feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local. Co-Authored-By: Codex <codex@openai.com>
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22 changed files with 1265 additions and 46 deletions
158
src/AcDream.App/UI/Layout/CombatUiController.cs
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158
src/AcDream.App/UI/Layout/CombatUiController.cs
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@ -0,0 +1,158 @@
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using AcDream.App.Combat;
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using AcDream.Core.Combat;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Binds the imported retail <c>gmCombatUI</c> layout to the client combat
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/// state machine. No panel geometry is synthesized here: every control is the
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/// authored element from LayoutDesc <c>0x21000073</c>.
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/// </summary>
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/// <remarks>
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/// Retail references: <c>gmCombatUI::RecvNotice_AttackHeightChanged</c>
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/// (0x004CC080), <c>RecvNotice_SetPowerbarLevel</c> (0x004CC0E0),
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/// <c>RecvNotice_DesiredAttackPowerChanged</c> (0x004CC110),
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/// <c>ListenToElementMessage</c> (0x004CC430), and
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/// <c>RecvNotice_SetCombatMode</c> (0x004CC620).
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/// </remarks>
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public sealed class CombatUiController : IRetainedPanelController
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{
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public const uint LayoutId = 0x21000073u;
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public const uint BasicPanelId = 0x1000005Cu;
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public const uint AdvancedPanelId = 0x10000061u;
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public const uint PowerControlId = 0x1000004Fu;
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public const uint HighButtonId = 0x10000057u;
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public const uint MediumButtonId = 0x10000058u;
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public const uint LowButtonId = 0x10000059u;
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private const uint MeleeState = 0x10000003u;
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private const uint MissileState = 0x10000004u;
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private readonly UiElement _root;
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private readonly UiElement _basicPanel;
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private readonly UiElement _advancedPanel;
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private readonly UiScrollbar _powerControl;
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private readonly UiButton _high;
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private readonly UiButton _medium;
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private readonly UiButton _low;
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private readonly CombatState _combat;
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private readonly CombatAttackController _attacks;
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private readonly Action<bool> _setWindowVisible;
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private bool _disposed;
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private CombatUiController(
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ImportedLayout layout,
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UiElement basicPanel,
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UiElement advancedPanel,
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UiScrollbar powerControl,
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UiButton high,
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UiButton medium,
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UiButton low,
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CombatState combat,
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CombatAttackController attacks,
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Action<bool> setWindowVisible)
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{
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_root = layout.Root;
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_basicPanel = basicPanel;
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_advancedPanel = advancedPanel;
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_powerControl = powerControl;
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_high = high;
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_medium = medium;
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_low = low;
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_combat = combat;
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_attacks = attacks;
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_setWindowVisible = setWindowVisible;
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// PlayerModule::AdvancedCombatUI false selects gmCombatUI's authored
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// basic page. The advanced page belongs to the separate advanced-
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// combat flow and stays hidden in the basic panel.
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_basicPanel.Visible = true;
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_advancedPanel.Visible = false;
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_powerControl.SetScalarPosition(_attacks.DesiredPower);
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_powerControl.ScalarChanged = _attacks.SetDesiredPower;
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_powerControl.ScalarFill = () => _attacks.PowerBarLevel;
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BindAttackButton(_high, AttackHeight.High);
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BindAttackButton(_medium, AttackHeight.Medium);
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BindAttackButton(_low, AttackHeight.Low);
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_combat.CombatModeChanged += OnCombatModeChanged;
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_attacks.StateChanged += OnAttackStateChanged;
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SyncControls();
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}
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public static CombatUiController? Bind(
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ImportedLayout layout,
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CombatState combat,
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CombatAttackController attacks,
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Action<bool> setWindowVisible)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(combat);
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ArgumentNullException.ThrowIfNull(attacks);
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ArgumentNullException.ThrowIfNull(setWindowVisible);
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if (layout.FindElement(BasicPanelId) is not { } basic
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|| layout.FindElement(AdvancedPanelId) is not { } advanced
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|| layout.FindElement(PowerControlId) is not UiScrollbar power
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|| layout.FindElement(HighButtonId) is not UiButton high
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|| layout.FindElement(MediumButtonId) is not UiButton medium
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|| layout.FindElement(LowButtonId) is not UiButton low)
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return null;
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return new CombatUiController(
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layout, basic, advanced, power, high, medium, low,
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combat, attacks, setWindowVisible);
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}
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public void SyncVisibility() => OnCombatModeChanged(_combat.CurrentMode);
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private void BindAttackButton(UiButton button, AttackHeight height)
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{
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button.OnPressed = () => _attacks.PressAttack(height);
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button.OnReleased = _attacks.ReleaseAttack;
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}
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private void OnCombatModeChanged(CombatMode mode)
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{
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bool visible = CombatInputPlanner.SupportsTargetedAttack(mode);
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if (_root is IUiDatStateful stateful)
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{
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if (mode == CombatMode.Melee)
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stateful.TrySetRetailState(MeleeState);
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else if (mode == CombatMode.Missile)
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stateful.TrySetRetailState(MissileState);
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}
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_setWindowVisible(visible);
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SyncControls();
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}
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private void OnAttackStateChanged() => SyncControls();
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private void SyncControls()
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{
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_powerControl.SetScalarPosition(_attacks.DesiredPower);
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_high.Selected = _attacks.RequestedHeight == AttackHeight.High;
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_medium.Selected = _attacks.RequestedHeight == AttackHeight.Medium;
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_low.Selected = _attacks.RequestedHeight == AttackHeight.Low;
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}
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public void OnShown() => SyncControls();
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_combat.CombatModeChanged -= OnCombatModeChanged;
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_attacks.StateChanged -= OnAttackStateChanged;
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_powerControl.ScalarChanged = null;
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_powerControl.ScalarFill = () => null;
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_high.OnPressed = null;
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_high.OnReleased = null;
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_medium.OnPressed = null;
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_medium.OnReleased = null;
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_low.OnPressed = null;
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_low.OnReleased = null;
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}
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}
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@ -160,6 +160,19 @@ public static class DatWidgetFactory
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.FirstOrDefault();
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bar.TrackSprite = track is null ? 0u : DefaultImage(track);
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bar.ThumbSprite = scalarThumb is null ? 0u : DefaultImage(scalarThumb);
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// gmCombatUI's desired-power slider (0x1000004F) authors the
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// live charge as a nested Type-7 meter. UiScrollbar consumes its
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// DAT children, so retain the meter's fill image on the scalar
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// widget itself. The fill container is element 2; the Recklessness
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// overlay (0x100005EF) is deliberately not the charge image.
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ElementInfo? meter = info.Children.FirstOrDefault(child => child.Type == 7u);
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ElementInfo? fill = meter?.Children.FirstOrDefault(child => child.Id == 2u)
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?? meter?.Children
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.Where(child => DefaultImage(child) != 0u)
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.OrderByDescending(child => child.ReadOrder)
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.FirstOrDefault();
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bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
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return bar;
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}
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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using AcDream.App.Plugins;
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using AcDream.App.Combat;
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using AcDream.App.Rendering;
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using AcDream.App.UI.Layout;
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using AcDream.App.UI.Testing;
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@ -35,6 +36,10 @@ public sealed record RadarRuntimeBindings(
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SelectionState Selection,
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Action<bool> SetUiLocked);
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public sealed record CombatRuntimeBindings(
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CombatState State,
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CombatAttackController Attacks);
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public sealed record ToolbarRuntimeBindings(
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ClientObjectTable Objects,
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Func<IReadOnlyList<ShortcutEntry>> Shortcuts,
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@ -96,6 +101,7 @@ public sealed record RetailUiRuntimeBindings(
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VitalsRuntimeBindings Vitals,
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ChatRuntimeBindings Chat,
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RadarRuntimeBindings Radar,
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CombatRuntimeBindings Combat,
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ToolbarRuntimeBindings Toolbar,
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CharacterRuntimeBindings Character,
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InventoryRuntimeBindings Inventory,
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@ -125,6 +131,7 @@ public sealed class RetailUiRuntime : IDisposable
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MountRadar();
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MountChat();
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MountToolbar();
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MountCombat();
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MountCharacter();
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MountPlugins();
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MountInventory();
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@ -160,6 +167,7 @@ public sealed class RetailUiRuntime : IDisposable
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public CharacterSheetProvider CharacterSheetProvider => _bindings.Character.Provider;
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public ToolbarController? ToolbarController { get; private set; }
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public ToolbarInputController? ToolbarInputController { get; private set; }
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public CombatUiController? CombatUiController { get; private set; }
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public SelectedObjectController? SelectedObjectController { get; private set; }
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public UiViewport? PaperdollViewportWidget { get; private set; }
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public UiNineSlicePanel? InventoryFrame { get; private set; }
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@ -439,6 +447,54 @@ public sealed class RetailUiRuntime : IDisposable
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Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016).");
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}
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private void MountCombat()
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{
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ImportedLayout? layout = Import(CombatUiController.LayoutId);
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if (layout is null)
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{
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Console.WriteLine("[M2] combat: LayoutDesc 0x21000073 not found.");
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return;
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}
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CombatUiController? controller = Layout.CombatUiController.Bind(
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layout,
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_bindings.Combat.State,
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_bindings.Combat.Attacks,
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visible =>
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{
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if (visible) Host.ShowWindow(WindowNames.Combat);
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else Host.HideWindow(WindowNames.Combat);
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});
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if (controller is null)
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{
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Console.WriteLine("[M2] combat: required controls missing in LayoutDesc 0x21000073.");
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return;
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}
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CombatUiController = controller;
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UiElement root = layout.Root;
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RetailWindowFrame.Mount(
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Host.Root,
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root,
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_bindings.Assets.ResolveSprite,
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new RetailWindowFrame.Options
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{
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WindowName = WindowNames.Combat,
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Chrome = RetailWindowChrome.Imported,
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Left = Math.Max(0f, (Host.Root.Width - root.Width) * 0.5f),
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Top = Math.Max(0f, Host.Root.Height - root.Height - 10f),
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Visible = false,
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Resizable = false,
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ResizeX = false,
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ResizeY = false,
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ConstrainDragToParent = true,
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ContentClickThrough = false,
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Controller = controller,
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});
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controller.SyncVisibility();
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Console.WriteLine("[M2] retail combat bar from gmCombatUI LayoutDesc 0x21000073.");
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}
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private (uint[] Peace, uint[] War, uint[]? Empty) LoadToolbarDigits()
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{
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uint[]? peace = null, war = null, empty = null;
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@ -47,6 +47,14 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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/// <summary>Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).</summary>
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public Action? OnClick { get; set; }
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/// <summary>
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/// Optional pointer transition handlers. These expose retail's distinct
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/// pressed/released element messages for controls such as the combat-height
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/// buttons, where mouse-down begins charging and mouse-up commits the attack.
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/// </summary>
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public Action? OnPressed { get; set; }
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public Action? OnReleased { get; set; }
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/// <summary>
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/// Optional position-aware click handler. Coordinates are local pixels in this button,
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/// matching retail's <c>UIElementMessageInfo.ptWindow</c> paperdoll hit-test input.
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@ -292,6 +300,8 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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_pointerOver = ContainsLocal(e.Data1, e.Data2);
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_pressed = true;
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UpdateVisualState();
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if (Enabled)
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OnPressed?.Invoke();
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if (HotClickEnabled && Enabled)
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{
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OnClick?.Invoke();
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@ -319,6 +329,8 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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_nextHotClickTime = double.NaN;
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if (_pressed && _pointerOver && Enabled && ToggleBehavior)
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_selected = !_selected;
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if (_pressed && Enabled)
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OnReleased?.Invoke();
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_pressed = false;
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UpdateVisualState();
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return true;
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@ -33,6 +33,15 @@ public sealed class UiScrollbar : UiElement
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public Action<float>? ScalarChanged { get; set; }
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public bool Horizontal { get; set; }
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/// <summary>
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/// Optional fill rendered beneath the scalar thumb. Retail's combat power
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/// control is a horizontal scrollbar containing a meter child; the importer
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/// folds that authored child into these properties because scrollbars consume
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/// their DAT children.
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/// </summary>
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public Func<float?> ScalarFill { get; set; } = () => null;
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public uint ScalarFillSprite { get; set; }
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/// <summary>Programmatically set retail scrollbar attribute 0x86 without broadcasting.</summary>
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public void SetScalarPosition(float position)
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=> ScalarPosition = Math.Clamp(position, 0f, 1f);
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@ -102,6 +111,11 @@ public sealed class UiScrollbar : UiElement
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if (Horizontal)
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{
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DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
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if (ScalarFill() is float fill && ScalarFillSprite != 0)
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{
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float visibleWidth = Width * Math.Clamp(fill, 0f, 1f);
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DrawTiled(ctx, resolve, ScalarFillSprite, 0f, 0f, visibleWidth, Height);
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}
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float thumbWidth = ScalarThumbWidth(resolve);
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float travel = MathF.Max(0f, Width - thumbWidth);
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float x = travel * ScalarPosition;
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@ -10,4 +10,5 @@ public static class WindowNames
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public const string Inventory = "inventory";
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public const string Chat = "chat";
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public const string Radar = "radar";
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public const string Combat = "combat";
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}
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