feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port)

Behavioral leaf widget for the toolbar item cell. Draws the empty-slot
sprite (0x060074CF) when unbound; draws the pre-composited icon texture
when a weenie is bound via SetItem(). ConsumesDatChildren=true prevents
the LayoutImporter from double-building the dat sub-elements. SpriteResolve
is configurable so paperdoll equip slots can swap in per-slot silhouettes
later. No Clicked/OnEvent — that wiring comes in Task 8 (ToolbarController).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-16 22:21:21 +02:00
parent e9a5248972
commit 1270596f30
2 changed files with 85 additions and 0 deletions

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using System;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>
/// One item-in-a-slot cell (port of retail UIElement_UIItem, class 0x10000032).
/// A behavioral LEAF: it draws the empty-slot sprite when unbound, else a
/// pre-composited icon texture (set by the controller). Holds the bound weenie
/// guid (retail UIElement_UIItem::itemID, +0x5FC).
/// </summary>
public sealed class UiItemSlot : UiElement
{
public UiItemSlot() { ClickThrough = false; }
public override bool ConsumesDatChildren => true;
/// <summary>Bound weenie guid (0 = empty). Retail UIElement_UIItem::itemID.</summary>
public uint ItemId { get; private set; }
/// <summary>Pre-composited icon GL texture for the bound item (0 = none).</summary>
public uint IconTexture { get; private set; }
/// <summary>Empty-slot sprite. Default = the generic toolbar empty-slot border
/// 0x060074CF (uiitem template 0x21000037, state ItemSlot_Empty). Configurable so
/// paperdoll equip slots can use their per-slot silhouettes later.</summary>
public uint EmptySprite { get; set; } = 0x060074CFu;
/// <summary>RenderSurface id -> (GL texture, w, h). Set by the factory/controller.</summary>
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
public void SetItem(uint itemId, uint iconTexture)
{
ItemId = itemId;
IconTexture = iconTexture;
}
public void Clear() { ItemId = 0; IconTexture = 0; }
protected override void OnDraw(UiRenderContext ctx)
{
if (ItemId != 0 && IconTexture != 0)
{
ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
return;
}
if (SpriteResolve is not null && EmptySprite != 0)
{
var (tex, _, _) = SpriteResolve(EmptySprite);
if (tex != 0)
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
}
}

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using AcDream.App.UI;
namespace AcDream.App.Tests.UI;
public class UiItemSlotTests
{
[Fact]
public void IsLeafWidget()
=> Assert.True(new UiItemSlot().ConsumesDatChildren);
[Fact]
public void DefaultEmptySprite_isToolbarBorder()
=> Assert.Equal(0x060074CFu, new UiItemSlot().EmptySprite);
[Fact]
public void Empty_whenNoItem()
{
var s = new UiItemSlot();
Assert.Equal(0u, s.ItemId);
Assert.Equal(0u, s.IconTexture);
}
[Fact]
public void SetItem_setsIdAndTexture()
{
var s = new UiItemSlot();
s.SetItem(0x5001u, 0x99u);
Assert.Equal(0x5001u, s.ItemId);
Assert.Equal(0x99u, s.IconTexture);
}
}