feat(D.5.3a): selected-object meter — Health bar + name on the action bar
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635). When the player selects a world object the action bar's bottom strip shows the object name + (for player/pet/attackable targets) a live Health meter; deselect clears it. Mana (#140) + stack slider deferred. - SelectedObjectController (new): clear-then-populate on selection change; sets name (UiText child, VitalsController pattern), overlay state (ObjectSelected / StackedItemSelected via UiDatElement.ActiveState), shows the health meter and sends QueryHealth for health targets. Subscribes via a delegate seam (no GameWindow coupling). - GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged event (fires on actual change only); 3 write sites converted, reads untouched. All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on the render thread, so the event-driven UI mutation is single-threaded. - WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth. - DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape (back-track on the element's own DirectState, fill on one Type-3 child). The sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a sub-140px sprite. Vitals 3-slice path unchanged. - ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController; A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't render as stray empty bars. Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden) and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47 (meter shown on select vs on UpdateHealth reply). Spec §5 corrected. Build + full test suite green (2,684 passed / 4 skipped). Health meter render fidelity (full-width fill + fraction mapping) pending the user's visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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11 changed files with 851 additions and 30 deletions
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@ -35,10 +35,15 @@ public sealed class ToolbarController
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0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF,
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};
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// Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object
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// vitals meters (health/stamina/mana bars that track your target) and the stack slider.
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// Elements hidden by default in retail gmToolbarUI::PostInit.
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// Ids confirmed from the toolbar LayoutDesc dump.
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private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 };
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// 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) —
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// it hides A1 at bind and shows it on a health-target selection, so A1 is removed
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// from here to avoid double-ownership. 0x100001A2 (mana meter) and 0x100001A4
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// (stack slider) are DEFERRED features (mana #140, stack-split UI) with no controller
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// yet, so they stay hidden here — otherwise their dat back-track sprites render as
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// stray empty bars on the toolbar.
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private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A4 };
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// Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time.
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// Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
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