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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@ -135,9 +135,14 @@ public sealed class UiMeter : UiElement
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{
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if (clipW <= 0f) return;
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float w = Width, h = Height;
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var (lt, lw, _) = resolve(leftId);
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var (mt, mw, _) = resolve(midId);
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var (rt, rw, _) = resolve(rightId);
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// Only resolve a slice when its id is non-zero. resolve(0) returns the 1x1 MAGENTA
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// placeholder with a NON-ZERO GL handle, so resolving a zero (absent) cap id and then
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// testing `tex != 0` would draw a 1px magenta cap. The single-image meter (toolbar
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// selected-object bar) has no left/right caps (ids 0); the 3-slice vitals meter sets
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// all six ids. Guard on the id, not the resolved handle.
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var (lt, lw, _) = leftId != 0 ? resolve(leftId) : (0u, 0, 0);
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var (mt, mw, _) = midId != 0 ? resolve(midId) : (0u, 0, 0);
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var (rt, rw, _) = rightId != 0 ? resolve(rightId) : (0u, 0, 0);
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float capL = lt != 0 ? MathF.Min(lw, w) : 0f;
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float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f;
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