feat(studio): #156 #157 mockup desktop and font resolver

Create AGENTS.md as a thin bridge to CLAUDE.md, fix isolated dat-layout previews by normalizing panel roots to the studio canvas, add a --mockup mode that mounts production-backed UI windows into one UiHost, and thread the per-element dat-font resolver through GameWindow's live imports.

Verified with dotnet test and headless studio screenshots for inventory and the mockup desktop.
This commit is contained in:
Erik 2026-06-26 12:56:05 +02:00
parent ca94b479bf
commit 9444a328fa
8 changed files with 405 additions and 44 deletions

31
AGENTS.md Normal file
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@ -0,0 +1,31 @@
# Agent Instructions
`CLAUDE.md` is the source of truth for this repository.
Before doing project work, read `CLAUDE.md` and follow it. If anything in this
file appears to conflict with `CLAUDE.md`, treat `CLAUDE.md` as authoritative
and update this file rather than carrying a second version of the rules.
## Codex Notes
- Keep this file as a thin bridge for agent tooling that discovers
`AGENTS.md`. Do not duplicate the full project state, roadmap, memory
protocol, launch workflow, or domain reference tables here.
- The project goal is `acdream`: a modern open-source C#/.NET 10 Asheron's
Call client whose behavior faithfully tracks the retail client while using a
modern architecture.
- Align all code and planning work with the architecture document named in
`CLAUDE.md`, the current milestones/roadmap docs, and the relevant memory
digests before touching a subsystem.
- Treat `GameWindow.cs` as runtime wiring. New substantial behavior belongs in
dedicated controllers, sinks, orchestrators, or Core/UI abstractions according
to the layer rules in `CLAUDE.md`.
- For AC-specific algorithms, wire formats, constants, coordinates, rendering,
physics, movement, UI, audio, chat, plugin behavior, or dat handling, read the
references named in `CLAUDE.md` before implementing. Do not guess.
- Fix root causes. Do not ship workaround guards, retry loops, grace periods,
suppressions, or symptom masks without explicit approval.
- Continue autonomously through implementation, build/test verification, docs,
memory updates, and commits when appropriate. The main reason to stop is when
visual confirmation from the user is the actual acceptance test.

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@ -59,32 +59,6 @@ Copy this block when adding a new issue:
**Files:** `src/AcDream.App/UI/Layout/CharacterStatController.cs`, `src/AcDream.App/UI/Layout/LayoutImporter.cs`.
## #157 — Live game (GameWindow) doesn't thread the per-element dat-font resolver (Fix C is studio-only)
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-06-26
**Component:** ui
**Description:** Fix C (commit `a0d3395`) added a per-element dat `FontDid` resolver to `LayoutImporter.Import` + `DatWidgetFactory` — each text element gets its own dat font instead of one global font. Wired into the STUDIO path (StudioWindow → LayoutSource → LayoutImporter), but GameWindow's four `LayoutImporter.Import`/`Build` calls explicitly pass `null`, so the LIVE game still uses a single global font.
**Fix:** Build a `Func<uint,UiDatFont?>` closure over a `ConcurrentDictionary<uint, UiDatFont?>` near where `vitalsDatFont`/`largeDatFont` load (~`GameWindow.cs:1820`), reusing `UiDatFont.Load` via `GetOrAdd` (same pattern as `RenderStack.ResolveDatFont`), and pass it to the four Import sites: vitals `0x2100006C` (~1820-1835), chat (~1875), toolbar `0x21000016` (~2019), inventory `0x21000023` (~2157). `CharacterStatController.Bind` already has null-means-keep-dat-font semantics, so it benefits automatically. Backward-compat: resolver applies the dat font as a default; explicit `DatFont` still overrides.
**Files:** `src/AcDream.App/Rendering/GameWindow.cs` (4 import sites), `src/AcDream.App/Rendering/RenderBootstrap.cs` (`RenderStack.ResolveDatFont` = pattern to mirror). **Relates to:** Fix C `a0d3395`; register row AP-75.
## #156 — Studio: inventory window (0x21000023) renders all-black in preview
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-06-25
**Component:** ui (studio)
**Description:** `AcDream.App ui-studio "<datdir>" --layout 0x21000023 --screenshot out.png` renders a flat ~1.2 KB dark-canvas image — the inventory frame / grid / paperdoll don't draw. No exception, no console output. Other studio panels render fine; the inventory works in the live game (F12). Matters for the planned multi-window "full mockup" studio mode.
**Root cause / status:** Pre-existing (identical at commits 9021600 + eccacc5; NOT a regression). The binding does not throw. Likely the studio host/render-stack omits state the inventory's whole-window Draggable frame + sub-window mounts need, or a sprite-resolve / z-order gap specific to the studio host.
**Files:** `src/AcDream.App/Studio/FixtureProvider.cs` (case 0x21000023u), `src/AcDream.App/Studio/StudioWindow.cs`, `src/AcDream.App/Studio/PanelFbo.cs`.
## #155 — Outdoor terrain textures look stretched + blurry vs retail (missing landscape DETAIL-texture overlay)
**Status:** OPEN — **root cause VERIFIED (oracle-first); fix attempt implemented + REVERTED** (rendered the ground black). Ready for a focused fresh implementation pass.
@ -5651,6 +5625,22 @@ outdoors at the angle that previously erased it.
# Recently closed
## #157 — [DONE 2026-06-26] Live game threads per-element dat-font resolver
**Closed:** 2026-06-26
**Commit:** `feat(studio): #156 #157 mockup desktop and font resolver`
**Resolution:** Mirrored the studio `RenderStack.ResolveDatFont` pattern in `GameWindow`: a per-window `ConcurrentDictionary<uint,UiDatFont?>` seeded with the default dat font, loaded lazily under `_datLock`, and passed to the live vitals, chat, toolbar, and inventory `LayoutImporter.Import`/`Build` calls. Live panels now get dat-authored `FontDid` defaults the same way the studio does; explicit controller-set fonts still override.
---
## #156 — [DONE 2026-06-26] Studio inventory preview draws off-canvas
**Closed:** 2026-06-26
**Commit:** `feat(studio): #156 #157 mockup desktop and font resolver`
**Resolution:** The inventory layout imported correctly, but its top-level dat rect is the live-game screen position (`Left=500`, `Top=138`). Screenshot mode sized the FBO to the panel itself (`300x362`), so the whole tree rendered outside the off-screen canvas and only the dark clear color remained. `StudioWindow` now normalizes isolated dat-layout previews to `(0,0)` and disables root-level anchoring; the inventory screenshot changed from a flat 1.2 KB image to a rendered panel.
---
## #150 — Open doors still blocked at the threshold (ethereal target not skipped in the step-down pass)
**Status:** DONE (2026-06-25) — after the retail collision sweep, an OPEN door

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@ -171,8 +171,6 @@ accepted-divergence entries (#96, #49, #50).
| AP-69 | On a landblock (re)load, acdream re-projects its retained server-object spawns (`GameWindow._lastSpawnByGuid` — our `weenie_object_table` for world objects, carrying position + Setup + appearance) into the render world via `LandblockEntityRehydrator`. The dungeon collapse (#133/#135) and Near→Far demote drop a landblock's RENDER entities for FPS but keep the parsed spawns; ACE will NOT re-broadcast objects whose guid is still in its per-player `KnownObjects` set (never cleared on a normal teleport — ACE relies on the client retaining its table + doing its own visibility cull). Re-projecting from our own table is the retail "client keeps its weenie_object_table and re-renders from it" model. DIVERGENCE: acdream has NO retail 25 s / 384 m visibility cull — the retained spawn table is pruned ONLY by an explicit server `DeleteObject` (0xF747) or a spawn de-dup, never by distance/time. (#138) | `src/AcDream.App/Streaming/LandblockEntityRehydrator.cs` + `GameWindow.RehydrateServerEntitiesForLandblock` + `StreamingController` (`onLandblockLoaded`, Loaded + Promoted) | Re-projection from our own table is retail-faithful AND the only reliable path (ACE won't re-send a known object); fixes the #138 "doors/NPCs/portals gone after a dungeon exit" symptom independent of any server re-broadcast | An object the server silently stopped tracking WITHOUT a `DeleteObject` (e.g. a creature that wandered out of PVS) is re-hydrated at its last-known position on reload, where retail's 25 s cull would have dropped it — a stale ghost until a real `DeleteObject` or the next session. Close it by porting holtburger's 25 s/384 m `ACE_DESTRUCTION_TIMEOUT` self-cull | ACE `ObjectMaint.KnownObjects` never cleared on teleport (`Physics/Common/ObjectMaint.cs`, `WorldObjects/Player_Tracking.cs`); holtburger client 25 s cull `liveness.rs` `ACE_DESTRUCTION_TIMEOUT_SECS`; retail client weenie_object_table re-render |
| AP-70 | `TeleportAnimSequencer.ComputeFadeAlpha` uses a smoothstep curve for all fade states; retail's `gmSmartBoxUI::UseTime` drives fade alpha through a 1024-entry `GetAnimLevel` lookup table whose contents are unrecovered | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`ComputeFadeAlpha`) | `GetAnimLevel` table address and contents not yet extracted via cdb; smoothstep is a perceptually-reasonable S-curve that closely approximates a typical gamma-corrected fade; the visual difference is imperceptible under normal teleport conditions | Fade timing differs subtly from retail — ramp-in or ramp-out may be slightly too fast/slow at the black-fade edges; retire by reading the `GetAnimLevel` table via cdb and replacing smoothstep with a direct 1024-entry lookup (spec §8) | `gmSmartBoxUI::UseTime` 0x004d6e30; `GetAnimLevel` 1024-entry table (address unrecovered — spec §8 cdb trace) |
| AP-71 | **`CEnvCell::find_env_collisions` omits the `CObjCell::check_entry_restrictions` gate** — retail's `CEnvCell::find_env_collisions` (pc:309576) calls `CObjCell::check_entry_restrictions` (pc:309576) FIRST and returns `COLLIDED` when an access-locked cell's `restriction_obj` entity rejects the mover (`CanMoveInto` fails AND `CanBypassMoveRestrictions` is false). acdream's `FindEnvCollisions` (`src/AcDream.Core/Physics/TransitionTypes.cs:2088`) goes straight to BSP collision. | `src/AcDream.Core/Physics/TransitionTypes.cs:2088` | **No access-restriction cell data exists in acdream.** `CellPhysics` (`src/AcDream.Core/Physics/PhysicsDataCache.cs:540`) has no `restriction_obj` field; `DatReaderWriter` does not model per-cell access locks; no weenie-object-table exists on the client for the gate's `CanMoveInto` / `CanBypassMoveRestrictions` dispatch. The gap is **inert** in all dev content (ACE starter area has no access-locked env cells). | If access-locked dungeon cells are ever modeled (dat + wire), the player will walk through the restriction barrier without being blocked — wrong PK/housing gating. | `CObjCell::check_entry_restrictions` pc:309576; `CEnvCell::find_env_collisions` pc:309573309597 |
| AP-72 | **Per-element dat-font resolver (Fix C) wired into the STUDIO path only**`LayoutImporter.Import` + `DatWidgetFactory` support a `Func<uint,UiDatFont?>` resolver that gives each text element its own dat font; `StudioWindow` supplies it. `GameWindow`'s four `Import`/`Build` call sites pass `null`, so the live game still uses a single global font. **Retire with #157.** | `src/AcDream.App/Rendering/RenderBootstrap.cs` (`RenderStack.ResolveDatFont` — pattern to mirror into GameWindow) + `src/AcDream.App/Studio/StudioWindow.cs` (resolver wired) + `src/AcDream.App/Rendering/GameWindow.cs` (~4 import sites pass null) | Studio is the proving-ground path; GameWindow threading is Issue #157 (small, safe, orthogonal to M5 gameplay). The live panels still render with the global dat font (same as before Fix C), so behavior is unchanged in the shipped game. | Text elements whose dat `FontDid` differs from the global font render with the wrong size/face in the live game — cosmetic; the studio shows the correct dat font. | `DatWidgetFactory.BuildText`; `LayoutImporter.Import(fontResolver)`; commit `a0d3395` (Fix C) |
---
## 4. Temporary stopgap (TS) — 32 rows

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@ -1861,6 +1861,15 @@ public sealed class GameWindow : IDisposable
AcDream.App.UI.UiDatFont? vitalsDatFont;
lock (_datLock)
vitalsDatFont = AcDream.App.UI.UiDatFont.Load(_dats!, _textureCache!);
var datFontCache = new System.Collections.Concurrent.ConcurrentDictionary<uint, AcDream.App.UI.UiDatFont?>();
if (vitalsDatFont is not null)
datFontCache.TryAdd(AcDream.App.UI.UiDatFont.DefaultFontId, vitalsDatFont);
AcDream.App.UI.UiDatFont? ResolveDatFont(uint fontDid)
=> datFontCache.GetOrAdd(fontDid, id =>
{
lock (_datLock)
return AcDream.App.UI.UiDatFont.Load(_dats!, _textureCache!, id);
});
Console.WriteLine(vitalsDatFont is not null
? "[D.2b] vitals dat-font 0x40000000 loaded for numeric overlay."
: "[D.2b] vitals dat-font 0x40000000 unavailable — falling back to debug font.");
@ -1872,7 +1881,7 @@ public sealed class GameWindow : IDisposable
AcDream.App.UI.Layout.ImportedLayout? imported;
lock (_datLock)
imported = AcDream.App.UI.Layout.LayoutImporter.Import(
_dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont);
_dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont, ResolveDatFont);
if (imported is not null)
{
AcDream.App.UI.Layout.VitalsController.Bind(imported,
@ -1916,7 +1925,7 @@ public sealed class GameWindow : IDisposable
chatRootInfo = AcDream.App.UI.Layout.LayoutImporter.ImportInfos(
_dats!, AcDream.App.UI.Layout.ChatWindowController.LayoutId);
chatLayout = chatRootInfo is null ? null
: AcDream.App.UI.Layout.LayoutImporter.Build(chatRootInfo, ResolveChrome, vitalsDatFont);
: AcDream.App.UI.Layout.LayoutImporter.Build(chatRootInfo, ResolveChrome, vitalsDatFont, ResolveDatFont);
}
if (chatRootInfo is not null && chatLayout is not null)
{
@ -2058,7 +2067,7 @@ public sealed class GameWindow : IDisposable
AcDream.App.UI.Layout.ImportedLayout? toolbarLayout;
lock (_datLock)
toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import(
_dats!, 0x21000016u, ResolveChrome, vitalsDatFont);
_dats!, 0x21000016u, ResolveChrome, vitalsDatFont, ResolveDatFont);
if (toolbarLayout is not null)
{
_toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind(
@ -2196,7 +2205,7 @@ public sealed class GameWindow : IDisposable
AcDream.App.UI.Layout.ImportedLayout? invLayout;
lock (_datLock)
invLayout = AcDream.App.UI.Layout.LayoutImporter.Import(
_dats!, 0x21000023u, ResolveChrome, vitalsDatFont);
_dats!, 0x21000023u, ResolveChrome, vitalsDatFont, ResolveDatFont);
if (invLayout is not null)
{
var inventoryRoot = invLayout.Root;

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@ -0,0 +1,251 @@
using AcDream.App.Rendering;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Chat;
using AcDream.UI.Abstractions;
using AcDream.UI.Abstractions.Panels.Chat;
using DatReaderWriter;
namespace AcDream.App.Studio;
/// <summary>
/// Builds a multi-window UI desktop for the studio. It mounts several real
/// imported panels into one production <see cref="UiHost"/> so drag, resize,
/// click, focus, and z-order behavior all run through the same UI root as the
/// game.
/// </summary>
internal static class MockupDesktop
{
public static void Load(DatCollection dats, RenderStack stack)
{
var objects = SampleData.BuildObjectTable();
MountVitals(dats, stack);
MountToolbar(dats, stack, objects);
MountCharacter(dats, stack, objects);
MountInventory(dats, stack, objects);
MountChat(dats, stack);
}
private static ImportedLayout? Import(DatCollection dats, uint layoutId, RenderStack stack)
=> LayoutImporter.Import(dats, layoutId, stack.ResolveChrome, stack.VitalsDatFont,
fontResolve: stack.ResolveDatFont);
private static void MountVitals(DatCollection dats, RenderStack stack)
{
var layout = Import(dats, 0x2100006Cu, stack);
if (layout is null) return;
FixtureProvider.Populate(0x2100006Cu, layout, stack, SampleData.BuildObjectTable(), dats);
var root = layout.Root;
root.Left = 12f;
root.Top = 18f;
root.ClickThrough = false;
root.Anchors = AnchorEdges.None;
root.Draggable = true;
root.Resizable = true;
root.ResizeX = true;
root.ResizeY = false;
root.MinWidth = 40f;
stack.UiHost.Root.AddChild(root);
}
private static void MountToolbar(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
{
var layout = Import(dats, 0x21000016u, stack);
if (layout is null) return;
FixtureProvider.Populate(0x21000016u, layout, stack, objects, dats);
const int border = RetailChromeSprites.Border;
var toolbarRoot = layout.Root;
float contentW = toolbarRoot.Width > 0f ? toolbarRoot.Width : 300f;
float contentH = toolbarRoot.Height;
var frame = new UiCollapsibleFrame(stack.ResolveChrome)
{
Left = 12f,
Top = 220f,
Width = contentW + 2 * border,
Height = contentH + 2 * border,
Opacity = 1f,
};
toolbarRoot.Left = border;
toolbarRoot.Top = border;
toolbarRoot.Width = contentW;
toolbarRoot.Height = contentH;
toolbarRoot.Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right;
toolbarRoot.ClickThrough = true;
toolbarRoot.Draggable = false;
toolbarRoot.Resizable = false;
frame.AddChild(toolbarRoot);
ConfigureToolbarCollapse(layout, frame, contentH, border);
stack.UiHost.Root.AddChild(frame);
}
private static void ConfigureToolbarCollapse(ImportedLayout layout, UiCollapsibleFrame frame, float contentH, int border)
{
uint[] row2Ids =
{
0x100006B6u,
0x100006B7u, 0x100006B8u, 0x100006B9u, 0x100006BAu, 0x100006BBu,
0x100006BCu, 0x100006BDu, 0x100006BEu, 0x100006BFu,
0x100006C0u,
};
var row2 = new List<UiElement>();
float minRow2Top = float.MaxValue;
foreach (var id in row2Ids)
{
if (layout.FindElement(id) is not { } element) continue;
row2.Add(element);
if (element.Top < minRow2Top) minRow2Top = element.Top;
}
if (row2.Count == 0) return;
float expandedH = contentH + 2 * border;
float collapsedH = minRow2Top + 2 * border;
frame.CollapsedHeight = collapsedH;
frame.ExpandedHeight = expandedH;
frame.SecondRow = row2;
frame.Resizable = true;
frame.ResizableEdges = ResizeEdges.Bottom;
frame.MinHeight = collapsedH;
frame.MaxHeight = expandedH;
}
private static void MountCharacter(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
{
var layout = Import(dats, 0x2100002Eu, stack);
if (layout is null) return;
FixtureProvider.Populate(0x2100002Eu, layout, stack, objects, dats);
var root = layout.Root;
root.Left = 540f;
root.Top = 18f;
root.Anchors = AnchorEdges.None;
root.ClickThrough = false;
root.Draggable = true;
root.Resizable = true;
root.MinWidth = root.Width;
root.MinHeight = root.Height;
stack.UiHost.Root.AddChild(root);
}
private static void MountInventory(DatCollection dats, RenderStack stack, AcDream.Core.Items.ClientObjectTable objects)
{
var layout = Import(dats, 0x21000023u, stack);
if (layout is null) return;
FixtureProvider.Populate(0x21000023u, layout, stack, objects, dats);
const int border = RetailChromeSprites.Border;
var inventoryRoot = layout.Root;
float contentW = inventoryRoot.Width;
float contentH = inventoryRoot.Height;
var frame = new UiNineSlicePanel(stack.ResolveChrome)
{
Left = 900f,
Top = 18f,
Width = contentW + 2 * border,
Height = contentH + 2 * border,
Opacity = 1f,
Visible = true,
Anchors = AnchorEdges.None,
Draggable = true,
Resizable = true,
ResizeX = false,
ResizableEdges = ResizeEdges.Bottom,
MinHeight = contentH + 2 * border,
MaxHeight = 560f,
};
inventoryRoot.Left = border;
inventoryRoot.Top = border;
inventoryRoot.Width = contentW;
inventoryRoot.Height = contentH;
inventoryRoot.Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom;
inventoryRoot.Draggable = false;
frame.AddChild(inventoryRoot);
StretchV(layout, 0x100001D0u);
StretchV(layout, 0x100001CFu);
StretchV(layout, 0x100001C6u);
StretchV(layout, 0x100001C7u);
PinTopLeft(layout, 0x100001CDu);
PinTopLeft(layout, 0x100001CEu);
stack.UiHost.Root.AddChild(frame);
stack.UiHost.RegisterWindow(WindowNames.Inventory, frame);
}
private static void StretchV(ImportedLayout layout, uint id)
{
if (layout.FindElement(id) is { } element)
element.Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom;
}
private static void PinTopLeft(ImportedLayout layout, uint id)
{
if (layout.FindElement(id) is { } element)
element.Anchors = AnchorEdges.Left | AnchorEdges.Top;
}
private static void MountChat(DatCollection dats, RenderStack stack)
{
var rootInfo = LayoutImporter.ImportInfos(dats, ChatWindowController.LayoutId);
if (rootInfo is null) return;
var layout = LayoutImporter.Build(rootInfo, stack.ResolveChrome, stack.VitalsDatFont,
fontResolve: stack.ResolveDatFont);
var chatLog = new ChatLog();
chatLog.SetLocalPlayerGuid(SampleData.PlayerGuid);
chatLog.OnSystemMessage("Welcome to the acdream UI mockup.", 0);
chatLog.OnLocalSpeech("You", "This desktop is running through UiHost.", SampleData.PlayerGuid, isRanged: false);
chatLog.OnChannelBroadcast(1, "Caith", "Drag and resize the windows here.", "General");
chatLog.OnTellReceived("Alicia", "The old UI is starting to wake up.", 0x5000ABCDu);
var vm = new ChatVM(chatLog, displayLimit: 200);
var controller = ChatWindowController.Bind(
rootInfo,
layout,
vm,
() => NullCommandBus.Instance,
stack.VitalsDatFont,
debugFont: null,
stack.ResolveChrome);
if (controller is null) return;
const int border = RetailChromeSprites.Border;
var chatRoot = controller.Root;
float contentW = 490f;
float contentH = chatRoot.Height;
var frame = new UiNineSlicePanel(stack.ResolveChrome)
{
Left = 12f,
Top = 390f,
Width = contentW + 2 * border,
Height = contentH + 2 * border,
MinWidth = 200f,
MinHeight = 90f,
Opacity = 0.75f,
};
chatRoot.Left = border;
chatRoot.Top = border;
chatRoot.Width = contentW;
chatRoot.Height = contentH;
chatRoot.Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom;
chatRoot.Draggable = false;
chatRoot.Resizable = false;
frame.AddChild(chatRoot);
stack.UiHost.Root.AddChild(frame);
stack.UiHost.Root.DefaultTextInput = controller.Input;
}
}

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@ -11,7 +11,8 @@ public sealed record StudioOptions(
string? MarkupPath,
string? DumpSlug = null,
string? DumpFile = null,
string? ScreenshotPath = null)
string? ScreenshotPath = null,
bool Mockup = false)
{
/// <summary>
/// Parse studio options from the args that come AFTER the <c>ui-studio</c> token.
@ -39,6 +40,7 @@ public sealed record StudioOptions(
string? dumpSlug = null;
string? dumpFile = null;
string? screenshotPath = null;
bool mockup = false;
for (int i = 0; i < args.Length; i++)
{
@ -67,6 +69,10 @@ public sealed record StudioOptions(
{
screenshotPath = args[++i];
}
else if (args[i] == "--mockup")
{
mockup = true;
}
else if (!args[i].StartsWith('-'))
{
datDir ??= args[i];
@ -81,10 +87,10 @@ public sealed record StudioOptions(
"ui-studio: dat directory required — pass as first arg or set ACDREAM_DAT_DIR.");
// Default layout: vitals (0x2100006C), unless a dump slug or markup is requested.
if (layoutId is null && markupPath is null && dumpSlug is null)
if (!mockup && layoutId is null && markupPath is null && dumpSlug is null)
layoutId = 0x2100006Cu;
return new StudioOptions(datDir, layoutId, markupPath, dumpSlug, dumpFile, screenshotPath);
return new StudioOptions(datDir, layoutId, markupPath, dumpSlug, dumpFile, screenshotPath, mockup);
}
/// <summary>

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@ -18,7 +18,7 @@ namespace AcDream.App.Studio;
/// (<see cref="RenderBootstrap"/>) and previews a single UI panel
/// identified by a <see cref="LayoutSource"/>.
///
/// Usage: dotnet run -- ui-studio [dat-dir] [--layout 0xNNNN] [--markup path]
/// Usage: dotnet run -- ui-studio [dat-dir] [--layout 0xNNNN] [--markup path] [--mockup]
///
/// Task 3 adds an ImGui IDE on top of the panel FBO:
/// <list type="bullet">
@ -124,6 +124,9 @@ public sealed class StudioWindow : IDisposable
_stack = RenderBootstrap.Create(gl, _dats, new RenderBootstrapOptions(quality));
if (_opts.Mockup)
MockupDesktop.Load(_dats, _stack);
// Load the panel described by options and add it to the UI tree.
// Task 4b: --dump <slug> uses DumpLayout (static retail mockup, no controllers).
// All other modes use LayoutSource + FixtureProvider (production path).
@ -141,8 +144,8 @@ public sealed class StudioWindow : IDisposable
_dumpSlugs = UiDumpModel.ListSlugs(_dumpFile)
.OrderBy(s => s, StringComparer.OrdinalIgnoreCase).ToList();
UiElement? root;
if (_opts.DumpSlug is not null)
UiElement? root = null;
if (!_opts.Mockup && _opts.DumpSlug is not null)
{
if (_dumpFile is null)
{
@ -160,11 +163,13 @@ public sealed class StudioWindow : IDisposable
_currentSlug = _opts.DumpSlug;
}
}
else
else if (!_opts.Mockup)
{
root = _source.Load(_opts);
if (root is null)
Console.Error.WriteLine($"[studio] panel load failed: {_source.LastError}");
else
NormalizeSinglePanelRoot(root);
}
_panelRoot = root;
@ -189,12 +194,18 @@ public sealed class StudioWindow : IDisposable
if (_opts.ScreenshotPath is null)
{
var input = _window!.CreateInput();
// Wire KEYBOARD input into UiHost (keyboard coords are not spatial, so no remapping needed).
// Do NOT wire mouse here — raw Silk window coords would be offset by the canvas sub-window's
// position (tree pane width + ImGui chrome) and land in the wrong panel-local location.
// Mouse is forwarded manually from DrawCanvas with correct panel-local mapping below.
// Mockup mode draws UiHost directly to the window, so raw Silk mouse coordinates
// already match UI pixels. Inspector mode draws UiHost inside an ImGui canvas, so
// mouse is forwarded manually from DrawCanvas with canvas-local remapping.
if (_opts.Mockup)
foreach (var mouse in input.Mice)
_stack.UiHost.WireMouse(mouse);
foreach (var kb in input.Keyboards)
_stack.UiHost.WireKeyboard(kb);
if (_opts.Mockup)
return;
_imgui = new AcDream.UI.ImGui.ImGuiBootstrapper(gl, _window!, input);
_inspector = new StudioInspector();
}
@ -215,7 +226,7 @@ public sealed class StudioWindow : IDisposable
// Pick render size from the loaded root's bounds (clamped to sane limits).
// Fall back to 1280×720 when the root has no explicit size.
int w = 1280, h = 720;
if (_panelRoot is not null)
if (!_opts.Mockup && _panelRoot is not null)
{
float rw = _panelRoot.Width;
float rh = _panelRoot.Height;
@ -264,6 +275,20 @@ public sealed class StudioWindow : IDisposable
}
// ── INTERACTIVE PATH ──────────────────────────────────────────────────────
if (_opts.Mockup)
{
var mockupGl = _stack.Gl;
int mockupW = _window!.Size.X;
int mockupH = _window!.Size.Y;
_stack.UiHost.Tick(dt);
mockupGl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
mockupGl.Viewport(0, 0, (uint)mockupW, (uint)mockupH);
mockupGl.ClearColor(0.08f, 0.08f, 0.08f, 1f);
mockupGl.Clear(ColorBufferBit | DepthBufferBit);
_stack.UiHost.Draw(new Vector2(mockupW, mockupH));
return;
}
if (_imgui is null || _inspector is null) return;
var gl = _stack.Gl;
@ -428,6 +453,18 @@ public sealed class StudioWindow : IDisposable
_inspector.Selected = null;
}
/// <summary>
/// Studio dat-layout previews show one panel in isolation, not at its live-game
/// screen position. Some top-level layouts (inventory: x=500,y=138) otherwise
/// draw entirely outside the root-sized screenshot FBO.
/// </summary>
internal static void NormalizeSinglePanelRoot(UiElement root)
{
root.Left = 0f;
root.Top = 0f;
root.Anchors = AnchorEdges.None;
}
private void OnClosing()
{
_imgui?.Dispose();

View file

@ -0,0 +1,39 @@
using AcDream.App.Studio;
using AcDream.App.UI;
namespace AcDream.App.Tests.Studio;
public class StudioWindowTests
{
[Fact]
public void ParseMockup_doesNotDefaultToSinglePanelLayout()
{
var opts = StudioOptions.Parse(new[] { @"C:\fake-dats", "--mockup" });
Assert.True(opts.Mockup);
Assert.Null(opts.LayoutId);
Assert.Null(opts.DumpSlug);
Assert.Null(opts.MarkupPath);
}
[Fact]
public void NormalizeSinglePanelRoot_movesDatPanelToCanvasOrigin()
{
var root = new UiPanel
{
Left = 500f,
Top = 138f,
Width = 300f,
Height = 362f,
Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right,
};
StudioWindow.NormalizeSinglePanelRoot(root);
Assert.Equal(0f, root.Left);
Assert.Equal(0f, root.Top);
Assert.Equal(300f, root.Width);
Assert.Equal(362f, root.Height);
Assert.Equal(AnchorEdges.None, root.Anchors);
}
}