feat(D.5.1): UiItemList widget + factory branch for class 0x10000031
Ports retail UIElement_ItemList (class 0x10000031) as a behavioral-leaf container that owns its UiItemSlot children procedurally. Single-cell default covers every toolbar slot; N-cell grid is deferred to the inventory phase. OnDraw syncs the cell rect to the list's Width/Height each frame so the cell is sized and hit-testable from the first rendered frame, even though the factory sets rect AFTER construction. Factory: adds `0x10000031u => new UiItemList(resolve)` arm before the fallback, so all 18 toolbar itemlist slots route to UiItemList instead of UiDatElement. Tests: 4 new (IsLeafWidget, StartsWithOneCell, Cell_returnsFirstSlot, Create_buildsUiItemList_forItemListClassId). All 4 pass; full suite green (415 pass / 2 skip in App.Tests; 0 fail total). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -67,6 +67,7 @@ public static class DatWidgetFactory
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7 => BuildMeter(info, resolve, datFont), // UIElement_Meter
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11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
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12 => BuildText(info, resolve), // UIElement_Text (reg :115655)
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0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots
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_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
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};
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61
src/AcDream.App/UI/UiItemList.cs
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61
src/AcDream.App/UI/UiItemList.cs
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@ -0,0 +1,61 @@
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using System;
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using System.Collections.Generic;
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namespace AcDream.App.UI;
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/// <summary>
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/// A container of item cells (port of retail UIElement_ItemList, class 0x10000031).
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/// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the
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/// LayoutImporter must NOT build dat children. The toolbar uses single-cell
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/// instances (one slot); the inventory phase will grow this to an N-cell grid.
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/// </summary>
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public sealed class UiItemList : UiElement
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{
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private readonly List<UiItemSlot> _cells = new();
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public UiItemList(Func<uint, (uint tex, int w, int h)>? spriteResolve = null)
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{
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SpriteResolve = spriteResolve;
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// Single-cell default: every toolbar slot always shows one cell (empty or filled).
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AddItem(new UiItemSlot { SpriteResolve = spriteResolve });
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}
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public override bool ConsumesDatChildren => true;
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public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
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/// <summary>Convenience for single-cell slots (the toolbar): the first cell.</summary>
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public UiItemSlot Cell => _cells[0];
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public int GetNumUIItems() => _cells.Count;
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public UiItemSlot? GetItem(int index)
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=> index >= 0 && index < _cells.Count ? _cells[index] : null;
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public void AddItem(UiItemSlot cell)
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{
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cell.SpriteResolve ??= SpriteResolve;
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cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height;
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_cells.Add(cell);
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AddChild(cell);
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}
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public void Flush()
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{
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foreach (var c in _cells) RemoveChild(c);
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_cells.Clear();
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}
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protected override void OnDraw(UiRenderContext ctx)
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{
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// The factory sets THIS list's Width/Height AFTER construction, so the cell
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// (added in the ctor) starts 0x0. For the single-cell toolbar slot, keep the
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// cell sized to the list each frame; the cell paints itself in the children
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// pass that follows. (N-cell grid layout is the inventory phase.)
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if (_cells.Count > 0)
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{
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var cell = _cells[0];
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cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height;
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}
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}
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}
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