feat(ui): importer Fix C — per-element dat FontDid resolver (studio path); character level uses its retail font

DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.

RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).

CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
  to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
  still use datFont directly since they have no dat origin

All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).

8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior

Build + all 710 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-26 10:30:13 +02:00
parent 6e0be4bd34
commit a0d33956f6
7 changed files with 360 additions and 66 deletions

View file

@ -1,3 +1,4 @@
using System.Collections.Concurrent;
using DatReaderWriter;
using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL;
@ -48,6 +49,46 @@ public sealed record RenderStack(
uint t = TextureCache.GetOrUploadRenderSurface(spriteId, out int w, out int h);
return (t, w, h);
}
// ── Font cache (per-stack, keyed by FontDid) ─────────────────────────────
/// <summary>
/// Cache of loaded dat fonts keyed by FontDid (0x40000000-range).
/// Populated lazily by <see cref="ResolveDatFont"/>. Thread-safe for
/// concurrent reads from the studio render loop; writes happen only
/// during the first load of each distinct FontDid.
/// </summary>
private readonly ConcurrentDictionary<uint, AcDream.App.UI.UiDatFont?> _fontCache = new();
/// <summary>
/// Lazily load and cache a dat font by its FontDid. Returns null (and
/// caches null) when the Font DBObj is absent or has no foreground surface —
/// callers fall back to the global font in that case.
///
/// <para>Pre-seeds <see cref="VitalsDatFont"/> (0x40000000) and
/// <see cref="LargeDatFont"/> (0x40000001) from the already-loaded instances
/// to avoid a redundant upload on those two ids.</para>
/// </summary>
public AcDream.App.UI.UiDatFont? ResolveDatFont(uint fontDid)
{
return _fontCache.GetOrAdd(fontDid, id =>
AcDream.App.UI.UiDatFont.Load(Dats, TextureCache, id));
}
/// <summary>
/// Pre-seeds the font cache from the two already-loaded font instances
/// (VitalsDatFont = 0x40000000, LargeDatFont = 0x40000001) so that
/// <see cref="ResolveDatFont"/> returns them without a redundant GL upload.
/// Called once by <see cref="RenderBootstrap.Create"/> after the stack is
/// fully constructed.
/// </summary>
internal void SeedFontCache()
{
if (VitalsDatFont is not null)
_fontCache.TryAdd(AcDream.App.UI.UiDatFont.DefaultFontId, VitalsDatFont);
if (LargeDatFont is not null)
_fontCache.TryAdd(0x40000001u, LargeDatFont);
}
}
/// <summary>Options for <see cref="RenderBootstrap.Create"/>.</summary>
@ -159,7 +200,7 @@ public static class RenderBootstrap
// UI Studio, and BitmapFont requires a system font byte array) ---
var uiHost = new AcDream.App.UI.UiHost(gl, shaderDir, defaultFont: null);
return new RenderStack(
var stack = new RenderStack(
Gl: gl,
Dats: dats,
ShaderDir: shaderDir,
@ -173,6 +214,13 @@ public static class RenderBootstrap
UiHost: uiHost,
VitalsDatFont: vitalsDatFont,
LargeDatFont: largeDatFont);
// Pre-seed the font cache with the two already-uploaded atlas instances
// so ResolveDatFont(0x40000000) and ResolveDatFont(0x40000001) hit the cache
// rather than re-uploading the same GL texture a second time.
stack.SeedFontCache();
return stack;
}
// NullAnimLoader mirrors GameWindow's private NullAnimLoader (GameWindow ~13327-13330).

View file

@ -21,6 +21,7 @@ public sealed class LayoutSource
private readonly DatCollection _dats;
private readonly Func<uint, (uint, int, int)> _resolve;
private readonly UiDatFont? _datFont;
private readonly Func<uint, UiDatFont?>? _fontResolve;
public LayoutSourceKind Kind { get; private set; }
public uint? LayoutId { get; private set; }
@ -28,14 +29,27 @@ public sealed class LayoutSource
public string? LastError { get; private set; }
public ImportedLayout? CurrentLayout { get; private set; }
/// <summary>
/// Create a LayoutSource.
/// </summary>
/// <param name="fontResolve">Optional per-element font resolver: FontDid →
/// <see cref="UiDatFont"/> (null when the font isn't in the dats). When supplied,
/// elements with a non-zero FontDid receive their own dat font at build time
/// instead of the shared <paramref name="datFont"/> global. Controllers that
/// explicitly set <see cref="UiText.DatFont"/> after
/// <see cref="ImportedLayout.FindElement"/> still override the build-time value.
/// Pass null (default) for the original single-font behavior — the live
/// <see cref="GameWindow"/> path passes null so it is provably unchanged.</param>
public LayoutSource(
DatCollection dats,
Func<uint, (uint, int, int)> resolve,
UiDatFont? datFont)
UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null)
{
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
_datFont = datFont;
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
_datFont = datFont;
_fontResolve = fontResolve;
}
/// <summary>
@ -96,7 +110,7 @@ public sealed class LayoutSource
private UiElement? LoadDat(uint layoutId)
{
var imported = LayoutImporter.Import(_dats, layoutId, _resolve, _datFont);
var imported = LayoutImporter.Import(_dats, layoutId, _resolve, _datFont, _fontResolve);
if (imported is null)
{
LastError = $"ui-studio: LayoutDesc 0x{layoutId:X8} not found in dats.";

View file

@ -127,7 +127,13 @@ public sealed class StudioWindow : IDisposable
// 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).
_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont);
//
// Fix C: pass the per-element font resolver into LayoutSource so that elements
// with a non-zero FontDid get their own dat font at build time. This is wired
// ONLY in the studio path; GameWindow's Import calls continue to pass null so the
// live game path is provably unchanged (follow-up: GameWindow font-resolver wire-up).
_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont,
fontResolve: _stack.ResolveDatFont);
// Resolve the dump file once (used by OnLoad + by LoadDumpPanel at runtime).
_dumpFile = _opts.ResolveDumpFile();

View file

@ -181,35 +181,32 @@ public static class CharacterStatController
// rowDatFont: larger font for attribute row name/value text (18px vs 16px default).
// Falls back to datFont when null (tests, or dat missing).
rowDatFont ??= datFont;
// Name: retail "Horan" is WHITE, not gold. Heritage and PK status are also white.
// runtime color, dat carries none (LayoutDesc 0x2100002E property 0x1B absent — FIX-B diagnosis 2026-06-26).
Label(layout, NameId, datFont, Vector4.One, () => data().Name);
// runtime color, dat carries none.
Label(layout, HeritageId, datFont, Body, () => data().Heritage ?? data().Race ?? string.Empty);
// runtime color, dat carries none.
Label(layout, PkStatusId, datFont, Body, () => data().PkStatus ?? string.Empty);
// Name (18px from dat FontDid), Heritage (14px), PkStatus (14px):
// Fix C: pass null → Label's null-guard keeps the build-time dat font.
// Controllers still own the text color and the LinesProvider.
// Name = WHITE (retail "Horan" is white — confirmed 2026-06-26).
Label(layout, NameId, null, Vector4.One, () => data().Name);
Label(layout, HeritageId, null, Body, () => data().Heritage ?? data().Race ?? string.Empty);
Label(layout, PkStatusId, null, Body, () => data().PkStatus ?? string.Empty);
// ── Header captions (new — retail labels above/left of each number) ──────
// 0x1000023A = "Character Level" caption area above the level value (235,0,65×35).
// Retail shows 2 lines: "Character" (top) / "Level" (bottom) so neither truncates.
// Source: retail spec (2026-06-26-character-window-retail-reference.md §State 1).
// runtime color, dat carries none.
LabelTwoLine(layout, LevelCaptionId, datFont, Body, "Character", "Level");
// LevelCaption (0x1000023A, 16px from dat): pass null → keep build-time dat font.
LabelTwoLine(layout, LevelCaptionId, null, Body, "Character", "Level");
// Level number: retail renders this as large gold centered text in the 65×50 element.
// Use the larger dat font (18px) for the level value so it fills more of the vertical
// space in the 50px element and approaches the retail "large gold digit" look.
// Fix C: the dat FontDid for the level element (0x1000023B) is now applied at build
// time when the font resolver is provided (studio path). We no longer force rowDatFont
// here for the level — the dat's own FontDid drives the font. The Gold color is still
// set via LinesProvider. SYNTHESIZED elements (the 9 attribute rows built in
// BuildAttributeRows) continue to use datFont directly since they have no dat origin.
// Source: spec §Level area (65,50) + decomp gmStatManagementUI::UpdateCharacterInfo 0x004f0770.
// runtime color, dat carries none.
Label(layout, LevelId, rowDatFont, Gold, () => data().Level.ToString());
Label(layout, LevelId, null, Gold, () => data().Level.ToString());
// 0x10000234 = "Total Experience (XP):" caption, left of the XP value.
// Source: dump idx=22; spec §Header element map.
// runtime color, dat carries none.
LabelLeft(layout, TotalXpLabelId, datFont, Body, static () => "Total Experience (XP):");
// runtime color, dat carries none.
Label(layout, TotalXpId, datFont, Body, () => data().TotalXp.ToString("N0"));
// TotalXpLabel (16px from dat) + TotalXp (16px from dat): pass null → keep dat font.
LabelLeft(layout, TotalXpLabelId, null, Body, static () => "Total Experience (XP):");
Label(layout, TotalXpId, null, Body, () => data().TotalXp.ToString("N0"));
// XP-to-level meter fill (gmStatManagementUI::UpdateExperience 0x004f0a70).
// NOTE: child elements 0x10000237 (label) and 0x10000238 (value) are consumed by
@ -763,10 +760,11 @@ public static class CharacterStatController
titleEl.BackgroundSprite = 0;
titleEl.VerticalJustify = VJustify.Top; // dat says Center; override to Top (see comment above)
}
// Title color: State A = body (parchment); State B = WHITE per retail (confirmed 2026-06-26 ref).
// Title (FooterTitle 0x1000024E, 20px from dat): pass null → keep dat font.
// Fix C: the dat has a 20px font for the footer title. Let it drive.
if (titleEl is not null)
{
titleEl.DatFont = datFont;
// DatFont: null → keep the build-time dat font (20px in studio, global fallback in live game).
// Centered=true comes from the dat (HJustify=Center) via BuildText — not overridden here.
// RightAligned stays false (BuildText default for a Center element).
titleEl.ClickThrough = true;
@ -782,33 +780,26 @@ public static class CharacterStatController
};
}
// Line-1 label (Top=20, Left=5): State A = "Skill Credits Available:"; State B = "Experience To Raise:"
// runtime color, dat carries none.
// Footer lines (all dat-origin with their own font sizes): pass null → keep dat font.
var l1L = ByPos(20f, 5f, FooterLine1Label);
LabelProvider(l1L, datFont, Body, () =>
LabelProvider(l1L, null, Body, () =>
sel[0] < 0 ? "Skill Credits Available:" : "Experience To Raise:");
// Line-1 value (Top=20, Left=200): State A = SkillCredits; State B = raise cost
// When attribute is maxed (cost == 0), retail shows "Infinity!" (confirmed 2026-06-26 ref).
// runtime color, dat carries none.
var l1V = ByPos(20f, 200f, FooterLine1Value);
LabelProvider(l1V, datFont, Body, () =>
LabelProvider(l1V, null, Body, () =>
{
if (sel[0] < 0) return data().SkillCredits.ToString();
long cost = GetRaiseCost(data(), sel[0]);
return cost > 0 ? cost.ToString("N0") : "Infinity!";
});
// Line-2 label (Top=37, Left=5): "Unassigned Experience:" in both states
// runtime color, dat carries none.
// Line-2 elements: pass null → keep dat font.
var l2L = ByPos(37f, 5f, FooterLine2Label);
LabelProvider(l2L, datFont, Body,
LabelProvider(l2L, null, Body,
static () => "Unassigned Experience:");
// Line-2 value (Top=37, Left=200): UnassignedXp in both states
// runtime color, dat carries none.
var l2V = ByPos(37f, 200f, FooterLine2Value);
LabelProvider(l2V, datFont, Body,
LabelProvider(l2V, null, Body,
() => data().UnassignedXp.ToString("N0"));
}
@ -851,7 +842,9 @@ public static class CharacterStatController
{
if (layout.FindElement(id) is UiText t)
{
t.DatFont = datFont;
// Null = keep whatever the importer (dat FontDid resolver) set at build time.
// Non-null = controller explicit override.
if (datFont is not null) t.DatFont = datFont;
t.Centered = true;
t.ClickThrough = true;
t.LinesProvider = () => new[] { new UiText.Line(text(), color) };
@ -869,7 +862,8 @@ public static class CharacterStatController
{
if (layout.FindElement(id) is UiText t)
{
t.DatFont = datFont;
// Null = keep whatever the importer (dat FontDid resolver) set at build time.
if (datFont is not null) t.DatFont = datFont;
t.Centered = false; // non-Centered → scroll/multi-line path
t.RightAligned = false;
t.ClickThrough = true;
@ -889,7 +883,8 @@ public static class CharacterStatController
{
if (layout.FindElement(id) is UiText t)
{
t.DatFont = datFont;
// Null = keep whatever the importer (dat FontDid resolver) set at build time.
if (datFont is not null) t.DatFont = datFont;
t.Centered = false;
t.RightAligned = false;
t.ClickThrough = true;
@ -906,7 +901,8 @@ public static class CharacterStatController
private static void LabelProvider(UiText? t, UiDatFont? datFont, Vector4 color, Func<string> text)
{
if (t is null) return;
t.DatFont = datFont;
// Null = keep whatever the importer (dat FontDid resolver) set at build time.
if (datFont is not null) t.DatFont = datFont;
t.Centered = false;
t.RightAligned = false;
t.ClickThrough = true;

View file

@ -45,9 +45,15 @@ public static class DatWidgetFactory
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
/// <param name="fontResolve">Optional font resolver: FontDid → <see cref="UiDatFont"/>
/// (or null when the font can't be loaded). When non-null, any element whose
/// <see cref="ElementInfo.FontDid"/> is non-zero gets ITS OWN dat font applied instead of
/// the shared <paramref name="datFont"/> fallback. Null = original behavior (use
/// <paramref name="datFont"/> for every element).</param>
/// <returns>The widget for this element. Never null — every type produces a widget.</returns>
public static UiElement? Create(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null)
{
// Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts
// (vitals 0x2100006C / chat 0x21000006) Type-3 elements are sprite-bearing chrome +
@ -60,16 +66,23 @@ public static class DatWidgetFactory
// actually carries a factory-built editable Type-3 field (and UiField grows a
// background-media draw + an opt-in editable flag at that point). UiField (the widget)
// still ships — it just isn't wired into the factory switch yet.
// Resolve this element's own dat font if a resolver is provided and the element
// has a FontDid. Falls back to the shared datFont when not set (FontDid==0) or
// when the resolver returns null (font missing from dats).
UiDatFont? elementFont = datFont;
if (fontResolve is not null && info.FontDid != 0)
elementFont = fontResolve(info.FontDid) ?? datFont;
UiElement e = info.Type switch
{
1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
6 => new UiMenu(), // UIElement_Menu (reg :120163)
7 => BuildMeter(info, resolve, datFont), // UIElement_Meter
0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
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)
1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
6 => new UiMenu(), // UIElement_Menu (reg :120163)
7 => BuildMeter(info, resolve, elementFont), // UIElement_Meter
0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
12 => BuildText(info, resolve, elementFont), // 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)
};
// Propagate position + size (pixel-exact from the dat).
@ -250,7 +263,13 @@ public static class DatWidgetFactory
/// defaults — the build-time value is just the starting point, not a lock.
/// </para>
/// </summary>
private static UiText BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve)
/// <param name="elementFont">The font to seed on the widget. When a font resolver was
/// provided and the element's FontDid resolved successfully, this is that element-specific
/// font; otherwise it is the shared global fallback. Controllers that call
/// <see cref="ImportedLayout.FindElement"/> and set <see cref="UiText.DatFont"/> afterward
/// still override this — the build-time value is just the starting point.</param>
private static UiText BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont = null)
{
uint bg = info.StateMedia.TryGetValue(
!string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName
@ -276,6 +295,11 @@ public static class DatWidgetFactory
Centered = centered,
RightAligned = rightAligned,
VerticalJustify = vJustify,
// Seed the dat-driven font. When a font resolver was supplied and the element
// carries a non-zero FontDid, elementFont is the element-specific dat font; otherwise
// it is the shared global fallback. Controllers that call FindElement and explicitly
// set DatFont afterward STILL override this (backward-compat guarantee).
DatFont = elementFont,
};
// Font color from dat property 0x1B (ColorBaseProperty).

View file

@ -68,25 +68,33 @@ public static class LayoutImporter
ElementInfo rootInfo,
IEnumerable<ElementInfo> children,
Func<uint, (uint, int, int)> resolve,
UiDatFont? datFont)
UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null)
{
rootInfo.Children = new List<ElementInfo>(children);
return Build(rootInfo, resolve, datFont);
return Build(rootInfo, resolve, datFont, fontResolve);
}
/// <summary>
/// Pure builder: produce the widget tree from a fully resolved
/// <see cref="ElementInfo"/> tree (children already attached).
/// </summary>
/// <param name="fontResolve">Optional per-element font resolver — FontDid →
/// <see cref="UiDatFont"/> (or null if the font can't be loaded). When supplied,
/// elements with a non-zero <see cref="ElementInfo.FontDid"/> get their own dat
/// font at build time instead of the shared <paramref name="datFont"/> fallback.
/// Null preserves the original single-font behavior for all callers that don't
/// pass it — no behavior change for the live game path.</param>
public static ImportedLayout Build(
ElementInfo rootInfo,
Func<uint, (uint, int, int)> resolve,
UiDatFont? datFont)
UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null)
{
var byId = new Dictionary<uint, UiElement>();
// Root is never a Type-12 prototype in practice; fall back to a generic
// container if the factory returns null for an exotic root type.
var root = BuildWidget(rootInfo, resolve, datFont, byId);
var root = BuildWidget(rootInfo, resolve, datFont, fontResolve, byId);
if (root is null)
{
Console.WriteLine($"[D.2b] LayoutImporter: root element 0x{rootInfo.Id:X8} (type {rootInfo.Type}) produced no widget — using empty container fallback.");
@ -99,9 +107,10 @@ public static class LayoutImporter
ElementInfo info,
Func<uint, (uint, int, int)> resolve,
UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve,
Dictionary<uint, UiElement> byId)
{
var w = DatWidgetFactory.Create(info, resolve, datFont);
var w = DatWidgetFactory.Create(info, resolve, datFont, fontResolve);
if (w is null) return null; // Type-12 style prototype — skip
if (info.Id != 0) byId[info.Id] = w;
@ -117,7 +126,7 @@ public static class LayoutImporter
{
foreach (var child in info.Children)
{
var cw = BuildWidget(child, resolve, datFont, byId);
var cw = BuildWidget(child, resolve, datFont, fontResolve, byId);
if (cw is not null) w.AddChild(cw);
}
}
@ -178,15 +187,18 @@ public static class LayoutImporter
/// element, and build the widget tree. Returns null if the layout is absent
/// from the dats.
/// </summary>
/// <param name="fontResolve">Optional per-element font resolver (see
/// <see cref="Build"/> for details). Null = original single-font behavior.</param>
public static ImportedLayout? Import(
DatCollection dats,
uint layoutId,
Func<uint, (uint, int, int)> resolve,
UiDatFont? datFont)
UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null)
{
var rootInfo = ImportInfos(dats, layoutId);
if (rootInfo is null) return null;
return Build(rootInfo, resolve, datFont);
return Build(rootInfo, resolve, datFont, fontResolve);
}
// ── Inheritance resolution ────────────────────────────────────────────────