feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
e3fc7ac5ba
commit
b7dc91a053
74 changed files with 6669 additions and 238 deletions
|
|
@ -659,8 +659,12 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm;
|
||||
// Phase D.2b — retail-look UI tree (dormant UiHost wired here). Null unless ACDREAM_RETAIL_UI=1.
|
||||
private AcDream.App.UI.UiHost? _uiHost;
|
||||
private AcDream.App.UI.Testing.RetailUiAutomationScriptRunner? _uiAutomationRunner;
|
||||
private AcDream.App.UI.CursorFeedbackController? _cursorFeedbackController;
|
||||
private RetailCursorManager? _retailCursorManager;
|
||||
// Phase D.5.1 — toolbar controller (kept for lifetime clarity; mirrors _chatWindowController pattern).
|
||||
private AcDream.App.UI.Layout.ToolbarController? _toolbarController;
|
||||
private AcDream.App.UI.ItemInteractionController? _itemInteractionController;
|
||||
// Phase D.5.3a — selected-object strip controller (name, overlay state, health meter).
|
||||
private AcDream.App.UI.Layout.SelectedObjectController? _selectedObjectController;
|
||||
// Phase D.2b-B — inventory controller (backpack grid + pack-selector + burden meter).
|
||||
|
|
@ -764,6 +768,9 @@ public sealed class GameWindow : IDisposable
|
|||
// and out keeps the right skills.
|
||||
private int _lastSeenRunSkill = -1;
|
||||
private int _lastSeenJumpSkill = -1;
|
||||
// Phase D.2b-C — live character-sheet assembly + raise flow (extracted
|
||||
// feature class; GameWindow only wires it). Null unless ACDREAM_RETAIL_UI=1.
|
||||
private AcDream.App.UI.Layout.CharacterSheetProvider? _characterSheetProvider;
|
||||
// K.1b: this field is RESERVED — written when entering / leaving player
|
||||
// mode and previously fed mouse-X into MovementInput.MouseDeltaX. Now
|
||||
// never consumed by MovementInput (mouse never drives character yaw —
|
||||
|
|
@ -1829,6 +1836,28 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
_vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
|
||||
_uiHost = new AcDream.App.UI.UiHost(_gl, shadersDir, _debugFont);
|
||||
_itemInteractionController = new AcDream.App.UI.ItemInteractionController(
|
||||
Objects,
|
||||
playerGuid: () => _playerServerGuid,
|
||||
sendUse: g => _liveSession?.SendUse(g),
|
||||
sendUseWithTarget: (source, target) => _liveSession?.SendUseWithTarget(source, target),
|
||||
sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
|
||||
sendDrop: item => _liveSession?.SendDropItem(item),
|
||||
toast: text => _debugVm?.AddToast(text));
|
||||
_cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(_itemInteractionController);
|
||||
_retailCursorManager = new RetailCursorManager(_dats!, _datLock);
|
||||
_characterSheetProvider = new AcDream.App.UI.Layout.CharacterSheetProvider(
|
||||
Objects, LocalPlayer,
|
||||
playerGuid: () => _playerServerGuid,
|
||||
activeToonName: () => _activeToonKey,
|
||||
fallbackSheet: AcDream.App.Studio.SampleData.SampleCharacter,
|
||||
canSendRaise: () => _liveSession is not null
|
||||
&& _liveSession.CurrentState == AcDream.Core.Net.WorldSession.State.InWorld,
|
||||
sendRaiseAttribute: (statId, cost) => _liveSession?.SendRaiseAttribute(statId, cost),
|
||||
sendRaiseVital: (statId, cost) => _liveSession?.SendRaiseVital(statId, cost),
|
||||
sendRaiseSkill: (statId, cost) => _liveSession?.SendRaiseSkill(statId, cost),
|
||||
sendTrainSkill: (statId, credits) => _liveSession?.SendTrainSkill(statId, credits));
|
||||
_uiHost.Root.DragReleasedOutsideUi += OnUiDragReleasedOutside;
|
||||
|
||||
// Feed Silk input to the UiRoot tree so windows drag / close / select.
|
||||
// UiRoot consumes UI events; the game InputDispatcher (subscribed to the
|
||||
|
|
@ -2079,6 +2108,7 @@ public sealed class GameWindow : IDisposable
|
|||
peaceDigits: toolbarPeaceDigits,
|
||||
warDigits: toolbarWarDigits,
|
||||
emptyDigits: toolbarEmptyDigits,
|
||||
itemInteraction: _itemInteractionController,
|
||||
sendAddShortcut: (i, g) => _liveSession?.SendAddShortcut(i, g),
|
||||
sendRemoveShortcut: i => _liveSession?.SendRemoveShortcut(i));
|
||||
|
||||
|
|
@ -2176,6 +2206,47 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
else Console.WriteLine("[D.5.1] toolbar: LayoutDesc 0x21000016 not found.");
|
||||
|
||||
// Phase D.2b-C: live Character window (Attributes / Skills / Titles) from
|
||||
// LayoutDesc 0x2100002E. Starts hidden and is toggled by the status-bar
|
||||
// character button; stats use the same retail-bound sheet shape as the studio
|
||||
// until the live character stat feed is wired.
|
||||
AcDream.App.UI.Layout.ImportedLayout? characterLayout;
|
||||
lock (_datLock)
|
||||
characterLayout = AcDream.App.UI.Layout.LayoutImporter.Import(
|
||||
_dats!, 0x2100002Eu, ResolveChrome, vitalsDatFont, ResolveDatFont);
|
||||
if (characterLayout is not null)
|
||||
{
|
||||
AcDream.App.UI.Layout.CharacterStatController.Bind(
|
||||
characterLayout,
|
||||
data: _characterSheetProvider!.BuildSheet,
|
||||
datFont: vitalsDatFont,
|
||||
rowDatFont: ResolveDatFont(0x40000001u) ?? vitalsDatFont,
|
||||
spriteResolve: ResolveChrome,
|
||||
onRaiseRequest: _characterSheetProvider.HandleRaiseRequest,
|
||||
onClose: () => CloseRetailWindow(AcDream.App.UI.WindowNames.Character));
|
||||
|
||||
// Retail-authored content is 380px tall but the skill list wants to
|
||||
// grow: bottom-edge-only resize up to 760px, X locked to the dat width.
|
||||
AcDream.App.UI.Layout.RetailWindowFrame.Mount(
|
||||
_uiHost.Root, characterLayout.Root, ResolveChrome,
|
||||
new AcDream.App.UI.Layout.RetailWindowFrame.Options
|
||||
{
|
||||
Left = 540f,
|
||||
Top = 18f,
|
||||
MaxHeight = 760f,
|
||||
ResizeX = false,
|
||||
ResizableEdges = AcDream.App.UI.ResizeEdges.Bottom,
|
||||
Visible = false,
|
||||
ContentAnchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top
|
||||
| AcDream.App.UI.AnchorEdges.Bottom,
|
||||
ContentClickThrough = false,
|
||||
WindowName = AcDream.App.UI.WindowNames.Character,
|
||||
});
|
||||
|
||||
Console.WriteLine("[D.2b-C] retail character window from LayoutDesc importer (0x2100002E).");
|
||||
}
|
||||
else Console.WriteLine("[D.2b-C] character: LayoutDesc 0x2100002E not found.");
|
||||
|
||||
// Drain plugin-registered markup panels (buffered before the GL
|
||||
// window opened) into the same UiRoot tree. A faulty plugin markup
|
||||
// file is isolated — logged + skipped, never crashes the client.
|
||||
|
|
@ -2294,13 +2365,16 @@ public sealed class GameWindow : IDisposable
|
|||
AcDream.Core.Player.LocalPlayerState.AttributeKind.Strength) is { } sa
|
||||
? (int?)sa.Current : null,
|
||||
datFont: vitalsDatFont,
|
||||
ownerName: _characterSheetProvider!.CharacterName,
|
||||
contentsEmptySprite: contentsEmpty,
|
||||
sideBagEmptySprite: sideBagEmpty,
|
||||
mainPackEmptySprite: mainPackEmpty,
|
||||
sendUse: g => _liveSession?.SendUse(g),
|
||||
sendNoLongerViewing: g => _liveSession?.SendNoLongerViewingContents(g),
|
||||
sendPutItemInContainer: (item, container, placement) =>
|
||||
_liveSession?.SendPutItemInContainer(item, container, placement));
|
||||
_liveSession?.SendPutItemInContainer(item, container, placement),
|
||||
itemInteraction: _itemInteractionController,
|
||||
onClose: () => CloseRetailWindow(AcDream.App.UI.WindowNames.Inventory));
|
||||
|
||||
// Slice 1: bind the paperdoll equip slots (same imported subtree) — show equipped gear +
|
||||
// wield-on-drop. Unwield is handled by InventoryController (drag an equipped item to the grid).
|
||||
|
|
@ -2312,7 +2386,8 @@ public sealed class GameWindow : IDisposable
|
|||
// Empty equip slots show a visible frame (same square as the inventory grid) so every
|
||||
// slot position is seen + usable; the live 3D character (the doll) is Slice 2.
|
||||
emptySlotSprite: contentsEmpty,
|
||||
datFont: vitalsDatFont); // Slice 2: caption the "Slots" toggle button
|
||||
datFont: vitalsDatFont,
|
||||
itemInteraction: _itemInteractionController); // Slice 2: caption the "Slots" toggle button
|
||||
|
||||
// Slice 2: capture the doll viewport widget (Type 0xD, element 0x100001D5) + the inventory
|
||||
// frame so the per-frame pre-UI hook can render the 3-D doll into the widget's texture only
|
||||
|
|
@ -2324,6 +2399,25 @@ public sealed class GameWindow : IDisposable
|
|||
Console.WriteLine("[D.2b-B] retail inventory window from LayoutDesc importer (0x21000023).");
|
||||
}
|
||||
else Console.WriteLine("[D.2b-B] inventory: LayoutDesc 0x21000023 not found.");
|
||||
|
||||
_toolbarController?.BindWindowToggles(
|
||||
toggleInventory: () => ToggleRetailWindow(AcDream.App.UI.WindowNames.Inventory),
|
||||
toggleCharacter: () => ToggleRetailWindow(AcDream.App.UI.WindowNames.Character));
|
||||
SyncToolbarWindowButtons();
|
||||
|
||||
if (_options.UiProbeEnabled)
|
||||
{
|
||||
void ProbeLog(string message) => Console.WriteLine("[UI-PROBE] " + message);
|
||||
var probe = new AcDream.App.UI.Testing.RetailUiAutomationProbe(
|
||||
_uiHost.Root,
|
||||
Objects,
|
||||
ProbeLog);
|
||||
_uiAutomationRunner = new AcDream.App.UI.Testing.RetailUiAutomationScriptRunner(
|
||||
probe,
|
||||
_options.UiProbeScript,
|
||||
_options.UiProbeDump,
|
||||
ProbeLog);
|
||||
}
|
||||
}
|
||||
|
||||
// Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is
|
||||
|
|
@ -2689,6 +2783,13 @@ public sealed class GameWindow : IDisposable
|
|||
// and jumps undershot retail by ~30 % at typical
|
||||
// attribute levels.
|
||||
var skillTable = _dats?.Get<DatReaderWriter.DBObjs.SkillTable>(0x0E000004u);
|
||||
if (_characterSheetProvider is not null && _dats is not null)
|
||||
{
|
||||
_characterSheetProvider.SkillTable = skillTable;
|
||||
_characterSheetProvider.ExperienceTable =
|
||||
AcDream.App.UI.Layout.CharacterSheetProvider.LoadExperienceTable(
|
||||
_dats, Console.WriteLine);
|
||||
}
|
||||
|
||||
AcDream.Core.Net.GameEventWiring.WireAll(
|
||||
_liveSession.GameEvents, Objects, Combat, SpellBook, Chat, LocalPlayer,
|
||||
|
|
@ -9498,6 +9599,8 @@ public sealed class GameWindow : IDisposable
|
|||
if (_options.RetailUi && _uiHost is not null)
|
||||
{
|
||||
_uiHost.Tick(deltaSeconds);
|
||||
_uiAutomationRunner?.Tick(deltaSeconds);
|
||||
UpdateRetailCursorFeedback();
|
||||
_uiHost.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y));
|
||||
}
|
||||
|
||||
|
|
@ -11654,6 +11757,42 @@ public sealed class GameWindow : IDisposable
|
|||
// first EnterWorld.
|
||||
private AcDream.UI.Abstractions.Panels.Settings.SettingsStore? _settingsStore;
|
||||
private string _activeToonKey = "default";
|
||||
|
||||
private bool ToggleRetailWindow(string name)
|
||||
{
|
||||
bool visible = _uiHost?.ToggleWindow(name) ?? false;
|
||||
SyncToolbarWindowButtons();
|
||||
return visible;
|
||||
}
|
||||
|
||||
private void CloseRetailWindow(string name)
|
||||
{
|
||||
_uiHost?.HideWindow(name);
|
||||
SyncToolbarWindowButtons();
|
||||
}
|
||||
|
||||
private void SyncToolbarWindowButtons()
|
||||
{
|
||||
if (_toolbarController is null || _uiHost is null) return;
|
||||
_toolbarController.SetInventoryOpen(_uiHost.IsWindowVisible(AcDream.App.UI.WindowNames.Inventory));
|
||||
_toolbarController.SetCharacterOpen(_uiHost.IsWindowVisible(AcDream.App.UI.WindowNames.Character));
|
||||
}
|
||||
|
||||
private void UpdateRetailCursorFeedback()
|
||||
{
|
||||
if (_uiHost is null || _cursorFeedbackController is null || _retailCursorManager is null || _input is null)
|
||||
return;
|
||||
|
||||
var feedback = _cursorFeedbackController.Update(_uiHost.Root);
|
||||
_retailCursorManager.Apply(_input.Mice, feedback);
|
||||
}
|
||||
|
||||
private void OnUiDragReleasedOutside(object payload, int x, int y)
|
||||
{
|
||||
if (payload is AcDream.App.UI.ItemDragPayload itemPayload)
|
||||
_itemInteractionController?.DropToWorld(itemPayload);
|
||||
}
|
||||
|
||||
// L.0 follow-up: persisted-settings cache populated by
|
||||
// LoadAndApplyPersistedSettings (runs unconditionally in OnLoad,
|
||||
// not gated on DevToolsEnabled). The Settings PANEL construction
|
||||
|
|
@ -12046,7 +12185,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Retail F12 (rebindable). Gated upstream by WantsKeyboard, so it
|
||||
// does not fire while the chat input holds focus. Null _uiHost =
|
||||
// retail UI off (ACDREAM_RETAIL_UI unset) → no-op.
|
||||
_uiHost?.ToggleWindow(AcDream.App.UI.WindowNames.Inventory);
|
||||
ToggleRetailWindow(AcDream.App.UI.WindowNames.Inventory);
|
||||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.AcdreamToggleDebugPanel:
|
||||
|
|
@ -12153,7 +12292,9 @@ public sealed class GameWindow : IDisposable
|
|||
break;
|
||||
|
||||
case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
|
||||
if (_cameraController?.IsFlyMode == true)
|
||||
if (_itemInteractionController?.IsTargetModeActive == true)
|
||||
_itemInteractionController.CancelTargetMode();
|
||||
else if (_cameraController?.IsFlyMode == true)
|
||||
_cameraController.ToggleFly(); // exit fly, release cursor
|
||||
else if (_playerMode)
|
||||
{
|
||||
|
|
@ -12291,6 +12432,12 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
if (picked is uint guid)
|
||||
{
|
||||
if (_itemInteractionController?.IsTargetModeActive == true)
|
||||
{
|
||||
_itemInteractionController.AcquireTarget(guid);
|
||||
return;
|
||||
}
|
||||
|
||||
SelectedGuid = guid;
|
||||
string label = DescribeLiveEntity(guid);
|
||||
Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}");
|
||||
|
|
@ -12324,6 +12471,8 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
else
|
||||
{
|
||||
if (_itemInteractionController?.IsTargetModeActive == true)
|
||||
return;
|
||||
_debugVm?.AddToast("Nothing to select");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
142
src/AcDream.App/Rendering/RetailCursorManager.cs
Normal file
142
src/AcDream.App/Rendering/RetailCursorManager.cs
Normal file
|
|
@ -0,0 +1,142 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.Core.Textures;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using Silk.NET.Core;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>Applies retail cursor feedback to Silk using dat MediaDescCursor art when available.</summary>
|
||||
public sealed class RetailCursorManager
|
||||
{
|
||||
private readonly DatCollection _dats;
|
||||
private readonly object _datLock;
|
||||
private readonly RetailCursorResolver _globalCursors;
|
||||
private readonly Dictionary<uint, RawImage> _imagesBySurface = new();
|
||||
private readonly HashSet<uint> _missingSurfaces = new();
|
||||
private CursorFeedbackKind _lastKind = (CursorFeedbackKind)(-1);
|
||||
private UiCursorMedia _lastCursor;
|
||||
|
||||
public RetailCursorManager(DatCollection dats, object datLock)
|
||||
{
|
||||
_dats = dats;
|
||||
_datLock = datLock;
|
||||
_globalCursors = new RetailCursorResolver(dats, datLock);
|
||||
}
|
||||
|
||||
public void Apply(IEnumerable<IMouse> mice, CursorFeedback feedback)
|
||||
{
|
||||
if (feedback.Cursor.IsValid && TryGetImage(feedback.Cursor.File, out var image))
|
||||
{
|
||||
ApplyCustom(mice, feedback.Cursor, image);
|
||||
_lastKind = feedback.Kind;
|
||||
_lastCursor = feedback.Cursor;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_globalCursors.TryResolve(feedback.Kind, out var globalCursor)
|
||||
&& TryGetImage(globalCursor.File, out var globalImage))
|
||||
{
|
||||
ApplyCustom(mice, globalCursor, globalImage);
|
||||
_lastKind = feedback.Kind;
|
||||
_lastCursor = globalCursor;
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyStandard(mice, StandardCursorFor(feedback.Kind));
|
||||
_lastKind = feedback.Kind;
|
||||
_lastCursor = default;
|
||||
}
|
||||
|
||||
private void ApplyCustom(IEnumerable<IMouse> mice, UiCursorMedia cursorMedia, RawImage image)
|
||||
{
|
||||
if (_lastCursor.Equals(cursorMedia))
|
||||
return;
|
||||
|
||||
foreach (var mouse in mice)
|
||||
{
|
||||
var cursor = mouse.Cursor;
|
||||
cursor.Image = image;
|
||||
cursor.HotspotX = cursorMedia.HotspotX;
|
||||
cursor.HotspotY = cursorMedia.HotspotY;
|
||||
if (cursor.Type != CursorType.Custom)
|
||||
cursor.Type = CursorType.Custom;
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyStandard(IEnumerable<IMouse> mice, StandardCursor desired)
|
||||
{
|
||||
if (_lastCursor.Equals(default(UiCursorMedia)) && _lastKind != (CursorFeedbackKind)(-1)
|
||||
&& StandardCursorFor(_lastKind) == desired)
|
||||
return;
|
||||
|
||||
foreach (var mouse in mice)
|
||||
{
|
||||
var cursor = mouse.Cursor;
|
||||
var standard = desired;
|
||||
if (!cursor.IsSupported(standard))
|
||||
standard = StandardCursor.Arrow;
|
||||
if (!cursor.IsSupported(standard))
|
||||
continue;
|
||||
|
||||
if (cursor.Type != CursorType.Standard)
|
||||
cursor.Type = CursorType.Standard;
|
||||
if (cursor.StandardCursor != standard)
|
||||
cursor.StandardCursor = standard;
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryGetImage(uint renderSurfaceId, out RawImage image)
|
||||
{
|
||||
if (_imagesBySurface.TryGetValue(renderSurfaceId, out image))
|
||||
return true;
|
||||
if (_missingSurfaces.Contains(renderSurfaceId))
|
||||
return false;
|
||||
|
||||
DecodedTexture? decoded = DecodeCursorSurface(renderSurfaceId);
|
||||
if (decoded is null || decoded.Width <= 0 || decoded.Height <= 0 || decoded.Rgba8.Length == 0)
|
||||
{
|
||||
_missingSurfaces.Add(renderSurfaceId);
|
||||
image = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
image = new RawImage(decoded.Width, decoded.Height, decoded.Rgba8);
|
||||
_imagesBySurface[renderSurfaceId] = image;
|
||||
return true;
|
||||
}
|
||||
|
||||
private DecodedTexture? DecodeCursorSurface(uint renderSurfaceId)
|
||||
{
|
||||
lock (_datLock)
|
||||
{
|
||||
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
|
||||
&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
|
||||
return null;
|
||||
|
||||
Palette? palette = rs.DefaultPaletteId != 0
|
||||
? _dats.Get<Palette>(rs.DefaultPaletteId)
|
||||
: null;
|
||||
return SurfaceDecoder.DecodeRenderSurface(rs, palette);
|
||||
}
|
||||
}
|
||||
|
||||
private static StandardCursor StandardCursorFor(CursorFeedbackKind kind)
|
||||
=> kind switch
|
||||
{
|
||||
CursorFeedbackKind.Text => StandardCursor.IBeam,
|
||||
CursorFeedbackKind.WindowMove => StandardCursor.ResizeAll,
|
||||
CursorFeedbackKind.ResizeHorizontal => StandardCursor.HResize,
|
||||
CursorFeedbackKind.ResizeVertical => StandardCursor.VResize,
|
||||
CursorFeedbackKind.ResizeDiagonalNwse => StandardCursor.NwseResize,
|
||||
CursorFeedbackKind.ResizeDiagonalNesw => StandardCursor.NeswResize,
|
||||
CursorFeedbackKind.Drag => StandardCursor.Hand,
|
||||
CursorFeedbackKind.DragAccept => StandardCursor.ResizeAll,
|
||||
CursorFeedbackKind.DragReject => StandardCursor.NotAllowed,
|
||||
CursorFeedbackKind.TargetPending => StandardCursor.Crosshair,
|
||||
CursorFeedbackKind.TargetValid => StandardCursor.ResizeAll,
|
||||
CursorFeedbackKind.TargetInvalid => StandardCursor.NotAllowed,
|
||||
_ => StandardCursor.Arrow,
|
||||
};
|
||||
}
|
||||
76
src/AcDream.App/Rendering/RetailCursorResolver.cs
Normal file
76
src/AcDream.App/Rendering/RetailCursorResolver.cs
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
using AcDream.App.UI;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>Resolves retail global cursor enum IDs through the portal EnumIDMap chain.</summary>
|
||||
internal sealed class RetailCursorResolver
|
||||
{
|
||||
private readonly DatCollection _dats;
|
||||
private readonly object _datLock;
|
||||
private readonly Dictionary<uint, uint> _didByEnum = new();
|
||||
private readonly HashSet<uint> _missingEnums = new();
|
||||
|
||||
public RetailCursorResolver(DatCollection dats, object datLock)
|
||||
{
|
||||
_dats = dats;
|
||||
_datLock = datLock;
|
||||
}
|
||||
|
||||
public bool TryResolve(CursorFeedbackKind kind, out UiCursorMedia cursor)
|
||||
{
|
||||
cursor = default;
|
||||
if (!RetailCursorCatalog.TryGetGlobalCursor(kind, out var spec))
|
||||
return false;
|
||||
|
||||
return TryResolve(spec, out cursor);
|
||||
}
|
||||
|
||||
internal bool TryResolve(RetailCursorSpec spec, out UiCursorMedia cursor)
|
||||
{
|
||||
cursor = default;
|
||||
if (!spec.IsValid)
|
||||
return false;
|
||||
|
||||
if (_didByEnum.TryGetValue(spec.EnumId, out uint cachedDid))
|
||||
{
|
||||
cursor = new UiCursorMedia(cachedDid, spec.HotspotX, spec.HotspotY);
|
||||
return true;
|
||||
}
|
||||
if (_missingEnums.Contains(spec.EnumId))
|
||||
return false;
|
||||
|
||||
uint did = ResolveDidByEnum(spec.EnumId);
|
||||
if (did == 0)
|
||||
{
|
||||
_missingEnums.Add(spec.EnumId);
|
||||
return false;
|
||||
}
|
||||
|
||||
cursor = new UiCursorMedia(did, spec.HotspotX, spec.HotspotY);
|
||||
_didByEnum[spec.EnumId] = did;
|
||||
return true;
|
||||
}
|
||||
|
||||
private uint ResolveDidByEnum(uint cursorEnum)
|
||||
{
|
||||
lock (_datLock)
|
||||
{
|
||||
uint masterDid = (uint)_dats.Portal.Header.MasterMapId;
|
||||
if (masterDid == 0)
|
||||
return 0;
|
||||
|
||||
if (!_dats.Portal.TryGet<EnumIDMap>(masterDid, out var master) || master is null)
|
||||
return 0;
|
||||
|
||||
if (!master.ClientEnumToID.TryGetValue(RetailCursorCatalog.CursorEnumTable, out uint cursorMapDid))
|
||||
return 0;
|
||||
|
||||
if (!_dats.Portal.TryGet<EnumIDMap>(cursorMapDid, out var cursorMap) || cursorMap is null)
|
||||
return 0;
|
||||
|
||||
return cursorMap.ClientEnumToID.TryGetValue(cursorEnum, out uint did) ? did : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue