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>
This commit is contained in:
Erik 2026-06-26 02:22:00 +02:00
parent 405b0d5077
commit a236dc33ac
3 changed files with 22 additions and 4 deletions

View file

@ -118,10 +118,13 @@ public static class FixtureProvider
// Bind the REAL importer-mounted header + list elements (name/heritage/PK/level/
// total-XP/XP-meter + the 9-row attribute list + footer State-A). NOT the text-report
// sub-panel (that is gmCharacterInfoUI 0x2100001A → CharacterController).
// LargeDatFont (0x40000001, MaxCharHeight=18) is used for the attribute row text;
// fallback to VitalsDatFont (0x40000000, 16px) if unavailable.
CharacterStatController.Bind(
layout,
data: SampleData.SampleCharacter,
datFont: stack.VitalsDatFont,
rowDatFont: stack.LargeDatFont ?? stack.VitalsDatFont,
spriteResolve: stack.ResolveChrome);
break;