fix(combat): restore retail power bar layers

Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 21:14:14 +02:00
parent 0f2d98c501
commit 256c1930bd
18 changed files with 200 additions and 32 deletions

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@ -213,7 +213,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, spellbook/effects/favorite spell bars, residual social/examine/floating chat, quests/map/vitae/options/smartbox, vendor/trade/salvage/tinkering, and D.6 nameplates/floaters | D.5/D.6 roadmap; retained layout registration set | Basic `gmCombatUI` now covers the active M2 melee/missile loop; Wave 10 lands each remaining surface against authoritative state | Large portions of retail gameplay still have no production UI | Named `gm*UI::PostInit` methods and LayoutDesc catalog |
| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** — equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | — | — | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, server-response queueing, and auto-repeat, but omits `StartAttackRequest`'s `FinishJump`/`MaybeStopCompletely` command-interpreter calls and the trained-Recklessness submeter | `src/AcDream.App/Combat/CombatAttackController.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The M2 attack contract and authored basic panel are live; the two omitted seams require the jump-command owner and skill-advancement state rather than UI-local guesses | Starting an attack while charging a jump or deliberately moving may not stop/cancel exactly when retail does; trained Recklessness lacks its green range overlay | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; `RecvNotice_SetCombatMode @ 0x004CC620` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, trained-Recklessness range, ready-stance gating, request/release, server-response queueing, and auto-repeat, but omits `StartAttackRequest`'s `FinishJump`/`MaybeStopCompletely` command-interpreter calls | `src/AcDream.App/Combat/CombatAttackController.cs` | The M2 attack contract and authored basic panel are live; the remaining seam requires the jump/movement command owner rather than a UI-local guess | Starting an attack while charging a jump or deliberately moving may not stop/cancel exactly when retail does | `ClientCombatSystem::StartAttackRequest @ 0x0056C040` |
## 4. Temporary stopgap (TS) — 38 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)

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@ -497,7 +497,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **Wave 4.4e implemented — exact missile ammo number (live gate pending).** Pure Core reproduces retail's thrown-weapon-vs-separate-ammo resolution over the ordered player equipment list and its zero-to-one count normalization. Relevant equipment/stack events update authored missile indicator `0x10000194` with the DAT font. Warning-free Release build and 4,754-pass / 5-skip suite are green; AP-101 is retired.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the right-to-left red charge meter, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining advanced/Recklessness and command-interpreter seams.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the layered gray/dark-red/live-bright-red power track, exact Speed-left/Power-right justification, trained-Recklessness range, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 now records only the remaining attack-start command-interpreter seam.
- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository``ClientObjectTable` / `ItemInstance``ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.

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@ -102,7 +102,7 @@ Concrete subclasses (`DatReaderWriter.Types.*`):
|-----|-------------------|---------|-----------|
| `0x1A` | `ArrayBaseProperty` (contains `DataIdBaseProperty`) | **Font DID** — array with one item; the inner `DataIdBaseProperty.Value` is the font dat object id | `UIElement_Text::SetFontDIDHelper(this, 0x1a, ...)` @`0x46829e` |
| `0x1B` | `ArrayBaseProperty` (contains `ColorBaseProperty`) | **Font color** — array with one item; `ColorARGB {R,G,B,A}` | `UIElement_Text::SetFontColorHelper(this, 0x1b, ...)` @`0x4682c2` |
| `0x14` | `EnumBaseProperty` | **Horizontal justification** | `UIElement_Text::SetHorizontalJustification` @`0x467200` |
| `0x14` | `EnumBaseProperty` | **Horizontal justification** `1` center, `3/5` right, every other value (including constructor default `2`) left | `UIElement_Text::CalcJustification` @`0x467260` |
| `0x15` | `EnumBaseProperty` | **Vertical justification** | `UIElement_Text::SetVerticalJustification` @`0x467230` |
| `0x1C` / `0x1D` | `ArrayBaseProperty` | Tag font color / tag font | (secondary font style for in-text tags) |
| `0x16` | `BoolBaseProperty` | Some text flag | |

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@ -171,10 +171,26 @@ applies the associated player option.
track = scrollbar DirectState image
thumb = structural child element 1
live power fill = nested meter child 0x10000050 / image child 2
trained Recklessness range = nested meter child 0x100005EF
```
These roles are identified by authored element ids, never by resolved width.
The combat thumb is a 12x14 green jewel; inheritance reflow can make its
effective child geometry wide enough that a width heuristic incorrectly tiles
the jewel as the background. The base track is `0x060074CA`, thumb
`0x06001923`, and live red fill `0x06001200`.
`0x06001923`, live bright-red fill `0x06001200`, and the trained-
Recklessness dark-red range `0x0600715E`.
The three visual layers remain separate. The gray scrollbar track spans the
whole authored control. The dark-red Recklessness range is visible only when
skill `0x32` has advancement class `Trained` or higher; retail re-evaluates it
when scalar message `0x0A` is received. The meter fill is driven independently
by `RecvNotice_SetPowerbarLevel`, while the green thumb is driven by
`RecvNotice_DesiredAttackPowerChanged`.
The Speed and Power text rectangles are later siblings of the scrollbar. Their
inner edges define the visible meter interval so the authored gray track stays
behind both captions. Speed's raw property `0x14` value is `2`, which is left
justification: `UIElement_Text::CalcJustification @ 0x00467260` centers only
value `1`, right-aligns values `3` and `5`, and treats every other value as left.
Power uses right justification.

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@ -2135,7 +2135,8 @@ public sealed class GameWindow : IDisposable
Combat,
_combatAttackController,
() => _persistedGameplay,
SetRetailCombatGameplay),
SetRetailCombatGameplay,
() => LocalPlayer.GetSkill(0x32u)?.Status >= 2u),
Toolbar: new AcDream.App.UI.ToolbarRuntimeBindings(
Objects,
() => Shortcuts,

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@ -105,6 +105,7 @@ public static class FixtureProvider
attacks,
() => gameplay,
value => gameplay = value,
() => true,
new CombatUiLabels(
"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
"High", "Medium", "Low"),

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@ -66,6 +66,7 @@ public sealed class CombatUiController : IRetainedPanelController
CombatAttackController attacks,
Func<GameplaySettings> gameplay,
Action<GameplaySettings> setGameplay,
Func<bool> recklessnessTrained,
CombatUiLabels labels,
Action<bool> setWindowVisible)
{
@ -94,6 +95,7 @@ public sealed class CombatUiController : IRetainedPanelController
_powerControl.SetScalarPosition(_attacks.DesiredPower);
_powerControl.ScalarChanged = _attacks.SetDesiredPower;
_powerControl.ScalarFill = () => _attacks.PowerBarLevel;
_powerControl.ScalarRangeVisible = recklessnessTrained;
BindAttackButton(_high, AttackHeight.High);
BindAttackButton(_medium, AttackHeight.Medium);
@ -105,8 +107,11 @@ public sealed class CombatUiController : IRetainedPanelController
_repeatAttacks.Label = labels.RepeatAttacks;
_autoTarget.Label = labels.AutoTarget;
_keepInView.Label = labels.KeepInView;
SetStaticText(layout.FindElement(SpeedLabelId) as UiText, labels.Speed);
SetStaticText(layout.FindElement(PowerLabelId) as UiText, labels.Power);
UiText? speedLabel = layout.FindElement(SpeedLabelId) as UiText;
UiText? powerLabel = layout.FindElement(PowerLabelId) as UiText;
SetStaticText(speedLabel, labels.Speed, rightAligned: false);
SetStaticText(powerLabel, labels.Power, rightAligned: true);
ConfigurePowerRange(speedLabel, powerLabel);
_repeatAttacks.OnClick = () =>
_setGameplay(_gameplay() with { AutoRepeatAttack = _repeatAttacks.Selected });
@ -126,6 +131,7 @@ public sealed class CombatUiController : IRetainedPanelController
CombatAttackController attacks,
Func<GameplaySettings> gameplay,
Action<GameplaySettings> setGameplay,
Func<bool> recklessnessTrained,
CombatUiLabels labels,
Action<bool> setWindowVisible)
{
@ -134,6 +140,7 @@ public sealed class CombatUiController : IRetainedPanelController
ArgumentNullException.ThrowIfNull(attacks);
ArgumentNullException.ThrowIfNull(gameplay);
ArgumentNullException.ThrowIfNull(setGameplay);
ArgumentNullException.ThrowIfNull(recklessnessTrained);
ArgumentNullException.ThrowIfNull(labels);
ArgumentNullException.ThrowIfNull(setWindowVisible);
@ -151,7 +158,8 @@ public sealed class CombatUiController : IRetainedPanelController
return new CombatUiController(
layout, basic, advanced, power, high, medium, low,
repeatAttacks, autoTarget, keepInView,
combat, attacks, gameplay, setGameplay, labels, setWindowVisible);
combat, attacks, gameplay, setGameplay, recklessnessTrained,
labels, setWindowVisible);
}
public void SyncVisibility() => OnCombatModeChanged(_combat.CurrentMode);
@ -190,7 +198,23 @@ public sealed class CombatUiController : IRetainedPanelController
_keepInView.Selected = gameplay.ViewCombatTarget;
}
private static void SetStaticText(UiText? text, string value)
private void ConfigurePowerRange(UiText? speedLabel, UiText? powerLabel)
{
if (speedLabel is null || powerLabel is null) return;
// All three elements are siblings in gmCombatUI's basic page. Keeping
// the meter between the authored text rectangles leaves the base gray
// track behind Speed/Power while the dark/live red textures occupy the
// semantic power range between them.
float left = speedLabel.Left + speedLabel.Width - _powerControl.Left;
float right = powerLabel.Left - _powerControl.Left;
_powerControl.ScalarRangeLeft = Math.Clamp(left, 0f, _powerControl.Width);
_powerControl.ScalarRangeWidth = Math.Max(
0f, Math.Clamp(right, 0f, _powerControl.Width)
- _powerControl.ScalarRangeLeft);
}
private static void SetStaticText(UiText? text, string value, bool rightAligned)
{
if (text is null) return;
// Retail UIElement_Text starts with zero margins; these 15px-high
@ -198,6 +222,8 @@ public sealed class CombatUiController : IRetainedPanelController
// generic 4px inset would leave less than one glyph row and clip them all.
text.OneLine = true;
text.Padding = 0f;
text.Centered = false;
text.RightAligned = rightAligned;
UiText.Line[] line = [new UiText.Line(value, text.DefaultColor)];
text.LinesProvider = () => line;
}
@ -212,6 +238,7 @@ public sealed class CombatUiController : IRetainedPanelController
_attacks.StateChanged -= OnAttackStateChanged;
_powerControl.ScalarChanged = null;
_powerControl.ScalarFill = () => null;
_powerControl.ScalarRangeVisible = () => false;
_high.OnPressed = null;
_high.OnReleased = null;
_medium.OnPressed = null;

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@ -177,6 +177,16 @@ public static class DatWidgetFactory
.OrderByDescending(child => child.ReadOrder)
.FirstOrDefault();
bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
// gmCombatUI preserves a second authored meter child for the
// trained-Recklessness range. The controller owns its visibility,
// exactly like gmCombatUI::ListenToElementMessage @ 0x004CC430;
// the widget only retains the media because it consumes DAT children.
ElementInfo? scalarRange = meter?.Children.FirstOrDefault(
child => child.Id == 0x100005EFu);
bar.ScalarRangeSprite = scalarRange is null
? 0u
: DefaultImage(scalarRange);
// gmCombatUI meter 0x10000050 grows from the Power end at the
// right toward Speed at the left (retail screenshot oracle +
// gmCombatUI::RecvNotice_SetPowerbarLevel 0x004CC0E0).

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@ -5,7 +5,8 @@ namespace AcDream.App.UI.Layout;
/// <summary>
/// Horizontal text justification read from dat property 0x14 (UIElement HorizontalJustification).
/// Values match the retail enum: 0=Left, 1=Center, 3/5=Right.
/// Retail <c>CalcJustification @ 0x00467260</c> treats 1 as Center,
/// 3/5 as Right, and every other value (including constructor default 2) as Left.
/// </summary>
public enum HJustify : byte { Left = 0, Center = 1, Right = 2 }
@ -348,7 +349,7 @@ public static class ElementReader
{
info.HJustify = horizontal.UnsignedValue switch
{
0u => HJustify.Left,
0u or 2u => HJustify.Left,
3u or 5u => HJustify.Right,
_ => HJustify.Center,
};

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@ -435,7 +435,8 @@ public static class LayoutImporter
if (sd.Properties is not null)
{
// HorizontalJustification (0x14): EnumBaseProperty.
// Retail values: 0=Left, 1=Center, 3=Right, 5=Right (treat 5 as Right per spec).
// Retail CalcJustification @ 0x00467260: 1=Center, 3/5=Right,
// every other value (including constructor default 2)=Left.
// Only update if still at the default (Center); derived-wins handled in Merge.
if (info.HJustify == HJustify.Center
&& sd.Properties.TryGetValue(0x14u, out var hRaw)
@ -443,11 +444,11 @@ public static class LayoutImporter
{
info.HJustify = hEnum.Value switch
{
0u => HJustify.Left,
0u or 2u => HJustify.Left,
1u => HJustify.Center,
3u => HJustify.Right,
5u => HJustify.Right,
_ => HJustify.Center, // unknown → center (safe default)
_ => HJustify.Left,
};
}

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@ -40,7 +40,8 @@ public sealed record CombatRuntimeBindings(
CombatState State,
CombatAttackController Attacks,
Func<GameplaySettings> Gameplay,
Action<GameplaySettings> SetGameplay);
Action<GameplaySettings> SetGameplay,
Func<bool> RecklessnessTrained);
public sealed record ToolbarRuntimeBindings(
ClientObjectTable Objects,
@ -480,6 +481,7 @@ public sealed class RetailUiRuntime : IDisposable
_bindings.Combat.Attacks,
_bindings.Combat.Gameplay,
_bindings.Combat.SetGameplay,
_bindings.Combat.RecklessnessTrained,
labels,
visible =>
{

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@ -42,6 +42,14 @@ public sealed class UiScrollbar : UiElement
public Func<float?> ScalarFill { get; set; } = () => null;
public uint ScalarFillSprite { get; set; }
/// <summary>
/// Optional authored texture beneath the live scalar fill. gmCombatUI uses
/// element <c>0x100005EF</c> for the trained-Recklessness range.
/// </summary>
public uint ScalarRangeSprite { get; set; }
public Func<bool> ScalarRangeVisible { get; set; } = () => false;
public float ScalarRangeLeft { get; set; }
public float ScalarRangeWidth { get; set; } = float.PositiveInfinity;
/// <summary>
/// Draw the scalar meter from the power end (right) toward the speed end
/// (left). This is the authored gmCombatUI power meter direction.
/// </summary>
@ -113,9 +121,15 @@ public sealed class UiScrollbar : UiElement
/// <summary>Returns the clipped scalar-meter span in local pixels.</summary>
public static (float x, float width) ScalarFillRect(
float totalWidth, float fill, bool fromRight)
=> ScalarFillRect(0f, totalWidth, fill, fromRight);
/// <summary>Returns a clipped scalar-meter span inside an authored sub-range.</summary>
public static (float x, float width) ScalarFillRect(
float rangeLeft, float rangeWidth, float fill, bool fromRight)
{
float visibleWidth = totalWidth * Math.Clamp(fill, 0f, 1f);
return (fromRight ? totalWidth - visibleWidth : 0f, visibleWidth);
float safeWidth = MathF.Max(0f, rangeWidth);
float visibleWidth = safeWidth * Math.Clamp(fill, 0f, 1f);
return (fromRight ? rangeLeft + safeWidth - visibleWidth : rangeLeft, visibleWidth);
}
protected override void OnDraw(UiRenderContext ctx)
@ -124,14 +138,16 @@ public sealed class UiScrollbar : UiElement
if (Horizontal)
{
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
(float rangeLeft, float rangeWidth) = ScalarRangeRect();
if (ScalarRangeVisible() && ScalarRangeSprite != 0)
DrawTiled(ctx, resolve, ScalarRangeSprite,
rangeLeft, 0f, rangeWidth, Height);
if (ScalarFill() is float fill && ScalarFillSprite != 0)
{
var (fillX, visibleWidth) = ScalarFillRect(Width, fill, ScalarFillFromRight);
if (ScalarFillFromRight)
DrawTiledRightClipped(
ctx, resolve, ScalarFillSprite, fillX, visibleWidth, Height);
else
DrawTiled(ctx, resolve, ScalarFillSprite, 0f, 0f, visibleWidth, Height);
var (fillX, visibleWidth) = ScalarFillRect(
rangeLeft, rangeWidth, fill, ScalarFillFromRight);
DrawTiledClipped(ctx, resolve, ScalarFillSprite,
rangeLeft, fillX, visibleWidth, Height);
}
float thumbWidth = ScalarThumbWidth(resolve);
float travel = MathF.Max(0f, Width - thumbWidth);
@ -196,14 +212,14 @@ public sealed class UiScrollbar : UiElement
}
/// <summary>
/// Draws the rightmost portion of a full-width tiled scalar image. UVs
/// start at the same offset they would have in the uncut image, matching
/// retail meter clipping rather than restarting the wave at the clip edge.
/// Draws a clipped portion of a tiled range without restarting the texture
/// phase at the clip edge. This mirrors retail meter child clipping.
/// </summary>
private void DrawTiledRightClipped(
private void DrawTiledClipped(
UiRenderContext ctx,
Func<uint, (uint tex, int w, int h)> resolve,
uint id,
float rangeLeft,
float x,
float w,
float h)
@ -211,7 +227,19 @@ public sealed class UiScrollbar : UiElement
if (id == 0 || w <= 0f || h <= 0f) return;
var (tex, tw, th) = resolve(id);
if (tex == 0 || tw == 0 || th == 0) return;
ctx.DrawSprite(tex, x, 0f, w, h, x / tw, 0f, (x + w) / tw, h / th, Vector4.One);
float u0 = (x - rangeLeft) / tw;
float u1 = u0 + w / tw;
ctx.DrawSprite(tex, x, 0f, w, h, u0, 0f, u1, h / th, Vector4.One);
}
private (float left, float width) ScalarRangeRect()
{
float left = Math.Clamp(ScalarRangeLeft, 0f, Width);
float requestedWidth = float.IsPositiveInfinity(ScalarRangeWidth)
? Width - left
: MathF.Max(0f, ScalarRangeWidth);
float width = Math.Clamp(requestedWidth, 0f, Width - left);
return (left, width);
}
public override bool OnEvent(in UiEvent e)

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@ -27,6 +27,7 @@ public sealed class CombatLayoutConformanceTests
Assert.Equal(0x060074CAu, power.TrackSprite);
Assert.Equal(0x06001923u, power.ThumbSprite);
Assert.Equal(0x06001200u, power.ScalarFillSprite);
Assert.Equal(0x0600715Eu, power.ScalarRangeSprite);
Assert.True(power.ScalarFillFromRight);
var repeat = Assert.IsType<UiButton>(

View file

@ -21,6 +21,7 @@ public sealed class CombatUiControllerTests
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
() => false,
Labels, visibility.Add)!;
controller.SyncVisibility();
@ -45,12 +46,16 @@ public sealed class CombatUiControllerTests
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
() => true,
Labels, _ => { })!;
combat.SetCombatMode(CombatMode.Melee);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseDown, Data1: 2, Data2: 2));
now = 4.5d;
Assert.Equal(0.5f, power.ScalarFill()!.Value, 3);
Assert.True(power.ScalarRangeVisible());
Assert.Equal(104f, power.ScalarRangeLeft, 3);
Assert.Equal(299f, power.ScalarRangeWidth, 3);
high.OnEvent(new UiEvent(0, high, UiEventType.MouseUp, Data1: 2, Data2: 2));
var attack = Assert.Single(sent);
@ -69,6 +74,7 @@ public sealed class CombatUiControllerTests
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
() => false,
Labels, _ => { })!;
var autoTarget = Assert.IsType<UiButton>(layout.FindElement(CombatUiController.AutoTargetId));
@ -79,6 +85,28 @@ public sealed class CombatUiControllerTests
Assert.False(gameplay.AutoTarget);
}
[Fact]
public void AuthoredPowerLabels_KeepGrayTrackAtSides_AndUseRetailAlignment()
{
var combat = new CombatState();
using var attacks = CreateAttacks(combat, () => 0d, []);
var (layout, _, _, power, _, _, _) = BuildLayout();
GameplaySettings gameplay = GameplaySettings.Default;
using var controller = CombatUiController.Bind(
layout, combat, attacks, () => gameplay, value => gameplay = value,
() => true, Labels, _ => { })!;
var speed = Assert.IsType<UiText>(layout.FindElement(CombatUiController.SpeedLabelId));
var powerLabel = Assert.IsType<UiText>(layout.FindElement(CombatUiController.PowerLabelId));
Assert.False(speed.Centered);
Assert.False(speed.RightAligned);
Assert.False(powerLabel.Centered);
Assert.True(powerLabel.RightAligned);
Assert.Equal(speed.Left + speed.Width - power.Left, power.ScalarRangeLeft, 3);
Assert.Equal(powerLabel.Left - power.Left - power.ScalarRangeLeft,
power.ScalarRangeWidth, 3);
}
private static readonly CombatUiLabels Labels = new(
"Speed", "Power", "Repeat Attacks", "Auto Target", "Keep in View",
"High", "Medium", "Low");
@ -110,7 +138,16 @@ public sealed class CombatUiControllerTests
var root = new UiPanel { Width = 610, Height = 90 };
var basic = new UiPanel();
var advanced = new UiPanel();
var power = new UiScrollbar { Width = 507, Height = 14, Horizontal = true };
var power = new UiScrollbar
{
Left = 13,
Top = 14,
Width = 507,
Height = 14,
Horizontal = true,
};
var speedLabel = new UiText { Left = 17, Top = 14, Width = 100, Height = 15 };
var powerLabel = new UiText { Left = 416, Top = 14, Width = 100, Height = 15 };
UiButton Button(uint id) => new(
new ElementInfo { Id = id, Type = 1, Width = 72, Height = 19 }, NoTex)
{
@ -137,6 +174,8 @@ public sealed class CombatUiControllerTests
[CombatUiController.BasicPanelId] = basic,
[CombatUiController.AdvancedPanelId] = advanced,
[CombatUiController.PowerControlId] = power,
[CombatUiController.SpeedLabelId] = speedLabel,
[CombatUiController.PowerLabelId] = powerLabel,
[CombatUiController.HighButtonId] = high,
[CombatUiController.MediumButtonId] = medium,
[CombatUiController.LowButtonId] = low,

View file

@ -466,13 +466,24 @@ public class DatWidgetFactoryTests
fill.StateMedia[""] = (0x06001200u, 1);
fill.States[UiStateInfo.DirectStateId] = new UiStateInfo
{ Id = UiStateInfo.DirectStateId, Image = new UiImageMedia(0x06001200u, 1) };
var range = new ElementInfo
{
Id = 0x100005EFu,
Type = 3,
X = 63,
Width = 407,
Height = 14,
};
range.StateMedia[""] = (0x0600715Eu, 1);
range.States[UiStateInfo.DirectStateId] = new UiStateInfo
{ Id = UiStateInfo.DirectStateId, Image = new UiImageMedia(0x0600715Eu, 1) };
var meter = new ElementInfo
{
Id = CombatUiController.PowerControlId + 1,
Type = 7,
Width = 507,
Height = 14,
Children = [fill],
Children = [fill, range],
};
var info = new ElementInfo
{
@ -490,6 +501,7 @@ public class DatWidgetFactoryTests
Assert.Equal(0x06001919u, bar.TrackSprite);
Assert.Equal(0x06001923u, bar.ThumbSprite);
Assert.Equal(0x06001200u, bar.ScalarFillSprite);
Assert.Equal(0x0600715Eu, bar.ScalarRangeSprite);
Assert.True(bar.ScalarFillFromRight);
}

View file

@ -60,6 +60,20 @@ public sealed class UiPropertyBagTests
.Properties.Values[0x14u].UnsignedValue);
}
[Fact]
public void ElementMerge_RetailTextDefaultTwo_IsLeftJustified()
{
var info = new ElementInfo();
info.States[UiStateInfo.DirectStateId] = State(
UiStateInfo.DirectStateId,
"",
(0x14u, Enum(2u)));
var merged = ElementReader.Merge(new ElementInfo(), info);
Assert.Equal(HJustify.Left, merged.HJustify);
}
[Fact]
public void ConvertProperty_PreservesNestedRetailValues()
{

View file

@ -114,4 +114,17 @@ public class UiScrollbarTests
Assert.Equal(expectedX, x, 3);
Assert.Equal(expectedWidth, width, 3);
}
[Theory]
[InlineData(0f, 403f, 0f)]
[InlineData(0.5f, 253.5f, 149.5f)]
[InlineData(1f, 104f, 299f)]
public void ScalarFillRect_CombatPower_StaysBetweenAuthoredLabels(
float fill, float expectedX, float expectedWidth)
{
var (x, width) = UiScrollbar.ScalarFillRect(
rangeLeft: 104f, rangeWidth: 299f, fill, fromRight: true);
Assert.Equal(expectedX, x, 3);
Assert.Equal(expectedWidth, width, 3);
}
}

View file

@ -44,7 +44,8 @@ foreach (var id in ids)
RenderSurface? rs = null;
uint lookupId = id;
if (dats.TryGet<Surface>(id, out var surface) && surface is not null)
if ((id & 0xFF000000u) == 0x08000000u
&& dats.TryGet<Surface>(id, out var surface) && surface is not null)
{
lookupId = (uint)surface.OrigTextureId;
var color = surface.ColorValue is null
@ -54,7 +55,8 @@ foreach (var id in ids)
}
// SurfaceTexture wrapper (0x05xxxxxx) → first inner RenderSurface (0x06xxxxxx).
if (dats.TryGet<SurfaceTexture>(lookupId, out var st) && st is not null && st.Textures.Count > 0)
if ((lookupId & 0xFF000000u) == 0x05000000u
&& dats.TryGet<SurfaceTexture>(lookupId, out var st) && st is not null && st.Textures.Count > 0)
{
uint rsid = (uint)st.Textures[0];
Console.WriteLine($" SurfaceTexture wrapper, {st.Textures.Count} mip(s), first = 0x{rsid:X8}");