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

@ -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).