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.");