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