Evaluated before the Visible gate on purpose: the gate returns early
// for a hidden element, so a source read after it could turn an element
// off but never back on.
if (VisibleSource is { } visibility)
Visible = visibility();
if (!Visible) return;
OnTick(dt);
for (int i = 0; i < _children.Count; i++)
_children[i].TickSelfAndChildren(dt);
}
/// <summary>
/// Top-down, children-first hit-test. <paramref name="localX"/> /
/// <paramref name="localY"/> are in THIS element's local space.
/// Returns the topmost descendant (or this) at the point, or null.
/// </summary>
internal UiElement? HitTest(float localX, float localY)
{
if (!Visible || !Enabled) return null;
if (ClipsChildren
&& (localX < 0f || localX >= Width || localY < 0f || localY >= Height))
return null;
// Children first, in reverse Z-order (topmost first). ClickThrough means
// THIS element is transparent to the pointer — but its children are NOT.
// A ClickThrough container (e.g. a UiDatElement panel that hosts the chat
// input / transcript) must still let the pointer reach its behavioral
// children, so the ClickThrough check happens AFTER the child walk, gating
// only whether THIS element claims the hit.
if (_children.Count > 0)
{
UiElement[] ordered = ChildrenFrontToBackSnapshot();
for (int i = 0; i < ordered.Length; i++)
{
var c = ordered[i];
var childHit = c.HitTest(localX - c.Left, localY - c.Top);
if (childHit is not null) return childHit;
}
}
if (ClickThrough) return null;
return OnHitTest(localX, localY) ? this : null;
}
// ── Anchor layout ────────────────────────────────────────────────────
private bool _anchorCaptured;
private float _amL, _amT, _amR, _amB, _aw0, _ah0;
/// <summary>Reposition/resize this element per <see cref="Anchors"/>, keeping
/// the margins captured (at first layout / design size) to each anchored edge.
/// Called by the parent each frame before drawing children.</summary>
internal void ApplyAnchor(float parentW, float parentH)
{
if (LayoutPolicy is not null)
{
var current = UiPixelRect.FromPositionAndSize(
(int)Left,
(int)Top,
(int)Width,
(int)Height);
var parent = UiPixelRect.FromPositionAndSize(0, 0, (int)parentW, (int)parentH);
var next = LayoutPolicy.Apply(current, parent);
Left = next.X0;
Top = next.Y0;
Width = next.Width;
Height = next.Height;
return;
}
if (Anchors == AnchorEdges.None) return;
if (!_anchorCaptured)
{
_amL = Left; _amT = Top;
_amR = parentW - (Left + Width);
_amB = parentH - (Top + Height);
_aw0 = Width; _ah0 = Height;
_anchorCaptured = true;
}
var (x, y, w, h) = ComputeAnchoredRect(Anchors, _amL, _amT, _amR, _amB, _aw0, _ah0, parentW, parentH);
Left = x; Top = y; Width = w; Height = h;
}
/// <summary>
/// Make the current geometry the new layout baseline after an intentional
/// controller/runtime change. Compatibility anchors recapture their margins on
/// the next layout pass; imported raw-edge policies rebase immediately against
/// the current parent rect.
/// </summary>
internal void ResetAnchorCapture()
{
_anchorCaptured = false;
if (LayoutPolicy is null || Parent is null) return;
LayoutPolicy.Rebase(
UiPixelRect.FromPositionAndSize(
(int)Left,
(int)Top,
(int)Width,
(int)Height),
UiPixelRect.FromPositionAndSize(
0,
0,
(int)Parent.Width,
(int)Parent.Height));
}
/// <summary>
/// Capture the current mounted rect as the baseline for a compatibility
/// anchor policy immediately. Hidden trees do not receive a layout traversal,
/// so lazy capture after a persistence resize would use the wrong parent size.
/// </summary>
internal void CaptureCurrentAnchorBaseline()
{
if (Parent is null || Anchors == AnchorEdges.None) return;
_anchorCaptured = false;
ApplyAnchor(Parent.Width, Parent.Height);
}
/// <summary>
/// Rebase each immediate child after a host deliberately changes this element's
/// design extent. This is used when a production DAT root contains auxiliary
/// space that is cropped by its retail window mount; descendants must reflow
/// from the mounted content rect, not from the uncropped LayoutDesc display box.
/// </summary>
internal void RebaseChildLayoutBaselines()
{
foreach (var child in _children)
child.ResetAnchorCapture();
}
/// <summary>Walk up to the owning <see cref="UiRoot"/> (the top of the tree), or null
/// if this element is not attached. Lets a widget reach focus/capture services — e.g.
/// a chat input blurring itself (exiting write mode) after submit.</summary>
internal UiRoot? FindRoot()
{
UiElement e = this;
while (e.Parent is not null) e = e.Parent;
return e as UiRoot;
}
/// <summary>Compute an anchored child rect. Left&amp;Right ⇒ stretch width
/// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise
/// pin left at fixed width. Same logic vertically.</summary>
public static (float x, float y, float w, float h) ComputeAnchoredRect(
AnchorEdges a, float mL, float mT, float mR, float mB,
float w0, float h0, float parentW, float parentH)
{
bool l = (a & AnchorEdges.Left) != 0, r = (a & AnchorEdges.Right) != 0;
float x, w;
if (l && r) { x = mL; w = parentW - mR - mL; }
else if (r) { w = w0; x = parentW - mR - w0; }
else { x = mL; w = w0; }
bool t = (a & AnchorEdges.Top) != 0, b = (a & AnchorEdges.Bottom) != 0;
float y, h;
if (t && b) { y = mT; h = parentH - mB - mT; }
else if (b) { h = h0; y = parentH - mB - h0; }
else { y = mT; h = h0; }
if (w < 0) w = 0;
if (h < 0) h = 0;
return (x, y, w, h);
}
}