namespace Age.Engine.Vm;
/// Per-script-frame registry populated by SYS4 ops 0x90/0x94/0x97.
internal sealed class HotspotRegistry
{
private sealed class Entry
{
public int Left, Top, Right, Bottom;
public int EnterTarget, LeaveTarget, ActivateTarget;
public int? LogicalAction;
public bool Contains(int x, int y)
=> x >= Left && x <= Right && y >= Top && y <= Bottom;
}
private readonly List _entries = new();
private readonly Queue _pendingTargets = new();
private int _hovered = -1;
private bool _replaceOnNextRegister;
public bool Armed { get; private set; }
public bool HasDefinitions => _entries.Count != 0;
public void Register(int x, int y, int width, int height,
int enterTarget, int leaveTarget, int activateTarget)
{
if (_replaceOnNextRegister)
{
_entries.Clear();
_replaceOnNextRegister = false;
}
_entries.Add(new Entry
{
Left = x, Top = y, Right = x + width, Bottom = y + height,
EnterTarget = enterTarget, LeaveTarget = leaveTarget,
ActivateTarget = activateTarget,
});
}
public void BindKey(int x, int y, int width, int height, int logicalAction)
{
int right = x + width, bottom = y + height;
var entry = _entries.FirstOrDefault(e => e.Left == x && e.Top == y
&& e.Right == right && e.Bottom == bottom);
if (entry != null) entry.LogicalAction = logicalAction;
}
public bool Arm(int pointerX, int pointerY)
{
_replaceOnNextRegister = false;
Armed = true;
return UpdatePointer(pointerX, pointerY);
}
public bool UpdatePointer(int x, int y)
{
if (!Armed) return false;
int hit = FindHit(x, y);
if (hit == _hovered) return false;
if (_hovered >= 0) QueueTarget(_entries[_hovered].LeaveTarget);
_hovered = hit;
if (_hovered >= 0) QueueTarget(_entries[_hovered].EnterTarget);
return _pendingTargets.Count != 0;
}
public bool Activate(int x, int y)
{
if (!Armed) return false;
int hit = FindHit(x, y);
if (hit < 0) return false;
return ConsumeActivation(_entries[hit].ActivateTarget);
}
/// Activate the first armed record whose op-0x97 logical action is present in the
/// current input mask. Native scans records in registration order before pointer activation.
public bool ActivateBoundActions(int actionMask)
{
if (!Armed || actionMask == 0) return false;
for (int i = 0; i < _entries.Count; i++)
{
int? action = _entries[i].LogicalAction;
if (action is >= 0 and < 32 && (actionMask & (1 << action.Value)) != 0)
return ConsumeActivation(_entries[i].ActivateTarget);
}
return false;
}
private bool ConsumeActivation(int target)
{
// Native consumes the active input registration before dispatch. Its ADV scheduler revisits the
// shared registration routine afterward; retain the definitions so the blocking host can model
// that revisit without advancing the enclosing dialogue page.
_pendingTargets.Clear();
_hovered = -1;
Armed = false;
QueueTarget(target);
return true;
}
public bool RearmAfterCallback(int pointerX, int pointerY)
=> !Armed && _entries.Count != 0 && Arm(pointerX, pointerY);
public bool TryDequeue(out int target) => _pendingTargets.TryDequeue(out target);
public void Reset()
{
_pendingTargets.Clear();
_hovered = -1;
Armed = false;
// The native ADV coroutine can republish the shared definitions after a cancellation. If script
// code explicitly registers again first, replace this retained template instead of duplicating it.
_replaceOnNextRegister = _entries.Count != 0;
}
private int FindHit(int x, int y)
{
for (int i = 0; i < _entries.Count; i++)
if (_entries[i].Contains(x, y)) return i;
return -1;
}
private void QueueTarget(int target)
{
if (target >= 0 && (uint)target != uint.MaxValue) _pendingTargets.Enqueue(target);
}
}