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

@ -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];