TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
198 lines
6.6 KiB
C#
198 lines
6.6 KiB
C#
using AcDream.App.UI;
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using AcDream.Core.Textures;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using Silk.NET.Core;
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using Silk.NET.Input;
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namespace AcDream.App.Rendering;
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/// <summary>Applies retail cursor feedback to Silk using dat MediaDescCursor art when available.</summary>
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internal sealed class RetailCursorManager
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{
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private readonly IDatReaderWriter _dats;
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private readonly object _datLock;
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private readonly RetailCursorResolver _globalCursors;
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private readonly Dictionary<uint, RawImage> _imagesBySurface = new();
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private readonly HashSet<uint> _missingSurfaces = new();
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private readonly HashSet<RetailGlobalCursorKind> _reportedFallbacks = new();
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private bool _hasLayerState;
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private RetailGlobalCursorKind _lastGlobalKind;
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private UiCursorMedia _lastWidgetCursor;
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private UiCursorMedia _lastAppliedCursor;
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private StandardCursor? _lastStandardCursor;
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public RetailCursorManager(IDatReaderWriter dats, object datLock)
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{
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_dats = dats;
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_datLock = datLock;
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_globalCursors = new RetailCursorResolver(dats, datLock);
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}
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public void Apply(IEnumerable<IMouse> mice, CursorFeedback feedback)
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{
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foreach (RetailCursorLayer layer in PlanApplication(
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_hasLayerState,
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_lastGlobalKind,
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_lastWidgetCursor,
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feedback.GlobalKind,
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feedback.Cursor))
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{
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if (layer == RetailCursorLayer.Widget
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&& feedback.Cursor.IsValid
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&& TryGetImage(feedback.Cursor.File, out var image))
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{
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ApplyCustom(mice, feedback.Cursor, image);
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}
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else
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{
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ApplyGlobal(mice, feedback.GlobalKind);
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}
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}
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_hasLayerState = true;
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_lastGlobalKind = feedback.GlobalKind;
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_lastWidgetCursor = feedback.Cursor;
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}
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private void ApplyGlobal(IEnumerable<IMouse> mice, RetailGlobalCursorKind kind)
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{
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if (_globalCursors.TryResolve(kind, out var globalCursor)
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&& TryGetImage(globalCursor.File, out var globalImage))
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{
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ApplyCustom(mice, globalCursor, globalImage);
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return;
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}
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if (_reportedFallbacks.Add(kind))
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{
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Console.Error.WriteLine(
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$"[D.2b] retail cursor {kind} could not be resolved from DAT; " +
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"using the registered OS cursor adaptation (AP-72).");
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}
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ApplyStandard(mice, StandardCursorFor(kind));
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}
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private void ApplyCustom(IEnumerable<IMouse> mice, UiCursorMedia cursorMedia, RawImage image)
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{
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if (_lastStandardCursor is null && _lastAppliedCursor.Equals(cursorMedia))
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return;
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foreach (var mouse in mice)
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{
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var cursor = mouse.Cursor;
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cursor.Image = image;
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cursor.HotspotX = cursorMedia.HotspotX;
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cursor.HotspotY = cursorMedia.HotspotY;
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if (cursor.Type != CursorType.Custom)
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cursor.Type = CursorType.Custom;
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}
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_lastAppliedCursor = cursorMedia;
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_lastStandardCursor = null;
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}
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private void ApplyStandard(IEnumerable<IMouse> mice, StandardCursor desired)
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{
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if (_lastStandardCursor == desired)
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return;
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foreach (var mouse in mice)
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{
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var cursor = mouse.Cursor;
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var standard = desired;
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if (!cursor.IsSupported(standard))
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standard = StandardCursor.Arrow;
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if (!cursor.IsSupported(standard))
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continue;
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if (cursor.Type != CursorType.Standard)
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cursor.Type = CursorType.Standard;
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if (cursor.StandardCursor != standard)
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cursor.StandardCursor = standard;
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}
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_lastAppliedCursor = default;
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_lastStandardCursor = desired;
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}
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private bool TryGetImage(uint renderSurfaceId, out RawImage image)
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{
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if (_imagesBySurface.TryGetValue(renderSurfaceId, out image))
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return true;
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if (_missingSurfaces.Contains(renderSurfaceId))
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return false;
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DecodedTexture? decoded = DecodeCursorSurface(renderSurfaceId);
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if (decoded is null || decoded.Width <= 0 || decoded.Height <= 0 || decoded.Rgba8.Length == 0)
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{
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_missingSurfaces.Add(renderSurfaceId);
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image = default;
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return false;
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}
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image = new RawImage(decoded.Width, decoded.Height, decoded.Rgba8);
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_imagesBySurface[renderSurfaceId] = image;
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return true;
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}
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private DecodedTexture? DecodeCursorSurface(uint renderSurfaceId)
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{
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lock (_datLock)
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{
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if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
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&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
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return null;
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Palette? palette = rs.DefaultPaletteId != 0
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? _dats.Get<Palette>(rs.DefaultPaletteId)
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: null;
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return SurfaceDecoder.DecodeRenderSurface(rs, palette);
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}
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}
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internal static IReadOnlyList<RetailCursorLayer> PlanApplication(
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bool hasLayerState,
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RetailGlobalCursorKind previousGlobal,
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UiCursorMedia previousWidget,
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RetailGlobalCursorKind currentGlobal,
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UiCursorMedia currentWidget)
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{
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bool globalChanged = !hasLayerState || previousGlobal != currentGlobal;
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bool widgetChanged = !hasLayerState || previousWidget != currentWidget;
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if (!globalChanged && !widgetChanged)
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return Array.Empty<RetailCursorLayer>();
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var result = new List<RetailCursorLayer>(2);
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if (globalChanged)
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result.Add(RetailCursorLayer.Global);
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if (widgetChanged)
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{
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RetailCursorLayer widgetResult = currentWidget.IsValid
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? RetailCursorLayer.Widget
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: RetailCursorLayer.Global;
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if (result.Count == 0 || result[^1] != widgetResult)
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result.Add(widgetResult);
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}
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return result;
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}
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private static StandardCursor StandardCursorFor(RetailGlobalCursorKind kind)
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=> kind switch
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{
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RetailGlobalCursorKind.Use or RetailGlobalCursorKind.UseFound => StandardCursor.Hand,
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RetailGlobalCursorKind.TargetPending => StandardCursor.Crosshair,
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RetailGlobalCursorKind.TargetValid => StandardCursor.ResizeAll,
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RetailGlobalCursorKind.TargetInvalid => StandardCursor.NotAllowed,
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_ => StandardCursor.Arrow,
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};
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}
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internal enum RetailCursorLayer
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{
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Global,
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Widget,
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}
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