diff --git a/src/AcDream.App/UI/Layout/CharacterStatController.cs b/src/AcDream.App/UI/Layout/CharacterStatController.cs
index 10022863..a1816504 100644
--- a/src/AcDream.App/UI/Layout/CharacterStatController.cs
+++ b/src/AcDream.App/UI/Layout/CharacterStatController.cs
@@ -197,15 +197,36 @@ public static class CharacterStatController
if (layout.FindElement(XpMeterId) is UiMeter meter)
meter.Fill = () => data().XpFraction;
- // ── Tab bar sprite children ──────────────────────────────────────────
- // The tab groups are UiText (Type 12) with ConsumesDatChildren=true, so the
- // three button children (left-cap/label/right-cap) were consumed at import and
- // are absent from the widget tree. Add sprite-drawing children manually here
- // using the known RenderSurface ids from the dump.
- // Attributes tab = Open (active); Skills + Titles = Closed (inactive).
- AddTabSprites(layout, TabAttribId, spriteResolve, isOpen: true);
- AddTabSprites(layout, TabSkillsId, spriteResolve, isOpen: false);
- AddTabSprites(layout, TabTitlesId, spriteResolve, isOpen: false);
+ // ── Tab bar sprite children (added to PANEL ROOT, not to the tab groups) ───
+ // The tab groups (0x10000228/229/538) are UiText (Type 12) with
+ // ConsumesDatChildren=true, so their 3 button children were consumed at import.
+ // We inject the visual equivalent — 3 sprite UiTexts per tab — as CHILDREN OF
+ // layout.Root at the tab's ABSOLUTE screen position, NOT as children of the tab
+ // groups. This matters because the page-visibility pass (below) iterates
+ // root.Children and hides any child that doesn't contain NameId; if we added
+ // sprites to the tab groups, those groups would have non-zero Children.Count
+ // and be eligible for the pass, then hidden (since NameId is in the content area).
+ // By adding to root instead, the tab groups keep Children.Count==0 and are skipped
+ // by "if (page.Children.Count == 0) continue" — they stay visible always.
+ // Source: retail dump tab rects confirmed (2026-06-25):
+ // Attributes = (0,0,92,25), Skills = (92,0,92,25), Titles = (184,0,92,25).
+ if (layout.Root is { } tabRoot && spriteResolve is not null)
+ {
+ // Hide the original tab group elements (0x10000228/229/538): they are UiText
+ // nodes that render their own state sprite at ZOrder=1/2/3. Our replacement
+ // sprites go to root at ZOrder=8 (above them), so the originals would paint
+ // underneath. Hiding them avoids the double-draw and any opaque overlap.
+ if (layout.FindElement(TabAttribId) is { } origAttr) origAttr.Visible = false;
+ if (layout.FindElement(TabSkillsId) is { } origSkills) origSkills.Visible = false;
+ if (layout.FindElement(TabTitlesId) is { } origTitles) origTitles.Visible = false;
+
+ AddTabSpritesToRoot(tabRoot, spriteResolve, datFont,
+ tabX: 0f, label: "Attributes", isOpen: true);
+ AddTabSpritesToRoot(tabRoot, spriteResolve, datFont,
+ tabX: 92f, label: "Skills", isOpen: false);
+ AddTabSpritesToRoot(tabRoot, spriteResolve, datFont,
+ tabX: 184f, label: "Titles", isOpen: false);
+ }
// ── Attribute list — 9 rows in list box 0x1000023D ────────────────────
// Mutable selected-index box: -1 = nothing selected.
@@ -242,10 +263,28 @@ public static class CharacterStatController
// ── Footer State B/C visibility ───────────────────────────────────────
// There are THREE footer state groups (A=0x10000240, B=0x10000241, C=0x10000247)
- // all stacked at the same position. The shared child ids (0x1000024E, 0x10000242,
- // etc.) appear once in each; _byId stores only the LAST duplicate (State C or B copy)
- // which uses narrower label widths (145px vs 195px in State A) designed to fit the
- // raise buttons. Hide B and C initially so only State A is visible.
+ // all stacked at the same position within the Attributes page. _byId stores only
+ // the LAST copy of each id; the others live in the VISIBLE Attributes page and must
+ // also be hidden.
+ //
+ // Strategy: walk the Attributes page (the root child that contains the NameId anchor)
+ // and hide every UiDatElement whose ElementId matches B or C. The page-visibility
+ // pass hides everything in the Skills/Titles pages, so we only need to act on the
+ // Attributes page's copies.
+ if (layout.FindElement(NameId) is { } bAnchor && layout.Root is { } fbRoot)
+ {
+ foreach (var fbPage in fbRoot.Children)
+ {
+ if (fbPage.Children.Count == 0) continue;
+ if (!ContainsWidget(fbPage, bAnchor)) continue;
+ // This is the Attributes page. Hide all stateB and stateC copies in it.
+ HideAllById(fbPage, FooterStateBId);
+ HideAllById(fbPage, FooterStateCId);
+ break;
+ }
+ }
+ // Also hide the last-registered copies (in the _byId dict, which may be from a
+ // different page). Belt-and-suspenders.
if (layout.FindElement(FooterStateBId) is { } footerB) footerB.Visible = false;
if (layout.FindElement(FooterStateCId) is { } footerC) footerC.Visible = false;
@@ -562,27 +601,62 @@ public static class CharacterStatController
int[] sel)
{
// Walk the State A container (0x10000240) to find the wide-label copies of the
- // footer child elements. The children of 0x10000240 in positional order are:
- // [0] title (0x1000024E) at (0,0,300,20)
- // [1] line-1 label (0x10000242) at (5,20,195,17) ← wide: 195px (State A)
- // [2] line-1 value (0x10000243) at (200,20,95,17)
- // [3] line-2 label (0x10000244) at (5,37,195,18)
- // [4] line-2 value (0x10000245) at (200,37,95,18)
- // The State B/C copies use narrower labels (145px) to accommodate raise buttons at x=260.
- // We use positional indexing rather than EventId (which is auto-assigned by UiRoot, not
- // set from the dat element id, so EventId does NOT equal the dat handle).
- // If the State A container exists in the tree (production layout), bind from its
- // positional children so we get the 195px-wide labels rather than the narrower
- // State B/C copies that _byId would return. Fall back to _byId for fake/test layouts.
- var stateA = layout.FindElement(FooterStateAId);
+ // footer child elements. The 5 children of 0x10000240 at their LOCAL coords:
+ // title (0x1000024E): Left=0, Top=0, W=300, H=55
+ // line-1 label (0x10000242): Left=5, Top=20, W=195 (State A wide) vs 145 (B/C narrow)
+ // line-1 value (0x10000243): Left=200, Top=20, W=95
+ // line-2 label (0x10000244): Left=5, Top=37, W=195 (State A wide) vs 145 (B/C narrow)
+ // line-2 value (0x10000245): Left=200, Top=37, W=95
+ // The State B/C copies use narrower labels (145px) to accommodate raise buttons.
+ //
+ // IMPORTANT: The footer state id (0x10000240) appears once per tab-page sub-layout
+ // (Attributes / Skills / Titles). layout._byId stores only the LAST registered copy,
+ // which ends up in the LAST-imported tab page (Titles). The page-visibility pass
+ // hides the Titles page → the bound footer elements would be invisible.
+ //
+ // Fix: find stateA in the SAME subtree as the anchor element (NameId=0x10000231).
+ // The anchor is in the Attributes content area (the page the pass keeps Visible=True).
+ // We walk every root-level content area to find the one that contains the anchor,
+ // then walk that subtree for the footer container.
+ UiElement? stateA = null;
+ if (layout.FindElement(NameId) is { } anchor && layout.Root is { } visRoot)
+ {
+ // Find the root-level content page that contains the anchor.
+ foreach (var page in visRoot.Children)
+ {
+ if (page.Children.Count == 0) continue;
+ if (!ContainsWidget(page, anchor)) continue;
+ // This page will be Visible=True. Walk it for FooterStateAId.
+ stateA = FindInSubtree(page, static el =>
+ el is UiDatElement d && d.ElementId == FooterStateAId);
+ break;
+ }
+ }
+ // Fallback: layout._byId (test layouts with a single page).
+ stateA ??= layout.FindElement(FooterStateAId);
- UiText? T(int index, uint fallbackId)
- => stateA is not null
- ? GetTextChildAt(stateA, index)
- : layout.FindElement(fallbackId) as UiText;
+ // Position-based lookup within stateA's children.
+ // If stateA is null or the element isn't found, falls back to layout._byId.
+ UiText? ByPos(float top, float left, uint fallbackId)
+ {
+ if (stateA is not null)
+ {
+ foreach (var c in stateA.Children)
+ if (c is UiText t
+ && Math.Abs(c.Top - top) < 1f
+ && Math.Abs(c.Left - left) < 1f)
+ return t;
+ }
+ return layout.FindElement(fallbackId) as UiText;
+ }
- // Title (0x1000024E = child 0): State A = "Select an Attribute to Improve"; State B = "{name}: {value}"
- LabelProvider(T(0, FooterTitleId), datFont, Body, () =>
+ // Title (Top=0, Left=0): State A = "Select an Attribute to Improve"; State B = "{name}: {value}"
+ // Clear BackgroundSprite on the title element: it is H=55 (full footer height) in the dat
+ // and its background sprite would cover the line-1/line-2 elements at local y=20/37.
+ // The controller owns the footer visual; the dat sprite is superfluous here.
+ var titleEl = ByPos(0f, 0f, FooterTitleId);
+ if (titleEl is not null) titleEl.BackgroundSprite = 0;
+ LabelProvider(titleEl, datFont, Body, () =>
{
if (sel[0] < 0) return "Select an Attribute to Improve";
var s = data();
@@ -591,29 +665,58 @@ public static class CharacterStatController
return $"{name}: {value}";
});
- // Line-1 label (0x10000242 = child 1): State A = "Skill Credits Available:"; State B = "Experience To Raise:"
- LabelProvider(T(1, FooterLine1Label), datFont, Body, () =>
+ // Line-1 label (Top=20, Left=5): State A = "Skill Credits Available:"; State B = "Experience To Raise:"
+ var l1L = ByPos(20f, 5f, FooterLine1Label);
+ LabelProvider(l1L, datFont, Body, () =>
sel[0] < 0 ? "Skill Credits Available:" : "Experience To Raise:");
- // Line-1 value (0x10000243 = child 2): State A = SkillCredits; State B = raise cost
- LabelProvider(T(2, FooterLine1Value), datFont, Body, () =>
+ // Line-1 value (Top=20, Left=200): State A = SkillCredits; State B = raise cost
+ var l1V = ByPos(20f, 200f, FooterLine1Value);
+ LabelProvider(l1V, datFont, Body, () =>
{
if (sel[0] < 0) return data().SkillCredits.ToString();
long cost = GetRaiseCost(data(), sel[0]);
return cost > 0 ? cost.ToString("N0") : "—";
});
- // Line-2 label (0x10000244 = child 3): "Unassigned Experience:" in both states
- LabelProvider(T(3, FooterLine2Label), datFont, Body,
+ // Line-2 label (Top=37, Left=5): "Unassigned Experience:" in both states
+ var l2L = ByPos(37f, 5f, FooterLine2Label);
+ LabelProvider(l2L, datFont, Body,
static () => "Unassigned Experience:");
- // Line-2 value (0x10000245 = child 4): UnassignedXp in both states
- LabelProvider(T(4, FooterLine2Value), datFont, Body,
+ // Line-2 value (Top=37, Left=200): UnassignedXp in both states
+ var l2V = ByPos(37f, 200f, FooterLine2Value);
+ LabelProvider(l2V, datFont, Body,
() => data().UnassignedXp.ToString("N0"));
}
// ── Helpers ──────────────────────────────────────────────────────────────
+ /// Depth-first walk of and its descendants.
+ /// Sets = false on every
+ /// whose equals .
+ private static void HideAllById(UiElement node, uint targetId)
+ {
+ if (node is UiDatElement d && d.ElementId == targetId)
+ node.Visible = false;
+ foreach (var child in node.Children)
+ HideAllById(child, targetId);
+ }
+
+ /// Depth-first search of and its descendants.
+ /// Returns the first element for which returns true,
+ /// or null if none found.
+ private static UiElement? FindInSubtree(UiElement node, Func predicate)
+ {
+ if (predicate(node)) return node;
+ foreach (var child in node.Children)
+ {
+ var found = FindInSubtree(child, predicate);
+ if (found is not null) return found;
+ }
+ return null;
+ }
+
private static bool ContainsWidget(UiElement node, UiElement target)
{
if (ReferenceEquals(node, target)) return true;
@@ -647,7 +750,10 @@ public static class CharacterStatController
}
/// Bind a directly-located widget with a provider.
- /// Used when the widget was found by subtree walk rather than FindElement.
+ /// Used when the widget was found by subtree walk rather than FindElement.
+ /// Sets Padding = 0 to prevent the scroll-clip from hiding text in small
+ /// (H≈17–18px) footer elements: with the default Padding=4 and a dat font line-height
+ /// of ~12px the bottom-pinned baseY ends up above the top clip boundary → blank.
private static void LabelProvider(UiText? t, UiDatFont? datFont, Vector4 color, Func text)
{
if (t is null) return;
@@ -655,72 +761,84 @@ public static class CharacterStatController
t.Centered = false;
t.RightAligned = false;
t.ClickThrough = true;
+ t.Padding = 0f;
t.LinesProvider = () => new[] { new UiText.Line(text(), color) };
}
///
- /// Returns the child of at positional
- /// index (zero-based). Used to locate footer children within the
- /// State-A container by position rather than by dat id (which is not stored in EventId
- /// by the production importer — EventId is auto-assigned by UiRoot.AddPanel).
- /// Returns null if the index is out of range or the child is not UiText.
- ///
- private static UiText? GetTextChildAt(UiElement? parent, int index)
- {
- if (parent is null || index < 0 || index >= parent.Children.Count) return null;
- return parent.Children[index] as UiText;
- }
-
- ///
- /// Add the three sprite-drawing children to a tab group element
- /// to render the 3-piece tab button (left-cap / center / right-cap). The tab group
- /// elements are type-12 UIElement_Text in the dat, so their button children were consumed
- /// at import (ConsumesDatChildren=true). This method injects the visual equivalent.
+ /// Add the three sprite pieces and the label for ONE tab to
+ /// as direct root children at absolute positions. Sprites go to root (not to the
+ /// tab group elements) so the tab groups keep Children.Count==0 and survive the
+ /// page-visibility pass unchanged.
///
/// Sprite ids from the retail UI layout dump (2026-06-25), nodes
/// 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E:
/// Open (active): 0x06005D92/0x06005D94/0x06005D96;
/// Closed (inactive): 0x06005D93/0x06005D95/0x06005D97.
+ ///
+ /// Tab geometry confirmed from dump: each tab = 92px wide, 25px tall.
+ /// Left-cap = 17px, center = 58px, right-cap = 17px (total 92px).
///
- private static void AddTabSprites(
- ImportedLayout layout,
- uint groupId,
- Func? spriteResolve,
+ private static void AddTabSpritesToRoot(
+ UiElement root,
+ Func spriteResolve,
+ UiDatFont? datFont,
+ float tabX,
+ string label,
bool isOpen)
{
- if (layout.FindElement(groupId) is not { } group) return;
- if (spriteResolve is null) return;
-
uint leftId = isOpen ? TabOpenLeft : TabClosedLeft;
uint centerId = isOpen ? TabOpenCenter : TabClosedCenter;
uint rightId = isOpen ? TabOpenRight : TabClosedRight;
- // Left cap: 17×25 at x=0
- AddSpriteChild(group, spriteResolve, x: 0f, y: 0f, w: TabLeftCapW, h: TabH, spriteId: leftId);
- // Center: 58×25 at x=17
- AddSpriteChild(group, spriteResolve, x: TabLeftCapW, y: 0f, w: TabCenterW, h: TabH, spriteId: centerId);
- // Right cap: 17×25 at x=75
- AddSpriteChild(group, spriteResolve, x: TabLeftCapW + TabCenterW, y: 0f, w: TabRightCapW, h: TabH, spriteId: rightId);
+ // Left cap: 17×25 at (tabX, 0)
+ root.AddChild(MakeSpriteElement(spriteResolve, x: tabX, y: 0f, w: TabLeftCapW, h: TabH, spriteId: leftId));
+ // Center: 58×25 at (tabX+17, 0) — carries the label text on top
+ var center = MakeSpriteElement(spriteResolve, x: tabX + TabLeftCapW, y: 0f, w: TabCenterW, h: TabH, spriteId: centerId);
+ root.AddChild(center);
+ // Right cap: 17×25 at (tabX+75, 0)
+ root.AddChild(MakeSpriteElement(spriteResolve, x: tabX + TabLeftCapW + TabCenterW, y: 0f, w: TabRightCapW, h: TabH, spriteId: rightId));
+
+ // Label text centered on the tab center piece.
+ // Active (Open) tab: gold; inactive (Closed) tabs: parchment body color.
+ // ZOrder=9 → draws on top of the sprite background (ZOrder=8) and original tab groups (ZOrder=1–3).
+ Vector4 labelColor = isOpen ? Gold : Body;
+ string capturedLabel = label;
+ var labelEl = new UiText
+ {
+ Left = tabX + TabLeftCapW,
+ Top = 0f,
+ Width = TabCenterW,
+ Height = TabH,
+ ZOrder = 9,
+ DatFont = datFont,
+ ClickThrough = true,
+ Centered = true,
+ Anchors = AnchorEdges.Left | AnchorEdges.Top,
+ };
+ labelEl.LinesProvider = () => new[] { new UiText.Line(capturedLabel, labelColor) };
+ root.AddChild(labelEl);
}
- /// Add a single sprite-drawing child to .
- private static void AddSpriteChild(
- UiElement parent,
+ /// Build a single sprite-drawing leaf at the given position.
+ /// ZOrder=8 places it above the original tab-group UiTexts (ZOrder=1–3) so it draws on top.
+ private static UiText MakeSpriteElement(
Func spriteResolve,
float x, float y, float w, float h, uint spriteId)
{
- parent.AddChild(new UiText
+ return new UiText
{
Left = x,
Top = y,
Width = w,
Height = h,
+ ZOrder = 8,
BackgroundSprite = spriteId,
SpriteResolve = id => { var (tex, tw, th) = spriteResolve(id); return (tex, tw, th); },
LinesProvider = static () => System.Array.Empty(),
ClickThrough = true,
Anchors = AnchorEdges.Left | AnchorEdges.Top,
- });
+ };
}
///
@@ -786,4 +904,5 @@ public static class CharacterStatController
foreach (var child in node.Children)
CollectMatchingButtons(child, canonical, seen, result);
}
+
}
diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs
index 5f6ea79c..a187f008 100644
--- a/src/AcDream.App/UI/Layout/UiDatElement.cs
+++ b/src/AcDream.App/UI/Layout/UiDatElement.cs
@@ -42,6 +42,11 @@ public sealed class UiDatElement : UiElement
private readonly ElementInfo _info;
private readonly Func _resolve;
+ /// The dat element id from . Exposed so controllers
+ /// can identify which logical element a UiDatElement represents when walking subtrees
+ /// (e.g. footer state groups that appear once per tab page but share the same dat id).
+ public uint ElementId => _info.Id;
+
/// Which state name to render. "" = the unnamed DirectState.
/// Falls back to DirectState if the named state is absent.
public string ActiveState { get; set; } = "";
diff --git a/tests/AcDream.App.Tests/UI/Layout/CharacterStatControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/CharacterStatControllerTests.cs
index cd17f04b..3feb03aa 100644
--- a/tests/AcDream.App.Tests/UI/Layout/CharacterStatControllerTests.cs
+++ b/tests/AcDream.App.Tests/UI/Layout/CharacterStatControllerTests.cs
@@ -514,71 +514,72 @@ public class CharacterStatControllerTests
}
// ── Pass 2: Tab button states ─────────────────────────────────────────────
- // Tab groups are UiText (Type 12) with ConsumesDatChildren=true; their button
- // children are consumed at import time. AddTabSprites() injects 3 UiText
- // sprite-children per group when a spriteResolve is provided.
+ // Tab sprites are added to layout.Root (NOT to the tab group elements), so
+ // the tab groups keep Children.Count==0 and survive the page-visibility pass.
+ // AddTabSpritesToRoot() adds 3 sprite UiTexts + 1 label UiText per tab to the
+ // root when a spriteResolve is provided; nothing is added when spriteResolve=null.
[Fact]
- public void TabButtons_NoSpriteResolve_AddsNoSpriteChildren()
+ public void TabButtons_NoSpriteResolve_AddsNoSpriteChildrenToRoot()
{
- // When spriteResolve is null, AddTabSprites returns early — no children added.
- var tabGroup = new UiText();
- var layout = Fake((CharacterStatController.TabAttribId, tabGroup));
+ // When spriteResolve is null, AddTabSpritesToRoot is not called — no sprites added.
+ var layout = Fake(); // empty fake layout with just the root UiPanel
+ int rootChildCountBefore = layout.Root.Children.Count;
CharacterStatController.Bind(layout, SampleData.SampleCharacter, spriteResolve: null);
- Assert.Empty(tabGroup.Children);
+ // No extra children added to root when spriteResolve is null.
+ Assert.Equal(rootChildCountBefore, layout.Root.Children.Count);
}
[Fact]
- public void TabButtons_AttributesGroup_AddsThreeOpenSpriteChildren()
+ public void TabButtons_AttributesGroup_AddsOpenSpriteIdsToRoot()
{
- // Attributes tab (isOpen=true): three UiText sprite children with Open sprite ids.
- var tabGroup = new UiText();
- var layout = Fake((CharacterStatController.TabAttribId, tabGroup));
+ // Attributes tab (isOpen=true): 3 sprite children with Open sprite ids on ROOT.
+ // The tab group element itself has 0 children (sprites go to root, not the group).
+ var layout = Fake(); // minimal fake
CharacterStatController.Bind(layout, SampleData.SampleCharacter,
spriteResolve: id => (id, 16, 16));
- var sprites = tabGroup.Children.OfType().ToList();
- Assert.Equal(3, sprites.Count);
- Assert.Equal(0x06005D92u, sprites[0].BackgroundSprite); // Open left-cap
- Assert.Equal(0x06005D94u, sprites[1].BackgroundSprite); // Open center
- Assert.Equal(0x06005D96u, sprites[2].BackgroundSprite); // Open right-cap
+ // Root should contain the Open sprite ids among all tab sprite children.
+ var sprites = layout.Root.Children.OfType()
+ .Where(t => t.BackgroundSprite != 0u).ToList();
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D92u); // Open left-cap
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D94u); // Open center
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D96u); // Open right-cap
}
[Fact]
- public void TabButtons_SkillsGroup_AddsThreeClosedSpriteChildren()
+ public void TabButtons_SkillsAndTitles_AddClosedSpriteIdsToRoot()
{
- // Skills tab (isOpen=false): three UiText sprite children with Closed sprite ids.
- var tabGroup = new UiText();
- var layout = Fake((CharacterStatController.TabSkillsId, tabGroup));
+ // Skills + Titles tabs (isOpen=false): Closed sprite ids appear on root.
+ var layout = Fake();
CharacterStatController.Bind(layout, SampleData.SampleCharacter,
spriteResolve: id => (id, 16, 16));
- var sprites = tabGroup.Children.OfType().ToList();
- Assert.Equal(3, sprites.Count);
- Assert.Equal(0x06005D93u, sprites[0].BackgroundSprite); // Closed left-cap
- Assert.Equal(0x06005D95u, sprites[1].BackgroundSprite); // Closed center
- Assert.Equal(0x06005D97u, sprites[2].BackgroundSprite); // Closed right-cap
+ var sprites = layout.Root.Children.OfType()
+ .Where(t => t.BackgroundSprite != 0u).ToList();
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D93u); // Closed left-cap
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D95u); // Closed center
+ Assert.Contains(sprites, t => t.BackgroundSprite == 0x06005D97u); // Closed right-cap
}
[Fact]
- public void TabButtons_TitlesGroup_AddsThreeClosedSpriteChildren()
+ public void TabButtons_WithSpriteResolve_AddsAllThreeTabsToRoot()
{
- // Titles tab (isOpen=false): three UiText sprite children with Closed sprite ids.
- var tabGroup = new UiText();
- var layout = Fake((CharacterStatController.TabTitlesId, tabGroup));
+ // With spriteResolve: all 3 tabs inject 4 children each (3 sprites + 1 label)
+ // = 12 sprite children total across 3 tabs on the root.
+ var layout = Fake();
CharacterStatController.Bind(layout, SampleData.SampleCharacter,
spriteResolve: id => (id, 16, 16));
- var sprites = tabGroup.Children.OfType().ToList();
- Assert.Equal(3, sprites.Count);
- Assert.Equal(0x06005D93u, sprites[0].BackgroundSprite); // Closed left-cap
- Assert.Equal(0x06005D95u, sprites[1].BackgroundSprite); // Closed center
- Assert.Equal(0x06005D97u, sprites[2].BackgroundSprite); // Closed right-cap
+ // 3 tabs × 3 sprites = 9 sprite UiTexts on root.
+ var sprites = layout.Root.Children.OfType()
+ .Where(t => t.BackgroundSprite != 0u).ToList();
+ Assert.Equal(9, sprites.Count);
}
// ── Affordability helpers (GetRaiseCost) ──────────────────────────────────