feat(ui): Map/House panel — slices 2+3, panel shell + Map tab
Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16) as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3 recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and .Toolbar). Combined into one commit because MapHousePanelController.Bind depends on both MapPageController and HousePageController existing — splitting them would mean landing dead code first. Map tab (gmMapUI, MapPageController): - Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s" shape, reusing WorldTimeService.CurrentCalendar (new Func<DerethDateTime.Calendar> dependency threaded through InteractionRetainedUiDependencies/GameWindow — a stable long-lived service, not routed through the deferred-binding machinery Radar's per-session state needs). MonthName enum values already match retail display text; HourName's "AndHalf" suffix is rewritten to "-and-Half". - Coordinate math + marker placement reuse RadarCoordinates/ LandDefs.GidToLcoord verbatim (both already byte-exact ports of CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port. PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the coordinate text and hides the player marker, matching gmMapUI::Update's else branch. - 53-town s_rgLocations table ported verbatim into MapLocations.cs. Markers built once at bind time via the panel's own RowTemplateResolver against m_pMap's authored hotspot-template attrs (0x47/0x48), with literal-string tooltips through AuthoredTooltipText/Enabled (RetailTooltipPresenter) — closes divergence-register row TS-85's last item, gmMapUI::AddMapNote @0x004A1C51. - Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1 BUTTON (the GM click-to-teleport hook at gmMapUI::ListenToElementMessage), and the player/house icons (0x100001ED/EE) are its own NESTED children, not siblings — UiButton.ConsumesDatChildren swallows them from the normally-built tree. Both are re-resolved standalone through the same template resolver the town hotspots use and reattached under m_pMap. House tab (gmHouseUI, HousePageController): mounts the ListBox (0x100001E6) with its authored row template, wired to an empty Lines() source by default — genuinely empty until Slice 4's wire lands, matching retail's own PostInit (no Update call, no static content). 21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests): tab table pairing, close button, town-hotspot count/tooltips, calendar formatter golden values (Frostfell 27/119 P.Y., every HourName incl. AndHalf), player/house marker placement and indoor-gating reproduced against the real fixture via already-tested RadarCoordinates (no re-derivation). Fixture map_house_2100006E_1000018C.json captured via the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately NOT regenerated — out of scope for this batch, would touch unrelated panels' schema drift). Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live; one earlier flaky streaming failure unrelated to this change, confirmed pre-existing on the branch before these commits). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
04841b6807
commit
6b0fa4ff0d
15 changed files with 5865 additions and 3 deletions
|
|
@ -79,7 +79,15 @@ internal sealed record InteractionRetainedUiDependencies(
|
|||
Func<double> ClientTime,
|
||||
Action<string> Log,
|
||||
AcDream.App.Rendering.Gpu.IGpuDevice GpuDevice,
|
||||
ICurrentGpuFrameSource GpuFrameSource)
|
||||
ICurrentGpuFrameSource GpuFrameSource,
|
||||
// Batch C (Map/House toolbar panel): the same shape as ClientTime above —
|
||||
// GameWindow's WorldTimeService is a stable for-the-window-lifetime
|
||||
// service (unlike the per-session entity/world state Radar's deferred
|
||||
// slots exist for), so a direct closure is enough; no DeferredXSource
|
||||
// needed. gmMapUI::Update @0x004a1eb0 reads GameTime::current_game_time
|
||||
// every 5s — MapPageController owns that cadence, this just supplies the
|
||||
// current reading.
|
||||
Func<AcDream.Core.World.DerethDateTime.Calendar> CurrentCalendar)
|
||||
{
|
||||
public RuntimeActionState Actions => Runtime.ActionOwner;
|
||||
|
||||
|
|
@ -970,6 +978,14 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
|
|||
AllegianceSetUpdateSubscription: on =>
|
||||
late.GameRuntime.AllegianceSetUpdateSubscription(on),
|
||||
Trade: d.Runtime.Trade),
|
||||
// Batch C (overnight hover/UI round): HousePosition/
|
||||
// HouseLines/HouseShown are left unwired (their bindings
|
||||
// default to "no house"/empty/no-op) — the House wire
|
||||
// groundwork (RuntimeHouseState) lands separately; the
|
||||
// panel mounts and the Map tab works standalone either way.
|
||||
MapHouse: new MapHouseRuntimeBindings(
|
||||
CurrentCalendar: d.CurrentCalendar,
|
||||
PlayerCellId: () => d.PlayerController.Controller?.CellId ?? 0u),
|
||||
StackSplitQuantity: d.StackSplitQuantity,
|
||||
Plugins: d.UiRegistry,
|
||||
Persistence: persistence,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue