feat(D.5.1): ToolbarController — bind 18 slots, populate, deferred rebind, click-to-use

Port of gmToolbarUI::PostInit (slot wiring) + UpdateFromPlayerDesc (flush-and-bind
shortcuts from PlayerDescription) + SetDelayedShortcutNum (deferred ItemAdded rebind)
+ UseShortcut (click → useItem callback).

UiItemSlot gains Clicked (Action?) + OnEvent override (MouseDown → Clicked?.Invoke())
matching the retail UIElement_UIItem click dispatch pattern. UiEvent is a positional
record struct so the OnEvent override reads e.Type (int) against UiEventType.MouseDown
(const int 0x201) — confirmed from UiEvent.cs + UiText.cs before writing.

Three tests green (populate bound slot, deferred rebind on ItemAdded, click fires useItem).
Full suite: 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-16 22:36:48 +02:00
parent 9327fb64bf
commit 383a969c70
3 changed files with 235 additions and 0 deletions

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@ -0,0 +1,139 @@
using System;
using System.Collections.Generic;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data —
/// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id,
/// populates them from the persisted PlayerDescription shortcuts
/// (UpdateFromPlayerDesc), re-binds deferred slots when an item's CreateObject
/// arrives (SetDelayedShortcutNum), and on click uses the bound item
/// (UseShortcut -> ItemHolder::UseObject -> use-item callback).
///
/// <para>
/// Retail reference: <c>gmToolbarUI::PostInit</c> grabs each slot widget by its
/// id, calls <c>UpdateFromPlayerDesc</c> to flush-and-bind shortcuts from the
/// PlayerDescription trailer, and hooks <c>OnEvent</c> for the Click case to fire
/// <c>UseShortcut</c>. The deferred-rebind path matches
/// <c>gmToolbarUI::SetDelayedShortcutNum</c> which re-tries binding after
/// <c>CreateObject</c> resolves a formerly-unknown guid.
/// </para>
/// </summary>
public sealed class ToolbarController
{
// Slot element ids in slot-index order (toolbar LayoutDesc 0x21000016, pre-dump).
// Row 1 = slots 0-8 (0x100001A7..0x100001AF), Row 2 = slots 9-17 (0x100006B7..0x100006BF).
private static readonly uint[] SlotIds =
{
0x100001A7, 0x100001A8, 0x100001A9, 0x100001AA, 0x100001AB,
0x100001AC, 0x100001AD, 0x100001AE, 0x100001AF,
0x100006B7, 0x100006B8, 0x100006B9, 0x100006BA, 0x100006BB,
0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF,
};
// Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object
// vitals meters (health/stamina/mana bars that track your target) and the stack slider.
// Ids confirmed from the toolbar LayoutDesc dump.
private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 };
private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length];
private readonly ItemRepository _repo;
private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
private readonly Func<uint, uint, uint, uint> _iconIds; // (iconId, underlayId, overlayId) → GL tex
private readonly Action<uint> _useItem; // guid → fire UseObject
private ToolbarController(
ImportedLayout layout,
ItemRepository repo,
Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
Func<uint, uint, uint, uint> iconIds,
Action<uint> useItem)
{
_repo = repo;
_shortcuts = shortcuts;
_iconIds = iconIds;
_useItem = useItem;
for (int i = 0; i < SlotIds.Length; i++)
{
_slots[i] = layout.FindElement(SlotIds[i]) as UiItemList;
if (_slots[i] is { } list)
WireClick(list);
}
// Hide target-object meters + stack slider (gmToolbarUI::PostInit).
foreach (var id in HiddenIds)
if (layout.FindElement(id) is { } e) e.Visible = false;
// Re-bind any deferred slot whenever the repo learns about a new/updated item.
repo.ItemAdded += _ => Populate();
repo.ItemPropertiesUpdated += _ => Populate();
}
/// <summary>
/// Create and bind a <see cref="ToolbarController"/> to <paramref name="layout"/>.
/// Calls <see cref="Populate"/> immediately (binds whatever items are in the repo now).
/// Returns the controller so the caller can call <see cref="Populate"/> again
/// if the shortcut list is refreshed outside the repo-event path.
/// </summary>
/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
/// <param name="iconIds">Resolves (iconId, underlayId, overlayId) → GL texture handle.</param>
/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
public static ToolbarController Bind(
ImportedLayout layout,
ItemRepository repo,
Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
Func<uint, uint, uint, uint> iconIds,
Action<uint> useItem)
{
var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem);
c.Populate();
return c;
}
/// <summary>
/// Port of <c>gmToolbarUI::UpdateFromPlayerDesc</c>: clear all slots, then bind
/// each shortcut entry that has a resolved item in the repository.
/// Entries whose item is not yet in the repo are silently skipped here; the
/// <c>ItemAdded</c> event re-fires this method when the item arrives
/// (matching retail's <c>SetDelayedShortcutNum</c> deferred-rebind path).
/// </summary>
public void Populate()
{
// Clear all slot cells first (flush).
foreach (var list in _slots) list?.Cell.Clear();
foreach (var sc in _shortcuts())
{
if (sc.ObjectGuid == 0) continue; // spell-only shortcut — inventory phase
if (sc.Index >= (uint)_slots.Length) continue;
var list = _slots[(int)sc.Index];
if (list is null) continue;
var item = _repo.GetItem(sc.ObjectGuid);
if (item is null) continue; // deferred: ItemAdded will re-call Populate
uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId);
list.Cell.SetItem(sc.ObjectGuid, tex);
}
}
/// <summary>
/// Wire the <see cref="UiItemSlot.Clicked"/> callback on a slot cell so that
/// clicking a bound item fires <see cref="_useItem"/> with the slot's current guid.
/// Mirrors retail's <c>gmToolbarUI</c> click → <c>UseShortcut</c> dispatch.
/// </summary>
private void WireClick(UiItemList list)
{
list.Cell.Clicked = () =>
{
if (list.Cell.ItemId != 0)
_useItem(list.Cell.ItemId);
};
}
}

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@ -37,6 +37,17 @@ public sealed class UiItemSlot : UiElement
public void Clear() { ItemId = 0; IconTexture = 0; } public void Clear() { ItemId = 0; IconTexture = 0; }
/// <summary>Invoked by <see cref="OnEvent"/> when a left-button-down lands on
/// a bound slot. Wired by <c>ToolbarController</c> to the use-item callback.</summary>
public Action? Clicked { get; set; }
/// <inheritdoc/>
public override bool OnEvent(in UiEvent e)
{
if (e.Type == UiEventType.MouseDown) { Clicked?.Invoke(); return true; }
return false;
}
protected override void OnDraw(UiRenderContext ctx) protected override void OnDraw(UiRenderContext ctx)
{ {
if (ItemId != 0 && IconTexture != 0) if (ItemId != 0 && IconTexture != 0)

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@ -0,0 +1,85 @@
using System;
using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
using Xunit;
namespace AcDream.App.Tests.UI.Layout;
public class ToolbarControllerTests
{
private static readonly uint[] Row1 =
{ 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF };
private static readonly uint[] Row2 =
{ 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF };
private static (ImportedLayout layout, Dictionary<uint, UiItemList> slots) FakeToolbar()
{
var dict = new Dictionary<uint, UiElement>();
var slots = new Dictionary<uint, UiItemList>();
var root = new UiPanel();
foreach (var id in Row1) AddSlot(id);
foreach (var id in Row2) AddSlot(id);
return (new ImportedLayout(root, dict), slots);
void AddSlot(uint id)
{
var list = new UiItemList(_ => (0u, 0, 0)) { Width = 32, Height = 32 };
dict[id] = list; slots[id] = list; root.AddChild(list);
}
}
[Fact]
public void Populate_bindsShortcutToCorrectSlot()
{
var (layout, slots) = FakeToolbar();
var repo = new ItemRepository();
repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
{ new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) };
ToolbarController.Bind(layout, repo, () => shortcuts,
iconIds: (_,_,_) => 0x77u, useItem: _ => { });
Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId);
Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture);
Assert.Equal(0u, slots[Row1[1]].Cell.ItemId); // others empty
}
[Fact]
public void DeferredRebind_whenItemArrivesLate()
{
var (layout, slots) = FakeToolbar();
var repo = new ItemRepository(); // item NOT present yet
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
{ new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) };
ToolbarController.Bind(layout, repo, () => shortcuts,
iconIds: (_,_,_) => 0x88u, useItem: _ => { });
Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet
repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u });
Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded
}
[Fact]
public void Click_emitsUseForBoundItem()
{
var (layout, slots) = FakeToolbar();
var repo = new ItemRepository();
repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
{ new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) };
uint used = 0;
ToolbarController.Bind(layout, repo, () => shortcuts,
iconIds: (_,_,_) => 0x77u, useItem: g => used = g);
// UiEvent is a positional record struct: (SourceId, Target, Type, Data0..3, Payload)
slots[Row1[0]].Cell.OnEvent(new UiEvent(0u, null, UiEventType.MouseDown));
Assert.Equal(0x5001u, used);
}
}