acdream/src/AcDream.App/UI/UiScrollbar.cs
Erik e671b8a5c4 fix(combat): preserve authored meter child geometry
Carry the consumed dark-range child's own retail edge policy into the procedural scrollbar, widening it to the authored post-reflow interval without covering the rendered labels. Restore the bright layer to live attack-charge feedback across the full bar from the left.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:57:53 +02:00

375 lines
16 KiB
C#
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using System;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>
/// Generic scrollbar. Ports retail <c>UIElement_Scrollbar</c>
/// (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137);
/// thumb size = trackLen * ThumbRatio (min 8px); step ±1 line.
/// </summary>
/// <remarks>
/// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68),
/// thumb 0x1000048C. The track is instanced from base layout 0x2100003E which contains
/// the full scrollbar widget with distinct up/down button children:
/// Up button element 0x10000071 — Y=0, 16×16, Normal sprite 0x06004C69.
/// Down button element 0x10000072 — Y=32, 16×16, Normal sprite 0x06004C6C.
/// Track body sprite: 0x06004C5F (48px tall in the base template; stretched to H=68 in chat).
/// Thumb is a 3-slice: top cap 0x06004C60, middle 0x06004C63, bottom cap 0x06004C66.
/// For Task H wiring: up/down regions occupy the top and bottom ButtonH (16px) of the
/// rendered scrollbar's height; the widget responds to those regions directly via hit
/// comparison in OnEvent without requiring separate child elements.
/// </remarks>
public sealed class UiScrollbar : UiElement
{
/// <summary>The scroll model this bar reflects + drives (shared with the transcript).</summary>
public UiScrollable? Model { get; set; }
/// <summary>
/// Optional scalar mode used by retail's horizontal stack-split control. When set,
/// the bar reflects/drives one normalized value rather than a <see cref="UiScrollable"/>.
/// </summary>
public float ScalarPosition { get; private set; }
public Action<float>? ScalarChanged { get; set; }
public bool Horizontal { get; set; }
/// <summary>
/// Optional fill rendered beneath the scalar thumb. Retail's combat power
/// control is a horizontal scrollbar containing a meter child; the importer
/// folds that authored child into these properties because scrollbars consume
/// their DAT children.
/// </summary>
public Func<float?> ScalarFill { get; set; } = () => null;
public uint ScalarFillSprite { get; set; }
/// <summary>
/// Optional authored texture beneath the live scalar fill. gmCombatUI's
/// dark-red interior media comes from element <c>0x100005EF</c>.
/// </summary>
public uint ScalarRangeSprite { get; set; }
public float ScalarRangeLeft { get; set; }
public float ScalarRangeWidth { get; set; } = float.PositiveInfinity;
/// <summary>
/// Authored layout policy for a consumed range child. This preserves the
/// child's own DAT edge modes even though the scrollbar draws it procedurally.
/// </summary>
public UiLayoutPolicy? ScalarRangeLayoutPolicy { get; set; }
/// <summary>
/// Draw the scalar meter from the power end (right) toward the speed end
/// (left). This is the authored gmCombatUI power meter direction.
/// </summary>
public bool ScalarFillFromRight { get; set; }
/// <summary>Programmatically set retail scrollbar attribute 0x86 without broadcasting.</summary>
public void SetScalarPosition(float position)
=> ScalarPosition = Math.Clamp(position, 0f, 1f);
/// <summary>RenderSurface id → (GL tex, w, h). 0 id = skip.</summary>
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
/// <summary>Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455).</summary>
public uint TrackSprite { get; set; }
/// <summary>Thumb 3-slice MIDDLE tile sprite id (0x06004C63), tiled between the caps.</summary>
public uint ThumbSprite { get; set; }
/// <summary>Thumb 3-slice TOP cap sprite id (0x06004C60, 3px tall).</summary>
public uint ThumbTopSprite { get; set; }
/// <summary>Thumb 3-slice BOTTOM cap sprite id (0x06004C66, 3px tall).</summary>
public uint ThumbBotSprite { get; set; }
/// <summary>Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071).</summary>
public uint UpSprite { get; set; }
/// <summary>Down-arrow button sprite id (0x06004C6C Normal state, element 0x10000072).</summary>
public uint DownSprite { get; set; }
/// <summary>Retail attribute 0x89 floor: minimum thumb height in pixels.</summary>
private const float MinThumb = 8f;
/// <summary>Thumb cap height (native sprite height from base layout 0x2100003E).</summary>
private const float CapH = 3f;
/// <summary>Up/down button height in pixels. Matches element height 16px from
/// the up/down button children in base layout 0x2100003E.</summary>
private const float ButtonH = 16f;
private bool _draggingThumb;
private float _dragOffsetY;
private float _dragOffsetX;
public UiScrollbar() { CapturesPointerDrag = true; }
/// <summary>The scrollbar draws its own track/thumb/arrows; its dat up/down button
/// children are reproduced procedurally, so the importer must not build them.</summary>
public override bool ConsumesDatChildren => true;
/// <summary>
/// Computes the thumb rectangle (local y origin and height) within the track area
/// between the two end buttons. Ports retail <c>UIElement_Scrollbar::UpdateLayout
/// @0x4710d0</c>: thumb height = max(MinThumb, trackLen * ThumbRatio); thumb top
/// offset = trackTop + (trackLen - thumbH) * PositionRatio.
/// </summary>
/// <param name="m">The scroll model.</param>
/// <param name="trackTop">Y of the top of the usable track area (below up-button).</param>
/// <param name="trackLen">Pixel length of the usable track area (between up and down buttons).</param>
/// <returns>Local Y of the thumb's top edge, and its pixel height.</returns>
public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen)
{
float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
float travel = trackLen - h;
float y = trackTop + travel * m.PositionRatio;
return (y, h);
}
/// <summary>Returns the clipped scalar-meter span in local pixels.</summary>
public static (float x, float width) ScalarFillRect(
float totalWidth, float fill, bool fromRight)
=> ScalarFillRect(0f, totalWidth, fill, fromRight);
/// <summary>Returns a clipped scalar-meter span inside an authored sub-range.</summary>
public static (float x, float width) ScalarFillRect(
float rangeLeft, float rangeWidth, float fill, bool fromRight)
{
float safeWidth = MathF.Max(0f, rangeWidth);
float visibleWidth = safeWidth * Math.Clamp(fill, 0f, 1f);
return (fromRight ? rangeLeft + safeWidth - visibleWidth : rangeLeft, visibleWidth);
}
protected override void OnDraw(UiRenderContext ctx)
{
if (SpriteResolve is not { } resolve) return;
if (Horizontal)
{
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
(float rangeLeft, float rangeWidth) = ScalarRangeRect();
if (ScalarRangeSprite != 0)
DrawTiled(ctx, resolve, ScalarRangeSprite,
rangeLeft, 0f, rangeWidth, Height);
float thumbWidth = ScalarThumbWidth(resolve);
if (ScalarFill() is float fill && ScalarFillSprite != 0)
{
// The authored charge child spans the entire scrollbar; it does
// not share the dark range child's inset geometry.
var (fillX, visibleWidth) = ScalarFillRect(
Width, fill, ScalarFillFromRight);
DrawTiledClipped(ctx, resolve, ScalarFillSprite,
0f, fillX, visibleWidth, Height);
}
float travel = MathF.Max(0f, Width - thumbWidth);
float x = travel * ScalarPosition;
DrawSprite(ctx, resolve, ThumbSprite, x, 0f, thumbWidth, Height);
return;
}
if (Model is not { } m) return;
// Track background — TILED vertically (retail DrawMode=Normal). The native track
// sprite (~16×32) repeats to fill the element height instead of stretch-distorting.
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
// Decrement/up button — top ButtonH rows (inherited element 0x10000071).
DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH);
// Increment/down button — bottom ButtonH rows (inherited element 0x10000072).
DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH);
// Thumb — only when content overflows the view. Retail 3-slice: top cap +
// tiled middle + bottom cap (base layout 0x2100003E thumb sub-elements
// 0x10000364/65/66). Falls back to a single tiled middle if the caps are unset
// or the thumb is too short to hold both caps.
if (m.HasOverflow)
{
float trackTop = ButtonH;
float trackLen = Height - 2f * ButtonH;
var (ty, th) = ThumbRect(m, trackTop, trackLen);
if (ThumbTopSprite != 0 && ThumbBotSprite != 0 && th >= 2f * CapH)
{
DrawSprite(ctx, resolve, ThumbTopSprite, 0f, ty, Width, CapH);
DrawTiled(ctx, resolve, ThumbSprite, 0f, ty + CapH, Width, th - 2f * CapH);
DrawSprite(ctx, resolve, ThumbBotSprite, 0f, ty + th - CapH, Width, CapH);
}
else
{
DrawTiled(ctx, resolve, ThumbSprite, 0f, ty, Width, th);
}
}
}
/// <summary>Draw a sprite stretched 1:1 to the dest rect.</summary>
private void DrawSprite(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
uint id, float x, float y, float w, float h)
{
if (id == 0 || w <= 0f || h <= 0f) return;
var (tex, _, _) = resolve(id);
if (tex == 0) return;
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One);
}
/// <summary>Draw a sprite TILED to fill the dest rect (UV-repeat at native size on
/// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1.</summary>
private void DrawTiled(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
uint id, float x, float y, float w, float h)
{
if (id == 0 || w <= 0f || h <= 0f) return;
var (tex, tw, th) = resolve(id);
if (tex == 0 || tw == 0 || th == 0) return;
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
}
/// <summary>
/// Draws a clipped portion of a tiled range without restarting the texture
/// phase at the clip edge. This mirrors retail meter child clipping.
/// </summary>
private void DrawTiledClipped(
UiRenderContext ctx,
Func<uint, (uint tex, int w, int h)> resolve,
uint id,
float rangeLeft,
float x,
float w,
float h)
{
if (id == 0 || w <= 0f || h <= 0f) return;
var (tex, tw, th) = resolve(id);
if (tex == 0 || tw == 0 || th == 0) return;
float u0 = (x - rangeLeft) / tw;
float u1 = u0 + w / tw;
ctx.DrawSprite(tex, x, 0f, w, h, u0, 0f, u1, h / th, Vector4.One);
}
internal (float left, float width) ScalarRangeRect()
{
float configuredLeft = ScalarRangeLeft;
float configuredWidth = ScalarRangeWidth;
if (ScalarRangeLayoutPolicy is { } policy)
{
UiPixelRect currentParent = UiPixelRect.FromPositionAndSize(
0, 0, (int)Width, (int)Height);
UiPixelRect range = policy.Apply(policy.OriginalChild, currentParent);
configuredLeft = range.X0;
configuredWidth = range.Width;
}
float left = Math.Clamp(configuredLeft, 0f, Width);
float requestedWidth = float.IsPositiveInfinity(configuredWidth)
? Width - left
: MathF.Max(0f, configuredWidth);
float width = Math.Clamp(requestedWidth, 0f, Width - left);
return (left, width);
}
public override bool OnEvent(in UiEvent e)
{
if (Horizontal && ScalarChanged is not null)
return OnScalarEvent(e);
if (Model is not { } m) return false;
switch (e.Type)
{
case UiEventType.MouseDown:
{
// e.Data1 = local X, e.Data2 = local Y (int pixel coords, see UiRoot hit dispatch).
float ly = e.Data2;
// Up-button region: top ButtonH rows.
if (ly <= ButtonH) { m.ScrollByLines(-1); return true; }
// Down-button region: bottom ButtonH rows.
if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; }
// Track interior: start a thumb drag or page-scroll.
float trackTop = ButtonH;
float trackLen = Height - 2f * ButtonH;
var (ty, th) = ThumbRect(m, trackTop, trackLen);
if (ly >= ty && ly <= ty + th)
{
// Clicked inside the thumb — begin drag with offset from thumb top.
_draggingThumb = true;
_dragOffsetY = ly - ty;
}
else
{
// Clicked above or below thumb — page scroll (HandleButtonClick page case).
m.ScrollByPage(ly < ty ? -1 : 1);
}
return true;
}
case UiEventType.MouseMove when _draggingThumb:
{
// Map current local Y (minus drag offset from thumb top) back to a
// position ratio across the available travel distance.
float trackTop = ButtonH;
float trackLen = Height - 2f * ButtonH;
float thumbH = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
float travel = MathF.Max(1f, trackLen - thumbH);
float newRatio = ((float)e.Data2 - _dragOffsetY - trackTop) / travel;
m.SetPositionRatio(newRatio);
return true;
}
case UiEventType.MouseUp:
_draggingThumb = false;
return true;
}
return false;
}
private bool OnScalarEvent(in UiEvent e)
{
switch (e.Type)
{
case UiEventType.MouseDown:
{
float thumbWidth = ScalarThumbWidth(SpriteResolve);
float travel = MathF.Max(1f, Width - thumbWidth);
float thumbX = travel * ScalarPosition;
float x = e.Data1;
if (x >= thumbX && x <= thumbX + thumbWidth)
{
_dragOffsetX = x - thumbX;
}
else
{
_dragOffsetX = thumbWidth * 0.5f;
ChangeScalarPosition((x - _dragOffsetX) / travel);
}
_draggingThumb = true;
return true;
}
case UiEventType.MouseMove when _draggingThumb:
{
float thumbWidth = ScalarThumbWidth(SpriteResolve);
float travel = MathF.Max(1f, Width - thumbWidth);
ChangeScalarPosition(((float)e.Data1 - _dragOffsetX) / travel);
return true;
}
case UiEventType.MouseUp:
_draggingThumb = false;
return true;
}
return false;
}
private float ScalarThumbWidth(Func<uint, (uint tex, int w, int h)>? resolve)
{
if (resolve is not null && ThumbSprite != 0)
{
var (_, width, _) = resolve(ThumbSprite);
if (width > 0) return MathF.Min(width, Width);
}
return MathF.Min(16f, Width);
}
private void ChangeScalarPosition(float position)
{
SetScalarPosition(position);
ScalarChanged?.Invoke(ScalarPosition);
}
}