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>
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7 changed files with 360 additions and 66 deletions
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@ -1,3 +1,4 @@
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using System.Collections.Concurrent;
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using DatReaderWriter;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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@ -48,6 +49,46 @@ public sealed record RenderStack(
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uint t = TextureCache.GetOrUploadRenderSurface(spriteId, out int w, out int h);
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return (t, w, h);
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}
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// ── Font cache (per-stack, keyed by FontDid) ─────────────────────────────
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/// <summary>
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/// Cache of loaded dat fonts keyed by FontDid (0x40000000-range).
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/// Populated lazily by <see cref="ResolveDatFont"/>. Thread-safe for
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/// concurrent reads from the studio render loop; writes happen only
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/// during the first load of each distinct FontDid.
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/// </summary>
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private readonly ConcurrentDictionary<uint, AcDream.App.UI.UiDatFont?> _fontCache = new();
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/// <summary>
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/// Lazily load and cache a dat font by its FontDid. Returns null (and
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/// caches null) when the Font DBObj is absent or has no foreground surface —
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/// callers fall back to the global font in that case.
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///
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/// <para>Pre-seeds <see cref="VitalsDatFont"/> (0x40000000) and
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/// <see cref="LargeDatFont"/> (0x40000001) from the already-loaded instances
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/// to avoid a redundant upload on those two ids.</para>
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/// </summary>
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public AcDream.App.UI.UiDatFont? ResolveDatFont(uint fontDid)
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{
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return _fontCache.GetOrAdd(fontDid, id =>
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AcDream.App.UI.UiDatFont.Load(Dats, TextureCache, id));
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}
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/// <summary>
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/// Pre-seeds the font cache from the two already-loaded font instances
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/// (VitalsDatFont = 0x40000000, LargeDatFont = 0x40000001) so that
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/// <see cref="ResolveDatFont"/> returns them without a redundant GL upload.
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/// Called once by <see cref="RenderBootstrap.Create"/> after the stack is
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/// fully constructed.
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/// </summary>
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internal void SeedFontCache()
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{
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if (VitalsDatFont is not null)
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_fontCache.TryAdd(AcDream.App.UI.UiDatFont.DefaultFontId, VitalsDatFont);
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if (LargeDatFont is not null)
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_fontCache.TryAdd(0x40000001u, LargeDatFont);
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}
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}
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/// <summary>Options for <see cref="RenderBootstrap.Create"/>.</summary>
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@ -159,7 +200,7 @@ public static class RenderBootstrap
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// UI Studio, and BitmapFont requires a system font byte array) ---
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var uiHost = new AcDream.App.UI.UiHost(gl, shaderDir, defaultFont: null);
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return new RenderStack(
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var stack = new RenderStack(
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Gl: gl,
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Dats: dats,
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ShaderDir: shaderDir,
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@ -173,6 +214,13 @@ public static class RenderBootstrap
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UiHost: uiHost,
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VitalsDatFont: vitalsDatFont,
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LargeDatFont: largeDatFont);
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// Pre-seed the font cache with the two already-uploaded atlas instances
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// so ResolveDatFont(0x40000000) and ResolveDatFont(0x40000001) hit the cache
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// rather than re-uploading the same GL texture a second time.
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stack.SeedFontCache();
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return stack;
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}
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// NullAnimLoader mirrors GameWindow's private NullAnimLoader (GameWindow ~13327-13330).
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@ -21,6 +21,7 @@ public sealed class LayoutSource
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private readonly DatCollection _dats;
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private readonly Func<uint, (uint, int, int)> _resolve;
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private readonly UiDatFont? _datFont;
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private readonly Func<uint, UiDatFont?>? _fontResolve;
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public LayoutSourceKind Kind { get; private set; }
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public uint? LayoutId { get; private set; }
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@ -28,14 +29,27 @@ public sealed class LayoutSource
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public string? LastError { get; private set; }
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public ImportedLayout? CurrentLayout { get; private set; }
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/// <summary>
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/// Create a LayoutSource.
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/// </summary>
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/// <param name="fontResolve">Optional per-element font resolver: FontDid →
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/// <see cref="UiDatFont"/> (null when the font isn't in the dats). When supplied,
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/// elements with a non-zero FontDid receive their own dat font at build time
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/// instead of the shared <paramref name="datFont"/> global. Controllers that
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/// explicitly set <see cref="UiText.DatFont"/> after
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/// <see cref="ImportedLayout.FindElement"/> still override the build-time value.
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/// Pass null (default) for the original single-font behavior — the live
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/// <see cref="GameWindow"/> path passes null so it is provably unchanged.</param>
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public LayoutSource(
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DatCollection dats,
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Func<uint, (uint, int, int)> resolve,
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UiDatFont? datFont)
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UiDatFont? datFont,
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Func<uint, UiDatFont?>? fontResolve = null)
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{
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
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_datFont = datFont;
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
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_datFont = datFont;
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_fontResolve = fontResolve;
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}
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/// <summary>
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@ -96,7 +110,7 @@ public sealed class LayoutSource
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private UiElement? LoadDat(uint layoutId)
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{
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var imported = LayoutImporter.Import(_dats, layoutId, _resolve, _datFont);
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var imported = LayoutImporter.Import(_dats, layoutId, _resolve, _datFont, _fontResolve);
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if (imported is null)
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{
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LastError = $"ui-studio: LayoutDesc 0x{layoutId:X8} not found in dats.";
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@ -127,7 +127,13 @@ public sealed class StudioWindow : IDisposable
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// Load the panel described by options and add it to the UI tree.
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// Task 4b: --dump <slug> uses DumpLayout (static retail mockup, no controllers).
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// All other modes use LayoutSource + FixtureProvider (production path).
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_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont);
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//
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// Fix C: pass the per-element font resolver into LayoutSource so that elements
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// with a non-zero FontDid get their own dat font at build time. This is wired
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// ONLY in the studio path; GameWindow's Import calls continue to pass null so the
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// live game path is provably unchanged (follow-up: GameWindow font-resolver wire-up).
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_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont,
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fontResolve: _stack.ResolveDatFont);
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// Resolve the dump file once (used by OnLoad + by LoadDumpPanel at runtime).
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_dumpFile = _opts.ResolveDumpFile();
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@ -181,35 +181,32 @@ public static class CharacterStatController
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// rowDatFont: larger font for attribute row name/value text (18px vs 16px default).
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// Falls back to datFont when null (tests, or dat missing).
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rowDatFont ??= datFont;
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// Name: retail "Horan" is WHITE, not gold. Heritage and PK status are also white.
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// runtime color, dat carries none (LayoutDesc 0x2100002E property 0x1B absent — FIX-B diagnosis 2026-06-26).
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Label(layout, NameId, datFont, Vector4.One, () => data().Name);
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// runtime color, dat carries none.
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Label(layout, HeritageId, datFont, Body, () => data().Heritage ?? data().Race ?? string.Empty);
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// runtime color, dat carries none.
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Label(layout, PkStatusId, datFont, Body, () => data().PkStatus ?? string.Empty);
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// Name (18px from dat FontDid), Heritage (14px), PkStatus (14px):
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// Fix C: pass null → Label's null-guard keeps the build-time dat font.
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// Controllers still own the text color and the LinesProvider.
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// Name = WHITE (retail "Horan" is white — confirmed 2026-06-26).
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Label(layout, NameId, null, Vector4.One, () => data().Name);
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Label(layout, HeritageId, null, Body, () => data().Heritage ?? data().Race ?? string.Empty);
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Label(layout, PkStatusId, null, Body, () => data().PkStatus ?? string.Empty);
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// ── Header captions (new — retail labels above/left of each number) ──────
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// 0x1000023A = "Character Level" caption area above the level value (235,0,65×35).
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// Retail shows 2 lines: "Character" (top) / "Level" (bottom) so neither truncates.
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// Source: retail spec (2026-06-26-character-window-retail-reference.md §State 1).
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// runtime color, dat carries none.
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LabelTwoLine(layout, LevelCaptionId, datFont, Body, "Character", "Level");
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// LevelCaption (0x1000023A, 16px from dat): pass null → keep build-time dat font.
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LabelTwoLine(layout, LevelCaptionId, null, Body, "Character", "Level");
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// Level number: retail renders this as large gold centered text in the 65×50 element.
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// Use the larger dat font (18px) for the level value so it fills more of the vertical
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// space in the 50px element and approaches the retail "large gold digit" look.
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// Fix C: the dat FontDid for the level element (0x1000023B) is now applied at build
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// time when the font resolver is provided (studio path). We no longer force rowDatFont
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// here for the level — the dat's own FontDid drives the font. The Gold color is still
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// set via LinesProvider. SYNTHESIZED elements (the 9 attribute rows built in
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// BuildAttributeRows) continue to use datFont directly since they have no dat origin.
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// Source: spec §Level area (65,50) + decomp gmStatManagementUI::UpdateCharacterInfo 0x004f0770.
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// runtime color, dat carries none.
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Label(layout, LevelId, rowDatFont, Gold, () => data().Level.ToString());
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Label(layout, LevelId, null, Gold, () => data().Level.ToString());
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// 0x10000234 = "Total Experience (XP):" caption, left of the XP value.
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// Source: dump idx=22; spec §Header element map.
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// runtime color, dat carries none.
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LabelLeft(layout, TotalXpLabelId, datFont, Body, static () => "Total Experience (XP):");
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// runtime color, dat carries none.
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Label(layout, TotalXpId, datFont, Body, () => data().TotalXp.ToString("N0"));
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// TotalXpLabel (16px from dat) + TotalXp (16px from dat): pass null → keep dat font.
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LabelLeft(layout, TotalXpLabelId, null, Body, static () => "Total Experience (XP):");
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Label(layout, TotalXpId, null, Body, () => data().TotalXp.ToString("N0"));
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// XP-to-level meter fill (gmStatManagementUI::UpdateExperience 0x004f0a70).
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// NOTE: child elements 0x10000237 (label) and 0x10000238 (value) are consumed by
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titleEl.BackgroundSprite = 0;
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titleEl.VerticalJustify = VJustify.Top; // dat says Center; override to Top (see comment above)
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}
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// Title color: State A = body (parchment); State B = WHITE per retail (confirmed 2026-06-26 ref).
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// Title (FooterTitle 0x1000024E, 20px from dat): pass null → keep dat font.
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// Fix C: the dat has a 20px font for the footer title. Let it drive.
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if (titleEl is not null)
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{
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titleEl.DatFont = datFont;
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// DatFont: null → keep the build-time dat font (20px in studio, global fallback in live game).
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// Centered=true comes from the dat (HJustify=Center) via BuildText — not overridden here.
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// RightAligned stays false (BuildText default for a Center element).
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titleEl.ClickThrough = true;
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@ -782,33 +780,26 @@ public static class CharacterStatController
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};
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}
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// Line-1 label (Top=20, Left=5): State A = "Skill Credits Available:"; State B = "Experience To Raise:"
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// runtime color, dat carries none.
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// Footer lines (all dat-origin with their own font sizes): pass null → keep dat font.
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var l1L = ByPos(20f, 5f, FooterLine1Label);
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LabelProvider(l1L, datFont, Body, () =>
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LabelProvider(l1L, null, Body, () =>
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sel[0] < 0 ? "Skill Credits Available:" : "Experience To Raise:");
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// Line-1 value (Top=20, Left=200): State A = SkillCredits; State B = raise cost
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// When attribute is maxed (cost == 0), retail shows "Infinity!" (confirmed 2026-06-26 ref).
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// runtime color, dat carries none.
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var l1V = ByPos(20f, 200f, FooterLine1Value);
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LabelProvider(l1V, datFont, Body, () =>
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LabelProvider(l1V, null, Body, () =>
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{
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if (sel[0] < 0) return data().SkillCredits.ToString();
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long cost = GetRaiseCost(data(), sel[0]);
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return cost > 0 ? cost.ToString("N0") : "Infinity!";
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});
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// Line-2 label (Top=37, Left=5): "Unassigned Experience:" in both states
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// runtime color, dat carries none.
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// Line-2 elements: pass null → keep dat font.
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var l2L = ByPos(37f, 5f, FooterLine2Label);
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LabelProvider(l2L, datFont, Body,
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LabelProvider(l2L, null, Body,
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static () => "Unassigned Experience:");
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// Line-2 value (Top=37, Left=200): UnassignedXp in both states
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// runtime color, dat carries none.
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var l2V = ByPos(37f, 200f, FooterLine2Value);
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LabelProvider(l2V, datFont, Body,
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LabelProvider(l2V, null, Body,
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() => data().UnassignedXp.ToString("N0"));
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}
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@ -851,7 +842,9 @@ public static class CharacterStatController
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{
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if (layout.FindElement(id) is UiText t)
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{
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t.DatFont = datFont;
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// Null = keep whatever the importer (dat FontDid resolver) set at build time.
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// Non-null = controller explicit override.
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if (datFont is not null) t.DatFont = datFont;
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t.Centered = true;
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t.ClickThrough = true;
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t.LinesProvider = () => new[] { new UiText.Line(text(), color) };
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@ -869,7 +862,8 @@ public static class CharacterStatController
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{
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if (layout.FindElement(id) is UiText t)
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{
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t.DatFont = datFont;
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// Null = keep whatever the importer (dat FontDid resolver) set at build time.
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if (datFont is not null) t.DatFont = datFont;
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t.Centered = false; // non-Centered → scroll/multi-line path
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t.RightAligned = false;
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t.ClickThrough = true;
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@ -889,7 +883,8 @@ public static class CharacterStatController
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{
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if (layout.FindElement(id) is UiText t)
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{
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t.DatFont = datFont;
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// Null = keep whatever the importer (dat FontDid resolver) set at build time.
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if (datFont is not null) t.DatFont = datFont;
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t.Centered = false;
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t.RightAligned = false;
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t.ClickThrough = true;
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@ -906,7 +901,8 @@ public static class CharacterStatController
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private static void LabelProvider(UiText? t, UiDatFont? datFont, Vector4 color, Func<string> text)
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{
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if (t is null) return;
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t.DatFont = datFont;
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// Null = keep whatever the importer (dat FontDid resolver) set at build time.
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if (datFont is not null) t.DatFont = datFont;
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t.Centered = false;
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t.RightAligned = false;
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t.ClickThrough = true;
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@ -45,9 +45,15 @@ public static class DatWidgetFactory
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/// Returns (0,0,0) when the texture is not yet uploaded.</param>
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/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
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/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
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/// <param name="fontResolve">Optional font resolver: FontDid → <see cref="UiDatFont"/>
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/// (or null when the font can't be loaded). When non-null, any element whose
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/// <see cref="ElementInfo.FontDid"/> is non-zero gets ITS OWN dat font applied instead of
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/// the shared <paramref name="datFont"/> fallback. Null = original behavior (use
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/// <paramref name="datFont"/> for every element).</param>
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/// <returns>The widget for this element. Never null — every type produces a widget.</returns>
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public static UiElement? Create(ElementInfo info,
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Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
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Func<uint, (uint, int, int)> resolve, UiDatFont? datFont,
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Func<uint, UiDatFont?>? fontResolve = null)
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{
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// Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts
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// (vitals 0x2100006C / chat 0x21000006) Type-3 elements are sprite-bearing chrome +
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@ -60,16 +66,23 @@ public static class DatWidgetFactory
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// actually carries a factory-built editable Type-3 field (and UiField grows a
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// background-media draw + an opt-in editable flag at that point). UiField (the widget)
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// still ships — it just isn't wired into the factory switch yet.
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// Resolve this element's own dat font if a resolver is provided and the element
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// has a FontDid. Falls back to the shared datFont when not set (FontDid==0) or
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// when the resolver returns null (font missing from dats).
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UiDatFont? elementFont = datFont;
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if (fontResolve is not null && info.FontDid != 0)
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elementFont = fontResolve(info.FontDid) ?? datFont;
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UiElement e = info.Type switch
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{
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1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
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6 => new UiMenu(), // UIElement_Menu (reg :120163)
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7 => BuildMeter(info, resolve, datFont), // UIElement_Meter
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0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
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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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1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
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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).
|
||||
|
|
|
|||
|
|
@ -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 ────────────────────────────────────────────────
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue