fix(studio): Character window — larger row text + tighter attribute rows
- RowHeight reduced 44→30px to pack the 9 rows tighter, matching retail's denser list - Attribute row name/value text now uses Font 0x40000001 (MaxCharHeight=18px) instead of the default 0x40000000 (16px); both fonts are in client_portal.dat (confirmed 2026-06-26) - RenderStack gains LargeDatFont field; RenderBootstrap.Create loads both fonts - FixtureProvider passes LargeDatFont as rowDatFont to CharacterStatController.Bind - CharacterStatController.Bind gains rowDatFont? parameter (falls back to datFont); passed to BuildAttributeRows so row UiText elements use the larger font - Full solution tests green (681/683 App + 1579/1581 Core + 343 Net + 425 UI) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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3 changed files with 22 additions and 4 deletions
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@ -22,7 +22,8 @@ public sealed record RenderStack(
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Wb.WbDrawDispatcher DrawDispatcher,
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SceneLightingUboBinding LightingUbo,
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AcDream.App.UI.UiHost UiHost,
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AcDream.App.UI.UiDatFont? VitalsDatFont) : System.IDisposable
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AcDream.App.UI.UiDatFont? VitalsDatFont,
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AcDream.App.UI.UiDatFont? LargeDatFont) : System.IDisposable
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{
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/// <summary>Dispose the GL pieces this stack OWNS (everything created in
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/// <see cref="RenderBootstrap.Create"/>). <see cref="Dats"/> + <see cref="Gl"/> are caller-owned
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@ -147,6 +148,12 @@ public static class RenderBootstrap
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// --- Vitals dat font (GameWindow ~1820-1822) ---
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var vitalsDatFont = AcDream.App.UI.UiDatFont.Load(dats, textureCache);
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// --- Larger retail font (0x40000001, MaxCharHeight=18) for attribute row text.
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// The default font (0x40000000, 16px) renders the row names too small; the 18px
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// variant (confirmed in client_portal.dat 2026-06-26) matches the retail character
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// window list more closely (≈ icon height ≈ 24px target, 18px is best available).
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var largeDatFont = AcDream.App.UI.UiDatFont.Load(dats, textureCache, 0x40000001u);
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// --- UiHost (GameWindow ~1790); pass null for debugFont (only used as
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// a fallback BitmapFont for the world-space HUD — not needed for the
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// UI Studio, and BitmapFont requires a system font byte array) ---
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@ -164,7 +171,8 @@ public static class RenderBootstrap
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DrawDispatcher: drawDispatcher,
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LightingUbo: lightingUbo,
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UiHost: uiHost,
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VitalsDatFont: vitalsDatFont);
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VitalsDatFont: vitalsDatFont,
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LargeDatFont: largeDatFont);
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}
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// NullAnimLoader mirrors GameWindow's private NullAnimLoader (GameWindow ~13327-13330).
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