fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
Visual gate against retail surfaced several fidelity gaps in the selected-object strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213). - UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0) returns the 1x1 magenta placeholder with a non-zero GL handle, so the single- image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The 3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug) - SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when health is known for the selected guid — HasHealth at select or HealthChanged), not shown-on-select; brief green selection flash via Tick revert; overlay floated above the meter so the flash isn't hidden by the bar; name top-aligned into the bar sprite's black band (NameBandHeight) with the bar below. - GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable Doors (Misc type) are name-only; players/monsters get the bar. Replaces the too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate. - CombatState.HasHealth(guid): distinguishes a known health value from the 1.0 default, so a re-selected already-assessed target shows its bar immediately. - TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta. - ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail hides it in HandleSelectionChanged; it was rendering as a stray black box. Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46 rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green (2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster bar on assess, green flash, no magenta. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 438 additions and 368 deletions
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@ -121,9 +121,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
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/// Surface→SurfaceTexture chain that <see cref="GetOrUpload(uint)"/> uses
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/// for world-geometry materials. This is the correct path for retail UI
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/// chrome + font glyph sheets, which reference RenderSurface directly.
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/// Palette is null for now (a paletted INDEX16/P8 UI sprite would return
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/// Magenta — wire a UI palette when one is actually encountered). Returns a
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/// 1x1 magenta handle on miss.
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/// Paletted (PFID_P8 / PFID_INDEX16) UI sprites — e.g. the selected-object
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/// health-bar track 0x0600193E — are decoded against the RenderSurface's own
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/// <c>DefaultPaletteId</c> (same starting palette <see cref="DecodeFromDats"/>
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/// uses); non-paletted formats have DefaultPaletteId==0 → palette null. Returns
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/// a 1x1 magenta handle on miss.
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/// </summary>
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public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false)
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{
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@ -138,7 +140,14 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
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if (_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
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|| _dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
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{
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decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null);
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// Resolve the surface's own default palette so paletted UI sprites decode
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// correctly instead of the magenta fallback (the back-track 0x0600193E behind
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// the selected-object health bar is PFID_P8/INDEX16). Non-paletted formats
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// (DefaultPaletteId==0) keep the previous null-palette behaviour unchanged.
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Palette? palette = rs.DefaultPaletteId != 0
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? _dats.Get<Palette>(rs.DefaultPaletteId)
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: null;
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decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette);
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}
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else
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{
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