fix(D.2b): correct edge-anchor mapping (RightEdge==1=stretch) + enable vitals horizontal resize

ToAnchors was inverted vs retail UIElement::UpdateForParentSizeChange @0x00462640:
stretch is RightEdge==1 (not ==2/==4), LeftEdge==2 = track-right. Verified against
all 19 vitals fixture pieces. Enables Resizable/ResizeX on the importer vitals root
(the prior 'dat is fixed-size' conclusion was wrong). At-rest render unchanged
(anchors only fire on resize). Added a 160->200 resize conformance test.
Also fixed DatWidgetFactoryTests.RectAndAnchors_SetFromElementInfo which encoded
the old inverted model (Right=2 expecting Right anchor; corrected to Right=1).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-15 17:05:04 +02:00
parent 825536a2bd
commit 8aa643f3e0
6 changed files with 174 additions and 105 deletions

View file

@ -1810,16 +1810,21 @@ public sealed class GameWindow : IDisposable
healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "",
staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "",
manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : "");
// Top-level window: user-positioned (Anchors.None so the per-frame anchor
// pass doesn't reset it) + movable, like the retired hand-authored panel.
// Resize is left off — the dat stacked-vitals layout (0x2100006C) is
// fixed-size (chrome edges near-pinned); faithful grip/dragbar-driven
// resize is the Plan-2 window manager.
// Top-level retail window: user-positioned (Anchors.None so the per-frame
// anchor pass doesn't reset it), movable, and horizontally resizable like
// retail. On a width change the dat edge-anchors reflow the pieces
// (UIElement::UpdateForParentSizeChange @0x00462640): top/bottom edges +
// the three bars stretch, corners stay 5px, the right edge/corners track
// the right side. Vertical resize is off (the layout has no vertical stretch).
var vitalsRoot = imported.Root;
vitalsRoot.Left = 10; vitalsRoot.Top = 30;
vitalsRoot.ClickThrough = false;
vitalsRoot.Anchors = AcDream.App.UI.AnchorEdges.None;
vitalsRoot.Draggable = true;
vitalsRoot.Resizable = true;
vitalsRoot.ResizeX = true;
vitalsRoot.ResizeY = false;
vitalsRoot.MinWidth = 40f;
_uiHost.Root.AddChild(vitalsRoot);
Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C).");
}

View file

@ -68,42 +68,23 @@ public sealed class ElementInfo
/// </summary>
public static class ElementReader
{
/// <summary>
/// Maps the four raw edge-anchor flag values from <c>ElementDesc</c> to the
/// <see cref="AnchorEdges"/> bit-flag used by the UI layout engine.
///
/// <para>
/// The dat stores one <c>uint</c> per edge with these semantics (§4 of the
/// LayoutDesc format reference, 2026-06-15):
/// <list type="bullet">
/// <item><description>0 = no anchor (prototype-only elements — zero-size style stores)</description></item>
/// <item><description>1 = pinned to the <em>near</em> edge (left for LeftEdge, top for TopEdge)</description></item>
/// <item><description>2 = pinned to the <em>far</em> edge (right for RightEdge, bottom for BottomEdge)</description></item>
/// <item><description>3 = floating / centered between both far edges (maps to neither Left nor Right)</description></item>
/// <item><description>4 = stretch: pinned to BOTH near AND far edges simultaneously (element stretches with parent)</description></item>
/// </list>
/// </para>
///
/// <para>
/// Default when no flags resolve: <c>Left | Top</c> (pin top-left, fixed size).
/// This matches elements whose all-zero edge flags indicate a no-reflow prototype.
/// </para>
/// </summary>
/// <summary>Edge-anchor flags → AnchorEdges, per retail UIElement::UpdateForParentSizeChange
/// @0x00462640. The far-axis fields drive stretch: RightEdge==1 ⇒ the right edge tracks the
/// parent's right edge (stretch); LeftEdge==2 ⇒ a fixed-width element's left tracks the right
/// edge (it moves right). ==4 (not present in the vitals layout) = both-sides stretch; ==3 =
/// centered (no edge anchor → falls back to pin-top-left). This is the INVERSE of the earlier
/// format-doc §4 reading, which was wrong (it made every piece fixed-width).</summary>
/// <param name="left">LeftEdge dat field value (04).</param>
/// <param name="top">TopEdge dat field value (04).</param>
/// <param name="right">RightEdge dat field value (04).</param>
/// <param name="bottom">BottomEdge dat field value (04).</param>
public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom)
{
// 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides).
// Only 1 and 4 contribute the NEAR (Left/Top) anchor.
// Only 2 and 4 contribute the FAR (Right/Bottom) anchor.
// Value 3 contributes neither (floating center is handled by the UI engine differently).
var a = AnchorEdges.None;
if (left == 1 || left == 4) a |= AnchorEdges.Left;
if (top == 1 || top == 4) a |= AnchorEdges.Top;
if (right == 2 || right == 4) a |= AnchorEdges.Right;
if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom;
if (left == 1 || left == 4) a |= AnchorEdges.Left;
if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right;
if (top == 1 || top == 4) a |= AnchorEdges.Top;
if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom;
if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
return a;
}