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>
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5 changed files with 200 additions and 24 deletions
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@ -1913,12 +1913,15 @@ public sealed class GameWindow : IDisposable
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// (gmToolbarUI). Mirrors the vitals/chat import+bind+mount pattern above.
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// Read the shortcut-slot digit sprite DID arrays from LayoutDesc 0x21000037
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// (the UIItem cell template): element 0x1000034A under composite 0x10000346,
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// StateDesc.Properties[0x10000042] = peace digits, [0x10000043] = war digits.
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// (the UIItem cell template): element 0x1000034A under composite 0x10000346.
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// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
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// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
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// Occupancy branch (decomp 229481):
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// occupied → StateDesc.Properties[0x10000042] (peace) / [0x10000043] (war)
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// empty → StateDesc.Properties[0x1000005e] (background digit, stance-independent)
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uint[]? toolbarPeaceDigits = null;
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uint[]? toolbarWarDigits = null;
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uint[]? toolbarEmptyDigits = null;
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lock (_datLock)
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{
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var uiItemLd = _dats!.Get<DatReaderWriter.DBObjs.LayoutDesc>(0x21000037u);
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@ -1948,6 +1951,19 @@ public sealed class GameWindow : IDisposable
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if (arrWar.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d)
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toolbarWarDigits[i] = d.Value;
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}
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// Empty-slot background digit: property 0x1000005e, stance-independent.
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// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) —
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// else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
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// No fallback constants — if absent, empty slots draw no digit (safe).
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if (props.TryGetValue(0x1000005Eu, out var rawEmpty)
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&& rawEmpty is DatReaderWriter.Types.ArrayBaseProperty arrEmpty)
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{
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toolbarEmptyDigits = new uint[arrEmpty.Value.Count];
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for (int i = 0; i < arrEmpty.Value.Count; i++)
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if (arrEmpty.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d)
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toolbarEmptyDigits[i] = d.Value;
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}
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Console.WriteLine($"[D.5.1] empty digit array: {toolbarEmptyDigits?.Length ?? 0} entries.");
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}
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else
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{
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@ -1966,7 +1982,7 @@ public sealed class GameWindow : IDisposable
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{ 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u,
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0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u };
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// Report the arrays actually used (after any fallback substitution).
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Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length} entries.");
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Console.WriteLine($"[D.5.1] toolbar digit arrays ready: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits.Length}, empty={toolbarEmptyDigits?.Length ?? 0} entries.");
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AcDream.App.UI.Layout.ImportedLayout? toolbarLayout;
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lock (_datLock)
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@ -1980,8 +1996,9 @@ public sealed class GameWindow : IDisposable
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iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over),
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useItem: guid => UseItemByGuid(guid),
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combatState: Combat,
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peaceDigits: toolbarPeaceDigits,
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warDigits: toolbarWarDigits);
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peaceDigits: toolbarPeaceDigits,
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warDigits: toolbarWarDigits,
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emptyDigits: toolbarEmptyDigits);
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var toolbarRoot = toolbarLayout.Root;
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toolbarRoot.Left = 10; toolbarRoot.Top = 300;
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@ -1993,6 +2010,25 @@ public sealed class GameWindow : IDisposable
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toolbarRoot.ClickThrough = false;
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toolbarRoot.Draggable = true;
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_uiHost.Root.AddChild(toolbarRoot);
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// [D.5.1 PROBE] Bottom-right geometry rect dump — temporary diagnostic.
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// Localises the bottom-right mismatch reported by the user; remove once fixed.
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// ScreenPosition walks Parent chain (UiElement.cs:54-63); Left/Top are parent-relative.
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// IDs: root=0x10000191, backpack-btn=0x100001B1, backpack-drag=0x1000046C,
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// last top slot=0x100001AF, last bottom slot=0x100006BF,
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// row1 right-cap=0x100001B0, row2 right-cap=0x100006C0.
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{
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uint[] probeIds = { 0x10000191u, 0x100001B1u, 0x1000046Cu, 0x100001AFu, 0x100006BFu, 0x100001B0u, 0x100006C0u };
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foreach (var pid in probeIds)
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{
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var pe = toolbarLayout.FindElement(pid);
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if (pe is not null)
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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}");
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else
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Console.WriteLine($"[D.5.1 probe] 0x{pid:X8}: not found in layout");
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}
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}
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Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016).");
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}
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else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found.");
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@ -55,12 +55,15 @@ public sealed class ToolbarController
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private readonly Action<uint> _useItem; // guid → fire UseObject
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// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
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// Peace set: property 0x10000042; war set: property 0x10000043.
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// Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346.
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// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
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// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
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// Occupancy branch (decomp 229481):
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// occupied → peace 0x10000042 / war 0x10000043 (split by stance)
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// empty → background digit 0x1000005e (stance-independent)
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private uint[]? _peaceDigits;
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private uint[]? _warDigits;
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private uint[]? _emptyDigits;
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private bool _peace = true; // true = NonCombat (peace), false = any war stance
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private ToolbarController(
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@ -71,7 +74,8 @@ public sealed class ToolbarController
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Action<uint> useItem,
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CombatState? combatState,
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uint[]? peaceDigits,
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uint[]? warDigits)
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uint[]? warDigits,
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uint[]? emptyDigits)
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{
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_repo = repo;
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_shortcuts = shortcuts;
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@ -79,6 +83,7 @@ public sealed class ToolbarController
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_useItem = useItem;
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_peaceDigits = peaceDigits;
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_warDigits = warDigits;
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_emptyDigits = emptyDigits;
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for (int i = 0; i < SlotIds.Length; i++)
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{
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@ -133,6 +138,12 @@ public sealed class ToolbarController
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/// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
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/// </param>
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/// <param name="warDigits">War-mode digit DID array (property 0x10000043, same element).</param>
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/// <param name="emptyDigits">
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/// Empty-slot background digit DID array (property 0x1000005e, stance-independent).
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/// Used when a slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
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/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
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/// Null if the dat lookup failed (empty slots draw no digit, which is safe).
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/// </param>
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public static ToolbarController Bind(
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ImportedLayout layout,
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ItemRepository repo,
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@ -141,10 +152,11 @@ public sealed class ToolbarController
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Action<uint> useItem,
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CombatState? combatState = null,
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uint[]? peaceDigits = null,
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uint[]? warDigits = null)
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uint[]? warDigits = null,
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uint[]? emptyDigits = null)
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{
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
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peaceDigits, warDigits);
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peaceDigits, warDigits, emptyDigits);
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c.Populate();
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return c;
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}
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@ -176,8 +188,9 @@ public sealed class ToolbarController
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}
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// Re-stamp slot number labels after any item change.
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// Numbers show on ALL top-row slots regardless of item occupancy —
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// the user's retail screenshot confirms numbers on empty top-row slots.
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// Digit SPRITE SOURCE depends on occupancy (decomp UIElement_UIItem::SetShortcutNum:229481):
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// occupied → peace 0x10000042 / war 0x10000043; empty → background 0x1000005e.
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// The digit is ALWAYS shown on top-row slots (SetVisible(1) at decomp 229511).
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RestampShortcutNumbers();
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}
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@ -215,12 +228,14 @@ public sealed class ToolbarController
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/// <summary>
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/// Push digit-array references and shortcut-number state into every slot cell.
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/// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 on ALL slots
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/// including empty ones (confirmed from user's retail screenshot; the numbers are
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/// slot LABELS, not item indicators).
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/// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 always shown
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/// (the digit is ALWAYS visible, SetVisible(1) at decomp 229511; only the sprite
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/// SOURCE differs by occupancy — see UIElement_UIItem::SetShortcutNum decomp 229481).
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/// Bottom row (indices 9–17): ClearShortcutNum() — retail shows no numbers there.
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/// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
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/// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621).
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/// Occupancy → source: occupied → peace 0x10000042 / war 0x10000043;
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/// empty → background 0x1000005e (decomp 229481/229493).
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/// </summary>
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private void RestampShortcutNumbers()
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{
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@ -230,6 +245,7 @@ public sealed class ToolbarController
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if (cell is null) continue;
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cell.PeaceDigits = _peaceDigits;
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cell.WarDigits = _warDigits;
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cell.EmptyDigits = _emptyDigits;
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if (i < 9)
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cell.SetShortcutNum(i, _peace); // top row: slot label digits 1–9 always shown
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else
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@ -52,12 +52,20 @@ public sealed class UiItemSlot : UiElement
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public bool ShortcutPeace { get; private set; } = true;
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/// <summary>Peace digit DID array. Index i → digit (i+1) sprite RenderSurface id.
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/// Injected by the controller after reading LayoutDesc 0x21000037.</summary>
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/// Injected by the controller after reading LayoutDesc 0x21000037.
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/// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229481) — occupied slot picks
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/// property 0x10000042 (peace) or 0x10000043 (war) by stance.</summary>
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public uint[]? PeaceDigits { get; set; }
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/// <summary>War digit DID array. Same layout as PeaceDigits.</summary>
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/// <summary>War digit DID array. Same layout as PeaceDigits.
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/// Retail ref: UIElement_UIItem::SetShortcutNum (decomp 229493) — war stance.</summary>
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public uint[]? WarDigits { get; set; }
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/// <summary>Empty-slot digit DID array (property 0x1000005e, stance-independent).
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/// Used when the slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
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/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty).</summary>
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public uint[]? EmptyDigits { get; set; }
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/// <summary>Set the slot's shortcut position and combat stance so the correct digit
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/// is drawn. Call with index 0..8 for the top row; pass peace=true for NonCombat.</summary>
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public void SetShortcutNum(int index, bool peace)
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@ -69,6 +77,20 @@ public sealed class UiItemSlot : UiElement
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/// <summary>Clear the shortcut number label (hides the digit).</summary>
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public void ClearShortcutNum() { ShortcutNum = -1; }
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/// <summary>
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/// Returns the digit DID array that OnDraw will use, following the retail occupancy
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/// branch in UIElement_UIItem::SetShortcutNum (decomp 229481):
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/// occupied (ItemId != 0) → ShortcutPeace ? PeaceDigits : WarDigits (0x10000042/43)
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/// empty (ItemId == 0) → EmptyDigits (0x1000005e, stance-independent)
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/// Exposed as an internal method so unit tests can assert array selection without
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/// needing a real render context.
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/// </summary>
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internal uint[]? ActiveDigitArray()
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{
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bool occupied = ItemId != 0;
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return occupied ? (ShortcutPeace ? PeaceDigits : WarDigits) : EmptyDigits;
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}
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// ── Events / draw ─────────────────────────────────────────────────────────
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/// <summary>Invoked by <see cref="OnEvent"/> when a left-button-down lands on
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@ -84,10 +106,8 @@ public sealed class UiItemSlot : UiElement
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protected override void OnDraw(UiRenderContext ctx)
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{
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// Draw the icon (filled slot) or the empty-slot border. Both paths fall
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// through to the digit draw below, so the slot label shows on all top-row
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// slots regardless of whether they hold an item (retail screenshot confirms
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// numbers on empty slots).
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// Draw the icon (filled slot) or the empty-slot border. Both paths fall through
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// to the digit draw below; the slot label always shows on top-row slots.
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if (ItemId != 0 && IconTexture != 0)
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{
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ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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@ -100,11 +120,14 @@ public sealed class UiItemSlot : UiElement
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}
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// Digit overlay: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
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// Each digit image is corner-baked (glyph in top-left, rest alpha=0) so we
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// draw it full-cell size and the transparent region is invisible. DrawMode=Alphablend.
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// Occupancy branch (decomp 229481):
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// occupied (ItemId != 0) → peace/war digit set 0x10000042/43, split by stance
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// empty (ItemId == 0) → background digit set 0x1000005e, stance-independent
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// Each digit image is corner-baked (glyph in top-left, rest alpha=0); drawn
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// full-cell Alphablend so the transparent region is invisible.
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if (ShortcutNum >= 0 && SpriteResolve is not null)
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{
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var arr = ShortcutPeace ? PeaceDigits : WarDigits;
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var arr = ActiveDigitArray();
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if (arr is not null && ShortcutNum < arr.Length)
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{
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uint did = arr[ShortcutNum];
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