acdream/src/AcDream.App/UI/UiHost.cs
Erik 4e60c03a74 feat(D.2b): chat text selection + Ctrl-C copy
Windows-like selection in the retail chat window: left-click-drag selects
characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a
translucent highlight behind the text.

- UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is
  delivered to the widget (text selection) instead of moving/resizing the host
  window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window
  is still resizable from its frame) and BEFORE window-move.
- UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the
  OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local
  point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a
  multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when
  non-empty, so an empty copy never clobbers the clipboard).
- UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state).

Adversarial-review fix (the 99 tests would have stayed green without it): a
coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown
dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child,
while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at
(8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now
delivers target-LOCAL coords like the other mouse events. Added a UiRoot
regression test asserting MouseDown and MouseMove share the target-local frame
for a nested child.

Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET
IKeyboard.ClipboardText. Built with the chat-select-copy implement->review
workflow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 23:21:28 +02:00

110 lines
4 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using Silk.NET.Input;
using Silk.NET.OpenGL;
namespace AcDream.App.UI;
/// <summary>
/// Packages the <see cref="UiRoot"/>, the 2D sprite batcher
/// (<see cref="Rendering.TextRenderer"/>), and a default font so
/// <c>GameWindow</c> can wire the retail-style UI in with one
/// construction and a handful of input callbacks.
///
/// Usage (from <c>GameWindow.OnLoad</c>):
/// <code>
/// _uiHost = new UiHost(_gl, shadersDir, _debugFont);
/// _uiHost.Root.WorldMouseFallThrough += (btn, x, y, f) => HandleWorldClick(btn, x, y);
/// _uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
///
/// foreach (var mouse in _input.Mice)
/// _uiHost.WireMouse(mouse);
/// foreach (var kb in _input.Keyboards)
/// _uiHost.WireKeyboard(kb);
/// </code>
///
/// And per frame (from <c>GameWindow.OnRender</c>):
/// <code>
/// _uiHost.Tick(deltaSeconds);
/// _uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
/// </code>
///
/// Retail analog: the trio of <c>DAT_00870340</c> (Core, owns fonts/atlases),
/// <c>DAT_00837ff4</c> (Device, owns input state), <c>DAT_00870c2c</c>
/// (Keystone root, widget tree). We fuse them into a single host class
/// because we're not linking to Keystone.
/// </summary>
public sealed class UiHost : System.IDisposable
{
public UiRoot Root { get; } = new();
public TextRenderer TextRenderer { get; }
public BitmapFont? DefaultFont { get; set; }
/// <summary>The last wired keyboard. Exposed so widgets that need clipboard
/// access (<see cref="IKeyboard.ClipboardText"/>) or modifier-key state
/// (<see cref="IKeyboard.IsKeyPressed"/>) — e.g. <see cref="UiChatView"/>'s
/// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins.</summary>
public IKeyboard? Keyboard { get; private set; }
private long _startTicks = System.Environment.TickCount64;
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
{
TextRenderer = new TextRenderer(gl, shaderDir);
DefaultFont = defaultFont;
}
// ── Per-frame ──────────────────────────────────────────────────────
public void Tick(double deltaSeconds)
{
long now = System.Environment.TickCount64 - _startTicks;
Root.Tick(deltaSeconds, now);
}
public void Draw(Vector2 screenSize)
{
// Set UiRoot bounds to full screen so HitTestTopDown works.
Root.Width = screenSize.X;
Root.Height = screenSize.Y;
var ctx = new UiRenderContext(TextRenderer, screenSize, DefaultFont);
TextRenderer.Begin(screenSize);
Root.Draw(ctx);
TextRenderer.Flush(DefaultFont);
}
// ── Input wiring helpers ───────────────────────────────────────────
public void WireMouse(IMouse mouse)
{
mouse.MouseDown += (_, b) =>
Root.OnMouseDown(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
mouse.MouseUp += (_, b) =>
Root.OnMouseUp(MapButton(b), (int)mouse.Position.X, (int)mouse.Position.Y);
mouse.MouseMove += (_, p) =>
Root.OnMouseMove((int)p.X, (int)p.Y);
mouse.Scroll += (_, s) =>
Root.OnScroll((int)s.Y);
}
public void WireKeyboard(IKeyboard kb)
{
Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k);
kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k);
kb.KeyChar += (_, c) => Root.OnChar(c);
}
private static UiMouseButton MapButton(MouseButton b) => b switch
{
MouseButton.Left => UiMouseButton.Left,
MouseButton.Right => UiMouseButton.Right,
MouseButton.Middle => UiMouseButton.Middle,
_ => UiMouseButton.Left,
};
public void Dispose()
{
TextRenderer.Dispose();
}
}