feat(D.2b): retail 3-slice vital bars + headless mockup verifier
Render each vital bar as a horizontal 3-slice from the real retail RenderSurface sprites (authoritative ids from the vitals LayoutDesc 0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a stretched glassy-gradient middle, and a fixed-width right-cap. The empty back track draws full width; the coloured front fill grows from the left to the value (the track owns the right end, so the fill omits its own right-cap). Replaces the flat single-sprite Alphablend overlay that read as the old UI - this is the bordered gradient look from the retail screenshot (red HP / gold stamina / blue mana). UiMeter gains the six 9-slice ids (BackLeft/Tile/Right + FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the backleft/backtile/backright/frontleft/fronttile/frontright attrs; vitals.xml carries the 18 per-vital ids. The temporary ACDREAM_BAR_PROVEOUT component grid is removed. Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite that assembles the bars with the SAME DrawHBar logic, so the sprite assembly can be verified by eye (Read the PNG) without launching the client + server - the fast UI-iteration loop the user asked for. export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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7 changed files with 242 additions and 26 deletions
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@ -1,4 +1,5 @@
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using System.Diagnostics;
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using AcDream.Cli;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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@ -18,6 +19,31 @@ if (args.Length >= 1 && args[0] == "dump-vitals-bars")
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return DumpVitalsBars(dvbDatDir);
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}
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if (args.Length >= 1 && args[0] == "render-vitals-mockup")
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{
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string? rvmDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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string rvmOut = args.ElementAtOrDefault(2) ?? "vitals-mockup.png";
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if (string.IsNullOrWhiteSpace(rvmDatDir))
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{
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Console.Error.WriteLine("usage: AcDream.Cli render-vitals-mockup <dat-directory> [out.png]");
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return 2;
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}
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return VitalsMockup.Render(rvmDatDir, rvmOut);
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}
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if (args.Length >= 1 && args[0] == "export-ui-sprite")
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{
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string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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string? eusId = args.ElementAtOrDefault(2);
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string eusOut = args.ElementAtOrDefault(3) ?? "sprite.png";
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if (string.IsNullOrWhiteSpace(eusDatDir) || string.IsNullOrWhiteSpace(eusId))
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{
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Console.Error.WriteLine("usage: AcDream.Cli export-ui-sprite <dat-directory> <0xId> [out.png]");
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return 2;
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}
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return VitalsMockup.ExportSprite(eusDatDir, eusId, eusOut);
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}
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// Phase 0: open the four AC dat files and print how many of each asset type live in them.
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// This proves DatReaderWriter works on our retail dats and gives us a baseline inventory
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// to compare against what a future renderer needs.
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