feat(studio): Character panel pilot — gmCharacterInfoUI report text + menu-bar picker
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
a UiText; LinesProvider builds the report. Report section order mirrors
gmCharacterInfoUI::Update (0x004ba790):
1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
= Strength, Endurance, Quickness, Coordination, Focus, Self
4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
6. UpdateLoad 0x004b8a20 — burden cur/max/pct
Element 0x1000011d imports as UiText (Type 12); multi-line text set via
LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).
Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
picker combo now lives in the always-on-top menu bar and cannot be occluded by
Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.
Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
c03a241884
commit
4988dd4dfe
6 changed files with 515 additions and 8 deletions
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@ -114,6 +114,13 @@ public static class FixtureProvider
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break;
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}
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case 0x2100002Eu: // gmCharacterInfoUI — character report (LayoutDesc 0x2100002E)
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CharacterController.Bind(
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layout,
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data: SampleData.SampleCharacter,
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datFont: stack.VitalsDatFont);
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break;
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default:
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// Unknown layout — no-op; the panel renders structurally.
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break;
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@ -1,3 +1,4 @@
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using AcDream.App.UI.Layout;
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using AcDream.Core.Items;
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namespace AcDream.App.Studio;
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@ -114,6 +115,44 @@ public static class SampleData
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public const float StaminaPct = 0.6f;
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public const float ManaPct = 0.9f;
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// ── Sample character sheet (used by CharacterController in the Studio) ───
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/// <summary>
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/// Returns a representative <see cref="CharacterSheet"/> for the studio's
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/// synthetic character. Values are plausible retail-scale numbers so the
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/// report renders with well-proportioned text in all sections.
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/// </summary>
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public static CharacterSheet SampleCharacter() => new()
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{
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Name = "Studio Player",
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Level = 126,
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Race = "Aluvian",
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Heritage = "Aluvian Heritage",
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Title = "the Adventurer",
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BirthDate = "January 5, 2001",
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PlayTime = "2 years, 114 days, 4 hours",
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Deaths = 42,
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HealthCurrent = 80, HealthMax = 100,
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StaminaCurrent = 60, StaminaMax = 100,
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ManaCurrent = 90, ManaMax = 100,
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Strength = 100,
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Endurance = 100,
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Quickness = 100,
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Coordination = 100,
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Focus = 100,
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Self = 100,
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UnspentSkillCredits = 12,
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SpecializedSkillCredits = 4,
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AugmentationName = "Swords",
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BurdenCurrent = 1200,
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BurdenMax = 4500,
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};
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// ── Helpers ─────────────────────────────────────────────────────────────
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private static void AddItem(
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@ -279,21 +279,43 @@ public sealed class StudioWindow : IDisposable
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_imgui.BeginFrame((float)dt);
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// ── Layout constants (fixed pane arrangement, FirstUseEver) ──────────────
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// Toolbar: full width, 40px tall at y=0.
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// Tree: 280px wide on the left, below toolbar.
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// MenuBar: always-on-top main menu bar (~22px) — panel picker lives here so it
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// is never covered by the floating panes (replaces the old 40px toolbar).
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// Tree: 280px wide on the left, below menu bar.
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// Canvas: centre strip between tree and properties.
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// Props: 340px wide on the right, below toolbar.
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const int kToolbarH = 40;
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// Props: 340px wide on the right, below menu bar.
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const int kMenuBarH = 22; // ImGui default main menu bar height
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const int kTreeW = 280;
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const int kPropsW = 340;
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int canvasX = kTreeW;
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int canvasW = Math.Max(1, iw - kTreeW - kPropsW);
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int propsX = iw - kPropsW;
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int paneY = kToolbarH;
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int paneH = Math.Max(1, ih - kToolbarH);
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int paneY = kMenuBarH;
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int paneH = Math.Max(1, ih - kMenuBarH);
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// 5. Toolbar pane — slug picker.
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string? pickedSlug = _inspector.DrawToolbar(_dumpSlugs, _currentSlug, iw);
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// 5. Main menu bar — panel picker combo pinned to the window top.
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// BeginMainMenuBar returns true when the bar is visible (always is); the combo
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// inside it is always-on-top and is never occluded by Tree/Canvas/Props panes.
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string? pickedSlug = null;
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if (ImGuiNET.ImGui.BeginMainMenuBar())
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{
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ImGuiNET.ImGui.SetNextItemWidth(300f);
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string preview = _currentSlug ?? "(none)";
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if (ImGuiNET.ImGui.BeginCombo("Panel", preview))
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{
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foreach (var slug in _dumpSlugs)
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{
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bool selected = string.Equals(slug, _currentSlug,
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System.StringComparison.OrdinalIgnoreCase);
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if (ImGuiNET.ImGui.Selectable(slug, selected) && !selected)
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pickedSlug = slug;
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if (selected)
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ImGuiNET.ImGui.SetItemDefaultFocus();
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}
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ImGuiNET.ImGui.EndCombo();
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}
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ImGuiNET.ImGui.EndMainMenuBar();
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}
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if (pickedSlug is not null)
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LoadDumpPanel(pickedSlug);
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169
src/AcDream.App/UI/Layout/CharacterController.cs
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169
src/AcDream.App/UI/Layout/CharacterController.cs
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@ -0,0 +1,169 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.UI;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Per-window controller for the Character window (LayoutDesc 0x2100002E, gmCharacterInfoUI).
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///
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/// <para>Retail fills a single scrollable <c>UIElement_Text</c> element (id 0x1000011d,
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/// <c>m_pMainText</c>) by calling a sequence of Update* methods that each
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/// <c>AppendStringInfo</c> into the same element. This controller replicates that report
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/// structure using acdream's <see cref="UiText.LinesProvider"/>.</para>
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///
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/// <para>Section order (ported from <c>gmCharacterInfoUI::Update</c> 0x004ba790):
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/// <list type="number">
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/// <item>Birth / age / deaths (<c>UpdatePlayerBirthAgeDeaths</c> 0x004b8cb0)</item>
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/// <item>Vitals / endurance (<c>UpdateEnduranceInfo</c> 0x004b8eb0)</item>
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/// <item>Innate attributes (<c>UpdateInnateAttributeInfo</c> 0x004b87e0):
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/// InqAttribute 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self</item>
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/// <item>Skills summary (<c>UpdateFakeSkills</c> 0x004b8930)</item>
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/// <item>Augmentations (<c>UpdateAugmentations</c> 0x004b9000)</item>
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/// <item>Burden / load (<c>UpdateLoad</c> 0x004b8a20)</item>
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/// </list>
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/// Each section is separated by a blank line (retail: <c>AppendStringInfo(m_pMainText, &var_120)</c>
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/// with an empty StringInfo between sections).</para>
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///
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/// <para>StringInfo resolution is NOT ported — the full dat string-table lookup is a
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/// later refinement. For this pilot, labels are composed directly from the well-known
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/// AC attribute / stat names confirmed in the decomp string literals and data identifiers.</para>
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/// </summary>
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public static class CharacterController
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{
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/// <summary>Dat element id for the main report text (m_pMainText). Confirmed in
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/// <c>gmCharacterInfoUI::PostInit</c> 0x004b86f0: <c>GetChildRecursive(this, 0x1000011d)</c>.</summary>
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public const uint MainTextId = 0x1000011du;
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/// <summary>White body text — matches retail's default UIElement_Text foreground.</summary>
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private static readonly Vector4 BodyColor = new(1f, 1f, 1f, 1f);
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/// <summary>Yellow section header — retail uses a different StringInfo color per section header.</summary>
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private static readonly Vector4 HeaderColor = new(1f, 0.85f, 0.35f, 1f);
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/// <summary>
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/// Bind the character report text element found in <paramref name="layout"/> to
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/// <paramref name="data"/>. The report is regenerated each frame via
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/// <see cref="UiText.LinesProvider"/> so the Studio or a live session can push a fresh
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/// <see cref="CharacterSheet"/> without re-binding.
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///
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/// <para>The element must resolve as a <see cref="UiText"/> (Type 12 in the dat).
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/// If 0x1000011d is absent from the layout the bind is a no-op — partial layouts
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/// (e.g. test fakes) don't cause errors.</para>
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/// </summary>
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/// <param name="layout">Imported 0x2100002E layout tree.</param>
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/// <param name="data">Provider returning the current <see cref="CharacterSheet"/>.</param>
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/// <param name="datFont">Retail dat font forwarded from the render stack. May be null
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/// (falls back to the BitmapFont debug path).</param>
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public static void Bind(
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ImportedLayout layout,
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Func<CharacterSheet> data,
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UiDatFont? datFont = null)
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{
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if (layout.FindElement(MainTextId) is not UiText text)
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return;
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text.DatFont = datFont;
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text.ClickThrough = false; // retail allows text selection in the report
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text.AcceptsFocus = true;
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text.IsEditControl = true;
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text.CapturesPointerDrag = true;
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text.LinesProvider = () => BuildReport(data());
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}
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// ── Report builder ────────────────────────────────────────────────────────
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/// <summary>
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/// Build the complete character report as a line list.
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/// Order mirrors <c>gmCharacterInfoUI::Update</c> (0x004ba790).
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/// </summary>
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private static IReadOnlyList<UiText.Line> BuildReport(CharacterSheet s)
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{
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var lines = new List<UiText.Line>();
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// ── Section 1: Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ──
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// Retail InqInt(0x62) = DateOfBirth (unix timestamp); InqInt(0x7d) = TotalPlayTime;
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// InqInt(0x2b) = NumDeaths.
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AppendHeader(lines, s.Name);
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Append(lines, $"Level {s.Level}");
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if (s.Race is not null)
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Append(lines, s.Race);
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if (s.Heritage is not null)
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Append(lines, s.Heritage);
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if (s.Title is not null)
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Append(lines, s.Title);
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AppendBlank(lines);
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if (s.BirthDate is not null)
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Append(lines, $"Birth: {s.BirthDate}");
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if (s.PlayTime is not null)
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Append(lines, $"Age: {s.PlayTime}");
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Append(lines, $"Deaths: {s.Deaths}");
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AppendBlank(lines);
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// ── Section 2: Vitals / endurance (UpdateEnduranceInfo 0x004b8eb0) ──
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// Retail InqAttribute(1) = Strength base, InqAttribute(2) = Endurance base.
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// Computes max-stamina tier and max-health tier from (Str+End) and (End+2*End) sums.
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AppendHeader(lines, "Vitals");
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Append(lines, $"Health: {s.HealthCurrent} / {s.HealthMax}");
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Append(lines, $"Stamina: {s.StaminaCurrent} / {s.StaminaMax}");
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Append(lines, $"Mana: {s.ManaCurrent} / {s.ManaMax}");
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AppendBlank(lines);
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// ── Section 3: Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ──
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// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination,
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// Focus, Self (confirmed from the AddVariable_Int sequence in the decomp).
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AppendHeader(lines, "Attributes");
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Append(lines, $"Strength: {s.Strength}");
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Append(lines, $"Endurance: {s.Endurance}");
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Append(lines, $"Quickness: {s.Quickness}");
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Append(lines, $"Coordination: {s.Coordination}");
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Append(lines, $"Focus: {s.Focus}");
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Append(lines, $"Self: {s.Self}");
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AppendBlank(lines);
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// ── Section 4: Skills summary (UpdateFakeSkills 0x004b8930) ──
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// Retail InqInt(0xb5) = SkillCredits remaining; InqInt(0xc0) = AvailableSkillCredits.
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AppendHeader(lines, "Skills");
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Append(lines, $"Unspent skill credits: {s.UnspentSkillCredits}");
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if (s.SpecializedSkillCredits > 0)
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Append(lines, $"Specialized credits: {s.SpecializedSkillCredits}");
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AppendBlank(lines);
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// ── Section 5: Augmentations (UpdateAugmentations 0x004b9000) ──
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// Retail InqInt(0x162) = AugmentationStat; string-switch on value 1..0xb + Unknown.
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AppendHeader(lines, "Augmentations");
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if (s.AugmentationName is not null)
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Append(lines, s.AugmentationName);
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else
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Append(lines, "None");
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AppendBlank(lines);
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// ── Section 6: Burden / load (UpdateLoad 0x004b8a20) ──
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// Retail InqLoad → EncumbranceCapacity(Strength, AugEncumbrance).
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// When load >= 1.0 (overloaded): shows "X burden over capacity; Y% speed penalty".
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// When aug > 0: shows "N augmentations (X.X% bonus)".
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AppendHeader(lines, "Encumbrance");
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Append(lines, $"Burden: {s.BurdenCurrent}");
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Append(lines, $"Capacity: {s.BurdenMax}");
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if (s.BurdenMax > 0)
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{
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int pct = (int)Math.Round(100.0 * s.BurdenCurrent / s.BurdenMax);
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Append(lines, $"Load: {pct}%");
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}
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return lines;
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}
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// ── Line helpers ──────────────────────────────────────────────────────────
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private static void AppendHeader(List<UiText.Line> lines, string text)
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=> lines.Add(new UiText.Line(text, HeaderColor));
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private static void Append(List<UiText.Line> lines, string text)
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=> lines.Add(new UiText.Line(text, BodyColor));
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private static void AppendBlank(List<UiText.Line> lines)
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=> lines.Add(new UiText.Line(string.Empty, BodyColor));
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}
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86
src/AcDream.App/UI/Layout/CharacterSheet.cs
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86
src/AcDream.App/UI/Layout/CharacterSheet.cs
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@ -0,0 +1,86 @@
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Snapshot of all character data the Character window report uses.
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/// Passed to <see cref="CharacterController.Bind"/> as a provider delegate
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/// so the window can be rebound to live data in GameWindow or a static
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/// fixture in the UI Studio.
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///
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/// <para>Field names and retail property ids confirmed from
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/// <c>gmCharacterInfoUI::UpdatePlayerBirthAgeDeaths</c> (0x004b8cb0),
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/// <c>UpdateEnduranceInfo</c> (0x004b8eb0),
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/// <c>UpdateInnateAttributeInfo</c> (0x004b87e0),
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/// <c>UpdateFakeSkills</c> (0x004b8930),
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/// <c>UpdateAugmentations</c> (0x004b9000), and
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/// <c>UpdateLoad</c> (0x004b8a20).</para>
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/// </summary>
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public sealed class CharacterSheet
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{
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// ── Identity ──────────────────────────────────────────────────────────────
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/// <summary>Character name (first line of the report).</summary>
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public string Name { get; init; } = string.Empty;
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/// <summary>Character level.</summary>
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public int Level { get; init; }
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/// <summary>Race string, e.g. "Aluvian". Null = omit.</summary>
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public string? Race { get; init; }
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/// <summary>Heritage string, e.g. "Aluvian Heritage". Null = omit.</summary>
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public string? Heritage { get; init; }
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/// <summary>Title string, e.g. "the Adventurer". Null = omit.</summary>
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public string? Title { get; init; }
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// ── Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ─────────
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/// <summary>Formatted birth date string (retail InqInt(0x62) → strftime).
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/// Null = omit the birth line.</summary>
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public string? BirthDate { get; init; }
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/// <summary>Formatted play-time duration (retail InqInt(0x7d) → QueryDuration).
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/// Null = omit the age line.</summary>
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public string? PlayTime { get; init; }
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/// <summary>Total deaths (retail InqInt(0x2b) = NumDeaths).</summary>
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public int Deaths { get; init; }
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// ── Vitals (UpdateEnduranceInfo 0x004b8eb0) ─────────────────────────────
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public int HealthCurrent { get; init; }
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public int HealthMax { get; init; }
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public int StaminaCurrent { get; init; }
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public int StaminaMax { get; init; }
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public int ManaCurrent { get; init; }
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public int ManaMax { get; init; }
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// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
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// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
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public int Strength { get; init; }
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public int Endurance { get; init; }
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public int Quickness { get; init; }
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public int Coordination { get; init; }
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public int Focus { get; init; }
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public int Self { get; init; }
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// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
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// Retail InqInt(0xb5) = SkillCredits; InqInt(0xc0) = AvailableSkillCredits.
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public int UnspentSkillCredits { get; init; }
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public int SpecializedSkillCredits { get; init; }
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// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
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// Retail InqInt(0x162) = AugmentationStat; string-switch 1..0xb.
|
||||
|
||||
/// <summary>Augmentation name from the switch in UpdateAugmentations (0x004b9000),
|
||||
/// e.g. "Swords", "Two Handed Weapons". Null = "None".</summary>
|
||||
public string? AugmentationName { get; init; }
|
||||
|
||||
// ── Burden / load (UpdateLoad 0x004b8a20) ───────────────────────────────
|
||||
// Retail InqLoad + EncumbranceCapacity(Strength, AugEncumbrance).
|
||||
|
||||
public int BurdenCurrent { get; init; }
|
||||
public int BurdenMax { get; init; }
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue