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>
This commit is contained in:
Erik 2026-06-16 22:28:37 +02:00
parent 28d5837309
commit 9c8db0d577
4 changed files with 97 additions and 0 deletions

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@ -67,6 +67,7 @@ public static class DatWidgetFactory
7 => BuildMeter(info, resolve, datFont), // UIElement_Meter 7 => BuildMeter(info, resolve, datFont), // UIElement_Meter
11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137) 11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
12 => BuildText(info, resolve), // UIElement_Text (reg :115655) 12 => BuildText(info, resolve), // UIElement_Text (reg :115655)
0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots
_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers) _ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
}; };

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@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
namespace AcDream.App.UI;
/// <summary>
/// A container of item cells (port of retail UIElement_ItemList, class 0x10000031).
/// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the
/// LayoutImporter must NOT build dat children. The toolbar uses single-cell
/// instances (one slot); the inventory phase will grow this to an N-cell grid.
/// </summary>
public sealed class UiItemList : UiElement
{
private readonly List<UiItemSlot> _cells = new();
public UiItemList(Func<uint, (uint tex, int w, int h)>? spriteResolve = null)
{
SpriteResolve = spriteResolve;
// Single-cell default: every toolbar slot always shows one cell (empty or filled).
AddItem(new UiItemSlot { SpriteResolve = spriteResolve });
}
public override bool ConsumesDatChildren => true;
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
/// <summary>Convenience for single-cell slots (the toolbar): the first cell.</summary>
public UiItemSlot Cell => _cells[0];
public int GetNumUIItems() => _cells.Count;
public UiItemSlot? GetItem(int index)
=> index >= 0 && index < _cells.Count ? _cells[index] : null;
public void AddItem(UiItemSlot cell)
{
cell.SpriteResolve ??= SpriteResolve;
cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height;
_cells.Add(cell);
AddChild(cell);
}
public void Flush()
{
foreach (var c in _cells) RemoveChild(c);
_cells.Clear();
}
protected override void OnDraw(UiRenderContext ctx)
{
// The factory sets THIS list's Width/Height AFTER construction, so the cell
// (added in the ctor) starts 0x0. For the single-cell toolbar slot, keep the
// cell sized to the list each frame; the cell paints itself in the children
// pass that follows. (N-cell grid layout is the inventory phase.)
if (_cells.Count > 0)
{
var cell = _cells[0];
cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height;
}
}
}

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@ -126,6 +126,16 @@ public class DatWidgetFactoryTests
Assert.IsType<UiMenu>(e); Assert.IsType<UiMenu>(e);
} }
// ── Test 7: Type 0x10000031 → UiItemList ────────────────────────────────
[Fact]
public void Create_buildsUiItemList_forItemListClassId()
{
var info = new AcDream.App.UI.Layout.ElementInfo { Id = 0x100001A7u, Type = 0x10000031u, Width = 32, Height = 32 };
var w = AcDream.App.UI.Layout.DatWidgetFactory.Create(info, _ => (0u, 0, 0), null);
Assert.IsType<AcDream.App.UI.UiItemList>(w);
}
// ── Test 6: Meter slice extraction (the important one) ─────────────────── // ── Test 6: Meter slice extraction (the important one) ───────────────────
/// <summary> /// <summary>

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@ -0,0 +1,25 @@
using AcDream.App.UI;
using Xunit;
namespace AcDream.App.Tests.UI;
public class UiItemListTests
{
[Fact]
public void IsLeafWidget() => Assert.True(new UiItemList().ConsumesDatChildren);
[Fact]
public void StartsWithOneCell_forSingleCellSlot()
{
var list = new UiItemList();
Assert.Equal(1, list.GetNumUIItems());
Assert.NotNull(list.GetItem(0));
}
[Fact]
public void Cell_returnsTheFirstSlot()
{
var list = new UiItemList();
Assert.Same(list.GetItem(0), list.Cell);
}
}