Files
RemSox/UI/GUI/Windows/Window.cs
T
2026-06-08 21:30:40 +02:00

368 lines
13 KiB
C#

using RemSox.UI.GUI.Rendering;
using RemSox.UI.GUI.UIEelements;
using System.Drawing;
namespace RemSox.UI.GUI.Windows;
/// <summary>
/// Represents a window within the GUI system, managing its state, UI elements, and interactions.
/// </summary>
public sealed class Window(string title, int processId, int id, IRenderSource renderSource)
{
/// <summary> Gets the unique identifier for this window. </summary>
public int Id { get; } = id;
/// <summary> Gets the ID of the process that owns this window. </summary>
public int ProcessId { get; } = processId;
/// <summary> Gets or sets the title of the window. </summary>
public string Title { get; set; } = title;
/// <summary> Gets or sets the Z-order index of the window (higher means more foreground). </summary>
public int ZIndex { get; set; }
/// <summary> Gets or sets a value indicating whether changes should automatically trigger a redraw. </summary>
public bool AutoFlush { get; set; } = false;
/// <summary> Event raised when a keyboard event is handled by this window. </summary>
public event Action<Cosmos.Kernel.System.Keyboard.KeyEvent>? OnKeyEvent;
/// <summary> Dispatches a key event to the window's registered event handlers. </summary>
public void HandleKeyEvent(Cosmos.Kernel.System.Keyboard.KeyEvent keyEvent)
{
OnKeyEvent?.Invoke(keyEvent);
}
/// <summary> Gets or sets whether this window is currently focused. </summary>
public bool IsFocused
{
get => WindowManager.IsWindowFocused(this); set => WindowManager.FocusWindow(value ? this : null);
}
/// <summary> Gets or sets whether the window is visible. </summary>
public bool IsVisible { get; set; } = true;
/// <summary> Gets or sets whether the window is resizable by the user. </summary>
public bool IsResizable { get; set; } = true;
/// <summary> Gets or sets whether the window can be dragged by the user. </summary>
public bool IsDraggable { get; set; } = true;
/// <summary> Gets or sets the position of the window. </summary>
public Point Position { get; set; }
/// <summary> Gets or sets the size of the window. </summary>
public Size Size { get; set; }
/// <summary> Gets whether the window is currently being dragged. </summary>
public bool IsDragging => currentInteraction == InteractionMode.Drag;
private readonly Lock uiElementsLock = new();
private readonly Dictionary<int, UIElement> uiElements = [];
private int nextUIElementId = 1;
private enum InteractionMode { None, Drag, ResizeTop, ResizeBottom, ResizeLeft, ResizeRight, ResizeTopLeft, ResizeTopRight, ResizeBottomLeft, ResizeBottomRight }
private InteractionMode currentInteraction = InteractionMode.None;
private Rectangle interactionStartBounds;
private Point interactionStartPointer;
private Point dragOffset;
private Point lastRenderedPosition = new(-1, -1);
private Size lastRenderedSize = new(-1, -1);
private bool lastRenderedIsFocused = false;
private string lastRenderedTitle = string.Empty;
private int lastRenderedZIndex = -1;
private bool isFirstRender = true;
/// <summary>
/// Creates and registers a new UI element within this window.
/// </summary>
public T CreateUIElement<T>(Action<T>? options = null) where T : UIElement, new()
{
int uiElementId = GetNextUIElementId();
T uiElement = new()
{
Id = uiElementId
};
options?.Invoke(uiElement);
uiElement.PropertyChanged += (sender, args) =>
{
if (AutoFlush)
{
Flush();
}
};
if (AutoFlush)
{
Flush();
}
lock (uiElementsLock)
{
uiElements.Add(uiElementId, uiElement);
}
return uiElement;
}
/// <summary>
/// Invalidates the window state, forcing a full redraw on the next flush.
/// </summary>
public void Invalidate()
{
isFirstRender = true;
Flush();
}
/// <summary>
/// Sends current window and element state to the renderer.
/// </summary>
public void Flush()
{
if (!IsVisible)
{
return;
}
bool anyChildChanged;
List<UIElement> elementsCopy;
lock (uiElementsLock)
{
anyChildChanged = uiElements.Values.Any(e => e.AnyPropertyChanged);
elementsCopy = uiElements.Values.ToList();
}
bool windowStateChanged = isFirstRender || Size != lastRenderedSize || IsFocused != lastRenderedIsFocused || Title != lastRenderedTitle;
bool positionChanged = Position != lastRenderedPosition;
bool zIndexChanged = ZIndex != lastRenderedZIndex;
bool fullRedraw = windowStateChanged || anyChildChanged;
List<RenderCommand> commands = [];
if (fullRedraw)
{
commands.Add(new RenderCommand
{
WindowId = Id,
ElementId = Id,
ElementType = "Window",
Position = Position,
Properties = new Dictionary<string, object?>
{
[nameof(Title)] = Title,
[nameof(Size)] = Size,
[nameof(IsFocused)] = IsFocused,
[nameof(IsResizable)] = IsResizable,
[nameof(IsDraggable)] = IsDraggable,
[nameof(ZIndex)] = ZIndex
}
});
foreach (UIElement element in elementsCopy)
{
commands.Add(new RenderCommand
{
WindowId = Id,
ElementId = element.Id,
ElementType = element.Type,
Position = element.Position,
Properties = element.AllProperties
});
element.ClearChangedProperties();
}
}
else if (positionChanged || zIndexChanged)
{
commands.Add(new RenderCommand
{
WindowId = Id,
ElementId = Id,
ElementType = "WindowMove",
Position = Position,
Properties = new Dictionary<string, object?>
{
[nameof(ZIndex)] = ZIndex
}
});
}
if (commands.Count > 0)
{
renderSource.Render(commands);
lastRenderedPosition = Position;
lastRenderedSize = Size;
lastRenderedIsFocused = IsFocused;
lastRenderedTitle = Title;
lastRenderedZIndex = ZIndex;
isFirstRender = false;
}
}
/// <summary>
/// Checks if a pointer position starts an interaction (drag/resize) and handles focus.
/// </summary>
public bool TryBeginInteract(Point pointerPosition)
{
if (!IsVisible)
{
return false;
}
const int resizeMargin = 5;
bool onLeft = pointerPosition.X >= Position.X && pointerPosition.X <= Position.X + resizeMargin;
bool onRight = pointerPosition.X >= Position.X + Size.Width - resizeMargin && pointerPosition.X <= Position.X + Size.Width;
bool onTop = pointerPosition.Y >= Position.Y && pointerPosition.Y <= Position.Y + resizeMargin;
bool onBottom = pointerPosition.Y >= Position.Y + Size.Height - resizeMargin && pointerPosition.Y <= Position.Y + Size.Height;
bool inBounds = pointerPosition.X >= Position.X && pointerPosition.X <= Position.X + Size.Width &&
pointerPosition.Y >= Position.Y && pointerPosition.Y <= Position.Y + Size.Height;
currentInteraction = InteractionMode.None;
if (IsResizable)
{
if (onTop && onLeft)
{
currentInteraction = InteractionMode.ResizeTopLeft;
}
else if (onTop && onRight)
{
currentInteraction = InteractionMode.ResizeTopRight;
}
else if (onBottom && onLeft)
{
currentInteraction = InteractionMode.ResizeBottomLeft;
}
else if (onBottom && onRight)
{
currentInteraction = InteractionMode.ResizeBottomRight;
}
else if (onLeft && inBounds)
{
currentInteraction = InteractionMode.ResizeLeft;
}
else if (onRight && inBounds)
{
currentInteraction = InteractionMode.ResizeRight;
}
else if (onTop && inBounds)
{
currentInteraction = InteractionMode.ResizeTop;
}
else if (onBottom && inBounds)
{
currentInteraction = InteractionMode.ResizeBottom;
}
}
if (currentInteraction == InteractionMode.None && IsDraggable && IsPointInTitleBar(pointerPosition))
{
currentInteraction = InteractionMode.Drag;
dragOffset = new Point(pointerPosition.X - Position.X, pointerPosition.Y - Position.Y);
}
if (currentInteraction != InteractionMode.None || inBounds)
{
if (currentInteraction != InteractionMode.None)
{
interactionStartBounds = new Rectangle(Position, Size);
interactionStartPointer = pointerPosition;
}
WindowManager.FocusWindow(this);
return true;
}
return false;
}
/// <summary>
/// Updates the drag or resize interaction based on the current pointer position.
/// </summary>
public void UpdateInteraction(Point pointerPosition)
{
if (currentInteraction == InteractionMode.Drag)
{
int newX = pointerPosition.X - dragOffset.X;
int newY = pointerPosition.Y - dragOffset.Y;
// Cosmos DrawCanvas fails to render if coordinates are negative.
// Clamp to 0,0 to prevent the window from disappearing.
newX = Math.Max(0, newX);
newY = Math.Max(0, newY);
Position = new Point(newX, newY);
Flush();
}
else if (currentInteraction != InteractionMode.None)
{
int dx = pointerPosition.X - interactionStartPointer.X;
int dy = pointerPosition.Y - interactionStartPointer.Y;
int newX = interactionStartBounds.X;
int newY = interactionStartBounds.Y;
int newW = interactionStartBounds.Width;
int newH = interactionStartBounds.Height;
const int minWidth = 100;
const int minHeight = 50;
if (currentInteraction is InteractionMode.ResizeRight or InteractionMode.ResizeBottomRight or InteractionMode.ResizeTopRight)
{
newW = Math.Max(minWidth, interactionStartBounds.Width + dx);
}
if (currentInteraction is InteractionMode.ResizeBottom or InteractionMode.ResizeBottomRight or InteractionMode.ResizeBottomLeft)
{
newH = Math.Max(minHeight, interactionStartBounds.Height + dy);
}
if (currentInteraction is InteractionMode.ResizeLeft or InteractionMode.ResizeBottomLeft or InteractionMode.ResizeTopLeft)
{
int maxDx = interactionStartBounds.Width - minWidth;
int clampedDx = Math.Min(dx, maxDx);
newX = Math.Max(0, interactionStartBounds.X + clampedDx);
newW = interactionStartBounds.Width - clampedDx;
}
if (currentInteraction is InteractionMode.ResizeTop or InteractionMode.ResizeTopLeft or InteractionMode.ResizeTopRight)
{
int maxDy = interactionStartBounds.Height - minHeight;
int clampedDy = Math.Min(dy, maxDy);
newY = Math.Max(0, interactionStartBounds.Y + clampedDy);
newH = interactionStartBounds.Height - clampedDy;
}
Position = new Point(newX, newY);
Size = new Size(newW, newH);
Flush();
}
}
/// <summary>
/// Ends the current drag or resize interaction.
/// </summary>
public void EndInteraction()
{
currentInteraction = InteractionMode.None;
}
private bool IsPointInTitleBar(Point pointerPosition)
{
return pointerPosition.X >= Position.X
&& pointerPosition.X < Position.X + Size.Width
&& pointerPosition.Y >= Position.Y
&& pointerPosition.Y < Position.Y + 18;
}
private int GetNextUIElementId()
{
return nextUIElementId++;
}
}