- git mv UiChatScrollbar.cs → UiScrollbar.cs; rename class + update doc summary to "Generic scrollbar. Ports retail UIElement_Scrollbar (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137); thumb size = trackLen * ThumbRatio (min 8px); step ±1 line." - git mv UiChatScrollbarTests.cs → UiScrollbarTests.cs; rename test class + replace every UiChatScrollbar reference with UiScrollbar (bodies unchanged). - DatWidgetFactory: register Type 11 → new UiScrollbar() before the _ fallback case. - ChatWindowController: change Scrollbar property type to UiScrollbar; replace the old "construct-remove-add" block with a "find factory-built UiScrollbar and bind in place" block (no RemoveChild/AddChild); keep `var track` assignment in scope so the Max/Min block's track.Left/track.Width reads still compile against UiElement?. - AP-41 divergence register: update file:line to UiScrollbar.cs:35; narrow wording to "fallback only — single-tile drawn only when cap ids are unset; the chat controller passes all three cap ids so the 3-slice path is the active code path." - Update inline UiChatScrollbar doc-comment references in UiScrollable.cs + UiChatView.cs. - Full suite: 399 passed, 2 skipped (dat/tower fixture skips), 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
206 lines
9.1 KiB
C#
206 lines
9.1 KiB
C#
using System;
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using System.Numerics;
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namespace AcDream.App.UI;
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/// <summary>
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/// Generic scrollbar. Ports retail <c>UIElement_Scrollbar</c>
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/// (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137);
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/// thumb size = trackLen * ThumbRatio (min 8px); step ±1 line.
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/// </summary>
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/// <remarks>
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/// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68),
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/// thumb 0x1000048C. The track is instanced from base layout 0x2100003E which contains
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/// the full scrollbar widget with distinct up/down button children:
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/// Up button element 0x10000071 — Y=0, 16×16, Normal sprite 0x06004C69.
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/// Down button element 0x10000072 — Y=32, 16×16, Normal sprite 0x06004C6C.
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/// Track body sprite: 0x06004C5F (48px tall in the base template; stretched to H=68 in chat).
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/// Thumb is a 3-slice: top cap 0x06004C60, middle 0x06004C63, bottom cap 0x06004C66.
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/// For Task H wiring: up/down regions occupy the top and bottom ButtonH (16px) of the
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/// rendered scrollbar's height; the widget responds to those regions directly via hit
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/// comparison in OnEvent without requiring separate child elements.
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/// </remarks>
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public sealed class UiScrollbar : UiElement
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{
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/// <summary>The scroll model this bar reflects + drives (shared with the transcript).</summary>
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public UiScrollable? Model { get; set; }
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/// <summary>RenderSurface id → (GL tex, w, h). 0 id = skip.</summary>
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public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
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/// <summary>Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455).</summary>
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public uint TrackSprite { get; set; }
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/// <summary>Thumb 3-slice MIDDLE tile sprite id (0x06004C63), tiled between the caps.</summary>
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public uint ThumbSprite { get; set; }
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/// <summary>Thumb 3-slice TOP cap sprite id (0x06004C60, 3px tall).</summary>
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public uint ThumbTopSprite { get; set; }
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/// <summary>Thumb 3-slice BOTTOM cap sprite id (0x06004C66, 3px tall).</summary>
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public uint ThumbBotSprite { get; set; }
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/// <summary>Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071).</summary>
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public uint UpSprite { get; set; }
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/// <summary>Down-arrow button sprite id (0x06004C6C Normal state, element 0x10000072).</summary>
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public uint DownSprite { get; set; }
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/// <summary>Retail attribute 0x89 floor: minimum thumb height in pixels.</summary>
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private const float MinThumb = 8f;
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/// <summary>Thumb cap height (native sprite height from base layout 0x2100003E).</summary>
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private const float CapH = 3f;
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/// <summary>Up/down button height in pixels. Matches element height 16px from
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/// the up/down button children in base layout 0x2100003E.</summary>
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private const float ButtonH = 16f;
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private bool _draggingThumb;
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private float _dragOffsetY;
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public UiScrollbar() { CapturesPointerDrag = true; }
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/// <summary>
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/// Computes the thumb rectangle (local y origin and height) within the track area
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/// between the two end buttons. Ports retail <c>UIElement_Scrollbar::UpdateLayout
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/// @0x4710d0</c>: thumb height = max(MinThumb, trackLen * ThumbRatio); thumb top
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/// offset = trackTop + (trackLen - thumbH) * PositionRatio.
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/// </summary>
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/// <param name="m">The scroll model.</param>
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/// <param name="trackTop">Y of the top of the usable track area (below up-button).</param>
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/// <param name="trackLen">Pixel length of the usable track area (between up and down buttons).</param>
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/// <returns>Local Y of the thumb's top edge, and its pixel height.</returns>
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public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen)
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{
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float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
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float travel = trackLen - h;
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float y = trackTop + travel * m.PositionRatio;
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return (y, h);
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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if (Model is not { } m || SpriteResolve is not { } resolve) return;
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// Track background — TILED vertically (retail DrawMode=Normal). The native track
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// sprite (~16×32) repeats to fill the element height instead of stretch-distorting.
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DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
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// Up button — top ButtonH rows. UpSprite (0x06004C6C) is the up-arrow art, drawn 1:1.
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DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH);
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// Down button — bottom ButtonH rows. DownSprite (0x06004C69) is the down-arrow art.
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DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH);
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// Thumb — only when content overflows the view. Retail 3-slice: top cap +
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// tiled middle + bottom cap (base layout 0x2100003E thumb sub-elements
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// 0x10000364/65/66). Falls back to a single tiled middle if the caps are unset
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// or the thumb is too short to hold both caps.
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if (m.HasOverflow)
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{
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float trackTop = ButtonH;
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float trackLen = Height - 2f * ButtonH;
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var (ty, th) = ThumbRect(m, trackTop, trackLen);
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if (ThumbTopSprite != 0 && ThumbBotSprite != 0 && th >= 2f * CapH)
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{
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DrawSprite(ctx, resolve, ThumbTopSprite, 0f, ty, Width, CapH);
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DrawTiled(ctx, resolve, ThumbSprite, 0f, ty + CapH, Width, th - 2f * CapH);
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DrawSprite(ctx, resolve, ThumbBotSprite, 0f, ty + th - CapH, Width, CapH);
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}
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else
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{
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DrawTiled(ctx, resolve, ThumbSprite, 0f, ty, Width, th);
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}
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}
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}
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/// <summary>Draw a sprite stretched 1:1 to the dest rect.</summary>
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private void DrawSprite(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
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uint id, float x, float y, float w, float h)
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{
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if (id == 0 || w <= 0f || h <= 0f) return;
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var (tex, _, _) = resolve(id);
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if (tex == 0) return;
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ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One);
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}
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/// <summary>Draw a sprite 1:1 but vertically FLIPPED (V0/V1 swapped) — used to point
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/// the top scroll button's (down-art) arrow upward.</summary>
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private void DrawSpriteFlipV(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
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uint id, float x, float y, float w, float h)
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{
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if (id == 0 || w <= 0f || h <= 0f) return;
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var (tex, _, _) = resolve(id);
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if (tex == 0) return;
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ctx.DrawSprite(tex, x, y, w, h, 0f, 1f, 1f, 0f, Vector4.One);
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}
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/// <summary>Draw a sprite TILED to fill the dest rect (UV-repeat at native size on
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/// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1.</summary>
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private void DrawTiled(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
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uint id, float x, float y, float w, float h)
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{
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if (id == 0 || w <= 0f || h <= 0f) return;
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var (tex, tw, th) = resolve(id);
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if (tex == 0 || tw == 0 || th == 0) return;
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ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
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}
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public override bool OnEvent(in UiEvent e)
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{
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if (Model is not { } m) return false;
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switch (e.Type)
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{
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case UiEventType.MouseDown:
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{
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// e.Data1 = local X, e.Data2 = local Y (int pixel coords, see UiRoot hit dispatch).
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float ly = e.Data2;
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// Up-button region: top ButtonH rows.
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if (ly <= ButtonH) { m.ScrollByLines(-1); return true; }
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// Down-button region: bottom ButtonH rows.
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if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; }
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// Track interior: start a thumb drag or page-scroll.
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float trackTop = ButtonH;
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float trackLen = Height - 2f * ButtonH;
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var (ty, th) = ThumbRect(m, trackTop, trackLen);
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if (ly >= ty && ly <= ty + th)
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{
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// Clicked inside the thumb — begin drag with offset from thumb top.
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_draggingThumb = true;
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_dragOffsetY = ly - ty;
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}
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else
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{
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// Clicked above or below thumb — page scroll (HandleButtonClick page case).
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m.ScrollByPage(ly < ty ? -1 : 1);
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}
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return true;
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}
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case UiEventType.MouseMove when _draggingThumb:
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{
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// Map current local Y (minus drag offset from thumb top) back to a
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// position ratio across the available travel distance.
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float trackTop = ButtonH;
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float trackLen = Height - 2f * ButtonH;
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float thumbH = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
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float travel = MathF.Max(1f, trackLen - thumbH);
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float newRatio = ((float)e.Data2 - _dragOffsetY - trackTop) / travel;
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m.SetPositionRatio(newRatio);
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return true;
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}
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case UiEventType.MouseUp:
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_draggingThumb = false;
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return true;
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}
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return false;
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}
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}
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