UiHost RegisterWindow/ToggleWindow forwarders to UiRoot. A default-hidden placeholder inventory window mounts in the RetailUi block + registers as WindowNames.Inventory. OnInputAction handles the existing F12-bound ToggleInventoryPanel action -> _uiHost.ToggleWindow (no-op when retail UI off; gated by WantsKeyboard so it can't fire while typing in chat). Placeholder is throwaway scaffolding; Sub-phase B swaps in the real gmInventoryUI (0x21000023) under the same registry name. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
118 lines
4.5 KiB
C#
118 lines
4.5 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering;
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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 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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public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
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{
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TextRenderer = new TextRenderer(gl, 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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mouse.MouseDown += (_, b) =>
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Root.OnMouseDown(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
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mouse.MouseUp += (_, b) =>
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Root.OnMouseUp(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
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mouse.MouseMove += (_, p) =>
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Root.OnMouseMove((int)p.X, (int)p.Y);
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mouse.Scroll += (_, s) =>
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Root.OnScroll((int)s.Y);
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}
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public void WireKeyboard(IKeyboard kb)
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{
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Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
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kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k);
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kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k);
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kb.KeyChar += (_, c) => Root.OnChar(c);
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}
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private static UiMouseButton MapButton(MouseButton b) => b switch
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{
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MouseButton.Left => UiMouseButton.Left,
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MouseButton.Right => UiMouseButton.Right,
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MouseButton.Middle => UiMouseButton.Middle,
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_ => UiMouseButton.Left,
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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 void RegisterWindow(string name, UiElement window) => Root.RegisterWindow(name, window);
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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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TextRenderer.Dispose();
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}
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}
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