feat(items): port retail shared cooldown overlays

Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 10:41:16 +02:00
parent 19e8863f4e
commit 6b1ae4fb76
27 changed files with 875 additions and 20 deletions

View file

@ -0,0 +1,56 @@
using AcDream.Content;
using DatReaderWriter;
namespace AcDream.App.UI.Layout;
/// <summary>
/// DAT-authored ten-step radial cooldown art owned by the shared retail
/// <c>UIElement_UIItem</c> prototype.
/// </summary>
public readonly record struct ItemCooldownAssets(IReadOnlyList<uint> Sprites)
{
public const uint CatalogLayoutId = 0x21000037u;
public const uint SharedItemPrototypeId = 0x1000033Eu;
public const uint FirstOverlayElementId = 0x1000054Fu;
public const int OverlayCount = 10;
public static ItemCooldownAssets? TryLoad(IDatReaderWriter dats)
{
ArgumentNullException.ThrowIfNull(dats);
// 0x1000033E is the common UIItem base inherited by physical item,
// container, and shortcut prototypes. The empty-slot prototype
// 0x10000341 is only background art and intentionally has no cooldown
// children.
ElementInfo? prototype = LayoutImporter.ImportInfos(
dats,
CatalogLayoutId,
SharedItemPrototypeId);
if (prototype is null)
return null;
var sprites = new uint[OverlayCount];
for (int index = 0; index < sprites.Length; index++)
{
ElementInfo? overlay = Find(
prototype,
FirstOverlayElementId + (uint)index);
if (overlay is null
|| !overlay.StateMedia.TryGetValue("", out var media)
|| media.File == 0u)
return null;
sprites[index] = media.File;
}
return new ItemCooldownAssets(sprites);
}
private static ElementInfo? Find(ElementInfo root, uint id)
{
if (root.Id == id)
return root;
foreach (ElementInfo child in root.Children)
if (Find(child, id) is { } match)
return match;
return null;
}
}

View file

@ -0,0 +1,101 @@
using AcDream.Core.Items;
using AcDream.Core.Spells;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Shared retained-UI owner for retail item cooldowns. It performs the retail
/// heartbeat before drawing and gives every current and future
/// <see cref="UiItemSlot"/> the same display projection.
/// </summary>
public sealed class ItemCooldownUiController
{
private readonly Spellbook _spellbook;
private readonly ClientObjectTable _objects;
private readonly Func<double> _currentTime;
private readonly List<UiItemList> _lists = new();
private readonly Dictionary<uint, int> _stepByItemId = new();
private ItemCooldownUiController(
Spellbook spellbook,
ClientObjectTable objects,
Func<double> currentTime)
{
_spellbook = spellbook;
_objects = objects;
_currentTime = currentTime;
}
public static ItemCooldownUiController Bind(
UiElement root,
Spellbook spellbook,
ClientObjectTable objects,
Func<double> currentTime,
ItemCooldownAssets assets)
{
ArgumentNullException.ThrowIfNull(root);
ArgumentNullException.ThrowIfNull(spellbook);
ArgumentNullException.ThrowIfNull(objects);
ArgumentNullException.ThrowIfNull(currentTime);
var controller = new ItemCooldownUiController(
spellbook,
objects,
currentTime);
controller.Configure(root, assets.Sprites);
controller.Tick();
return controller;
}
public void Tick()
{
double now = _currentTime();
_stepByItemId.Clear();
// Retail updates cooldown visibility from UIElement_UIItem::DoHeartbeat,
// not while drawing. Query each represented item once so an expired
// registry node can be removed safely before the render walk.
foreach (UiItemList list in _lists)
{
for (int index = 0; index < list.GetNumUIItems(); index++)
{
UiItemSlot? cell = list.GetItem(index);
if (cell is null)
continue;
uint itemId = cell.ItemId;
if (itemId == 0u || _stepByItemId.ContainsKey(itemId))
continue;
int step = 0;
ClientObject? item = _objects.Get(itemId);
if (item?.CooldownId is { } cooldownId
&& item.CooldownDuration is { } duration
&& _spellbook.OnCooldown(
cooldownId,
now,
out double remaining))
step = ItemCooldownDisplay.GetOverlayStep(
duration,
remaining);
_stepByItemId.Add(itemId, step);
}
}
}
internal int GetOverlayStep(uint itemId)
=> _stepByItemId.TryGetValue(itemId, out int step) ? step : 0;
private void Configure(UiElement element, IReadOnlyList<uint> sprites)
{
if (element is UiItemList list)
{
_lists.Add(list);
list.CooldownSprites = sprites;
list.CooldownStepProvider = GetOverlayStep;
}
foreach (UiElement child in element.Children)
Configure(child, sprites);
}
}

View file

@ -198,6 +198,7 @@ public sealed class RetailUiRuntime : IDisposable
private RetailItemConfirmationController? _itemConfirmationController;
private RetailSkillTrainingConfirmationController? _skillTrainingConfirmationController;
private UiShortcutDigitGraphics? _shortcutDigitGraphics;
private ItemCooldownUiController? _itemCooldownController;
private VividTargetIndicatorController? _vividTargetIndicator;
private ResourceShutdownTransaction? _shutdown;
private bool _disposed;
@ -242,6 +243,7 @@ public sealed class RetailUiRuntime : IDisposable
MountPlugins();
MountInventory();
MountExternalContainer();
MountItemCooldowns();
Host.WindowManager.WindowVisibilityChanged += OnWindowVisibilityChanged;
BindToolbarPanelButtons();
SyncToolbarWindowButtons();
@ -346,6 +348,7 @@ public sealed class RetailUiRuntime : IDisposable
JumpPowerbarController?.Tick();
SelectedObjectController?.Tick(deltaSeconds);
ExternalContainerController?.Tick();
_itemCooldownController?.Tick();
DialogFactory?.Tick();
Host.Tick(deltaSeconds);
_automation?.Tick(deltaSeconds);
@ -1760,6 +1763,29 @@ public sealed class RetailUiRuntime : IDisposable
"[D.2b] retail external-container strip mounted from LayoutDesc 0x21000008.");
}
private void MountItemCooldowns()
{
ItemCooldownAssets? assets;
lock (_bindings.Assets.DatLock)
assets = ItemCooldownAssets.TryLoad(_bindings.Assets.Dats);
if (assets is null)
{
Console.WriteLine(
"[UI] shared UIItem cooldown overlays missing from LayoutDesc 0x21000037.");
return;
}
_itemCooldownController = ItemCooldownUiController.Bind(
Host.Root,
_bindings.Magic.Spellbook,
_bindings.Magic.Objects,
_bindings.Magic.ServerTime,
assets.Value);
Console.WriteLine(
"[UI] retail shared item cooldown overlays ready (10 DAT-authored steps).");
}
public void Dispose()
{
if (_disposed)

View file

@ -39,6 +39,30 @@ public sealed class UiItemList : UiElement
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
private IReadOnlyList<uint>? _cooldownSprites;
public IReadOnlyList<uint>? CooldownSprites
{
get => _cooldownSprites;
set
{
_cooldownSprites = value;
foreach (UiItemSlot cell in _cells)
cell.CooldownSprites = value;
}
}
private Func<uint, int>? _cooldownStepProvider;
public Func<uint, int>? CooldownStepProvider
{
get => _cooldownStepProvider;
set
{
_cooldownStepProvider = value;
foreach (UiItemSlot cell in _cells)
cell.CooldownStepProvider = value;
}
}
/// <summary>
/// Optional non-weenie catalog drop target. Used by retail spell shortcuts;
/// physical-item drops continue through <see cref="DragHandler"/>.
@ -92,6 +116,8 @@ public sealed class UiItemList : UiElement
public void AddItem(UiItemSlot cell)
{
cell.SpriteResolve ??= SpriteResolve;
cell.CooldownSprites ??= _cooldownSprites;
cell.CooldownStepProvider ??= _cooldownStepProvider;
if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
// The list lays cells out procedurally (grid offset + scroll clip), so cells must be
// EXEMPT from the parent anchor pass — UiElement.DrawSelfAndChildren runs ApplyAnchor
@ -271,6 +297,8 @@ public sealed class UiItemList : UiElement
{
UiItemSlot cell = EmptySlotFactory?.Invoke() ?? new UiItemSlot();
cell.SpriteResolve ??= SpriteResolve;
cell.CooldownSprites ??= _cooldownSprites;
cell.CooldownStepProvider ??= _cooldownStepProvider;
if (_cellEmptySprite != 0) cell.EmptySprite = _cellEmptySprite;
cell.Anchors = AnchorEdges.None;
_cells.Add(cell);

View file

@ -103,6 +103,18 @@ public class UiItemSlot : UiElement
/// <summary>RenderSurface id -> (GL texture, w, h). Set by the factory/controller.</summary>
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
/// <summary>
/// DAT-authored 10%..100% radial cooldown overlays from element ids
/// <c>0x1000054F..0x10000558</c>.
/// </summary>
public IReadOnlyList<uint>? CooldownSprites { get; set; }
/// <summary>
/// Bound by the shared cooldown controller. Returns 0 for hidden or 1..10
/// for the exact retail overlay step.
/// </summary>
public Func<uint, int>? CooldownStepProvider { get; set; }
public void SetItem(
uint itemId,
uint iconTexture,
@ -387,6 +399,28 @@ public class UiItemSlot : UiElement
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
}
// UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20 selects exactly
// one of ten authored radial overlays. The shared prototype gives these
// children ReadOrder 8, above shortcut, waiting, selection, trade, and
// drag-accept layers, so the countdown is the final UIItem draw.
uint cooldownSprite = ActiveCooldownSprite();
if (cooldownSprite != 0u && SpriteResolve is not null)
{
var (texture, _, _) = SpriteResolve(cooldownSprite);
if (texture != 0u)
ctx.DrawSprite(
texture,
0f,
0f,
Width,
Height,
0f,
0f,
1f,
1f,
Vector4.One);
}
}
/// <summary>Draws the shared retail shortcut-number layer. Catalog spell cells
@ -409,4 +443,17 @@ public class UiItemSlot : UiElement
if (texture != 0)
ctx.DrawSprite(texture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
internal uint ActiveCooldownSprite()
{
if (ItemId == 0u
|| CooldownSprites is null
|| CooldownStepProvider is null)
return 0u;
int step = CooldownStepProvider(ItemId);
return step is >= 1 and <= 10 && step <= CooldownSprites.Count
? CooldownSprites[step - 1]
: 0u;
}
}