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

@ -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;
}
}