fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe

FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source
branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043
(war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent).
acdream previously only had the peace/war pair and drew them regardless of occupancy.

Changes:
- GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback;
  null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe]
  block logging screen pos + size of 7 bottom-right element ids via ScreenPosition.
- ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null
  default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481.
- UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam
  (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment
  updated with three-way source table.
- Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new
  ToolbarControllerTests (emptyDigits injection + null-safe).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-17 14:27:27 +02:00
parent 7d5a88cd15
commit a7cad5566b
5 changed files with 200 additions and 24 deletions

View file

@ -1913,12 +1913,15 @@ public sealed class GameWindow : IDisposable
// (gmToolbarUI). Mirrors the vitals/chat import+bind+mount pattern above.
// Read the shortcut-slot digit sprite DID arrays from LayoutDesc 0x21000037
// (the UIItem cell template): element 0x1000034A under composite 0x10000346,
// StateDesc.Properties[0x10000042] = peace digits, [0x10000043] = war digits.
// (the UIItem cell template): element 0x1000034A under composite 0x10000346.
// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
// Occupancy branch (decomp 229481):
// occupied → StateDesc.Properties[0x10000042] (peace) / [0x10000043] (war)
// empty → StateDesc.Properties[0x1000005e] (background digit, stance-independent)
uint[]? toolbarPeaceDigits = null;
uint[]? toolbarWarDigits = null;
uint[]? toolbarEmptyDigits = null;
lock (_datLock)
{
var uiItemLd = _dats!.Get<DatReaderWriter.DBObjs.LayoutDesc>(0x21000037u);
@ -1948,6 +1951,19 @@ public sealed class GameWindow : IDisposable
if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d)
toolbarWarDigits[i] = d.Value;
}
// Empty-slot background digit: property 0x1000005e, stance-independent.
// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) —
// else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
// No fallback constants — if absent, empty slots draw no digit (safe).
if (props.TryGetValue(0x1000005Eu, out var rawEmpty)
&& rawEmpty is DatReaderWriter.Types.ArrayBaseProperty arrEmpty)
{
toolbarEmptyDigits = new uint[arrEmpty.Value.Count];
for (int i = 0; i < arrEmpty.Value.Count; i++)
if (arrEmpty.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d)
toolbarEmptyDigits[i] = d.Value;
}
Console.WriteLine($"[D.5.1] empty digit array: {toolbarEmptyDigits?.Length ?? 0} entries.");
}
else
{
@ -1966,7 +1982,7 @@ public sealed class GameWindow : IDisposable
{ 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u,
0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u };
// Report the arrays actually used (after any fallback substitution).
Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length} entries.");
Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length}, empty={toolbarEmptyDigits?.Length ?? 0} entries.");
AcDream.App.UI.Layout.ImportedLayout? toolbarLayout;
lock (_datLock)
@ -1980,8 +1996,9 @@ public sealed class GameWindow : IDisposable
iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over),
useItem: guid => UseItemByGuid(guid),
combatState: Combat,
peaceDigits: toolbarPeaceDigits,
warDigits: toolbarWarDigits);
peaceDigits: toolbarPeaceDigits,
warDigits: toolbarWarDigits,
emptyDigits: toolbarEmptyDigits);
var toolbarRoot = toolbarLayout.Root;
toolbarRoot.Left = 10; toolbarRoot.Top = 300;
@ -1993,6 +2010,25 @@ public sealed class GameWindow : IDisposable
toolbarRoot.ClickThrough = false;
toolbarRoot.Draggable = true;
_uiHost.Root.AddChild(toolbarRoot);
// [D.5.1 PROBE] Bottom-right geometry rect dump — temporary diagnostic.
// Localises the bottom-right mismatch reported by the user; remove once fixed.
// ScreenPosition walks Parent chain (UiElement.cs:54-63); Left/Top are parent-relative.
// IDs: root=0x10000191, backpack-btn=0x100001B1, backpack-drag=0x1000046C,
// last top slot=0x100001AF, last bottom slot=0x100006BF,
// row1 right-cap=0x100001B0, row2 right-cap=0x100006C0.
{
uint[] probeIds = { 0x10000191u, 0x100001B1u, 0x1000046Cu, 0x100001AFu, 0x100006BFu, 0x100001B0u, 0x100006C0u };
foreach (var pid in probeIds)
{
var pe = toolbarLayout.FindElement(pid);
if (pe is not null)
Console.WriteLine($"[D.5.1 probe] 0x{pid:X8} ({pe.GetType().Name}): screen=({pe.ScreenPosition.X:F1},{pe.ScreenPosition.Y:F1}) left={pe.Left:F1} top={pe.Top:F1} w={pe.Width:F1} h={pe.Height:F1}");
else
Console.WriteLine($"[D.5.1 probe] 0x{pid:X8}: not found in layout");
}
}
Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016).");
}
else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found.");

View file

@ -55,12 +55,15 @@ public sealed class ToolbarController
private readonly Action<uint> _useItem; // guid → fire UseObject
// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
// Peace set: property 0x10000042; war set: property 0x10000043.
// Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346.
// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
// Occupancy branch (decomp 229481):
// occupied → peace 0x10000042 / war 0x10000043 (split by stance)
// empty → background digit 0x1000005e (stance-independent)
private uint[]? _peaceDigits;
private uint[]? _warDigits;
private uint[]? _emptyDigits;
private bool _peace = true; // true = NonCombat (peace), false = any war stance
private ToolbarController(
@ -71,7 +74,8 @@ public sealed class ToolbarController
Action<uint> useItem,
CombatState? combatState,
uint[]? peaceDigits,
uint[]? warDigits)
uint[]? warDigits,
uint[]? emptyDigits)
{
_repo = repo;
_shortcuts = shortcuts;
@ -79,6 +83,7 @@ public sealed class ToolbarController
_useItem = useItem;
_peaceDigits = peaceDigits;
_warDigits = warDigits;
_emptyDigits = emptyDigits;
for (int i = 0; i < SlotIds.Length; i++)
{
@ -133,6 +138,12 @@ public sealed class ToolbarController
/// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
/// </param>
/// <param name="warDigits">War-mode digit DID array (property 0x10000043, same element).</param>
/// <param name="emptyDigits">
/// Empty-slot background digit DID array (property 0x1000005e, stance-independent).
/// Used when a slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
/// Null if the dat lookup failed (empty slots draw no digit, which is safe).
/// </param>
public static ToolbarController Bind(
ImportedLayout layout,
ItemRepository repo,
@ -141,10 +152,11 @@ public sealed class ToolbarController
Action<uint> useItem,
CombatState? combatState = null,
uint[]? peaceDigits = null,
uint[]? warDigits = null)
uint[]? warDigits = null,
uint[]? emptyDigits = null)
{
var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
peaceDigits, warDigits);
peaceDigits, warDigits, emptyDigits);
c.Populate();
return c;
}
@ -176,8 +188,9 @@ public sealed class ToolbarController
}
// Re-stamp slot number labels after any item change.
// Numbers show on ALL top-row slots regardless of item occupancy —
// the user's retail screenshot confirms numbers on empty top-row slots.
// Digit SPRITE SOURCE depends on occupancy (decomp UIElement_UIItem::SetShortcutNum:229481):
// occupied → peace 0x10000042 / war 0x10000043; empty → background 0x1000005e.
// The digit is ALWAYS shown on top-row slots (SetVisible(1) at decomp 229511).
RestampShortcutNumbers();
}
@ -215,12 +228,14 @@ public sealed class ToolbarController
/// <summary>
/// Push digit-array references and shortcut-number state into every slot cell.
/// Top row (indices 08): SetShortcutNum(i, _peace) — numbers 19 on ALL slots
/// including empty ones (confirmed from user's retail screenshot; the numbers are
/// slot LABELS, not item indicators).
/// Top row (indices 08): SetShortcutNum(i, _peace) — numbers 19 always shown
/// (the digit is ALWAYS visible, SetVisible(1) at decomp 229511; only the sprite
/// SOURCE differs by occupancy — see UIElement_UIItem::SetShortcutNum decomp 229481).
/// Bottom row (indices 917): ClearShortcutNum() — retail shows no numbers there.
/// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
/// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621).
/// Occupancy → source: occupied → peace 0x10000042 / war 0x10000043;
/// empty → background 0x1000005e (decomp 229481/229493).
/// </summary>
private void RestampShortcutNumbers()
{
@ -230,6 +245,7 @@ public sealed class ToolbarController
if (cell is null) continue;
cell.PeaceDigits = _peaceDigits;
cell.WarDigits = _warDigits;
cell.EmptyDigits = _emptyDigits;
if (i < 9)
cell.SetShortcutNum(i, _peace); // top row: slot label digits 19 always shown
else

View file

@ -52,12 +52,20 @@ public sealed class UiItemSlot : UiElement
public bool ShortcutPeace { get; private set; } = true;
/// <summary>Peace digit DID array. Index i → digit (i+1) sprite RenderSurface id.
/// Injected by the controller after reading LayoutDesc 0x21000037.</summary>
/// Injected by the controller after reading LayoutDesc 0x21000037.
/// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — occupied slot picks
/// property 0x10000042 (peace) or 0x10000043 (war) by stance.</summary>
public uint[]? PeaceDigits { get; set; }
/// <summary>War digit DID array. Same layout as PeaceDigits.</summary>
/// <summary>War digit DID array. Same layout as PeaceDigits.
/// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229493) — war stance.</summary>
public uint[]? WarDigits { get; set; }
/// <summary>Empty-slot digit DID array (property 0x1000005e, stance-independent).
/// Used when the slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty).</summary>
public uint[]? EmptyDigits { get; set; }
/// <summary>Set the slot's shortcut position and combat stance so the correct digit
/// is drawn. Call with index 0..8 for the top row; pass peace=true for NonCombat.</summary>
public void SetShortcutNum(int index, bool peace)
@ -69,6 +77,20 @@ public sealed class UiItemSlot : UiElement
/// <summary>Clear the shortcut number label (hides the digit).</summary>
public void ClearShortcutNum() { ShortcutNum = -1; }
/// <summary>
/// Returns the digit DID array that OnDraw will use, following the retail occupancy
/// branch in UIElement_UIItem::SetShortcutNum (decomp 229481):
/// occupied (ItemId != 0) → ShortcutPeace ? PeaceDigits : WarDigits (0x10000042/43)
/// empty (ItemId == 0) → EmptyDigits (0x1000005e, stance-independent)
/// Exposed as an internal method so unit tests can assert array selection without
/// needing a real render context.
/// </summary>
internal uint[]? ActiveDigitArray()
{
bool occupied = ItemId != 0;
return occupied ? (ShortcutPeace ? PeaceDigits : WarDigits) : EmptyDigits;
}
// ── Events / draw ─────────────────────────────────────────────────────────
/// <summary>Invoked by <see cref="OnEvent"/> when a left-button-down lands on
@ -84,10 +106,8 @@ public sealed class UiItemSlot : UiElement
protected override void OnDraw(UiRenderContext ctx)
{
// Draw the icon (filled slot) or the empty-slot border. Both paths fall
// through to the digit draw below, so the slot label shows on all top-row
// slots regardless of whether they hold an item (retail screenshot confirms
// numbers on empty slots).
// Draw the icon (filled slot) or the empty-slot border. Both paths fall through
// to the digit draw below; the slot label always shows on top-row slots.
if (ItemId != 0 && IconTexture != 0)
{
ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
@ -100,11 +120,14 @@ public sealed class UiItemSlot : UiElement
}
// Digit overlay: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
// Each digit image is corner-baked (glyph in top-left, rest alpha=0) so we
// draw it full-cell size and the transparent region is invisible. DrawMode=Alphablend.
// Occupancy branch (decomp 229481):
// occupied (ItemId != 0) → peace/war digit set 0x10000042/43, split by stance
// empty (ItemId == 0) → background digit set 0x1000005e, stance-independent
// Each digit image is corner-baked (glyph in top-left, rest alpha=0); drawn
// full-cell Alphablend so the transparent region is invisible.
if (ShortcutNum >= 0 && SpriteResolve is not null)
{
var arr = ShortcutPeace ? PeaceDigits : WarDigits;
var arr = ActiveDigitArray();
if (arr is not null && ShortcutNum < arr.Length)
{
uint did = arr[ShortcutNum];