Code-review follow-ups to the ImGui inspector: - Add public UiRoot.Pick(x,y) over the private HitTestTopDown (honors Z-order + modal exclusivity); StudioWindow uses it instead of a manual UiElement.HitTest with subtracted ScreenPosition. - RenderStack : IDisposable — disposes the GL pieces it owns in one place; StudioWindow OnClosing + Dispose both call _stack?.Dispose(), closing the error-path leak (only UiHost was disposed on the Dispose-without-OnClosing path). - Drop the stale _dt field; OnRender passes its own dt to Tick + BeginFrame. - Fix a stale PanelFbo comment. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
740 lines
30 KiB
C#
740 lines
30 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.UI;
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/// <summary>Which edges of a window a resize-drag is affecting (corners combine two).</summary>
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[System.Flags]
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public enum ResizeEdges { None = 0, Left = 1, Right = 2, Top = 4, Bottom = 8 }
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/// <summary>
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/// Top-level UI container. Implements the retail "Device" responsibilities
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/// (mouse cursor tracking, keyboard focus, modal overlay, mouse capture,
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/// drag-drop state machine, tooltip timer). Routes Silk.NET input events
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/// into the widget tree with retail-faithful <see cref="UiEvent"/>
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/// semantics.
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///
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/// Retail analog: the <c>DAT_00837ff4</c> Device object (see
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/// <c>docs/research/retail-ui/04-input-events.md §2</c>). That object has
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/// a ~20-slot vtable; the methods we emulate here are:
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///
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/// <list type="bullet">
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/// <item>+0x18 / +0x1C : <see cref="MouseX"/> / <see cref="MouseY"/></item>
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/// <item>+0x34 : <see cref="RegisterTimerEvent"/> (tooltip delay)</item>
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/// <item>+0x38 : <see cref="FireEvent"/></item>
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/// <item>+0x44 : <see cref="KeyboardFocus"/></item>
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/// <item>+0x48 / +0x4C : <see cref="SetCapture"/> / <see cref="ReleaseCapture"/></item>
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/// <item>+0x74 / +0x78 : drag cursor set / reset</item>
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/// </list>
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///
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/// When no widget consumes an event, the <see cref="WorldMouseFallThrough"/>
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/// or <see cref="WorldKeyFallThrough"/> event fires so the game world
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/// (camera, player controller) still receives input.
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/// </summary>
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public sealed class UiRoot : UiElement
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{
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// ── Device-level state ───────────────────────────────────────────────
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public int MouseX { get; private set; }
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public int MouseY { get; private set; }
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public bool LeftButtonDown { get; private set; }
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public bool RightButtonDown { get; private set; }
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public bool MiddleButtonDown { get; private set; }
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/// <summary>Widget currently receiving keyboard events.</summary>
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public UiElement? KeyboardFocus { get; private set; }
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/// <summary>The edit control activated by Tab/Enter when nothing is focused — retail's
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/// chat input "write mode" toggle. Set by the host once the chat window is built.</summary>
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public UiElement? DefaultTextInput { get; set; }
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/// <summary>
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/// Single modal overlay; while set, mouse clicks outside its rect
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/// are ignored. Retail sets this via Device vtable +0x48.
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/// </summary>
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public UiPanel? Modal { get; set; }
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/// <summary>Widget with mouse capture (during click-drag).</summary>
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public UiElement? Captured { get; private set; }
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/// <summary>
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/// True when the pointer is over a widget OR a widget holds mouse capture.
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/// The host ORs this into the InputDispatcher's WantCaptureMouse gate so game
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/// actions (movement, world-pick) are suppressed while the user interacts with
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/// a retail window — mirrors ImGui's WantCaptureMouse.
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/// </summary>
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public bool WantsMouse => Captured is not null || HitTestTopDown(MouseX, MouseY).element is not null;
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/// <summary>True when a widget holds keyboard focus (e.g. a focused chat input).</summary>
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public bool WantsKeyboard => KeyboardFocus is not null;
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/// <summary>Current drag source (set between drag-begin and drop/cancel).</summary>
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public UiElement? DragSource { get; private set; }
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public object? DragPayload { get; private set; }
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private (uint tex, int w, int h)? _dragGhost;
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/// <summary>Snapshotted drag-ghost (tex,w,h), exposed for tests. See BeginDrag.</summary>
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internal (uint tex, int w, int h)? DragGhostForTest => _dragGhost;
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private UiElement? _lastDragHoverTarget;
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private int _pressX, _pressY;
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private bool _dragCandidate;
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private UiElement? _windowDragTarget;
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private int _windowDragOffX, _windowDragOffY;
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private UiElement? _resizeTarget;
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private ResizeEdges _resizeEdges;
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private float _resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH;
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private int _resizeMouseX, _resizeMouseY;
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private const int ResizeGrip = 5; // px proximity to an edge to start a resize
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private const int DragDistanceThreshold = 3; // pixels, retail-observed
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// Hover / tooltip tracking.
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private UiElement? _hoverWidget;
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private long _hoverStartedMs;
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private const int TooltipDelayMs = 1000; // retail typical
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private bool _tooltipFired;
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private long _nowMs;
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/// <summary>Raised when an event was not consumed by any widget.</summary>
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public event Action<UiMouseButton, int, int, uint>? WorldMouseFallThrough;
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/// <summary>Raised when a key was not consumed by any widget.</summary>
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public event Action<int /*vk*/, uint /*lparam*/>? WorldKeyFallThrough;
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/// <summary>Raised when mouse moved and no widget captured.</summary>
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public event Action<int, int>? WorldMouseMoveFallThrough;
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/// <summary>Raised on scroll fall-through (world zoom, etc.).</summary>
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public event Action<int /*dy*/>? WorldScrollFallThrough;
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private uint _nextEventId = 0x10000001u;
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public override void AddChild(UiElement child)
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{
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if (child.EventId == 0) child.EventId = _nextEventId++;
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base.AddChild(child);
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}
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// ── Per-frame pumping ────────────────────────────────────────────────
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public void Tick(double dt, long nowMs)
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{
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_nowMs = nowMs;
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// Tooltip timer: once mouse has hovered over the same widget for
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// TooltipDelayMs, fire a Tooltip event on it exactly once.
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if (_hoverWidget is not null && !_tooltipFired
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&& _nowMs - _hoverStartedMs >= TooltipDelayMs)
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{
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var e = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.Tooltip);
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_hoverWidget.OnEvent(in e);
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_tooltipFired = true;
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}
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TickSelfAndChildren(dt);
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}
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public void Draw(UiRenderContext ctx)
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{
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// Render children (panels) sorted by z-order — modal last so it
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// sits on top.
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DrawSelfAndChildren(ctx);
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// Second pass: open popups/menus draw ON TOP of the whole tree (so e.g. the
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// chat channel menu isn't greyed by the translucent chat panel that draws
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// after it in the main pass). Routed to the renderer's overlay layer so it
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// beats even rect backgrounds. Faithful to retail's root-level MakePopup.
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ctx.BeginOverlayLayer();
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DrawOverlays(ctx);
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DrawDragGhost(ctx);
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ctx.EndOverlayLayer();
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}
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private const float GhostAlpha = 1.0f; // retail m_dragIcon is the full icon, no fade
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/// <summary>Paint the drag ghost at the cursor. The texture comes from the snapshotted
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/// ghost captured in <see cref="BeginDrag"/> so UiRoot stays item-agnostic and the ghost
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/// survives the source cell emptying on lift; the ghost is NOT a tree element, so it
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/// never intercepts hit-tests.</summary>
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private void DrawDragGhost(UiRenderContext ctx)
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{
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if (_dragGhost is not { } g || g.tex == 0) return;
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ctx.DrawSprite(g.tex, MouseX - g.w / 2f, MouseY - g.h / 2f, g.w, g.h,
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0f, 0f, 1f, 1f, new Vector4(1f, 1f, 1f, GhostAlpha));
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}
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// ── Input entry points (called from GameWindow's Silk.NET handlers) ──
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public void OnMouseMove(int x, int y)
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{
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int dx = x - MouseX;
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int dy = y - MouseY;
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MouseX = x;
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MouseY = y;
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// Window resize takes precedence over move / drag-drop / hover.
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if (_resizeTarget is not null)
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{
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var (nx, ny, nw, nh) = ResizeRect(
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_resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH,
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_resizeEdges, x - _resizeMouseX, y - _resizeMouseY,
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_resizeTarget.MinWidth, _resizeTarget.MinHeight,
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float.MaxValue, _resizeTarget.MaxHeight);
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_resizeTarget.Left = nx; _resizeTarget.Top = ny;
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_resizeTarget.Width = nw; _resizeTarget.Height = nh;
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return;
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}
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// Window-move drag takes precedence over drag-drop / hover / fall-through.
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if (_windowDragTarget is not null)
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{
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_windowDragTarget.Left = x - _windowDragOffX;
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_windowDragTarget.Top = y - _windowDragOffY;
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return;
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}
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// If we have capture, deliver MouseMove to the captured widget
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// AND drive drag state machine; do NOT fall through.
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if (Captured is not null)
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{
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DispatchMouseMove(Captured, x, y);
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// Promote to drag if candidate and moved far enough.
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if (_dragCandidate && DragSource is null)
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{
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if (Math.Abs(x - _pressX) > DragDistanceThreshold
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|| Math.Abs(y - _pressY) > DragDistanceThreshold)
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{
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BeginDrag(Captured);
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}
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}
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if (DragSource is not null)
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UpdateDragHover(x, y);
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return;
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}
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// Not captured: track hover for tooltips + fall through.
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UpdateHover(x, y);
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WorldMouseMoveFallThrough?.Invoke(x, y);
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}
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public void OnMouseDown(UiMouseButton btn, int x, int y, uint flags = 0)
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{
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MouseX = x; MouseY = y;
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UpdateButtonFlag(btn, down: true);
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_pressX = x; _pressY = y;
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// Modal blocks clicks outside its bounds.
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if (Modal is not null && !ContainsAbsolute(Modal, x, y))
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return;
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var (target, _, _) = HitTestTopDown(x, y);
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if (target is null)
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{
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// Clicking the 3D world exits write mode (no submit) and returns control to
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// the character — retail blurs the chat input on an outside click.
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if (btn == UiMouseButton.Left) SetKeyboardFocus(null);
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WorldMouseFallThrough?.Invoke(btn, x, y, flags);
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return;
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}
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// Keyboard focus follows a left click: the input bar (an edit control) takes
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// focus = enters write mode; clicking anything else (chrome, Send, scrollbar,
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// menu, another window) blurs the input = exits write mode WITHOUT submitting.
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if (btn == UiMouseButton.Left)
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SetKeyboardFocus(target.AcceptsFocus ? target : null);
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SetCapture(target);
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// Window resize / move: find the window (Draggable or Resizable ancestor).
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// A left-drag starting near an edge resizes; interior drag repositions;
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// otherwise it's a normal drag-drop candidate.
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var window = FindWindow(target);
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// Retail-faithful: pressing on a window raises it above its peers.
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if (window is not null) BringToFront(window);
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if (btn == UiMouseButton.Left && window is not null)
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{
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var edges = window.Resizable ? HitEdges(window, x, y, ResizeGrip) : ResizeEdges.None;
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if (edges != ResizeEdges.None)
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{
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// Edge resize still wins, even over a CapturesPointerDrag child:
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// a resizable chat window can be resized from its frame.
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_resizeTarget = window;
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_resizeEdges = edges;
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_resizeStartX = window.Left; _resizeStartY = window.Top;
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_resizeStartW = window.Width; _resizeStartH = window.Height;
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_resizeMouseX = x; _resizeMouseY = y;
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_dragCandidate = false;
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}
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else if (target.IsDragSource)
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{
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// A drag SOURCE (e.g. an occupied item cell) inside a Draggable window
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// starts an item drag-drop, NOT a window move. UiRoot stays item-agnostic:
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// it only reads the IsDragSource flag (the cell decides occupancy). The
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// BeginDrag promotion happens on the >3px move (and cancels if the source's
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// GetDragPayload() returns null). Empty cells are NOT drag sources, so they
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// fall through to window.Draggable below (IA-12 whole-window-drag), keeping
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// the bar movable by its empty cells / chrome.
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_dragCandidate = true;
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}
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else if (target.CapturesPointerDrag || target.HandlesClick)
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{
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// The pressed widget owns its pointer interaction — either an interior drag (e.g. text
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// selection, CapturesPointerDrag) or a click it must receive (e.g. a UiButton,
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// HandlesClick). Either way do NOT move the ancestor window. The already-dispatched
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// MouseDown + SetCapture(target) let the target handle it; on release OnMouseUp emits
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// the Click over the same element. (A HandlesClick widget is not a drag candidate.)
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_dragCandidate = false;
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}
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else if (window.Draggable)
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{
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_windowDragTarget = window;
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_windowDragOffX = x - (int)window.Left;
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_windowDragOffY = y - (int)window.Top;
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_dragCandidate = false;
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}
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else { _dragCandidate = true; }
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}
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else if (target.CapturesPointerDrag)
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{
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// No window ancestor, but the target still owns its interior drag.
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_dragCandidate = false;
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}
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else
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{
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_dragCandidate = true;
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}
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// Dispatch raw MouseDown event (retail uses WM_LBUTTONDOWN = 0x201).
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int rawType = btn switch
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{
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UiMouseButton.Left => UiEventType.MouseDown,
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UiMouseButton.Right => UiEventType.RightDown,
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UiMouseButton.Middle => UiEventType.MiddleDown,
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_ => UiEventType.MouseDown,
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};
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// Deliver TARGET-LOCAL coords (consistent with MouseMove/MouseUp, which use
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// target.ScreenPosition). HitTestTopDown's lx/ly are relative to the TOP-LEVEL
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// child, so for a nested target (e.g. the chat view inset inside its window)
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// they'd be offset by the child's position — which mis-anchored drag-select.
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var sp = target.ScreenPosition;
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var e = new UiEvent(target.EventId, target, rawType,
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Data0: (int)flags, Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
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BubbleEvent(target, in e);
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}
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public void OnMouseUp(UiMouseButton btn, int x, int y, uint flags = 0)
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{
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MouseX = x; MouseY = y;
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UpdateButtonFlag(btn, down: false);
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if (_resizeTarget is not null)
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{
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_resizeTarget = null;
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ReleaseCapture();
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return;
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}
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if (_windowDragTarget is not null)
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{
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_windowDragTarget = null;
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ReleaseCapture();
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return;
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}
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if (DragSource is not null)
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{
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FinishDrag(x, y);
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ReleaseCapture();
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_dragCandidate = false;
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return;
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}
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if (Captured is not null)
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{
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int rawType = btn switch
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{
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UiMouseButton.Left => UiEventType.MouseUp,
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UiMouseButton.Right => UiEventType.RightUp,
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UiMouseButton.Middle => UiEventType.MiddleUp,
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_ => UiEventType.MouseUp,
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};
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var sp = Captured.ScreenPosition;
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var raw = new UiEvent(Captured.EventId, Captured, rawType,
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Data0: (int)flags,
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Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
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BubbleEvent(Captured, in raw);
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// If left-up over the same element that received the down, emit Click.
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if (btn == UiMouseButton.Left && ContainsAbsolute(Captured, x, y))
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{
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var click = new UiEvent(Captured.EventId, Captured, UiEventType.Click,
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Data0: (int)flags,
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Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
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BubbleEvent(Captured, in click);
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}
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else if (btn == UiMouseButton.Right && ContainsAbsolute(Captured, x, y))
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{
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var click = new UiEvent(Captured.EventId, Captured, UiEventType.RightClick,
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Data0: (int)flags);
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BubbleEvent(Captured, in click);
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}
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ReleaseCapture();
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_dragCandidate = false;
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return;
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}
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// No capture — give the world a chance.
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WorldMouseFallThrough?.Invoke(btn, x, y, flags);
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}
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public void OnScroll(int dy)
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{
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// Scroll goes to the widget under the cursor (not the focused one).
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var (target, lx, ly) = HitTestTopDown(MouseX, MouseY);
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if (target is null)
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{
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WorldScrollFallThrough?.Invoke(dy);
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return;
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}
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var e = new UiEvent(target.EventId, target, UiEventType.Scroll, Data0: dy,
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Data1: (int)lx, Data2: (int)ly);
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BubbleEvent(target, in e);
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}
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public void OnKeyDown(int vk, uint lparam = 0)
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{
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// Nothing focused yet: Tab or Enter enters "write mode" by focusing the chat
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// input (retail's chat-activation hotkeys). Consumed so the same press doesn't
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// also fall through to a game hotkey.
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if (KeyboardFocus is null && DefaultTextInput is not null
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&& (vk == (int)Silk.NET.Input.Key.Tab
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|| vk == (int)Silk.NET.Input.Key.Enter
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|| vk == (int)Silk.NET.Input.Key.KeypadEnter))
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{
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SetKeyboardFocus(DefaultTextInput);
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return;
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}
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// Focus widget first.
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if (KeyboardFocus is not null)
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{
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var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyDown,
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Data0: vk, Data1: (int)lparam);
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if (BubbleEvent(KeyboardFocus, in e)) return;
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}
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// If the focused widget is NOT an edit control, also consult the modal /
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// top panel. Edit controls absorb all keys (prevents hotkeys while typing).
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if (KeyboardFocus is null || !KeyboardFocus.IsEditControl)
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{
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var root = Modal ?? (UiElement)this;
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var e = new UiEvent(root.EventId, root, UiEventType.KeyDown,
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Data0: vk, Data1: (int)lparam);
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if (BubbleEvent(root, in e)) return;
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}
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WorldKeyFallThrough?.Invoke(vk, lparam);
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}
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public void OnKeyUp(int vk, uint lparam = 0)
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{
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if (KeyboardFocus is not null)
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{
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var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyUp,
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Data0: vk, Data1: (int)lparam);
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if (BubbleEvent(KeyboardFocus, in e)) return;
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}
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// Key up rarely falls through; game logic generally keys off KeyDown.
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}
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public void OnChar(int codepoint)
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{
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if (KeyboardFocus is null || !KeyboardFocus.IsEditControl) return;
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var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.Char,
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Data0: codepoint);
|
|
BubbleEvent(KeyboardFocus, in e);
|
|
}
|
|
|
|
// ── Focus + capture ─────────────────────────────────────────────────
|
|
|
|
public void SetKeyboardFocus(UiElement? e)
|
|
{
|
|
if (KeyboardFocus == e) return;
|
|
if (KeyboardFocus is not null)
|
|
{
|
|
var lost = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.FocusLost);
|
|
KeyboardFocus.OnEvent(in lost);
|
|
}
|
|
KeyboardFocus = e;
|
|
if (e is not null)
|
|
{
|
|
var gained = new UiEvent(e.EventId, e, UiEventType.FocusGained);
|
|
e.OnEvent(in gained);
|
|
}
|
|
}
|
|
|
|
public void SetCapture(UiElement e) => Captured = e;
|
|
public void ReleaseCapture() => Captured = null;
|
|
|
|
// ── Window manager (named top-level windows: Show / Hide / Toggle) ───
|
|
|
|
private readonly Dictionary<string, UiElement> _windows = new();
|
|
|
|
/// <summary>Register a top-level window under a name for Show/Hide/Toggle.
|
|
/// Does NOT add it to the tree — the caller mounts via AddChild and controls
|
|
/// initial Visible. Idempotent (re-register replaces). The dict is the source
|
|
/// of truth — independent of UiElement.Name (init-only, not set here).</summary>
|
|
public void RegisterWindow(string name, UiElement window) => _windows[name] = window;
|
|
|
|
/// <summary>Make the named window visible. No-op (returns false) if unknown.</summary>
|
|
public bool ShowWindow(string name)
|
|
{
|
|
if (!_windows.TryGetValue(name, out var w)) return false;
|
|
w.Visible = true;
|
|
BringToFront(w);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Hide the named window. No-op (returns false) if unknown.</summary>
|
|
public bool HideWindow(string name)
|
|
{
|
|
if (!_windows.TryGetValue(name, out var w)) return false;
|
|
w.Visible = false;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Flip the named window's visibility (Show if hidden, Hide if shown).
|
|
/// Returns the new IsVisible state (false for an unknown name).</summary>
|
|
public bool ToggleWindow(string name)
|
|
{
|
|
if (!_windows.TryGetValue(name, out var w)) return false;
|
|
if (w.Visible) { HideWindow(name); return false; }
|
|
ShowWindow(name);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Raise a top-level window above its siblings by setting its ZOrder
|
|
/// one past the current max among the OTHER top-level children. Used on Show
|
|
/// and on click. Leaves ZOrder unchanged if it is the only / already-topmost child.</summary>
|
|
public void BringToFront(UiElement window)
|
|
{
|
|
int top = window.ZOrder;
|
|
foreach (var c in Children)
|
|
if (!ReferenceEquals(c, window))
|
|
top = System.Math.Max(top, c.ZOrder + 1);
|
|
window.ZOrder = top;
|
|
}
|
|
|
|
// ── Drag-drop (retail event chain 0x15 → 0x21 → 0x1C → 0x3E) ────────
|
|
|
|
private void BeginDrag(UiElement source)
|
|
{
|
|
var payload = source.GetDragPayload();
|
|
if (payload is null) { _dragCandidate = false; return; }
|
|
DragSource = source;
|
|
DragPayload = payload;
|
|
_dragGhost = source.GetDragGhost(); // snapshot NOW — the DragBegin handler may empty the source cell
|
|
var e = new UiEvent(source.EventId, source, UiEventType.DragBegin, Payload: payload);
|
|
source.OnEvent(in e);
|
|
}
|
|
|
|
private void UpdateDragHover(int x, int y)
|
|
{
|
|
var (t, lx, ly) = HitTestTopDown(x, y);
|
|
if (ReferenceEquals(t, _lastDragHoverTarget)) return;
|
|
|
|
// Leave old target.
|
|
if (_lastDragHoverTarget is not null)
|
|
{
|
|
var eLeave = new UiEvent(DragSource!.EventId, _lastDragHoverTarget,
|
|
UiEventType.DragOver, Data1: x, Data2: y,
|
|
Payload: DragPayload);
|
|
_lastDragHoverTarget.OnEvent(in eLeave);
|
|
}
|
|
|
|
// Enter new target.
|
|
if (t is not null)
|
|
{
|
|
var eEnter = new UiEvent(DragSource!.EventId, t, UiEventType.DragEnter,
|
|
Data1: (int)lx, Data2: (int)ly,
|
|
Payload: DragPayload);
|
|
t.OnEvent(in eEnter);
|
|
}
|
|
_lastDragHoverTarget = t;
|
|
}
|
|
|
|
private void FinishDrag(int x, int y)
|
|
{
|
|
var (t, lx, ly) = HitTestTopDown(x, y);
|
|
if (t is not null)
|
|
{
|
|
// Dropped on a real element — deliver DropReleased; the hit cell's handler places.
|
|
// A non-item target's OnEvent ignores it, so an off-bar drop leaves the lift's removal.
|
|
var e = new UiEvent(DragSource!.EventId, t, UiEventType.DropReleased,
|
|
Data1: (int)lx, Data2: (int)ly, Payload: DragPayload);
|
|
t.OnEvent(in e);
|
|
}
|
|
// else: dropped on nothing — no drop fires; the lift (drag-begin removal) stands (retail).
|
|
DragSource = null;
|
|
DragPayload = null;
|
|
_dragGhost = null;
|
|
_lastDragHoverTarget = null;
|
|
}
|
|
|
|
// ── Hover / tooltip ─────────────────────────────────────────────────
|
|
|
|
private void UpdateHover(int x, int y)
|
|
{
|
|
var (w, _, _) = HitTestTopDown(x, y);
|
|
if (ReferenceEquals(w, _hoverWidget)) return;
|
|
|
|
if (_hoverWidget is not null)
|
|
{
|
|
var leave = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.HoverLeave);
|
|
_hoverWidget.OnEvent(in leave);
|
|
}
|
|
_hoverWidget = w;
|
|
_hoverStartedMs = _nowMs;
|
|
_tooltipFired = false;
|
|
if (w is not null)
|
|
{
|
|
var enter = new UiEvent(w.EventId, w, UiEventType.HoverEnter);
|
|
w.OnEvent(in enter);
|
|
}
|
|
}
|
|
|
|
// ── Helpers ─────────────────────────────────────────────────────────
|
|
|
|
public void FireEvent(int type, UiElement target, object? payload = null)
|
|
{
|
|
var e = new UiEvent(target.EventId, target, type, Payload: payload);
|
|
target.OnEvent(in e);
|
|
}
|
|
|
|
public void RegisterTimerEvent(int type, UiElement target, int delayMs,
|
|
object? payload = null)
|
|
{
|
|
_timers.Add((_nowMs + delayMs, new UiEvent(target.EventId, target, type, Payload: payload)));
|
|
}
|
|
|
|
private readonly List<(long fireAt, UiEvent e)> _timers = new();
|
|
|
|
private void UpdateButtonFlag(UiMouseButton b, bool down)
|
|
{
|
|
switch (b)
|
|
{
|
|
case UiMouseButton.Left: LeftButtonDown = down; break;
|
|
case UiMouseButton.Right: RightButtonDown = down; break;
|
|
case UiMouseButton.Middle: MiddleButtonDown = down; break;
|
|
}
|
|
}
|
|
|
|
private (UiElement? element, float localX, float localY) HitTestTopDown(int x, int y)
|
|
{
|
|
// Modal gets exclusive hit-test.
|
|
if (Modal is not null)
|
|
{
|
|
var mp = Modal.ScreenPosition;
|
|
var mh = Modal.HitTest(x - mp.X, y - mp.Y);
|
|
if (mh is not null) return (mh, x - mp.X, y - mp.Y);
|
|
return (null, 0, 0);
|
|
}
|
|
|
|
// Walk top-level children in reverse Z-order (topmost first).
|
|
var kids = new UiElement[Children.Count];
|
|
for (int i = 0; i < Children.Count; i++) kids[i] = Children[i];
|
|
Array.Sort(kids, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
|
|
foreach (var c in kids)
|
|
{
|
|
var cp = c.ScreenPosition;
|
|
var hit = c.HitTest(x - cp.X, y - cp.Y);
|
|
if (hit is not null)
|
|
return (hit, x - cp.X, y - cp.Y);
|
|
}
|
|
return (null, 0, 0);
|
|
}
|
|
|
|
/// <summary>Public hit-test for tooling (the UI Studio inspector): the topmost element under
|
|
/// (x,y) in root space, honoring modal exclusivity + Z-order. Wraps the private HitTestTopDown.</summary>
|
|
public UiElement? Pick(int x, int y) => HitTestTopDown(x, y).element;
|
|
|
|
private static UiElement? FindWindow(UiElement? e)
|
|
{
|
|
while (e is not null)
|
|
{
|
|
if (e.Draggable || e.Resizable) return e;
|
|
e = e.Parent;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>Which edges of <paramref name="w"/>'s screen rect the point
|
|
/// (<paramref name="x"/>,<paramref name="y"/>) is within <paramref name="grip"/> px of.
|
|
/// None if the point is outside the grip-expanded box entirely.</summary>
|
|
internal static ResizeEdges HitEdges(UiElement w, int x, int y, int grip)
|
|
{
|
|
float l = w.Left, t = w.Top, r = w.Left + w.Width, b = w.Top + w.Height;
|
|
if (x < l - grip || x > r + grip || y < t - grip || y > b + grip) return ResizeEdges.None;
|
|
var e = ResizeEdges.None;
|
|
if (System.Math.Abs(x - l) <= grip) e |= ResizeEdges.Left;
|
|
if (System.Math.Abs(x - r) <= grip) e |= ResizeEdges.Right;
|
|
if (System.Math.Abs(y - t) <= grip) e |= ResizeEdges.Top;
|
|
if (System.Math.Abs(y - b) <= grip) e |= ResizeEdges.Bottom;
|
|
if (!w.ResizeX) e &= ~(ResizeEdges.Left | ResizeEdges.Right);
|
|
if (!w.ResizeY) e &= ~(ResizeEdges.Top | ResizeEdges.Bottom);
|
|
e &= w.ResizableEdges;
|
|
return e;
|
|
}
|
|
|
|
/// <summary>Compute a resized rect from a start rect + drag delta + which edges,
|
|
/// clamping to (<paramref name="minW"/>,<paramref name="minH"/>) and
|
|
/// (<paramref name="maxW"/>,<paramref name="maxH"/>). Left/Top edges move the
|
|
/// origin so the opposite edge stays put.</summary>
|
|
public static (float x, float y, float w, float h) ResizeRect(
|
|
float startX, float startY, float startW, float startH,
|
|
ResizeEdges edges, float dx, float dy, float minW, float minH, float maxW, float maxH)
|
|
{
|
|
float x = startX, y = startY, w = startW, h = startH;
|
|
if ((edges & ResizeEdges.Right) != 0) w = System.Math.Clamp(startW + dx, minW, maxW);
|
|
if ((edges & ResizeEdges.Bottom) != 0) h = System.Math.Clamp(startH + dy, minH, maxH);
|
|
if ((edges & ResizeEdges.Left) != 0) { float nw = System.Math.Clamp(startW - dx, minW, maxW); x = startX + (startW - nw); w = nw; }
|
|
if ((edges & ResizeEdges.Top) != 0) { float nh = System.Math.Clamp(startH - dy, minH, maxH); y = startY + (startH - nh); h = nh; }
|
|
return (x, y, w, h);
|
|
}
|
|
|
|
private static bool ContainsAbsolute(UiElement e, int x, int y)
|
|
{
|
|
var sp = e.ScreenPosition;
|
|
return x >= sp.X && x < sp.X + e.Width
|
|
&& y >= sp.Y && y < sp.Y + e.Height;
|
|
}
|
|
|
|
private void DispatchMouseMove(UiElement target, int x, int y)
|
|
{
|
|
var sp = target.ScreenPosition;
|
|
var e = new UiEvent(target.EventId, target, UiEventType.MouseMove,
|
|
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
|
|
BubbleEvent(target, in e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Call <see cref="UiElement.OnEvent"/> on <paramref name="start"/>;
|
|
/// if it returns false, walk the Parent chain.
|
|
/// </summary>
|
|
private bool BubbleEvent(UiElement start, in UiEvent e)
|
|
{
|
|
var w = start;
|
|
while (w is not null)
|
|
{
|
|
if (w.OnEvent(in e)) return true;
|
|
w = w.Parent;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected override void OnDraw(UiRenderContext ctx)
|
|
{
|
|
// Root itself draws nothing; children do.
|
|
}
|
|
}
|