410 lines
14 KiB
C#
410 lines
14 KiB
C#
namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Retained-mode port of retail <c>DialogFactory @ 0x004773C0..0x00478470</c>.
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/// It owns dialog contexts, independent FIFO queue groups, nonqueued dialogs,
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/// priority preemption, callback delivery, close notices, and fresh catalog roots.
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/// </summary>
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public sealed class RetailDialogFactory : IDisposable
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{
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public const uint DefaultQueueKey = 2u;
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public const uint NonQueuedKey = 1u;
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private sealed class DialogInfo
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{
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public required RetailDialogData Data { get; init; }
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public required uint Context { get; init; }
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public required uint QueueKey { get; init; }
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public Action<RetailDialogData>? Callback { get; init; }
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public IRetailDialogView? View { get; set; }
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}
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private readonly UiRoot _host;
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private readonly Func<RetailDialogType, ImportedLayout?> _createLayout;
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private readonly Dictionary<uint, DialogInfo> _activeQueued = new();
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private readonly Dictionary<uint, DialogInfo> _activeNonQueued = new();
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private readonly Dictionary<uint, LinkedList<DialogInfo>> _pending = new();
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private readonly List<DialogInfo> _openOrder = new();
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private uint _globalContext;
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private bool _resetting;
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private bool _disposed;
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public RetailDialogFactory(
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UiRoot host,
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Func<RetailDialogType, ImportedLayout?> createLayout)
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{
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_host = host ?? throw new ArgumentNullException(nameof(host));
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_createLayout = createLayout ?? throw new ArgumentNullException(nameof(createLayout));
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}
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/// <summary>
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/// Retail's global close-dialog notice, raised after the per-context callback and
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/// before the live root is removed from its parent.
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/// </summary>
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public event Action<uint, RetailDialogData>? DialogClosed;
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public event Action<uint>? DialogOpened;
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public bool IsOpen => _activeQueued.Count != 0 || _activeNonQueued.Count != 0;
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public int ActiveCount => _activeQueued.Count + _activeNonQueued.Count;
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public int PendingCount => _pending.Values.Sum(static queue => queue.Count);
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/// <summary>Exact root-element switch from <c>CreateDialog_ @ 0x00477AD0</c>.</summary>
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public static uint RootElementId(RetailDialogType type)
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=> type switch
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{
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RetailDialogType.Confirmation => 0x15u,
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RetailDialogType.Wait => 0x31u,
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RetailDialogType.Message => 0x24u,
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RetailDialogType.TextInput => 0x28u,
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RetailDialogType.ConfirmationTextInput => 0x2Cu,
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RetailDialogType.Menu => 0x1Bu,
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RetailDialogType.ConfirmationMenu => 0x1Fu,
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_ => 0u,
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};
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public uint MakeDialog(RetailDialogData data)
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=> MakeDialog(data, callback: null);
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/// <summary>
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/// Retail <c>MakeCallbackDialogInCurrentUI @ 0x00478430</c>.
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/// </summary>
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public uint MakeDialog(RetailDialogData data, Action<RetailDialogData>? callback)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ArgumentNullException.ThrowIfNull(data);
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uint context = NextContext();
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RetailDialogData ownedData = data.Clone();
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uint queueKey = ownedData.GetUInt32(RetailDialogProperty.QueueKey, DefaultQueueKey);
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if (queueKey == 0u)
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queueKey = DefaultQueueKey;
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var info = new DialogInfo
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{
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Data = ownedData,
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Context = context,
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QueueKey = queueKey,
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Callback = callback,
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};
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if (queueKey == NonQueuedKey)
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{
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_activeNonQueued.Add(context, info);
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CreateDialog(info);
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return context;
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}
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if (!_activeQueued.TryGetValue(queueKey, out DialogInfo? current))
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{
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_activeQueued.Add(queueKey, info);
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CreateDialog(info);
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return context;
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}
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LinkedList<DialogInfo> queue = PendingQueue(queueKey);
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if (!ownedData.GetBoolean(RetailDialogProperty.Priority))
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{
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queue.AddLast(info);
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UpdatePendingDialogDisplays();
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return context;
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}
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// MakeDialog's 0x8D branch removes the active root without completing the
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// DialogInfo, inserts that current info at the front, then displays the
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// priority request in its place.
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Suspend(current);
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queue.AddFirst(current);
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_activeQueued[queueKey] = info;
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CreateDialog(info);
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return context;
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}
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public uint MakeConfirmation(
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string message,
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Action<RetailDialogData>? callback = null,
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uint queueKey = DefaultQueueKey,
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bool priority = false)
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{
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RetailDialogData data = RetailDialogData.Confirmation(message)
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.Set(RetailDialogProperty.QueueKey, queueKey);
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if (priority)
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data.Set(RetailDialogProperty.Priority, true);
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return MakeDialog(data, callback);
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}
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/// <summary>
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/// Text-only wait dialog (type 2), closed by the caller via
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/// <see cref="CloseDialog"/>. Property shape mirrors
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/// <c>UIOption_ActionKeyMap::OpenMapWarnDialog @ 0x00488A00</c>: type 2,
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/// caller-chosen queue key, element attribute 0x40 set, message text.
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/// </summary>
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public uint MakeWait(string message, uint queueKey = DefaultQueueKey)
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{
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RetailDialogData data = RetailDialogData.Wait(message)
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.Set(RetailDialogProperty.QueueKey, queueKey);
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return MakeDialog(data, callback: null);
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}
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public uint MakeMessage(
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string message,
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Action<RetailDialogData>? callback = null,
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uint queueKey = DefaultQueueKey)
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{
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RetailDialogData data = RetailDialogData.Message(message)
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.Set(RetailDialogProperty.QueueKey, queueKey);
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return MakeDialog(data, callback);
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}
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public uint MakeConfirmationTextInput(
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string message,
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Action<RetailDialogData>? callback = null,
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uint queueKey = DefaultQueueKey)
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{
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RetailDialogData data = RetailDialogData.ConfirmationTextInput(message)
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.Set(RetailDialogProperty.QueueKey, queueKey);
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return MakeDialog(data, callback);
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}
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/// <summary>
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/// Retail <c>CloseDialog @ 0x00478160</c>. The context can identify an active
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/// nonqueued dialog, an active queued dialog, or an item still pending in a queue.
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/// </summary>
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public bool CloseDialog(uint context)
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{
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if (context == 0u)
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return false;
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if (_activeNonQueued.Remove(context, out DialogInfo? nonQueued))
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{
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DialogDone(nonQueued);
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return true;
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}
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foreach ((uint queueKey, DialogInfo active) in _activeQueued.ToArray())
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{
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if (active.Context != context)
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continue;
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_activeQueued.Remove(queueKey);
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DialogDone(active);
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OpenNextDialog(queueKey);
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return true;
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}
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foreach ((uint queueKey, LinkedList<DialogInfo> queue) in _pending.ToArray())
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{
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LinkedListNode<DialogInfo>? node = queue.First;
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while (node is not null && node.Value.Context != context)
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node = node.Next;
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if (node is null)
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continue;
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DialogInfo pending = node.Value;
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queue.Remove(node);
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if (queue.Count == 0)
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_pending.Remove(queueKey);
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DialogDone(pending);
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UpdatePendingDialogDisplays();
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return true;
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}
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return false;
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}
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public void Tick()
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{
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foreach (DialogInfo info in _openOrder.ToArray())
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info.View?.Tick();
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}
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/// <summary>
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/// Retail <c>DialogFactory::Reset @ 0x00477950</c> completes active and pending
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/// infos before clearing the factory.
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/// </summary>
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public void Reset()
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{
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if (_resetting)
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return;
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_resetting = true;
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List<Exception>? failures = null;
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try
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{
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while (true)
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{
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DialogInfo[] infos = _activeNonQueued.Values
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.Concat(_activeQueued.Values)
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.Concat(_pending.Values.SelectMany(static queue => queue))
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.Distinct()
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.ToArray();
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if (infos.Length == 0)
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break;
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// Callbacks may synchronously create another dialog. Retire
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// this exact snapshot, then loop until those reentrant infos
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// have also completed through DialogDone.
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_activeNonQueued.Clear();
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_activeQueued.Clear();
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_pending.Clear();
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foreach (DialogInfo info in infos)
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{
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try { DialogDone(info); }
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catch (Exception error) { (failures ??= []).Add(error); }
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}
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}
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}
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finally
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{
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_resetting = false;
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RefreshModal();
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}
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if (failures is not null)
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throw new AggregateException(
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"One or more dialogs failed while the factory reset.",
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failures);
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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Reset();
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}
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private uint NextContext()
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{
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_globalContext++;
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if (_globalContext == 0u)
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_globalContext++;
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return _globalContext;
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}
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private LinkedList<DialogInfo> PendingQueue(uint queueKey)
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{
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if (_pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue))
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return queue;
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queue = new LinkedList<DialogInfo>();
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_pending.Add(queueKey, queue);
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return queue;
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}
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private void CreateDialog(DialogInfo info)
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{
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RetailDialogType type = (RetailDialogType)info.Data.GetUInt32(RetailDialogProperty.Type);
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if (type is not (RetailDialogType.Confirmation
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or RetailDialogType.Wait
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or RetailDialogType.Message
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or RetailDialogType.ConfirmationTextInput))
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throw new NotSupportedException(
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$"Retail dialog type {(uint)type} does not have a ported presenter yet.");
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ImportedLayout layout = _createLayout(type)
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?? throw new InvalidOperationException(
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$"Retail dialog catalog could not create type {(uint)type}.");
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IRetailDialogView view = type switch
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{
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RetailDialogType.Wait => new RetailWaitDialogView(_host, layout, info.Data),
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RetailDialogType.Message => new RetailMessageDialogView(
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_host, layout, info.Data, info.Context,
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context => CloseDialog(context)),
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RetailDialogType.ConfirmationTextInput =>
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new RetailConfirmationTextInputDialogView(
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_host, layout, info.Data, info.Context,
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context => CloseDialog(context)),
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_ => new RetailConfirmationDialogView(
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_host, layout, info.Data, info.Context,
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context => CloseDialog(context)),
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};
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info.View = view;
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_host.AddChild(view.Root);
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_host.BringToFront(view.Root);
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_openOrder.Add(info);
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_host.Modal = view.Root;
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view.Tick();
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UpdatePendingDialogDisplays();
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DialogOpened?.Invoke(info.Context);
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}
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private void Suspend(DialogInfo info)
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{
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if (info.View is null)
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return;
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IRetailDialogView view = info.View;
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info.View = null;
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view.DetachHandlers();
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_openOrder.Remove(info);
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_host.RemoveChild(view.Root);
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RefreshModal();
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}
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private void DialogDone(DialogInfo info)
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{
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// DialogDone @ 0x004773C0 delivers the registered callback first, then
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// broadcasts the CloseDialog notice, and only then removes the root.
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try
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{
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info.Callback?.Invoke(info.Data);
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DialogClosed?.Invoke(info.Context, info.Data);
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}
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finally
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{
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RemoveView(info);
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}
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}
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private void RemoveView(DialogInfo info)
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{
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if (info.View is { } view)
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{
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view.DetachHandlers();
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_host.RemoveChild(view.Root);
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info.View = null;
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_openOrder.Remove(info);
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}
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RefreshModal();
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}
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private void OpenNextDialog(uint queueKey)
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{
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// A callback invoked from DialogDone (above, in CloseDialog) may
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// synchronously make a new dialog under this same queue key before
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// control returns here — MakeDialog's queued branch will have
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// already re-occupied _activeQueued[queueKey]. Retail's HashTable::add
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// tolerates the duplicate; Dictionary.Add does not. Bail out: the
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// re-entrant dialog's own eventual CloseDialog will drain the
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// pending queue via its own OpenNextDialog call.
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if (_activeQueued.ContainsKey(queueKey))
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return;
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if (!_pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue)
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|| queue.First is null)
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return;
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DialogInfo next = queue.First.Value;
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queue.RemoveFirst();
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if (queue.Count == 0)
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_pending.Remove(queueKey);
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_activeQueued.Add(queueKey, next);
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CreateDialog(next);
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}
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private void UpdatePendingDialogDisplays()
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{
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foreach ((uint queueKey, DialogInfo active) in _activeQueued)
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{
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int count = _pending.TryGetValue(queueKey, out LinkedList<DialogInfo>? queue)
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? queue.Count
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: 0;
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active.View?.SetPendingCount(count);
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}
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}
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private void RefreshModal()
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{
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_host.Modal = _openOrder.Count == 0 ? null : _openOrder[^1].View?.Root;
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}
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}
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