feat(D.5.1): faithful toolbar slot numbers 1-9 (SetShortcutNum digit sprites, peace/war)
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.
Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().
Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
warDigits optional params; RestampShortcutNumbers() helper; Populate() and
SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f21dbfad80
commit
b2a812d1fa
5 changed files with 328 additions and 6 deletions
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@ -1911,6 +1911,64 @@ public sealed class GameWindow : IDisposable
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// Phase D.5.1 — toolbar window, data-driven from LayoutDesc 0x21000016
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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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// 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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uint[]? toolbarPeaceDigits = null;
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uint[]? toolbarWarDigits = 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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if (uiItemLd is not null
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&& uiItemLd.Elements.TryGetValue(0x10000346u, out var composite)
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&& composite.Children.TryGetValue(0x1000034Au, out var shortcutNumElem)
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&& shortcutNumElem.StateDesc is { } sd
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&& sd.Properties is { } props)
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{
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// Mirror LayoutImporter.ReadState: Properties[key] is ArrayBaseProperty
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// containing DataIdBaseProperty entries. Each DataIdBaseProperty.Value is
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// the RenderSurface DID for that digit.
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// Peace: property 0x10000042; War: property 0x10000043.
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if (props.TryGetValue(0x10000042u, out var rawPeace)
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&& rawPeace is DatReaderWriter.Types.ArrayBaseProperty arrPeace)
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{
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toolbarPeaceDigits = new uint[arrPeace.Value.Count];
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for (int i = 0; i < arrPeace.Value.Count; i++)
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if (arrPeace.Value[i] is DatReaderWriter.Types.DataIdBaseProperty d)
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toolbarPeaceDigits[i] = d.Value;
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}
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if (props.TryGetValue(0x10000043u, out var rawWar)
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&& rawWar is DatReaderWriter.Types.ArrayBaseProperty arrWar)
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{
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toolbarWarDigits = new uint[arrWar.Value.Count];
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for (int i = 0; i < arrWar.Value.Count; i++)
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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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Console.WriteLine(toolbarPeaceDigits is not null
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? $"[D.5.1] digit arrays loaded: peace={toolbarPeaceDigits.Length}, war={toolbarWarDigits?.Length ?? 0} entries."
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: "[D.5.1] digit arrays: property 0x10000042 not found in element 0x1000034A — falling back to cited constants.");
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}
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else
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{
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Console.WriteLine("[D.5.1] digit arrays: element 0x1000034A/0x10000346 not found in LayoutDesc 0x21000037 — falling back to cited constants.");
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}
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}
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// Cited-constant fallback (UIElement_UIItem::SetShortcutNum, decomp 229465 + dat probe).
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// Used when the dat navigation above fails (e.g. missing LayoutDesc in older dat).
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if (toolbarPeaceDigits is null)
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toolbarPeaceDigits = new uint[]
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{ 0x0600109Eu, 0x0600109Fu, 0x060010A0u, 0x060010A1u, 0x060010A2u,
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0x060010A3u, 0x060010A4u, 0x060010A5u, 0x060010A6u };
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if (toolbarWarDigits is null)
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toolbarWarDigits = new uint[]
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{ 0x06001ACCu, 0x06001ACDu, 0x06001ACEu, 0x06001ACFu, 0x06001AD0u,
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0x06001AD1u, 0x06001AD2u, 0x06001AD3u, 0x06001AD4u };
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AcDream.App.UI.Layout.ImportedLayout? toolbarLayout;
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lock (_datLock)
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toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import(
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@ -1922,7 +1980,9 @@ public sealed class GameWindow : IDisposable
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() => Shortcuts,
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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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combatState: Combat,
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peaceDigits: toolbarPeaceDigits,
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warDigits: toolbarWarDigits);
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var toolbarRoot = toolbarLayout.Root;
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toolbarRoot.Left = 10; toolbarRoot.Top = 300;
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@ -54,18 +54,31 @@ public sealed class ToolbarController
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private readonly Func<ItemType, uint, uint, uint, uint> _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex
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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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private uint[]? _peaceDigits;
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private uint[]? _warDigits;
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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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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState)
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CombatState? combatState,
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uint[]? peaceDigits,
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uint[]? warDigits)
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{
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_repo = repo;
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_shortcuts = shortcuts;
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_iconIds = iconIds;
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_useItem = useItem;
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_peaceDigits = peaceDigits;
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_warDigits = warDigits;
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for (int i = 0; i < SlotIds.Length; i++)
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{
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@ -113,15 +126,25 @@ public sealed class ToolbarController
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/// combat-mode indicator elements accordingly.
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/// Pass null to skip live wiring (e.g. in unit tests that don't exercise the indicator).
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/// </param>
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/// <param name="peaceDigits">
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/// Peace-mode digit DID array (property 0x10000042 from LayoutDesc 0x21000037 element
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/// 0x1000034A under composite 0x10000346). Index i → slot label digit (i+1) RenderSurface id.
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/// Null if the dat lookup failed (no digits drawn). Retail reference:
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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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public static ToolbarController Bind(
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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState = null)
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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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{
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState);
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
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peaceDigits, warDigits);
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c.Populate();
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return c;
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}
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@ -151,6 +174,11 @@ public sealed class ToolbarController
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId);
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list.Cell.SetItem(sc.ObjectGuid, tex);
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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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RestampShortcutNumbers();
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}
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/// <summary>
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@ -178,6 +206,35 @@ public sealed class ToolbarController
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if (_combatIndicators[i] is { } e)
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e.Visible = show[i];
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}
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// Re-stamp digit set: peace glyphs in NonCombat, war glyphs in any combat stance.
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// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196610-196621).
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_peace = (mode == CombatMode.NonCombat);
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RestampShortcutNumbers();
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}
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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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/// 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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/// </summary>
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private void RestampShortcutNumbers()
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{
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for (int i = 0; i < _slots.Length; i++)
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{
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var cell = _slots[i]?.Cell;
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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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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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cell.ClearShortcutNum(); // bottom row: no slot labels
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}
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}
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/// <summary>
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@ -37,6 +37,40 @@ public sealed class UiItemSlot : UiElement
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public void Clear() { ItemId = 0; IconTexture = 0; }
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// ── Shortcut number (slot label) ─────────────────────────────────────────
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// Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
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// Retail draws the digit on the cell's ShortcutNum sub-element, picking the
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// digit image from a DID-array property: 0x10000042 (peace) / 0x10000043 (war),
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// indexed by slot position. Each digit is a 32×32 PFID_A8R8G8B8 RenderSurface
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// with the digit baked into the top-left corner (rest alpha=0), drawn Alphablend.
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/// <summary>Slot position in the shortcut bar (0-indexed). -1 = no number (retail
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/// SetVisible(0) when edi < 0). Top row: 0..8 → digits 1..9. Bottom row: -1.</summary>
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public int ShortcutNum { get; private set; } = -1;
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/// <summary>True = draw peace digit set; false = war digit set.</summary>
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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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public uint[]? PeaceDigits { get; set; }
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/// <summary>War digit DID array. Same layout as PeaceDigits.</summary>
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public uint[]? WarDigits { 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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{
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ShortcutNum = index;
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ShortcutPeace = peace;
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}
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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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// ── Events / draw ─────────────────────────────────────────────────────────
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/// <summary>Invoked by <see cref="OnEvent"/> when a left-button-down lands on
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/// a bound slot. Wired by <c>ToolbarController</c> to the use-item callback.</summary>
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public Action? Clicked { get; set; }
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@ -50,16 +84,37 @@ 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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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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return;
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}
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if (SpriteResolve is not null && EmptySprite != 0)
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else if (SpriteResolve is not null && EmptySprite != 0)
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{
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var (tex, _, _) = SpriteResolve(EmptySprite);
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if (tex != 0)
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ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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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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if (ShortcutNum >= 0 && SpriteResolve is not null)
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{
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var arr = ShortcutPeace ? PeaceDigits : WarDigits;
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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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if (did != 0)
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{
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var (tex, _, _) = SpriteResolve(did);
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if (tex != 0)
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ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
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}
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}
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}
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}
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}
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