fix(D.2b): paperdoll empty slots show a visible frame (not transparent)

User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.

For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.

App suite 580 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-23 00:02:11 +02:00
parent db0cac03c4
commit a4c68520ea
3 changed files with 18 additions and 10 deletions

View file

@ -2252,7 +2252,10 @@ public sealed class GameWindow : IDisposable
invLayout, Objects,
playerGuid: () => _playerServerGuid,
iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask));
sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
// Empty equip slots show a visible frame (same square as the inventory grid) so every
// slot position is seen + usable; the live 3D character (the doll) is Slice 2.
emptySlotSprite: contentsEmpty);
Console.WriteLine("[D.2b-B] retail inventory window from LayoutDesc importer (0x21000023).");
}

View file

@ -53,7 +53,8 @@ public sealed class PaperdollController : IItemListDragHandler
private PaperdollController(
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield)
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield,
uint emptySlotSprite)
{
_objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield;
@ -64,7 +65,9 @@ public sealed class PaperdollController : IItemListDragHandler
list.RegisterDragHandler(this);
list.Cell.SourceKind = ItemDragSource.Equipment;
list.Cell.SlotIndex = i; // SlotMap position = this equipped item's drag-payload SourceSlot when dragged out to unwield
list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it in Slice 1)
list.Cell.EmptySprite = emptySlotSprite; // visible empty-slot frame so every position is seen + usable. The live
// 3D character (the "figure" — Slice 1/2 correction: NOT a per-slot
// silhouette) is the doll viewport, which arrives in Slice 2 with the Slots toggle.
// Cell.SpriteResolve + the default accept/reject sprites (ItemSlot_DragOver_Accept ring
// 0x060011F9 / reject circle 0x060011F8 — the discrete-slot frames, NOT the inventory grid's
// insert-arrow 0x060011F7) are already wired by DatWidgetFactory when it built the UiItemList;
@ -82,8 +85,9 @@ public sealed class PaperdollController : IItemListDragHandler
public static PaperdollController Bind(
ImportedLayout layout, ClientObjectTable objects, Func<uint> playerGuid,
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield = null)
=> new PaperdollController(layout, objects, playerGuid, iconIds, sendWield);
Func<ItemType, uint, uint, uint, uint, uint> iconIds, Action<uint, uint>? sendWield = null,
uint emptySlotSprite = 0u)
=> new PaperdollController(layout, objects, playerGuid, iconIds, sendWield, emptySlotSprite);
private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
private void OnObjectMoved(ClientObject o, uint from, uint to)

View file

@ -32,10 +32,11 @@ public class PaperdollControllerTests
}
private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
List<(uint item, uint mask)>? wields = null)
List<(uint item, uint mask)>? wields = null, uint emptySlot = 0u)
=> PaperdollController.Bind(layout, objects, () => Player,
iconIds: (_, _, _, _, _) => 0x1234u,
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)));
sendWield: wields is null ? null : (i, m) => wields.Add((i, m)),
emptySlotSprite: emptySlot);
private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
{
@ -112,11 +113,11 @@ public class PaperdollControllerTests
}
[Fact]
public void Empty_equip_slot_is_transparent() // EmptySprite=0 ⇒ nothing drawn (no doll behind it in Slice 1)
public void Empty_equip_slot_shows_the_configured_frame() // visible frame so all positions are usable (Slice 1; the doll is Slice 2)
{
var (layout, lists) = BuildLayout();
Bind(layout, new ClientObjectTable());
Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
Bind(layout, new ClientObjectTable(), emptySlot: 0x06004D20u);
Assert.Equal(0x06004D20u, lists[HeadSlot].Cell.EmptySprite);
}
[Fact]