feat(ui): D.2b-B — InventoryController bind + grid population (loose/side-bag partition)
Task 4: InventoryController.Bind + Populate: find-by-id bind for the 7 inventory element ids, configure grid (6 cols x 32px) + container list, partition GetContents(player) into loose items (contentsGrid) vs side bags (containerList), populate main-pack cell in topContainer, subscribe ObjectAdded/Moved/Removed/Updated for live rebuilds. Handles both Ingest-indexed (production) and AddOrUpdate-direct (test) paths via fallback scan. Task 5: burden meter (vertical UiMeter, FillFromBottom=true) + RefreshBurden port of CACQualities::InqLoad (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel (0x004a6ea0): EncumbranceCapacity/LoadRatio/LoadToFill/LoadToPercent. Three AttachCaption overlays (Burden, Contents of Backpack, %text). 5 tests all green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/AcDream.App/UI/Layout/InventoryController.cs
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src/AcDream.App/UI/Layout/InventoryController.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Items;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Binds the imported gmInventoryUI tree (LayoutDesc 0x21000023) and populates it from
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/// <see cref="ClientObjectTable"/>. The acdream analogue of retail
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/// gmInventoryUI/gmBackpackUI/gm3DItemsUI ::PostInit (named-retail decomp 176236/176596/176728).
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/// Read-only: no container switching / drag / wield-drop wire (later sub-phases).
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/// </summary>
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public sealed class InventoryController
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{
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// Element ids — spec §1 (dat dump of 0x21000022 / 0x21000021 + the *::PostInit binds).
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public const uint ContentsGridId = 0x100001C6u; // gm3DItemsUI m_itemList ("Contents of Backpack")
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public const uint ContainerListId = 0x100001CAu; // gmBackpackUI m_containerList (side-bag selector)
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public const uint TopContainerId = 0x100001C9u; // gmBackpackUI m_topContainer (main-pack cell)
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public const uint BurdenMeterId = 0x100001D9u; // gmBackpackUI m_burdenMeter (vertical)
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public const uint BurdenTextId = 0x100001D8u; // gmBackpackUI m_burdenText ("%d%%")
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public const uint BurdenCaptionId = 0x100001D7u; // "Burden"
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public const uint ContentsCaptionId = 0x100001C5u; // "Contents of Backpack"
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// 3D-items grid: 192x96 → 6 cols x 3 rows of the 32x32 UIItem cell (template 0x21000037).
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private const int ContentsColumns = 6;
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private const float CellPx = 32f;
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private readonly ClientObjectTable _objects;
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private readonly Func<uint> _playerGuid;
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds;
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private readonly Func<int?> _strength;
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private readonly UiItemList? _contentsGrid;
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private readonly UiItemList? _containerList;
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private readonly UiItemList? _topContainer;
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private readonly UiMeter? _burdenMeter;
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private float _burdenFill;
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private int _burdenPercent;
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private static readonly Vector4 CaptionColor = new(1f, 1f, 1f, 1f);
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// ACE PropertyInt ids read by retail InqLoad (decomp 0x0058f130: InqInt(5)/InqInt(0xe6)).
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private const uint EncumbranceValProperty = 5u; // total carried burden
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private const uint EncumbranceAugProperty = 0xE6u; // carry-capacity augmentation
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private InventoryController(
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ImportedLayout layout,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Func<int?> strength,
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UiDatFont? datFont)
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{
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_objects = objects;
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_playerGuid = playerGuid;
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_iconIds = iconIds;
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_strength = strength;
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_contentsGrid = layout.FindElement(ContentsGridId) as UiItemList;
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_containerList = layout.FindElement(ContainerListId) as UiItemList;
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_topContainer = layout.FindElement(TopContainerId) as UiItemList;
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if (_contentsGrid is not null)
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{
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_contentsGrid.Columns = ContentsColumns;
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_contentsGrid.CellWidth = CellPx;
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_contentsGrid.CellHeight = CellPx;
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}
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if (_containerList is not null)
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{
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_containerList.Columns = 1;
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_containerList.CellWidth = CellPx;
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_containerList.CellHeight = CellPx;
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}
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// Burden meter: vertical 11×58 bar (gmBackpackUI m_burdenMeter, retail direction 4).
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_burdenMeter = layout.FindElement(BurdenMeterId) as UiMeter;
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if (_burdenMeter is not null)
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{
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_burdenMeter.Vertical = true; // 11x58 vertical bar
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_burdenMeter.FillFromBottom = true; // retail direction 4 (visual-confirmed)
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_burdenMeter.Fill = () => _burdenFill;
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}
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// Captions: attach a centered UiText child carrying the known string. "Contents of
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// Backpack" + "%d%%" are procedural in retail (gm3DItemsUI/gmBackpackUI PostInit/
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// SetLoadLevel); "Burden" is the dat label. (Caption pass, spec §5.)
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AttachCaption(layout.FindElement(BurdenCaptionId), () => "Burden", datFont);
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AttachCaption(layout.FindElement(ContentsCaptionId), () => "Contents of Backpack", datFont);
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AttachCaption(layout.FindElement(BurdenTextId), () => _burdenPercent + "%", datFont);
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// Rebuild on any change to the player's possessions.
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_objects.ObjectAdded += OnObjectChanged;
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_objects.ObjectMoved += OnObjectMoved;
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_objects.ObjectRemoved += OnObjectChanged;
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_objects.ObjectUpdated += OnObjectChanged;
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Populate();
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}
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public static InventoryController Bind(
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ImportedLayout layout,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Func<int?> strength,
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UiDatFont? datFont)
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=> new InventoryController(layout, objects, playerGuid, iconIds, strength, datFont);
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private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
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private void OnObjectMoved(ClientObject o, uint from, uint to)
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{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
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/// <summary>True if the object is in (or wielded by) the player — i.e. a rebuild is warranted.</summary>
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private bool Concerns(ClientObject o)
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{
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uint p = _playerGuid();
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return o.ContainerId == p || o.WielderId == p
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|| (o.ContainerId != 0 && _objects.Get(o.ContainerId)?.ContainerId == p); // 2-deep
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}
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/// <summary>Retail gm*UI display refresh: partition the player's direct contents into loose
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/// items (the "Contents of Backpack" grid) and side bags (the pack-selector list).
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/// Uses the container index when available (items ingested via Ingest/MoveItem) or
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/// falls back to a full scan — both paths are correct for the two production flows.</summary>
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public void Populate()
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{
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uint p = _playerGuid();
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// GetContents returns indexed + slot-sorted items (the production path via Ingest).
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// For AddOrUpdate-seeded items (tests + initial populate before indexing), we fall
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// back to scanning all objects with ContainerId == p, sorted by slot.
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var indexed = _objects.GetContents(p);
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IEnumerable<uint> guids;
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if (indexed.Count > 0)
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{
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guids = indexed;
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}
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else
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{
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var direct = new List<(int slot, uint id)>();
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foreach (var o in _objects.Objects)
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if (o.ContainerId == p)
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direct.Add((o.ContainerSlot, o.ObjectId));
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direct.Sort((a, b) => a.slot.CompareTo(b.slot));
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var ids = new List<uint>(direct.Count);
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foreach (var (_, id) in direct) ids.Add(id);
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guids = ids;
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}
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_contentsGrid?.Flush();
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_containerList?.Flush();
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foreach (var guid in guids)
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{
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var item = _objects.Get(guid);
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if (item is null) continue;
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bool isBag = item.Type.HasFlag(ItemType.Container) || item.ItemsCapacity > 0;
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var list = isBag ? _containerList : _contentsGrid;
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if (list is null) continue;
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId,
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item.IconOverlayId, item.Effects);
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var cell = new UiItemSlot { SpriteResolve = list.SpriteResolve };
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cell.SetItem(guid, tex);
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list.AddItem(cell);
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}
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// Main-pack cell: the player's own container. Icon = placeholder until a backpack
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// RenderSurface DID is pinned (spec §3 / divergence row). Bind the guid so a future
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// click can select it.
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if (_topContainer is not null)
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{
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_topContainer.Flush();
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var main = new UiItemSlot { SpriteResolve = _topContainer.SpriteResolve };
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main.SetItem(p, 0u);
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_topContainer.AddItem(main);
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}
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RefreshBurden();
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}
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private void AttachCaption(UiElement? host, Func<string> text, UiDatFont? datFont)
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{
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if (host is null) return;
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var label = new UiText
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{
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Left = 0f, Top = 0f, Width = host.Width, Height = host.Height,
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Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right,
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Centered = true, DatFont = datFont, ClickThrough = true,
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AcceptsFocus = false, IsEditControl = false, CapturesPointerDrag = false,
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LinesProvider = () =>
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{
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var s = text();
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return string.IsNullOrEmpty(s)
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? Array.Empty<UiText.Line>()
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: new[] { new UiText.Line(s, CaptionColor) };
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},
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};
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host.AddChild(label);
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}
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/// <summary>Recompute the burden fill + percent. Port of CACQualities::InqLoad
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/// (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel (0x004a6ea0). currentBurden:
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/// player wire EncumbranceVal (PropertyInt 5) if present, else the carried-Burden sum.</summary>
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private void RefreshBurden()
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{
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uint p = _playerGuid();
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int str = _strength() ?? 10; // InqAttribute default 0xa
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int aug = _objects.Get(p)?.Properties.GetInt(EncumbranceAugProperty) ?? 0;
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int capacity = BurdenMath.EncumbranceCapacity(str, aug);
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int? wire = _objects.Get(p)?.Properties.Ints.TryGetValue(EncumbranceValProperty, out var ev) == true
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? ev : (int?)null;
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int burden = wire ?? _objects.SumCarriedBurden(p);
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float load = BurdenMath.LoadRatio(capacity, burden);
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_burdenFill = BurdenMath.LoadToFill(load);
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_burdenPercent = BurdenMath.LoadToPercent(load);
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}
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/// <summary>Detach event handlers (idempotent).</summary>
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public void Dispose()
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{
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_objects.ObjectAdded -= OnObjectChanged;
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_objects.ObjectMoved -= OnObjectMoved;
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_objects.ObjectRemoved -= OnObjectChanged;
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_objects.ObjectUpdated -= OnObjectChanged;
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}
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}
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138
tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
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138
tests/AcDream.App.Tests/UI/Layout/InventoryControllerTests.cs
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using System.Collections.Generic;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Items;
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using Xunit;
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namespace AcDream.App.Tests.UI.Layout;
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public class InventoryControllerTests
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{
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private const uint Player = 0x50000001u;
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// UiElement is abstract — a concrete, parameterless stand-in for the root + caption hosts
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// (the real captions are Type-0 → UiDatElement; in tests we only need a host that holds children).
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private sealed class TestElement : UiElement { }
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// Element ids (spec §1).
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private const uint ContentsGrid = 0x100001C6u;
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private const uint ContainerList = 0x100001CAu;
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private const uint TopContainer = 0x100001C9u;
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private const uint BurdenMeter = 0x100001D9u;
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private const uint BurdenText = 0x100001D8u;
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private const uint BurdenCaption = 0x100001D7u;
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private const uint ContentsCaption = 0x100001C5u;
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private static (ImportedLayout layout, UiItemList grid, UiItemList containers,
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UiItemList top, UiMeter meter, UiElement burdenText,
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UiElement burdenCap, UiElement contentsCap) BuildLayout()
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{
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var grid = new UiItemList { Width = 192, Height = 96 };
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var containers = new UiItemList { Width = 36, Height = 252 };
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var top = new UiItemList { Width = 36, Height = 36 };
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var meter = new UiMeter { Width = 11, Height = 58 };
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var burdenText = new TestElement { Width = 36, Height = 15 };
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var burdenCap = new TestElement { Width = 36, Height = 15 };
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var contentsCap = new TestElement { Width = 192, Height = 15 };
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var root = new TestElement { Width = 300, Height = 362 };
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root.AddChild(grid); root.AddChild(containers); root.AddChild(top);
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root.AddChild(meter); root.AddChild(burdenText); root.AddChild(burdenCap);
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root.AddChild(contentsCap);
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var byId = new Dictionary<uint, UiElement>
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{
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[ContentsGrid] = grid, [ContainerList] = containers, [TopContainer] = top,
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[BurdenMeter] = meter, [BurdenText] = burdenText, [BurdenCaption] = burdenCap,
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[ContentsCaption] = contentsCap,
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};
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return (new ImportedLayout(root, byId), grid, containers, top, meter,
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burdenText, burdenCap, contentsCap);
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}
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private static InventoryController Bind(ImportedLayout layout, ClientObjectTable objects,
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int? strength = 100)
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=> InventoryController.Bind(layout, objects, () => Player,
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iconIds: (_, _, _, _, _) => 0u, // no real GL upload in tests
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strength: () => strength, datFont: null);
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[Fact]
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public void Populate_fills_contents_grid_with_loose_items_only()
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{
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var (layout, grid, containers, _, _, _, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player,
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ContainerSlot = 0, Burden = 10 }); // loose
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objects.AddOrUpdate(new ClientObject { ObjectId = 0xB, ContainerId = Player,
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ContainerSlot = 1, Burden = 20 }); // loose
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objects.AddOrUpdate(new ClientObject { ObjectId = 0xC, ContainerId = Player,
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ContainerSlot = 2, Type = ItemType.Container }); // side bag
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Bind(layout, objects);
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Assert.Equal(2, grid.GetNumUIItems()); // 2 loose
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Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
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Assert.Equal(0xBu, grid.GetItem(1)!.ItemId);
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Assert.Equal(1, containers.GetNumUIItems()); // 1 side bag
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Assert.Equal(0xCu, containers.GetItem(0)!.ItemId);
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}
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[Fact]
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public void Grid_is_six_columns_thirtytwo_px()
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{
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var (layout, grid, _, _, _, _, _, _) = BuildLayout();
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Bind(layout, new ClientObjectTable());
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Assert.Equal(6, grid.Columns);
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Assert.Equal(32f, grid.CellWidth);
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Assert.Equal(32f, grid.CellHeight);
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}
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[Fact]
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public void ObjectAdded_for_player_item_rebuilds_grid()
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{
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var (layout, grid, _, _, _, _, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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Bind(layout, objects);
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Assert.Equal(0, grid.GetNumUIItems());
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objects.Ingest(new WeenieData(0xA, "Sword", ItemType.MeleeWeapon, 1, 0, 0, 0, 0,
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null, null, null, 5, Player, null, null, null, null, null, null, null, null, null));
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Assert.Equal(1, grid.GetNumUIItems());
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Assert.Equal(0xAu, grid.GetItem(0)!.ItemId);
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}
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[Fact]
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public void Burden_meter_fill_and_percent_from_load()
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{
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var (layout, _, _, _, meter, burdenText, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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// Str 100 → capacity 15000. Carried 7500 → load 0.5 → fill 0.1667, "50%".
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objects.AddOrUpdate(new ClientObject { ObjectId = 0xA, ContainerId = Player, Burden = 7500 });
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Bind(layout, objects, strength: 100);
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Assert.Equal(0.16667f, meter.Fill() ?? -1f, 3);
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Assert.True(meter.Vertical);
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// The % text caption child reads "50%".
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Assert.Contains("50%", CaptionText(burdenText));
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}
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[Fact]
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public void Captions_render_known_strings()
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{
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var (layout, _, _, _, _, _, burdenCap, contentsCap) = BuildLayout();
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Bind(layout, new ClientObjectTable());
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Assert.Contains("Burden", CaptionText(burdenCap));
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Assert.Contains("Contents of Backpack", CaptionText(contentsCap));
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}
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// Reads the text of the UiText caption child attached by the controller.
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private static string CaptionText(UiElement host)
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{
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foreach (var c in host.Children)
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if (c is UiText t)
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{
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var lines = t.LinesProvider();
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if (lines.Count > 0) return lines[0].Text;
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}
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return "";
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}
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}
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