fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top) so ApplyAnchor early-returns and doesn't re-pin the window every frame. Matches the vitalsRoot idiom exactly. D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false so HitTest succeeds over the UiDatElement chrome and the drag starts. UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it. C1 — All four combat-mode indicators visible at once (war/flame stacked on peace): ports gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one and hides the other three. Default to NonCombat at bind (player always spawns in peace). Wires CombatState.CombatModeChanged for live updates. Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible, CombatIndicator_setCombatModeMelee_onlyMeleeVisible, CombatIndicator_liveSignal_updatesWhenCombatStateChanges. V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized): ImportInfos now skips top-level elements that are (a) referenced as a BaseElement by another element in the same layout AND (b) have no own state media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in the built widget tree — so the skip is safe. Conformance tests (vitals, chat) are unaffected (they exercise Build, not ImportInfos). Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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5 changed files with 262 additions and 11 deletions
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@ -1921,11 +1921,17 @@ public sealed class GameWindow : IDisposable
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toolbarLayout, Items,
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() => Shortcuts,
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iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over),
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useItem: guid => UseItemByGuid(guid));
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useItem: guid => UseItemByGuid(guid),
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combatState: Combat);
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var toolbarRoot = toolbarLayout.Root;
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toolbarRoot.Left = 10; toolbarRoot.Top = 300;
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toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top;
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// D1: Anchors=None so ApplyAnchor skips re-pinning every frame and
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// the drag position is preserved (matches vitalsRoot pattern).
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toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.None;
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// D2: UiDatElement ctor defaults ClickThrough=true; override so the
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// chrome is hittable and the drag can start (matches vitalsRoot pattern).
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toolbarRoot.ClickThrough = false;
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toolbarRoot.Draggable = true;
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_uiHost.Root.AddChild(toolbarRoot);
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Console.WriteLine("[D.5.1] retail toolbar window from LayoutDesc importer (0x21000016).");
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@ -139,9 +139,34 @@ public static class LayoutImporter
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var ld = dats.Get<LayoutDesc>(layoutId);
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if (ld is null) return null;
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// Collect the set of element ids that are referenced as a BaseElement by ANY
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// element in THIS layout (where BaseLayoutId == layoutId). Such elements are
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// purely inheritance templates ("prototypes") — retail never instantiates them
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// as live widgets. Example: the toolbar slot prototype 0x100001B2 in LayoutDesc
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// 0x21000016, which all 18 slot elements inherit from and which has no own media.
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//
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// NOTE: the Resolve path reads BaseElement from the raw dat directly (via
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// dats.Get<LayoutDesc>), so the prototype never needs to appear in the built
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// widget tree for inheritance to work. Skipping it here is safe.
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var referencedAsBase = new HashSet<uint>();
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foreach (var kv in ld.Elements)
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CollectBaseRefsInDesc(kv.Value, layoutId, referencedAsBase);
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var tops = new List<ElementInfo>();
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foreach (var kv in ld.Elements)
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tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>()));
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{
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// Skip pure prototype elements: top-level elements that are referenced as a
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// base template by another element in this same layout AND have no own state
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// media (so they draw nothing and contribute nothing but their inherited shape).
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var d = kv.Value;
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if (referencedAsBase.Contains(d.ElementId) && HasNoOwnMedia(d))
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{
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Console.WriteLine($"[D.2b] LayoutImporter: skipping prototype element 0x{d.ElementId:X8} in layout 0x{layoutId:X8} (no own media, referenced as BaseElement).");
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continue;
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}
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tops.Add(Resolve(dats, d, new HashSet<(uint, uint)>()));
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}
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return tops.Count == 1
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? tops[0]
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@ -270,6 +295,37 @@ public static class LayoutImporter
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}
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}
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// ── Prototype detection helpers ───────────────────────────────────────────
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/// <summary>
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/// Recursively walks <paramref name="d"/> and all its children, adding to
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/// <paramref name="result"/> the <c>BaseElement</c> of every descriptor that
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/// references this layout (<c>BaseLayoutId == layoutId</c>). Used by
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/// <see cref="ImportInfos"/> to identify pure prototype/template elements that
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/// should not be instantiated as live widgets.
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/// </summary>
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private static void CollectBaseRefsInDesc(ElementDesc d, uint layoutId, HashSet<uint> result)
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{
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if (d.BaseElement != 0 && d.BaseLayoutId == layoutId)
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result.Add(d.BaseElement);
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foreach (var kv in d.Children)
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CollectBaseRefsInDesc(kv.Value, layoutId, result);
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}
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/// <summary>
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/// Returns true when <paramref name="d"/> carries no own state media — i.e. its
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/// <c>StateDesc</c> (DirectState) and <c>States</c> (named states) yield no
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/// <see cref="MediaDescImage"/> entries with a non-zero file id.
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/// Such elements are pure inheritance templates with no rendering content.
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/// </summary>
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private static bool HasNoOwnMedia(ElementDesc d)
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{
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// Re-use ToInfo's media extraction: if the resulting StateMedia is empty the
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// element has no renderable image in any state.
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var info = ToInfo(d);
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return info.StateMedia.Count == 0;
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}
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// ── Element tree search ───────────────────────────────────────────────────
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/// <summary>
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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@ -39,7 +40,15 @@ public sealed class ToolbarController
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// Ids confirmed from the toolbar LayoutDesc dump.
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private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 };
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// Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time.
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// Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
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// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669)
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// SetVisible's exactly one element depending on the incoming mode.
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private static readonly uint[] CombatIndicatorIds =
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{ 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u };
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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 Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
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private readonly Func<uint, uint, uint, uint> _iconIds; // (iconId, underlayId, overlayId) → GL tex
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@ -50,7 +59,8 @@ public sealed class ToolbarController
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<uint, uint, uint, uint> iconIds,
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Action<uint> useItem)
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Action<uint> useItem,
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CombatState? combatState)
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{
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_repo = repo;
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_shortcuts = shortcuts;
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@ -64,10 +74,23 @@ public sealed class ToolbarController
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WireClick(list);
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}
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// Cache the four mutually-exclusive combat-mode indicator elements.
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for (int i = 0; i < CombatIndicatorIds.Length; i++)
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_combatIndicators[i] = layout.FindElement(CombatIndicatorIds[i]);
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// Hide target-object meters + stack slider (gmToolbarUI::PostInit).
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foreach (var id in HiddenIds)
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if (layout.FindElement(id) is { } e) e.Visible = false;
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// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669):
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// exactly one indicator visible at a time. Default to NonCombat (peace) — the player
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// always spawns in peace mode; retail has not yet called SetVisible when PostInit runs.
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SetCombatMode(CombatMode.NonCombat);
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// Wire live combat-mode changes if a CombatState was provided.
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if (combatState is not null)
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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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@ -84,14 +107,21 @@ public sealed class ToolbarController
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/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
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/// <param name="iconIds">Resolves (iconId, underlayId, overlayId) → GL texture handle.</param>
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/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
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/// <param name="combatState">
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/// Optional live combat state — when provided, the toolbar subscribes to
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/// <see cref="CombatState.CombatModeChanged"/> and updates the four mutually-exclusive
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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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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<uint, uint, uint, uint> iconIds,
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Action<uint> useItem)
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Action<uint> useItem,
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CombatState? combatState = null)
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{
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem);
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState);
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c.Populate();
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return c;
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}
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@ -123,6 +153,33 @@ public sealed class ToolbarController
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}
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}
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/// <summary>
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/// Port of <c>gmToolbarUI::RecvNotice_SetCombatMode</c>
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/// (acclient_2013_pseudo_c.txt:196632-196669): show exactly one of the four
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/// mutually-exclusive combat-mode indicator elements and hide the other three.
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/// Called at bind-time with <see cref="CombatMode.NonCombat"/> (the player
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/// always starts in peace mode) and subsequently whenever
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/// <see cref="CombatState.CombatModeChanged"/> fires.
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/// </summary>
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public void SetCombatMode(CombatMode mode)
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{
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// Index → mode mapping matches CombatIndicatorIds declaration order:
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// 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
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bool[] show =
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{
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mode == CombatMode.NonCombat,
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mode == CombatMode.Melee,
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mode == CombatMode.Missile,
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mode == CombatMode.Magic,
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};
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for (int i = 0; i < _combatIndicators.Length; i++)
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{
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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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}
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/// <summary>
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/// Wire the <see cref="UiItemSlot.Clicked"/> callback on a slot cell so that
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/// clicking a bound item fires <see cref="_useItem"/> with the slot's current guid.
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