feat(D.2b): importer renders Type-12-with-sprites + carries DefaultState

Task G1: two gaps blocked chat window static sprite elements from rendering.

Change 1 — DatWidgetFactory: only skip Type-12 elements that have no own
state media (pure style prototypes). A Type-12 element that carries sprites
(e.g. a chat Send button whose derived Type-0 element inherited Type 12 from
its base prototype) now renders as a UiDatElement.

Change 2 — ElementInfo: add DefaultStateName field (string, default "").

Change 3 — LayoutImporter.ToInfo: read ElementDesc.DefaultState.ToString()
into DefaultStateName; normalize Undef/Undefined/0 sentinels to "".

Change 4 — ElementReader.Merge: inherit DefaultStateName (derived wins if
non-empty, else base).

Change 5 — UiDatElement ctor: initialize ActiveState to DefaultStateName
when set; else "Normal" when a Normal-state sprite is present (retail's
implicit default for buttons/tabs); else "" (DirectState). This makes the
Send button, max/min button, and numbered tabs render their default sprite
without requiring explicit state assignment at runtime.

Vitals neutrality: all vitals chrome/grip elements carry DirectState-only
sprites with no "Normal" named state and DefaultStateName="" (Undef in dat),
so their ActiveState stays "" and their existing conformance tests are
unaffected. Vitals text labels (Type 0→12 via Merge, no StateMedia) are
still skipped by the refined Type-12 guard (StateMedia.Count==0).

Tests: 4 new tests (2 in DatWidgetFactoryTests, 3 in UiDatElementTests).
All 386 pass; 387 total (1 pre-existing skip).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-15 22:54:37 +02:00
parent c2170ab18f
commit 6e6339b026
6 changed files with 126 additions and 19 deletions

View file

@ -9,8 +9,10 @@ namespace AcDream.App.UI.Layout;
/// <see cref="UiDatElement"/>.
///
/// <para>
/// Type 12 (style prototype / BaseElement store) is never instantiated —
/// <see cref="Create"/> returns null and the importer skips it.
/// Type 12 elements that carry NO own state media (pure style prototypes /
/// BaseElement stores) return null from <see cref="Create"/> and are skipped.
/// Type 12 elements that DO carry own sprites (e.g. a chat element whose Type-0
/// derived form inherited Type 12 from its base prototype) are rendered normally.
/// See docs/research/2026-06-15-layoutdesc-format.md Correction 8.
/// </para>
///
@ -42,14 +44,16 @@ public static class DatWidgetFactory
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
/// <returns>The widget, or <c>null</c> for a Type-12 style prototype (caller skips it).</returns>
/// <returns>The widget, or <c>null</c> for a pure Type-12 style prototype with no own sprites (caller skips it).</returns>
public static UiElement? Create(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
{
// Type 12 = zero-size style prototype / BaseElement store referenced by
// BaseLayoutId. These are property bags, never rendered. See format doc §8
// ("style prototypes are Type 12 which must be skipped") and Correction 8.
if (info.Type == 12) return null;
// Type 12 = style prototype / BaseElement store referenced by BaseLayoutId.
// PURE prototypes (no own state media) are property bags — never rendered; skip them.
// A Type-12 element that carries its own state media (e.g. a chat Send button whose
// Type-0 derived element inherited Type 12 from its base prototype) has sprites to
// show and must render. See format doc §8 and the G1 task note.
if (info.Type == 12 && info.StateMedia.Count == 0) return null;
UiElement e = info.Type switch
{

View file

@ -53,6 +53,14 @@ public sealed class ElementInfo
/// </summary>
public Dictionary<string, (uint File, int DrawMode)> StateMedia = new();
/// <summary>
/// The element's initial active state name, taken from <c>ElementDesc.DefaultState.ToString()</c>.
/// Normalized to <c>""</c> when the dat carries Undef/Undefined/0 (no default set).
/// Used by <see cref="UiDatElement"/> to pick which state's sprite to render initially.
/// Examples: <c>"Normal"</c> (Send button), <c>"Minimized"</c> (max/min button), <c>""</c> (DirectState).
/// </summary>
public string DefaultStateName = "";
/// <summary>
/// Resolved child elements (populated by the importer in Task 5).
/// Children come from the derived element's own tree, not the base element's.
@ -144,7 +152,9 @@ public static class ElementReader
Right = derived.Right,
Bottom = derived.Bottom,
ReadOrder = derived.ReadOrder,
FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
// DefaultStateName: derived wins if set; otherwise inherit the base's default.
DefaultStateName = !string.IsNullOrEmpty(derived.DefaultStateName) ? derived.DefaultStateName : base_.DefaultStateName,
// Children come from the derived element's own tree, not the base prototype's.
// Defensive copy: prevent a later mutation of either the merged result or the input
// from corrupting the other. Safe for the Task-5 flow (derived.Children is fully

View file

@ -208,19 +208,23 @@ public static class LayoutImporter
/// </summary>
private static ElementInfo ToInfo(ElementDesc d)
{
// Normalize DefaultState: UIStateId.ToString() gives "Undef"/"Undefined" or "0" when
// no default is set; map those to "" so UiDatElement treats them as "no preference".
var defState = d.DefaultState.ToString();
var info = new ElementInfo
{
Id = d.ElementId,
Type = d.Type,
X = (float)d.X,
Y = (float)d.Y,
Width = (float)d.Width,
Height = (float)d.Height,
Left = d.LeftEdge,
Top = d.TopEdge,
Right = d.RightEdge,
Bottom = d.BottomEdge,
ReadOrder = d.ReadOrder,
Id = d.ElementId,
Type = d.Type,
X = (float)d.X,
Y = (float)d.Y,
Width = (float)d.Width,
Height = (float)d.Height,
Left = d.LeftEdge,
Top = d.TopEdge,
Right = d.RightEdge,
Bottom = d.BottomEdge,
ReadOrder = d.ReadOrder,
DefaultStateName = (defState is "Undef" or "Undefined" or "0") ? "" : defState,
};
// DirectState (unnamed, key "").

View file

@ -54,6 +54,15 @@ public sealed class UiDatElement : UiElement
_info = info;
_resolve = resolve;
ClickThrough = true; // generic decoration; behavioral widgets opt back in
// Pick the initial active state: retail applies DefaultState when set; falls back
// to "Normal" when the element has a Normal-state sprite (retail's implicit default
// for stateful elements like tabs and buttons); else the unnamed DirectState ("").
if (!string.IsNullOrEmpty(info.DefaultStateName))
ActiveState = info.DefaultStateName;
else if (info.StateMedia.ContainsKey("Normal"))
ActiveState = "Normal";
// else ActiveState stays "" (DirectState)
}
/// <summary>

View file

@ -71,6 +71,32 @@ public class DatWidgetFactoryTests
Assert.Equal(7, e!.ZOrder);
}
// ── Test G1a: Type 12 with own sprites renders; without sprites is skipped ──
/// <summary>
/// Task G1 change 1: only PURE Type-12 prototypes (no state media) are skipped.
/// A Type-12 element that carries its own state media must return a non-null widget.
/// </summary>
[Fact]
public void DatWidgetFactory_Type12WithMedia_Renders()
{
// Type 12 with a "Normal" state sprite — must render (NOT skipped).
var withMedia = new ElementInfo
{
Type = 12,
Width = 32,
Height = 16,
StateMedia = { ["Normal"] = (0x00001234u, 1) },
};
var e = DatWidgetFactory.Create(withMedia, NoTex, null);
Assert.NotNull(e);
Assert.IsType<UiDatElement>(e);
// Type 12 with NO state media — must still be skipped (pure prototype).
var noMedia = new ElementInfo { Type = 12 };
Assert.Null(DatWidgetFactory.Create(noMedia, NoTex, null));
}
// ── Test 6: Meter slice extraction (the important one) ───────────────────
/// <summary>

View file

@ -33,4 +33,58 @@ public class UiDatElementTests
var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "NoSuchState" };
Assert.Equal(0x06000005u, e.ActiveMedia().File);
}
// ── G1 tests: DefaultStateName + "Normal" implicit default ───────────────
/// <summary>
/// Task G1 change 5: when an element has no DefaultStateName but does have a "Normal"
/// state sprite, the ctor should default ActiveState to "Normal" so the element
/// renders its normal-state sprite without requiring explicit state assignment.
/// </summary>
[Fact]
public void UiDatElement_DefaultsActiveStateToNormal_WhenNormalPresent()
{
var info = new ElementInfo();
info.StateMedia["Normal"] = (0x0000AAAAu, 1);
info.StateMedia["Hover"] = (0x0000BBBBu, 1);
var e = new UiDatElement(info, _ => (0, 0, 0));
// Should have defaulted to "Normal" state.
Assert.Equal(0x0000AAAAu, e.ActiveMedia().File);
}
/// <summary>
/// Task G1 change 5: when DefaultStateName is set (e.g. "Minimized"),
/// it takes priority over the "Normal" implicit default.
/// </summary>
[Fact]
public void UiDatElement_DefaultsActiveStateToDefaultStateName_WhenSet()
{
var info = new ElementInfo { DefaultStateName = "Minimized" };
info.StateMedia["Minimized"] = (0x0000BBBBu, 1);
info.StateMedia["Maximized"] = (0x0000CCCCu, 1);
info.StateMedia["Normal"] = (0x0000DDDDu, 1);
var e = new UiDatElement(info, _ => (0, 0, 0));
// DefaultStateName "Minimized" wins over "Normal" implicit default.
Assert.Equal(0x0000BBBBu, e.ActiveMedia().File);
}
/// <summary>
/// Task G1 change 5: elements with only a DirectState sprite and no "Normal" state
/// should still default to "" (DirectState) — no regression for chrome/grip elements.
/// </summary>
[Fact]
public void UiDatElement_NoDefaultStateName_NoNormal_DefaultsToDirectState()
{
var info = new ElementInfo();
info.StateMedia[""] = (0x06007777u, 1); // DirectState only (e.g. vitals chrome corner)
var e = new UiDatElement(info, _ => (0, 0, 0));
// No DefaultStateName, no "Normal" state → ActiveState stays "" (DirectState).
Assert.Equal(0x06007777u, e.ActiveMedia().File);
}
}