Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes. Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage. Co-Authored-By: Codex <noreply@openai.com>
771 lines
32 KiB
C#
771 lines
32 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Text;
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using AcDream.App.Rendering;
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using AcDream.App.UI.Layout;
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namespace AcDream.App.UI;
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/// <summary>
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/// Scrollable text view for retail UIElement_Text elements
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/// (<c>RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655</c>).
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/// Renders the lines from <see cref="LinesProvider"/> bottom-pinned (newest at the bottom,
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/// like retail) with mouse-wheel scrollback. Whole-line vertical clipping keeps
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/// text inside the window.
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///
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/// <para>
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/// When retail Selectable property `0x27` is enabled, left-click-drag selects
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/// characters, Ctrl+C copies the selected span, and Ctrl+A selects everything.
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/// Display-only text remains click-through and cannot steal focus or window drag.
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/// </para>
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/// </summary>
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public sealed class UiText : UiElement, IUiDatStateful
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{
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/// <summary>Optional base-element click notice used by authored text tabs.</summary>
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public Action? OnClick { get; set; }
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public override bool HandlesClick => OnClick is not null || base.HandlesClick;
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/// <summary>Dat element id for imported UIElement_Text widgets. 0 for synthesized text.</summary>
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public uint ElementId { get; set; }
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/// <summary>One display line: pre-formatted text + its colour.</summary>
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public readonly record struct Line(string Text, Vector4 Color);
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/// <summary>A caret position: a line index into the cached line list plus a
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/// character index (0..line.Text.Length, i.e. a caret slot between glyphs).</summary>
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public readonly record struct Pos(int Line, int Col);
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/// <summary>Provider of the lines to show, oldest-first. Polled each frame.</summary>
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public Func<IReadOnlyList<Line>> LinesProvider { get; set; } = static () => Array.Empty<Line>();
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/// <summary>Font for the transcript; falls back to the context default.</summary>
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public BitmapFont? Font { get; set; }
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/// <summary>Retail dat font (0x40000000) for the transcript. When set, glyphs
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/// render via the two-pass dat-font blit and measure/hit-test use the dat glyph
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/// advance; when null, the debug BitmapFont path is used. Set by the controller.</summary>
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public UiDatFont? DatFont { get; set; }
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/// <summary>Keyboard device for clipboard (Ctrl+C) + modifier state. Wired by
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/// the host from <see cref="UiHost.Keyboard"/>.</summary>
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public Silk.NET.Input.IKeyboard? Keyboard { get; set; }
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/// <summary>
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/// Default line color used by controllers when they do not supply a per-line
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/// <see cref="Vector4"/> color explicitly. Set by <c>DatWidgetFactory.BuildText</c>
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/// from <c>ElementInfo.FontColor</c> when the dat carries a 0x1B ColorBaseProperty;
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/// otherwise white (<see cref="Vector4.One"/>).
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///
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/// <para>Controllers that supply a per-line color via <see cref="LinesProvider"/>
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/// (e.g. <c>new UiText.Line(text, explicitColor)</c>) are unaffected — they always
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/// win over this default. This property is only a convenience starting point for
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/// controllers that want to read the dat color rather than hard-code it.</para>
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/// </summary>
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public Vector4 DefaultColor { get; set; } = Vector4.One;
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/// <summary>Backing fill behind the text. Defaults to transparent so an unbound
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/// UiText (no controller) draws nothing. Set to the retail translucent value by
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/// the controller (e.g. <c>ChatWindowController</c>).</summary>
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public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f);
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/// <summary>Optional dat state-sprite background (the element's own media), drawn
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/// UNDER the text. Set by DatWidgetFactory.BuildText from the ElementInfo. 0 = none.</summary>
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public uint BackgroundSprite { get; set; }
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/// <summary>Resolves a dat RenderSurface id to (GL tex handle, pixel width, pixel height).
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/// Required when <see cref="BackgroundSprite"/> is non-zero.</summary>
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public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
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/// <summary>Highlight colour painted behind a selected character span.</summary>
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public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f);
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/// <summary>
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/// Uniform inner text inset in pixels. The retail default is zero:
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/// <c>UIElement_Text::UIElement_Text @ 0x00468570</c> clears all four margins
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/// before applying any authored margin properties.
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/// </summary>
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public float Padding { get; set; }
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/// <summary>Retail property 0x20. Independent of horizontal/vertical
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/// justification; false permits the normal multi-line layout path.</summary>
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public bool OneLine { get; set; }
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private bool _selectable;
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/// <summary>
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/// Retail property 0x27. A display-only text element does not claim the mouse,
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/// focus, or pointer drag. Selection and clipboard behavior are enabled only
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/// when this capability is true.
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/// </summary>
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public bool Selectable
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{
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get => _selectable;
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set
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{
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if (_selectable == value) return;
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_selectable = value;
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ClickThrough = !value;
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AcceptsFocus = value;
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IsEditControl = value;
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CapturesPointerDrag = value;
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if (!value)
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{
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_selecting = false;
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_selAnchor = null;
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_selCaret = null;
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}
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}
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}
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/// <summary>Static centered single-line mode (retail <c>UIElement_Text</c> center
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/// justification): draws the FIRST line centered horizontally AND vertically in the
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/// element rect, with NO scroll/selection machinery. Used for static labels such as
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/// the vitals cur/max numbers. The centering formula is IDENTICAL to
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/// <see cref="UiMeter"/>'s former number overlay so those numbers stay pixel-identical
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/// after the rewire. Pair with <c>ClickThrough = true</c> for non-interactive labels.</summary>
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public bool Centered { get; set; }
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/// <summary>Static right-aligned single-line mode: draws the FIRST line right-justified
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/// within the element rect, vertically centered, with NO scroll/selection machinery.
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/// Used for value labels in attribute/skill rows where the number must hug the right edge.
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/// Mutually exclusive with <see cref="Centered"/> — if both are true, Centered takes
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/// precedence. Pair with <c>ClickThrough = true</c> for non-interactive labels.</summary>
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public bool RightAligned { get; set; }
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/// <summary>
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/// Vertical position of the text within the element rect in single-line mode
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/// (<see cref="Centered"/> or <see cref="RightAligned"/>).
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/// <list type="bullet">
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/// <item><description><b>Center</b> (default) — vertically centered, matching the original
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/// behavior of the centered/right-aligned paths.</description></item>
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/// <item><description><b>Top</b> — text is placed at <c>y = Padding</c> (top of the content
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/// area), so the text sits at the top of the element rather than centering in it.
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/// Used for footer title elements whose dat box is the full footer height (55 px) but
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/// the text should render near the top.</description></item>
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/// <item><description><b>Bottom</b> — text is placed at <c>y = Height - lineHeight - Padding</c>.</description></item>
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/// </list>
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/// Only meaningful when <see cref="Centered"/> or <see cref="RightAligned"/> is true.
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/// Has no effect on the scrollable multi-line path.
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/// </summary>
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public VJustify VerticalJustify { get; set; } = VJustify.Center;
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/// <summary>The scroll model — also read by the linked UiScrollbar.</summary>
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public UiScrollable Scroll { get; } = new();
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private const float WheelLines = 1f; // lines advanced per wheel notch (retail = 1 line per notch)
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// ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ──
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private IReadOnlyList<Line> _lastLines = Array.Empty<Line>();
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private BitmapFont? _lastFont;
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private UiDatFont? _lastDatFont;
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private float _lastLineHeight = 16f;
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private float _lastBaseY; // top Y of line 0 in local space
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private float _lastPadding;
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private ElementInfo? _datInfo;
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private uint _activeRetailStateId = UiStateInfo.DirectStateId;
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private string _activeDatStateName = "";
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// ── Selection state ──────────────────────────────────────────────────
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private Pos? _selAnchor; // where the drag started
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private Pos? _selCaret; // where the drag currently is
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private bool _selecting;
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public UiText()
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{
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// UIElement_Text starts display-only (m_bitField = DIRTY|CURSOR_VISIBLE).
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ClickThrough = true;
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AcceptsFocus = false;
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IsEditControl = false;
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CapturesPointerDrag = false;
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}
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/// <summary>
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/// Text widgets normally reproduce their own scroll/edit chrome. Retail tab text,
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/// however, uses <c>PassToChildren</c> states whose child elements are the authored
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/// Open/Closed cap sprites. Those children must remain in the retained tree so
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/// <see cref="TrySetRetailState"/> can propagate the state exactly as retail does.
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/// </summary>
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public override bool ConsumesDatChildren
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{
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get
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{
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if (_datInfo is null) return true;
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foreach (UiStateInfo state in _datInfo.States.Values)
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if (state.PassToChildren)
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return false;
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return true;
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}
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}
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public uint ActiveRetailStateId => _activeRetailStateId;
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public override string ActiveCursorStateName => _activeDatStateName;
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internal void ConfigureDatState(ElementInfo info)
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{
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_datInfo = info;
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_activeRetailStateId = info.EffectiveDefaultStateId();
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ApplyDatState(_activeRetailStateId, propagate: false);
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}
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public bool TrySetRetailState(uint stateId)
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=> ApplyDatState(stateId, propagate: true);
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private bool ApplyDatState(uint stateId, bool propagate)
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{
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if (_datInfo is null) return false;
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UiStateInfo? state = null;
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string stateName;
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if (stateId == UiStateInfo.DirectStateId)
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{
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if (!_datInfo.States.TryGetValue(stateId, out state)
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&& !_datInfo.StateMedia.ContainsKey(""))
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return false;
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stateName = "";
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}
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else if (_datInfo.States.TryGetValue(stateId, out state))
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{
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stateName = state.Name;
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}
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else
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{
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stateName = UiButtonStateMachine.StateName(stateId);
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if (string.IsNullOrEmpty(stateName))
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stateName = RetailUiStateIds.StateName(stateId);
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if (string.IsNullOrEmpty(stateName)
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|| !_datInfo.StateMedia.ContainsKey(stateName))
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return false;
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}
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_activeRetailStateId = stateId;
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_activeDatStateName = stateName;
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BackgroundSprite = _datInfo.StateMedia.TryGetValue(stateName, out var media)
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? media.File
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: _datInfo.StateMedia.TryGetValue("", out var direct) ? direct.File : 0u;
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if (_datInfo.TryGetEffectiveProperty(0x1Bu, out UiPropertyValue color, stateId)
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&& TryColor(color, out Vector4 resolvedColor))
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DefaultColor = resolvedColor;
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if (propagate && state?.PassToChildren == true)
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{
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foreach (UiElement child in Children)
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if (child is IUiDatStateful stateful)
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stateful.TrySetRetailState(stateId);
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}
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return true;
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}
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private static bool TryColor(UiPropertyValue property, out Vector4 color)
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{
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UiPropertyValue? value = property.Kind == UiPropertyKind.Color
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? property
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: property.Kind == UiPropertyKind.Array
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&& property.ArrayValue.Count > 0
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&& property.ArrayValue[0].Kind == UiPropertyKind.Color
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? property.ArrayValue[0]
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: null;
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if (value is null)
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{
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color = default;
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return false;
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}
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UiColorValue c = value.ColorValue;
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float alpha = c.Alpha == 0 ? 1f : c.Alpha / 255f;
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color = new Vector4(c.Red / 255f, c.Green / 255f, c.Blue / 255f, alpha);
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return true;
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}
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/// <summary>
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/// Clamp a scroll offset to [0, max] where max = content-height - view-height
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/// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests.
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/// </summary>
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public static float ClampScroll(float scroll, float contentHeight, float viewHeight)
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{
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float max = Math.Max(0f, contentHeight - viewHeight);
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if (scroll < 0f) return 0f;
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return scroll > max ? max : scroll;
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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// Optional dat state-sprite background drawn UNDER everything else.
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if (BackgroundSprite != 0 && SpriteResolve is { } sr)
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{
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var (tex, tw, th) = sr(BackgroundSprite);
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if (tex != 0 && tw != 0 && th != 0)
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ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
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}
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// Background must draw UNDER the transcript text. DrawStringDat emits into the
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// sprite bucket which flushes BEFORE rects, so a DrawRect background would wash
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// over the text. DrawFill routes the background through the sprite bucket too,
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// submitted first → text on top.
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ctx.DrawFill(0, 0, Width, Height, BackgroundColor);
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// Static centered single-line mode (vitals cur/max numbers etc.): draw the first
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// line centered H+V (or H+Top/Bottom per VerticalJustify) with the SAME formula
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// UIElement_Meter used for its label, then skip the scroll/selection machinery entirely.
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if (OneLine && Centered)
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{
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var cLines = LinesProvider();
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if (cLines.Count == 0) return;
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var line0 = cLines[0];
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if (DatFont is { } cdf)
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{
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float cx = (Width - cdf.MeasureWidth(line0.Text)) * 0.5f;
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float cy = VOffset(Height, cdf.LineHeight, Padding, VerticalJustify);
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ctx.DrawStringDat(cdf, line0.Text, cx, cy, line0.Color);
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}
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else if ((Font ?? ctx.DefaultFont) is { } cbf)
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{
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float cx = (Width - cbf.MeasureWidth(line0.Text)) * 0.5f;
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float cy = VOffset(Height, cbf.LineHeight, Padding, VerticalJustify);
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ctx.DrawString(line0.Text, cx, cy, line0.Color, cbf);
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}
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return;
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}
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// Static right-aligned single-line mode: draw the first line flush with the right
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// edge, vertical position per VerticalJustify, then skip the scroll/selection machinery.
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if (OneLine && RightAligned)
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{
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var rLines = LinesProvider();
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if (rLines.Count == 0) return;
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var line0 = rLines[0];
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if (DatFont is { } rdf)
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{
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float rx = Width - rdf.MeasureWidth(line0.Text) - Padding;
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float ry = VOffset(Height, rdf.LineHeight, Padding, VerticalJustify);
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ctx.DrawStringDat(rdf, line0.Text, rx, ry, line0.Color);
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}
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else if ((Font ?? ctx.DefaultFont) is { } rbf)
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{
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float rx = Width - rbf.MeasureWidth(line0.Text) - Padding;
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float ry = VOffset(Height, rbf.LineHeight, Padding, VerticalJustify);
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ctx.DrawString(line0.Text, rx, ry, line0.Color, rbf);
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}
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return;
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}
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// One-line is an independent text-layout property. Left justification uses
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// the same vertical policy without turning alignment into a line-count flag.
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if (OneLine)
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{
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var singleLines = LinesProvider();
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if (singleLines.Count == 0) return;
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var line0 = singleLines[0];
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if (DatFont is { } datSingle)
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{
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float y = VOffset(Height, datSingle.LineHeight, Padding, VerticalJustify);
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ctx.DrawStringDat(datSingle, line0.Text, Padding, y, line0.Color);
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}
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else if ((Font ?? ctx.DefaultFont) is { } bitmapSingle)
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{
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float y = VOffset(Height, bitmapSingle.LineHeight, Padding, VerticalJustify);
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ctx.DrawString(line0.Text, Padding, y, line0.Color, bitmapSingle);
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}
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return;
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}
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// Prefer the retail dat font when set; fall back to BitmapFont.
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var datFont = DatFont;
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var bitmapFont = datFont is null ? (Font ?? ctx.DefaultFont) : null;
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if (datFont is null && bitmapFont is null) return;
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var lines = LinesProvider();
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// Cache the geometry OnEvent will hit-test against. Even when there are no
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// lines we record the font/padding so a stray hit-test is harmless.
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_lastLines = lines;
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_lastDatFont = datFont;
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_lastFont = bitmapFont;
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_lastLineHeight = datFont is not null ? datFont.LineHeight : bitmapFont!.LineHeight;
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_lastPadding = Padding;
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if (lines.Count == 0) return;
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float lh = _lastLineHeight;
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float top = Padding, bottom = Height - Padding;
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float innerH = bottom - top;
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float contentH = lines.Count * lh;
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// Drive the shared scroll model with the current geometry.
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Scroll.LineHeight = (int)MathF.Round(lh);
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Scroll.SetExtents(
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(int)MathF.Ceiling(contentH),
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(int)MathF.Floor(innerH),
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preserveEnd: true);
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// UiScrollable: ScrollY=0 is TOP/oldest, ScrollY=MaxScroll is BOTTOM/newest.
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// Visual layout: newest at bottom → baseY = bottom - contentH (ScrollY at max).
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// Invert: baseY = bottom - contentH + (MaxScroll - ScrollY).
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// With _pinBottom: ScrollY=MaxScroll → baseY=bottom-contentH → last line ends at bottom. ✓
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// Scrolled to top: ScrollY=0 → baseY=bottom-contentH+MaxScroll=bottom-innerH=top. ✓
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float baseY = bottom - contentH + (Scroll.MaxScroll - Scroll.ScrollY);
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_lastBaseY = baseY;
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// Normalised selection span (start <= end), if any.
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bool hasSel = TryGetOrderedSelection(out Pos selStart, out Pos selEnd);
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for (int i = 0; i < lines.Count; i++)
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{
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float y = baseY + i * lh;
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if (y < top || y + lh > bottom) continue; // whole-line vertical clip (no scissor yet)
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string text = lines[i].Text;
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float lineX = HorizontalOffset(text, datFont, bitmapFont);
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// Selection highlight behind this line's selected character span.
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if (hasSel && i >= selStart.Line && i <= selEnd.Line)
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{
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int c0 = i == selStart.Line ? selStart.Col : 0;
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int c1 = i == selEnd.Line ? selEnd.Col : text.Length;
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c0 = Math.Clamp(c0, 0, text.Length);
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c1 = Math.Clamp(c1, 0, text.Length);
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if (c1 > c0)
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{
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float hx, hw;
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if (datFont is not null)
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{
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hx = lineX + datFont.MeasureWidth(text.Substring(0, c0));
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hw = datFont.MeasureWidth(text.Substring(c0, c1 - c0));
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}
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else
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{
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hx = lineX + bitmapFont!.MeasureWidth(text.Substring(0, c0));
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hw = bitmapFont.MeasureWidth(text.Substring(c0, c1 - c0));
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}
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// Highlight sits BEHIND the line's text → sprite bucket, submitted
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// before this line's DrawStringDat.
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ctx.DrawFill(hx, y, hw, lh, SelectionColor);
|
|
}
|
|
}
|
|
|
|
if (datFont is not null)
|
|
ctx.DrawStringDat(datFont, text, lineX, y, lines[i].Color);
|
|
else
|
|
ctx.DrawString(text, lineX, y, lines[i].Color, bitmapFont);
|
|
}
|
|
}
|
|
|
|
private float HorizontalOffset(string text, UiDatFont? datFont, BitmapFont? bitmapFont)
|
|
{
|
|
float width = datFont is not null
|
|
? datFont.MeasureWidth(text)
|
|
: bitmapFont?.MeasureWidth(text) ?? 0f;
|
|
if (Centered)
|
|
return Math.Max(Padding, (Width - width) * 0.5f);
|
|
if (RightAligned)
|
|
return Math.Max(Padding, Width - Padding - width);
|
|
return Padding;
|
|
}
|
|
|
|
public override bool OnEvent(in UiEvent e)
|
|
{
|
|
if (e.Type == UiEventType.Click && OnClick is not null)
|
|
{
|
|
OnClick();
|
|
return true;
|
|
}
|
|
switch (e.Type)
|
|
{
|
|
case UiEventType.Scroll:
|
|
{
|
|
if (!Selectable) return false;
|
|
// Silk wheel +Y = scroll up = reveal older = toward the TOP = decrease ScrollY.
|
|
// ScrollByLines sign: +down/newer, -up/older.
|
|
// e.Data0 > 0 → wheel up → want older → ScrollByLines with negative lines.
|
|
Scroll.ScrollByLines((int)(-e.Data0 * WheelLines));
|
|
return true;
|
|
}
|
|
|
|
case UiEventType.MouseDown:
|
|
{
|
|
if (!Selectable) return false;
|
|
// Data1/Data2 = local-to-target coords (UiRoot.OnMouseDown).
|
|
var p = HitChar(e.Data1, e.Data2);
|
|
_selAnchor = p;
|
|
_selCaret = p;
|
|
_selecting = true;
|
|
return true;
|
|
}
|
|
|
|
case UiEventType.MouseMove:
|
|
{
|
|
if (!Selectable) return false;
|
|
if (_selecting)
|
|
{
|
|
// Data1/Data2 = local-to-target coords (DispatchMouseMove).
|
|
_selCaret = HitChar(e.Data1, e.Data2);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
case UiEventType.MouseUp:
|
|
{
|
|
if (!Selectable) return false;
|
|
_selecting = false;
|
|
return true;
|
|
}
|
|
|
|
case UiEventType.KeyDown:
|
|
{
|
|
if (!Selectable) return false;
|
|
var key = (Silk.NET.Input.Key)e.Data0;
|
|
bool ctrl = Keyboard is not null
|
|
&& (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlLeft)
|
|
|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight));
|
|
if (ctrl && key == Silk.NET.Input.Key.C)
|
|
{
|
|
// Only touch the clipboard when there's a selection — an empty
|
|
// copy must NOT clobber what the user previously copied.
|
|
if (Keyboard is not null)
|
|
{
|
|
string sel = SelectedText();
|
|
if (sel.Length > 0) Keyboard.ClipboardText = sel;
|
|
}
|
|
return true;
|
|
}
|
|
if (ctrl && key == Silk.NET.Input.Key.A)
|
|
{
|
|
SelectAll();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ── Selection helpers ────────────────────────────────────────────────
|
|
|
|
/// <summary>Select the entire cached transcript (Ctrl+A).</summary>
|
|
private void SelectAll()
|
|
{
|
|
var lines = _lastLines;
|
|
if (lines.Count == 0)
|
|
{
|
|
_selAnchor = _selCaret = null;
|
|
return;
|
|
}
|
|
int last = lines.Count - 1;
|
|
_selAnchor = new Pos(0, 0);
|
|
_selCaret = new Pos(last, lines[last].Text.Length);
|
|
}
|
|
|
|
/// <summary>Normalise (anchor, caret) into ordered (start, end). False if no
|
|
/// selection or it is empty (anchor == caret).</summary>
|
|
private bool TryGetOrderedSelection(out Pos start, out Pos end)
|
|
{
|
|
start = default; end = default;
|
|
if (_selAnchor is not { } a || _selCaret is not { } c) return false;
|
|
(start, end) = Order(a, c);
|
|
return !(start.Line == end.Line && start.Col == end.Col);
|
|
}
|
|
|
|
/// <summary>The currently-selected text against the cached lines. Empty when
|
|
/// nothing is selected.</summary>
|
|
public string SelectedText()
|
|
{
|
|
if (!TryGetOrderedSelection(out var start, out var end)) return string.Empty;
|
|
return SelectedText(_lastLines, start, end);
|
|
}
|
|
|
|
// ── Pure, testable logic (no GL / no font texture) ───────────────────
|
|
|
|
/// <summary>
|
|
/// Compute the Y offset (local space) for a single line in the Centered/RightAligned
|
|
/// single-line path, given the element height, font line-height, padding, and
|
|
/// vertical justification.
|
|
/// </summary>
|
|
/// <param name="height">Element height in pixels.</param>
|
|
/// <param name="lineHeight">Font line height in pixels.</param>
|
|
/// <param name="padding">Content padding.</param>
|
|
/// <param name="vj">Vertical justification.</param>
|
|
public static float VOffset(float height, float lineHeight, float padding, VJustify vj)
|
|
=> vj switch
|
|
{
|
|
VJustify.Top => padding,
|
|
VJustify.Bottom => height - lineHeight - padding,
|
|
_ => (height - lineHeight) * 0.5f, // Center (default)
|
|
};
|
|
|
|
/// <summary>Order two caret positions so the first is <= the second (by line,
|
|
/// then column).</summary>
|
|
public static (Pos start, Pos end) Order(Pos a, Pos b)
|
|
{
|
|
if (a.Line < b.Line || (a.Line == b.Line && a.Col <= b.Col)) return (a, b);
|
|
return (b, a);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assemble the selected substring spanning <paramref name="start"/> ..
|
|
/// <paramref name="end"/> (inclusive of start.Col, exclusive of end.Col) from
|
|
/// <paramref name="lines"/>. Multi-line selections are joined with "\n":
|
|
/// the first line from start.Col to its end, whole middle lines, and the last
|
|
/// line up to end.Col. Pure — unit-testable without GL.
|
|
/// </summary>
|
|
public static string SelectedText(IReadOnlyList<Line> lines, Pos start, Pos end)
|
|
{
|
|
if (lines.Count == 0) return string.Empty;
|
|
(start, end) = Order(start, end);
|
|
|
|
int sl = Math.Clamp(start.Line, 0, lines.Count - 1);
|
|
int el = Math.Clamp(end.Line, 0, lines.Count - 1);
|
|
|
|
if (sl == el)
|
|
{
|
|
string t = lines[sl].Text;
|
|
int c0 = Math.Clamp(start.Col, 0, t.Length);
|
|
int c1 = Math.Clamp(end.Col, 0, t.Length);
|
|
if (c1 <= c0) return string.Empty;
|
|
return t.Substring(c0, c1 - c0);
|
|
}
|
|
|
|
var sb = new StringBuilder();
|
|
|
|
// First line: from start.Col to its end.
|
|
{
|
|
string t = lines[sl].Text;
|
|
int c0 = Math.Clamp(start.Col, 0, t.Length);
|
|
sb.Append(t.AsSpan(c0));
|
|
}
|
|
|
|
// Whole middle lines.
|
|
for (int i = sl + 1; i < el; i++)
|
|
{
|
|
sb.Append('\n');
|
|
sb.Append(lines[i].Text);
|
|
}
|
|
|
|
// Last line: up to end.Col.
|
|
{
|
|
sb.Append('\n');
|
|
string t = lines[el].Text;
|
|
int c1 = Math.Clamp(end.Col, 0, t.Length);
|
|
sb.Append(t.AsSpan(0, c1));
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert a local-space point to a caret <see cref="Pos"/> against the cached
|
|
/// layout from the last draw. line = floor((localY - baseY)/lineHeight) clamped
|
|
/// to the line range; col via <see cref="CharIndexAt"/>.
|
|
/// </summary>
|
|
private Pos HitChar(float localX, float localY)
|
|
{
|
|
var lines = _lastLines;
|
|
if (lines.Count == 0) return new Pos(0, 0);
|
|
|
|
float lh = _lastLineHeight <= 0f ? 16f : _lastLineHeight;
|
|
int line = (int)MathF.Floor((localY - _lastBaseY) / lh);
|
|
line = Math.Clamp(line, 0, lines.Count - 1);
|
|
|
|
string text = lines[line].Text;
|
|
float lineX = HorizontalOffset(text, _lastDatFont, _lastFont);
|
|
int col = _lastDatFont is { } df
|
|
? CharIndexAt(text, ch => df.TryGetGlyph(ch, out var g) ? UiDatFont.GlyphAdvance(g) : 0f,
|
|
localX - lineX)
|
|
: (_lastFont is { } bf
|
|
? CharIndexAt(text, ch => bf.TryGetGlyph(ch, out var bg) ? bg.Advance : 0f,
|
|
localX - lineX)
|
|
: 0);
|
|
return new Pos(line, col);
|
|
}
|
|
|
|
/// <summary>Word-wrap text to a measured pixel width, preserving explicit newlines.</summary>
|
|
public static IReadOnlyList<string> WrapWords(
|
|
string text,
|
|
Func<string, float> measureWidth,
|
|
float maximumWidth)
|
|
{
|
|
ArgumentNullException.ThrowIfNull(text);
|
|
ArgumentNullException.ThrowIfNull(measureWidth);
|
|
if (maximumWidth <= 0f) throw new ArgumentOutOfRangeException(nameof(maximumWidth));
|
|
|
|
var result = new List<string>();
|
|
string[] paragraphs = text.Replace("\r", string.Empty).Split('\n');
|
|
foreach (string paragraph in paragraphs)
|
|
{
|
|
if (paragraph.Length == 0)
|
|
{
|
|
result.Add(string.Empty);
|
|
continue;
|
|
}
|
|
|
|
string[] words = paragraph.Split(' ', StringSplitOptions.RemoveEmptyEntries);
|
|
var line = new StringBuilder();
|
|
foreach (string word in words)
|
|
{
|
|
string candidate = line.Length == 0 ? word : $"{line} {word}";
|
|
if (measureWidth(candidate) <= maximumWidth)
|
|
{
|
|
if (line.Length != 0) line.Append(' ');
|
|
line.Append(word);
|
|
continue;
|
|
}
|
|
|
|
if (line.Length != 0 && measureWidth(word) <= maximumWidth)
|
|
{
|
|
result.Add(line.ToString());
|
|
line.Clear();
|
|
line.Append(word);
|
|
continue;
|
|
}
|
|
|
|
// Retail GlyphList wrapping can split an over-width glyph run.
|
|
// Pack as much of the long token as possible onto the current
|
|
// line, then continue at character boundaries without hyphens.
|
|
for (int i = 0; i < word.Length; i++)
|
|
{
|
|
string prefix = i == 0 && line.Length != 0 ? " " : string.Empty;
|
|
if (line.Length != 0
|
|
&& measureWidth(line + prefix + word[i]) > maximumWidth)
|
|
{
|
|
result.Add(line.ToString());
|
|
line.Clear();
|
|
prefix = string.Empty;
|
|
}
|
|
line.Append(prefix).Append(word[i]);
|
|
}
|
|
}
|
|
|
|
result.Add(line.ToString());
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The caret column for a horizontal position <paramref name="x"/> (already
|
|
/// adjusted for the left padding, so x=0 is the start of the text). Walks the
|
|
/// string accumulating each glyph's advance and snaps the caret to whichever
|
|
/// side of the glyph midpoint <paramref name="x"/> falls on — natural
|
|
/// Windows-like caret placement. Pure — unit-testable with a synthetic advance.
|
|
/// </summary>
|
|
/// <param name="text">The line text.</param>
|
|
/// <param name="advanceOf">Per-character advance (pixels) lookup.</param>
|
|
/// <param name="x">Horizontal position relative to the text's left edge.</param>
|
|
public static int CharIndexAt(string text, Func<char, float> advanceOf, float x)
|
|
{
|
|
if (string.IsNullOrEmpty(text) || x <= 0f) return 0;
|
|
|
|
float cursor = 0f;
|
|
for (int i = 0; i < text.Length; i++)
|
|
{
|
|
float adv = advanceOf(text[i]);
|
|
float mid = cursor + adv * 0.5f;
|
|
if (x < mid) return i; // caret sits before this glyph
|
|
cursor += adv;
|
|
}
|
|
return text.Length; // past the last glyph → end caret
|
|
}
|
|
}
|