refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table shape). Pure rename; no behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 142 additions and 145 deletions
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@ -49,7 +49,7 @@ public sealed class ToolbarController
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private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length];
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private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
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private readonly ItemRepository _repo;
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private readonly ClientObjectTable _repo;
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private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
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private readonly Action<uint> _useItem; // guid → fire UseObject
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@ -68,7 +68,7 @@ public sealed class ToolbarController
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private ToolbarController(
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ImportedLayout layout,
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ItemRepository repo,
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ClientObjectTable repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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@ -110,8 +110,8 @@ public sealed class ToolbarController
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combatState.CombatModeChanged += SetCombatMode;
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// Re-bind any deferred slot whenever the repo learns about a new/updated item.
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repo.ItemAdded += _ => Populate();
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repo.ItemPropertiesUpdated += _ => Populate();
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repo.ObjectAdded += _ => Populate();
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repo.ObjectUpdated += _ => Populate();
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}
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/// <summary>
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@ -146,7 +146,7 @@ public sealed class ToolbarController
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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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ClientObjectTable repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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@ -165,7 +165,7 @@ public sealed class ToolbarController
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/// Port of <c>gmToolbarUI::UpdateFromPlayerDesc</c>: clear all slots, then bind
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/// each shortcut entry that has a resolved item in the repository.
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/// Entries whose item is not yet in the repo are silently skipped here; the
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/// <c>ItemAdded</c> event re-fires this method when the item arrives
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/// <c>ObjectAdded</c> event re-fires this method when the item arrives
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/// (matching retail's <c>SetDelayedShortcutNum</c> deferred-rebind path).
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/// </summary>
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public void Populate()
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@ -180,8 +180,8 @@ public sealed class ToolbarController
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var list = _slots[(int)sc.Index];
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if (list is null) continue;
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var item = _repo.GetItem(sc.ObjectGuid);
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if (item is null) continue; // deferred: ItemAdded will re-call Populate
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var item = _repo.Get(sc.ObjectGuid);
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if (item is null) continue; // deferred: ObjectAdded will re-call Populate
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
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list.Cell.SetItem(sc.ObjectGuid, tex);
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