merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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c83fd02642
94 changed files with 16216 additions and 199 deletions
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# Claude Code session state
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.claude/
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# Superpowers brainstorm visual-companion scratch (mockups regenerate; not source)
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/.superpowers/
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launch.log
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launch-*.log
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proveout*.log
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launch.utf8.log
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n4-verify*.log
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@ -46,6 +46,51 @@ Copy this block when adding a new issue:
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---
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## #140 — A7 "Fix D": outdoor objects too bright near torches
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**Status:** RESOLVED (`b7d655b`, 2026-06-19 — user-confirmed side-by-side at the Holtburg meeting hall)
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**Severity:** MEDIUM (visible — buildings blow out warm near torches vs retail; ambient/sun itself is correct after Fix C)
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**Filed:** 2026-06-18
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**Component:** render — point lighting on outdoor objects
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**RESOLUTION (2026-06-19, round 2):** The "bake vs D3D-FF" framing below was the WRONG question — neither lights the building exterior. Retail's per-object torch binder `minimize_object_lighting` (0x0054d480) runs ONLY `if (Render::useSunlight == 0)` (`DrawMeshInternal` 0x0059f398), and the OUTDOOR landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a before `LScape::draw`). So retail lights outdoor objects (building exterior shells, scenery, outdoor creatures) with the **sun + ambient ONLY — never wall torches**. acdream was torch-lighting them. Fix: `WbDrawDispatcher.ComputeEntityLightSet` now gates torch selection on the object being indoor (`ParentCellId` is an EnvCell) via `IndoorObjectReceivesTorches`; outdoor objects get the sun only. acdream reads the dat falloffs faithfully (the orange torch is genuinely `Falloff 6`; the "reach too long" theory was a red herring). Register **AP-43**; the indoor-vs-outdoor *sun* half uses a per-frame player-inside global (residual logged in AP-43). Full handoff: `docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md` (RESOLVED banner). Indoor-lighting follow-ups the user raised at the gate (windowed-building interior regime; portal swirl as a dynamic light) are SEPARATE M1.5 work, not part of this issue.
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**Description (user):** Outdoor buildings (e.g. the Holtburg meeting hall) read much brighter near torches in acdream than in retail — the walls blow out warm where retail stays dim. The general ambient/sun is correct after Fix C (`57c1135`); this is specifically the per-object point-light *contribution*.
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**Root cause / status:** GROUNDED but BLOCKED on one capture. Retail's object point-light path (`config_hardware_light` 0x0059ad30): `Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒1/d, `Range=falloff×rangeAdjust` (`rangeAdjust=1.5`⇒9 m), `material.diffuse=(1,1,1)`. CONTRADICTION: by that math a torch 3 m away = color×33 ⇒ retail walls should blow to WHITE — but they're DIM. Material/range/intensity all captured + ruled out. So the scaling is in the building's RENDER PATH (unknown). Leading hypothesis: static buildings DON'T use D3D hardware lighting — they use the `SetStaticLightingVertexColors` BAKE (`calc_point_light`, like cells), and the captured `intensity=100` light was a different object (player/portal). **DO NOT port the D3D-FF model — the math says it would make objects brighter, not dimmer.**
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**Files:** `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`/`accumulateLights`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`); `LightBake.cs` (verbatim calc_point_light, unwired).
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**Research:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` (full grounding + cdb cheat-sheet + the next capture); `claude-memory/reference_retail_ambient_values.md`.
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**Acceptance:** Determine the building's actual render path (bake vs D3D-FF; is `SetStaticLightingVertexColors` 0x0059cfe0 called for it / is `D3DRS_LIGHTING` on), then make the object torch contribution match retail — user side-by-side sign-off (meeting hall stays dim near torches).
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---
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## #139 — D.2b retail UI polish: chat text colors + buttons
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**Status:** OPEN
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**Severity:** LOW (cosmetic fit-and-finish — the widget generalization works and matches the prior hand-made build; this is polish vs a side-by-side retail client)
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**Filed:** 2026-06-16
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**Component:** ui — D.2b retail UI (chat window + buttons)
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**Description (user):** After the widget-generalization pass landed (2026-06-16), two areas want a polish pass against retail:
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1. **Chat text colors** — the per-`ChatKind` transcript text colors need tuning to match retail more precisely. Current values come from a live cdb dump of the named `RGBAColor` constants (colorWhite / BrightPurple / LightBlue / Green / LightRed / Grey) mapped per `ChatKind` in `ChatWindowController.RetailChatColor`. The four common kinds (speech/tell/channel/system) are confirmed; the rarer kinds (emote, soul-emote, combat, popup) map to the nearest named color and may be off — verify each against a side-by-side retail client.
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2. **Buttons** — the chat buttons (Send, Max/Min, and the channel "Chat ▸" menu button) want visual polish: **pressed / hover state feedback** (`UiButton` currently draws only its default-state sprite; the dat carries `Normal`/`Pressed`/`Highlight` states it does not yet switch on), plus a check that the face 3-slice + autosize read cleanly at all widths.
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**Root cause / status:** Deferred polish, NOT a regression — the generalized chat matches the prior hand-made build (user-confirmed 2026-06-16). `UiButton` intentionally mirrors `UiDatElement`'s single-state render (pressed-state was out of the generalization's scope); chat colors are best-effort from the cdb dump.
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**Files:**
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- `src/AcDream.App/UI/Layout/ChatWindowController.cs` — `RetailChatColor(ChatKind)` per-kind color map.
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- `src/AcDream.App/UI/UiButton.cs` — `ActiveFile()` / `OnEvent` (no pressed-state swap yet; dat has Normal/Pressed/Highlight).
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- `src/AcDream.App/UI/UiMenu.cs` — `DrawButtonFace` (Normal vs Pressed sprite) for the channel button.
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**Research:** `claude-memory/reference_retail_chat_colors.md` (the cdb chat-color dump + recipe).
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**Acceptance:** Chat text colors and button (pressed/hover) states match a side-by-side retail client — user's visual sign-off.
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---
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## #138 — Teleport OUT of a dungeon loads the outdoor world incompletely + position desync
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**Status:** OPEN
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@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 1. Intentional architecture (IA) — 14 rows
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## 1. Intentional architecture (IA) — 15 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -55,10 +55,11 @@ accepted-divergence entries (#96, #49, #50).
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| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
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| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
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| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
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| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
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---
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## 2. Adaptation (AD) — 27 rows
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## 2. Adaptation (AD) — 28 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -89,10 +90,11 @@ accepted-divergence entries (#96, #49, #50).
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| AD-25 | Wall-bounce velocity reflection suppressed on landing (fires only airborne-before AND airborne-after); retail bounces unless grounded→grounded-and-not-sledding | `src/AcDream.App/Input/PlayerMovementController.cs:1212` | Our per-frame architecture amplifies the artifact (post-reflection +Z defeats the `Velocity.Z <= 0` landing-snap gate → micro-bounce death spiral); at elasticity 0.05 retail's landing bounce is imperceptible; sledding reverts to retail rule | Landing-reflection-dependent behavior (slope-landing momentum, high-elasticity surfaces) won't reproduce; the suppression masks the landing-snap gate fragility and could outlive its reason | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 |
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| AD-26 | Auto-walk arrival requires facing alignment (invented 5° arrive / 30° walk-while-turning bands); retail's check is `dist <= radius` exact | `src/AcDream.App/Input/PlayerMovementController.cs:575` | ACE does the final `Rotate(target)` server-side before the Use callback; without a local gate the body used items while facing away (user feedback 2026-05-15). Thresholds are NOT retail constants | Arrival delayed by the rotation phase; if heading convergence fights another yaw writer, `AutoWalkArrived` never fires and the queued Use/PickUp never completes | `MoveToManager::HandleMoveToPosition`; `apply_interpreted_movement` |
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| AD-27 | Use/PickUp action re-sent on natural auto-walk arrival; retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Input/PlayerMovementController.cs:322` | ACE's server-side chain may have timed out by the time our body arrives; the close-range re-send hits ACE's WithinUseRadius fast-path | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius |
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| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 |
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---
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## 3. Documented approximation (AP) — 36 rows
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## 3. Documented approximation (AP) — 42 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -131,12 +133,18 @@ accepted-divergence entries (#96, #49, #50).
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| AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
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| AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) |
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| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 |
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| AP-37 | Per-object torch (point/spot) lighting is gated on the OBJECT's own cell: an object selects the static wall-torches ONLY when its `ParentCellId` is an EnvCell (`(id & 0xFFFF) >= 0x0100`); outdoor objects (building exterior shells with null ParentCellId, outdoor scenery, outdoor creatures) get the SUN + ambient and NO torches. This is the faithful port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and the outdoor landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, before `LScape::draw`) so outdoor objects are never torch-lit (closes the Holtburg meeting-hall facade torch-flood — A7 Fix D round 2, the dat's intensity-100 `falloff 6` orange torches were washing the exterior shell). **Residual approximation:** the sun/no-sun half is a per-FRAME global keyed on the PLAYER being inside a cell (`UpdateSunFromSky` zeroes the sun when `playerInsideCell`), NOT retail's per-draw-STAGE `useSunlight` toggle. So a mixed-stage frame (standing in a doorway / look-in) lights through-aperture objects with the player's regime, not the object's stage regime | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches` + `ComputeEntityLightSet`); sun half `src/AcDream.App/Rendering/GameWindow.cs:10421` (`UpdateSunFromSky`) | The visible case — player OUTSIDE, looking at an outdoor building/scenery — is now exactly faithful (sun+ambient, no torches); player INSIDE a cell gets torches with the sun globally killed = faithful indoor regime. Cross-aperture mismatch only affects objects seen THROUGH a doorway from the other lighting context | A through-aperture interior object viewed from outside gets the sun (player outside) instead of retail's indoor torches-no-sun; an outdoor object viewed from inside gets no sun (player inside) instead of retail's sunlit outside stage — doorway/look-in frames only, not the standalone outdoor or indoor case | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; outside stage `PView::DrawCells` 0x005a485a (`useSunlightSet(1)`); `minimize_object_lighting` 0x0054d480; `config_hardware_light` Range=falloff×`rangeAdjust`(1.5) 0x0059ad30 |
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| AP-43 | Per-object torch (point/spot) lighting is gated on the OBJECT's own cell: an object selects the static wall-torches ONLY when its `ParentCellId` is an EnvCell (`(id & 0xFFFF) >= 0x0100`); outdoor objects (building exterior shells with null ParentCellId, outdoor scenery, outdoor creatures) get the SUN + ambient and NO torches. This is the faithful port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and the outdoor landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, before `LScape::draw`) so outdoor objects are never torch-lit (closes the Holtburg meeting-hall facade torch-flood — A7 Fix D round 2, the dat's intensity-100 `falloff 6` orange torches were washing the exterior shell). **Residual approximation:** the sun/no-sun half is a per-FRAME global keyed on the PLAYER being inside a cell (`UpdateSunFromSky` zeroes the sun when `playerInsideCell`), NOT retail's per-draw-STAGE `useSunlight` toggle. So a mixed-stage frame (standing in a doorway / look-in) lights through-aperture objects with the player's regime, not the object's stage regime | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches` + `ComputeEntityLightSet`); sun half `src/AcDream.App/Rendering/GameWindow.cs:10421` (`UpdateSunFromSky`) | The visible case — player OUTSIDE, looking at an outdoor building/scenery — is now exactly faithful (sun+ambient, no torches); player INSIDE a cell gets torches with the sun globally killed = faithful indoor regime. Cross-aperture mismatch only affects objects seen THROUGH a doorway from the other lighting context | A through-aperture interior object viewed from outside gets the sun (player outside) instead of retail's indoor torches-no-sun; an outdoor object viewed from inside gets no sun (player inside) instead of retail's sunlit outside stage — doorway/look-in frames only, not the standalone outdoor or indoor case | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; outside stage `PView::DrawCells` 0x005a485a (`useSunlightSet(1)`); `minimize_object_lighting` 0x0054d480; `config_hardware_light` Range=falloff×`rangeAdjust`(1.5) 0x0059ad30 |
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| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 |
|
||||
| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Vitals number elements are meter children (not recursed); `VitalsController` attaches a centered `UiText` child for the cur/max number (Task 8 landed — retail `gmVitalsUI` uses `UIElement_Text`), so `UiMeter.Label` is no longer used for vitals (`UiText.Centered` reuses the meter's former centering formula → pixel-identical, user-confirmed). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port is deferred to Plan 2. Locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape renders an empty/wrong meter — no oracle diff until the Plan-2 port lands | `UIElement_Meter::DrawChildren` @0x46fbd0; `docs/research/2026-06-15-layoutdesc-format.md` |
|
||||
| AP-38 | Chat transcript renders pre-split `ChatLog` lines 1:1; no in-element word-wrap at the panel's current pixel width | `src/AcDream.App/UI/UiText.cs` | Retail does in-element wrap via `UIElement_Text::SizeToFit`; our pre-split lines are always shorter than 440 px in practice; a line that overflows clips at the edge rather than wrapping | Very long server system messages (server shutdowns, broadcast announcements) clip rather than wrapping — no information loss, just visual truncation | `UIElement_Text::SizeToFit` @0x467980; `gmMainChatUI` layout |
|
||||
| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiText.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) |
|
||||
| AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` |
|
||||
| AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` |
|
||||
| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 |
|
||||
|
||||
---
|
||||
|
||||
## 4. Temporary stopgap (TS) — 30 rows
|
||||
## 4. Temporary stopgap (TS) — 31 rows
|
||||
|
||||
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|
||||
|---|---|---|---|---|---|
|
||||
|
|
@ -169,7 +177,8 @@ accepted-divergence entries (#96, #49, #50).
|
|||
| TS-27 | Retransmit handling absent: `RetransmitRequests`/`RejectRetransmit` parsed, but nothing re-sends lost outbound or requests missing inbound sequences (class-doc gap list otherwise stale — ack/position/chat exist) | `src/AcDream.Core.Net/WorldSession.cs:29` | Deferred since the one-shot test harness; dev loop is loopback (no loss) | On any lossy link a dropped fragment is gone forever — entities never spawn, chat vanishes, reassembly stalls; server retransmit requests ignored until session timeout. Stale doc list also misleads readers | PacketHeaderFlags RequestRetransmit 0x1000 / Retransmission 0x1 |
|
||||
| TS-28 | LoginComplete sent on PlayerCreate (0xF746) arrival; retail sends it after the portal-space transition animation finishes (no such animation exists yet) | `src/AcDream.Core.Net/Messages/GameActionLoginComplete.cs:30` | acdream has no portal-space animation; "InWorld" phrasing in the file is slightly stale (trigger is PlayerCreate) | Server flips the character out of the loading state and pushes initial updates while the client may still be streaming — server logic assuming retail's load-screen duration fires against a half-initialized client | retail post-EnterWorld flow (holtburger messages.rs:391-422) |
|
||||
| TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) |
|
||||
| TS-30 | UI panels drawn as flat translucent rectangles + 1 px border; retail composes 9-slice dat sprite backgrounds via LayoutDesc trees | `src/AcDream.App/UI/UiPanel.cs:10` | Development visibility until the D.2b retail-look toolkit consumes the dat assets | Purely visual until D.2b — but pixel-position assumptions built against the placeholder (hit regions, layout constants) may not survive the swap to retail sprite metrics | RenderSurface 0x06xxxxxx 9-slice; LayoutDesc 0x21xxxxxx |
|
||||
| TS-30 | Numbered chat tabs (element ids `0x10000522`–`0x10000525`) render as clickable buttons but do not switch channel filter or affect the transcript — tab state is a no-op | `src/AcDream.App/UI/Layout/ChatWindowController.cs:210` | Retail's tab switching routes transcript lines by chat channel (`gmMainChatUI::gmScrollWindow` sub-windows per tab); the tab wiring is D.5 scope | Tab clicks produce no visible transcript change; retail would filter to the selected channel — all chat always shows in all tabs | `gmMainChatUI::PostInit` tab setup @0x4ce2a0; holtburger chat tab handling |
|
||||
| TS-31 | Squelch toggle absent (no `/squelch` slash command, no clickable name-tags to silence); retail's squelch list filters incoming chat lines | `src/AcDream.Core/Chat/ChatLog.cs` | Squelch is a social / moderation feature deferred to post-M1.5; the data structure (`ChatLog`) has no squelch set today | Any player can spam all clients; clickable-name-tag contextual menu (used in retail to squelch, tell, add-to-friends) is absent | `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -186,6 +195,7 @@ equivalence argument (promote to AD/AP) or a fix.
|
|||
| UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 |
|
||||
| UN-5 | Run multiplier applied to backward (and strafe) speed while the wire reports speed 1.0; the 0.65 backward factor IS retail's, the runMul on top is justified only by feel ("~2.4× ratio felt wrong"); strafe cites holtburger, backward cites nothing | `src/AcDream.App/Input/PlayerMovementController.cs:909` | Feel fix (K-fix3); no retail citation for run-scaling backward movement | If retail does NOT run-scale backward, the local body moves up to ~2.4× faster backward than the wire declares — observers dead-reckon slower and see lag/teleport when backing up at run | adjust_motion FUN_00528010 (0.65 only); holtburger common.rs (sidestep) |
|
||||
| UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) |
|
||||
| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒`1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md |
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -216,8 +226,8 @@ M2 combat must land TS-2 (BspOnlyDispatch terms), TS-5 (CanJump gating),
|
|||
TS-23 (PK bits), TS-25 (stance in MoveToState), TS-17 (AttackConditions),
|
||||
and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
|
||||
0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).
|
||||
Membership Stage 2 must land TS-18 (BuildingCellId). D.2b lands TS-30;
|
||||
the audio phase lands TS-9/TS-29; the animation-hook layer lands
|
||||
Membership Stage 2 must land TS-18 (BuildingCellId).
|
||||
The audio phase lands TS-9/TS-29; the animation-hook layer lands
|
||||
TS-10/TS-11/TS-12/TS-13/TS-14.
|
||||
|
||||
---
|
||||
|
|
|
|||
|
|
@ -424,9 +424,12 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
|
|||
**Sub-pieces:**
|
||||
- **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`).
|
||||
- **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green.
|
||||
- **D.2b — Custom retail-look backend.** Implements the same `IPanel` / `IPanelRenderer` contracts using a custom retained-mode toolkit sourced from retail dat assets. Requires D.2a shipped. Panels get reskinned one at a time; ImGui stays as the `ACDREAM_DEVTOOLS=1` overlay forever. The original 2026-04-17 scaffold research (`UiRoot` / `UiElement` / `UiPanel` / `UiHost` + retail event codes + focus / drag-drop state machine + `WorldMouseFallThrough`) is the implementation foundation here — see `docs/research/retail-ui/`.
|
||||
- **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e`→`019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).**
|
||||
- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): the dat edge-anchors reflow the pieces on width change per retail `UIElement::UpdateForParentSizeChange @0x00462640` (an earlier "fixed-size" note was wrong — inverted edge-flag reading, corrected; stretch is `RightEdge==1`). Faithful grip/dragbar-*driven* drag/resize INPUT is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bars) + glyph pixel-snap (sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`.
|
||||
- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 2 — chat-window re-drive).** Shipped 2026-06-15. `GameWindow`'s hand-authored chat block (`UiNineSlicePanel` + inline `UiChatView`) replaced by `ChatWindowController.Bind(LayoutDesc 0x21000006, …)` — the same importer path as vitals. `ChatWindowController` places `UiChatView` (transcript) + `UiChatInput` (text entry + on-submit) + `UiChatScrollbar` (scrollbar thumb) + `UiChannelMenu` (channel selector) inside the dat-authored chrome; dead local statics `BuildRetailChatLines`/`RetailChatColor` deleted from `GameWindow` (moved into the controller). Wired to `_commandBus` (same `LiveCommandBus` as the ImGui `ChatPanel`) so type+Enter dispatches `SendChatCmd` server-ward. Transcript keyboard set from `_uiHost.Keyboard` for Ctrl+C/Ctrl+A. 392 tests green. Added divergence rows AD-28 / AP-38–40 / TS-30–31; updated IA-15.
|
||||
- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 2 — widget generalization).** Shipped 2026-06-16 (`b7f7e2b`→`89626cd`). The hand-named chat widgets became GENERIC, Type-registered widgets built by `DatWidgetFactory` (`1→UiButton`, `6→UiMenu`, `7→UiMeter`, `11→UiScrollbar`, `12→UiText`); `UiField` (editable) ships controller-placed. `ChatWindowController` + `VitalsController` collapsed to thin `gm*UI::PostInit`-style find-by-id binders — this is the reusable toolkit + assembly pattern the future inventory/vendor/spell-bar windows build on. New `UiElement.ConsumesDatChildren` leaf-widget rule: behavioral widgets reproduce their dat sub-elements procedurally, so the importer must not build their children (an invisible Menu label child was swallowing the button click → dropdown wouldn't open). **Type 3 deliberately NOT registered** → `UiField` (acdream's Type-3 elements are inert sprite-bearing chrome/containers → stay `UiDatElement`; a subagent's Type-3→`UiField` registration was reverted — it blanked the vitals bevel + masked the regression by weakening a test). The editable input resolves to Type 12 → controller-placed `UiField` (Variant B). Vitals numbers rewired to a centered `UiText` (Task 8) — `UiText.Centered` reuses the meter's former centering formula, pixel-identical. Both visual gates (chat + vitals) **user-confirmed**; 404 tests green; new `chat_21000006.json` golden fixture. Amended AP-37, narrowed AP-41, added AP-42. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-widget-generalization*.md`.
|
||||
- **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)**
|
||||
- **D.4 — Dat sprites + 9-slice panel backgrounds.** Load `RenderSurface` (`0x06xxxxxx`) as GL textures; add `DrawSprite` to `UiRenderContext`. Enables retail panel art. **(D.2b dependency.)**
|
||||
- **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish).
|
||||
- **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only.
|
||||
- **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene.
|
||||
- **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)**
|
||||
|
|
|
|||
135
docs/research/2026-06-15-chat-window-redrive-handoff.md
Normal file
135
docs/research/2026-06-15-chat-window-redrive-handoff.md
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
# Chat-window re-drive — session handoff (2026-06-15)
|
||||
|
||||
**Status:** brainstorm STARTED (context gathered, design questions open) — not yet
|
||||
designed or implemented. Resume with `superpowers:brainstorming`.
|
||||
|
||||
**Branch:** `claude/hopeful-maxwell-214a12` — **continue UI work HERE** (the user's
|
||||
call: UI stays on this branch; dungeon lighting / M1.5 goes to a *separate* branch
|
||||
off `main`, it's unrelated and easy to merge). This branch is already current with
|
||||
`main` (merged `5ac9d8c`).
|
||||
|
||||
---
|
||||
|
||||
## Where we are (what shipped this session)
|
||||
|
||||
**D.2b LayoutDesc importer — Plan 1 SHIPPED + flipped to default + post-flip fixes.**
|
||||
The vitals window is now data-driven from the dat `LayoutDesc 0x2100006C` (no
|
||||
per-window graphics code). Read **`claude-memory/project_d2b_retail_ui.md`** (the
|
||||
SSOT crib) FIRST — it has the full architecture + every correction. Key commits:
|
||||
|
||||
- `bf77a23` — flip: importer is the default vitals at `ACDREAM_RETAIL_UI=1`; the
|
||||
hand-authored `vitals.xml` + the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired.
|
||||
- `8aa643f` — horizontal resize: edge-anchor mapping corrected to retail
|
||||
`UIElement::UpdateForParentSizeChange @0x00462640` (`RightEdge==1`=stretch).
|
||||
- `43064ba` — stamina/mana numbers: `TextRenderer` now draws sprites in
|
||||
**submission (painter) order** (was per-texture batched → later bars overpainted
|
||||
their own numbers).
|
||||
- `34243f2` — number sharpness: `DrawStringDat` **pixel-snaps** each glyph dest.
|
||||
|
||||
**The importer toolkit to REUSE (all in `src/AcDream.App/UI/Layout/`):**
|
||||
- `ElementReader` — `ElementInfo` POCO + `Merge` (BaseElement/BaseLayoutId
|
||||
inheritance) + `ToAnchors` (edge-flag → AnchorEdges, decomp-correct).
|
||||
- `UiDatElement` — generic per-DrawMode sprite renderer (the fallback widget).
|
||||
- `DatWidgetFactory` — `Type → widget` hybrid: Type 7→`UiMeter`, 12→skip, else
|
||||
generic; sets rect + anchors + `ZOrder=ReadOrder`. **Behavioral Types map to a
|
||||
dedicated widget; the widget CONSUMES the element's children (leaf — importer
|
||||
does not recurse them).** This is the pattern the chat re-drive extends.
|
||||
- `LayoutImporter` — `Import`/`ImportInfos`/`Build`/`BuildFromInfos` + cycle-guarded
|
||||
`Resolve`. `ImportedLayout.FindElement(id)` for binding by id.
|
||||
- `VitalsController` — binds live data to widgets by element id (mirrors retail
|
||||
`gmVitalsUI::PostInit`). The chat controller will mirror this.
|
||||
- Format reference: **`docs/research/2026-06-15-layoutdesc-format.md`** (ElementDesc
|
||||
API, Type table, DrawMode, inheritance). NOTE its §4 edge-flag history: the FIRST
|
||||
reading was inverted; the CORRECT model (per `@0x00462640`) is now in the doc +
|
||||
`ToAnchors` — `RightEdge==1`=stretch, `LeftEdge==2`=track-right.
|
||||
|
||||
---
|
||||
|
||||
## Next task: re-drive the chat window through the importer (Plan 2 chat piece)
|
||||
|
||||
Today the chat window is **hand-authored**, not data-driven. The goal mirrors the
|
||||
vitals re-drive: read the chat window's dat `LayoutDesc`, build it via
|
||||
`LayoutImporter`, and bind the live chat through a `ChatController`.
|
||||
|
||||
### Current chat window (what to reproduce / replace)
|
||||
- Built in `src/AcDream.App/Rendering/GameWindow.cs` in the `if (_options.RetailUi)`
|
||||
block (~line 1836, "Retail chat window").
|
||||
- `UiNineSlicePanel` (hand-authored 8-piece chrome) at `(10,432)`, `440×184`,
|
||||
`MinWidth 180 / MinHeight 80`, draggable + resizable.
|
||||
- Hosts a `UiChatView` (`src/AcDream.App/UI/UiChatView.cs`): scrollable transcript,
|
||||
**bottom-pinned**, mouse-wheel scrollback, **drag-select + Ctrl+C copy + Ctrl+A**,
|
||||
whole-line vertical clipping. **READ-ONLY** (no input box). Uses the **debug
|
||||
bitmap font** (`_debugFont`), NOT the dat font. `LinesProvider` polled each frame.
|
||||
- Data: `ChatVM` (`displayLimit: 200`) → `RecentLinesDetailed()` → per-`ChatKind`
|
||||
colour via `RetailChatColor(...)` (local static in GameWindow).
|
||||
|
||||
### Chat pipeline (already shipped, Phase I — reuse, don't rebuild)
|
||||
`ChatLog (Core) → ChatVM (UI.Abstractions) → view`; outbound `input →
|
||||
ChatInputParser → LiveCommandBus → WorldSession`. See
|
||||
`claude-memory/project_chat_pipeline.md`. The re-drive is a VIEW/layout change; the
|
||||
pipeline stays.
|
||||
|
||||
### Retail chat UI classes (decomp oracles — analogous to gmVitalsUI)
|
||||
`gmMainChatUI`, `gmFloatyMainChatUI`, `gmFloatyChatUI`, `gmChatOptionsUI`
|
||||
(`docs/research/named-retail/acclient.h` ~line 54923; `symbols.json` has
|
||||
`gmMainChatUI::Register` etc.). Chat-layout notes:
|
||||
`docs/research/retail-ui/05-panels.md:120` (chat window layout) +
|
||||
`06-hud-and-assets.md:651` (every chat window layout is a `LayoutDesc`).
|
||||
|
||||
### FIRST research step (the Task-1 analogue): identify the chat `LayoutDesc` id
|
||||
The vitals id was `0x2100006C`; the chat window's id is **NOT yet known**. Find it:
|
||||
- `dump-vitals-layout <datdir> [0xId]` enumerates LayoutDescs (it already lists all
|
||||
layouts containing given element ids). Use it to scan for the chat window, or grep
|
||||
the decomp for the layout id referenced by `gmMainChatUI`/`gmFloatyMainChatUI`.
|
||||
- Then dump it and enumerate its element Types (expect a scroll/list region +
|
||||
scrollbar, maybe a text-input/edit element + channel tabs) — this drives the
|
||||
factory/widget work.
|
||||
|
||||
---
|
||||
|
||||
## Open design questions (resume the brainstorm here)
|
||||
|
||||
1. **Scope.** Re-drive the EXISTING read-only window (frame from dat + reuse
|
||||
`UiChatView` for the transcript, parity with today), OR expand to the FULL retail
|
||||
chat (input box for typing, channel tabs)? Recommendation to discuss: do the
|
||||
frame re-drive + transcript first (parity), defer input/tabs to a follow-up —
|
||||
but confirm with the user.
|
||||
2. **Behavioral widgets.** The chat dat layout introduces the long-tail Types the
|
||||
vitals didn't have — Type 5 `ListBox`, Type 0xB `Scrollbar`, maybe Type 0xC
|
||||
`Text`/edit. Two options:
|
||||
- **(A, recommended) Hybrid reuse** — like Type-7→`UiMeter`: map the transcript
|
||||
region's Type → the existing `UiChatView` (which already scrolls/selects/copies);
|
||||
a `ChatController` binds the tail by element id. Minimal new code; fastest parity.
|
||||
- **(B) Port faithful widgets** — implement `UiScrollbar`/`UiListBox` per the
|
||||
decomp so the dat's scrollbar element drives scrolling. More faithful, more work;
|
||||
better as a later step.
|
||||
3. **Dat font for the transcript.** Switch `UiChatView` from the debug bitmap font
|
||||
to the dat font (`UiDatFont`, faithful + now pixel-snapped) — OR keep the debug
|
||||
font for parity first? `UiChatView`'s measure/selection logic is `BitmapFont`-based,
|
||||
so a dat-font port is non-trivial (a `UiDatFont` measure/advance path + selection
|
||||
hit-test rework). Likely a follow-up, not the first cut.
|
||||
|
||||
---
|
||||
|
||||
## Watchouts / lessons (don't regress these)
|
||||
- **`TextRenderer` draws sprites in submission order** (`_spriteSegs`). Do NOT revert
|
||||
to per-texture batching — it overpaints later same-atlas text (the stamina/mana bug).
|
||||
- **`DrawStringDat` pixel-snaps glyphs.** Keep it (sharp text on resize).
|
||||
- **Edge-flag/anchor model is `@0x00462640`** (`RightEdge==1`=stretch). The format
|
||||
doc §4's first reading was inverted; trust the corrected `ToAnchors`.
|
||||
- **Behavioral widgets are leaf** — the factory's widget consumes the element's dat
|
||||
children; the importer doesn't recurse into them. Apply the same to the chat
|
||||
transcript widget.
|
||||
- **Don't fabricate dat reader internals** — `Chorizite.DatReaderWriter` is a NuGet
|
||||
package (not in `references/`); verify member names via the dump tool / reflection.
|
||||
|
||||
## Process for the next session
|
||||
1. Read `claude-memory/project_d2b_retail_ui.md`, this handoff, and
|
||||
`docs/research/2026-06-15-layoutdesc-format.md`.
|
||||
2. Resume `superpowers:brainstorming` — settle scope + behavioral-widget approach
|
||||
(the 3 questions above), present a design, write the spec.
|
||||
3. Then `superpowers:writing-plans` → `superpowers:subagent-driven-development`
|
||||
(same flow that shipped the vitals importer cleanly).
|
||||
4. Stay on `claude/hopeful-maxwell-214a12`. Visual checks: launch live (ACE on
|
||||
`127.0.0.1:9000`) with `ACDREAM_RETAIL_UI=1`; test accounts `testaccount2 /
|
||||
testpassword2` or `notan / MittSnus81!` (character `+Je`).
|
||||
491
docs/research/2026-06-15-layoutdesc-format.md
Normal file
491
docs/research/2026-06-15-layoutdesc-format.md
Normal file
|
|
@ -0,0 +1,491 @@
|
|||
# LayoutDesc Format Enumeration Reference
|
||||
|
||||
**Date:** 2026-06-15
|
||||
**Author:** Task 1 of the LayoutDesc Importer plan (`docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`)
|
||||
**Sources:**
|
||||
- Dat dumps: `dump-vitals-layout` on `0x2100006C`, `0x21000014`, `0x21000075`, `0x2100003F`
|
||||
- Retail decomp: `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR PDB)
|
||||
- DatReaderWriter 2.1.7 reflection probe (deleted after use)
|
||||
|
||||
This doc is the ground-truth API table for Tasks 2–6. Where it corrects a plan assumption, the correction is called out in **§ Corrections to plan assumptions** at the end.
|
||||
|
||||
---
|
||||
|
||||
## 1. `ElementDesc` — exact API
|
||||
|
||||
All members are **public fields** (not properties), except `ElementId`, `Type`, `BaseElement`, `BaseLayoutId`, `DefaultState`, `ReadOrder` which are also fields. There are no `ElementDesc` properties used by the importer.
|
||||
|
||||
| Member | Kind | Type | Notes |
|
||||
|--------|------|------|-------|
|
||||
| `ElementId` | **field** | `uint` | unique element id (e.g. `0x100000E6`) |
|
||||
| `Type` | **field** | `uint` | element class id — **not an enum in DRW**; raw uint |
|
||||
| `BaseElement` | **field** | `uint` | base element id in base layout (0 = no base) |
|
||||
| `BaseLayoutId` | **field** | `uint` | layout id where base element lives (0 = no base) |
|
||||
| `DefaultState` | **field** | `UIStateId` (enum) | the element's initial active state |
|
||||
| `ReadOrder` | **field** | `uint` | draw order within parent |
|
||||
| `X` | **field** | `uint` | left position within parent, in pixels |
|
||||
| `Y` | **field** | `uint` | top position within parent, in pixels |
|
||||
| `Width` | **field** | `uint` | pixel width |
|
||||
| `Height` | **field** | `uint` | pixel height |
|
||||
| `ZLevel` | **field** | `uint` | z-order (0 in all vitals elements) |
|
||||
| `LeftEdge` | **field** | `uint` | left anchor flag (see §4) |
|
||||
| `TopEdge` | **field** | `uint` | top anchor flag (see §4) |
|
||||
| `RightEdge` | **field** | `uint` | right anchor flag (see §4) |
|
||||
| `BottomEdge` | **field** | `uint` | bottom anchor flag (see §4) |
|
||||
| `StateDesc` | **field** | `StateDesc?` | the element's "DirectState" (no name); null if absent |
|
||||
| `States` | **field** | `Dictionary<UIStateId, StateDesc>` | named states (e.g. `HideDetail`, `ShowDetail`) |
|
||||
| `Children` | **field** | `Dictionary<uint, ElementDesc>` | child elements keyed by their `ElementId` |
|
||||
|
||||
**Important:** `X`, `Y`, `Width`, `Height`, `LeftEdge`, etc. are all `uint`, not `int` or `float`. Cast to `float`/`int` when constructing `ElementInfo`.
|
||||
|
||||
The dump tool iterates both properties and fields; the scalars (`X`, `Y`, etc.) are found as **fields**.
|
||||
|
||||
---
|
||||
|
||||
## 2. `StateDesc` — exact API
|
||||
|
||||
| Member | Kind | Type | Notes |
|
||||
|--------|------|------|-------|
|
||||
| `StateId` | **field** | `uint` | redundant with the dict key |
|
||||
| `PassToChildren` | **field** | `bool` | |
|
||||
| `IncorporationFlags` | **field** | `IncorporationFlags` | |
|
||||
| `Properties` | **field** | `Dictionary<uint, BaseProperty>` | keyed by property-id (uint); see §3 |
|
||||
| `Media` | **field** | `List<MediaDesc>` | polymorphic list of media items |
|
||||
|
||||
### States dictionary key type
|
||||
|
||||
`ElementDesc.States` is `Dictionary<UIStateId, StateDesc>`. The dump shows string names like `"HideDetail"` and `"ShowDetail"` because the dump tool calls `.Key.ToString()` on the `UIStateId` enum values. The actual key is a `UIStateId` enum:
|
||||
|
||||
```csharp
|
||||
// Key: UIStateId.HideDetail = 268435462 (0x10000006)
|
||||
// Key: UIStateId.ShowDetail = 268435463 (0x10000007)
|
||||
```
|
||||
|
||||
See §6 for the full `UIStateId` enum.
|
||||
|
||||
**Iterating in code:**
|
||||
```csharp
|
||||
foreach (var s in d.States)
|
||||
ReadState(s.Value, s.Key.ToString(), info); // s.Key is UIStateId; .ToString() gives "HideDetail" etc.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 3. Properties (`StateDesc.Properties`) — how font DID and fill are stored
|
||||
|
||||
`StateDesc.Properties` is `Dictionary<uint, BaseProperty>`. The `BaseProperty` base class has:
|
||||
- `BasePropertyType PropertyType` (enum)
|
||||
- `uint MasterPropertyId`
|
||||
- `bool ShouldPackMasterPropertyId`
|
||||
|
||||
Concrete subclasses (`DatReaderWriter.Types.*`):
|
||||
|
||||
| Subclass | Field | Type | Notes |
|
||||
|----------|-------|------|-------|
|
||||
| `BoolBaseProperty` | `Value` | `bool` | |
|
||||
| `IntegerBaseProperty` | `Value` | `int` | |
|
||||
| `FloatBaseProperty` | `Value` | `float` | |
|
||||
| `EnumBaseProperty` | `Value` | `uint` | |
|
||||
| `DataIdBaseProperty` | `Value` | `uint` | a dat object DID |
|
||||
| `ArrayBaseProperty` | `Value` | `List<BaseProperty>` | array of sub-properties |
|
||||
| `ColorBaseProperty` | `Value` | `ColorARGB` | `struct { byte Blue, Green, Red, Alpha }` |
|
||||
| `StringInfoBaseProperty` | `Value` | `StringInfo` | |
|
||||
| `VectorBaseProperty` | `Value` | `Vector3` | |
|
||||
| `Bitfield32BaseProperty` | `Value` | `uint` | |
|
||||
| `Bitfield64BaseProperty` | `Value` | `ulong` | |
|
||||
| `InstanceIdBaseProperty` | `Value` | `uint` | |
|
||||
| `StructBaseProperty` | `Value` | `Dictionary<uint, BaseProperty>` | |
|
||||
|
||||
### Property key meanings (confirmed from decomp + dat inspection)
|
||||
|
||||
| Key | Type found in dat | Meaning | Decomp ref |
|
||||
|-----|-------------------|---------|-----------|
|
||||
| `0x1A` | `ArrayBaseProperty` (contains `DataIdBaseProperty`) | **Font DID** — array with one item; the inner `DataIdBaseProperty.Value` is the font dat object id | `UIElement_Text::SetFontDIDHelper(this, 0x1a, ...)` @`0x46829e` |
|
||||
| `0x1B` | `ArrayBaseProperty` (contains `ColorBaseProperty`) | **Font color** — array with one item; `ColorARGB {R,G,B,A}` | `UIElement_Text::SetFontColorHelper(this, 0x1b, ...)` @`0x4682c2` |
|
||||
| `0x14` | `EnumBaseProperty` | **Horizontal justification** | `UIElement_Text::SetHorizontalJustification` @`0x467200` |
|
||||
| `0x15` | `EnumBaseProperty` | **Vertical justification** | `UIElement_Text::SetVerticalJustification` @`0x467230` |
|
||||
| `0x1C` / `0x1D` | `ArrayBaseProperty` | Tag font color / tag font | (secondary font style for in-text tags) |
|
||||
| `0x16` | `BoolBaseProperty` | Some text flag | |
|
||||
| `0x21` | `BoolBaseProperty` | One-line mode | |
|
||||
| `0x23` | `IntegerBaseProperty` | Left margin | |
|
||||
| `0x24` | `IntegerBaseProperty` | Top margin | |
|
||||
| `0x25` | `IntegerBaseProperty` | Right margin | |
|
||||
| `0x26` | `IntegerBaseProperty` | Bottom margin | |
|
||||
| `0x27` | `BoolBaseProperty` | Some text option | |
|
||||
| `0x20` | `BoolBaseProperty` | Some text option | |
|
||||
| `0x69` | — (NOT in dat) | **Fill percent** — set at runtime via `UIElement::SetAttribute_Float(meter, 0x69, fillRatio)` | `gmVitalsUI::Update` @`0x4bff2a` |
|
||||
| `0xCB` | `BoolBaseProperty` | Some text option | |
|
||||
|
||||
**Critical point for font DID extraction:**
|
||||
Property `0x1A` is an `ArrayBaseProperty` containing ONE `DataIdBaseProperty`. To read the font DID:
|
||||
```csharp
|
||||
if (sd.Properties.TryGetValue(0x1Au, out var raw) && raw is ArrayBaseProperty arr && arr.Value.Count > 0)
|
||||
if (arr.Value[0] is DataIdBaseProperty did)
|
||||
fontDid = did.Value; // e.g. 0x40000000
|
||||
```
|
||||
|
||||
**Confirmed for element `0x10000376` (the vitals text prototype):**
|
||||
- Property `0x1A` → `DataIdBaseProperty.Value = 0x40000000` (font DID)
|
||||
- Property `0x1B` → `ColorBaseProperty.Value = {B=255,G=255,R=255,A=255}` (white)
|
||||
|
||||
**The fill (`0x69`) is NOT in the dat.** It is pushed at runtime by `gmVitalsUI::Update` calling `UIElement::SetAttribute_Float(meter, 0x69, ratio)`. The importer does not read this from the dat — the `VitalsController` sets it via `UiMeter.Fill` after binding.
|
||||
|
||||
---
|
||||
|
||||
## 4. Edge-anchor flags (`LeftEdge`/`TopEdge`/`RightEdge`/`BottomEdge`)
|
||||
|
||||
These are `uint` fields on `ElementDesc`. The values found across all four vitals layouts are:
|
||||
|
||||
| Value | Meaning | Where observed |
|
||||
|-------|---------|---------------|
|
||||
| `0` | Not present / no constraint | Base layout `0x2100003F` (zero-size elements) |
|
||||
| `1` | **Stretch / track-far** — for LeftEdge: pin left (near); for RightEdge: stretch (track parent's right edge); for TopEdge: pin top; for BottomEdge: stretch (track parent's bottom) | Most vitals pieces |
|
||||
| `2` | **Track-right (for LeftEdge) / fixed-far (for RightEdge)** — LeftEdge=2 means the element's LEFT side tracks the parent's RIGHT edge (fixed-width piece that moves right); RightEdge=2 means the right edge is fixed relative to the parent right (no stretch) | Corners/right-side pieces |
|
||||
| `3` | **Centered / floating** — contributes no anchor on that axis | The expand-detail overlay child `0x100004A9` |
|
||||
| `4` | **Both-sides** — both near AND far edges fire simultaneously | Seen in child layout meter elements |
|
||||
|
||||
### Anchor logic (retail-faithful, per `UIElement::UpdateForParentSizeChange @0x00462640`)
|
||||
|
||||
The **far-axis fields** (RightEdge, BottomEdge) drive stretch:
|
||||
- **RightEdge==1** ⇒ the right edge tracks the parent's right edge (**STRETCH**; designRight+delta)
|
||||
- **RightEdge==2** ⇒ designRight is fixed (no stretch)
|
||||
- **LeftEdge==2** ⇒ a fixed-width piece's left side tracks the parent's right edge (it **moves right**)
|
||||
- **LeftEdge==1** ⇒ pin left at designX (near-pin)
|
||||
- **value==4** ⇒ both near AND far fire simultaneously (stretch + keep near)
|
||||
- **value==3** ⇒ centered / floating (no anchor on that axis)
|
||||
- **value==0** ⇒ no anchor (prototype-only)
|
||||
|
||||
This is the INVERSE of the earlier §Corrections reading ("1=near, 2=far"), which was wrong. The decomp is authoritative: `UIElement::UpdateForParentSizeChange @0x00462640` in `docs/research/named-retail/acclient_2013_pseudo_c.txt` lines 108459–108668.
|
||||
|
||||
**Correct `ToAnchors` logic (as implemented in `ElementReader.cs`):**
|
||||
```csharp
|
||||
// Per UIElement::UpdateForParentSizeChange @0x00462640
|
||||
public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom)
|
||||
{
|
||||
var a = AnchorEdges.None;
|
||||
if (left == 1 || left == 4) a |= AnchorEdges.Left;
|
||||
if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right;
|
||||
if (top == 1 || top == 4) a |= AnchorEdges.Top;
|
||||
if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom;
|
||||
if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
|
||||
return a;
|
||||
}
|
||||
```
|
||||
|
||||
**Verified against all 19 vitals pieces** (format doc §11). At-rest render (no resize) is pixel-identical — anchors only fire on resize. Value `3` contributes no anchor on its axis and falls through to the Left|Top default only when all four values are 3 or 0.
|
||||
|
||||
---
|
||||
|
||||
## 5. `MediaDesc` kinds
|
||||
|
||||
`StateDesc.Media` is `List<MediaDesc>`. The concrete types found across the vitals layouts:
|
||||
|
||||
| Subclass | Fields | Used in vitals? | Notes |
|
||||
|----------|--------|----------------|-------|
|
||||
| `MediaDescImage` | `uint File`, `DrawModeType DrawMode`, `MediaType Type` | YES — all sprite images | The primary media type |
|
||||
| `MediaDescCursor` | `uint File`, `uint XHotspot`, `uint YHotspot`, `MediaType Type` | YES — grip/dragbar cursor | Sets the mouse cursor when hovering the element |
|
||||
| `MediaDescAnimation` | `float Duration`, `DrawModeType DrawMode`, `List<BaseProperty> Frames`, `MediaType Type` | not in vitals | Animated sprite |
|
||||
| `MediaDescAlpha` | `uint File`, `MediaType Type` | not in vitals | Alpha overlay |
|
||||
| `MediaDescFade` | `float StartAlpha, EndAlpha, Duration`, `MediaType Type` | not in vitals | Fade transition |
|
||||
| `MediaDescSound` | `uint File`, ... | not in vitals | |
|
||||
| `MediaDescState` | `UIStateId StateId`, ... | not in vitals | State transition |
|
||||
| `MediaDescJump` | `uint JumpItemIndex`, ... | not in vitals | |
|
||||
| `MediaDescMessage` | `uint Id`, ... | not in vitals | |
|
||||
| `MediaDescPause` | `float MinDuration, MaxDuration`, ... | not in vitals | |
|
||||
| `MediaDescMovie` | `PStringBase<char> FileName`, ... | not in vitals | |
|
||||
|
||||
Elements can have **multiple media items** in the same `StateDesc.Media` list — e.g. a grip element has both a `MediaDescImage` (the sprite) and a `MediaDescCursor` (the cursor shape). Iterate all items; for rendering pick the `MediaDescImage`; for cursor behavior pick `MediaDescCursor`.
|
||||
|
||||
---
|
||||
|
||||
## 6. `DrawModeType` enum (confirmed from reflection)
|
||||
|
||||
`DatReaderWriter.Enums.DrawModeType` (the type on `MediaDescImage.DrawMode`):
|
||||
|
||||
| Name | Value | Behavior | Used in vitals? |
|
||||
|------|-------|----------|----------------|
|
||||
| `Undefined` | 0 | (not used) | no |
|
||||
| `Normal` | 1 | **Tile at native width** (UV-repeat; matches `ImgTex::TileCSI` @`0x53e740`) | YES — all bar sprites, chrome |
|
||||
| `Overlay` | 2 | Blended overlay (not observed in vitals) | no |
|
||||
| `Alphablend` | 3 | **Blended overlay** — used for the "ShowDetail" expand panels | YES — `ShowDetail` state sprites |
|
||||
|
||||
**The vitals window uses only `Normal` (1) and `Alphablend` (3).** No `Stretch` value exists in `DrawModeType` — the plan's mention of a "Stretch" draw-mode is NOT a value in this enum. There is a `MediaType.Stretch = 12` in a separate enum but that refers to a different concept (animation sequence? not a blit mode). Do not branch on `Stretch` in `UiDatElement`.
|
||||
|
||||
---
|
||||
|
||||
## 7. `UIStateId` enum (key type for `ElementDesc.States`)
|
||||
|
||||
`DatReaderWriter.Enums.UIStateId`. Key values relevant to the vitals window:
|
||||
|
||||
| Name | Value |
|
||||
|------|-------|
|
||||
| `Undef` | 0 |
|
||||
| `Normal` | 1 |
|
||||
| `HideDetail` | 268435462 (= `0x10000006`) |
|
||||
| `ShowDetail` | 268435463 (= `0x10000007`) |
|
||||
| `IsCharacter` | 268435542 (= `0x10000056`) |
|
||||
| `IsAccount` | 268435543 (= `0x10000057`) |
|
||||
|
||||
The dump prints these as strings ("HideDetail", "ShowDetail") via `UIStateId.ToString()`. When iterating `d.States`, `s.Key.ToString()` gives the readable name.
|
||||
|
||||
---
|
||||
|
||||
## 8. Type → meaning → render method → widget bucket
|
||||
|
||||
From `UIElement::RegisterElementClass` calls in the decomp. The mapping is CONFIRMED by retail:
|
||||
|
||||
| Type (uint) | Class registered | Render method | Widget bucket | Vitals? |
|
||||
|-------------|-----------------|---------------|---------------|---------|
|
||||
| 0 | — (no registration) | text label; inherits from `UIElement_Text` behavior via `UIElement_Scrollable` | **behavioral** → dat-font label widget | YES — the text overlay (e.g. `0x100000EB/ED/EF`) |
|
||||
| 1 | `UIElement_Button::Register()` | `UIRegion::DrawHere` (vtable) | **behavioral** → button widget | no |
|
||||
| 2 | `UIElement_Dragbar::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` (drag region) | YES — top/bottom drag bars |
|
||||
| 3 | `UIElement_Field::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` | YES — container/group elements, chrome corners/edges |
|
||||
| 4 | (unregistered in stdlib; may be custom) | — | generic fallback | no |
|
||||
| 5 | `UIElement_ListBox::Register()` | `UIRegion::DrawHere` | **behavioral** → list widget | no |
|
||||
| 6 | `UIElement_Menu::Register()` | `UIRegion::DrawHere` | **behavioral** → menu widget | no |
|
||||
| **7** | `UIElement_Meter::Register()` | **`UIElement_Meter::DrawChildren`** @`0x46fbd0` | **behavioral** → `UiMeter` | **YES — the three vitals bars** |
|
||||
| 8 | `UIElement_Panel::Register()` | `UIRegion::DrawHere` | generic → `UiDatElement` | no |
|
||||
| 9 | `UIElement_Resizebar::Register()` | `UIRegion::DrawHere` | **generic** → `UiDatElement` (grip) | YES — resize grips (corners + edges) |
|
||||
| 0xB | `UIElement_Scrollbar::Register()` | `UIRegion::DrawHere` | **behavioral** → scrollbar | no |
|
||||
| **0xC** | `UIElement_Text::Register()` | `UIElement_Text::DrawSelf` @`0x467aa0` | **behavioral** → dat-font label | YES — Type=0 elements have BaseElement which resolves to a Type=0x0C in the base |
|
||||
| 0xD | `UIElement_Viewport::Register()` | — | behavioral → 3D viewport | no |
|
||||
| 0xE | `UIElement_Browser::Register()` | — | behavioral → browser | no |
|
||||
| 0x10 | `UIElement_ColorPicker::Register()` | — | behavioral → color picker | no |
|
||||
| 0x11 | `UIElement_GroupBox::Register()` | — | behavioral → group box | no |
|
||||
| **0x12** | — (Type=12 in base layout) | No render method registered — these are **style prototypes** (zero-size elements used as `BaseElement` sources, never instantiated directly) | skip/omit | YES — `0x2100003F` is full of Type=12 elements |
|
||||
| 0x13–0x19 | `ConfirmationDialog*` / `MessageDialog*` / etc. | dialog widgets | behavioral → dialog | no |
|
||||
| 0x1000xxxx | `gmVitalsUI`, `gmAttributeUI`, etc. | game-specific custom classes | **custom widget** (registered with high ids) | YES — the stacked vitals window root `0x100005F9` has `Type=268435533=0x10000009`; the floaty row root has Type=`268435465=0x10000009`… actually see below |
|
||||
|
||||
### Root element types in the vitals layouts
|
||||
|
||||
- `0x2100006C` root element `0x100005F9`: `Type = 268435533 = 0x10000009` → `gmVitalsUI::Register` registers type `0x10000009`
|
||||
- `0x21000014` root element `0x100000E5`: `Type = 268435465 = 0x10000009` — wait, `268435465 = 0x10000009` ✓
|
||||
|
||||
Actually: `268435533 = 0x1000000D` (not 9). Let me recompute:
|
||||
- `268435533 decimal`: `268435456 + 77 = 0x10000000 + 0x4D = 0x1000004D` — that's `gmVitalsUI`-ish but a different id.
|
||||
- `268435465`: `268435456 + 9 = 0x10000009` — confirmed `gmVitalsUI` type.
|
||||
|
||||
The correct decomp cross-check: `UIElement::RegisterElementClass(0x10000009, gmVitalsUI::Create)` @`0x4bfe1a`. The stacked vitals window root `0x100005F9` has `Type=268435533`. `268435533 = 0x1000004D` which would be a different registered type. The floaty row root `0x100000E5` has `Type=268435465 = 0x10000009` = confirmed `gmVitalsUI`.
|
||||
|
||||
The key observation: **the root element's Type selects the `gmVitalsUI` C++ class**, which is the window-level controller. In our importer, we don't need to match this: the `LayoutImporter` walks children, and the `VitalsController` binds the meter elements by id directly — the root type is irrelevant to Plan 1.
|
||||
|
||||
**Plan 1 relevant types (vitals window only):**
|
||||
|
||||
| Type | Role | Bucket |
|
||||
|------|------|--------|
|
||||
| 0 | text overlay label (BaseElement → Type 12 for font, but the element itself renders as text) | behavioral → dat-font label |
|
||||
| 2 | drag bar (top/bottom) | generic |
|
||||
| 3 | container / chrome edge / corner (no children hierarchy in vitals) | generic |
|
||||
| 7 | meter | behavioral → `UiMeter` |
|
||||
| 9 | resize grip (corners + edges) | generic |
|
||||
| 12 | style prototype — zero-size, never directly rendered | skip |
|
||||
| 0x10000009 | `gmVitalsUI` root — the window itself | behavioral → window root (use as container) |
|
||||
| 0x1000004D | the stacked-window root | same |
|
||||
|
||||
---
|
||||
|
||||
## 9. `LayoutDesc` fields
|
||||
|
||||
| Member | Kind | Type | Notes |
|
||||
|--------|------|------|-------|
|
||||
| `Id` | property | `uint` | dat object id |
|
||||
| `HeaderFlags` | property | `DBObjHeaderFlags` | |
|
||||
| `DBObjType` | property | `DBObjType` | always `LayoutDesc` |
|
||||
| `DataCategory` | property | `uint` | |
|
||||
| `Width` | **field** | `uint` | screen-space width context (800 in all observed layouts) |
|
||||
| `Height` | **field** | `uint` | screen-space height context (600 in all observed layouts) |
|
||||
| `Elements` | **field** | `HashTable<uint, ElementDesc>` (DRW-internal type) | top-level elements, keyed by `ElementId`. Iterable with `foreach (var kv in ld.Elements)`. |
|
||||
|
||||
---
|
||||
|
||||
## 10. Inheritance chain for vitals number-text elements
|
||||
|
||||
All three vitals text labels (`0x100000EB` health, `0x100000ED` stamina, `0x100000EF` mana) share:
|
||||
- `Type = 0` (text element, no render registration — renders via inherited machinery)
|
||||
- `BaseElement = 268436342 = 0x10000376`
|
||||
- `BaseLayoutId = 553648191 = 0x2100003F`
|
||||
|
||||
The base element `0x10000376` in `0x2100003F`:
|
||||
- `Type = 12` (style prototype — zero-size, never rendered directly)
|
||||
- `StateDesc.Properties`:
|
||||
- `0x1A` → `ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ]` — **font DID = `0x40000000`**
|
||||
- `0x1B` → `ArrayBaseProperty[ ColorBaseProperty{R=255,G=255,B=255,A=255} ]` — white
|
||||
- `0x14` → `EnumBaseProperty{Value=1}` — horizontal justification = 1
|
||||
- `0x15` → `EnumBaseProperty{Value=1}` — vertical justification = 1
|
||||
- `0x23`, `0x25` → `IntegerBaseProperty{Value=0}` — margins
|
||||
|
||||
The inheritance chain for the text element in the importer is:
|
||||
```
|
||||
derived (Type=0, no StateDesc media, no font prop itself)
|
||||
inherits from base 0x10000376 in layout 0x2100003F (Type=12)
|
||||
→ font DID = 0x40000000 (from property 0x1A)
|
||||
→ font color = white ARGB(255,255,255,255) (from property 0x1B)
|
||||
```
|
||||
|
||||
The derived text element overrides `Width/Height/X/Y` (from the dat element's fields) but inherits the font DID and color from the base element's `Properties`.
|
||||
|
||||
**There is no `StateDesc.Media` on the text elements** — the text is rendered by the `UIElement_Text::DrawSelf` algorithm using the font DID from properties, not a sprite. In Plan 1, the text elements are **skipped entirely**: `Type = 0` (derived) inherits `Type = 12` from the base prototype `0x10000376` via `ElementReader.Merge` (zero-wins-nothing rule — the derived Type 0 inherits the base's Type 12), and `DatWidgetFactory` returns null for Type 12. This means no `UiDatElement` is created for them. For the vitals window this is correct: the numbers render via `UiMeter.Label` bound by the `VitalsController`, not a dat text node. A dedicated dat-text widget (Type 0) is Plan 2.
|
||||
|
||||
---
|
||||
|
||||
## 11. Vitals window `0x2100006C` — confirmed element map
|
||||
|
||||
Root: `0x100005F9` (160×58, Type=`0x1000004D`, LeftEdge=1, TopEdge=1, RightEdge=1, BottomEdge=2)
|
||||
|
||||
### Chrome (all Type=3, `DrawMode=Normal`)
|
||||
|
||||
| Id | X | Y | W | H | LeftEdge | TopEdge | RightEdge | BottomEdge | Sprite |
|
||||
|----|---|---|---|---|----------|---------|-----------|------------|--------|
|
||||
| `0x10000633` | 0 | 0 | 5 | 5 | 1 | 1 | 2 | 2 | `0x060074C3` (TL corner) |
|
||||
| `0x10000634` | 5 | 0 | 150 | 5 | 1 | 1 | 1 | 2 | `0x060074BF` (top edge) |
|
||||
| `0x10000635` | 155 | 0 | 5 | 5 | 2 | 1 | 1 | 2 | `0x060074C4` (TR corner) |
|
||||
| `0x10000636` | 0 | 5 | 5 | 48 | 1 | 1 | 2 | 1 | `0x060074C0` (left edge) |
|
||||
| `0x10000637` | 0 | 53 | 5 | 5 | 1 | 2 | 2 | 1 | `0x060074C5` (BL corner) |
|
||||
| `0x10000638` | 5 | 53 | 150 | 5 | 1 | 2 | 1 | 1 | `0x060074C1` (bottom edge) |
|
||||
| `0x10000639` | 155 | 53 | 5 | 5 | 2 | 2 | 1 | 1 | `0x060074C6` (BR corner) |
|
||||
| `0x1000063A` | 155 | 5 | 5 | 48 | 2 | 1 | 1 | 1 | `0x060074C2` (right edge) |
|
||||
|
||||
### Drag bars (Type=2)
|
||||
|
||||
| Id | X | Y | W | H | Notes |
|
||||
|----|---|---|---|---|-------|
|
||||
| `0x1000063C` | 5 | 0 | 150 | 5 | top drag bar; also has `MediaDescCursor` cursor `0x06006119` |
|
||||
| `0x10000640` | 5 | 53 | 150 | 5 | bottom drag bar; same cursor |
|
||||
|
||||
### Resize grips (Type=9 — corners + edges)
|
||||
|
||||
| Id | X | Y | W | H | Corner/Edge |
|
||||
|----|---|---|---|---|-------------|
|
||||
| `0x1000063B` | 0 | 0 | 5 | 5 | TL grip |
|
||||
| `0x1000063D` | 155 | 0 | 5 | 5 | TR grip |
|
||||
| `0x1000063E` | 0 | 5 | 5 | 48 | left grip |
|
||||
| `0x1000063F` | 0 | 53 | 5 | 5 | BL grip |
|
||||
| `0x10000641` | 155 | 53 | 5 | 5 | BR grip |
|
||||
| `0x10000642` | 155 | 5 | 5 | 48 | right grip |
|
||||
|
||||
Each grip has a `MediaDescImage` + a `MediaDescCursor` in its `StateDesc.Media` list.
|
||||
|
||||
### Meter elements (Type=7 — `UiMeter`)
|
||||
|
||||
| Id | X | Y | W | H | Purpose |
|
||||
|----|---|---|---|---|---------|
|
||||
| `0x100000E6` | 5 | 5 | 150 | 16 | Health meter |
|
||||
| `0x100000EC` | 5 | 21 | 150 | 16 | Stamina meter |
|
||||
| `0x100000EE` | 5 | 37 | 150 | 16 | Mana meter |
|
||||
|
||||
Each meter has:
|
||||
- Child `0x100000E7` (back layer, Type=3): three sub-children `E8`/`E9`/`EA` (left/center/right slices, back sprites)
|
||||
- `E8` has `RightEdge=2` (pin far right), `EA` has `LeftEdge=2` (pin far left) — the classic 3-slice anchor pattern
|
||||
- Child `0x00000002` (front layer container, Type=3): three sub-children `E8`/`E9`/`EA` (front sprites), plus child `0x100004A9` (expand detail overlay, HideDetail/ShowDetail states)
|
||||
- Child `0x100000EB/ED/EF` (text label, Type=0): BaseElement=`0x10000376`, BaseLayoutId=`0x2100003F` → inherits font `0x40000000`
|
||||
|
||||
### Sprite ids confirmed from dump
|
||||
|
||||
**Health bar** (back=`E7` layer / front=`00000002.E8-EA` layer):
|
||||
- Back left: `0x0600747E`, center: `0x0600747F`, right: `0x06007480`
|
||||
- Front left: `0x06007481`, center: `0x06007482`, right: `0x06007483`
|
||||
- ShowDetail overlay: `0x06007490` (back) / `0x06007491` (front)
|
||||
|
||||
**Stamina bar:**
|
||||
- Back left: `0x06007484`, center: `0x06007485`, right: `0x06007486`
|
||||
- Front left: `0x06007487`, center: `0x06007488`, right: `0x06007489`
|
||||
- ShowDetail: `0x06007492` / `0x06007493`
|
||||
|
||||
**Mana bar:**
|
||||
- Back left: `0x0600748A`, center: `0x0600748B`, right: `0x0600748C`
|
||||
- Front left: `0x0600748D`, center: `0x0600748E`, right: `0x0600748F`
|
||||
- ShowDetail: `0x06007494` / `0x06007495`
|
||||
|
||||
---
|
||||
|
||||
## 12. Inheritance resolution rules
|
||||
|
||||
1. If `d.BaseElement != 0 && d.BaseLayoutId != 0`: load base layout, find base element, call `Resolve()` recursively on it, then `Merge(base, derived)`.
|
||||
2. Merge semantics: **derived overrides, base is the default**. `Width`/`Height`/`X`/`Y` come from the derived element's fields (even if zero — zero is a valid override for prototypes). `FontDid` is inherited if the derived element's base chain provides it and the derived doesn't explicitly set it.
|
||||
3. Type=12 elements in the base layout (`0x2100003F`) are pure property stores — **never render them**. They exist only to be referenced as `BaseElement`.
|
||||
4. Cycle-guard: track already-visited `(BaseLayoutId, BaseElement)` pairs to avoid infinite loops.
|
||||
|
||||
---
|
||||
|
||||
## § Corrections to plan assumptions
|
||||
|
||||
### 1. Edge-flag semantics are INVERTED from the earlier §4 reading
|
||||
|
||||
**Original §4 reading (Task 2 shipped):** `1=near, 2=far, 4=stretch` → `right==2||right==4` for Right anchor.
|
||||
**That was wrong.** The correct semantics, per `UIElement::UpdateForParentSizeChange @0x00462640`:
|
||||
|
||||
| Edge value | LeftEdge meaning | RightEdge meaning |
|
||||
|-----------|-----------------|------------------|
|
||||
| 0 | no anchor | no anchor |
|
||||
| 1 | pin left (near) → **Left** | track parent's right edge (stretch) → **Right** |
|
||||
| 2 | track parent's right edge (moves right) → **Right** | fixed right (no stretch) |
|
||||
| 3 | centered / floating (no anchor) | centered / floating (no anchor) |
|
||||
| 4 | both-sides → **Left + Right** | both-sides → **Left + Right** |
|
||||
|
||||
The far-axis field (RightEdge, BottomEdge) value `1` means **stretch** (track the parent's far edge), NOT "near-pin." This is the INVERSE of what was documented in the original §4.
|
||||
|
||||
**Correct `ToAnchors` (as fixed in `ElementReader.cs` 2026-06-15):**
|
||||
```csharp
|
||||
// Per UIElement::UpdateForParentSizeChange @0x00462640
|
||||
public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom)
|
||||
{
|
||||
var a = AnchorEdges.None;
|
||||
if (left == 1 || left == 4) a |= AnchorEdges.Left;
|
||||
if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right;
|
||||
if (top == 1 || top == 4) a |= AnchorEdges.Top;
|
||||
if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom;
|
||||
if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top;
|
||||
return a;
|
||||
}
|
||||
```
|
||||
|
||||
Also: the `ElementReader.ToAnchors` signature in the plan uses `(int left, ...)` but the fields are `uint`. Use `(uint left, ...)` or cast at call site.
|
||||
|
||||
### 2. `X`, `Y`, `Width`, `Height`, `LeftEdge`, etc. are `uint`, not `float` or `int`
|
||||
|
||||
The plan's `ToInfo()` code uses `d.X, d.Y` etc. as though they are already numeric-assignable. They are `uint`, so the assignment `X = d.X` etc. requires an explicit cast `(float)d.X` in the `ElementInfo` struct.
|
||||
|
||||
### 3. `ElementDesc.Type` is `uint`, not an enum
|
||||
|
||||
The plan writes `(int)d.Type`. `d.Type` is `uint`, so `(int)d.Type` is valid C# (checked context would overflow for values > `int.MaxValue`, but the registered types are all small or `0x10000009` which fits in int). Better: store `Type` as `uint` in `ElementInfo` to avoid signed overflow on game-specific ids like `0x1000004D`.
|
||||
|
||||
### 4. `DrawModeType` has no `Stretch` value
|
||||
|
||||
The plan mentions handling `Stretch` in `UiDatElement`. The `DrawModeType` enum has only `{Undefined=0, Normal=1, Overlay=2, Alphablend=3}`. There is no `Stretch` draw mode in this enum. Drop the `Stretch` branch.
|
||||
|
||||
### 5. `d.States` key is `UIStateId`, not `string`
|
||||
|
||||
The plan writes `foreach (var s in d.States) ReadState(s.Value, s.Key, info);` treating `s.Key` as a string. The key is `UIStateId` (an enum). Use `s.Key.ToString()` for the string name, or compare directly via `UIStateId.HideDetail` etc.
|
||||
|
||||
### 6. Font DID is in `ArrayBaseProperty`, not a direct property
|
||||
|
||||
The plan's `// font DID (property 0x1A) read here once the format doc confirms the property API.` comment is the right place. The actual read is:
|
||||
```csharp
|
||||
if (sd.Properties.TryGetValue(0x1Au, out var raw) && raw is ArrayBaseProperty arr && arr.Value.Count > 0)
|
||||
if (arr.Value[0] is DataIdBaseProperty did)
|
||||
info.FontDid = did.Value;
|
||||
```
|
||||
|
||||
### 7. Fill (`0x69`) is NOT in the dat
|
||||
|
||||
The plan says `SetAttribute_Float(meter, 0x69, fillRatio)` is a runtime operation. Confirmed: property `0x69` does not appear in any dat layout. The fill is set at runtime by the controller. The importer should not attempt to read it.
|
||||
|
||||
### 8. Type=12 elements are style prototypes — skip them entirely
|
||||
|
||||
Elements with `Type=12` in the base layout `0x2100003F` are zero-size property bags used as `BaseElement` sources. They should not be instantiated as widgets. The `DatWidgetFactory` switch should have a `12 => null` (skip) case, or the importer should skip top-level elements with `Width==0 && Height==0 && Type==12` — though the safest check is just `Type == 12`.
|
||||
|
||||
---
|
||||
|
||||
## § Plan 1 surface vs long tail
|
||||
|
||||
**Plan 1 (vitals conformance) uses:**
|
||||
- Types: 2, 3, 7, 9, 12 (skip), 0 (text, generic fallback), 0x10000009/0x1000004D (root window — treat as container)
|
||||
- DrawModes: `Normal` (1), `Alphablend` (3)
|
||||
- Media: `MediaDescImage`, `MediaDescCursor`
|
||||
- Properties: `0x1A` (font DID, from inheritance), `0x1B` (font color, from inheritance)
|
||||
- States: `HideDetail`, `ShowDetail`
|
||||
|
||||
**Plan 2 (long tail):**
|
||||
- Types: 1 (button), 5 (listbox), 6 (menu), 8 (panel), 0xB (scrollbar), 0xC (text widget proper), 0xD (viewport), 0x10 (color picker), 0x11 (groupbox), dialog types (0x13–0x19), all `gm*UI` custom types
|
||||
- DrawModes: `Overlay` (2), any future additions
|
||||
- Media: `MediaDescAnimation`, `MediaDescFade`, `MediaDescSound`, `MediaDescState`, etc.
|
||||
|
|
@ -49,7 +49,7 @@ torch selection on the object being INDOOR (`ParentCellId` is an EnvCell, `(id&0
|
|||
via the pure predicate `IndoorObjectReceivesTorches`. Outdoor objects (building shells — ParentCellId
|
||||
null; outdoor scenery; outdoor creatures) keep the all-(-1) light set ⇒ sun + ambient only = retail.
|
||||
The indoor "no sun" half is already handled by the global sun-kill when the player is inside a cell
|
||||
(`UpdateSunFromSky`, intensity 0). Divergence-register row **AP-37** added (documents the residual:
|
||||
(`UpdateSunFromSky`, intensity 0). Divergence-register row **AP-43** added (documents the residual:
|
||||
acdream keys sun/torch on the object's own cell + a per-frame player-inside sun-kill, vs retail's
|
||||
per-draw-STAGE `useSunlight` — only matters for through-doorway look-ins). Tests:
|
||||
`WbDrawDispatcherTorchGateTests` (7✓), `HoltburgTorchFalloffProbeTests` (dat dump). Build green;
|
||||
|
|
|
|||
1322
docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md
Normal file
1322
docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md
Normal file
File diff suppressed because it is too large
Load diff
1484
docs/superpowers/plans/2026-06-15-chat-window-redrive.md
Normal file
1484
docs/superpowers/plans/2026-06-15-chat-window-redrive.md
Normal file
File diff suppressed because it is too large
Load diff
760
docs/superpowers/plans/2026-06-15-layoutdesc-importer.md
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docs/superpowers/plans/2026-06-15-layoutdesc-importer.md
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|
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|
|||
# LayoutDesc Importer — Implementation Plan (Plan 1: foundation + vitals conformance)
|
||||
|
||||
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
|
||||
|
||||
**Goal:** Read the retail vitals `LayoutDesc` (`0x2100006C`) from the dat and build a `UiElement` tree that reproduces the hand-built vitals window — proving a data-driven importer that needs no per-window graphics code.
|
||||
|
||||
**Architecture:** A `LayoutImporter` reads a layout, resolves `BaseElement`/`BaseLayoutId` inheritance, and walks the `ElementDesc` tree. A hybrid factory maps each element's `Type` to either a dedicated behavioral widget (meter → `UiMeter`, text → dat-font label) or a generic `UiDatElement` that draws any element's media by draw-mode (reusing the proven tiling primitive). A per-window `VitalsController` binds live data to elements by id, mirroring retail's `gmVitalsUI`. Everything renders through the existing `UiRoot` + primitives — nothing is deleted.
|
||||
|
||||
**Tech Stack:** C# .NET 10, Silk.NET, `Chorizite.DatReaderWriter` 2.1.7, xUnit. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`.
|
||||
|
||||
**Scope of Plan 1:** rollout steps 1–6 (enumeration → importer → inheritance → generic renderer → factory → vitals controller → conformance). NOT in Plan 1: window manager, chat re-drive, the full long-tail of element types (Plan 2). The generic renderer's fallback means un-widgeted types still draw their sprites.
|
||||
|
||||
---
|
||||
|
||||
## File structure
|
||||
|
||||
```
|
||||
src/AcDream.App/UI/Layout/ ← new namespace for the importer
|
||||
ElementReader.cs — typed read of ElementDesc fields + inheritance merge (pure, GL-free)
|
||||
LayoutImporter.cs — read a LayoutDesc, walk the tree, build the UiElement tree
|
||||
UiDatElement.cs — generic element: draws its state media by DrawMode (tile/blend)
|
||||
DatWidgetFactory.cs — Type → widget (UiMeter / dat-font label) else UiDatElement
|
||||
VitalsController.cs — bind live data to elements by id (mirrors gmVitalsUI)
|
||||
src/AcDream.App/Rendering/GameWindow.cs ← wire importer under a flag, alongside the existing path
|
||||
docs/research/2026-06-15-layoutdesc-format.md ← Task 1 enumeration reference
|
||||
tests/AcDream.App.Tests/UI/Layout/ ← new test folder
|
||||
ElementReaderTests.cs — inheritance merge, edge-flags → anchors (pure)
|
||||
DatWidgetFactoryTests.cs— Type → widget mapping
|
||||
VitalsBindingTests.cs — bind-by-id wiring
|
||||
LayoutConformanceTests.cs — vitals tree golden checks (uses a committed fixture)
|
||||
tests/AcDream.App.Tests/UI/Layout/fixtures/
|
||||
vitals_2100006C.json — dumped vitals layout tree (so tests need no dats)
|
||||
```
|
||||
|
||||
Pure logic (inheritance merge, anchor mapping, factory decision, draw-mode UV) is GL-free and dat-free so it unit-tests without the user's dats. The dat-reading shell is exercised by the headless conformance tool + the committed fixture.
|
||||
|
||||
---
|
||||
|
||||
### Task 1: Format enumeration reference doc (research)
|
||||
|
||||
Pins down the exact `DatReaderWriter` API and the format vocabulary the later tasks depend on. No production code.
|
||||
|
||||
**Files:**
|
||||
- Create: `docs/research/2026-06-15-layoutdesc-format.md`
|
||||
|
||||
- [ ] **Step 1: Enumerate the DatReaderWriter types**
|
||||
|
||||
Run (PowerShell), capturing output:
|
||||
```
|
||||
dotnet run --project src\AcDream.Cli\AcDream.Cli.csproj --no-build -- dump-vitals-layout "$env:USERPROFILE\Documents\Asheron's Call" 0x2100006C
|
||||
```
|
||||
From this + the package, record the exact member names/types of `ElementDesc` (confirm `ElementId, Type, X, Y, Width, Height, LeftEdge, TopEdge, RightEdge, BottomEdge, ZLevel, BaseElement, BaseLayoutId, StateDesc, States, Children`), `StateDesc` (its `Media` collection + how properties like font `0x1A` / fill `0x69` are stored), and `MediaDescImage` (`File, DrawMode`) / `MediaDescCursor`.
|
||||
|
||||
- [ ] **Step 2: Enumerate the Type + DrawMode vocabulary from the decomp**
|
||||
|
||||
Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the `UIElement_*` class names + their render methods, the `DrawModeType` values, and the KSML keyword registrations (`KW_*` near `0x71b540`). Record each element `Type` value → meaning + render method, and each `DrawMode` value → behavior (Normal=tile, Alphablend, Stretch, …).
|
||||
|
||||
- [ ] **Step 3: Cross-check against real layouts**
|
||||
|
||||
Dump `0x21000014`, `0x21000075`, and `0x2100003F` (the vitals number-text base layout) and confirm which Types/DrawModes/properties actually occur. Note the inheritance chain for the vitals number-text element.
|
||||
|
||||
- [ ] **Step 4: Write the reference doc**
|
||||
|
||||
Write `docs/research/2026-06-15-layoutdesc-format.md` with sections: ElementDesc API, StateDesc/properties, MediaDesc kinds, the Type table (value → meaning → render method → generic-or-widget bucket), the DrawMode table, and the inheritance rules. Mark which types/draw-modes the vitals window uses (Plan 1 surface) vs the long tail (Plan 2).
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add docs/research/2026-06-15-layoutdesc-format.md
|
||||
git commit -m "docs(D.2b): LayoutDesc format enumeration (importer groundwork)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 2: ElementReader — inheritance merge + edge-flags → anchors (pure)
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/Layout/ElementReader.cs`
|
||||
- Test: `tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs`
|
||||
|
||||
`ElementReader` holds the pure, GL-free, dat-free transforms the importer needs. Model the element as a small POCO `ElementInfo` so the pure logic is testable without constructing `DatReaderWriter.ElementDesc`.
|
||||
|
||||
- [ ] **Step 1: Write the failing tests**
|
||||
|
||||
```csharp
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class ElementReaderTests
|
||||
{
|
||||
[Fact]
|
||||
public void EdgeFlagsToAnchors_LeftRight_Stretches()
|
||||
{
|
||||
// Edge flag value 4 = "anchor to that side" per the format doc; left+right both anchored ⇒ width stretches.
|
||||
var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1);
|
||||
Assert.True(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Merge_BaseThenOverride_DerivedWins()
|
||||
{
|
||||
var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 };
|
||||
var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height
|
||||
var merged = ElementReader.Merge(base_, derived);
|
||||
Assert.Equal(200, merged.Width); // override
|
||||
Assert.Equal(16, merged.Height); // inherited
|
||||
Assert.Equal(0x40000000u, merged.FontDid);// inherited
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run to verify failure**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"`
|
||||
Expected: FAIL — `ElementReader` / `ElementInfo` not defined.
|
||||
|
||||
- [ ] **Step 3: Implement ElementReader + ElementInfo**
|
||||
|
||||
```csharp
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>GL-free, dat-free snapshot of a resolved layout element. Populated by the
|
||||
/// importer from DatReaderWriter.ElementDesc (after inheritance); the pure transforms
|
||||
/// below operate on it so they unit-test without the dats.</summary>
|
||||
public sealed class ElementInfo
|
||||
{
|
||||
public uint Id;
|
||||
public int Type;
|
||||
public float X, Y, Width, Height;
|
||||
public int Left, Top, Right, Bottom; // edge-anchor flags
|
||||
public uint FontDid; // 0 = none (inherited via Merge)
|
||||
// sprite per state: state name -> (file, drawMode). "" = DirectState.
|
||||
public Dictionary<string, (uint File, int DrawMode)> StateMedia = new();
|
||||
}
|
||||
|
||||
public static class ElementReader
|
||||
{
|
||||
/// <summary>Edge-anchor flags → AnchorEdges. Flag value 4 (per format doc) = "pinned
|
||||
/// to that side"; any other value = not pinned. Left+Right ⇒ width stretches.</summary>
|
||||
public static AnchorEdges ToAnchors(int left, int top, int right, int bottom)
|
||||
{
|
||||
var a = AnchorEdges.None;
|
||||
if (left == 4) a |= AnchorEdges.Left;
|
||||
if (top == 4) a |= AnchorEdges.Top;
|
||||
if (right == 4) a |= AnchorEdges.Right;
|
||||
if (bottom == 4) a |= AnchorEdges.Bottom;
|
||||
if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
|
||||
return a;
|
||||
}
|
||||
|
||||
/// <summary>Merge a base element with a derived override: start from base, apply any
|
||||
/// non-default field the derived element sets. Mirrors BaseElement/BaseLayoutId.</summary>
|
||||
public static ElementInfo Merge(ElementInfo base_, ElementInfo derived)
|
||||
{
|
||||
var m = new ElementInfo
|
||||
{
|
||||
Id = derived.Id != 0 ? derived.Id : base_.Id,
|
||||
Type = derived.Type != 0 ? derived.Type : base_.Type,
|
||||
X = derived.X, Y = derived.Y, // position is the derived placement
|
||||
Width = derived.Width != 0 ? derived.Width : base_.Width,
|
||||
Height = derived.Height != 0 ? derived.Height : base_.Height,
|
||||
Left = derived.Left, Top = derived.Top, Right = derived.Right, Bottom = derived.Bottom,
|
||||
FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
|
||||
StateMedia = new Dictionary<string, (uint, int)>(base_.StateMedia),
|
||||
};
|
||||
foreach (var kv in derived.StateMedia) m.StateMedia[kv.Key] = kv.Value; // derived overrides
|
||||
return m;
|
||||
}
|
||||
}
|
||||
```
|
||||
> NOTE: confirm the edge-flag "pinned" value (4) and the font-property key against Task 1's doc; adjust the `== 4` test if the doc says otherwise.
|
||||
|
||||
- [ ] **Step 4: Run to verify pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"`
|
||||
Expected: PASS (2 tests).
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/UI/Layout/ElementReader.cs tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs
|
||||
git commit -m "feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 3: UiDatElement — generic element + draw-mode render
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/Layout/UiDatElement.cs`
|
||||
|
||||
Generic widget: holds an `ElementInfo` + the active state name, draws that state's media by draw-mode. Reuses the proven tiling render (UV-repeat at native width; UI textures are `GL_REPEAT`-wrapped).
|
||||
|
||||
- [ ] **Step 1: Write the failing test (active-state selection is pure)**
|
||||
|
||||
```csharp
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class UiDatElementTests
|
||||
{
|
||||
[Fact]
|
||||
public void ActiveMedia_PrefersNamedStateOverDirect()
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
info.StateMedia[""] = (0x06000001, 0); // DirectState
|
||||
info.StateMedia["ShowDetail"] = (0x06000002, 1); // named
|
||||
var e = new UiDatElement(info, (_, _) => (0, 0, 0)) { ActiveState = "ShowDetail" };
|
||||
Assert.Equal(0x06000002u, e.ActiveMedia().File);
|
||||
e.ActiveState = "";
|
||||
Assert.Equal(0x06000001u, e.ActiveMedia().File);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run to verify failure**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"`
|
||||
Expected: FAIL — `UiDatElement` not defined.
|
||||
|
||||
- [ ] **Step 3: Implement UiDatElement**
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>Generic dat element: draws its active state's media by DrawMode (Normal=tile,
|
||||
/// Alphablend=blended overlay). The fallback renderer for every element type without a
|
||||
/// dedicated behavioral widget; faithful because retail's base element render is exactly
|
||||
/// "stamp the media per draw-mode".</summary>
|
||||
public sealed class UiDatElement : UiElement
|
||||
{
|
||||
private readonly ElementInfo _info;
|
||||
private readonly Func<uint, (uint tex, int w, int h)> _resolve;
|
||||
public string ActiveState { get; set; } = "";
|
||||
|
||||
public UiDatElement(ElementInfo info, Func<uint, (uint, int, int)> resolve)
|
||||
{
|
||||
_info = info; _resolve = resolve;
|
||||
ClickThrough = true; // generic decoration; behavioral widgets opt back in
|
||||
}
|
||||
|
||||
public (uint File, int DrawMode) ActiveMedia()
|
||||
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m
|
||||
: _info.StateMedia.TryGetValue("", out var d) ? d
|
||||
: (0u, 0);
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
var (file, drawMode) = ActiveMedia();
|
||||
if (file == 0) return;
|
||||
var (tex, tw, th) = _resolve(file);
|
||||
if (tex == 0 || tw == 0 || th == 0) return;
|
||||
// DrawMode 0 = Normal → TILE at native size (UV-repeat; GL_REPEAT-wrapped UI texture),
|
||||
// matching ImgTex::TileCSI. (Alphablend/others are the same blit with a blend state;
|
||||
// the sprite shader already alpha-blends, so the quad is identical here.)
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
}
|
||||
```
|
||||
> NOTE: confirm `DrawMode` enum values against Task 1; if a value needs a non-tiled blit (e.g. a true Stretch), branch here. For the vitals surface (Normal + Alphablend) the tiled UV-repeat quad is correct.
|
||||
|
||||
- [ ] **Step 4: Run to verify pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/UI/Layout/UiDatElement.cs tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs
|
||||
git commit -m "feat(D.2b): UiDatElement — generic per-drawmode element renderer"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 4: DatWidgetFactory — Type → widget (else generic)
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`
|
||||
- Test: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs`
|
||||
|
||||
- [ ] **Step 1: Write the failing tests**
|
||||
|
||||
```csharp
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class DatWidgetFactoryTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
|
||||
|
||||
[Fact]
|
||||
public void Type7_Meter_MakesUiMeter()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null);
|
||||
Assert.IsType<UiMeter>(e);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnknownType_FallsBackToGeneric()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null);
|
||||
Assert.IsType<UiDatElement>(e);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run to verify failure**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"`
|
||||
Expected: FAIL — `DatWidgetFactory` not defined.
|
||||
|
||||
- [ ] **Step 3: Implement DatWidgetFactory**
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>Hybrid factory: behavioral element Types map to dedicated widgets (verbatim
|
||||
/// algorithm ports); everything else (and unknown Types) falls back to UiDatElement.
|
||||
/// The Type→bucket assignment comes from the format enumeration (Task 1).</summary>
|
||||
public static class DatWidgetFactory
|
||||
{
|
||||
/// <param name="resolve">RenderSurface id → (GL tex, w, h).</param>
|
||||
/// <param name="datFont">Retail UI font for text elements (may be null pre-load).</param>
|
||||
public static UiElement Create(ElementInfo info,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
var e = info.Type switch
|
||||
{
|
||||
7 => BuildMeter(info, resolve), // UIElement_Meter
|
||||
_ => new UiDatElement(info, resolve),
|
||||
};
|
||||
e.Left = info.X; e.Top = info.Y; e.Width = info.Width; e.Height = info.Height;
|
||||
e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom);
|
||||
return e;
|
||||
}
|
||||
|
||||
private static UiElement BuildMeter(ElementInfo info, Func<uint, (uint, int, int)> resolve)
|
||||
=> new UiMeter { SpriteResolve = resolve }; // back/front slice ids + binding set by the controller
|
||||
}
|
||||
```
|
||||
> NOTE: text (Type 0) keeps using the generic element for now; the dat-font label binding happens in the controller via `UiDatFont`. Add a dedicated text widget in Plan 2 if the enumeration shows behavior beyond "draw a bound string".
|
||||
|
||||
- [ ] **Step 4: Run to verify pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs
|
||||
git commit -m "feat(D.2b): DatWidgetFactory — Type→widget hybrid mapping"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 5: LayoutImporter — read layout, resolve inheritance, build tree
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/Layout/LayoutImporter.cs`
|
||||
|
||||
Reads a `LayoutDesc` via `DatCollection`, converts each `ElementDesc` to `ElementInfo` (resolving `BaseElement`/`BaseLayoutId` via `ElementReader.Merge`), builds the widget tree via the factory, and recurses into children. Exposes `FindElement(uint id)`.
|
||||
|
||||
- [ ] **Step 1: Write the failing test (uses the committed fixture, no dats)**
|
||||
|
||||
Create `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` by serializing the dumped tree (a list of `ElementInfo`-shaped records). Test that the importer's pure `BuildFromInfos` produces the right tree:
|
||||
```csharp
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class LayoutImporterTests
|
||||
{
|
||||
[Fact]
|
||||
public void BuildFromInfos_HealthMeter_IsUiMeterAtRect()
|
||||
{
|
||||
// health meter element 0x100000E6: X=5,Y=5,150x16,Type=7
|
||||
var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 };
|
||||
var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 };
|
||||
var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, (_, _) => (0, 0, 0), null);
|
||||
var found = tree.FindElement(0x100000E6);
|
||||
Assert.IsType<UiMeter>(found);
|
||||
Assert.Equal(5f, found!.Left); Assert.Equal(150f, found.Width);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run to verify failure**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"`
|
||||
Expected: FAIL — `LayoutImporter` not defined.
|
||||
|
||||
- [ ] **Step 3: Implement LayoutImporter**
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>Reads a retail LayoutDesc into a UiElement tree. Pure tree-building
|
||||
/// (BuildFromInfos) is dat-free + testable; Import(dats, id, ...) is the dat shell.</summary>
|
||||
public sealed class ImportedLayout
|
||||
{
|
||||
public required UiElement Root { get; init; }
|
||||
private readonly Dictionary<uint, UiElement> _byId;
|
||||
public ImportedLayout(UiElement root, Dictionary<uint, UiElement> byId) { Root = root; _byId = byId; }
|
||||
public UiElement? FindElement(uint id) => _byId.TryGetValue(id, out var e) ? e : null;
|
||||
}
|
||||
|
||||
public static class LayoutImporter
|
||||
{
|
||||
/// <summary>Dat shell: load the layout, convert ElementDescs to ElementInfo (resolving
|
||||
/// inheritance), then BuildFromInfos. Returns null if the layout is missing.</summary>
|
||||
public static ImportedLayout? Import(DatCollection dats, uint layoutId,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
var ld = dats.Get<LayoutDesc>(layoutId);
|
||||
if (ld is null) return null;
|
||||
// Convert top-level + nested ElementDescs to resolved ElementInfo.
|
||||
ElementInfo Convert(ElementDesc d) => Resolve(dats, d);
|
||||
// Build a synthetic root that holds the top-level elements as children.
|
||||
var rootInfo = new ElementInfo { Id = 0, Type = 3 };
|
||||
var children = new List<ElementInfo>();
|
||||
var nested = new Dictionary<ElementInfo, ElementDesc>();
|
||||
foreach (var kv in ld.Elements) { var info = Convert(kv.Value); children.Add(info); nested[info] = kv.Value; }
|
||||
return BuildFromInfosRecursive(rootInfo, ld, dats, resolve, datFont);
|
||||
}
|
||||
|
||||
/// <summary>Pure builder used by tests + the shell: build a tree from a root info + its
|
||||
/// direct children infos. (The recursive dat variant handles real nested trees.)</summary>
|
||||
public static ImportedLayout BuildFromInfos(ElementInfo rootInfo, IEnumerable<ElementInfo> children,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
var byId = new Dictionary<uint, UiElement>();
|
||||
var root = DatWidgetFactory.Create(rootInfo, resolve, datFont);
|
||||
if (rootInfo.Id != 0) byId[rootInfo.Id] = root;
|
||||
foreach (var c in children)
|
||||
{
|
||||
var w = DatWidgetFactory.Create(c, resolve, datFont);
|
||||
root.AddChild(w);
|
||||
if (c.Id != 0) byId[c.Id] = w;
|
||||
}
|
||||
return new ImportedLayout(root, byId);
|
||||
}
|
||||
|
||||
// ---- dat-side helpers ----
|
||||
|
||||
private static ImportedLayout BuildFromInfosRecursive(ElementInfo rootInfo, LayoutDesc ld,
|
||||
DatCollection dats, Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
var byId = new Dictionary<uint, UiElement>();
|
||||
var root = DatWidgetFactory.Create(rootInfo, resolve, datFont);
|
||||
foreach (var kv in ld.Elements)
|
||||
AddElement(root, kv.Value, dats, resolve, datFont, byId);
|
||||
return new ImportedLayout(root, byId);
|
||||
}
|
||||
|
||||
private static void AddElement(UiElement parent, ElementDesc d, DatCollection dats,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont, Dictionary<uint, UiElement> byId)
|
||||
{
|
||||
var info = Resolve(dats, d);
|
||||
var w = DatWidgetFactory.Create(info, resolve, datFont);
|
||||
parent.AddChild(w);
|
||||
if (info.Id != 0) byId[info.Id] = w;
|
||||
foreach (var kv in d.Children)
|
||||
AddElement(w, kv.Value, dats, resolve, datFont, byId);
|
||||
}
|
||||
|
||||
/// <summary>ElementDesc → ElementInfo, resolving BaseElement/BaseLayoutId inheritance.</summary>
|
||||
private static ElementInfo Resolve(DatCollection dats, ElementDesc d)
|
||||
{
|
||||
var self = ToInfo(d);
|
||||
if (d.BaseElement != 0 && d.BaseLayoutId != 0)
|
||||
{
|
||||
var baseLd = dats.Get<LayoutDesc>(d.BaseLayoutId);
|
||||
var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement);
|
||||
if (baseDesc is not null) return ElementReader.Merge(Resolve(dats, baseDesc), self); // recursive base chain
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
private static ElementDesc? FindDesc(LayoutDesc ld, uint id)
|
||||
{
|
||||
foreach (var kv in ld.Elements) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; }
|
||||
return null;
|
||||
}
|
||||
private static ElementDesc? FindDescIn(ElementDesc d, uint id)
|
||||
{
|
||||
if (d.ElementId == id) return d;
|
||||
foreach (var kv in d.Children) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; }
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>Read the verified ElementDesc fields into ElementInfo (no inheritance).</summary>
|
||||
private static ElementInfo ToInfo(ElementDesc d)
|
||||
{
|
||||
var info = new ElementInfo
|
||||
{
|
||||
Id = d.ElementId, Type = (int)d.Type,
|
||||
X = d.X, Y = d.Y, Width = d.Width, Height = d.Height,
|
||||
Left = (int)d.LeftEdge, Top = (int)d.TopEdge, Right = (int)d.RightEdge, Bottom = (int)d.BottomEdge,
|
||||
};
|
||||
if (d.StateDesc is not null) ReadState(d.StateDesc, "", info);
|
||||
foreach (var s in d.States) ReadState(s.Value, s.Key, info);
|
||||
return info;
|
||||
}
|
||||
|
||||
private static void ReadState(StateDesc sd, string name, ElementInfo info)
|
||||
{
|
||||
foreach (var m in sd.Media)
|
||||
if (m is MediaDescImage img && img.File != 0)
|
||||
info.StateMedia[name] = (img.File, (int)img.DrawMode);
|
||||
// font DID (property 0x1A) read here once the format doc confirms the property API.
|
||||
}
|
||||
}
|
||||
```
|
||||
> NOTE: the exact `ElementDesc`/`StateDesc` member access (`d.X`, `d.Type`, `d.States`, `sd.Media`, `img.DrawMode`, the font property) must match Task 1's verified API; `dump-vitals-layout` confirms these members exist. Adjust casts/names to the real API.
|
||||
|
||||
- [ ] **Step 4: Run to verify pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/UI/Layout/LayoutImporter.cs tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
|
||||
git commit -m "feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 6: VitalsController — bind live data by id
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/Layout/VitalsController.cs`
|
||||
- Test: `tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs`
|
||||
|
||||
Mirrors `gmVitalsUI`: grab the meter elements by id and wire their fill + numbers + the correct per-vital sprite slice ids (which are dat-driven, but the back/front-slice split + the live data binding are the controller's job).
|
||||
|
||||
- [ ] **Step 1: Write the failing test**
|
||||
|
||||
```csharp
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class VitalsBindingTests
|
||||
{
|
||||
[Fact]
|
||||
public void Bind_SetsHealthMeterFillFromProvider()
|
||||
{
|
||||
var health = new UiMeter();
|
||||
var layout = FakeLayout(("0x100000E6", health));
|
||||
float hp = 0.42f;
|
||||
VitalsController.Bind(layout, healthPct: () => hp, staminaPct: () => 1, manaPct: () => 1,
|
||||
healthText: () => "42/100", staminaText: () => "", manaText: () => "");
|
||||
Assert.Equal(0.42f, health.Fill());
|
||||
}
|
||||
|
||||
private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items)
|
||||
{
|
||||
var dict = new System.Collections.Generic.Dictionary<uint, UiElement>();
|
||||
var root = new UiPanel();
|
||||
foreach (var (idHex, e) in items)
|
||||
{ uint id = System.Convert.ToUInt32(idHex, 16); root.AddChild(e); dict[id] = e; }
|
||||
return new ImportedLayout(root, dict);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run to verify failure**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"`
|
||||
Expected: FAIL — `VitalsController` not defined.
|
||||
|
||||
- [ ] **Step 3: Implement VitalsController**
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>Per-window controller for the vitals layout (0x2100006C). Mirrors retail
|
||||
/// gmVitalsUI::PostInit: grab the meter elements by id and bind live data. The ONLY
|
||||
/// per-window code — data wiring, not graphics.</summary>
|
||||
public static class VitalsController
|
||||
{
|
||||
public const uint Health = 0x100000E6, Stamina = 0x100000EC, Mana = 0x100000EE;
|
||||
|
||||
public static void Bind(ImportedLayout layout,
|
||||
Func<float> healthPct, Func<float> staminaPct, Func<float> manaPct,
|
||||
Func<string> healthText, Func<string> staminaText, Func<string> manaText)
|
||||
{
|
||||
BindMeter(layout, Health, healthPct, healthText);
|
||||
BindMeter(layout, Stamina, staminaPct, staminaText);
|
||||
BindMeter(layout, Mana, manaPct, manaText);
|
||||
}
|
||||
|
||||
private static void BindMeter(ImportedLayout layout, uint id, Func<float> pct, Func<string> text)
|
||||
{
|
||||
if (layout.FindElement(id) is UiMeter m)
|
||||
{
|
||||
m.Fill = () => pct();
|
||||
m.Label = () => text();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
> NOTE: the per-vital back/front 3-slice sprite ids live on the meter's child image elements in the dat; the importer sets them on the `UiMeter` (extend `DatWidgetFactory.BuildMeter` to read the meter's `E8/E9/EA` + back/front child sprites once the tree is built). For Plan 1 conformance, the controller binds the dynamic data; the static slice ids come from the dat via the importer.
|
||||
|
||||
- [ ] **Step 4: Run to verify pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/UI/Layout/VitalsController.cs tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs
|
||||
git commit -m "feat(D.2b): VitalsController — bind live vitals data by element id"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 7: Wire the importer into GameWindow behind a flag
|
||||
|
||||
**Files:**
|
||||
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `_options.RetailUi` block where the vitals panel is built)
|
||||
- Modify: `src/AcDream.App/RuntimeOptions.cs` (add `RetailUiImporter` flag from `ACDREAM_RETAIL_UI_IMPORTER`)
|
||||
|
||||
Run the importer-built vitals window when `ACDREAM_RETAIL_UI_IMPORTER=1`, ALONGSIDE the existing hand-authored path (which stays the default). This is the conformance harness + the eventual switch-over.
|
||||
|
||||
- [ ] **Step 1: Add the RuntimeOptions flag**
|
||||
|
||||
In `RuntimeOptions.cs`, add `public bool RetailUiImporter { get; init; }` and read it in `Program.cs` from `ACDREAM_RETAIL_UI_IMPORTER == "1"` (follow the existing `RetailUi` pattern).
|
||||
|
||||
- [ ] **Step 2: Wire the importer in the RetailUi block**
|
||||
|
||||
In `GameWindow.cs`, in the `if (_options.RetailUi)` block, after the existing vitals panel is built, add:
|
||||
```csharp
|
||||
if (_options.RetailUiImporter)
|
||||
{
|
||||
var imported = AcDream.App.UI.Layout.LayoutImporter.Import(
|
||||
_dats, 0x2100006Cu, ResolveChrome, _datFont);
|
||||
if (imported is not null)
|
||||
{
|
||||
AcDream.App.UI.Layout.VitalsController.Bind(imported,
|
||||
healthPct: () => _vitalsVm!.HealthPercent ?? 0f,
|
||||
staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f,
|
||||
manaPct: () => _vitalsVm!.ManaPercent ?? 0f,
|
||||
healthText: () => $"{_vitalsVm!.HealthCurrent}/{_vitalsVm.HealthMax}",
|
||||
staminaText: () => $"{_vitalsVm!.StaminaCurrent}/{_vitalsVm.StaminaMax}",
|
||||
manaText: () => $"{_vitalsVm!.ManaCurrent}/{_vitalsVm.ManaMax}");
|
||||
imported.Root.Left = 240; imported.Root.Top = 30; // offset so it sits beside the hand-built one for A/B
|
||||
_uiHost.Root.AddChild(imported.Root);
|
||||
Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored).");
|
||||
}
|
||||
}
|
||||
```
|
||||
> NOTE: confirm `_dats` (the `DatCollection`) + `_datFont` (the `UiDatFont`) field names in `GameWindow`; both already exist (the chrome resolve + the dat-font load use them).
|
||||
|
||||
- [ ] **Step 3: Build**
|
||||
|
||||
Run: `dotnet build src\AcDream.App\AcDream.App.csproj -c Debug`
|
||||
Expected: 0 errors.
|
||||
|
||||
- [ ] **Step 4: Commit**
|
||||
|
||||
```
|
||||
git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.App/RuntimeOptions.cs src/AcDream.App/Program.cs
|
||||
git commit -m "feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 8: Vitals conformance — golden tree checks + headless render diff
|
||||
|
||||
**Files:**
|
||||
- Create: `tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs`
|
||||
- Modify: `src/AcDream.Cli/VitalsMockup.cs` (add an importer-render mode if needed for the visual diff)
|
||||
|
||||
- [ ] **Step 1: Write the golden tree conformance test (against the fixture)**
|
||||
|
||||
```csharp
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class LayoutConformanceTests
|
||||
{
|
||||
[Fact]
|
||||
public void VitalsTree_HasThreeMetersAtExpectedRects()
|
||||
{
|
||||
var layout = FixtureLoader.LoadVitals(); // deserializes vitals_2100006C.json → ImportedLayout via BuildFromInfos
|
||||
(uint id, float y)[] expected = { (0x100000E6, 5), (0x100000EC, 21), (0x100000EE, 37) };
|
||||
foreach (var (id, y) in expected)
|
||||
{
|
||||
var m = layout.FindElement(id);
|
||||
Assert.IsType<UiMeter>(m);
|
||||
Assert.Equal(5f, m!.Left);
|
||||
Assert.Equal(150f, m.Width);
|
||||
Assert.Equal(16f, m.Height);
|
||||
Assert.Equal(y, m.Top);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
Add a tiny `FixtureLoader` that reads the committed JSON into `ElementInfo`s and calls `LayoutImporter.BuildFromInfos`.
|
||||
|
||||
- [ ] **Step 2: Run to verify failure, then implement FixtureLoader, then pass**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutConformanceTests"`
|
||||
Expected: FAIL → implement `FixtureLoader` → PASS.
|
||||
|
||||
- [ ] **Step 3: Headless visual diff**
|
||||
|
||||
Launch the client with both windows (`ACDREAM_RETAIL_UI=1 ACDREAM_RETAIL_UI_IMPORTER=1`, testaccount2) and confirm the importer window (offset) is pixel-identical to the hand-authored one. (Manual visual gate — the user confirms. No assertion.)
|
||||
|
||||
- [ ] **Step 4: Full test sweep**
|
||||
|
||||
Run: `dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~UI"`
|
||||
Expected: PASS (all prior UI tests + the new Layout tests).
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```
|
||||
git add tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs
|
||||
git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render gate)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## After Plan 1
|
||||
|
||||
**Plan 1 status: SHIPPED 2026-06-15, pixel-identical.**
|
||||
|
||||
**Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) AND horizontally resizable (Resizable/ResizeX, `8aa643f`): on a width change the dat edge-anchors reflow the pieces (top/bottom edges + bars stretch, corners fixed 5px, right side tracks) per retail `UIElement::UpdateForParentSizeChange @0x00462640`. (The earlier "fixed-size" note was wrong — it came from an inverted edge-flag reading, now corrected; stretch is `RightEdge==1`.) Faithful grip/dragbar-*driven* drag/resize INPUT for the whole toolkit is Plan 2. Post-flip number-render fixes (`43064ba`, `34243f2`): submission-order sprite draw (stamina/mana numbers had been overpainted by their own bar sprites) + glyph pixel-snap (numbers stay sharp at all resize widths). `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels.
|
||||
|
||||
**Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 drag bars, resize via Type-9 resize grips for the whole toolkit), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register Plan 2 in the roadmap before starting it.
|
||||
|
||||
## Self-review
|
||||
|
||||
- **Spec coverage:** enumeration (Task 1) ✓, importer + inheritance (Tasks 2,5) ✓, generic renderer (Task 3) ✓, hybrid factory (Task 4) ✓, controller/binding (Task 6) ✓, coexistence/flag (Task 7) ✓, conformance (Task 8) ✓. Window manager + chat + full long-tail = explicitly deferred to Plan 2 (spec rollout 7–8).
|
||||
- **Placeholder scan:** every code step has concrete code; `NOTE`s flag where Task 1's verified API must confirm a member name/value — that's a real dependency, not a vague requirement.
|
||||
- **Type consistency:** `ElementInfo`, `ImportedLayout`, `LayoutImporter.BuildFromInfos`/`Import`, `DatWidgetFactory.Create`, `UiDatElement.ActiveMedia`, `VitalsController.Bind` are used consistently across tasks; `UiMeter.Fill`/`Label`/`SpriteResolve` match the existing widget.
|
||||
992
docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md
Normal file
992
docs/superpowers/plans/2026-06-16-d2b-widget-generalization.md
Normal file
|
|
@ -0,0 +1,992 @@
|
|||
# D.2b Widget Generalization Implementation Plan
|
||||
|
||||
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
|
||||
|
||||
**Goal:** Refactor the hand-named chat widgets and the Send/Max-Min click-wiring into generic, Type-registered widgets built by `DatWidgetFactory`, collapsing the controllers to a thin retail `gm*UI::PostInit`-style find-by-id binder.
|
||||
|
||||
**Architecture:** `DatWidgetFactory.Create` grows a faithful `switch(Type)` registering the real retail `UIElement` classes (Button=1, Field=3, Menu=6, Meter=7, Scrollbar=11, Text=12) as generic widgets; everything else stays `UiDatElement`. The importer's base-chain Type resolution already surfaces each element's real Type, so this is a *registration* task. The chat-specific knowledge (channel list, colors, command routing) moves out of widgets into `ChatWindowController`. Migrate one widget per commit; chat stays visually identical through Tasks 2–7; vitals is rewired last (Task 8) behind a visual gate.
|
||||
|
||||
**Tech Stack:** C# / .NET 10, xUnit, `DatReaderWriter` (Chorizite), Silk.NET (GL/input). Retail oracle: `docs/research/named-retail/acclient_2013_pseudo_c.txt`.
|
||||
|
||||
**Spec:** `docs/superpowers/specs/2026-06-16-d2b-widget-generalization-design.md`.
|
||||
|
||||
---
|
||||
|
||||
## Conventions
|
||||
|
||||
- **Repo root** = the worktree dir. All paths below are relative to it.
|
||||
- **Build:** `dotnet build` (builds `AcDream.slnx`). Must be green before every commit.
|
||||
- **Test (all UI):** `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
- **Test (filtered):** add `--filter "FullyQualifiedName~<ClassName>"`.
|
||||
- **Commit style:** `feat(D.2b): <widget> — <what>` / `test(D.2b): …` / `refactor(D.2b): …`, ending with the project's `Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>` trailer.
|
||||
- **Every generic widget cites its retail class + `RegisterElementClass` line** in a doc comment (per spec §8).
|
||||
- **Divergence register:** `docs/architecture/retail-divergence-register.md` — amend AP-37 / re-check AP-41 in the same commit that lands the relevant widget (per spec §7).
|
||||
|
||||
---
|
||||
|
||||
## File Structure
|
||||
|
||||
**Created:**
|
||||
- `src/AcDream.App/UI/UiButton.cs` — generic Type-1 button (Task 3).
|
||||
- `src/AcDream.App/UI/UiText.cs` — generic Type-12 scrollable colored-line text (rename of `UiChatView`, Task 5).
|
||||
- `src/AcDream.App/UI/UiField.cs` — generic Type-3 editable one-line field (rename of `UiChatInput`, Task 6).
|
||||
- `src/AcDream.App/UI/UiScrollbar.cs` — generic Type-11 scrollbar (rename of `UiChatScrollbar`, Task 2).
|
||||
- `src/AcDream.App/UI/UiMenu.cs` — generic Type-6 dropdown menu (genericized `UiChannelMenu`, Task 4).
|
||||
- `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` — golden resolved chat tree (Task 1).
|
||||
- `tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs` — skip-by-default fixture generator (Task 1).
|
||||
- `tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs` — resolved-tree + factory-class conformance (Task 1, grown per widget).
|
||||
- `tests/AcDream.App.Tests/UI/UiButtonTests.cs` (Task 3).
|
||||
|
||||
**Renamed (git mv + class/namespace-internal rename):**
|
||||
- `UiChatScrollbar.cs` → `UiScrollbar.cs`; `UiChatScrollbarTests.cs` → `UiScrollbarTests.cs` (Task 2).
|
||||
- `UiChatView.cs` → `UiText.cs`; `UiChatViewTests.cs` → `UiTextTests.cs`; `UiChatViewDatFontTests.cs` → `UiTextDatFontTests.cs` (Task 5).
|
||||
- `UiChatInput.cs` → `UiField.cs`; `UiChatInputTests.cs` → `UiFieldTests.cs` (Task 6).
|
||||
- `UiChannelMenu.cs` → `UiMenu.cs`; `UiChannelMenuTests.cs` → `UiMenuTests.cs` (Task 4).
|
||||
|
||||
**Modified:**
|
||||
- `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` — the `switch(Type)` + `BuildButton`/`BuildMenu`/`BuildText`/`BuildField`/`BuildScrollbar` (Tasks 2–6).
|
||||
- `src/AcDream.App/UI/Layout/ChatWindowController.cs` — construction → find-by-id binding; channel-item population (Tasks 2–7).
|
||||
- `src/AcDream.App/UI/Layout/VitalsController.cs` — bind `UiText` numbers (Task 8).
|
||||
- `src/AcDream.App/Rendering/GameWindow.cs` — only property-type follow-through (`.Transcript`/`.Input` types change) if needed (Tasks 5–6).
|
||||
- `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` — new per-Type asserts; flip the two Type-12 tests (Tasks 2–6).
|
||||
- `tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs` — add `LoadChat()` (Task 1).
|
||||
|
||||
---
|
||||
|
||||
## Task 1: Chat golden fixture + conformance test (also resolves the input's Type empirically)
|
||||
|
||||
**Files:**
|
||||
- Create: `tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs`
|
||||
- Create: `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` (generated, committed)
|
||||
- Modify: `tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs`
|
||||
- Create: `tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs`
|
||||
|
||||
The generator runs once against the live dat (it is `[Fact(Skip=…)]` so CI never runs it). The committed JSON is dat-free, like `vitals_2100006C.json`. The fixture's resolved `Type` per element **answers spec verification #1** (does input `0x10000016` resolve to 3 or 12?).
|
||||
|
||||
- [ ] **Step 1: Write the generator (skip-by-default).**
|
||||
|
||||
`ChatLayoutFixtureGenerator.cs`:
|
||||
```csharp
|
||||
using System.IO;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text.Json;
|
||||
using AcDream.App.UI.Layout;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// One-off generator for the committed chat golden fixture. Skipped by default —
|
||||
/// run manually with the real dats present (set ACDREAM_DAT_DIR) to regenerate
|
||||
/// chat_21000006.json, then commit it. Mirrors how vitals_2100006C.json was made.
|
||||
/// </summary>
|
||||
public class ChatLayoutFixtureGenerator
|
||||
{
|
||||
[Fact(Skip = "manual: regenerates the committed chat fixture; needs the real dats (ACDREAM_DAT_DIR)")]
|
||||
public void GenerateChatFixture()
|
||||
{
|
||||
var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var info = LayoutImporter.ImportInfos(dats, 0x21000006u);
|
||||
Assert.NotNull(info);
|
||||
|
||||
var json = JsonSerializer.Serialize(info, new JsonSerializerOptions
|
||||
{
|
||||
IncludeFields = true,
|
||||
WriteIndented = true,
|
||||
});
|
||||
File.WriteAllText(FixturePath(), json);
|
||||
}
|
||||
|
||||
// Resolve the SOURCE fixtures dir (not bin/) from this file's compile-time path.
|
||||
private static string FixturePath([CallerFilePath] string thisFile = "")
|
||||
=> Path.Combine(Path.GetDirectoryName(thisFile)!, "fixtures", "chat_21000006.json");
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Generate the fixture (manual, dats present).**
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ChatLayoutFixtureGenerator.GenerateChatFixture" -e ACDREAM_DAT_DIR="%USERPROFILE%\Documents\Asheron's Call"` after temporarily removing the `Skip` (or use an IDE run). Confirm `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json` is written and non-empty, then restore the `Skip`.
|
||||
Expected: a JSON tree rooted at id `0x10000006`-family with the chat elements. **Record the resolved `Type` of `0x10000016` (input) and `0x10000011` (transcript)** — these drive Task 5/6 decisions.
|
||||
|
||||
- [ ] **Step 3: Add `FixtureLoader.LoadChat()` + `LoadChatInfos()`.**
|
||||
|
||||
In `FixtureLoader.cs`, add (mirroring `LoadVitals`/`LoadVitalsInfos`):
|
||||
```csharp
|
||||
public static ImportedLayout LoadChat()
|
||||
=> LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null);
|
||||
|
||||
public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos()
|
||||
=> LoadInfos("chat_21000006.json");
|
||||
|
||||
// Shared loader (refactor LoadVitalsInfos to call this with "vitals_2100006C.json").
|
||||
private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName)
|
||||
{
|
||||
var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName);
|
||||
if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}");
|
||||
var bytes = File.ReadAllBytes(path);
|
||||
ReadOnlySpan<byte> span = bytes;
|
||||
if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF) span = span[3..];
|
||||
return JsonSerializer.Deserialize<AcDream.App.UI.Layout.ElementInfo>(span, _opts)
|
||||
?? throw new InvalidOperationException($"fixture deserialized to null: {path}");
|
||||
}
|
||||
```
|
||||
Then make `LoadVitalsInfos()` delegate: `public static ElementInfo LoadVitalsInfos() => LoadInfos("vitals_2100006C.json");`
|
||||
|
||||
- [ ] **Step 4: Write the resolved-tree conformance test (fails until the fixture exists).**
|
||||
|
||||
`ChatLayoutConformanceTests.cs`:
|
||||
```csharp
|
||||
using System.Collections.Generic;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class ChatLayoutConformanceTests
|
||||
{
|
||||
private static ElementInfo Find(ElementInfo n, uint id)
|
||||
{
|
||||
if (n.Id == id) return n;
|
||||
foreach (var c in n.Children) { var f = Find(c, id); if (f is not null) return f; }
|
||||
return null!;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChatFixture_ResolvesKnownElements()
|
||||
{
|
||||
var root = FixtureLoader.LoadChatInfos();
|
||||
// These ids come from ChatWindowController; the resolved Type proves the base-chain merge.
|
||||
Assert.NotNull(Find(root, 0x10000011u)); // transcript
|
||||
Assert.NotNull(Find(root, 0x10000016u)); // input
|
||||
Assert.NotNull(Find(root, 0x10000012u)); // scrollbar track
|
||||
Assert.NotNull(Find(root, 0x10000014u)); // channel menu
|
||||
Assert.NotNull(Find(root, 0x10000019u)); // send button
|
||||
Assert.NotNull(Find(root, 0x1000046Fu)); // max/min button
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChatFixture_ResolvedTypes_MatchRetailRegistry()
|
||||
{
|
||||
var root = FixtureLoader.LoadChatInfos();
|
||||
Assert.Equal(6u, Find(root, 0x10000014u).Type); // Menu
|
||||
Assert.Equal(11u, Find(root, 0x10000012u).Type); // Scrollbar
|
||||
Assert.Equal(1u, Find(root, 0x10000019u).Type); // Button (Send)
|
||||
Assert.Equal(1u, Find(root, 0x1000046Fu).Type); // Button (Max/Min)
|
||||
// transcript + input: assert the ACTUAL resolved Type recorded in Step 2.
|
||||
// From the Map trace both resolve to 12 (Text); if Step 2 shows otherwise, update these.
|
||||
Assert.Equal(12u, Find(root, 0x10000011u).Type); // Text (transcript)
|
||||
Assert.Equal(12u, Find(root, 0x10000016u).Type); // Text (input — see Task 6 wrinkle)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Run the conformance tests.**
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~ChatLayoutConformanceTests"`
|
||||
Expected: PASS. If `ChatFixture_ResolvedTypes_MatchRetailRegistry` shows input `0x10000016` Type ≠ 12, **update the assert to the real value and note it in Task 6 Step 1** (decides factory-built vs controller-placed `UiField`).
|
||||
|
||||
- [ ] **Step 6: Commit.**
|
||||
```bash
|
||||
git add tests/AcDream.App.Tests/UI/Layout/ChatLayoutFixtureGenerator.cs \
|
||||
tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json \
|
||||
tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs \
|
||||
tests/AcDream.App.Tests/UI/Layout/ChatLayoutConformanceTests.cs
|
||||
git commit -m "test(D.2b): chat golden fixture + resolved-Type conformance (widget-generalization Task 1)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 2: `UiScrollbar` (Type 11) — promote the already-generic scrollbar
|
||||
|
||||
`UiChatScrollbar` has zero chat-specific code; this is a rename + factory registration.
|
||||
|
||||
**Files:**
|
||||
- Rename: `src/AcDream.App/UI/UiChatScrollbar.cs` → `src/AcDream.App/UI/UiScrollbar.cs`
|
||||
- Rename: `tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs` → `tests/AcDream.App.Tests/UI/UiScrollbarTests.cs`
|
||||
- Modify: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`
|
||||
- Modify: `src/AcDream.App/UI/Layout/ChatWindowController.cs`
|
||||
- Modify: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs`, `ChatLayoutConformanceTests.cs`
|
||||
|
||||
- [ ] **Step 1: Rename the widget file + class.**
|
||||
```bash
|
||||
git mv src/AcDream.App/UI/UiChatScrollbar.cs src/AcDream.App/UI/UiScrollbar.cs
|
||||
git mv tests/AcDream.App.Tests/UI/UiChatScrollbarTests.cs tests/AcDream.App.Tests/UI/UiScrollbarTests.cs
|
||||
```
|
||||
In `UiScrollbar.cs`: rename `class UiChatScrollbar` → `class UiScrollbar`; update the doc summary to "Generic scrollbar. Ports retail `UIElement_Scrollbar` (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137)…"; keep all body/fields/methods unchanged.
|
||||
In `UiScrollbarTests.cs`: rename the test class to `UiScrollbarTests`; replace every `UiChatScrollbar` with `UiScrollbar`. (Keep the test bodies.)
|
||||
|
||||
- [ ] **Step 2: Write the failing factory test.**
|
||||
|
||||
In `DatWidgetFactoryTests.cs` add:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void Type11_Scrollbar_MakesUiScrollbar()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 11, Width = 16, Height = 68 }, NoTex, null);
|
||||
Assert.IsType<UiScrollbar>(e);
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Run it — verify it fails.**
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests.Type11_Scrollbar_MakesUiScrollbar"`
|
||||
Expected: FAIL (`Create` returns `UiDatElement`, not `UiScrollbar`).
|
||||
|
||||
- [ ] **Step 4: Register Type 11 in the factory.**
|
||||
|
||||
In `DatWidgetFactory.Create`, add to the switch (before `_`):
|
||||
```csharp
|
||||
11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Build + run factory + scrollbar tests.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests|FullyQualifiedName~UiScrollbarTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 6: Point the controller at the factory-built scrollbar (still functional).**
|
||||
|
||||
The factory now builds a `UiScrollbar` for the Type-11 track element. In `ChatWindowController.cs`, in the "Scrollbar — replace the imported track placeholder" block, change the construction to bind the factory widget instead of building a fresh one. Replace the block (currently `c.Scrollbar = new UiChatScrollbar { … }; trackParent.RemoveChild(track); trackParent.AddChild(c.Scrollbar);`) with:
|
||||
```csharp
|
||||
// The factory built the Type-11 track element as a UiScrollbar. Find it, bind it.
|
||||
if (layout.FindElement(TrackId) is UiScrollbar bar)
|
||||
{
|
||||
bar.Top = 0f; // pull up to the panel top (resize-bar reclaim)
|
||||
bar.Height = bar.Height + bar.Top; // NOTE: capture old Top before zeroing — see Step 6a
|
||||
bar.Model = c.Transcript.Scroll;
|
||||
bar.SpriteResolve = resolve;
|
||||
bar.TrackSprite = TrackSprite;
|
||||
bar.ThumbSprite = ThumbSprite;
|
||||
bar.ThumbTopSprite = ThumbTopSprite;
|
||||
bar.ThumbBotSprite = ThumbBotSprite;
|
||||
bar.UpSprite = UpSprite;
|
||||
bar.DownSprite = DownSprite;
|
||||
c.Scrollbar = bar;
|
||||
}
|
||||
```
|
||||
- [ ] **Step 6a: Fix the Top/Height order bug introduced above.** The old code added `track.Top` to height *before* zeroing Top. Write it correctly:
|
||||
```csharp
|
||||
if (layout.FindElement(TrackId) is UiScrollbar bar)
|
||||
{
|
||||
float oldTop = bar.Top;
|
||||
bar.Top = 0f;
|
||||
bar.Height = bar.Height + oldTop;
|
||||
bar.Model = c.Transcript.Scroll;
|
||||
bar.SpriteResolve = resolve;
|
||||
bar.TrackSprite = TrackSprite; bar.ThumbSprite = ThumbSprite;
|
||||
bar.ThumbTopSprite = ThumbTopSprite; bar.ThumbBotSprite = ThumbBotSprite;
|
||||
bar.UpSprite = UpSprite; bar.DownSprite = DownSprite;
|
||||
c.Scrollbar = bar;
|
||||
}
|
||||
```
|
||||
Change the `Scrollbar` property type: `public UiScrollbar Scrollbar { get; private set; } = null!;`
|
||||
|
||||
- [ ] **Step 7: Update the conformance Type assert (already Type 11) + run full UI suite.**
|
||||
|
||||
`ChatLayoutConformanceTests` already asserts Type 11 for the track. Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS (whole UI suite).
|
||||
|
||||
- [ ] **Step 8: Re-check AP-41 in the divergence register.**
|
||||
|
||||
The controller passes `ThumbTopSprite`/`ThumbBotSprite` (3-slice caps), so AP-41 ("thumb single stretched sprite") is stale. In `docs/architecture/retail-divergence-register.md`, update the AP-41 `file:line` from `UiChatScrollbar.cs:37` to `UiScrollbar.cs` and narrow/retire it (the 3-slice path now draws caps; retire only if the fallback single-tile path is no longer reachable — it is reachable when caps are 0, so narrow the wording to "fallback only").
|
||||
|
||||
- [ ] **Step 9: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): UiScrollbar (Type 11) — promote the generic chat scrollbar (widget-generalization Task 2)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 3: `UiButton` (Type 1) — Send + Max/Min
|
||||
|
||||
The factory currently builds Send/Max-Min as `UiDatElement` and the controller sets `OnClick`/`Label`. Introduce a dedicated `UiButton` mirroring that behavior exactly (so clicks don't regress) and register Type 1.
|
||||
|
||||
**Files:**
|
||||
- Create: `src/AcDream.App/UI/UiButton.cs`
|
||||
- Create: `tests/AcDream.App.Tests/UI/UiButtonTests.cs`
|
||||
- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`
|
||||
|
||||
- [ ] **Step 1: Write the failing button-behavior test.**
|
||||
|
||||
`UiButtonTests.cs`:
|
||||
```csharp
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiButtonTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
|
||||
|
||||
[Fact]
|
||||
public void Click_InvokesOnClick()
|
||||
{
|
||||
var info = new ElementInfo { Type = 1, Width = 46, Height = 18 };
|
||||
var b = new UiButton(info, NoTex) { OnClick = () => Clicked = true };
|
||||
b.OnEvent(new UiEvent(UiEventType.Click, 0, 0, 0));
|
||||
Assert.True(Clicked);
|
||||
}
|
||||
private bool Clicked;
|
||||
|
||||
[Fact]
|
||||
public void NotClickThrough_SoItReceivesClicks()
|
||||
{
|
||||
var b = new UiButton(new ElementInfo { Type = 1 }, NoTex);
|
||||
Assert.False(b.ClickThrough);
|
||||
}
|
||||
}
|
||||
```
|
||||
> Confirm the `UiEvent` constructor signature in `src/AcDream.App/UI/UiEvent.cs` before finalizing the `new UiEvent(...)` call; adjust arg order if needed.
|
||||
|
||||
- [ ] **Step 2: Run it — verify it fails (UiButton does not exist).**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~UiButtonTests"`
|
||||
Expected: FAIL (compile error: `UiButton` not found).
|
||||
|
||||
- [ ] **Step 3: Write `UiButton`.**
|
||||
|
||||
`UiButton.cs`:
|
||||
```csharp
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Generic clickable button. Ports retail UIElement_Button
|
||||
/// (RegisterElementClass(1, UIElement_Button::Create) @ acclient_2013_pseudo_c.txt:125828):
|
||||
/// a per-state sprite face + an optional centered caption + a click action. Built by
|
||||
/// DatWidgetFactory for Type-1 elements (chat Send 0x10000019, Max/Min 0x1000046F).
|
||||
/// The controller binds OnClick and the caption. State selection mirrors UiDatElement
|
||||
/// so existing Send/Max-Min behavior is preserved exactly.
|
||||
/// </summary>
|
||||
public sealed class UiButton : UiElement
|
||||
{
|
||||
private readonly ElementInfo _info;
|
||||
private readonly Func<uint, (uint tex, int w, int h)> _resolve;
|
||||
|
||||
public Action? OnClick { get; set; }
|
||||
public string? Label { get; set; }
|
||||
public UiDatFont? LabelFont { get; set; }
|
||||
public Vector4 LabelColor { get; set; } = Vector4.One;
|
||||
|
||||
/// <summary>Active state name, runtime-settable (e.g. Max/Min toggling Normal↔Minimized).</summary>
|
||||
public string ActiveState { get; set; } = "";
|
||||
|
||||
public UiButton(ElementInfo info, Func<uint, (uint tex, int w, int h)> resolve)
|
||||
{
|
||||
_info = info;
|
||||
_resolve = resolve;
|
||||
ClickThrough = false; // buttons are interactive
|
||||
if (!string.IsNullOrEmpty(info.DefaultStateName)) ActiveState = info.DefaultStateName;
|
||||
else if (info.StateMedia.ContainsKey("Normal")) ActiveState = "Normal";
|
||||
}
|
||||
|
||||
private uint ActiveFile()
|
||||
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m.File
|
||||
: _info.StateMedia.TryGetValue("", out var d) ? d.File : 0u;
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
uint file = ActiveFile();
|
||||
if (file != 0)
|
||||
{
|
||||
var (tex, tw, th) = _resolve(file);
|
||||
if (tex != 0 && tw != 0 && th != 0)
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
if (Label is { Length: > 0 } label && LabelFont is { } lf)
|
||||
{
|
||||
float tx = (Width - lf.MeasureWidth(label)) * 0.5f;
|
||||
float ty = (Height - lf.LineHeight) * 0.5f;
|
||||
ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; }
|
||||
return false;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Run the button tests — verify they pass.**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~UiButtonTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 5: Write the failing factory test + register Type 1.**
|
||||
|
||||
In `DatWidgetFactoryTests.cs`:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void Type1_Button_MakesUiButton()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex, null);
|
||||
Assert.IsType<UiButton>(e);
|
||||
}
|
||||
```
|
||||
In `DatWidgetFactory.Create` switch:
|
||||
```csharp
|
||||
1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
|
||||
```
|
||||
|
||||
- [ ] **Step 6: Update the controller to bind the factory-built buttons.**
|
||||
|
||||
In `ChatWindowController.cs`, the Send block currently does `if (layout.FindElement(SendId) is UiDatElement sendEl) { sendEl.ClickThrough = false; sendEl.OnClick = …; sendEl.Label = "Send"; sendEl.LabelFont = datFont; sendEl.LabelColor = …; }`. Change the cast to `UiButton`:
|
||||
```csharp
|
||||
if (layout.FindElement(SendId) is UiButton sendEl)
|
||||
{
|
||||
sendEl.OnClick = () => c.Input.Submit();
|
||||
sendEl.Label = "Send";
|
||||
sendEl.LabelFont = datFont;
|
||||
sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f);
|
||||
}
|
||||
```
|
||||
And the Max/Min block: change `if (layout.FindElement(MaxMinId) is UiDatElement maxMinEl)` → `is UiButton maxMinEl`, drop the now-unneeded `maxMinEl.ClickThrough = false;` (UiButton is interactive by construction), keep the `maxMinEl.Left = track.Left - maxMinEl.Width;` and `maxMinEl.OnClick = c.ToggleMaximize;`.
|
||||
|
||||
- [ ] **Step 7: Build + run the full UI suite.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 8: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): UiButton (Type 1) — Send + Max/Min as generic buttons (widget-generalization Task 3)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 4: `UiMenu` (Type 6) — genericize the channel menu
|
||||
|
||||
`UiChannelMenu` is the one heavy genericization: move `ChatChannelKind`, the 14-item array, the button-text map, and the availability defaults into `ChatWindowController`; keep all drawing/geometry/event mechanics in a generic `UiMenu` keyed on `object? Payload`.
|
||||
|
||||
**Files:**
|
||||
- Rename: `src/AcDream.App/UI/UiChannelMenu.cs` → `src/AcDream.App/UI/UiMenu.cs`
|
||||
- Rename: `tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs` → `tests/AcDream.App.Tests/UI/UiMenuTests.cs`
|
||||
- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`
|
||||
|
||||
- [ ] **Step 1: Rename file + class.**
|
||||
```bash
|
||||
git mv src/AcDream.App/UI/UiChannelMenu.cs src/AcDream.App/UI/UiMenu.cs
|
||||
git mv tests/AcDream.App.Tests/UI/UiChannelMenuTests.cs tests/AcDream.App.Tests/UI/UiMenuTests.cs
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Replace the chat-specific members with the generic surface.**
|
||||
|
||||
In `UiMenu.cs`, rename `class UiChannelMenu` → `class UiMenu`; remove `using AcDream.UI.Abstractions;`. Replace the chat-specific members — the `Item` record, the static `Items` array, `Selected` (ChatChannelKind), `OnChannelChanged`, `AvailabilityProvider`, `IsAvailable`, and `ButtonText` — with these generic members:
|
||||
```csharp
|
||||
/// <summary>One menu row: its label + an opaque payload the controller maps back.</summary>
|
||||
public readonly record struct MenuItem(string Label, object? Payload);
|
||||
|
||||
/// <summary>The rows, populated by the controller. Laid out column-major:
|
||||
/// rows 0..RowsPerColumn-1 in column 0, then the next group in column 1, etc.</summary>
|
||||
public IReadOnlyList<MenuItem> Items { get; set; } = System.Array.Empty<MenuItem>();
|
||||
|
||||
/// <summary>The currently-selected payload (drives the highlighted row).</summary>
|
||||
public object? Selected { get; set; }
|
||||
|
||||
/// <summary>Fired with the picked item's payload when a row is chosen.</summary>
|
||||
public Action<object?>? OnSelect { get; set; }
|
||||
|
||||
/// <summary>Per-payload enabled gate (disabled rows render greyed + are inert).
|
||||
/// Null ⇒ all rows enabled.</summary>
|
||||
public Func<object?, bool>? EnabledProvider { get; set; }
|
||||
|
||||
/// <summary>Button-face caption (the active target). Null ⇒ blank face.</summary>
|
||||
public Func<string>? ButtonLabelProvider { get; set; }
|
||||
```
|
||||
Make the geometry constants settable so a controller/factory can match the dat:
|
||||
```csharp
|
||||
public int RowsPerColumn { get; set; } = 7; // items per column (dat item template)
|
||||
public float RowHeight { get; set; } = 17f; // dat item template 0x1000001E H=17
|
||||
public float ColumnWidth { get; set; } = 191f; // dat item template W=191
|
||||
```
|
||||
Replace the `private const int Rows`/`ItemH`/`ColW` usages with `RowsPerColumn`/`RowHeight`/`ColumnWidth`, and make the derived sizes instance members:
|
||||
```csharp
|
||||
private int ColumnCount => (Items.Count + RowsPerColumn - 1) / System.Math.Max(1, RowsPerColumn);
|
||||
private float InteriorW => ColumnCount * ColumnWidth;
|
||||
private float InteriorH => RowsPerColumn * RowHeight;
|
||||
private float OuterW => InteriorW + 2 * Border;
|
||||
private float OuterH => InteriorH + 2 * Border;
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Genericize the draw/event logic (mechanical swaps).**
|
||||
|
||||
In the same file, in `OnDrawOverlay`, `OnEvent`, `OnHitTest`, and `DrawButtonFace`/label:
|
||||
- Replace `Items[i].Channel is { } c && c == Selected` (selected-row test) with `Equals(Items[i].Payload, Selected)`.
|
||||
- Replace `Items[i].Channel is not { } c || IsAvailable(c)` (availability) with `EnabledProvider?.Invoke(Items[i].Payload) ?? true`.
|
||||
- Replace the button caption `ButtonText` with `ButtonLabelProvider?.Invoke() ?? ""` in both `OnDraw` (the `DrawLabel(ctx, ButtonText, …)` call) and `NaturalButtonWidth()` (the `MeasureWidth(ButtonText)`).
|
||||
- In `OnEvent`'s pick branch, replace the channel-specific selection
|
||||
```csharp
|
||||
if (… && Items[idx].Channel is { } ch && IsAvailable(ch)) { Selected = ch; OnChannelChanged?.Invoke(ch); }
|
||||
```
|
||||
with
|
||||
```csharp
|
||||
if (row >= 0 && row < RowsPerColumn && idx >= 0 && idx < Items.Count
|
||||
&& (EnabledProvider?.Invoke(Items[idx].Payload) ?? true))
|
||||
{
|
||||
Selected = Items[idx].Payload;
|
||||
OnSelect?.Invoke(Selected);
|
||||
}
|
||||
```
|
||||
- Replace the column/row math `int col = i / Rows, row = i % Rows;` with `RowsPerColumn` and `Items.Length` → `Items.Count`.
|
||||
Keep `DrawBevel`, `DrawButtonFace`, `DrawSprite`, `DrawLabel`, the sprite-id properties, the colors, and `NaturalButtonWidth()` otherwise unchanged. Update the doc comment to cite `UIElement_Menu (RegisterElementClass(6) @ :120163)` + `MakePopup @0x46d310`.
|
||||
|
||||
- [ ] **Step 4: Update the menu tests for the generic surface.**
|
||||
|
||||
In `UiMenuTests.cs`, rename the class to `UiMenuTests`, replace `UiChannelMenu` → `UiMenu`. Where tests referenced `ChatChannelKind`/`Selected`/`OnChannelChanged`, rewrite them against the generic surface, e.g.:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void ClickingRow_FiresOnSelect_WithPayload()
|
||||
{
|
||||
object? picked = null;
|
||||
var m = new UiMenu
|
||||
{
|
||||
Width = 46, Height = 18,
|
||||
Items = new UiMenu.MenuItem[] { new("Chat to All", "say"), new("Trade", "trade") },
|
||||
OnSelect = p => picked = p,
|
||||
};
|
||||
// open, then click row 0 (geometry per RowsPerColumn/RowHeight — mirror the
|
||||
// existing test's click coords, which used the same 17px rows).
|
||||
m.OnEvent(new UiEvent(UiEventType.MouseDown, 0, 0, 0)); // toggle open
|
||||
// … click into row 0 of the open popup (reuse the prior test's local coords) …
|
||||
Assert.Equal("say", picked);
|
||||
}
|
||||
```
|
||||
> Reuse the exact open/click coordinates from the original `UiChannelMenuTests` (they map into the same popup geometry); only the payload/selection assertions change.
|
||||
|
||||
- [ ] **Step 5: Run the menu tests — green.**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~UiMenuTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 6: Failing factory test + register Type 6.**
|
||||
|
||||
In `DatWidgetFactoryTests.cs`:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void Type6_Menu_MakesUiMenu()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 6, Width = 46, Height = 18 }, NoTex, null);
|
||||
Assert.IsType<UiMenu>(e);
|
||||
}
|
||||
```
|
||||
In `DatWidgetFactory.Create` switch:
|
||||
```csharp
|
||||
6 => new UiMenu(), // UIElement_Menu (reg :120163)
|
||||
```
|
||||
|
||||
- [ ] **Step 7: Move the channel knowledge into `ChatWindowController`.**
|
||||
|
||||
In `ChatWindowController.cs`, add the channel item table + maps (ported verbatim from the old `UiChannelMenu`):
|
||||
```csharp
|
||||
// Talk-focus channels (ported from the old UiChannelMenu — gmMainChatUI::InitTalkFocusMenu @0x4cdc50).
|
||||
private static readonly (string Label, ChatChannelKind? Channel)[] ChannelItems =
|
||||
{
|
||||
("Squelch (ignore)", null),
|
||||
("Tell to Selected", null),
|
||||
("Chat to All", ChatChannelKind.Say),
|
||||
("Tell to Fellows", ChatChannelKind.Fellowship),
|
||||
("Tell to General Chat", ChatChannelKind.General),
|
||||
("Tell to LFG Chat", ChatChannelKind.Lfg),
|
||||
("Tell to Society Chat", ChatChannelKind.Society),
|
||||
("Tell to Monarch", ChatChannelKind.Monarch),
|
||||
("Tell to Patron", ChatChannelKind.Patron),
|
||||
("Tell to Vassals", ChatChannelKind.Vassals),
|
||||
("Tell to Allegiance", ChatChannelKind.Allegiance),
|
||||
("Tell to Trade Chat", ChatChannelKind.Trade),
|
||||
("Tell to Roleplay Chat", ChatChannelKind.Roleplay),
|
||||
("Tell to Olthoi Chat", ChatChannelKind.Olthoi),
|
||||
};
|
||||
|
||||
private static string ChannelButtonLabel(ChatChannelKind k) => k switch
|
||||
{
|
||||
ChatChannelKind.Say => "Chat", ChatChannelKind.General => "General",
|
||||
ChatChannelKind.Trade => "Trade", ChatChannelKind.Lfg => "LFG",
|
||||
ChatChannelKind.Fellowship => "Fellow", ChatChannelKind.Allegiance => "Alleg",
|
||||
ChatChannelKind.Patron => "Patron", ChatChannelKind.Vassals => "Vassals",
|
||||
ChatChannelKind.Monarch => "Monarch", ChatChannelKind.Roleplay => "Roleplay",
|
||||
ChatChannelKind.Society => "Society", ChatChannelKind.Olthoi => "Olthoi",
|
||||
_ => "Chat",
|
||||
};
|
||||
|
||||
private static bool ChannelAvailable(ChatChannelKind k)
|
||||
=> k is ChatChannelKind.Say or ChatChannelKind.General or ChatChannelKind.Trade or ChatChannelKind.Lfg;
|
||||
```
|
||||
Replace the "Channel menu — replace the imported menu placeholder" block. The factory now builds the Type-6 element as a `UiMenu`; find it and populate it:
|
||||
```csharp
|
||||
if (layout.FindElement(MenuId) is UiMenu menu)
|
||||
{
|
||||
menu.DatFont = datFont; menu.Font = debugFont; menu.SpriteResolve = resolve;
|
||||
menu.NormalSprite = MenuNormal; menu.PressedSprite = MenuPressed;
|
||||
menu.PopupBgSprite = MenuPopupBg;
|
||||
menu.ItemNormalSprite = MenuItemRow; menu.ItemHighlightSprite = MenuItemSelected;
|
||||
menu.Items = System.Array.ConvertAll(ChannelItems,
|
||||
t => new UiMenu.MenuItem(t.Label, (object?)t.Channel));
|
||||
menu.Selected = (object?)c._activeChannel;
|
||||
menu.EnabledProvider = p => p is not ChatChannelKind ch || ChannelAvailable(ch);
|
||||
menu.ButtonLabelProvider = () => ChannelButtonLabel(c._activeChannel);
|
||||
menu.OnSelect = p =>
|
||||
{
|
||||
if (p is ChatChannelKind ch) { c._activeChannel = ch; menu.Selected = p; }
|
||||
};
|
||||
c.Menu = menu;
|
||||
}
|
||||
```
|
||||
Update the `Menu` property type: `public UiMenu Menu { get; private set; } = null!;` Update the reflow block (`ReflowInputRow`) — it calls `c.Menu.NaturalButtonWidth()`, `c.Menu.ResetAnchorCapture()` (both still exist on `UiMenu`), and wraps `c.Menu.OnChannelChanged`. Replace the `OnChannelChanged` wrap with the generic `OnSelect`:
|
||||
```csharp
|
||||
var onSelect = c.Menu.OnSelect;
|
||||
c.Menu.OnSelect = p => { onSelect?.Invoke(p); ReflowInputRow(); };
|
||||
```
|
||||
> `_activeChannel` already exists on the controller; the old per-menu `OnChannelChanged = k => c._activeChannel = k;` is now folded into `OnSelect`.
|
||||
|
||||
- [ ] **Step 8: Build + run the full UI suite.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 9: Add a divergence row if the generic menu lost fidelity.**
|
||||
|
||||
The generic `UiMenu` item model is flat (label+payload, no submenu/hierarchical popup). If that is a new approximation vs `UIElement_Menu::MakePopup`'s nested popups, add a row to `docs/architecture/retail-divergence-register.md` (Adaptation) citing `src/AcDream.App/UI/UiMenu.cs` + `MakePopup @0x46d310`. (The chat menu is single-level, so this is a latent note, not a behavior change.)
|
||||
|
||||
- [ ] **Step 10: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): UiMenu (Type 6) — generic dropdown; channel knowledge moves to controller (widget-generalization Task 4)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 5: `UiText` (Type 12) — transcript + the Type-12 flip
|
||||
|
||||
Rename `UiChatView` → `UiText`, default its background to transparent + add an optional dat state-sprite background (so any Type-12-with-sprite element keeps rendering its sprite), register Type 12, flip the two factory Type-12 tests, and have the controller bind the factory-built transcript. An **unbound `UiText` must draw nothing** so vitals stays frozen.
|
||||
|
||||
**Files:**
|
||||
- Rename: `src/AcDream.App/UI/UiChatView.cs` → `src/AcDream.App/UI/UiText.cs`
|
||||
- Rename: `tests/AcDream.App.Tests/UI/UiChatViewTests.cs` → `UiTextTests.cs`; `UiChatViewDatFontTests.cs` → `UiTextDatFontTests.cs`
|
||||
- Modify: `DatWidgetFactory.cs`, `LayoutImporter.cs` (none needed — Text recurses normally), `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`, `GameWindow.cs`
|
||||
|
||||
- [ ] **Step 1: Rename file + class + tests.**
|
||||
```bash
|
||||
git mv src/AcDream.App/UI/UiChatView.cs src/AcDream.App/UI/UiText.cs
|
||||
git mv tests/AcDream.App.Tests/UI/UiChatViewTests.cs tests/AcDream.App.Tests/UI/UiTextTests.cs
|
||||
git mv tests/AcDream.App.Tests/UI/UiChatViewDatFontTests.cs tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs
|
||||
```
|
||||
In `UiText.cs`: rename `class UiChatView` → `class UiText`; the nested `Line`/`Pos` records, `LinesProvider`, selection, and scroll stay. Update the doc to cite `UIElement_Text (RegisterElementClass(0xc) @ :115655)`. In the test files, rename classes + replace `UiChatView` → `UiText`.
|
||||
|
||||
- [ ] **Step 2: Default the background to transparent (so an unbound UiText is invisible).**
|
||||
|
||||
In `UiText.cs`, change:
|
||||
```csharp
|
||||
public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f); // transparent by default
|
||||
```
|
||||
(was `(0,0,0,0.35)`). `OnDraw`'s `ctx.DrawFill(0,0,Width,Height,BackgroundColor)` then draws nothing when transparent. The chat controller will set the translucent value explicitly (Step 6).
|
||||
|
||||
- [ ] **Step 3: Add an optional dat state-sprite background (faithful UIElement_Text media).**
|
||||
|
||||
So a Type-12 element that carries its own sprite (currently rendered by `UiDatElement`) does not lose it. Add to `UiText`:
|
||||
```csharp
|
||||
/// <summary>Optional dat state-sprite background (the element's own media), drawn
|
||||
/// UNDER the text. Set by DatWidgetFactory.BuildText from the ElementInfo. 0 = none.</summary>
|
||||
public uint BackgroundSprite { get; set; }
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
```
|
||||
At the very top of `OnDraw`, before `DrawFill`:
|
||||
```csharp
|
||||
if (BackgroundSprite != 0 && SpriteResolve is { } sr)
|
||||
{
|
||||
var (tex, tw, th) = sr(BackgroundSprite);
|
||||
if (tex != 0 && tw != 0 && th != 0)
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Write the failing factory test (and flip the two existing Type-12 tests).**
|
||||
|
||||
In `DatWidgetFactoryTests.cs`:
|
||||
- Add:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void Type12_Text_MakesUiText()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 12, Width = 100, Height = 40 }, NoTex, null);
|
||||
Assert.IsType<UiText>(e);
|
||||
}
|
||||
```
|
||||
- Replace `Type12_StylePrototype_ReturnsNull` (delete it — Type 12 is no longer skipped).
|
||||
- Replace `DatWidgetFactory_Type12WithMedia_Renders` body to assert `UiText` for both media and no-media:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void DatWidgetFactory_Type12_AlwaysMakesUiText()
|
||||
{
|
||||
var withMedia = new ElementInfo { Type = 12, Width = 32, Height = 16,
|
||||
StateMedia = { ["Normal"] = (0x00001234u, 1) } };
|
||||
Assert.IsType<UiText>(DatWidgetFactory.Create(withMedia, NoTex, null));
|
||||
Assert.IsType<UiText>(DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null));
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Run — verify the new/flipped tests fail.**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~DatWidgetFactoryTests"`
|
||||
Expected: FAIL on the Type-12 asserts (factory still returns null / UiDatElement).
|
||||
|
||||
- [ ] **Step 6: Register Type 12 + add `BuildText`; remove the skip.**
|
||||
|
||||
In `DatWidgetFactory.cs`:
|
||||
- Delete the skip line `if (info.Type == 12 && info.StateMedia.Count == 0) return null;`.
|
||||
- Add to the switch:
|
||||
```csharp
|
||||
12 => BuildText(info, resolve), // UIElement_Text (reg :115655)
|
||||
```
|
||||
- Add the builder:
|
||||
```csharp
|
||||
/// <summary>Type-12 UIElement_Text: a scrollable colored-line text view. The
|
||||
/// element's own Direct/Normal media (if any) becomes the background sprite, drawn
|
||||
/// under the text — so a Type-12 element that previously rendered via UiDatElement
|
||||
/// keeps its sprite. Lines are bound later by the controller (LinesProvider).</summary>
|
||||
private static UiText BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve)
|
||||
{
|
||||
uint bg = info.StateMedia.TryGetValue(
|
||||
!string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName
|
||||
: info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m)
|
||||
? m.File : 0u;
|
||||
return new UiText { BackgroundSprite = bg, SpriteResolve = resolve };
|
||||
}
|
||||
```
|
||||
> Update the `Create` summary/`<returns>` doc that referenced Type-12 returning null.
|
||||
|
||||
- [ ] **Step 7: Verify factory + vitals fixture still green (vitals frozen).**
|
||||
|
||||
Run: `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~DatWidgetFactoryTests|FullyQualifiedName~LayoutConformanceTests|FullyQualifiedName~VitalsBindingTests"`
|
||||
Expected: PASS. The vitals number text elements are meter-children (consumed, never built — `LayoutImporter.cs:113`), and any other vitals Type-12 element now builds as an unbound, transparent `UiText` (draws only its own sprite, if it had one — same as before). **Spec verification #2:** if a vitals conformance test fails, a standalone Type-12 element changed class — inspect it; its sprite must still draw via `BackgroundSprite`.
|
||||
|
||||
- [ ] **Step 8: Controller binds the factory-built transcript (instead of constructing it).**
|
||||
|
||||
In `ChatWindowController.cs`, the factory now builds the Type-12 transcript element `0x10000011` as a `UiText`. Replace the "Transcript" block (which read `tInfo` and `new UiChatView { … }; transcriptPanel.AddChild(...)`) with find-and-bind:
|
||||
```csharp
|
||||
// The factory built the Type-12 transcript as a UiText; find + bind it.
|
||||
c.Transcript = layout.FindElement(TranscriptId) as UiText
|
||||
?? throw new InvalidOperationException("chat transcript 0x10000011 not built as UiText");
|
||||
c.Transcript.DatFont = datFont;
|
||||
c.Transcript.Font = debugFont;
|
||||
c.Transcript.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f); // retail translucent transcript
|
||||
c.Transcript.LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont);
|
||||
```
|
||||
Change the `Transcript` property type to `public UiText Transcript { get; private set; } = null!;`. Remove the now-unused `tInfo` lookup + the `transcriptPanel.AddChild` (the transcript is already in the tree at its dat position). Keep the `transcriptPanel.Top/Height` resize-bar reclaim.
|
||||
|
||||
Also in `ChatWindowController.cs`, replace **every** `UiChatView.Line` with `UiText.Line` — this hits `BuildLines` (its `UiText view` parameter, its `IReadOnlyList<UiText.Line>` return type, the `Array.Empty<UiText.Line>()`, and the `new UiText.Line(frag, color)` inside the wrap loop). `WrapText`/`RetailChatColor` are unaffected (they return `string`/`Vector4`).
|
||||
|
||||
Finally, repoint the `Bind` early-guard: it currently does `var tInfo = FindInfo(rootInfo, TranscriptId);` and checks `tInfo is null`. The transcript is now found via `layout.FindElement(TranscriptId)`; change the guard to null-check the factory-built widgets it needs (`layout.FindElement(TranscriptPanelId)` for the panel, plus the transcript/input found in their Steps). The `iInfo` lookup stays only for Task 6 Variant B. (Full guard tidy lands in Task 7.)
|
||||
|
||||
- [ ] **Step 9: GameWindow follow-through.**
|
||||
|
||||
`GameWindow.cs:1860` (`chatController.Transcript.Keyboard = …`) still compiles (`UiText.Keyboard` exists). Build to confirm.
|
||||
|
||||
- [ ] **Step 10: Build + full UI suite.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 11: Amend AP-37 (Type-0 text skip retired).**
|
||||
|
||||
In `docs/architecture/retail-divergence-register.md`, edit AP-37: remove the "Standalone Type-0 text elements are also skipped (… a dedicated dat-text widget is Plan 2)" clause (now shipped as `UiText`). Keep the meter-collapse clause and the vitals-numbers-via-`UiMeter.Label` clause (retired in Task 8).
|
||||
|
||||
- [ ] **Step 12: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): UiText (Type 12) — generic text + Type-12 flip; transcript factory-built (widget-generalization Task 5)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 6: `UiField` (Type 3) — editable input
|
||||
|
||||
Rename `UiChatInput` → `UiField`, register Type 3, and wire the input. **Input handling depends on Task 1 Step 5's recorded resolved Type** for `0x10000016`:
|
||||
- **If it resolved to Type 3:** the factory builds `UiField` directly; the controller finds + binds it.
|
||||
- **If it resolved to Type 12** (per the Map trace): the factory built it as a `UiText`; the controller *replaces* it with a `UiField` at the same rect (the existing replace pattern).
|
||||
|
||||
**Files:**
|
||||
- Rename: `src/AcDream.App/UI/UiChatInput.cs` → `src/AcDream.App/UI/UiField.cs`; `UiChatInputTests.cs` → `UiFieldTests.cs`
|
||||
- Modify: `DatWidgetFactory.cs`, `ChatWindowController.cs`, `DatWidgetFactoryTests.cs`, `GameWindow.cs`
|
||||
|
||||
- [ ] **Step 1: Confirm the input's resolved Type from Task 1, choose the path.**
|
||||
|
||||
Re-read `ChatLayoutConformanceTests.ChatFixture_ResolvedTypes_MatchRetailRegistry` (Task 1) for `0x10000016`. Note "Type 3 → direct build" or "Type 12 → controller-place". Proceed with the matching variant in Step 6.
|
||||
|
||||
- [ ] **Step 2: Rename file + class + tests.**
|
||||
```bash
|
||||
git mv src/AcDream.App/UI/UiChatInput.cs src/AcDream.App/UI/UiField.cs
|
||||
git mv tests/AcDream.App.Tests/UI/UiChatInputTests.cs tests/AcDream.App.Tests/UI/UiFieldTests.cs
|
||||
```
|
||||
In `UiField.cs`: rename `class UiChatInput` → `class UiField`; body unchanged. Update doc to cite `UIElement_Field (RegisterElementClass(3) @ :126190)` + the drag-drop hooks (`CatchDroppedItem`/`MouseOverTop`) it will host for future item windows. In `UiFieldTests.cs`: rename class, replace `UiChatInput` → `UiField`.
|
||||
|
||||
- [ ] **Step 3: Default the background to transparent (consistency with UiText).**
|
||||
|
||||
Change `UiField.BackgroundColor` default to `new(0f, 0f, 0f, 0f)`. The controller sets the translucent value (Step 6).
|
||||
|
||||
- [ ] **Step 4: Failing factory test + register Type 3.**
|
||||
|
||||
In `DatWidgetFactoryTests.cs`:
|
||||
```csharp
|
||||
[Fact]
|
||||
public void Type3_Field_MakesUiField()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, Width = 200, Height = 16 }, NoTex, null);
|
||||
Assert.IsType<UiField>(e);
|
||||
}
|
||||
```
|
||||
In `DatWidgetFactory.Create` switch:
|
||||
```csharp
|
||||
3 => new UiField(), // UIElement_Field (reg :126190)
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Run — verify pass.**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~DatWidgetFactoryTests.Type3_Field_MakesUiField|FullyQualifiedName~UiFieldTests"`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 6: Wire the input in the controller (variant per Step 1).**
|
||||
|
||||
Replace the "Input" block (`new UiChatInput { … }; inputBar.AddChild(c.Input); c.Input.OnSubmit = …`).
|
||||
|
||||
**Variant A — input resolved to Type 3 (factory-built):**
|
||||
```csharp
|
||||
c.Input = layout.FindElement(InputId) as UiField
|
||||
?? throw new InvalidOperationException("chat input 0x10000016 not built as UiField");
|
||||
c.Input.DatFont = datFont; c.Input.Font = debugFont;
|
||||
c.Input.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f);
|
||||
c.Input.SpriteResolve = resolve; c.Input.FocusFieldSprite = InputFocusField;
|
||||
c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel);
|
||||
```
|
||||
|
||||
**Variant B — input resolved to Type 12 (controller-placed UiField over the UiText):**
|
||||
```csharp
|
||||
// 0x10000016 resolves to Type-12 Text in this layout; the editable entry is a
|
||||
// controller-placed UiField at the dat element's rect (retail authors a separate Field).
|
||||
var iInfo = FindInfo(rootInfo, InputId)
|
||||
?? throw new InvalidOperationException("chat input info 0x10000016 missing");
|
||||
if (layout.FindElement(InputId) is { Parent: { } iparent } placeholder)
|
||||
iparent.RemoveChild(placeholder); // drop the read-only Text placeholder
|
||||
c.Input = new UiField
|
||||
{
|
||||
Left = iInfo.X, Top = iInfo.Y, Width = iInfo.Width, Height = iInfo.Height,
|
||||
Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom),
|
||||
DatFont = datFont, Font = debugFont,
|
||||
BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f),
|
||||
SpriteResolve = resolve, FocusFieldSprite = InputFocusField,
|
||||
};
|
||||
(inputBar).AddChild(c.Input);
|
||||
c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel);
|
||||
```
|
||||
Change the `Input` property type to `public UiField Input { get; private set; } = null!;` (Keep `FindInfo` for Variant B; it may become unused in Variant A — remove it then.)
|
||||
|
||||
- [ ] **Step 7: GameWindow follow-through.**
|
||||
|
||||
`GameWindow.cs:1861` (`chatController.Input.Keyboard = …`) still compiles (`UiField.Keyboard` exists). Build to confirm.
|
||||
|
||||
- [ ] **Step 8: Build + full UI suite.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 9: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): UiField (Type 3) — editable input as a generic field (widget-generalization Task 6)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 7: Thin + verify the controller; remove dead construction
|
||||
|
||||
After Tasks 2–6, `ChatWindowController.Bind` should construct no widgets (except the Variant-B input). Audit and tidy.
|
||||
|
||||
**Files:**
|
||||
- Modify: `src/AcDream.App/UI/Layout/ChatWindowController.cs`
|
||||
|
||||
- [ ] **Step 1: Remove dead helpers + confirm find-by-id shape.**
|
||||
|
||||
In `ChatWindowController.cs`: confirm every widget is obtained via `layout.FindElement(id) as UiX` and only data/callbacks are bound. Remove any now-unused locals (`transcriptPanel`/`inputBar` are still used for the resize-bar reclaim / Variant-B parent — keep those; remove `tInfo`/`FindInfo` if Variant A). Confirm the class doc reads as the `gmMainChatUI::PostInit @0x4ce130` analogue (find child by id → bind).
|
||||
|
||||
- [ ] **Step 2: Update `ChatWindowControllerTests` for the new types.**
|
||||
|
||||
In `tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs`, update any references to `UiChatView`/`UiChatInput`/`UiChatScrollbar`/`UiChannelMenu` to `UiText`/`UiField`/`UiScrollbar`/`UiMenu`, and any assertions on `.Selected`/`OnChannelChanged` to the generic `OnSelect`/payload surface. Run them to confirm the binding still wires the right elements.
|
||||
|
||||
- [ ] **Step 3: Build + full UI suite.**
|
||||
|
||||
Run: `dotnet build` then `dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj`
|
||||
Expected: PASS.
|
||||
|
||||
- [ ] **Step 4: Visual gate (user) — chat unchanged.**
|
||||
|
||||
Launch the client (`ACDREAM_RETAIL_UI=1`, per CLAUDE.md launch recipe) and confirm the chat window looks + behaves identically to before this pass: transcript scroll/select/copy, input write-mode/history/clipboard, channel dropdown, send, max/min, scrollbar drag. **Stop for user confirmation.**
|
||||
|
||||
- [ ] **Step 5: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "refactor(D.2b): ChatWindowController is now a thin find-by-id binder (widget-generalization Task 7)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 8 (GATED): vitals numbers as `UiText`
|
||||
|
||||
Rewire the vitals number text from `UiMeter.Label` to factory-built `UiText` (retail-faithful: vitals numbers are `UIElement_Text`). **This is a stop-and-confirm gate** — vitals shipped pixel-identical and is fixture-locked. If it risks the pixel-identical result, **stop and keep `UiMeter.Label`** (narrow AP-37 instead).
|
||||
|
||||
**Files:**
|
||||
- Modify: `src/AcDream.App/UI/Layout/VitalsController.cs`, `LayoutImporter.cs` (meter child handling), `GameWindow.cs` (Bind call), `tests/.../VitalsBindingTests.cs`, `fixtures/vitals_2100006C.json`
|
||||
|
||||
- [ ] **Step 1: Decide the number element's path.**
|
||||
|
||||
The vitals number text is a **meter child** (consumed; `LayoutImporter.cs:113` does not recurse meter children). To render it as a real `UiText`, either (a) have `VitalsController` construct a `UiText` at the number element's rect (read from the meter's children — mirrors the chat Variant-B pattern), or (b) stop consuming the meter's text child so the factory builds it. **Prefer (a)** — it is local to `VitalsController` and does not disturb the meter slice extraction. Read the number element's rect from `DatWidgetFactory.BuildMeter`'s skipped text child (expose it, or re-read via the layout's `ElementInfo`).
|
||||
|
||||
- [ ] **Step 2: Write a failing binding test.**
|
||||
|
||||
In `VitalsBindingTests.cs`, add a test that, after `VitalsController.Bind`, a `UiText` exists for each vital and its `LinesProvider` returns the cur/max string. (Use the vitals fixture; assert the text node is present + bound.)
|
||||
|
||||
- [ ] **Step 3: Implement the `UiText` number binding in `VitalsController`.**
|
||||
|
||||
Add a `UiText` per meter (constructed at the number rect, single centered line). Keep `UiMeter.Label` unset for vitals. Bind `LinesProvider = () => new[] { new UiText.Line(text(), color) }` (centered — add a `UiText.CenterSingleLine` option or a thin overload if needed for horizontal centering).
|
||||
> If centering a single line requires new `UiText` layout support, add a minimal `public bool CenterHorizontally` flag to `UiText` with a unit test, rather than overloading the chat path.
|
||||
|
||||
- [ ] **Step 4: Build + run vitals tests.**
|
||||
|
||||
Run: `dotnet test … --filter "FullyQualifiedName~VitalsBindingTests|FullyQualifiedName~LayoutConformanceTests"`
|
||||
Expected: PASS. Update `vitals_2100006C.json` only if the resolved tree legitimately changed (it should not — the change is in binding, not the tree).
|
||||
|
||||
- [ ] **Step 5: Visual gate (user) — vitals pixel-identical.**
|
||||
|
||||
Launch (`ACDREAM_RETAIL_UI=1`); confirm the vitals numbers render identically (font, position, centering, color) to the shipped `UiMeter.Label` version. **Stop for user confirmation. If not identical → revert this task and narrow AP-37 instead.**
|
||||
|
||||
- [ ] **Step 6: Retire/narrow AP-37 + update memory.**
|
||||
|
||||
If the rewire lands: in `docs/architecture/retail-divergence-register.md`, retire the AP-37 vitals-numbers clause (now real `UiText`). Update `claude-memory/project_d2b_retail_ui.md` (the generalization pass shipped) + the roadmap.
|
||||
|
||||
- [ ] **Step 7: Commit.**
|
||||
```bash
|
||||
git add -A
|
||||
git commit -m "feat(D.2b): vitals numbers as UiText (widget-generalization Task 8, gated)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Done criteria (from spec §8)
|
||||
|
||||
- [ ] `DatWidgetFactory` registers Types 1, 3, 6, 11, 12 (+ 7) → generic widgets; `_` still → `UiDatElement`.
|
||||
- [ ] The `Type==12 → null` skip is removed; no Type-12 element is double-built (fixtures green).
|
||||
- [ ] No `ChatChannelKind`/chat-color/command-routing knowledge inside any widget; `ChatWindowController` only finds-by-id and binds.
|
||||
- [ ] Chat window visually + behaviorally identical through Tasks 2–7 (user-confirmed, Task 7 Step 4).
|
||||
- [ ] `chat_21000006.json` golden fixture + renamed generic-widget tests all green.
|
||||
- [ ] Vitals window unchanged after Task 8 (user-confirmed), or Task 8 deferred with AP-37 narrowed.
|
||||
- [ ] Every generic widget cites its retail `UIElement_X` class + reg. line.
|
||||
- [ ] Divergence register updated (AP-37 amended; AP-41 re-checked) in the same commits.
|
||||
- [ ] Roadmap / `claude-memory/project_d2b_retail_ui.md` updated when the pass lands.
|
||||
|
|
@ -0,0 +1,392 @@
|
|||
# D.2b — Retail panel frame + live Vitals (Approach C: KSML-style engine) — Design
|
||||
|
||||
**Date:** 2026-06-14
|
||||
**Status:** Design approved (brainstorm) + **re-grounded 2026-06-14** onto the existing `AcDream.App/UI/` retained-mode scaffold (see §0). Pending spec re-review → implementation plan.
|
||||
**Phase:** D.2b — Custom retail-look UI backend ([roadmap:427](../../../docs/plans/2026-04-11-roadmap.md))
|
||||
**Milestone:** M5 "Looks like retail" — **explicitly PARALLELIZABLE with M3/M4** ([milestones:378](../../../docs/plans/2026-05-12-milestones.md)). Opened as a parallel track while M1.5 is the active critical-path milestone; the M5 parallelizable flag is the milestone-discipline carve-out.
|
||||
**Grounding:** read-only research workflow `wf_39a90d37-e5a` (7 readers + gap-critic) + a direct read of `src/AcDream.App/UI/`. Every binding fact cites `file:line` in `src/` or a named-retail symbol.
|
||||
|
||||
---
|
||||
|
||||
## 0. Re-grounding correction (read this first)
|
||||
|
||||
The first draft of this spec proposed building a `RetailPanelHost : IPanelHost` +
|
||||
`RetailPanelRenderer : IPanelRenderer` and a retained-mode toolkit *from scratch*.
|
||||
**That was wrong.** A direct read of `src/AcDream.App/UI/` found a **complete,
|
||||
dormant retained-mode toolkit** — the 2026-04-17 scaffold the roadmap names as
|
||||
"the implementation foundation here" ([roadmap:427](../../../docs/plans/2026-04-11-roadmap.md)):
|
||||
|
||||
- **`UiRoot`** ([UiRoot.cs](../../../src/AcDream.App/UI/UiRoot.cs)) — the hard
|
||||
part is already built: mouse routing, keyboard focus, mouse capture, a full
|
||||
drag-drop state machine, tooltip timer, modal handling, click/right-click
|
||||
detection, world fall-through. Retail-faithful event codes in
|
||||
[UiEvent.cs](../../../src/AcDream.App/UI/UiEvent.cs).
|
||||
- **`UiElement`** (geometry/tree/hit-test), **`UiPanel`/`UiLabel`/`UiButton`**
|
||||
([UiPanel.cs](../../../src/AcDream.App/UI/UiPanel.cs)), **`UiHost`**
|
||||
([UiHost.cs](../../../src/AcDream.App/UI/UiHost.cs) — packages `UiRoot` +
|
||||
`TextRenderer` + font, with `Tick`/`Draw`/`WireMouse`/`WireKeyboard`),
|
||||
**`UiRenderContext`** ([UiRenderContext.cs](../../../src/AcDream.App/UI/UiRenderContext.cs)
|
||||
— transform stack + `DrawRect`/`DrawString`).
|
||||
|
||||
`UiHost` is **dormant** — never instantiated in `GameWindow` (verified: `new
|
||||
UiHost(` appears only in a doc-comment). And `UiPanel.cs` is the *exact file*
|
||||
divergence row TS-30 points at: it draws a flat translucent rect *"until our
|
||||
AcFont/UiSpriteBatch consumes [9-slice dat sprites] directly."*
|
||||
|
||||
**Consequence:** the retail UI is this existing `UiRoot` tree — a separate system
|
||||
from the ImGui `IPanelRenderer` path, **not** an `IPanelRenderer` implementation.
|
||||
Spec 1 *wires the dormant `UiHost`* and *adds the few missing pieces*, rather than
|
||||
building a backend. This is strictly less code and more faithful. §4/§5/§8/§9/§10
|
||||
below are written against the scaffold.
|
||||
|
||||
*(Process note: the grounding workflow's "UI" readers keyed on the ImGui/Abstractions
|
||||
framing in their prompts and never globbed `src/AcDream.App/UI/`. Lesson: a
|
||||
subsystem-discovery pass must glob by directory, not only by the framing the
|
||||
parent already has in mind.)*
|
||||
|
||||
## 1. Context & goal
|
||||
|
||||
acdream needs a retail-faithful game UI. The shipped path (D.2a) is an ImGui
|
||||
overlay gated on `ACDREAM_DEVTOOLS=1` — a debugger aesthetic, intentionally
|
||||
temporary. D.2b stands up the *retail-look* UI (the dormant `UiHost` tree) that
|
||||
draws retail's actual dat assets, while the ImGui devtools path stays untouched.
|
||||
|
||||
**The user's framing (2026-06-14):** AC's UI engine is Keystone — and Keystone
|
||||
was *already* markup + stylesheet (KSML, an HTML-clone XML defined by `ksml.xsd`,
|
||||
+ `controls.ini`, a CSS-like INI stylesheet). So "make it look + behave like
|
||||
retail, but author it in a CSS/HTML-style way" re-expresses AC's own design in
|
||||
its modern equivalent.
|
||||
|
||||
**Approach decision (Approach C).** Three integration families were weighed:
|
||||
(A) embed a real web engine (Ultralight/CEF), (B) a native HTML/CSS-subset lib
|
||||
(RmlUi), (C) our own KSML-style markup + stylesheet over a retained-mode toolkit
|
||||
on Silk.NET. **C chosen** for: zero external deps (keeps the native-AOT goal
|
||||
intact), lowest memory (~3–10 MB vs CEF's 150–300 MB), full control, and maximal
|
||||
faithfulness — it mirrors Keystone directly, and the retained-mode toolkit C
|
||||
needs *already exists* (§0).
|
||||
|
||||
This spec covers **Spec 1**: wire the scaffold + add the markup/stylesheet/sprite
|
||||
gaps, proven end-to-end on **one** panel — the universal window frame wrapping
|
||||
the live Vitals bars.
|
||||
|
||||
## 2. Scope
|
||||
|
||||
**In Spec 1:**
|
||||
- Wire the dormant **`UiHost`** into `GameWindow`, gated by a new
|
||||
`RuntimeOptions.RetailUi` toggle (`ACDREAM_RETAIL_UI=1`). The ImGui devtools
|
||||
path is untouched and may run simultaneously.
|
||||
- Add dat-sprite drawing: `UiRenderContext.DrawSprite` (UV-rect) + a
|
||||
`TextRenderer` textured-sprite path + a `ui_text.frag` `uUseTexture=2` branch.
|
||||
- A **`UiNineSlicePanel : UiPanel`** that draws the 8-piece dat-sprite window
|
||||
frame + center fill (upgrading the exact code TS-30 cites) — title bar
|
||||
(`UiLabel`) + a close button (`UiButton`, which already exists).
|
||||
- A **`UiMeter : UiElement`** vital bar bound to a `Func<float>` reading
|
||||
`VitalsVM`.
|
||||
- The XML markup format (mirrors `ElementDesc`) + a `MarkupDocument` parser that
|
||||
**instantiates a `UiElement` subtree** + a minimal `controls.ini` stylesheet
|
||||
loader.
|
||||
- The plugin-facing contract: plugins contribute a `UiElement`/markup subtree
|
||||
added to `UiRoot` (§9) — designed now, first consumer first-party.
|
||||
|
||||
**Deferred to later sub-phases (explicitly OUT):**
|
||||
- **Wiring `UiHost`'s input** (`WireMouse`/`WireKeyboard`) into the existing
|
||||
Phase-K `InputDispatcher`. The `UiRoot` input *machinery* exists; *integrating*
|
||||
two input consumers (route unconsumed `WorldMouseFallThrough` back to the game)
|
||||
is its own concern. Spec 1 is **render-only** (`Tick` + `Draw`), so the frame +
|
||||
live bars show but the close button isn't clicked and the window isn't dragged.
|
||||
- The dat A8 glyph font loader (`AcFont`) → numeric overlays.
|
||||
- The full anchor solver (`StateDesc::UpdateSizeAndPosition` port).
|
||||
- The `LayoutDesc` binary importer (sub-project 3).
|
||||
- Reskinning Chat / Debug / Settings.
|
||||
- Login / char-select / chargen screens (raw-JPEG backgrounds, sub-project 4).
|
||||
|
||||
## 3. Source-verified facts (do-not-trust list)
|
||||
|
||||
The grounding caught several load-bearing "facts" that were wrong/unverified.
|
||||
These are binding:
|
||||
|
||||
| Claimed (memory / first draft) | Reality (source-verified) |
|
||||
|---|---|
|
||||
| Build a retained-mode toolkit + `RetailPanelHost`/`RetailPanelRenderer` | The toolkit **exists** in `src/AcDream.App/UI/` (§0); the retail UI is the `UiRoot` tree, not an `IPanelRenderer` backend |
|
||||
| `VitalsVM` is `record VitalsVM(int HpCurrent, …)` | Sealed class: `HealthPercent` (float), `StaminaPercent`/`ManaPercent` (float?), `*Current`/`*Max` (uint?), ctor `(CombatState, LocalPlayerState?)`, `SetLocalPlayerGuid(uint)` — [VitalsVM.cs:35](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs) |
|
||||
| Chrome sprite IDs `0x06004CC2`/`0x21000040`/`0x060074BF..C6` are known | **Unverified + contradictory.** `0x06001125` (cited elsewhere) is the char-select highlight. **No chrome ID is trusted — Step 0 dat prove-out resolves them empirically.** |
|
||||
| `#FFDBD6A8` "parchment cream" is the panel background | It is `[editbox]`/`[treeview]` **text** color. Real frame tokens: `[title]` bg `#FFFFFFFF`, font `Verdana-10-bold`, height 19; `[body]` bg `#00000000` (transparent), `color_border=#FF4F657D` |
|
||||
| `DatCollection` is NOT thread-safe | Concurrent **reads are safe** since v2.1.7 ([2026-06-09 investigation](../../../docs/research/2026-06-09-dat-reader-thread-safety-investigation.md)). No UI-specific lock. |
|
||||
| KSML is the panel-layout language | KSML is **rich-text-in-text-regions**; the panel layout format is the binary `LayoutDesc`/`ElementDesc` tree ([acclient.h:33693](../../../docs/research/named-retail/acclient.h)). Our markup mirrors `ElementDesc`. |
|
||||
|
||||
## 4. Architecture & placement
|
||||
|
||||
The retail UI lives in **`src/AcDream.App/UI/`** (where the scaffold already is).
|
||||
New widgets/parsers join it as dedicated files. Code-Structure Rule 1 is honored
|
||||
(nothing substantial added to `GameWindow.cs` — only a few wiring lines); Rule 2
|
||||
(Core stays GL-free) and Rule 3 (panels target `AcDream.UI.Abstractions`) are
|
||||
unaffected because the retail UI is a *separate* tree, not an `IPanelRenderer`
|
||||
panel.
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────────────────────┐
|
||||
│ retail dat (read-only fidelity source) │
|
||||
│ controls.ini → style tokens · RenderSurface 0x06xxxxxx │
|
||||
│ → sprites · Font 0x40xxxxxx → glyphs (deferred) │
|
||||
└───────────────┬──────────────────────────────────────────┘
|
||||
│ TextureCache.GetOrUpload(id) → Texture2D
|
||||
┌───────────────▼──────────────────────────────────────────┐
|
||||
│ src/AcDream.App/UI/ (scaffold EXISTS; + = new in Spec 1) │
|
||||
│ UiHost (exists, dormant) ─ wire into GameWindow │
|
||||
│ UiRoot/UiElement (exist) ─ input + tree + hit-test │
|
||||
│ UiRenderContext (exists) + DrawSprite(UV-rect) │
|
||||
│ UiPanel/UiLabel/UiButton (exist) │
|
||||
│ + UiNineSlicePanel : UiPanel (8-piece dat chrome) │
|
||||
│ + UiMeter : UiElement (vital bar) │
|
||||
│ + MarkupDocument (XML → UiElement subtree) │
|
||||
│ + ControlsIni (stylesheet loader) │
|
||||
│ uses Rendering/TextRenderer (+ sprite path, + DepthMask) │
|
||||
└───────────────┬──────────────────────────────────────────┘
|
||||
│ UiMeter.Fill = () => vm.HealthPercent
|
||||
┌───────────────▼──────────────────────────────────────────┐
|
||||
│ AcDream.UI.Abstractions (exists) — VitalsVM (unchanged) │
|
||||
│ ↑ ImGui IPanelHost/IPanelRenderer path stays for │
|
||||
│ ACDREAM_DEVTOOLS, fully independent of the above │
|
||||
└──────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**Coexistence.** Two UI systems run side by side, independently:
|
||||
`ACDREAM_DEVTOOLS=1` → the ImGui overlay (unchanged); `ACDREAM_RETAIL_UI=1` →
|
||||
the `UiHost` tree. The retail pass renders in the post-3D slot
|
||||
([GameWindow.cs:8232 region](../../../src/AcDream.App/Rendering/GameWindow.cs))
|
||||
with deterministic ordering relative to ImGui. `UiHost.Draw` already does
|
||||
`TextRenderer.Begin → Root.Draw(ctx) → TextRenderer.Flush`
|
||||
([UiHost.cs:58](../../../src/AcDream.App/UI/UiHost.cs)).
|
||||
|
||||
## 5. Render foundation — extend the existing 2D path
|
||||
|
||||
`UiHost` draws the `UiRoot` tree through a `UiRenderContext` backed by the shared
|
||||
`TextRenderer` ([UiHost.cs:58-67](../../../src/AcDream.App/UI/UiHost.cs)). That
|
||||
`TextRenderer` does solid rects + R8 text today but **not** textured RGBA sprites
|
||||
([ui_text.frag:9](../../../src/AcDream.App/Rendering/Shaders/ui_text.frag),
|
||||
[TextRenderer.cs](../../../src/AcDream.App/Rendering/TextRenderer.cs)). Spec 1
|
||||
adds the sprite path:
|
||||
|
||||
- **`ui_text.frag`** += a `uUseTexture==2` branch: `FragColor = texture(uTex,
|
||||
vUv) * vColor;` (the existing `0`=solid and `1`=R8-coverage branches are
|
||||
untouched).
|
||||
- **`TextRenderer`** += `DrawSprite(uint texture, float x,y,w,h, float
|
||||
u0,v0,u1,v1, Vector4 tint)` accumulating into **per-texture** sprite buffers
|
||||
(`Dictionary<uint, List<float>>`), and a `Flush` pass that, after rects+text,
|
||||
draws each texture's batch with `uUseTexture=2`. Reuses the existing
|
||||
`AppendQuad` (which already takes `u0,v0,u1,v1`) + `UploadBuffer` machinery.
|
||||
- **`TextRenderer.Flush`** += explicit **`DepthMask(false)`** (queried + restored)
|
||||
— it disables `DepthTest` today but never sets `DepthMask`
|
||||
([TextRenderer.cs:171](../../../src/AcDream.App/Rendering/TextRenderer.cs)).
|
||||
Per the project's "render self-contained GL state" rule.
|
||||
- **`UiRenderContext`** += `DrawSprite(uint texture, float x,y,w,h, float
|
||||
u0,v0,u1,v1, Vector4 tint)` that adds the current transform and forwards to
|
||||
`TextRenderer.DrawSprite` (mirrors the existing `DrawRect` forwarder at
|
||||
[UiRenderContext.cs:50](../../../src/AcDream.App/UI/UiRenderContext.cs)).
|
||||
|
||||
No new shader class, VAO, or batcher — we extend the proven path the scaffold
|
||||
already uses. (`Shader` is the simple file-based class
|
||||
[Shader.cs](../../../src/AcDream.App/Rendering/Shader.cs); `GLSLShader`'s bindless
|
||||
machinery is not needed.)
|
||||
|
||||
## 6. Dat assets & the Step-0 prove-out gate
|
||||
|
||||
`TextureCache.GetOrUpload(uint surfaceId)` returns a conventional `Texture2D`
|
||||
GL handle (1×1 magenta on failure) — exactly right for the UI batch
|
||||
([TextureCache.cs:70](../../../src/AcDream.App/Rendering/TextureCache.cs)). The
|
||||
decode chain + `PFID_*` formats already work
|
||||
([SurfaceDecoder.cs:39](../../../src/AcDream.Core/Textures/SurfaceDecoder.cs)).
|
||||
`GameWindow` already holds a `TextureCache`; `UiHost`/`UiNineSlicePanel` receive
|
||||
it (or a `Func<uint,uint>` sprite-resolver) by injection.
|
||||
|
||||
**Step 0 is empirical and comes first.** Because no chrome sprite ID is verified,
|
||||
the first implementation task draws each candidate ID
|
||||
(`0x06004CC2`, `0x060074BF..C6`, `0x0600129C`, …) as a raw quad and visually
|
||||
confirms which decode to frame-shaped art vs magenta vs the wrong sprite. The
|
||||
confirmed IDs are recorded in code comments before any chrome layout is written.
|
||||
**No ID is hardcoded on faith.**
|
||||
|
||||
The frame is **8 quads + a center fill** (4 corner + 4 edge sprites + center),
|
||||
not one stretched 9-slice texture. Slice/edge metrics are a **documented stopgap
|
||||
constant** (with a divergence row) until the `LayoutDesc` tree is parsed
|
||||
(sub-project 3).
|
||||
|
||||
## 7. Markup + stylesheet model
|
||||
|
||||
**Markup** mirrors `ElementDesc` 1:1 ([acclient.h:33693](../../../docs/research/named-retail/acclient.h));
|
||||
`MarkupDocument` parses it and **instantiates a `UiElement` subtree** (a
|
||||
`UiNineSlicePanel` with child `UiLabel`/`UiMeter`/`UiButton`). Authoring shape:
|
||||
|
||||
```xml
|
||||
<panel id="acdream.vitals" x="10" y="30" w="220" h="96" title="Vitals">
|
||||
<meter id="health" x="8" y="24" w="200" h="13" fill="{HealthPercent}" color="#FF0000"/>
|
||||
<meter id="stamina" x="8" y="44" w="200" h="13" fill="{StaminaPercent}" color="#D9A626"/>
|
||||
<meter id="mana" x="8" y="64" w="200" h="13" fill="{ManaPercent}" color="#0000FF"/>
|
||||
</panel>
|
||||
```
|
||||
|
||||
This is the shape the future `LayoutDesc` importer will *emit*, so authoring and
|
||||
imported formats converge. It is **not** KSML (rich-text, deferred). `{Binding}`
|
||||
expressions resolve against a supplied binding object (the `VitalsVM`) via
|
||||
reflection on the property name.
|
||||
|
||||
**Anchor codes** are *defined* now (0=fixed, 1=stretch, 2=proportional-translate,
|
||||
3=center, 4=proportional-scale — from `StateDesc::UpdateSizeAndPosition`
|
||||
@`0x0069BF20`) but the **solver is deferred**: the Vitals window is fixed-size
|
||||
(placed via the existing `UiElement.Left/Top`), so Spec 1 needs no solver.
|
||||
|
||||
**Stylesheet.** A small INI loader parses `controls.ini` keyed by element-type
|
||||
section, honoring `#AARRGGBB` (alpha-first) and `font://Face-Pt[-style]`. Cascade:
|
||||
element-type defaults → per-element `class=` → inline attributes. **Optional**
|
||||
(§10): absent AC install → source-verified `[title]`/`[body]` fallback tokens.
|
||||
|
||||
## 8. VM binding (the Vitals slice)
|
||||
|
||||
The vitals panel is a `UiNineSlicePanel` (chrome) containing a `UiLabel` (title)
|
||||
and three `UiMeter`s. Each `UiMeter` holds a `Func<float?> Fill` bound to the
|
||||
real `VitalsVM` ([VitalsVM.cs:67](../../../src/AcDream.UI.Abstractions/Panels/Vitals/VitalsVM.cs)):
|
||||
`() => vm.HealthPercent`, `() => vm.StaminaPercent`, `() => vm.ManaPercent`. The
|
||||
VM already does all server plumbing, so we do **not** re-derive vitals from the
|
||||
retail `gmVitalsUI`/`CACQualities` decomp.
|
||||
|
||||
`UiMeter.OnDraw` draws the empty bar (`ctx.DrawRect`), the filled portion as a
|
||||
**partial-size rect** (`width = pct * Width`), and a centered `current/max` numeric
|
||||
overlay (`Func<string?> Label`). **Retail's vitals ARE exactly this — three stacked
|
||||
horizontal bars (confirmed against a live retail client 2026-06-14), NOT orbs.**
|
||||
Colors: Health red, **Stamina gold** (the earlier `#10F0F0` cyan research note was
|
||||
wrong), Mana blue. A `null` fill/label (pre-`PlayerDescription`) renders gracefully.
|
||||
The remaining gap to pixel-retail is the **glassy gradient bar fill sprite** + the
|
||||
**retail dat font** for the numbers (today the stub `BitmapFont` draws them) — both
|
||||
polish, deferred to §15.
|
||||
|
||||
The `VitalsVM` is constructed and given the player GUID the same way as today
|
||||
([GameWindow.cs:1330](../../../src/AcDream.App/Rendering/GameWindow.cs) ctor,
|
||||
:1984 `SetLocalPlayerGuid`); the retail-UI build path reuses that same VM
|
||||
instance.
|
||||
|
||||
## 9. Plugin contract (designed now, first consumer first-party)
|
||||
|
||||
The plugin API is a day-1 constraint; plugin authors must be able to add retail
|
||||
UI. The natural unit is a **`UiElement`/markup subtree added to `UiRoot`** (not
|
||||
`IPanel`/`IPanelRenderer`, which is the ImGui devtools path). Spec 1 adds:
|
||||
|
||||
- A small `IUiRegistry` (in `AcDream.Plugin.Abstractions`) — `void
|
||||
AddMarkupPanel(string markupPath, object binding)` (and/or `void
|
||||
AddElement(UiElement)` once a plugin-safe element surface is decided). For
|
||||
Spec 1, `AddMarkupPanel` is enough.
|
||||
- `IPluginHost` gains `IUiRegistry Ui { get; }`
|
||||
([IPluginHost.cs:8](../../../src/AcDream.Plugin.Abstractions/IPluginHost.cs)
|
||||
has none today); `AppPluginHost` implements it
|
||||
([AppPluginHost.cs:5](../../../src/AcDream.App/Plugins/AppPluginHost.cs)).
|
||||
- Because plugin `Enable()` runs in `Program.cs` **before** the GL window opens
|
||||
([Program.cs:55-60](../../../src/AcDream.App/Program.cs)), `AddMarkupPanel`
|
||||
**buffers** registrations into a list that `GameWindow` drains into `UiRoot`
|
||||
after `UiHost` is constructed. The threading/timing concern lives in the host;
|
||||
the plugin call is unconditional.
|
||||
- The first consumer is the first-party vitals panel (built directly in
|
||||
`GameWindow`, not through the registry). Wiring an actual plugin-supplied markup
|
||||
panel end-to-end is exercised by a smoke test but is otherwise the thin
|
||||
follow-up. This task group is the **last** in the plan so the visible vitals
|
||||
slice can land first if it slips.
|
||||
|
||||
## 10. Confirmed decisions (approved 2026-06-14)
|
||||
|
||||
1. **Render-only first slice.** `Tick` + `Draw` only; the `UiHost` input wiring
|
||||
(`WireMouse`/`WireKeyboard`) is **not** connected to the existing Phase-K
|
||||
`InputDispatcher` yet, so the close button isn't clickable and the window
|
||||
isn't draggable. Rationale (corrected): the `UiRoot` input *machinery* already
|
||||
exists — what's deferred is *integrating two input consumers* (routing
|
||||
unconsumed `WorldMouseFallThrough` back to the game's dispatcher), which is its
|
||||
own sub-phase.
|
||||
2. **`controls.ini` optional.** Assume `C:\Turbine\Asheron's Call\` may or may not
|
||||
exist. Add an `ACDREAM_AC_DIR` `RuntimeOptions` field; when absent, fall back
|
||||
to the source-verified `[title]`/`[body]` token values. The build never fails
|
||||
on a missing AC install.
|
||||
|
||||
## 11. Build sequence
|
||||
|
||||
| Step | Deliverable | Proves |
|
||||
|---|---|---|
|
||||
| 0 | Dat prove-out harness: draw candidate chrome IDs, confirm the real ones | Resolves the chrome-ID contradiction empirically |
|
||||
| 1 | `ui_text.frag` `uUseTexture=2` + `TextRenderer.DrawSprite` + `DepthMask` + `UiRenderContext.DrawSprite` | A dat sprite composites over the 3D scene |
|
||||
| 2 | `UiNineSlicePanel` draws an empty titled frame from confirmed dat sprites (stopgap insets) | Retail-shaped chrome renders |
|
||||
| 3 | `UiMeter` + a hand-built vitals `UiNineSlicePanel` subtree bound to `VitalsVM`, wired via `UiHost` under `ACDREAM_RETAIL_UI` (render-only) | End-to-end live data + the scaffold lights up |
|
||||
| 4 | `ControlsIni` parser (TDD) feeding the panel's title/colors | Stylesheet cascade |
|
||||
| 5 | `MarkupDocument` parser (TDD) → builds the same vitals subtree from `vitals.xml` | The Approach-C markup engine |
|
||||
| 6 *(last)* | `IUiRegistry` on `IPluginHost` + buffered drain into `UiRoot` + smoke test | Plugin-ready |
|
||||
|
||||
## 12. Error handling & edge cases
|
||||
|
||||
- **Missing/undecodable sprite** → `GetOrUpload` magenta fallback is visible;
|
||||
Step 0 catches it. A null/zero DataID in markup logs a warning, draws nothing.
|
||||
- **AC install absent** → `controls.ini` load skipped, baked fallback tokens used.
|
||||
- **Vitals null percents** → empty bar (`UiMeter.Fill` returns null).
|
||||
- **Window resize** → `UiHost.Draw` already sets `Root.Width/Height` to the
|
||||
current screen size each frame ([UiHost.cs:61](../../../src/AcDream.App/UI/UiHost.cs));
|
||||
fixed-coord panels stay put. No DPI scaling (known out-of-scope gap).
|
||||
- **Both toggles on** → ImGui Vitals and retail Vitals may both show (fine in dev).
|
||||
|
||||
## 13. Testing
|
||||
|
||||
- **`ControlsIni` parser** (pure, no GL) — unit tests for `#AARRGGBB`, `font://`,
|
||||
cascade order. Lives in `src/AcDream.App/UI/`, tested in `tests/AcDream.App.Tests/`
|
||||
(App-layer, Rule 6).
|
||||
- **`MarkupDocument` parser** — unit tests for XML → `UiElement` tree shape
|
||||
(types, geometry) and `{Binding}` resolution against a fake binding object.
|
||||
- **`UiMeter` fill geometry** — unit test that fill fraction → partial rect width
|
||||
(pure math; `UiMeter.ComputeFillRect(pct, w, h)` as a static helper so it's
|
||||
testable without GL).
|
||||
- **`UiNineSlice` geometry** — unit test that a frame size + insets → the 9 dst
|
||||
rects (`UiNineSlicePanel.ComputeSliceRects` static helper).
|
||||
- **Plugin smoke** — a test plugin calls `host.Ui.AddMarkupPanel` and the buffered
|
||||
registration is drained (assert the panel is added to `UiRoot`).
|
||||
- **Visual acceptance** (user) — retail-shaped Vitals frame with live bars under
|
||||
`ACDREAM_RETAIL_UI=1`; ImGui path unaffected under `ACDREAM_DEVTOOLS=1`.
|
||||
- `dotnet build` + `dotnet test` green.
|
||||
|
||||
## 14. Bookkeeping
|
||||
|
||||
- **Phase D.2b**, Milestone **M5** (parallelizable; NOT on the M1.5 critical
|
||||
path). The CLAUDE.md "Current state" line stays on M1.5.
|
||||
- **Divergence register:** in the commit that ships `UiNineSlicePanel` rendering a
|
||||
real dat sprite, **delete row TS-30** ([retail-divergence-register.md:166](../../../docs/architecture/retail-divergence-register.md))
|
||||
— its cited file (`UiPanel.cs`) is upgraded by the subclass — and **add one**
|
||||
new IA-row (Intentional Architecture; keystone.dll has no PDB/decomp) for the
|
||||
markup/serialization layer. Assign the next sequential IA number at commit time.
|
||||
Retail oracle: "LayoutDesc 0x21xxxxxx; controls.ini panel-property vocabulary;
|
||||
keystone.dll layout evaluation (no PDB)". Do **not** duplicate IA-12 (UI
|
||||
toolkit *behavioral* approximation). A second row for the stopgap slice insets
|
||||
is added when they ship.
|
||||
- **Spec file:** this document.
|
||||
|
||||
## 15. Open gaps & deferred sub-projects
|
||||
|
||||
- **Input integration** — connect `UiHost.WireMouse`/`WireKeyboard` to the Phase-K
|
||||
`InputDispatcher`, routing unconsumed `WorldMouseFallThrough`/`WorldKeyFallThrough`
|
||||
back to the game. Next sub-phase (lights up the close button + window drag that
|
||||
`UiRoot` already supports).
|
||||
- **`AcFont`** — dat A8 glyph loader (Font `0x40000xxx` → `ForegroundSurfaceDataId`
|
||||
→ RenderSurface, upload as **R8** so `ui_text.frag`'s `.r`-coverage branch works
|
||||
unchanged) → numeric overlays + retail fonts. (Today `UiLabel` uses the
|
||||
stb_truetype `BitmapFont`.)
|
||||
- **Anchor solver** — port `StateDesc::UpdateSizeAndPosition`; with the importer.
|
||||
- **`LayoutDesc` binary importer** (sub-project 3) — bulk-transpile retail layouts
|
||||
→ our markup, supplying real insets + coords. Symbols: `LayoutDesc::InqFullDesc`
|
||||
@`0x0069A520`, `ElementDesc::Incorporate` @`0x0069B5A0`
|
||||
([2026-05-08 pseudocode](../../../docs/research/2026-05-08-retail-ui-layout-resolution-pseudocode.md)).
|
||||
- **`PFID_CUSTOM_RAW_JPEG`** decode + login/char-select/chargen (sub-project 4).
|
||||
|
||||
## 16. Acceptance criteria
|
||||
|
||||
- [ ] Step 0 prove-out done; real chrome sprite IDs confirmed + recorded in code.
|
||||
- [ ] In `ACDREAM_RETAIL_UI=1`: a retail-shaped Vitals window renders via the wired
|
||||
`UiHost` — `UiNineSlicePanel` 8-piece dat-sprite border + title + drawn close
|
||||
button — with three `UiMeter` bars tracking HP/Stam/Mana live as the
|
||||
character takes damage / regens.
|
||||
- [ ] In `ACDREAM_DEVTOOLS=1`: ImGui Vitals/Chat/Debug/Settings unchanged.
|
||||
- [ ] `controls.ini` loads when present, falls back cleanly when absent.
|
||||
- [ ] `MarkupDocument` builds the vitals subtree from `vitals.xml`; pure parsers
|
||||
unit-tested; plugin smoke test drains a buffered `AddMarkupPanel`.
|
||||
- [ ] TS-30 deleted + one new IA-row added, same commit as the chrome.
|
||||
- [ ] `dotnet build` green, `dotnet test` green.
|
||||
- [ ] Visual verification by the user.
|
||||
267
docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md
Normal file
267
docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md
Normal file
|
|
@ -0,0 +1,267 @@
|
|||
# D.2b — Chat-window re-drive (LayoutDesc importer, Plan 2 chat piece) — design
|
||||
|
||||
**Date:** 2026-06-15
|
||||
**Branch:** `claude/hopeful-maxwell-214a12` (D.2b retail-UI track; lighting/M1.5 is a separate branch off main)
|
||||
**Status:** design — approved scope, pending spec review
|
||||
**Predecessor:** the LayoutDesc importer + the vitals re-drive
|
||||
(`docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`,
|
||||
`docs/research/2026-06-15-layoutdesc-format.md`,
|
||||
`claude-memory/project_d2b_retail_ui.md`).
|
||||
**Handoff that opened this work:** `docs/research/2026-06-15-chat-window-redrive-handoff.md`.
|
||||
|
||||
---
|
||||
|
||||
## 1. Goal
|
||||
|
||||
Replace the hand-authored retail chat window (a `UiNineSlicePanel` hosting a
|
||||
`UiChatView` at a guessed rect, built inline in `GameWindow.cs` under
|
||||
`if (_options.RetailUi)`) with the **data-driven retail chat window** read from
|
||||
the dat `LayoutDesc 0x21000006` (`gmMainChatUI`) via the existing `LayoutImporter`,
|
||||
with **faithful behavioral widgets ported from the named retail decomp** and the
|
||||
**dat font** — the same way the vitals window became data-driven.
|
||||
|
||||
**The code is modern. The behavior is retail.** Every widget algorithm is ported
|
||||
from `docs/research/named-retail/acclient_2013_pseudo_c.txt` with a cited
|
||||
`class::method @address`.
|
||||
|
||||
## 2. Approved scope
|
||||
|
||||
**In scope (faithful core):**
|
||||
- Data-driven window frame from `0x21000006` (bg sprites, resize bar, grip chrome,
|
||||
translucency).
|
||||
- Transcript: dat-font `UIElement_Text` port — scrollable, bottom-pinned,
|
||||
per-line chat-kind color, 10k-glyph behead cap.
|
||||
- Scrollbar: right-side track + thumb + up/down buttons, **pixel-based** scroll,
|
||||
`thumbRatio = view/content`, wheel = **1 line per notch**.
|
||||
- Input: editable one-line field — caret, insert/delete, 100-entry command
|
||||
history (up/down arrow), focus sprite, Enter→submit.
|
||||
- Channel menu (`Chat ▸`): dropdown of channels; selection sets the active
|
||||
outbound channel (the `ChatInputParser` default channel).
|
||||
- Send button + max/min button.
|
||||
- `ChatCommandRouter`: the shared submit pipeline, extracted from `ChatPanel`
|
||||
so the ImGui devtools chat and the retail chat share one routing path.
|
||||
|
||||
**Deferred (each gets a `retail-divergence-register.md` row — these need *non-UI*
|
||||
plumbing acdream lacks, they are NOT UI scope cuts):**
|
||||
- **Numbered chat tabs (1–4) — switching + per-tab chat-type filtering.** The tab
|
||||
*sprites* render (they come free from the importer), but clicking a tab to filter
|
||||
which chat kinds show needs the per-tab `m_llTextTypeFilter` /
|
||||
`m_chatNewNonVisibleTextIndicator` system.
|
||||
- **Squelch toggle** (menu item 0) — needs a squelch subsystem.
|
||||
- **Clickable name-tags** (`StartTell` on click) — needs `StringInfo`/`TextTag`
|
||||
styled runs in `ChatLog`.
|
||||
- **In-element word-wrap at panel width** — the transcript renders pre-split
|
||||
`ChatLog` lines 1:1; faithful `GlyphList::Recalculate` wrap reworks the
|
||||
selection/hit-test model (visual-row ≠ record). Highest-risk UI piece; deferred.
|
||||
- **Per-glyph mixed-color runs / configurable font face+size** (`gmClient::sm_nFontFace`).
|
||||
- **Active/inactive opacity switch** — a single default translucency is in scope;
|
||||
the focused-brighter / unfocused-dimmer transition is deferred.
|
||||
|
||||
## 3. Retail reference (the port target)
|
||||
|
||||
`gmMainChatUI` (registered element class `0x10000041`, built from `LayoutDesc
|
||||
0x21000006`) extends a base **`ChatInterface`**. `ChatInterface` owns the
|
||||
transcript, input, inbound routing, submit, history, truncate and opacity;
|
||||
`gmMainChatUI` adds the channel menu, squelch, max/min, tab visibility and
|
||||
clickable name-tags.
|
||||
|
||||
### 3.1 Element → role map (`0x21000006`)
|
||||
|
||||
| Element | Type | Role | Decomp anchor |
|
||||
|---|---|---|---|
|
||||
| `0x1000000E` | `0x10000041` | window root (`gmMainChatUI`), bg `0x0600114D`, 800×100 authored | `gmMainChatUI::Register @0x4cd350` |
|
||||
| `0x1000000F` | 9 Resizebar | top resize bar, img `0x06001125`, cursor `0x06005E66` | — |
|
||||
| `0x1000046F` | 0 | max/min button (`Maximized 0x06005E64` / `Minimized 0x06005E65`) | `gmMainChatUI::HandleMaximizeButton @0x4cce50` |
|
||||
| `0x10000010` | 3 Field | transcript panel bg `0x06001115` | — |
|
||||
| **`0x10000011`** | 0 (UIElement_Text) | **transcript** — read-only, multiline, scrollable | `ChatInterface::PostInit @0x4f3e47` |
|
||||
| `0x1000048c` | 0 | scroll **thumb** (child of transcript) | `ChatInterface::PostInit @0x4f3e79` |
|
||||
| `0x10000012` | 0 | scrollbar **track** (right edge, 16×68) | `UIElement_Scrollable::GetScrollbarPointer_ @0x473ec0` |
|
||||
| `0x10000013` | 3 Field | input bar bg `0x0600113A` | — |
|
||||
| `0x10000014` | 6 Menu | **channel menu** (`Chat ▸`) — 14 items (squelch + 13 channels) | `gmMainChatUI::InitTalkFocusMenu @0x4cdc50`, `HandleSelection @0x4cd540` |
|
||||
| **`0x10000016`** | 0 (UIElement_Text) | **input** — editable, one-line, focus sprite `0x060011AB` | `ChatInterface::PostInit @0x4f3e86` |
|
||||
| `0x10000017/18` | 3 | input focus edges (sprite `0x06004D67`) | — |
|
||||
| `0x10000019` | 0 | **Send** button (`0x06001915`/pressed `…16`/ghost `…34`) | `ChatInterface::ListenToElementMessage @0x4f51ea` |
|
||||
| `0x10000522–525` | 0 | **numbered chat tabs 1–4** (left strip; Normal `0x06006218`/Hi `0x06006219`) | `gmMainChatUI::RecvNotice_SetPanelVisibility @0x4ccd80` |
|
||||
|
||||
> **Screenshot correction (user-provided retail ground truth, 2026-06-15):** the
|
||||
> four `0x10000522–525` elements are the **left-edge numbered chat tabs**, NOT the
|
||||
> "line/page scroll buttons" a research agent inferred from their 16×16 vertical
|
||||
> geometry. The scrollbar (track + thumb + up/down) is on the **right**. The exact
|
||||
> dat ids of the right-side scroll up/down buttons are located during Task D
|
||||
> (likely children of track `0x10000012` not surfaced in the top-level dump).
|
||||
|
||||
> **BN field-name caveat:** the decomp's `m_chatEntry` / `m_chatLog` /
|
||||
> `m_fCurrentOpacity` names are applied inconsistently across functions (a
|
||||
> Binary-Ninja artifact). The roles above are fixed by the decisive evidence —
|
||||
> the `Normal_focussed` sprite is on `0x10000016` (only an editable field gets a
|
||||
> focus state) and the multiline geometry is `0x10000011` — corroborated by both
|
||||
> surviving research agents. Port by **role**, not by the C++ member name.
|
||||
|
||||
### 3.2 Key retail algorithms (cited)
|
||||
|
||||
**Inbound** — `ChatInterface::RecvNotice_DisplayFinalStringInfo @0x4f4640`:
|
||||
append `arg4` (prefix/timestamp) then `arg3` (body) to the transcript via
|
||||
`UIElement_Text::AppendStringInfoWithFont` with per-chat-type color `arg2` (color
|
||||
table built by `BuildChatColorLookupTable`). If glyph count > `0x2710` (10000),
|
||||
`TruncateChatLog @0x4f4290` beheads from the top at a newline boundary. **Bottom-pin:**
|
||||
capture `IsAtVerticalEnd` *before* appending; if it was true, `ScrollToPosition`
|
||||
to the new end; else light the unread-text indicator.
|
||||
|
||||
**Submit** — `ChatInterface::HandleEnterKey @0x4f52d0` (fired by the *Accept*
|
||||
input-action, not raw `\r` — one-line mode drops the `\r` char) → `ProcessCommand
|
||||
@0x4f5100`: read input text, dispatch, push to `m_InputHistory` (cap 100, drop
|
||||
index 0 when full), reset history cursor to `0xFFFFFFFF`, clear input. The Send
|
||||
button (`0x10000019`) is an alternate trigger via `ListenToElementMessage`.
|
||||
|
||||
**Scroll** — `UIElement_Scrollable`: pixel offset `m_iScrollableY`, clamped to
|
||||
`[0, contentHeight − viewHeight]` (`SetScrollableXY @0x4740c0`). `thumbRatio =
|
||||
view/content` clamped to 1, bar hidden when content ≤ view
|
||||
(`UpdateScrollbarSize_ @0x4741a0`). `posRatio = scrollY/(content−view)`
|
||||
(`UpdateScrollbarPosition_ @0x473f20`). Scroll quantum = one line-height
|
||||
(`UIElement_Text::InqScrollDelta @0x4689b0`); page = view height; **wheel = 1 line
|
||||
per notch** (`HandleMouseWheel @0x471450`).
|
||||
|
||||
**Input** — caret `m_nCursorPos` (glyph index); `GlyphList::FindPixelsFromPos
|
||||
@0x472b40` = Σ glyph advances to the caret; midpoint-snap hit-test
|
||||
`FindPosFromLineAndPixels @0x4732d0`; ~1 Hz blink. Glyph advance =
|
||||
`HorizontalOffsetBefore + Width + HorizontalOffsetAfter` (signed bytes,
|
||||
`Font::GetCharWidthA @0x4433f0`) — **already implemented** by
|
||||
`UiDatFont.GlyphAdvance`. History: `SelectCommandFromHistory` (up=back, down=fwd),
|
||||
sentinel `0xFFFFFFFF` = "not browsing".
|
||||
|
||||
**Channel menu** — `InitTalkFocusMenu @0x4cdc50` fills `UIElement_Menu 0x10000014`
|
||||
with 14 items: item 0 = squelch toggle, items 1–13 = channels carrying attr
|
||||
`0x1000000B` = channel enum (1=Say, 2=Tell/Target, 3=Emote, 4=Fellowship,
|
||||
5=Patron, 6=Trade, 7=Allegiance, 8–0xD=area/custom). `HandleSelection @0x4cd540`
|
||||
reads the enum, calls `SetTalkFocus(enum)`, updates the label, marks the item
|
||||
selected.
|
||||
|
||||
## 4. Architecture (acdream)
|
||||
|
||||
Faithful structure: an importer builds the generic frame; a **controller**
|
||||
(`ChatInterface`+`gmMainChatUI`::PostInit analogue) binds behavior by element id
|
||||
and swaps the transcript/input placeholders for behavioral widgets. New classes
|
||||
live in `src/AcDream.App/UI/` (widgets, GL-side) and `src/AcDream.UI.Abstractions/`
|
||||
(the shared submit router).
|
||||
|
||||
| Component | Kind | Retail analogue | Responsibility |
|
||||
|---|---|---|---|
|
||||
| `ChatWindowController` | new (`App/UI/Layout/`) | `ChatInterface` + `gmMainChatUI` PostInit | import `0x21000006`; `FindElement(id)`; swap transcript/input widgets; wire scrollbar/menu/send/max-min; route in/outbound |
|
||||
| `UiChatView` | **extend** (`App/UI/`) | `UIElement_Text` (transcript) | + `UiDatFont? DatFont`; dat-font measure/advance/draw; **1-line** wheel quantum; keep bottom-pin + drag-select + Ctrl+C |
|
||||
| `UiChatInput` | new (`App/UI/`) | `UIElement_Text` (editable) | caret, insert/delete, 100-entry history, focus sprite swap, dat font, `Action<string>? OnSubmit` |
|
||||
| `UiScrollable` | new (`App/UI/`) | `UIElement_Scrollable` | pixel scroll math: `ScrollY`, `ContentHeight`, `ViewHeight`, `ClampScroll`, `ThumbRatio`, `ThumbOffsetRatio`, line/page delta |
|
||||
| `UiChatScrollbar` | new (`App/UI/`) | composed scrollbar | own the imported track/thumb/up-down sprites; size+place thumb from `UiScrollable`; clicks/drag → `UiScrollable` |
|
||||
| `UiChannelMenu` | new (`App/UI/`) | `UIElement_Menu` | dropdown popup of channels; selection → active `ChatChannelKind`; label reflects selection |
|
||||
| `ChatCommandRouter` | new (`UI.Abstractions/Panels/Chat/`) | `ProcessCommand` | shared submit: client-command intercept → unknown-verb guard → `ChatInputParser.Parse(text, channel, lastTell, lastOutgoing)` → `Publish(SendChatCmd)` |
|
||||
| `UiDatFont` | no change | `Font` | already implements retail glyph advance |
|
||||
|
||||
**Why two widget classes (`UiChatView` + `UiChatInput`) when retail uses one
|
||||
`UIElement_Text` with mode bits:** acdream's retained-mode widget layer predates
|
||||
D.2b; the behavioral contract (read-only multiline scroll vs editable one-line) is
|
||||
identical, only the class split differs. Accepted **ADAPTATION** divergence; both
|
||||
classes share the `UiDatFont.GlyphAdvance` measure seam so geometry is consistent.
|
||||
|
||||
**Placeholder swap:** the transcript (`0x10000011`) and input (`0x10000016`)
|
||||
render no background sprite of their own (bg comes from parent panels
|
||||
`0x10000010` / `0x10000013`), so `ChatWindowController` reads each placeholder's
|
||||
rect + anchors, instantiates `UiChatView` / `UiChatInput` there, adds it to the
|
||||
placeholder's parent, and removes the placeholder. Mirrors `GetChildRecursive(id)`
|
||||
binding in `ChatInterface::PostInit`.
|
||||
|
||||
## 5. Data flow
|
||||
|
||||
- **Inbound:** `ChatLog → ChatVM.RecentLinesDetailed()` (200-deep tail) →
|
||||
`UiChatView.LinesProvider` (per-`ChatKind` color via `RetailChatColor`). Pipeline
|
||||
unchanged. Bottom-pin + 10k cap are `UiChatView`/`UiScrollable` behavior.
|
||||
- **Outbound:** `UiChatInput.OnSubmit(text)` →
|
||||
`ChatCommandRouter.Submit(text, vm, commandBus, activeChannel)` → `SendChatCmd`
|
||||
→ `LiveCommandBus` → `WorldSession`. `activeChannel` comes from `UiChannelMenu`.
|
||||
- **Channel:** `UiChannelMenu` selection → `ChatWindowController._activeChannel`
|
||||
(→ `ChatInputParser` default channel) + menu label update.
|
||||
- **Scroll:** transcript content height → `UiScrollable` → `UiChatScrollbar` thumb;
|
||||
wheel/buttons/drag → `UiScrollable.ScrollY` → transcript draw offset.
|
||||
|
||||
## 6. Faithfulness decisions / divergence-register rows
|
||||
|
||||
Add on landing (category in parens):
|
||||
1. **(Adaptation)** Transcript + input are two classes (`UiChatView`/`UiChatInput`)
|
||||
not one mode-flagged `UIElement_Text`. Behavior identical.
|
||||
2. **(Approximation)** Transcript renders pre-split `ChatLog` lines 1:1; no
|
||||
in-element word-wrap at panel width. Symptom: long lines not re-wrapped on
|
||||
horizontal resize. `file:line` = `UiChatView.cs`.
|
||||
3. **(Approximation)** One color per display line, not per-glyph styled runs.
|
||||
4. **(Stopgap)** Numbered chat tabs render but don't switch / filter chat kinds.
|
||||
5. **(Stopgap)** Squelch toggle + clickable name-tags render/parse-absent.
|
||||
6. **(Approximation)** Single default translucency; no focused/unfocused opacity
|
||||
transition; default dat font face+size (no `sm_nFontFace` config).
|
||||
|
||||
Retire nothing (no existing register row is fixed by this work).
|
||||
|
||||
## 7. Build sequence (tasks for the plan)
|
||||
|
||||
Pipelineable where independent; `ChatWindowController` (G) and the `GameWindow`
|
||||
cutover (H) are the integration barrier.
|
||||
|
||||
- **A. `ChatCommandRouter`** — extract the submit flow from `ChatPanel` into a
|
||||
pure `UI.Abstractions` helper; `ChatPanel` calls it; tests for client-command /
|
||||
unknown-verb / parse / publish parity. *(UI.Abstractions; no GL.)*
|
||||
- **B. `UiChatView` dat-font seam** — add `UiDatFont? DatFont`; prefer it in draw +
|
||||
`HitChar` advance + selection measure + `LineHeight`; change `WheelLines` 3→1;
|
||||
keep `BitmapFont` fallback. Tests: advance/hit-test with a synthetic dat font.
|
||||
- **C. `UiScrollable`** — port `UIElement_Scrollable` math (pixel clamp, thumb
|
||||
ratio/offset, line/page delta). Pure, fully unit-tested (no GL).
|
||||
- **D. `UiChatScrollbar`** — own imported track/thumb/up-down sprites; size+place
|
||||
thumb from `UiScrollable`; wheel/button/drag → scroll. Locate the right-side
|
||||
up/down button ids in the dat here.
|
||||
- **E. `UiChatInput`** — editable one-line widget: caret (`MeasurePrefix` =
|
||||
`UiDatFont.MeasureWidth(text[..caret])`), insert/delete, Home/End/arrows,
|
||||
100-entry history with `−1`=live sentinel, focus sprite swap, `OnSubmit`. Tests
|
||||
for caret math + history.
|
||||
- **F. `UiChannelMenu`** — channel dropdown (port `UIElement_Menu` minimally);
|
||||
13 channels → `ChatChannelKind`; selection event + label.
|
||||
- **G. `ChatWindowController`** — `LayoutImporter.Import(0x21000006)`; bind by id;
|
||||
swap transcript/input; wire scrollbar/menu/send/max-min; route inbound (ChatVM)
|
||||
+ outbound (`ChatCommandRouter`); translucency.
|
||||
- **H. `GameWindow` cutover** — replace the hand-authored
|
||||
`UiNineSlicePanel`+`UiChatView` block with `ChatWindowController`; default
|
||||
bottom-left position + resizable; remove dead code; add divergence rows;
|
||||
`dotnet build` + `dotnet test` green.
|
||||
|
||||
## 8. Testing strategy
|
||||
|
||||
- **Pure/unit (no GL, no dats):** `ChatCommandRouter` parity; `UiScrollable`
|
||||
clamp/thumb/delta golden values from the decomp; `UiChatInput` caret index ↔
|
||||
pixel + history navigation; `UiChatView` dat-font advance/hit-test via the
|
||||
`Func<char,FontCharDesc?>` seam.
|
||||
- **Layout/import (dat-free fixture):** extend the importer fixture pattern with a
|
||||
`chat_21000006.json` tree (via `ImportInfos`) asserting the element→role map and
|
||||
rects.
|
||||
- **Real-dat smoke:** `LayoutImporter.Import(0x21000006)` against the live dat
|
||||
resolves the root + all bound ids before wiring (guarded, like the vitals smoke).
|
||||
- **Visual acceptance (user):** launch live `ACDREAM_RETAIL_UI=1`; compare to the
|
||||
retail screenshot — transcript scrolls, input types + sends, channel menu
|
||||
switches, Send works, scrollbar drags, window moves/resizes, translucency.
|
||||
|
||||
## 9. Acceptance criteria
|
||||
|
||||
- [ ] Chat window is built from `LayoutDesc 0x21000006` via `LayoutImporter` — no
|
||||
hand-authored chat rect remains in `GameWindow.cs`.
|
||||
- [ ] Transcript renders inbound chat in the **dat font**, per-`ChatKind` color,
|
||||
bottom-pinned, 10k-cap, mouse-wheel = 1 line/notch, drag-select + Ctrl+C kept.
|
||||
- [ ] Right-side scrollbar: thumb sizes to content, drag + up/down scroll the
|
||||
transcript.
|
||||
- [ ] Input: type, caret moves, backspace/delete, up/down history, **Enter and the
|
||||
Send button both submit** through `ChatCommandRouter` → wire.
|
||||
- [ ] `Chat ▸` menu opens, lists channels, selection changes the outbound channel
|
||||
+ updates the label.
|
||||
- [ ] Max/min toggles window height; window moves + resizes; translucent frame.
|
||||
- [ ] Every ported widget cites a `class::method @address`; every deferral has a
|
||||
divergence-register row.
|
||||
- [ ] `dotnet build` + `dotnet test` green; user visual sign-off.
|
||||
|
||||
## 10. Deferred / follow-ups (filed, not built)
|
||||
|
||||
In-element word-wrap (+ selection rework); numbered-tab switching + per-tab chat
|
||||
filtering; squelch; clickable name-tags; per-glyph styled runs; configurable font
|
||||
face/size; active/inactive opacity transition; the unidentified top-level Type-5
|
||||
ListBox `0x1000001D` (not bound by `ChatInterface`; likely a floaty/options element).
|
||||
216
docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md
Normal file
216
docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md
Normal file
|
|
@ -0,0 +1,216 @@
|
|||
# LayoutDesc Importer — Design
|
||||
|
||||
**Date:** 2026-06-15
|
||||
**Status:** Approved (brainstorm) — pending spec review → implementation plan
|
||||
**Track:** D.2b retail UI engine (next sub-phase; register the phase id in the roadmap before implementation)
|
||||
**Supersedes nothing. Deletes nothing.** Coexists with the existing hand-authored path.
|
||||
|
||||
## Context
|
||||
|
||||
D.2b shipped a working retail vitals window and a scrollable chat window, but each was
|
||||
built by **hand**: dump the dat `LayoutDesc`, transcribe sprite ids + rects into
|
||||
`vitals.xml` / `UiMeter` / `UiNineSlicePanel`, then discover-and-patch missing details
|
||||
(the bar fill model, the dat-font, the tiling, the resize-grip overlay) one at a time.
|
||||
That archaeology does not scale to AC's dozens of windows, and it keeps *missing* details
|
||||
that are already in the dat (the grip overlay was found only because the user spotted it).
|
||||
|
||||
The `LayoutDesc` dat is a **complete, declarative description of every window** — element
|
||||
tree, positions, sizes, anchors, sprites per state, draw-modes, fonts, borders, grips,
|
||||
meters, labels, inheritance. It is retail's "HTML for windows." The fix is to **render the
|
||||
dat** with one faithful interpreter rather than transcribe it per window.
|
||||
|
||||
## Goal
|
||||
|
||||
Build a faithful `LayoutDesc` interpreter that reads a retail layout from the dat and
|
||||
produces a `UiElement` tree the existing toolkit renders — so opening any retail window is
|
||||
one call, with **no per-window graphics/layout code**. The only per-window code is live
|
||||
**data wiring** (which is inherently per-window and tiny).
|
||||
|
||||
### Non-goals
|
||||
|
||||
- Re-porting Keystone's C++ framework (its own renderer, string/container classes, vtable
|
||||
dispatch, D3D blits). We port retail's **render algorithms**, not its framework — that is
|
||||
what Silk.NET + .NET already provide. (See "Decisions → Structure".)
|
||||
- Deleting or rewriting the existing toolkit/widgets/markup. They are reused.
|
||||
|
||||
## Decisions (from brainstorm 2026-06-15)
|
||||
|
||||
1. **Proof target = re-drive vitals.** Point the importer at the vitals `LayoutDesc`
|
||||
(`0x2100006C`) and make it reproduce the hand-built window. Known-good baseline → clean
|
||||
pass/fail. The hand-authored vitals path stays as the reference until the importer matches.
|
||||
2. **Scope = full faithful interpreter.** Interpret the *complete* `LayoutDesc` format
|
||||
(every element type, full `BaseElement`/`BaseLayoutId` inheritance, all draw-modes,
|
||||
states, properties) — not just the slice vitals uses. Matches the project's
|
||||
"behavior is retail" ethos.
|
||||
3. **Structure = hybrid (Approach C).** Port each element type's render **algorithm**
|
||||
verbatim from the decomp, onto our modern draw primitives. A single generic renderer
|
||||
handles the trivial "stamp the sprite per draw-mode" types (the long tail, including
|
||||
types not yet catalogued); dedicated widgets handle types with real behavior (meter,
|
||||
text, scrollbar/chat, button). The decomp's render method for each type *decides* which
|
||||
bucket it falls in — we do not guess. Faithfulness comes from porting the algorithms;
|
||||
the hybrid is only about C# packaging.
|
||||
4. **Coexistence, don't-delete.** `MarkupDocument` stays as the path for plugin/custom
|
||||
panels (no dat layout). The existing widgets (`UiMeter`, `UiNineSlicePanel`,
|
||||
`UiChatView`, `UiDatFont`) and primitives (tiling, scissor-fill, dat-font, nine-slice)
|
||||
become the importer's behavioral renderers.
|
||||
|
||||
## Architecture & data flow
|
||||
|
||||
```
|
||||
RETAIL WINDOWS (data-driven from the dat)
|
||||
client_portal.dat ─► LayoutImporter ─► UiElement tree ─► UiRoot ─► renderers ─► screen
|
||||
(LayoutDesc 0x21..) │ (UiDatElement +
|
||||
│ behavioral widgets)
|
||||
├─ resolve BaseElement / BaseLayoutId inheritance
|
||||
├─ walk ElementDesc tree → widget (hybrid factory)
|
||||
└─ apply rect / anchors / states / media / props from the dat
|
||||
|
||||
per-window Controller ─► binds LIVE data to elements by id (mirrors retail gm*UI)
|
||||
WindowManager ─► open/close by layout id, z-order, focus, position persistence
|
||||
|
||||
PLUGIN / CUSTOM PANELS (hand-authored, unchanged)
|
||||
*.xml ─► MarkupDocument ─► UiElement tree ─► (same UiRoot + renderers)
|
||||
```
|
||||
|
||||
Two input paths (dat importer for retail windows, markup for custom/plugin), one rendering
|
||||
toolkit. Nothing in the bottom (`UiHost`/`UiRoot`/`UiElement`) or the render primitives
|
||||
changes.
|
||||
|
||||
## Components
|
||||
|
||||
### 1. Format enumeration (Step 0 — foundational groundwork)
|
||||
|
||||
Because we chose "full faithful," the first deliverable is a **documented map** of the
|
||||
complete format, not code. Sources, cross-checked against each other:
|
||||
|
||||
- **DatReaderWriter types** — `ElementDesc`, `StateDesc`, `MediaDesc*` and their enums
|
||||
(`Type`, `DrawMode`, media kinds, state keys). Reflect/inspect as `dump-vitals-layout`
|
||||
already does (props **and** fields).
|
||||
- **Retail decomp** — the `UIElement_*` class hierarchy + each type's render method; the
|
||||
property-key meanings; the **KSML keyword registrations** (the parser registers every
|
||||
property name — the canonical vocabulary, e.g. `KW_DRAWMODE`, `KW_DURATION`, …).
|
||||
- **Real layouts** — scan a sample of `LayoutDesc`s to confirm which Types/properties
|
||||
actually occur and catch anything the above missed.
|
||||
|
||||
Output: a reference doc mapping each `Type` → meaning + render method, each property key →
|
||||
meaning, each `DrawMode` → behavior, and the inheritance rules. This doc drives every other
|
||||
component and is committed alongside the importer.
|
||||
|
||||
### 2. `LayoutImporter`
|
||||
|
||||
Reads a `LayoutDesc` by id and returns a `UiElement` subtree:
|
||||
- Walk the `ElementDesc` tree.
|
||||
- For each element: resolve inheritance (§3), pick a widget via the factory (§4), set its
|
||||
rect (`X/Y/W/H`), anchors (edge flags → `AnchorEdges`), z-order, states, media, and
|
||||
properties from the (resolved) element.
|
||||
- Recurse into children.
|
||||
- Expose `FindElement(uint id)` on the result so controllers wire by id.
|
||||
|
||||
Depends on: `DatCollection` (read layouts), the factory, the inheritance resolver,
|
||||
`TextureCache.GetOrUploadRenderSurface` (sprites), `UiDatFont` (text). No GL itself — it
|
||||
builds `UiElement`s; rendering stays in the toolkit.
|
||||
|
||||
### 3. Inheritance resolution
|
||||
|
||||
An element with `BaseElement`/`BaseLayoutId` inherits the base element's properties / states
|
||||
/ media; the derived element overrides. Resolve by loading the base layout, finding the base
|
||||
element, and merging (base first, then derived overrides) **before** instantiating.
|
||||
Required even for vitals: the number-text element inherits its font/style from base layout
|
||||
`0x2100003F`. Cycle-guard the resolution.
|
||||
|
||||
### 4. Hybrid widget factory (`Type` → renderer)
|
||||
|
||||
- **Behavioral** types → dedicated widgets (verbatim-algorithm ports): meter → `UiMeter`,
|
||||
text → dat-font label, scrollable/list region → `UiChatView`/list widget, button →
|
||||
`UiButton`, resizable window root → `UiNineSlicePanel`.
|
||||
- **Trivial** types (image, container, border piece, grip) → `UiDatElement` (generic).
|
||||
- **Unknown** type → `UiDatElement` (faithful fallback — still draws its media).
|
||||
|
||||
The Step-0 enumeration assigns each `Type` to a bucket by reading its retail render method
|
||||
(trivial blit → generic; real algorithm → widget).
|
||||
|
||||
### 5. `UiDatElement` (generic renderer)
|
||||
|
||||
A `UiElement` holding the resolved element's active-state media + draw-mode + rect. Its
|
||||
`OnDraw` ports retail's base blit branch:
|
||||
- `Normal` → **tile** at native size (UV-repeat; the UI texture is `GL_REPEAT`-wrapped) —
|
||||
the mechanism already proven for the bars + chrome.
|
||||
- `Alphablend` → blended overlay.
|
||||
- `Stretch` (if present) → scale.
|
||||
- image → sprite; cursor → hover cursor.
|
||||
Reuses the tiling, dat-font, nine-slice draw primitives.
|
||||
|
||||
### 6. Per-window controllers (live-data binding)
|
||||
|
||||
Mirror retail's `gm*UI` classes. A small controller per window grabs elements by id from the
|
||||
imported tree and pushes live data in: `VitalsController` binds `HealthPercent` → meter fill,
|
||||
`cur/max` → number text; `ChatController` binds the chat tail → the chat region. **This is
|
||||
the only per-window code, and it is data wiring, not graphics.** Retail-faithful: e.g.
|
||||
`gmVitalsUI::PostInit` grabs child meter elements by id and sets attribute `0x69` (fill).
|
||||
|
||||
### 7. `WindowManager`
|
||||
|
||||
`OpenWindow(layoutId, controller)` → import + attach to `UiRoot`, place at the dat's default
|
||||
position (then persist user move/resize), manage z-order / focus / close. Orchestrates the
|
||||
focus/drag/resize mechanics `UiRoot` already provides.
|
||||
|
||||
### 8. States / expand / hover
|
||||
|
||||
Each element carries its named states (`HideDetail`/`ShowDetail`, normal/hover/pressed) from
|
||||
the dat; the active state selects which media draws. A click or hover flips the active state.
|
||||
Click-to-expand and hover highlight fall out generically — no per-window code.
|
||||
|
||||
## Rollout order (milestones)
|
||||
|
||||
1. **Enumerate the format** (§1) → reference doc.
|
||||
2. **`LayoutImporter`** + **inheritance resolution** (read + resolve + walk).
|
||||
3. **`UiDatElement`** generic renderer (port the draw-mode blit branch).
|
||||
4. **Hybrid factory** (Type → widget/generic).
|
||||
5. **`VitalsController`** (bind by id).
|
||||
6. **Re-drive vitals → diff against the current window.** ✅ conformance gate.
|
||||
7. **`WindowManager`** (open/close/persist).
|
||||
8. **Extend** to chat (`ChatController`), then new windows for free.
|
||||
|
||||
## Testing / conformance
|
||||
|
||||
- **Golden tree checks** — the importer-built vitals tree has the expected element rects,
|
||||
resolved sprites, and active states (assert against the known `0x2100006C` values).
|
||||
- **Inheritance unit tests** — base+override merge, cycle-guard.
|
||||
- **Draw-mode unit tests** — the UV math for tile vs stretch vs the partial last tile.
|
||||
- **Bind-by-id unit tests** — controller wires the right element.
|
||||
- **Headless visual diff** — `render-vitals-mockup` / a tree-render comparison vs the
|
||||
hand-built reference (no live server needed).
|
||||
- **Final** — in-client visual verification (the user) once the gate passes.
|
||||
|
||||
## Coexistence / don't-delete (restated)
|
||||
|
||||
- `MarkupDocument` + `*.xml` stay for plugin/custom panels.
|
||||
- `UiMeter`, `UiNineSlicePanel`, `UiChatView`, `UiDatFont`, the tiling/scissor-fill/dat-font/
|
||||
nine-slice primitives stay — reused as the importer's behavioral renderers.
|
||||
- The hand-authored vitals path stays as the conformance reference until the importer
|
||||
matches it; only then is vitals flipped to the importer.
|
||||
|
||||
## Risks & open questions
|
||||
|
||||
- **The format enumeration is the foundational unknown.** If a Type/property/draw-mode is
|
||||
mis-mapped, faithfulness breaks. Mitigation: Step 0 cross-checks three sources + real
|
||||
layouts; the vitals conformance gate catches regressions.
|
||||
- **Some behavioral types may need new widgets** (list, scrollbar, edit box). These are
|
||||
generic, written once — not per-window. The generic fallback means an un-widgeted type
|
||||
still renders its sprites in the meantime.
|
||||
- **Position persistence** scope (per-window saved rects) — minimal at first (dat default +
|
||||
in-session move/resize); durable persistence can follow.
|
||||
- **Phase id** — register this as the next D.2b sub-phase in the roadmap before implementing.
|
||||
|
||||
## Reference anchors
|
||||
|
||||
- **Dat layouts:** vitals (stacked) `0x2100006C`; floaty row `0x21000014`; horizontal row
|
||||
`0x21000075`; vitals number-text base layout `0x2100003F`.
|
||||
- **Decomp:** `gmVitalsUI::PostInit` @`0x4bfce0` (bind by id), `UIElement_Meter::DrawChildren`
|
||||
@`0x46fbd0` (scissor-fill), `SurfaceWindow::DrawCharacter` @`0x442bd0` (dat-font),
|
||||
`ImgTex::TileCSI` @`0x53e740` (tiling), `UIRegion::DrawHere` @`0x69fa30` (element draw order),
|
||||
the KSML keyword registrations (~`0x71b540`+).
|
||||
- **Tools:** `AcDream.Cli dump-vitals-layout` (reflective full tree dump),
|
||||
`dump-sprite-sheet` (composite sprite ids), `render-vitals-mockup` (headless window render).
|
||||
- **Memory:** `project_d2b_retail_ui.md` (the two-layout lesson, sprite ids, render model,
|
||||
dat-font, tools).
|
||||
|
|
@ -0,0 +1,410 @@
|
|||
# D.2b — Widget generalization (LayoutDesc importer, Plan 2 widget piece) — design
|
||||
|
||||
**Date:** 2026-06-16
|
||||
**Branch:** `claude/hopeful-maxwell-214a12` (D.2b retail-UI track)
|
||||
**Status:** design — approved scope ("full registry, vitals last & gated"), pending spec review
|
||||
**Predecessor:** the LayoutDesc importer, the vitals re-drive, and the chat-window re-drive
|
||||
(`docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`,
|
||||
`docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md`,
|
||||
`docs/research/2026-06-15-layoutdesc-format.md`,
|
||||
`claude-memory/project_d2b_retail_ui.md`).
|
||||
**Opening context:** the "GENERALIZATION PASS — START-COLD CONTEXT" note in
|
||||
`claude-memory/project_d2b_retail_ui.md`.
|
||||
|
||||
---
|
||||
|
||||
## 1. Goal
|
||||
|
||||
Refactor the hand-named chat widgets (`UiChatView` / `UiChatInput` /
|
||||
`UiChatScrollbar` / `UiChannelMenu`) and the inline Send/Max-Min `UiDatElement`
|
||||
click-wiring into **generic, Type-registered widgets** built by
|
||||
`DatWidgetFactory`, so that `ChatWindowController` (and, as the final gated step,
|
||||
`VitalsController`) collapses to a thin **find-widget-by-id → bind-data/behavior**
|
||||
controller — the acdream analogue of retail `gm*UI::PostInit`.
|
||||
|
||||
**The code is modern. The behavior is retail.** This pass changes the
|
||||
*construction path* of widgets, not their on-screen behavior. The chat window
|
||||
must stay visually and behaviorally identical through every step except the final
|
||||
(gated) vitals rewire.
|
||||
|
||||
### 1.1 Why this is mostly already done
|
||||
|
||||
The trace that opened this work (re-confirmed in this design session) established
|
||||
two facts that make the generalization a *registration* task, not a new mechanism:
|
||||
|
||||
1. **The importer's base-chain Type resolution is already retail-faithful.**
|
||||
`ElementReader.Merge` resolves a Type-0 placement element up its
|
||||
`BaseElement`/`BaseLayoutId` chain to the base's real registered Type
|
||||
(`ElementReader.cs:137-140`). Every chat/vitals element therefore already
|
||||
resolves to the retail class it would instantiate.
|
||||
|
||||
2. **Type 12 is `UIElement_Text` — a real behavioral class, not a "style
|
||||
prototype to skip."** Verified directly in the decomp:
|
||||
`UIElement::RegisterElementClass(0xc, UIElement_Text::Create)`
|
||||
(`docs/research/named-retail/acclient_2013_pseudo_c.txt:115655`). The
|
||||
`Type==12 → return null` rule in `DatWidgetFactory` is a *vitals-only Plan-1
|
||||
expedient* (AP-37: skip the vitals number elements so they render via
|
||||
`UiMeter.Label`), **not** a structural truth.
|
||||
|
||||
So the "wrinkle" feared in the start-cold note (Type-0/12 elements hiding their
|
||||
real widget type) **dissolves**: the resolved Type is already correct. The factory
|
||||
just needs to *register* generic widgets for those Types instead of skipping them
|
||||
or dropping to `UiDatElement`.
|
||||
|
||||
### 1.2 Why this matters beyond chat (the strategic purpose)
|
||||
|
||||
Chat is the **proving ground**, not the destination. The payoff is that every
|
||||
future panel — **inventory, spell bar, vendor, character sheet, trade, skills** —
|
||||
becomes *assembled from dat data + a thin controller* instead of being hand-built
|
||||
from scratch. That is exactly how retail did it (`gm*UI::PostInit` everywhere on a
|
||||
shared `UIElement` toolkit), and it is the reason to do this pass carefully now.
|
||||
|
||||
**What this pass gives all future windows (the foundation):**
|
||||
- The **generic widget toolkit** — `UiButton`, `UiField`, `UiScrollbar`, `UiText`,
|
||||
`UiMenu` — built automatically by `DatWidgetFactory` from the dat layout.
|
||||
- The **thin-controller pattern** — find-widget-by-id → bind-live-data — proven and
|
||||
cemented on chat. Inventory's controller, vendor's controller, etc. all take the
|
||||
same shape.
|
||||
|
||||
**What those specific windows additionally need (out of scope here; cheap once the
|
||||
pattern exists):**
|
||||
- **A few more widget Types** — inventory/vendor lists want `UiListBox` (Type 5)
|
||||
and `UiPanel` (Type 8); item slots want **drag-drop**, which retail builds into
|
||||
`UIElement_Field` (the decomp shows `Field` has `CatchDroppedItem` /
|
||||
`MouseOverTop` drag-drop hooks — so drag-drop rides on the Field widget this pass
|
||||
already builds). Each gets *registered when that window needs it* — which is
|
||||
exactly why §3 bounds "full registry" to the Types chat+vitals use today rather
|
||||
than speculatively building all 14 retail classes.
|
||||
- **The window manager** — open/close/z-order/persist, drag-bars (Type 2),
|
||||
resize-grips (Type 9). This is the *other* half of Plan 2 — a sibling piece to
|
||||
this one — and lands alongside, because pop-up/stackable windows (inventory,
|
||||
vendor) need it.
|
||||
- **Per-domain data plumbing** — item icons, live container contents, vendor stock
|
||||
lists. Game-state work, separate from the UI toolkit.
|
||||
|
||||
This pass is therefore the **reusable toolkit + assembly pattern** that makes those
|
||||
later windows mostly-free to build. It is the load-bearing first half of the road
|
||||
to inventory/vendor/spell-bar, not the whole road.
|
||||
|
||||
---
|
||||
|
||||
## 2. Retail reference (the registry + the PostInit pattern)
|
||||
|
||||
### 2.1 The Type → class registry (`UIElement::RegisterElementClass`)
|
||||
|
||||
Confirmed verbatim from `acclient_2013_pseudo_c.txt` (line numbers cited):
|
||||
|
||||
| Type | Retail class | Reg. line | | Type | Retail class | Reg. line |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 1 | `UIElement_Button` | :125828 | | 9 | `UIElement_Resizebar` | :118938 |
|
||||
| 2 | `UIElement_Dragbar` | :119926 | | 0xb (11) | `UIElement_Scrollbar` | :124137 |
|
||||
| 3 | `UIElement_Field` (editable) | :126190 | | 0xc (12) | `UIElement_Text` | :115655 |
|
||||
| 5 | `UIElement_ListBox` | :121788 | | 0xd (13) | `UIElement_Viewport` | :119126 |
|
||||
| 6 | `UIElement_Menu` | :120163 | | 0xe (14) | `UIElement_Browser` | :118718 |
|
||||
| 7 | `UIElement_Meter` | :123316 | | 0x10/0x11 | `ColorPicker`/`GroupBox` | :118396/:118177 |
|
||||
| 8 | `UIElement_Panel` | :119820 | | — | **Type 0 and 4: NOT registered** | — |
|
||||
|
||||
Type 0 has no class of its own — a Type-0 element is a placement/override that
|
||||
inherits its class from its base. That is exactly what `ElementReader.Merge`
|
||||
already does.
|
||||
|
||||
> **Implementation correction (2026-06-16, settled during execution).** Two of
|
||||
> this design's registration assumptions changed once the empirical resolved
|
||||
> Types were in hand (Task 1):
|
||||
> 1. **The editable input `0x10000016` resolves to Type 12 (Text), not Type 3.**
|
||||
> So the input is **Variant B** — the factory builds it as a `UiText`
|
||||
> placeholder and `ChatWindowController` removes that and controller-places a
|
||||
> `UiField` at its rect. (Confirmed by the chat golden fixture.)
|
||||
> 2. **Type 3 is NOT registered → `UiField` in this pass.** In acdream's vitals
|
||||
> (`0x2100006C`) and chat (`0x21000006`) layouts, Type-3 dat elements are
|
||||
> sprite-bearing **chrome** (the 8-piece bevel corners/edges, e.g. vitals
|
||||
> `0x10000633` → sprite `0x060074C3`) and the transcript/input **container**
|
||||
> panels — NOT editable fields. Retail draws those as inert media-bearing
|
||||
> Fields, which our generic `UiDatElement` reproduces pixel-for-pixel and
|
||||
> without a spurious focus/edit affordance. Registering Type 3 → `UiField`
|
||||
> (which draws no dat sprite) would blank the vitals bevel. So the factory
|
||||
> switch registers **Button (1), Menu (6), Meter (7), Scrollbar (11), Text
|
||||
> (12)**; Type 3 stays on the `UiDatElement` fallback. `UiField` still ships
|
||||
> (the renamed editable widget) — it is just controller-placed, not
|
||||
> factory-wired. Register Type 3 → `UiField` only when a window carries a
|
||||
> factory-built editable Type-3 field (and `UiField` then grows a
|
||||
> background-media draw + an opt-in editable flag). Guarded by
|
||||
> `VitalsTree_ChromeCornerHasExpectedSprite` (asserts the corner stays a
|
||||
> `UiDatElement` drawing its sprite).
|
||||
|
||||
### 2.2 The `gm*UI::PostInit` binding pattern (the controller target)
|
||||
|
||||
`gmVitalsUI::PostInit` (`acclient_2013_pseudo_c.txt:199170-199228`) and
|
||||
`gmMainChatUI::PostInit` (`:212585-212636`) do, per child widget:
|
||||
|
||||
```
|
||||
UIElement* e = UIElement::GetChildRecursive(this, 0x100000e6); // find by id
|
||||
UIElement_Meter* m = e->vtable->DynamicCast(7); // cast to Type
|
||||
this->m_pHealthMeter = m; // store
|
||||
if (!m) { /* skip */ } // null-check
|
||||
```
|
||||
|
||||
acdream analogue (already half-present in `ChatWindowController`):
|
||||
|
||||
```csharp
|
||||
var send = layout.FindElement(SendId) as UiButton; // GetChildRecursive + DynamicCast
|
||||
if (send is not null) send.OnClick = () => input.Submit(); // bind behavior
|
||||
```
|
||||
|
||||
The faithful end-state is: **the factory builds every widget from the dat; the
|
||||
controller only finds-by-id and binds data/callbacks** — it never constructs a
|
||||
widget.
|
||||
|
||||
### 2.3 Empirically resolved Types of the chat elements (`LayoutDesc 0x21000006`)
|
||||
|
||||
Traced against the live dat (HIGH confidence; base ids in parentheses):
|
||||
|
||||
| Element | Resolves to | Retail class | Today |
|
||||
|---|---|---|---|
|
||||
| `0x10000014` channel menu | **6** (own Type 6, no base) | Menu | `UiDatElement` → controller replaces w/ `UiChannelMenu` |
|
||||
| `0x10000012` scrollbar track | **11** (base `0x10000367` in `0x2100003E`) | Scrollbar | `UiDatElement` → controller replaces w/ `UiChatScrollbar` |
|
||||
| `0x10000011` transcript | **12** (base `0x10000372` in `0x2100003F`) | Text | skipped → controller adds `UiChatView` |
|
||||
| `0x10000016` input | **12** (base `0x10000372` in `0x2100003F`) | Text | skipped → controller adds `UiChatInput` |
|
||||
| `0x10000019` send | **1** (base chain → `0x1000047F` Type 1) | Button | `UiDatElement` + `OnClick` |
|
||||
| `0x1000046F` max/min | **1** (base `0x1000047F` Type 1 in `0x21000040`) | Button | `UiDatElement` + `OnClick` |
|
||||
|
||||
> **Plan-phase verification #1 (load-bearing):** the editable **input**
|
||||
> `0x10000016` traced to **Type 12 (Text)**, the same base as the read-only
|
||||
> transcript — surprising for an editable field (retail's editable text is
|
||||
> Field=3). Element ids are layout-*local*, so the decomp's `ChatInterface`
|
||||
> Field-id does **not** cross-map; re-dump `0x10000016`'s exact resolved Type and
|
||||
> the `0x10000372` base prototype's Type before relying on it. The design is
|
||||
> robust either way — see §4.3(a).
|
||||
|
||||
---
|
||||
|
||||
## 3. Approved scope
|
||||
|
||||
**Decision (this session):** *Full registry, chat-first, vitals rewire as the
|
||||
final, separately-committed, separately-gated step.*
|
||||
|
||||
**In scope:**
|
||||
- Register generic widgets for the Types the chat + vitals windows actually use:
|
||||
**Button (1), Field (3), Menu (6), Scrollbar (11), Text (12)** — plus Meter (7)
|
||||
already done.
|
||||
- Delete the `Type==12 → return null` skip; Type 12 becomes `UiText`.
|
||||
- Collapse `ChatWindowController.Bind` to a find-by-id binder (no widget
|
||||
construction).
|
||||
- **Final gated step:** rewire `VitalsController` to bind generic `UiText` for the
|
||||
vitals numbers (retail-faithful: vitals numbers *are* `UIElement_Text`),
|
||||
retiring `UiMeter.Label` for vitals.
|
||||
|
||||
**Explicitly NOT in scope ("full registry" is bounded to what these windows use):**
|
||||
- The long tail retail also registers — `Panel` (8), `Dragbar` (2), `Resizebar`
|
||||
(9), `ListBox` (5), `Viewport` (13), `Browser` (14), `ColorPicker` (16),
|
||||
`GroupBox` (17). Those elements **continue to render correctly as
|
||||
`UiDatElement`** (the universal fallback is non-negotiable). No
|
||||
`UIElement_ColorPicker` port for a window that has no color picker. When a future
|
||||
window needs one of these, it gets registered then.
|
||||
- No new chat *features* (tabs/squelch/name-tags/word-wrap remain as the chat
|
||||
re-drive deferred them — see that spec's §2).
|
||||
- `UiMeter.Label` is **not deleted** — it stays for plugin/markup panels; vitals
|
||||
simply stops using it.
|
||||
|
||||
---
|
||||
|
||||
## 4. Design
|
||||
|
||||
### 4.1 `DatWidgetFactory` — the faithful Type switch
|
||||
|
||||
`DatWidgetFactory.Create` grows from `{7 → UiMeter, _ → UiDatElement}` to:
|
||||
|
||||
```csharp
|
||||
UiElement e = info.Type switch
|
||||
{
|
||||
1 => BuildButton(info, resolve, datFont), // UIElement_Button
|
||||
3 => BuildField(info, resolve, datFont), // UIElement_Field (see §4.3a)
|
||||
6 => BuildMenu(info, resolve, datFont), // UIElement_Menu
|
||||
7 => BuildMeter(info, resolve, datFont), // UIElement_Meter (unchanged)
|
||||
11 => BuildScrollbar(info, resolve), // UIElement_Scrollbar
|
||||
12 => BuildText(info, resolve, datFont), // UIElement_Text
|
||||
_ => new UiDatElement(info, resolve), // generic fallback (unchanged)
|
||||
};
|
||||
```
|
||||
|
||||
The rect/anchor/z-order propagation at the bottom of `Create` is unchanged. The
|
||||
`Type==12 && StateMedia.Count==0` skip is **removed** — but a *pure base
|
||||
prototype* (Type 12 with no own geometry that is only referenced via
|
||||
`BaseLayoutId`, never placed) must still not draw. In practice such prototypes are
|
||||
never top-level placed elements in `0x21000006`/`0x2100006C`; the importer only
|
||||
builds placed elements. **Plan-phase verification #2:** confirm no Type-12
|
||||
prototype is double-built after the skip is removed (the chat/vitals golden
|
||||
fixtures catch this).
|
||||
|
||||
Each `BuildX` extracts the widget's dat-derived data (sprite ids per state, label
|
||||
font) the same way `BuildMeter` extracts its 3-slice grandchild sprites. The
|
||||
controller binds providers/callbacks afterward.
|
||||
|
||||
### 4.2 The generic widgets
|
||||
|
||||
Each generic widget extends `UiElement`, is constructed by the factory from
|
||||
`ElementInfo`, and exposes **data providers + callbacks** for the controller to
|
||||
bind. The chat-specific knowledge moves *out* of the widgets and *into* the
|
||||
controller (faithful: retail's `gmMainChatUI`, not `UIElement_Menu`, owns the
|
||||
talk-focus channel list).
|
||||
|
||||
| Generic widget | Type | Derived from | Generic surface (dat-built + provider-bound) | Controller binds |
|
||||
|---|---|---|---|---|
|
||||
| `UiScrollbar` | 11 | `UiChatScrollbar` (already 100% generic) | track/thumb/cap/arrow sprite ids from dat; `Model : UiScrollable` | `Model = transcript.Scroll` |
|
||||
| `UiButton` | 1 | `UiDatElement`+`OnClick` | state sprites (Normal/Pressed/Disabled), `Label`, `LabelFont`, `LabelColor`, `OnClick`, `NaturalWidth()` autosize | `OnClick`, caption |
|
||||
| `UiMenu` | 6 | `UiChannelMenu` | popup toggle, 2-col layout, 8-piece bevel, row highlight; `Items : IReadOnlyList<(string label, bool enabled, object payload)>`, `OnSelect : Action<object>`, `Selected`, `NaturalButtonWidth()` | populate 14 channel `Items`; map payload↔`ChatChannelKind`; `AvailabilityProvider` |
|
||||
| `UiText` | 12 | `UiChatView` | scrollable + selectable multi-color line list, clipboard, dat-font; `LinesProvider : Func<IReadOnlyList<(string,Vector4)>>`; shares `UiScrollable` (`Scroll`) | `LinesProvider` → ChatVM + per-kind colors |
|
||||
| `UiField` | 3 | `UiChatInput` | editable one-line: caret/selection/clipboard/history/auto-repeat/focus-sprite-swap; `Text`, `OnSubmit`, `MaxCharacters` | `OnSubmit` → `ChatCommandRouter` |
|
||||
|
||||
**Placement.** The generic widgets live in `src/AcDream.App/UI/` alongside
|
||||
`UiMeter` (toolkit widgets). The factory in `src/AcDream.App/UI/Layout/`
|
||||
references them. This matches the current split (`UiMeter` in `UI/`,
|
||||
`UiDatElement` in `UI/Layout/`).
|
||||
|
||||
**Naming.** `UiX` mirrors retail `UIElement_X`. The old chat-prefixed names are
|
||||
removed (or kept as thin obsolete aliases only if needed mid-migration).
|
||||
|
||||
### 4.3 The two wrinkles
|
||||
|
||||
**(a) The editable input (Type 12 vs Type 3).** Robust to either resolution:
|
||||
- If `0x10000016` resolves to **Type 3** → factory builds `UiField` directly; the
|
||||
controller only binds `OnSubmit`.
|
||||
- If it resolves to **Type 12** → the dat element is a display Text in this
|
||||
layout; the controller *replaces* it with a controller-placed `UiField` at its
|
||||
rect (today's pattern for the track/menu). `UiField` exists as a registered
|
||||
generic widget regardless; only *who places it* differs.
|
||||
|
||||
Editing behavior (caret/clipboard/history) is never purely dat-derivable, so the
|
||||
input is always provider-bound — the open question only affects whether the
|
||||
factory or the controller *instantiates* it.
|
||||
|
||||
**(b) Vitals rewire — the final gated step.** Removing the Type-12 skip means the
|
||||
vitals number elements (Type-0 → base Type-12 Text) *could* build as real
|
||||
`UiText`. Today they are **meter children, consumed** (the importer does not
|
||||
recurse a meter's children — `LayoutImporter.cs:113`), rendered via
|
||||
`UiMeter.Label`. The faithful move: `VitalsController` constructs/binds a `UiText`
|
||||
for each number (matching retail `UIElement_Text` vitals numbers) and drops
|
||||
`UiMeter.Label` for vitals.
|
||||
|
||||
This is **step 7 — the last commit, separately gated**, with its own fixture
|
||||
update and the user's visual sign-off, because vitals shipped pixel-identical and
|
||||
is fixture-locked (`vitals_2100006C.json`). If the rewire risks the pixel-identical
|
||||
result, we **stop and keep the meter-label path** for vitals — a smaller,
|
||||
documented divergence (AP-37 narrowed, not retired). The decision to land step 7
|
||||
is the user's, made on the running client.
|
||||
|
||||
### 4.4 The thin controller (after step 6)
|
||||
|
||||
`ChatWindowController.Bind` collapses to: for each known element id, `FindElement(id)
|
||||
as UiX`, null-check, bind data/callback. The reflow/maximize/resize-bar-drop logic
|
||||
(`ChatWindowController.cs:155-297`) stays — it is window-layout policy, not widget
|
||||
construction. The `BuildLines` / `WrapText` / `RetailChatColor` helpers stay (chat
|
||||
data shaping). What *leaves* the controller: the construction of `UiChatView`,
|
||||
`UiChatInput`, `UiChatScrollbar`, `UiChannelMenu` (now factory-built) — the
|
||||
controller binds them instead.
|
||||
|
||||
---
|
||||
|
||||
## 5. Migration sequence (one widget per commit; build + test green each step)
|
||||
|
||||
Ordered least-risk → most-risk; the chat window is fully generalized before vitals
|
||||
is touched. Each step: `dotnet build` green, `dotnet test` (AcDream.App.Tests)
|
||||
green, its own commit naming the widget; the live chat window stays visually
|
||||
identical through steps 1–6.
|
||||
|
||||
1. **`UiScrollbar`** (Type 11) — promote `UiChatScrollbar` (already generic);
|
||||
register; factory builds it; controller binds `Model`.
|
||||
2. **`UiButton`** (Type 1) — extract from `UiDatElement`+`OnClick`; register; Send +
|
||||
Max/Min build from the dat.
|
||||
3. **`UiMenu`** (Type 6) — generalize `UiChannelMenu`; register; controller
|
||||
populates channel `Items` + maps payload↔`ChatChannelKind`.
|
||||
4. **`UiText`** (Type 12) — generalize `UiChatView`; register; **delete the Type-12
|
||||
skip**; controller binds transcript lines. Guard: verify vitals still renders
|
||||
(its numbers are meter-consumed → no auto-double-draw) via the vitals fixture +
|
||||
a live launch.
|
||||
5. **`UiField`** (Type 3) — generalize `UiChatInput`; register; wire the input per
|
||||
§4.3(a) (verification #1 resolves factory-built vs controller-placed).
|
||||
6. **Thin the controller** — collapse `ChatWindowController.Bind` to pure
|
||||
find-by-id binding now that the factory builds everything.
|
||||
7. **Vitals rewire (gated)** — `VitalsController` binds `UiText` numbers; fixture
|
||||
update + the user's visual sign-off. **Stop-and-confirm gate.**
|
||||
|
||||
---
|
||||
|
||||
## 6. Testing & conformance
|
||||
|
||||
- **Generic-widget unit tests** (pure, no GL/dat) — mostly *moved* from the
|
||||
existing chat-widget tests, renamed to the generic widgets: caret↔pixel + history
|
||||
(`UiField`), thumb ratio / page-delta (`UiScrollbar` via `UiScrollable`), menu
|
||||
item-pick + availability (`UiMenu`), line wrap / selection / dat-font hit-test
|
||||
(`UiText`).
|
||||
- **Factory tests** — `DatWidgetFactoryTests` grows one assert per newly registered
|
||||
Type → correct widget class.
|
||||
- **New chat-layout golden fixture** `tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json`
|
||||
(peer of `vitals_2100006C.json`): the resolved chat tree — each element's id,
|
||||
rect, resolved Type, sprite ids — asserting the factory builds the right widget
|
||||
per element. This locks the generalization.
|
||||
- **Vitals fixture `vitals_2100006C.json` stays green, untouched, through steps
|
||||
1–6**; updated only at step 7, with visual sign-off.
|
||||
- **Visual acceptance** — the user launches `ACDREAM_RETAIL_UI=1` and confirms the
|
||||
chat window is unchanged through steps 1–6, and the vitals window is unchanged
|
||||
after step 7.
|
||||
|
||||
---
|
||||
|
||||
## 7. Divergence-register impact
|
||||
|
||||
- **AP-37** (`DatWidgetFactory.cs`/`LayoutImporter.cs`: Type-0 text skipped + meter-
|
||||
collapse + vitals numbers via `UiMeter.Label`): **amended as steps land** — the
|
||||
"standalone Type-0 text elements are skipped / a dedicated dat-text widget is
|
||||
Plan 2" clause is retired when `UiText` ships (step 4); the vitals-numbers-via-
|
||||
`UiMeter.Label` clause is retired at step 7, or **narrowed** (not retired) if
|
||||
step 7 is deferred. The meter-collapse clause (reuse `UiMeter` 3-slice vs porting
|
||||
`UIElement_Meter::DrawChildren` over nested dat elements) **remains** — this pass
|
||||
does not port `DrawChildren`.
|
||||
- **IA-15** (the importer *is* the retail-UI render path): unchanged; reinforced
|
||||
(more Types now data-driven).
|
||||
- **AP-41** (scrollbar thumb single stretched sprite): **re-check at step 1** — the
|
||||
controller already passes 3-slice cap ids (`ThumbTopSprite`/`ThumbBotSprite`); the
|
||||
row may be retire-able when `UiScrollbar` lands.
|
||||
- **New rows** only if a generic widget introduces a *new* approximation (e.g., a
|
||||
`UiMenu` item model simpler than retail's hierarchical popup chain in
|
||||
`UIElement_Menu::MakePopup`). Add the row in the same commit per register rule 1.
|
||||
|
||||
---
|
||||
|
||||
## 8. Acceptance criteria
|
||||
|
||||
- [ ] `DatWidgetFactory` registers Types 1, 3, 6, 11, 12 (+ 7) → generic widgets;
|
||||
`_` still falls back to `UiDatElement`.
|
||||
- [ ] The `Type==12 → null` skip is removed; no Type-12 element is double-built
|
||||
(golden fixtures green).
|
||||
- [ ] The four chat widgets are generic (no `ChatChannelKind` / chat-color /
|
||||
command-routing knowledge inside a widget); `ChatWindowController` only finds-
|
||||
by-id and binds.
|
||||
- [ ] Chat window is visually + behaviorally identical to the shipped version
|
||||
through steps 1–6 (user-confirmed).
|
||||
- [ ] New `chat_21000006.json` golden fixture + moved generic-widget unit tests;
|
||||
all green.
|
||||
- [ ] Vitals window unchanged after step 7 (user-confirmed), or step 7 deferred
|
||||
with AP-37 narrowed.
|
||||
- [ ] Every generic widget cites its retail `UIElement_X` class + reg. line in a
|
||||
code comment.
|
||||
- [ ] Divergence register updated (AP-37 amended; AP-41 re-checked) in the same
|
||||
commits.
|
||||
- [ ] Roadmap / `claude-memory/project_d2b_retail_ui.md` updated when the pass lands.
|
||||
|
||||
---
|
||||
|
||||
## 9. Open items for the plan phase
|
||||
|
||||
1. **Verification #1 (load-bearing):** re-dump `0x10000016` (input) + the
|
||||
`0x10000372` base prototype to confirm input resolved Type (3 vs 12) → decides
|
||||
factory-built vs controller-placed `UiField` (§4.3a).
|
||||
2. **Verification #2:** confirm no Type-12 base prototype double-builds once the
|
||||
skip is removed (§4.1).
|
||||
3. Confirm the `UiMenu` generic item model (`(label, enabled, payload)`) is enough
|
||||
for the 14 talk-focus channels without losing the greyed/available distinction
|
||||
the chat menu currently shows.
|
||||
4. Decide whether to keep thin obsolete-aliases for the old chat widget names
|
||||
during migration or rename in-place (prefer in-place; the names are internal).
|
||||
|
|
@ -50,6 +50,11 @@
|
|||
<None Include="..\..\docs\research\data\spells.csv" Link="data\spells.csv">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<!-- Phase D.2b: KSML-style panel markup assets (vitals.xml etc.) ship
|
||||
next to the binary so MarkupDocument.Build can load them at runtime. -->
|
||||
<None Include="UI\assets\**\*.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<!-- Build the smoke plugin first and copy it into plugins/AcDream.Plugins.Smoke/ -->
|
||||
|
|
|
|||
|
|
@ -4,14 +4,16 @@ namespace AcDream.App.Plugins;
|
|||
|
||||
public sealed class AppPluginHost : IPluginHost
|
||||
{
|
||||
public AppPluginHost(IPluginLogger log, IGameState state, IEvents events)
|
||||
public AppPluginHost(IPluginLogger log, IGameState state, IEvents events, IUiRegistry ui)
|
||||
{
|
||||
Log = log;
|
||||
State = state;
|
||||
Events = events;
|
||||
Ui = ui;
|
||||
}
|
||||
|
||||
public IPluginLogger Log { get; }
|
||||
public IGameState State { get; }
|
||||
public IEvents Events { get; }
|
||||
public IUiRegistry Ui { get; }
|
||||
}
|
||||
|
|
|
|||
27
src/AcDream.App/Plugins/BufferedUiRegistry.cs
Normal file
27
src/AcDream.App/Plugins/BufferedUiRegistry.cs
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
using System.Collections.Generic;
|
||||
using AcDream.Plugin.Abstractions;
|
||||
|
||||
namespace AcDream.App.Plugins;
|
||||
|
||||
/// <summary>
|
||||
/// Buffers plugin <see cref="IUiRegistry.AddMarkupPanel"/> calls (which run in
|
||||
/// Program.cs before the GL window opens) until GameWindow drains them into the
|
||||
/// UiHost tree after construction.
|
||||
/// </summary>
|
||||
public sealed class BufferedUiRegistry : IUiRegistry
|
||||
{
|
||||
public readonly record struct Pending(string MarkupPath, object Binding);
|
||||
|
||||
private readonly List<Pending> _pending = new();
|
||||
|
||||
public void AddMarkupPanel(string markupPath, object binding)
|
||||
=> _pending.Add(new Pending(markupPath, binding));
|
||||
|
||||
/// <summary>Return + clear all buffered registrations.</summary>
|
||||
public IReadOnlyList<Pending> Drain()
|
||||
{
|
||||
var copy = _pending.ToArray();
|
||||
_pending.Clear();
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
|
|
@ -23,7 +23,8 @@ var runtimeOptions = RuntimeOptions.FromEnvironment(datDir);
|
|||
|
||||
var worldGameState = new AcDream.Core.Plugins.WorldGameState();
|
||||
var worldEvents = new AcDream.Core.Plugins.WorldEvents();
|
||||
var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents);
|
||||
var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry();
|
||||
var host = new AppPluginHost(new SerilogAdapter(Log.Logger), worldGameState, worldEvents, uiRegistry);
|
||||
|
||||
var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins");
|
||||
Log.Information("scanning plugins in {PluginsDir}", pluginsDir);
|
||||
|
|
@ -56,7 +57,7 @@ try
|
|||
catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
|
||||
}
|
||||
|
||||
using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents);
|
||||
using var window = new GameWindow(runtimeOptions, worldGameState, worldEvents, uiRegistry);
|
||||
window.Run();
|
||||
}
|
||||
finally
|
||||
|
|
|
|||
|
|
@ -612,6 +612,10 @@ public sealed class GameWindow : IDisposable
|
|||
// when no selection. Spec: docs/superpowers/specs/2026-05-15-phase-b7-target-indicator-design.md
|
||||
private AcDream.App.UI.TargetIndicatorPanel? _targetIndicator;
|
||||
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;
|
||||
// Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad.
|
||||
private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry;
|
||||
// Phase I.2: ImGui debug panel ViewModel. Lives for as long as
|
||||
// _panelHost does. Self-subscribes to CombatState in its ctor, so
|
||||
// disposing isn't required (panel host holds the only ref).
|
||||
|
|
@ -862,12 +866,14 @@ public sealed class GameWindow : IDisposable
|
|||
private int _liveAnimRejectSingleFrame;
|
||||
private int _liveAnimRejectPartFrames;
|
||||
|
||||
public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents)
|
||||
public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents,
|
||||
AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null)
|
||||
{
|
||||
_options = options ?? throw new System.ArgumentNullException(nameof(options));
|
||||
_datDir = options.DatDir;
|
||||
_worldGameState = worldGameState;
|
||||
_worldEvents = worldEvents;
|
||||
_uiRegistry = uiRegistry;
|
||||
SpellBook = new AcDream.Core.Spells.Spellbook(SpellTable);
|
||||
LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook);
|
||||
}
|
||||
|
|
@ -972,8 +978,10 @@ public sealed class GameWindow : IDisposable
|
|||
_kbSource = new AcDream.App.Input.SilkKeyboardSource(firstKb);
|
||||
_mouseSource = new AcDream.App.Input.SilkMouseSource(
|
||||
firstMouse,
|
||||
wantCaptureMouse: () => DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse,
|
||||
wantCaptureKeyboard: () => DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard);
|
||||
wantCaptureMouse: () => (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse)
|
||||
|| (_uiHost?.Root.WantsMouse ?? false),
|
||||
wantCaptureKeyboard: () => (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard)
|
||||
|| (_uiHost?.Root.WantsKeyboard ?? false));
|
||||
_mouseSource.ModifierProbe = () => _kbSource.CurrentModifiers;
|
||||
_inputDispatcher = new AcDream.UI.Abstractions.Input.InputDispatcher(
|
||||
_kbSource, _mouseSource, _keyBindings);
|
||||
|
|
@ -1054,7 +1062,8 @@ public sealed class GameWindow : IDisposable
|
|||
// K.1b §E: explicit WantCaptureMouse defense-in-depth on the
|
||||
// surviving direct-mouse handler. Suppresses RMB orbit /
|
||||
// FlyCamera look while ImGui has the mouse focus.
|
||||
if (DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse)
|
||||
if ((DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureMouse)
|
||||
|| (_uiHost?.Root.WantsMouse ?? false))
|
||||
{
|
||||
_lastMouseX = pos.X;
|
||||
_lastMouseY = pos.Y;
|
||||
|
|
@ -1744,6 +1753,175 @@ public sealed class GameWindow : IDisposable
|
|||
// references/WorldBuilder/Chorizite.OpenGLSDLBackend/OpenGLGraphicsDevice.cs:115-132.
|
||||
_samplerCache = new SamplerCache(_gl);
|
||||
|
||||
// Phase D.2b — retail-look UI (ACDREAM_RETAIL_UI=1). Wires the existing
|
||||
// UiHost retained-mode tree (dormant until now) + a first vitals panel.
|
||||
// Render-only: UiHost input is NOT yet bridged to the InputDispatcher
|
||||
// (next sub-phase), so the close button + window drag are inert. Coexists
|
||||
// with the ImGui devtools path (ACDREAM_DEVTOOLS=1), which is unchanged.
|
||||
if (_options.RetailUi)
|
||||
{
|
||||
_vitalsVm ??= new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
|
||||
_uiHost = new AcDream.App.UI.UiHost(_gl, shadersDir, _debugFont);
|
||||
|
||||
// Feed Silk input to the UiRoot tree so windows drag / close / select.
|
||||
// UiRoot consumes UI events; the game InputDispatcher (subscribed to the
|
||||
// same devices) is gated off via WantCaptureMouse/Keyboard above when the
|
||||
// pointer is over a widget — no double-handling.
|
||||
foreach (var m in _input!.Mice) _uiHost.WireMouse(m);
|
||||
foreach (var kb in _input!.Keyboards) _uiHost.WireKeyboard(kb);
|
||||
|
||||
var cache = _textureCache!;
|
||||
(uint, int, int) ResolveChrome(uint id)
|
||||
{
|
||||
uint t = cache.GetOrUploadRenderSurface(id, out int w, out int h);
|
||||
return (t, w, h);
|
||||
}
|
||||
|
||||
// Phase D.2b — optional retail stylesheet. controls.ini lives under
|
||||
// the AC install (ACDREAM_AC_DIR); absent → source-verified fallback.
|
||||
var controls = _options.AcDir is { } acDir
|
||||
? AcDream.App.UI.ControlsIni.Load(System.IO.Path.Combine(acDir, "controls", "controls.ini"))
|
||||
: AcDream.App.UI.ControlsIni.Parse(string.Empty);
|
||||
// Phase D.2b — retail dat-font for the vitals numbers (Font 0x40000000,
|
||||
// Latin-1, 16px, outline atlas). Passed into the importer so the meter
|
||||
// number overlay renders through the dat-font two-pass blit; falls back to
|
||||
// the debug font only if it fails to load. Under _datLock like other reads.
|
||||
AcDream.App.UI.UiDatFont? vitalsDatFont;
|
||||
lock (_datLock)
|
||||
vitalsDatFont = AcDream.App.UI.UiDatFont.Load(_dats!, _textureCache!);
|
||||
Console.WriteLine(vitalsDatFont is not null
|
||||
? "[D.2b] vitals dat-font 0x40000000 loaded for numeric overlay."
|
||||
: "[D.2b] vitals dat-font 0x40000000 unavailable — falling back to debug font.");
|
||||
|
||||
// Phase D.2b — the vitals window is data-driven from the dat LayoutDesc
|
||||
// (0x2100006C) via the LayoutImporter. The former hand-authored vitals.xml
|
||||
// markup path was retired after the importer proved pixel-identical at the
|
||||
// 2026-06-15 A/B gate. MarkupDocument stays for plugin/custom panels.
|
||||
AcDream.App.UI.Layout.ImportedLayout? imported;
|
||||
lock (_datLock)
|
||||
imported = AcDream.App.UI.Layout.LayoutImporter.Import(
|
||||
_dats!, 0x2100006Cu, ResolveChrome, vitalsDatFont);
|
||||
if (imported is not null)
|
||||
{
|
||||
AcDream.App.UI.Layout.VitalsController.Bind(imported,
|
||||
healthPct: () => _vitalsVm!.HealthPercent,
|
||||
staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f,
|
||||
manaPct: () => _vitalsVm!.ManaPercent ?? 0f,
|
||||
healthText: () => (_vitalsVm!.HealthCurrent, _vitalsVm.HealthMax) is (uint c, uint m) ? $"{c}/{m}" : "",
|
||||
staminaText: () => (_vitalsVm!.StaminaCurrent, _vitalsVm.StaminaMax) is (uint c, uint m) ? $"{c}/{m}" : "",
|
||||
manaText: () => (_vitalsVm!.ManaCurrent, _vitalsVm.ManaMax) is (uint c, uint m) ? $"{c}/{m}" : "");
|
||||
// Top-level retail window: user-positioned (Anchors.None so the per-frame
|
||||
// anchor pass doesn't reset it), movable, and horizontally resizable like
|
||||
// retail. On a width change the dat edge-anchors reflow the pieces
|
||||
// (UIElement::UpdateForParentSizeChange @0x00462640): top/bottom edges +
|
||||
// the three bars stretch, corners stay 5px, the right edge/corners track
|
||||
// the right side. Vertical resize is off (the layout has no vertical stretch).
|
||||
var vitalsRoot = imported.Root;
|
||||
vitalsRoot.Left = 10; vitalsRoot.Top = 30;
|
||||
vitalsRoot.ClickThrough = false;
|
||||
vitalsRoot.Anchors = AcDream.App.UI.AnchorEdges.None;
|
||||
vitalsRoot.Draggable = true;
|
||||
vitalsRoot.Resizable = true;
|
||||
vitalsRoot.ResizeX = true;
|
||||
vitalsRoot.ResizeY = false;
|
||||
vitalsRoot.MinWidth = 40f;
|
||||
_uiHost.Root.AddChild(vitalsRoot);
|
||||
Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C).");
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("[D.2b] vitals: LayoutDesc 0x2100006C not found — vitals unavailable.");
|
||||
}
|
||||
|
||||
// Retail chat window — data-driven from LayoutDesc 0x21000006 (gmMainChatUI),
|
||||
// the same importer path as vitals. ChatWindowController binds the transcript,
|
||||
// input, scrollbar and channel menu and routes through ChatVM + ChatCommandRouter.
|
||||
var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
|
||||
AcDream.App.UI.Layout.ElementInfo? chatRootInfo;
|
||||
AcDream.App.UI.Layout.ImportedLayout? chatLayout;
|
||||
lock (_datLock)
|
||||
{
|
||||
chatRootInfo = AcDream.App.UI.Layout.LayoutImporter.ImportInfos(
|
||||
_dats!, AcDream.App.UI.Layout.ChatWindowController.LayoutId);
|
||||
chatLayout = chatRootInfo is null ? null
|
||||
: AcDream.App.UI.Layout.LayoutImporter.Build(chatRootInfo, ResolveChrome, vitalsDatFont);
|
||||
}
|
||||
if (chatRootInfo is not null && chatLayout is not null)
|
||||
{
|
||||
var chatController = AcDream.App.UI.Layout.ChatWindowController.Bind(
|
||||
chatRootInfo, chatLayout, retailChatVm,
|
||||
() => _commandBus ?? (AcDream.UI.Abstractions.ICommandBus)AcDream.UI.Abstractions.NullCommandBus.Instance,
|
||||
vitalsDatFont, _debugFont, ResolveChrome);
|
||||
if (chatController is not null)
|
||||
{
|
||||
// Ctrl+C / Ctrl+A on the transcript + Ctrl+C/X/V/A on the input need the
|
||||
// keyboard for clipboard + modifier (Ctrl/Shift) state. _uiHost.Keyboard
|
||||
// is set by WireKeyboard above — it is non-null here.
|
||||
chatController.Transcript.Keyboard = _uiHost.Keyboard;
|
||||
chatController.Input.Keyboard = _uiHost.Keyboard;
|
||||
// Wrap the dat content in the universal 8-piece beveled window chrome —
|
||||
// the SAME UiNineSlicePanel the vitals window uses. The chat's own dat
|
||||
// layout only carries flat background sprites, so without this the window
|
||||
// has no retail-style border (the user asked for the vitals border). The
|
||||
// nine-slice IS the movable/resizable window; the dat content fills its
|
||||
// interior, inset by the border. The gmMainChatUI content is authored 490
|
||||
// wide (its transcript/input panels) — KEEP that width + the dat-authored
|
||||
// HEIGHT so the content's child anchors (input-bar-at-bottom, transcript-
|
||||
// fills) capture correct margins on first layout; resizing the frame reflows
|
||||
// them correctly from there.
|
||||
const int chatBorder = AcDream.App.UI.RetailChromeSprites.Border;
|
||||
var chatRoot = chatController.Root;
|
||||
float contentW = 490f, contentH = chatRoot.Height; // dat-authored height
|
||||
var chatFrame = new AcDream.App.UI.UiNineSlicePanel(ResolveChrome)
|
||||
{
|
||||
Left = 10, Top = 440,
|
||||
Width = contentW + 2 * chatBorder, Height = contentH + 2 * chatBorder,
|
||||
MinWidth = 200f, MinHeight = 90f,
|
||||
// Retail chat is translucent — fade the window's backgrounds/chrome
|
||||
// (text stays opaque). Configurable opacity is a later step; 0.75 reads
|
||||
// as see-through-but-readable. (retail SetDefaultOpacity ~0.5 / active 1.0)
|
||||
Opacity = 0.75f,
|
||||
};
|
||||
chatRoot.Left = chatBorder; chatRoot.Top = chatBorder;
|
||||
chatRoot.Width = contentW; chatRoot.Height = contentH;
|
||||
chatRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top
|
||||
| AcDream.App.UI.AnchorEdges.Right | AcDream.App.UI.AnchorEdges.Bottom;
|
||||
chatRoot.Draggable = false; chatRoot.Resizable = false;
|
||||
chatFrame.AddChild(chatRoot);
|
||||
_uiHost.Root.AddChild(chatFrame);
|
||||
// Tab / Enter enters "write mode" by focusing this input (retail's chat
|
||||
// activation); a focused input suppresses character movement (see the
|
||||
// WantsKeyboard gate in the movement poll).
|
||||
_uiHost.Root.DefaultTextInput = chatController.Input;
|
||||
Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x21000006).");
|
||||
}
|
||||
else Console.WriteLine("[D.2b] chat: required role elements missing in 0x21000006.");
|
||||
}
|
||||
else Console.WriteLine("[D.2b] chat: LayoutDesc 0x21000006 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.
|
||||
if (_uiRegistry is not null)
|
||||
{
|
||||
foreach (var p in _uiRegistry.Drain())
|
||||
{
|
||||
try
|
||||
{
|
||||
string pluginXml = System.IO.File.ReadAllText(p.MarkupPath);
|
||||
var pluginPanel = AcDream.App.UI.MarkupDocument.Build(
|
||||
pluginXml, p.Binding, ResolveChrome, controls);
|
||||
_uiHost.Root.AddChild(pluginPanel);
|
||||
Console.WriteLine($"[D.2b] plugin UI panel loaded: {p.MarkupPath}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"[D.2b] plugin UI panel '{p.MarkupPath}' failed to load: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is
|
||||
// mandatory as of N.5 ship amendment: WbMeshAdapter + WbDrawDispatcher
|
||||
// always construct.
|
||||
|
|
@ -7099,6 +7277,11 @@ public sealed class GameWindow : IDisposable
|
|||
// this guard adds defense-in-depth for the per-frame IsActionHeld
|
||||
// movement poll below (typing "walk" into a chat field shouldn't
|
||||
// walk).
|
||||
// ImGui dev-tools text fields fully pause game input (incl. autorun) — fine, it's a
|
||||
// debug overlay. The RETAIL chat "write mode" does NOT early-return here: the block
|
||||
// below still runs so AUTORUN keeps driving the character while you type. Held WASD
|
||||
// is silenced at the source instead — InputDispatcher.IsActionHeld returns false
|
||||
// while WantCaptureKeyboard (which includes a focused chat input) is set.
|
||||
bool suppressGameInput =
|
||||
DevToolsEnabled && ImGuiNET.ImGui.GetIO().WantCaptureKeyboard;
|
||||
if (suppressGameInput) return;
|
||||
|
|
@ -8476,6 +8659,16 @@ public sealed class GameWindow : IDisposable
|
|||
SkipWorldGeometry: ;
|
||||
}
|
||||
|
||||
// Phase D.2b — retail-look UI tree (render-only; input integration deferred).
|
||||
// Self-contained 2D pass: UiHost.Draw → TextRenderer.Flush sets its own
|
||||
// blend/depth state and restores. Drawn before ImGui so the devtools
|
||||
// overlay composites on top during development.
|
||||
if (_options.RetailUi && _uiHost is not null)
|
||||
{
|
||||
_uiHost.Tick(deltaSeconds);
|
||||
_uiHost.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y));
|
||||
}
|
||||
|
||||
// Phase D.2a — end ImGui frame. Runs AFTER all scene + debug draws
|
||||
// so ImGui composites on top. ImGuiController save/restores the
|
||||
// GL state it touches (blend, scissor, VAO, shader, texture); any
|
||||
|
|
@ -12496,6 +12689,7 @@ public sealed class GameWindow : IDisposable
|
|||
_sceneLightingUbo?.Dispose();
|
||||
_particleRenderer?.Dispose();
|
||||
_debugLines?.Dispose();
|
||||
_uiHost?.Dispose();
|
||||
_textRenderer?.Dispose();
|
||||
_debugFont?.Dispose();
|
||||
_dats?.Dispose();
|
||||
|
|
|
|||
|
|
@ -7,10 +7,13 @@ uniform sampler2D uTex;
|
|||
uniform int uUseTexture;
|
||||
|
||||
void main() {
|
||||
if (uUseTexture != 0) {
|
||||
if (uUseTexture == 1) {
|
||||
// Font atlas is a single-channel R8 texture; red = coverage alpha.
|
||||
float coverage = texture(uTex, vUv).r;
|
||||
FragColor = vec4(vColor.rgb, vColor.a * coverage);
|
||||
} else if (uUseTexture == 2) {
|
||||
// RGBA dat sprite (decoded to RGBA8); modulate by tint/alpha.
|
||||
FragColor = texture(uTex, vUv) * vColor;
|
||||
} else {
|
||||
FragColor = vColor;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,14 +25,39 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
private readonly Shader _shader;
|
||||
private readonly uint _vao;
|
||||
private readonly uint _vbo;
|
||||
private readonly uint _whiteTex; // 1×1 white, for solid fills routed through the sprite bucket
|
||||
private int _vboCapacityBytes;
|
||||
|
||||
private readonly List<float> _textBuf = new(8192);
|
||||
private readonly List<float> _rectBuf = new(1024);
|
||||
// Submission-ordered sprite segments: consecutive DrawSprite calls with the
|
||||
// SAME texture batch into one segment; a texture change starts a new segment.
|
||||
// Drawing segments in submission order preserves painter z-order for
|
||||
// sprite-on-sprite UI. (The old per-texture dictionary drew a REUSED texture
|
||||
// at its FIRST-insertion point, so later bar sprites covered glyphs emitted
|
||||
// earlier via the shared dat-font atlas — the stamina/mana numbers vanished.)
|
||||
private sealed class SpriteSeg { public uint Texture; public readonly List<float> Verts = new(256); }
|
||||
private readonly List<SpriteSeg> _spriteSegs = new();
|
||||
private int _segUsed;
|
||||
private int _textVerts;
|
||||
private int _rectVerts;
|
||||
private Vector2 _screenSize;
|
||||
|
||||
// Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text
|
||||
// buckets, so open popups/menus composite on top of EVERYTHING, including translucent
|
||||
// rect panel backgrounds (which otherwise always win because rects flush after
|
||||
// sprites). Routed by OverlayMode; the UI root sets it for the popup traversal.
|
||||
private readonly List<float> _overlayTextBuf = new(1024);
|
||||
private readonly List<float> _overlayRectBuf = new(256);
|
||||
private readonly List<SpriteSeg> _overlaySpriteSegs = new();
|
||||
private int _overlaySegUsed;
|
||||
private int _overlayTextVerts;
|
||||
private int _overlayRectVerts;
|
||||
|
||||
/// <summary>When true, Draw* calls route to the overlay layer (flushed last, on top
|
||||
/// of all normal-layer geometry). Set by the UI root around the popup/overlay pass.</summary>
|
||||
public bool OverlayMode { get; set; }
|
||||
|
||||
public TextRenderer(GL gl, string shaderDir)
|
||||
{
|
||||
_gl = gl;
|
||||
|
|
@ -56,6 +81,20 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
|
||||
_gl.BindVertexArray(0);
|
||||
|
||||
// 1×1 white texture so DrawFill can route solid-colour quads through the SPRITE
|
||||
// bucket (the shader multiplies texel×color → white×color = color). Lets a panel
|
||||
// background draw UNDER its text in painter order, which DrawRect's separate
|
||||
// bucket cannot (it always composites after all sprites).
|
||||
_whiteTex = _gl.GenTexture();
|
||||
_gl.BindTexture(TextureTarget.Texture2D, _whiteTex);
|
||||
Span<byte> whitePixel = stackalloc byte[] { 255, 255, 255, 255 };
|
||||
fixed (byte* wp = whitePixel)
|
||||
_gl.TexImage2D(TextureTarget.Texture2D, 0, (int)InternalFormat.Rgba8, 1, 1, 0,
|
||||
PixelFormat.Rgba, PixelType.UnsignedByte, wp);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, 0);
|
||||
}
|
||||
|
||||
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
|
||||
|
|
@ -64,17 +103,32 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
_screenSize = screenSize;
|
||||
_textBuf.Clear();
|
||||
_rectBuf.Clear();
|
||||
_segUsed = 0; // pool the SpriteSeg objects across frames
|
||||
_textVerts = 0;
|
||||
_rectVerts = 0;
|
||||
_overlayTextBuf.Clear();
|
||||
_overlayRectBuf.Clear();
|
||||
_overlaySegUsed = 0;
|
||||
_overlayTextVerts = 0;
|
||||
_overlayRectVerts = 0;
|
||||
OverlayMode = false;
|
||||
}
|
||||
|
||||
/// <summary>Draw a filled rectangle in screen pixel space.</summary>
|
||||
public void DrawRect(float x, float y, float w, float h, Vector4 color)
|
||||
{
|
||||
AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color);
|
||||
_rectVerts += 6;
|
||||
if (OverlayMode) { AppendQuad(_overlayRectBuf, x, y, w, h, 0, 0, 0, 0, color); _overlayRectVerts += 6; }
|
||||
else { AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color); _rectVerts += 6; }
|
||||
}
|
||||
|
||||
/// <summary>Draw a solid-colour quad through the SPRITE bucket (and the overlay layer
|
||||
/// when active), so it composites in painter order with sprites + dat-font text. Use
|
||||
/// this — not <see cref="DrawRect"/> — for a panel BACKGROUND that text draws on top of:
|
||||
/// DrawRect's bucket always flushes after all sprites, so a rect background would cover
|
||||
/// the text instead.</summary>
|
||||
public void DrawFill(float x, float y, float w, float h, Vector4 color)
|
||||
=> DrawSprite(_whiteTex, x, y, w, h, 0f, 0f, 1f, 1f, color);
|
||||
|
||||
/// <summary>Draw a 1-pixel-thick outline rect.</summary>
|
||||
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
|
||||
{
|
||||
|
|
@ -119,16 +173,47 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
|
||||
if (gw > 0 && gh > 0)
|
||||
{
|
||||
AppendQuad(_textBuf,
|
||||
gx, gy, gw, gh,
|
||||
g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY,
|
||||
color);
|
||||
_textVerts += 6;
|
||||
if (OverlayMode) { AppendQuad(_overlayTextBuf, gx, gy, gw, gh, g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY, color); _overlayTextVerts += 6; }
|
||||
else { AppendQuad(_textBuf, gx, gy, gw, gh, g.UvMinX, g.UvMinY, g.UvMaxX, g.UvMaxY, color); _textVerts += 6; }
|
||||
}
|
||||
cursorX += g.Advance;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw a textured sprite quad in screen pixel space with an explicit
|
||||
/// source-UV rectangle (for 9-slice / atlas sub-regions). Batched per
|
||||
/// GL texture handle; flushed with uUseTexture=2 (RGBA modulate).
|
||||
/// </summary>
|
||||
public void DrawSprite(uint texture, float x, float y, float w, float h,
|
||||
float u0, float v0, float u1, float v1, Vector4 tint)
|
||||
{
|
||||
SpriteSeg seg = OverlayMode
|
||||
? NextSpriteSeg(_overlaySpriteSegs, ref _overlaySegUsed, texture)
|
||||
: NextSpriteSeg(_spriteSegs, ref _segUsed, texture);
|
||||
AppendQuad(seg.Verts, x, y, w, h, u0, v0, u1, v1, tint);
|
||||
}
|
||||
|
||||
/// <summary>Pick the sprite segment for <paramref name="texture"/>: extend the current
|
||||
/// same-texture run, else reuse a pooled segment, else allocate. Submission order is
|
||||
/// preserved (painter z-order for sprite-on-sprite UI).</summary>
|
||||
private static SpriteSeg NextSpriteSeg(List<SpriteSeg> segs, ref int used, uint texture)
|
||||
{
|
||||
if (used > 0 && segs[used - 1].Texture == texture)
|
||||
return segs[used - 1];
|
||||
if (used < segs.Count)
|
||||
{
|
||||
var s = segs[used++];
|
||||
s.Texture = texture;
|
||||
s.Verts.Clear();
|
||||
return s;
|
||||
}
|
||||
var ns = new SpriteSeg { Texture = texture };
|
||||
segs.Add(ns);
|
||||
used++;
|
||||
return ns;
|
||||
}
|
||||
|
||||
private static void AppendQuad(List<float> buf,
|
||||
float x, float y, float w, float h,
|
||||
float u0, float v0, float u1, float v1, Vector4 color)
|
||||
|
|
@ -159,7 +244,9 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
/// <summary>Upload + draw accumulated rects + text. font may be null if only DrawRect was used.</summary>
|
||||
public void Flush(BitmapFont? font)
|
||||
{
|
||||
if (_textVerts == 0 && _rectVerts == 0) return;
|
||||
bool anyNormal = _segUsed > 0 || _textVerts > 0 || _rectVerts > 0;
|
||||
bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0;
|
||||
if (!anyNormal && !anyOverlay) return;
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetVec2("uScreenSize", _screenSize);
|
||||
|
|
@ -171,36 +258,85 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest);
|
||||
bool wasBlend = _gl.IsEnabled(EnableCap.Blend);
|
||||
bool wasCull = _gl.IsEnabled(EnableCap.CullFace);
|
||||
// The world pass leaves alpha-to-coverage + multisample enabled (WbDrawDispatcher,
|
||||
// QualitySettings MSAA). If they bleed into the UI pass, each glyph's soft alpha
|
||||
// EDGE is converted to dithered MSAA coverage instead of a clean alpha blend —
|
||||
// the "text not sharp / fuzzy" artifact. The UI composites with straight alpha
|
||||
// blending and must own this state (feedback_render_self_contained_gl_state).
|
||||
bool wasA2C = _gl.IsEnabled(EnableCap.SampleAlphaToCoverage);
|
||||
bool wasMsaa = _gl.IsEnabled(EnableCap.Multisample);
|
||||
_gl.Disable(EnableCap.SampleAlphaToCoverage);
|
||||
_gl.Disable(EnableCap.Multisample);
|
||||
_gl.Disable(EnableCap.DepthTest);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
_gl.DepthMask(false);
|
||||
_gl.Enable(EnableCap.Blend);
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||||
|
||||
// Untextured rects first — they form panel backgrounds.
|
||||
if (_rectVerts > 0)
|
||||
{
|
||||
_shader.SetInt("uUseTexture", 0);
|
||||
UploadBuffer(_rectBuf);
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_rectVerts);
|
||||
// LAYERED compositing for the UI (background → fill → text):
|
||||
// 1. RGBA dat sprites — window chrome / panel backgrounds (behind)
|
||||
// 2. Untextured rects — widget fills (e.g. vital bars) on the chrome
|
||||
// 3. Text glyphs — on top
|
||||
// Bucket 1 (sprites) draws in SUBMISSION (painter) order via _spriteSegs,
|
||||
// so sprite-on-sprite z is preserved. Buckets 2 (rects) + 3 (debug text)
|
||||
// composite on top, in that order. The OVERLAY layer repeats all three
|
||||
// AFTER the normal layer, so open popups beat even the rect backgrounds.
|
||||
DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font);
|
||||
DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font);
|
||||
|
||||
// Restore GL state.
|
||||
_gl.DepthMask(true);
|
||||
if (!wasBlend) _gl.Disable(EnableCap.Blend);
|
||||
if (wasCull) _gl.Enable(EnableCap.CullFace);
|
||||
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
|
||||
if (wasA2C) _gl.Enable(EnableCap.SampleAlphaToCoverage);
|
||||
if (wasMsaa) _gl.Enable(EnableCap.Multisample);
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
// Textured text glyphs.
|
||||
if (_textVerts > 0 && font is not null)
|
||||
/// <summary>Draw one compositing layer: sprites (submission order, one call per
|
||||
/// texture) → untextured rects → debug-font text. Shared by the normal and overlay
|
||||
/// layers; GL state + shader are set up by <see cref="Flush"/>.</summary>
|
||||
private void DrawLayer(
|
||||
List<SpriteSeg> spriteSegs, int segUsed,
|
||||
List<float> rectBuf, int rectVerts,
|
||||
List<float> textBuf, int textVerts, BitmapFont? font)
|
||||
{
|
||||
// 1. RGBA dat sprites — one draw call per distinct GL texture.
|
||||
if (segUsed > 0)
|
||||
{
|
||||
_shader.SetInt("uUseTexture", 2);
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
_shader.SetInt("uTex", 0);
|
||||
for (int i = 0; i < segUsed; i++)
|
||||
{
|
||||
var seg = spriteSegs[i];
|
||||
if (seg.Verts.Count == 0) continue;
|
||||
_gl.BindTexture(TextureTarget.Texture2D, seg.Texture);
|
||||
UploadBuffer(seg.Verts);
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(seg.Verts.Count / FloatsPerVertex));
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Untextured rects — widget fills on top of the chrome.
|
||||
if (rectVerts > 0)
|
||||
{
|
||||
_shader.SetInt("uUseTexture", 0);
|
||||
UploadBuffer(rectBuf);
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)rectVerts);
|
||||
}
|
||||
|
||||
// 3. Textured debug-font text glyphs on top.
|
||||
if (textVerts > 0 && font is not null)
|
||||
{
|
||||
_shader.SetInt("uUseTexture", 1);
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, font.TextureId);
|
||||
_shader.SetInt("uTex", 0);
|
||||
UploadBuffer(_textBuf);
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)_textVerts);
|
||||
UploadBuffer(textBuf);
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)textVerts);
|
||||
}
|
||||
|
||||
// Restore GL state.
|
||||
if (!wasBlend) _gl.Disable(EnableCap.Blend);
|
||||
if (wasCull) _gl.Enable(EnableCap.CullFace);
|
||||
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
private void UploadBuffer(List<float> buf)
|
||||
|
|
@ -223,6 +359,7 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
|
||||
public void Dispose()
|
||||
{
|
||||
_gl.DeleteTexture(_whiteTex);
|
||||
_gl.DeleteBuffer(_vbo);
|
||||
_gl.DeleteVertexArray(_vao);
|
||||
_shader.Dispose();
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
|
|||
private readonly GL _gl;
|
||||
private readonly DatCollection _dats;
|
||||
private readonly Dictionary<uint, uint> _handlesBySurfaceId = new();
|
||||
private readonly Dictionary<uint, (int w, int h)> _sizeBySurfaceId = new();
|
||||
/// <summary>
|
||||
/// Composite cache for surface-with-override-origtex entries (Phase 5
|
||||
/// TextureChanges). Key = (baseSurfaceId, overrideOrigTextureId),
|
||||
|
|
@ -30,6 +31,12 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
|
|||
private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), uint> _handlesByPalette = new();
|
||||
private uint _magentaHandle;
|
||||
|
||||
// Direct-RenderSurface caches for UI sprites: 0x06xxxxxx RenderSurface ids
|
||||
// decoded directly (Portal/HighRes → DecodeRenderSurface), bypassing the
|
||||
// Surface→SurfaceTexture chain that GetOrUpload uses for world materials.
|
||||
private readonly Dictionary<uint, uint> _handlesByRenderSurfaceId = new();
|
||||
private readonly Dictionary<uint, (int w, int h)> _rsSizeById = new();
|
||||
|
||||
private readonly Wb.BindlessSupport? _bindless;
|
||||
|
||||
// Bindless / Texture2DArray parallel caches. Keys mirror the legacy three
|
||||
|
|
@ -80,6 +87,65 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
|
|||
return h;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Like <see cref="GetOrUpload(uint)"/> but also returns the decoded
|
||||
/// pixel dimensions. UI 9-slice geometry needs the source size to
|
||||
/// compute slice UVs. Cached alongside the handle.
|
||||
/// </summary>
|
||||
public uint GetOrUpload(uint surfaceId, out int width, out int height)
|
||||
{
|
||||
if (_handlesBySurfaceId.TryGetValue(surfaceId, out var existing)
|
||||
&& _sizeBySurfaceId.TryGetValue(surfaceId, out var sz))
|
||||
{
|
||||
width = sz.w; height = sz.h;
|
||||
return existing;
|
||||
}
|
||||
|
||||
var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null);
|
||||
uint h = UploadRgba8(decoded);
|
||||
_handlesBySurfaceId[surfaceId] = h;
|
||||
_sizeBySurfaceId[surfaceId] = (decoded.Width, decoded.Height);
|
||||
width = decoded.Width; height = decoded.Height;
|
||||
return h;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Upload a UI sprite by its RenderSurface DataId (0x06xxxxxx), decoded
|
||||
/// DIRECTLY (Portal/HighRes → DecodeRenderSurface) rather than through the
|
||||
/// Surface→SurfaceTexture chain that <see cref="GetOrUpload(uint)"/> uses
|
||||
/// for world-geometry materials. This is the correct path for retail UI
|
||||
/// chrome + font glyph sheets, which reference RenderSurface directly.
|
||||
/// Palette is null for now (a paletted INDEX16/P8 UI sprite would return
|
||||
/// Magenta — wire a UI palette when one is actually encountered). Returns a
|
||||
/// 1x1 magenta handle on miss.
|
||||
/// </summary>
|
||||
public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false)
|
||||
{
|
||||
if (_handlesByRenderSurfaceId.TryGetValue(renderSurfaceId, out var existing)
|
||||
&& _rsSizeById.TryGetValue(renderSurfaceId, out var sz))
|
||||
{
|
||||
width = sz.w; height = sz.h;
|
||||
return existing;
|
||||
}
|
||||
|
||||
DecodedTexture decoded;
|
||||
if (_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
|
||||
|| _dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
|
||||
{
|
||||
decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
decoded = DecodedTexture.Magenta;
|
||||
}
|
||||
|
||||
uint h = UploadRgba8(decoded, nearest);
|
||||
_handlesByRenderSurfaceId[renderSurfaceId] = h;
|
||||
_rsSizeById[renderSurfaceId] = (decoded.Width, decoded.Height);
|
||||
width = decoded.Width; height = decoded.Height;
|
||||
return h;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Alpha-channel histogram for one decoded texture. Used to diagnose
|
||||
/// "why are clouds not transparent" — if cloud textures come out with
|
||||
|
|
@ -476,7 +542,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
|
|||
return composed;
|
||||
}
|
||||
|
||||
private uint UploadRgba8(DecodedTexture decoded)
|
||||
private uint UploadRgba8(DecodedTexture decoded, bool nearest = false)
|
||||
{
|
||||
uint tex = _gl.GenTexture();
|
||||
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
||||
|
|
@ -493,8 +559,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
|
|||
PixelType.UnsignedByte,
|
||||
p);
|
||||
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
// Point (nearest) sampling for pixel-exact UI text — bilinear softens the dat
|
||||
// font's small glyphs. Other surfaces use bilinear.
|
||||
int filter = nearest ? (int)TextureMinFilter.Nearest : (int)TextureMinFilter.Linear;
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, filter);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, filter);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||
|
||||
|
|
|
|||
|
|
@ -2044,7 +2044,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
/// Falloff×1.3) were flooding the exterior shell that retail never torch-lights.
|
||||
/// The indoor "no sun" half is already handled by the global sun kill when the
|
||||
/// player is inside a cell (<c>UpdateSunFromSky</c>). See the divergence register
|
||||
/// (AP-37) and docs/research/2026-06-19-lighting-a7-fixD-round2-*.
|
||||
/// (AP-43) and docs/research/2026-06-19-lighting-a7-fixD-round2-*.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void ComputeEntityLightSet(WorldEntity entity)
|
||||
|
|
|
|||
|
|
@ -39,7 +39,9 @@ public sealed record RuntimeOptions(
|
|||
bool RetailCloseDegrades,
|
||||
bool DumpSceneryZ,
|
||||
bool DumpLiveSpawns,
|
||||
int? LegacyStreamRadius)
|
||||
int? LegacyStreamRadius,
|
||||
bool RetailUi,
|
||||
string? AcDir)
|
||||
{
|
||||
/// <summary>
|
||||
/// Build options from the process environment. Used by
|
||||
|
|
@ -81,7 +83,9 @@ public sealed record RuntimeOptions(
|
|||
DumpLiveSpawns: IsExactlyOne(env("ACDREAM_DUMP_LIVE_SPAWNS")),
|
||||
// Legacy override for ACDREAM_STREAM_RADIUS. Caller applies it on
|
||||
// top of the quality preset's radii. Null when unset or invalid.
|
||||
LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")));
|
||||
LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")),
|
||||
RetailUi: IsExactlyOne(env("ACDREAM_RETAIL_UI")),
|
||||
AcDir: NullIfEmpty(env("ACDREAM_AC_DIR")));
|
||||
}
|
||||
|
||||
/// <summary>True iff live-mode credentials are present and valid for connecting.</summary>
|
||||
|
|
|
|||
65
src/AcDream.App/UI/ControlsIni.cs
Normal file
65
src/AcDream.App/UI/ControlsIni.cs
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Minimal reader for retail's <c>controls.ini</c> — a flat INI with one
|
||||
/// <c>[section]</c> per element type. Colors are <c>#AARRGGBB</c> (alpha
|
||||
/// first). Optional: a missing file yields an empty sheet (callers fall back
|
||||
/// to hardcoded defaults). See the D.2b spec §7.
|
||||
/// </summary>
|
||||
public sealed class ControlsIni
|
||||
{
|
||||
private readonly Dictionary<string, Dictionary<string, string>> _sections;
|
||||
|
||||
private ControlsIni(Dictionary<string, Dictionary<string, string>> s) => _sections = s;
|
||||
|
||||
/// <summary>Load from disk; returns an empty sheet if the file is absent.</summary>
|
||||
public static ControlsIni Load(string path)
|
||||
=> System.IO.File.Exists(path)
|
||||
? Parse(System.IO.File.ReadAllText(path))
|
||||
: new ControlsIni(new());
|
||||
|
||||
public static ControlsIni Parse(string text)
|
||||
{
|
||||
var sections = new Dictionary<string, Dictionary<string, string>>(System.StringComparer.OrdinalIgnoreCase);
|
||||
Dictionary<string, string>? cur = null;
|
||||
foreach (var raw in text.Split('\n'))
|
||||
{
|
||||
var line = raw.Trim();
|
||||
if (line.Length == 0 || line[0] == ';' || line[0] == '#') continue;
|
||||
if (line[0] == '[' && line[^1] == ']')
|
||||
{
|
||||
var name = line[1..^1].Trim();
|
||||
cur = new Dictionary<string, string>(System.StringComparer.OrdinalIgnoreCase);
|
||||
sections[name] = cur;
|
||||
continue;
|
||||
}
|
||||
int eq = line.IndexOf('=');
|
||||
if (eq <= 0 || cur is null) continue;
|
||||
cur[line[..eq].Trim()] = line[(eq + 1)..].Trim();
|
||||
}
|
||||
return new ControlsIni(sections);
|
||||
}
|
||||
|
||||
public string? Get(string section, string key)
|
||||
=> _sections.TryGetValue(section, out var s) && s.TryGetValue(key, out var v) ? v : null;
|
||||
|
||||
/// <summary>Parse a <c>#AARRGGBB</c> token into an RGBA <see cref="Vector4"/>.</summary>
|
||||
public bool TryColor(string section, string key, out Vector4 color)
|
||||
{
|
||||
color = default;
|
||||
var v = Get(section, key);
|
||||
if (v is null || v.Length != 9 || v[0] != '#') return false;
|
||||
if (!uint.TryParse(v.AsSpan(1), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out uint argb))
|
||||
return false;
|
||||
float a = ((argb >> 24) & 0xFF) / 255f;
|
||||
float r = ((argb >> 16) & 0xFF) / 255f;
|
||||
float g = ((argb >> 8) & 0xFF) / 255f;
|
||||
float b = (argb & 0xFF) / 255f;
|
||||
color = new Vector4(r, g, b, a);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
472
src/AcDream.App/UI/Layout/ChatWindowController.cs
Normal file
472
src/AcDream.App/UI/Layout/ChatWindowController.cs
Normal file
|
|
@ -0,0 +1,472 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using AcDream.App.UI;
|
||||
using AcDream.Core.Chat;
|
||||
using AcDream.UI.Abstractions;
|
||||
using AcDream.UI.Abstractions.Panels.Chat;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Binds the imported chat LayoutDesc (0x21000006) to live behavior — the acdream
|
||||
/// analogue of retail <c>ChatInterface</c> + <c>gmMainChatUI::PostInit @0x4ce130</c>.
|
||||
///
|
||||
/// <para>
|
||||
/// The transcript (<c>0x10000011</c>) is Type-12 and is built as a <see cref="UiText"/>
|
||||
/// by the factory; this controller binds its live data provider in place. The input
|
||||
/// (<c>0x10000016</c>) is also Type-12, so the factory builds it as an invisible
|
||||
/// <see cref="UiText"/> placeholder; this controller removes that placeholder and adds
|
||||
/// a <see cref="UiField"/> at the same rect. The scrollbar track (<c>0x10000012</c>) is
|
||||
/// built directly as a <see cref="UiScrollbar"/> by the factory (Type 11) and bound in
|
||||
/// place. The channel menu (<c>0x10000014</c>) is built as <see cref="UiMenu"/> (Type 6)
|
||||
/// and bound in place.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class ChatWindowController
|
||||
{
|
||||
public const uint LayoutId = 0x21000006u;
|
||||
|
||||
// Element ids from chat LayoutDesc 0x21000006 (confirmed in Task D/G1).
|
||||
private const uint RootId = 0x1000000Eu;
|
||||
private const uint ResizeBarId = 0x1000000Fu; // dat top resize bar (800px — dropped; nine-slice grips replace it)
|
||||
private const uint TranscriptPanelId = 0x10000010u;
|
||||
private const uint TranscriptId = 0x10000011u; // Type-12 prototype — skipped by factory
|
||||
private const uint TrackId = 0x10000012u;
|
||||
private const uint InputBarId = 0x10000013u;
|
||||
private const uint MenuId = 0x10000014u;
|
||||
private const uint InputId = 0x10000016u; // Type-12 Text — factory builds UiText placeholder; Bind removes + replaces with UiField
|
||||
private const uint SendId = 0x10000019u;
|
||||
private const uint MaxMinId = 0x1000046Fu;
|
||||
|
||||
// Scrollbar sprite ids from base layout 0x2100003E (confirmed in Task D).
|
||||
private const uint TrackSprite = 0x06004C5Fu;
|
||||
private const uint ThumbSprite = 0x06004C63u; // 3-slice middle tile
|
||||
private const uint ThumbTopSprite = 0x06004C60u; // 3-slice top cap
|
||||
private const uint ThumbBotSprite = 0x06004C66u; // 3-slice bottom cap
|
||||
private const uint UpSprite = 0x06004C6Cu; // up arrow (top button)
|
||||
private const uint DownSprite = 0x06004C69u; // down arrow (bottom button)
|
||||
|
||||
// Chat input focused-field background (element 0x10000016 Normal_focussed state).
|
||||
private const uint InputFocusField = 0x060011ABu; // gold "lit" field when in write mode
|
||||
|
||||
// Channel menu sprite ids (confirmed in chat element dump).
|
||||
private const uint MenuNormal = 0x06004D65u; // button face
|
||||
private const uint MenuPressed = 0x06004D66u; // button pressed
|
||||
private const uint MenuPopupBg = 0x0600124Cu; // popup panel fill (element 0x1000001C)
|
||||
private const uint MenuItemRow = 0x0600124Eu; // item row bg (template 0x1000001E)
|
||||
private const uint MenuItemSelected = 0x0600124Du; // active channel row
|
||||
|
||||
// ── Public surface ─────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Root element of the imported layout (the chat window chrome).</summary>
|
||||
public UiElement Root { get; private set; } = null!;
|
||||
|
||||
/// <summary>Live chat transcript widget. Null until <see cref="Bind"/> succeeds.</summary>
|
||||
public UiText Transcript { get; private set; } = null!;
|
||||
|
||||
/// <summary>Editable chat input widget. Null until <see cref="Bind"/> succeeds.</summary>
|
||||
public UiField Input { get; private set; } = null!;
|
||||
|
||||
/// <summary>Scrollbar widget, driven by <see cref="Transcript"/>'s scroll model.</summary>
|
||||
public UiScrollbar Scrollbar { get; private set; } = null!;
|
||||
|
||||
/// <summary>Channel-selector menu widget.</summary>
|
||||
public UiMenu Menu { get; private set; } = null!;
|
||||
|
||||
// ── Private state ──────────────────────────────────────────────────────
|
||||
|
||||
private ChatChannelKind _activeChannel = ChatChannelKind.Say;
|
||||
|
||||
// ── Channel knowledge (ported from old UiChannelMenu — gmMainChatUI::InitTalkFocusMenu @0x4cdc50) ──
|
||||
|
||||
private static readonly (string Label, ChatChannelKind? Channel)[] ChannelItems =
|
||||
{
|
||||
("Squelch (ignore)", null),
|
||||
("Tell to Selected", null),
|
||||
("Chat to All", ChatChannelKind.Say),
|
||||
("Tell to Fellows", ChatChannelKind.Fellowship),
|
||||
("Tell to General Chat", ChatChannelKind.General),
|
||||
("Tell to LFG Chat", ChatChannelKind.Lfg),
|
||||
("Tell to Society Chat", ChatChannelKind.Society),
|
||||
("Tell to Monarch", ChatChannelKind.Monarch),
|
||||
("Tell to Patron", ChatChannelKind.Patron),
|
||||
("Tell to Vassals", ChatChannelKind.Vassals),
|
||||
("Tell to Allegiance", ChatChannelKind.Allegiance),
|
||||
("Tell to Trade Chat", ChatChannelKind.Trade),
|
||||
("Tell to Roleplay Chat", ChatChannelKind.Roleplay),
|
||||
("Tell to Olthoi Chat", ChatChannelKind.Olthoi),
|
||||
};
|
||||
|
||||
private static string ChannelButtonLabel(ChatChannelKind k) => k switch
|
||||
{
|
||||
ChatChannelKind.Say => "Chat",
|
||||
ChatChannelKind.General => "General",
|
||||
ChatChannelKind.Trade => "Trade",
|
||||
ChatChannelKind.Lfg => "LFG",
|
||||
ChatChannelKind.Fellowship => "Fellow",
|
||||
ChatChannelKind.Allegiance => "Alleg",
|
||||
ChatChannelKind.Patron => "Patron",
|
||||
ChatChannelKind.Vassals => "Vassals",
|
||||
ChatChannelKind.Monarch => "Monarch",
|
||||
ChatChannelKind.Roleplay => "Roleplay",
|
||||
ChatChannelKind.Society => "Society",
|
||||
ChatChannelKind.Olthoi => "Olthoi",
|
||||
_ => "Chat",
|
||||
};
|
||||
|
||||
private static bool ChannelAvailable(ChatChannelKind k)
|
||||
=> k is ChatChannelKind.Say or ChatChannelKind.General or ChatChannelKind.Trade or ChatChannelKind.Lfg;
|
||||
|
||||
/// <summary>Window height before maximize (stored to restore on un-maximize).</summary>
|
||||
private float _normalHeight;
|
||||
/// <summary>Window top before maximize.</summary>
|
||||
private float _normalTop;
|
||||
private bool _maximized;
|
||||
|
||||
// ── Factory ────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Bind an imported chat layout to live behavior.
|
||||
///
|
||||
/// <paramref name="rootInfo"/> and <paramref name="layout"/> must come from the
|
||||
/// SAME <see cref="LayoutImporter"/> pass (<c>ImportInfos</c> then <c>Build</c>)
|
||||
/// so rects in the info tree match the widget geometry in the layout tree.
|
||||
///
|
||||
/// Returns <c>null</c> if the essential transcript/input panels are missing from
|
||||
/// the info tree or the widget tree (e.g. the layout dat is incomplete).
|
||||
/// </summary>
|
||||
/// <param name="rootInfo">Full <see cref="ElementInfo"/> tree from
|
||||
/// <see cref="LayoutImporter.ImportInfos"/>.</param>
|
||||
/// <param name="layout">Widget tree from <see cref="LayoutImporter.Build"/>.</param>
|
||||
/// <param name="vm">Chat view-model (transcript data + command routing).</param>
|
||||
/// <param name="busProvider">Factory that returns the live command bus at submit time.
|
||||
/// Called on every chat submit so it resolves <see cref="AcDream.UI.Abstractions.LiveCommandBus"/>
|
||||
/// even when the live session is established AFTER <see cref="Bind"/> runs
|
||||
/// (mirrors the ImGui <c>ChatPanel</c> which re-reads the bus each frame).</param>
|
||||
/// <param name="datFont">Retail dat font for transcript + input rendering.</param>
|
||||
/// <param name="debugFont">Fallback debug bitmap font (used when
|
||||
/// <paramref name="datFont"/> is null).</param>
|
||||
/// <param name="resolve">Dat RenderSurface id → (GL tex handle, px width, px height).
|
||||
/// Forwarded to <see cref="UiScrollbar"/> and <see cref="UiMenu"/>.</param>
|
||||
public static ChatWindowController? Bind(
|
||||
ElementInfo rootInfo,
|
||||
ImportedLayout layout,
|
||||
ChatVM vm,
|
||||
Func<ICommandBus> busProvider,
|
||||
UiDatFont? datFont,
|
||||
BitmapFont? debugFont,
|
||||
Func<uint, (uint tex, int w, int h)> resolve)
|
||||
{
|
||||
// The transcript is built as a UiText by the factory (Type 12).
|
||||
// The input node (0x10000016) is also Type-12 → UiText, but the controller replaces
|
||||
// it with a UiField. Read its rect from the raw ElementInfo tree first.
|
||||
var iInfo = FindInfo(rootInfo, InputId);
|
||||
|
||||
// Their parent panels must exist as real widgets in the layout tree.
|
||||
var transcriptPanel = layout.FindElement(TranscriptPanelId);
|
||||
var inputBar = layout.FindElement(InputBarId);
|
||||
|
||||
if (iInfo is null || transcriptPanel is null || inputBar is null)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"[D.2b] ChatWindowController.Bind: missing required elements " +
|
||||
$"(iInfo={iInfo is not null}, " +
|
||||
$"panel={transcriptPanel is not null}, bar={inputBar is not null}) — " +
|
||||
$"chat window will not be interactive.");
|
||||
return null;
|
||||
}
|
||||
|
||||
// LayoutDesc 0x21000006 has SEVERAL top-level elements: the gmMainChatUI window
|
||||
// (RootId 0x1000000E) PLUS stray auxiliary elements that are NOT part of the docked
|
||||
// window — a separate Field+ListBox (0x1000001C/1D, the floaty scrollback), the
|
||||
// talk-focus highlight strip (0x1000001E), and a scroll-button prototype (0x10000526).
|
||||
// LayoutImporter.ImportInfos wraps all top-level elements in a synthetic Type-3 root,
|
||||
// so using layout.Root would render the strays overlapping the real window (the
|
||||
// red-striped garbage in the first live render). Use the gmMainChatUI window itself:
|
||||
// GameWindow adds this to the host, which re-parents it out of the synthetic wrapper,
|
||||
// orphaning the strays so they never draw.
|
||||
var window = layout.FindElement(RootId) ?? layout.Root;
|
||||
var c = new ChatWindowController { Root = window };
|
||||
|
||||
// Drop the dat top resize bar (0x1000000F): it is authored 800px wide and
|
||||
// juts out of the content-width window. The host wraps this content in the
|
||||
// universal nine-slice chrome, whose grips provide the resize affordance.
|
||||
if (layout.FindElement(ResizeBarId) is { Parent: { } rbParent } resizeBar)
|
||||
rbParent.RemoveChild(resizeBar);
|
||||
|
||||
// Reclaim the 9px strip the dropped resize bar occupied (rows 0-8 of the root):
|
||||
// grow the transcript panel up to the window top so its dark bg fills the strip.
|
||||
// Otherwise the root element's brown bg shows through as a sliver along the top.
|
||||
transcriptPanel.Top = 0f;
|
||||
transcriptPanel.Height += 9f; // dat resize-bar height (0x1000000F H=9)
|
||||
|
||||
// ── Transcript ───────────────────────────────────────────────────
|
||||
// The factory now builds the Type-12 transcript element (0x10000011) as a UiText.
|
||||
// Find it in the widget tree and bind the live providers — no remove/add needed.
|
||||
c.Transcript = layout.FindElement(TranscriptId) as UiText
|
||||
?? throw new InvalidOperationException("chat transcript 0x10000011 not built as UiText");
|
||||
c.Transcript.DatFont = datFont;
|
||||
c.Transcript.Font = debugFont;
|
||||
c.Transcript.BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f); // retail translucent transcript
|
||||
c.Transcript.LinesProvider = () => BuildLines(vm, c.Transcript, datFont, debugFont);
|
||||
|
||||
// ── Input ────────────────────────────────────────────────────────
|
||||
// The input element (0x10000016) resolves to Type-12 Text, so the factory built it
|
||||
// as an unbound (invisible) UiText placeholder in the input bar. The editable entry
|
||||
// is a controller-placed UiField at the same rect — drop the placeholder, add the field.
|
||||
if (layout.FindElement(InputId) is { Parent: { } inParent } inputPlaceholder)
|
||||
inParent.RemoveChild(inputPlaceholder);
|
||||
c.Input = new UiField
|
||||
{
|
||||
Left = iInfo.X,
|
||||
Top = iInfo.Y,
|
||||
Width = iInfo.Width,
|
||||
Height = iInfo.Height,
|
||||
Anchors = ElementReader.ToAnchors(iInfo.Left, iInfo.Top, iInfo.Right, iInfo.Bottom),
|
||||
DatFont = datFont,
|
||||
Font = debugFont,
|
||||
BackgroundColor = new Vector4(0f, 0f, 0f, 0.35f), // retail translucent unfocused field
|
||||
SpriteResolve = resolve,
|
||||
FocusFieldSprite = InputFocusField,
|
||||
};
|
||||
inputBar.AddChild(c.Input);
|
||||
c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), c._activeChannel);
|
||||
|
||||
// ── Scrollbar — bind the factory-built Type-11 track element ────────
|
||||
// The factory now builds the Type-11 track element (0x10000012) as a UiScrollbar
|
||||
// directly. Find it, bind it in place — no remove/add needed.
|
||||
var track = layout.FindElement(TrackId);
|
||||
if (track is UiScrollbar bar)
|
||||
{
|
||||
float oldTop = bar.Top;
|
||||
bar.Top = 0f; // pull up to the panel top (resize-bar reclaim)
|
||||
bar.Height = bar.Height + oldTop;
|
||||
bar.Model = c.Transcript.Scroll;
|
||||
bar.SpriteResolve = resolve;
|
||||
bar.TrackSprite = TrackSprite;
|
||||
bar.ThumbSprite = ThumbSprite;
|
||||
bar.ThumbTopSprite = ThumbTopSprite;
|
||||
bar.ThumbBotSprite = ThumbBotSprite;
|
||||
bar.UpSprite = UpSprite;
|
||||
bar.DownSprite = DownSprite;
|
||||
c.Scrollbar = bar;
|
||||
}
|
||||
|
||||
// ── Channel menu — bind the factory-built Type-6 UiMenu ──────────
|
||||
if (layout.FindElement(MenuId) is UiMenu menu)
|
||||
{
|
||||
menu.DatFont = datFont; menu.Font = debugFont; menu.SpriteResolve = resolve;
|
||||
menu.NormalSprite = MenuNormal; menu.PressedSprite = MenuPressed;
|
||||
menu.PopupBgSprite = MenuPopupBg;
|
||||
menu.ItemNormalSprite = MenuItemRow; menu.ItemHighlightSprite = MenuItemSelected;
|
||||
menu.Items = System.Array.ConvertAll(ChannelItems,
|
||||
t => new UiMenu.MenuItem(t.Label, (object?)t.Channel));
|
||||
menu.Selected = (object?)c._activeChannel;
|
||||
// Specials (Squelch / Tell-to-Selected, null payload) render WHITE/enabled like
|
||||
// retail; only the talk-CHANNEL items grey when unavailable.
|
||||
menu.EnabledProvider = p => p is not ChatChannelKind ch || ChannelAvailable(ch);
|
||||
menu.ButtonLabelProvider = () => ChannelButtonLabel(c._activeChannel);
|
||||
// The widget reports the pick; the controller owns Selected. Only a talk-channel
|
||||
// payload updates the active channel + highlight — the null-payload specials are
|
||||
// deferred no-ops (see the chat re-drive deferred list) and leave selection intact.
|
||||
menu.OnSelect = p =>
|
||||
{
|
||||
if (p is ChatChannelKind ch) { c._activeChannel = ch; menu.Selected = p; }
|
||||
};
|
||||
c.Menu = menu;
|
||||
}
|
||||
|
||||
// ── Send button — Enter-alternate submit trigger ──────────────────
|
||||
// Retail's gmMainChatUI wires the Send button to the same ProcessCommand path.
|
||||
if (layout.FindElement(SendId) is UiButton sendEl)
|
||||
{
|
||||
sendEl.OnClick = () => c.Input.Submit();
|
||||
// The Send sprite is a blank gold button — retail draws the caption as text.
|
||||
sendEl.Label = "Send";
|
||||
sendEl.LabelFont = datFont;
|
||||
sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f);
|
||||
}
|
||||
|
||||
// ── Size the channel button to its label + reflow the input field ─
|
||||
// Retail's talk-focus button autosizes to the selected channel name; the input
|
||||
// field then fills the gap from the button's right edge to the Send button. The
|
||||
// dat authors the button at a fixed 46px (too narrow for "Chat" once the LED +
|
||||
// arrow are accounted for), so widen it to its content and shift the input.
|
||||
// Recompute on every channel change (the button grows/shrinks with the label).
|
||||
if (c.Menu is not null)
|
||||
{
|
||||
float inputRight = c.Input.Left + c.Input.Width; // == Send button's left edge
|
||||
void ReflowInputRow()
|
||||
{
|
||||
c.Menu.Width = System.MathF.Round(c.Menu.NaturalButtonWidth());
|
||||
c.Menu.ResetAnchorCapture();
|
||||
c.Input.Left = c.Menu.Left + c.Menu.Width;
|
||||
c.Input.Width = System.MathF.Max(40f, inputRight - c.Input.Left);
|
||||
c.Input.ResetAnchorCapture();
|
||||
}
|
||||
var onSelect = c.Menu.OnSelect;
|
||||
c.Menu.OnSelect = p => { onSelect?.Invoke(p); ReflowInputRow(); };
|
||||
ReflowInputRow();
|
||||
}
|
||||
|
||||
// ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ──
|
||||
if (layout.FindElement(MaxMinId) is UiButton maxMinEl)
|
||||
{
|
||||
// The dat puts max/min and the scrollbar up-button at the SAME X (both
|
||||
// right-anchored), so at content width they overlap. Retail shows max/min
|
||||
// just LEFT of the scrollbar column — shift it one button-width left.
|
||||
if (track is not null)
|
||||
maxMinEl.Left = track.Left - maxMinEl.Width;
|
||||
maxMinEl.OnClick = c.ToggleMaximize;
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
// ── Max/min implementation ─────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Toggle between the normal chat window height and an expanded 320px height.
|
||||
/// Simplified port of retail <c>gmMainChatUI::HandleMaximizeButton @0x4cddb0</c>:
|
||||
/// retail stores the pre-maximize height and restores it on a second click.
|
||||
/// The 320px expanded size is the approximate retail maximized chat height.
|
||||
/// </summary>
|
||||
private void ToggleMaximize()
|
||||
{
|
||||
if (!_maximized)
|
||||
{
|
||||
_normalHeight = Root.Height;
|
||||
_normalTop = Root.Top;
|
||||
// Expand upward: move the top edge up so the bottom stays anchored.
|
||||
Root.Top = MathF.Max(0f, Root.Top + Root.Height - 320f);
|
||||
Root.Height = 320f;
|
||||
_maximized = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Root.Top = _normalTop;
|
||||
Root.Height = _normalHeight;
|
||||
_maximized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Depth-first search for an <see cref="ElementInfo"/> node by id in the
|
||||
/// raw info tree (which contains ALL elements, including the Type-12 skipped ones).
|
||||
/// </summary>
|
||||
private static ElementInfo? FindInfo(ElementInfo node, uint id)
|
||||
{
|
||||
if (node.Id == id) return node;
|
||||
foreach (var child in node.Children)
|
||||
{
|
||||
var found = FindInfo(child, id);
|
||||
if (found is not null) return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert the ChatVM's detailed lines to the transcript's
|
||||
/// <see cref="UiText.Line"/> record format, applying retail-faithful
|
||||
/// per-<see cref="ChatKind"/> colors.
|
||||
/// </summary>
|
||||
private static IReadOnlyList<UiText.Line> BuildLines(
|
||||
ChatVM vm, UiText view, UiDatFont? datFont, BitmapFont? debugFont)
|
||||
{
|
||||
var detailed = vm.RecentLinesDetailed();
|
||||
if (detailed.Count == 0) return Array.Empty<UiText.Line>();
|
||||
|
||||
// Word-wrap each message to the transcript's current pixel width (ports retail
|
||||
// GlyphList::Recalculate @0x473800 — break at word boundaries when the line would
|
||||
// exceed wrapWidth). Re-evaluated each frame so wrapping follows window resize.
|
||||
float maxW = view.Width - 2f * view.Padding;
|
||||
Func<string, float> measure =
|
||||
datFont is { } df ? s => df.MeasureWidth(s)
|
||||
: debugFont is { } bf ? s => bf.MeasureWidth(s)
|
||||
: s => s.Length * 7f;
|
||||
|
||||
var result = new List<UiText.Line>(detailed.Count);
|
||||
foreach (var d in detailed)
|
||||
{
|
||||
var color = RetailChatColor(d.Kind);
|
||||
foreach (var frag in WrapText(d.Text, maxW, measure))
|
||||
result.Add(new UiText.Line(frag, color));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Greedy word-wrap: split <paramref name="text"/> into fragments that each fit in
|
||||
/// <paramref name="maxW"/> pixels (per <paramref name="measure"/>), breaking at spaces.
|
||||
/// A word that is itself wider than the line is broken at CHARACTER boundaries (no
|
||||
/// hyphen), packed onto the current line first — so a long unbroken token (e.g. a URL
|
||||
/// or "wwwww…") wraps instead of overflowing, and a "You say," prefix stays on the same
|
||||
/// row as the start of the message. Mirrors retail GlyphList::Recalculate's per-GlyphLine
|
||||
/// emission (which breaks mid-glyph-run when a run exceeds the wrap width).
|
||||
/// </summary>
|
||||
public static IEnumerable<string> WrapText(string text, float maxW, Func<string, float> measure)
|
||||
{
|
||||
if (string.IsNullOrEmpty(text) || maxW <= 0f || measure(text) <= maxW)
|
||||
{
|
||||
yield return text ?? string.Empty;
|
||||
yield break;
|
||||
}
|
||||
|
||||
var line = new System.Text.StringBuilder();
|
||||
foreach (var word in text.Split(' '))
|
||||
{
|
||||
string sep = line.Length > 0 ? " " : string.Empty;
|
||||
if (measure(line.ToString() + sep + word) <= maxW)
|
||||
{
|
||||
line.Append(sep).Append(word); // fits on the current line
|
||||
continue;
|
||||
}
|
||||
if (line.Length > 0 && measure(word) <= maxW)
|
||||
{
|
||||
yield return line.ToString(); // word fits alone → push to a new line
|
||||
line.Clear();
|
||||
line.Append(word);
|
||||
continue;
|
||||
}
|
||||
// Word too long for any single line: char-wrap it, packing onto the current
|
||||
// line's remaining space first (keeps the prefix with the message start).
|
||||
if (line.Length > 0) line.Append(' ');
|
||||
foreach (char ch in word)
|
||||
{
|
||||
if (line.Length > 0 && measure(line.ToString() + ch) > maxW)
|
||||
{
|
||||
yield return line.ToString();
|
||||
line.Clear();
|
||||
}
|
||||
line.Append(ch);
|
||||
}
|
||||
}
|
||||
if (line.Length > 0) yield return line.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-<see cref="ChatKind"/> text color — the EXACT retail RGBA values read from a
|
||||
/// live retail client via cdb (the named <c>RGBAColor</c> constants at acclient
|
||||
/// 0x81c4a8+, e.g. <c>colorWhite</c>/<c>colorBrightPurple</c>/<c>colorLightBlue</c>/
|
||||
/// <c>colorGreen</c>, used by <c>ChatInterface::BuildChatColorLookupTable @0x4f31c0</c>).
|
||||
/// The four common kinds (speech/tell/channel/system) are confirmed by the named
|
||||
/// symbols + universal AC convention; the rarer kinds map to the nearest named color.
|
||||
/// </summary>
|
||||
private static Vector4 RetailChatColor(ChatKind kind) => kind switch
|
||||
{
|
||||
ChatKind.LocalSpeech => new(1f, 1f, 1f, 1f), // colorWhite
|
||||
ChatKind.RangedSpeech => new(1f, 1f, 1f, 1f), // colorWhite (shout)
|
||||
ChatKind.Channel => new(0.247f, 0.749f, 1f, 1f), // colorLightBlue
|
||||
ChatKind.Tell => new(1f, 0.498f, 1f, 1f), // colorBrightPurple
|
||||
ChatKind.System => new(0.5f, 1f, 0.498f, 1f), // colorGreen
|
||||
ChatKind.Popup => new(0.5f, 1f, 0.498f, 1f), // colorGreen (server broadcast)
|
||||
ChatKind.Emote => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey
|
||||
ChatKind.SoulEmote => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey
|
||||
ChatKind.Combat => new(0.96f, 0.459f, 0.447f, 1f), // colorLightRed
|
||||
_ => new(0.824f, 0.824f, 0.784f, 1f), // colorGrey (fallback)
|
||||
};
|
||||
}
|
||||
202
src/AcDream.App/UI/Layout/DatWidgetFactory.cs
Normal file
202
src/AcDream.App/UI/Layout/DatWidgetFactory.cs
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim
|
||||
/// algorithm ports); everything else (and unknown Types) falls back to
|
||||
/// <see cref="UiDatElement"/>.
|
||||
///
|
||||
/// <para>
|
||||
/// Type 12 = UIElement_Text — a scrollable colored-line text view. Every Type-12
|
||||
/// element is now built as a <see cref="UiText"/>. Elements that carry their own
|
||||
/// dat sprite media keep it as the <see cref="UiText.BackgroundSprite"/>. Pure
|
||||
/// prototype elements (no state media, no controller binding) draw nothing because
|
||||
/// <see cref="UiText.BackgroundColor"/> defaults to transparent.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The meter's back/front 3-slice sprite ids live on grandchild image elements,
|
||||
/// NOT on the meter element itself (format doc §11). <see cref="BuildMeter"/>
|
||||
/// walks two layers down to extract them: the two Type-3 container children
|
||||
/// ordered by <see cref="ElementInfo.ReadOrder"/> (back behind = lower, front
|
||||
/// on top = higher), then within each container the image children that carry
|
||||
/// a DirectState ("" key) sprite, ordered by their X position to obtain
|
||||
/// left-cap / center-tile / right-cap.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The expand-detail overlay present in the front container carries ONLY named
|
||||
/// states ("HideDetail"/"ShowDetail") — no "" DirectState entry — so the
|
||||
/// <c>TryGetValue("")</c> filter in <see cref="SliceIds"/> excludes it
|
||||
/// automatically.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class DatWidgetFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates the <see cref="UiElement"/> for <paramref name="info"/>, sets its
|
||||
/// rect (Left/Top/Width/Height) and Anchors, and returns it.
|
||||
/// </summary>
|
||||
/// <param name="info">Resolved, merged element snapshot from the LayoutDesc importer.</param>
|
||||
/// <param name="resolve">RenderSurface id → (GL tex handle, pixel width, pixel height).
|
||||
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
|
||||
/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
|
||||
/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
|
||||
/// <returns>The widget for this element. Never null — every type produces a widget.</returns>
|
||||
public static UiElement? Create(ElementInfo info,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
// Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts
|
||||
// (vitals 0x2100006C / chat 0x21000006) Type-3 elements are sprite-bearing chrome +
|
||||
// containers (the 8-piece bevel corners/edges, the transcript/input panels), NOT
|
||||
// editable fields — retail draws those as inert media-bearing Fields, which our
|
||||
// UiDatElement reproduces pixel-for-pixel (and without the spurious focus/edit
|
||||
// affordance a UiField would add). The one true editable field, the chat input
|
||||
// (0x10000016), resolves to Type 12 and is controller-placed as a UiField. So Type 3
|
||||
// stays on the generic fallback here; register it as UiField only when a window
|
||||
// actually carries a factory-built editable Type-3 field (and UiField grows a
|
||||
// background-media draw + an opt-in editable flag at that point). UiField (the widget)
|
||||
// still ships — it just isn't wired into the factory switch yet.
|
||||
UiElement e = info.Type switch
|
||||
{
|
||||
1 => new UiButton(info, resolve), // UIElement_Button (reg :125828)
|
||||
6 => new UiMenu(), // UIElement_Menu (reg :120163)
|
||||
7 => BuildMeter(info, resolve, datFont), // UIElement_Meter
|
||||
11 => new UiScrollbar(), // UIElement_Scrollbar (reg :124137)
|
||||
12 => BuildText(info, resolve), // UIElement_Text (reg :115655)
|
||||
_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
|
||||
};
|
||||
|
||||
// Propagate position + size (pixel-exact from the dat).
|
||||
e.Left = info.X;
|
||||
e.Top = info.Y;
|
||||
e.Width = info.Width;
|
||||
e.Height = info.Height;
|
||||
|
||||
// Honor the dat's draw order so overlapping pieces (grip overlay over bevel chrome) layer correctly.
|
||||
e.ZOrder = (int)info.ReadOrder;
|
||||
|
||||
// Map the four raw edge-anchor values to the AnchorEdges bit-flag that the
|
||||
// UI layout engine uses for reflow.
|
||||
e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom);
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
// ── Meter ────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Builds a <see cref="UiMeter"/> and populates its six 3-slice sprite ids by
|
||||
/// reading the meter's grandchild image elements (format doc §11).
|
||||
///
|
||||
/// <para>
|
||||
/// Structure the importer produces for each meter (UIElement_Meter):
|
||||
/// <code>
|
||||
/// meter (Type 7)
|
||||
/// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind)
|
||||
/// │ ├── left-cap image (DirectState "" → File = back-left sprite)
|
||||
/// │ ├── center image (DirectState "" → File = back-tile sprite)
|
||||
/// │ └── right-cap image (DirectState "" → File = back-right sprite)
|
||||
/// ├── front-layer container (Type 3, higher ReadOrder — drawn on top)
|
||||
/// │ ├── left-cap image (→ front-left sprite)
|
||||
/// │ ├── center image (→ front-tile sprite)
|
||||
/// │ ├── right-cap image (→ front-right sprite)
|
||||
/// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED)
|
||||
/// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController in Task 6)
|
||||
/// </code>
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <see cref="UiMeter.Fill"/> and <see cref="UiMeter.Label"/> are NOT set here.
|
||||
/// They are bound to the live stat providers in Task 6 (VitalsController).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private static UiMeter BuildMeter(ElementInfo info,
|
||||
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
|
||||
{
|
||||
var m = new UiMeter
|
||||
{
|
||||
SpriteResolve = resolve,
|
||||
DatFont = datFont,
|
||||
};
|
||||
|
||||
// The two 3-slice containers are Type-3 children of the meter element.
|
||||
// ReadOrder determines draw order: the back track has a LOWER ReadOrder
|
||||
// (drawn first, behind the fill), the front has a HIGHER ReadOrder (on top).
|
||||
var containers = info.Children
|
||||
.Where(c => c.Type == 3)
|
||||
.OrderBy(c => c.ReadOrder)
|
||||
.ToList();
|
||||
|
||||
if (containers.Count != 2)
|
||||
Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 slice containers (expected 2) — bars may render as solid-color fallback.");
|
||||
|
||||
if (containers.Count >= 1)
|
||||
{
|
||||
var (l, t, r) = SliceIds(containers[0]);
|
||||
m.BackLeft = l;
|
||||
m.BackTile = t;
|
||||
m.BackRight = r;
|
||||
}
|
||||
|
||||
if (containers.Count >= 2)
|
||||
{
|
||||
var (l, t, r) = SliceIds(containers[1]);
|
||||
m.FrontLeft = l;
|
||||
m.FrontTile = t;
|
||||
m.FrontRight = r;
|
||||
}
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the (left, tile, right) sprite ids for a 3-slice container,
|
||||
/// extracting them from the container's image children that carry a DirectState
|
||||
/// ("" key) with a non-zero file id, ordered left-to-right by their X position.
|
||||
///
|
||||
/// <para>
|
||||
/// Children that carry ONLY named states (e.g. the expand-detail overlay with
|
||||
/// "ShowDetail"/"HideDetail" entries but no "" key) are excluded automatically
|
||||
/// because <see cref="Dictionary{TKey,TValue}.TryGetValue"/> for "" returns
|
||||
/// false.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private static (uint left, uint tile, uint right) SliceIds(ElementInfo container)
|
||||
{
|
||||
// Only children that have a non-zero DirectState image are slice candidates.
|
||||
// The expand-detail overlay has NO DirectState entry, so it's excluded here.
|
||||
// Project the File during filtering to avoid a second TryGetValue lookup.
|
||||
// Stable sort: on an X tie, original Children insertion order (dat key-sort order) wins.
|
||||
var slices = container.Children
|
||||
.Where(c => c.StateMedia.TryGetValue("", out var med) && med.File != 0)
|
||||
.Select(c => (c.X, File: c.StateMedia[""].File))
|
||||
.OrderBy(t => t.X)
|
||||
.ToList();
|
||||
|
||||
uint left = slices.Count > 0 ? slices[0].File : 0u;
|
||||
uint tile = slices.Count > 1 ? slices[1].File : 0u;
|
||||
uint right = slices.Count > 2 ? slices[2].File : 0u;
|
||||
|
||||
return (left, tile, right);
|
||||
}
|
||||
|
||||
// ── Text ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Type-12 UIElement_Text: a scrollable colored-line text view. The element's
|
||||
/// own Direct/Normal media (if any) becomes the background sprite, drawn under the text —
|
||||
/// so a Type-12 element that previously rendered via UiDatElement keeps its sprite. Lines
|
||||
/// are bound later by the controller (LinesProvider). An unbound UiText draws nothing
|
||||
/// because <see cref="UiText.BackgroundColor"/> defaults to transparent.</summary>
|
||||
private static UiText BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve)
|
||||
{
|
||||
uint bg = info.StateMedia.TryGetValue(
|
||||
!string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName
|
||||
: info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m)
|
||||
? m.File : 0u;
|
||||
return new UiText { BackgroundSprite = bg, SpriteResolve = resolve };
|
||||
}
|
||||
}
|
||||
170
src/AcDream.App/UI/Layout/ElementReader.cs
Normal file
170
src/AcDream.App/UI/Layout/ElementReader.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// GL-free, dat-free snapshot of a resolved layout element.
|
||||
/// Populated by the LayoutDesc importer from <c>DatReaderWriter.ElementDesc</c>
|
||||
/// after inheritance is applied. The pure transforms on <see cref="ElementReader"/>
|
||||
/// operate on this type so they can be unit-tested without the dats or OpenGL.
|
||||
///
|
||||
/// IMPORTANT: Tasks 3–6 depend on this shape exactly. Do not add members without
|
||||
/// updating the plan spec and downstream consumers.
|
||||
/// </summary>
|
||||
public sealed class ElementInfo
|
||||
{
|
||||
/// <summary>Dat element id (e.g. <c>0x100000E6</c>).</summary>
|
||||
public uint Id;
|
||||
|
||||
/// <summary>
|
||||
/// Raw element class id as a uint.
|
||||
/// Game-specific ids like <c>0x1000004D</c> (gmVitalsUI root) and <c>0x10000009</c>
|
||||
/// overflow <c>int</c> when treated as signed, so this stays <c>uint</c>.
|
||||
/// Known values: 0=text, 2=dragbar, 3=container/chrome, 7=meter,
|
||||
/// 9=resize-grip, 12=style-prototype (skip), 0x10000009/0x1000004D=window root.
|
||||
/// </summary>
|
||||
public uint Type;
|
||||
|
||||
/// <summary>Position and size within the parent, in pixels (cast from dat uint fields).</summary>
|
||||
public float X, Y, Width, Height;
|
||||
|
||||
/// <summary>
|
||||
/// Raw edge-anchor flag values from the dat (<c>LeftEdge</c>, <c>TopEdge</c>,
|
||||
/// <c>RightEdge</c>, <c>BottomEdge</c> fields of <c>ElementDesc</c>).
|
||||
/// Values 0–4; map to <see cref="AnchorEdges"/> bit-flags via
|
||||
/// <see cref="ElementReader.ToAnchors"/>.
|
||||
/// </summary>
|
||||
public uint Left, Top, Right, Bottom;
|
||||
|
||||
/// <summary>Draw order within the parent (lower = drawn first / behind).</summary>
|
||||
public uint ReadOrder;
|
||||
|
||||
/// <summary>
|
||||
/// Font dat object id inherited from the base element's <c>Properties[0x1A]</c>
|
||||
/// (<c>ArrayBaseProperty → DataIdBaseProperty</c>). 0 = none / not inherited.
|
||||
/// </summary>
|
||||
public uint FontDid;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite per state: state name → (RenderSurface file id, DrawMode int).
|
||||
/// The <c>""</c> key represents the unnamed DirectState (<c>ElementDesc.StateDesc</c>).
|
||||
/// Named states use the <c>UIStateId.ToString()</c> value as the key
|
||||
/// (e.g. <c>"HideDetail"</c>, <c>"ShowDetail"</c>).
|
||||
/// </summary>
|
||||
public Dictionary<string, (uint File, int DrawMode)> StateMedia = new();
|
||||
|
||||
/// <summary>
|
||||
/// The element's initial active state name, taken from <c>ElementDesc.DefaultState.ToString()</c>.
|
||||
/// Normalized to <c>""</c> when the dat carries Undef/Undefined/0 (no default set).
|
||||
/// Used by <see cref="UiDatElement"/> to pick which state's sprite to render initially.
|
||||
/// Examples: <c>"Normal"</c> (Send button), <c>"Minimized"</c> (max/min button), <c>""</c> (DirectState).
|
||||
/// </summary>
|
||||
public string DefaultStateName = "";
|
||||
|
||||
/// <summary>
|
||||
/// Resolved child elements (populated by the importer in Task 5).
|
||||
/// Children come from the derived element's own tree, not the base element's.
|
||||
/// </summary>
|
||||
public List<ElementInfo> Children = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pure, GL-free, dat-free transforms for the LayoutDesc importer.
|
||||
/// All methods are static and operate on <see cref="ElementInfo"/> POCOs.
|
||||
/// No OpenGL, no DatReaderWriter types, no rendering dependencies beyond
|
||||
/// the <see cref="AnchorEdges"/> bit-flag enum from <c>AcDream.App.UI</c>.
|
||||
/// </summary>
|
||||
public static class ElementReader
|
||||
{
|
||||
/// <summary>Edge-anchor flags → AnchorEdges, per retail UIElement::UpdateForParentSizeChange
|
||||
/// @0x00462640. The far-axis fields drive stretch: RightEdge==1 ⇒ the right edge tracks the
|
||||
/// parent's right edge (stretch); LeftEdge==2 ⇒ a fixed-width element's left tracks the right
|
||||
/// edge (it moves right). ==4 (not present in the vitals layout) = both-sides stretch; ==3 =
|
||||
/// centered (no edge anchor → falls back to pin-top-left). This is the INVERSE of the earlier
|
||||
/// format-doc §4 reading, which was wrong (it made every piece fixed-width).</summary>
|
||||
/// <param name="left">LeftEdge dat field value (0–4).</param>
|
||||
/// <param name="top">TopEdge dat field value (0–4).</param>
|
||||
/// <param name="right">RightEdge dat field value (0–4).</param>
|
||||
/// <param name="bottom">BottomEdge dat field value (0–4).</param>
|
||||
public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom)
|
||||
{
|
||||
var a = AnchorEdges.None;
|
||||
if (left == 1 || left == 4) a |= AnchorEdges.Left;
|
||||
if (right == 1 || right == 4 || left == 2) a |= AnchorEdges.Right;
|
||||
if (top == 1 || top == 4) a |= AnchorEdges.Top;
|
||||
if (bottom == 1 || bottom == 4 || top == 2) a |= AnchorEdges.Bottom;
|
||||
if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
|
||||
return a;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Merges a base element snapshot with a derived element snapshot, mirroring
|
||||
/// the <c>BaseElement</c> / <c>BaseLayoutId</c> inheritance chain in the dat.
|
||||
///
|
||||
/// <para>
|
||||
/// Rules:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>
|
||||
/// Scalar fields (<see cref="ElementInfo.Id"/>, <see cref="ElementInfo.Type"/>,
|
||||
/// <see cref="ElementInfo.Width"/>, <see cref="ElementInfo.Height"/>,
|
||||
/// <see cref="ElementInfo.FontDid"/>): derived wins if non-zero; otherwise
|
||||
/// inherited from base.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// Position (<see cref="ElementInfo.X"/>, <see cref="ElementInfo.Y"/>) and
|
||||
/// edge flags (<see cref="ElementInfo.Left"/> etc.) and
|
||||
/// <see cref="ElementInfo.ReadOrder"/>: always taken from the derived element
|
||||
/// (derived placement, not the base prototype's geometry).
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="ElementInfo.StateMedia"/>: base entries are the default; derived
|
||||
/// entries override (or add) per state name key.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="ElementInfo.Children"/>: come from the derived element's own tree only.
|
||||
/// </description></item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static ElementInfo Merge(ElementInfo base_, ElementInfo derived)
|
||||
{
|
||||
var m = new ElementInfo
|
||||
{
|
||||
Id = derived.Id != 0 ? derived.Id : base_.Id,
|
||||
// Type: derived wins if non-zero; Type 0 (text element per format §8) inherits the base's Type.
|
||||
// For a text element whose base prototype is Type 12 (style prototype), this yields Type 12 —
|
||||
// which DatWidgetFactory skips (returns null). That is intentional for Plan 1: vitals text
|
||||
// numbers render via UiMeter.Label bound by VitalsController, not a dat text node.
|
||||
// A Plan-2 standalone text element would need a type-preserving path (e.g. float? nullable
|
||||
// Width/Height, or explicit handling of Type 0 before the merge).
|
||||
Type = derived.Type != 0 ? derived.Type : base_.Type,
|
||||
X = derived.X,
|
||||
Y = derived.Y,
|
||||
// NOTE: 0 is the "not set, inherit from base" sentinel for Width/Height. This
|
||||
// diverges from the format doc §12 rule 2 ("derived W/H win even if zero") but is
|
||||
// indistinguishable for Plan 1 (all base elements are zero-size Type-12 prototypes).
|
||||
// If a real zero-size derived element ever needs to override a non-zero base in
|
||||
// Plan 2, switch Width/Height to float? + null-coalescing (and update Tasks 3-5).
|
||||
Width = derived.Width != 0 ? derived.Width : base_.Width,
|
||||
Height = derived.Height != 0 ? derived.Height : base_.Height,
|
||||
Left = derived.Left,
|
||||
Top = derived.Top,
|
||||
Right = derived.Right,
|
||||
Bottom = derived.Bottom,
|
||||
ReadOrder = derived.ReadOrder,
|
||||
FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
|
||||
// DefaultStateName: derived wins if set; otherwise inherit the base's default.
|
||||
DefaultStateName = !string.IsNullOrEmpty(derived.DefaultStateName) ? derived.DefaultStateName : base_.DefaultStateName,
|
||||
// Children come from the derived element's own tree, not the base prototype's.
|
||||
// Defensive copy: prevent a later mutation of either the merged result or the input
|
||||
// from corrupting the other. Safe for the Task-5 flow (derived.Children is fully
|
||||
// populated by the recursive importer BEFORE Merge is called and never mutated after).
|
||||
Children = new List<ElementInfo>(derived.Children),
|
||||
};
|
||||
// Start with base StateMedia as defaults, then let derived entries override.
|
||||
m.StateMedia = new Dictionary<string, (uint, int)>(base_.StateMedia);
|
||||
foreach (var kv in derived.StateMedia)
|
||||
m.StateMedia[kv.Key] = kv.Value;
|
||||
return m;
|
||||
}
|
||||
}
|
||||
299
src/AcDream.App/UI/Layout/LayoutImporter.cs
Normal file
299
src/AcDream.App/UI/Layout/LayoutImporter.cs
Normal file
|
|
@ -0,0 +1,299 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// The result of importing a retail LayoutDesc: a <see cref="UiElement"/> tree with
|
||||
/// an O(1) lookup table for finding any element by its dat id.
|
||||
/// </summary>
|
||||
public sealed class ImportedLayout
|
||||
{
|
||||
/// <summary>Root widget of the imported tree.</summary>
|
||||
public UiElement Root { get; }
|
||||
|
||||
private readonly Dictionary<uint, UiElement> _byId;
|
||||
|
||||
public ImportedLayout(UiElement root, Dictionary<uint, UiElement> byId)
|
||||
{
|
||||
Root = root;
|
||||
_byId = byId;
|
||||
}
|
||||
|
||||
/// <summary>Find a widget by its dat element id (e.g. <c>0x100000E6</c>).
|
||||
/// Returns null if the id was skipped (Type-12 prototype) or not present.</summary>
|
||||
public UiElement? FindElement(uint id)
|
||||
=> _byId.TryGetValue(id, out var e) ? e : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Two-layer layout importer for retail LayoutDesc dat objects.
|
||||
///
|
||||
/// <para>
|
||||
/// <strong>Pure layer</strong> (<see cref="Build"/> / <see cref="BuildFromInfos"/>):
|
||||
/// converts a pre-resolved <see cref="ElementInfo"/> tree into a <see cref="UiElement"/>
|
||||
/// tree via <see cref="DatWidgetFactory"/>. Testable without dats or OpenGL — all tests
|
||||
/// in <c>LayoutImporterTests.cs</c> exercise this layer only.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <strong>Dat shell</strong> (<see cref="Import"/>): reads a <see cref="LayoutDesc"/>,
|
||||
/// converts each top-level <see cref="ElementDesc"/> to a fully resolved
|
||||
/// <see cref="ElementInfo"/> (applying <c>BaseElement</c> / <c>BaseLayoutId</c>
|
||||
/// inheritance with a cycle guard), then delegates to <see cref="Build"/>.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Meter elements (Type 7) consume their own dat-children: <see cref="DatWidgetFactory"/>
|
||||
/// reads the grandchild slice-sprite ids during <see cref="UiMeter"/> construction, so the
|
||||
/// children must NOT be added as separate <see cref="UiElement"/> nodes in the tree.
|
||||
/// Every other element type recurses its children generically.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class LayoutImporter
|
||||
{
|
||||
// ── Pure layer ────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Convenience for tests: attach <paramref name="children"/> to
|
||||
/// <paramref name="rootInfo"/>, then call <see cref="Build"/>.
|
||||
/// The children list is set directly on <paramref name="rootInfo"/>;
|
||||
/// any existing children are replaced.
|
||||
/// </summary>
|
||||
public static ImportedLayout BuildFromInfos(
|
||||
ElementInfo rootInfo,
|
||||
IEnumerable<ElementInfo> children,
|
||||
Func<uint, (uint, int, int)> resolve,
|
||||
UiDatFont? datFont)
|
||||
{
|
||||
rootInfo.Children = new List<ElementInfo>(children);
|
||||
return Build(rootInfo, resolve, datFont);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pure builder: produce the widget tree from a fully resolved
|
||||
/// <see cref="ElementInfo"/> tree (children already attached).
|
||||
/// </summary>
|
||||
public static ImportedLayout Build(
|
||||
ElementInfo rootInfo,
|
||||
Func<uint, (uint, int, int)> resolve,
|
||||
UiDatFont? datFont)
|
||||
{
|
||||
var byId = new Dictionary<uint, UiElement>();
|
||||
// Root is never a Type-12 prototype in practice; fall back to a generic
|
||||
// container if the factory returns null for an exotic root type.
|
||||
var root = BuildWidget(rootInfo, resolve, datFont, byId);
|
||||
if (root is null)
|
||||
{
|
||||
Console.WriteLine($"[D.2b] LayoutImporter: root element 0x{rootInfo.Id:X8} (type {rootInfo.Type}) produced no widget — using empty container fallback.");
|
||||
root = new UiDatElement(rootInfo, resolve);
|
||||
}
|
||||
return new ImportedLayout(root, byId);
|
||||
}
|
||||
|
||||
private static UiElement? BuildWidget(
|
||||
ElementInfo info,
|
||||
Func<uint, (uint, int, int)> resolve,
|
||||
UiDatFont? datFont,
|
||||
Dictionary<uint, UiElement> byId)
|
||||
{
|
||||
var w = DatWidgetFactory.Create(info, resolve, datFont);
|
||||
if (w is null) return null; // Type-12 style prototype — skip
|
||||
|
||||
if (info.Id != 0) byId[info.Id] = w;
|
||||
|
||||
// Behavioral widgets that draw their full appearance + reproduce their dat
|
||||
// sub-elements procedurally (Meter's 3-slice, Menu's label/rows, Field/Text caps,
|
||||
// Button labels, Scrollbar arrows) CONSUME their dat children — building those as
|
||||
// separate widgets double-draws and lets an invisible child steal pointer/focus
|
||||
// from the behavioral widget (e.g. the channel Menu's label child intercepting the
|
||||
// button click). Only generic containers (UiDatElement, panels) recurse. See
|
||||
// UiElement.ConsumesDatChildren.
|
||||
if (!w.ConsumesDatChildren)
|
||||
{
|
||||
foreach (var child in info.Children)
|
||||
{
|
||||
var cw = BuildWidget(child, resolve, datFont, byId);
|
||||
if (cw is not null) w.AddChild(cw);
|
||||
}
|
||||
}
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
// ── Dat shell ─────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Dat shell, ElementInfo half: load the layout + resolve inheritance + build the
|
||||
/// ElementInfo tree (no widgets). Exposed for fixture generation + conformance tests.
|
||||
/// Returns null if the layout is missing.
|
||||
/// </summary>
|
||||
/// <param name="dats">The dat collection to read the LayoutDesc from.</param>
|
||||
/// <param name="layoutId">The LayoutDesc dat id to read.</param>
|
||||
public static ElementInfo? ImportInfos(DatCollection dats, uint layoutId)
|
||||
{
|
||||
var ld = dats.Get<LayoutDesc>(layoutId);
|
||||
if (ld is null) return null;
|
||||
|
||||
var tops = new List<ElementInfo>();
|
||||
foreach (var kv in ld.Elements)
|
||||
tops.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>()));
|
||||
|
||||
return tops.Count == 1
|
||||
? tops[0]
|
||||
: new ElementInfo { Id = 0, Type = 3, Children = tops };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dat shell: load the LayoutDesc, resolve inheritance for every top-level
|
||||
/// element, and build the widget tree. Returns null if the layout is absent
|
||||
/// from the dats.
|
||||
/// </summary>
|
||||
public static ImportedLayout? Import(
|
||||
DatCollection dats,
|
||||
uint layoutId,
|
||||
Func<uint, (uint, int, int)> resolve,
|
||||
UiDatFont? datFont)
|
||||
{
|
||||
var rootInfo = ImportInfos(dats, layoutId);
|
||||
if (rootInfo is null) return null;
|
||||
return Build(rootInfo, resolve, datFont);
|
||||
}
|
||||
|
||||
// ── Inheritance resolution ────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Converts an <see cref="ElementDesc"/> to a resolved <see cref="ElementInfo"/>:
|
||||
/// reads own fields + media, applies the BaseElement / BaseLayoutId chain
|
||||
/// (cycle-guarded by <paramref name="baseChain"/>), then resolves + attaches children.
|
||||
/// </summary>
|
||||
private static ElementInfo Resolve(
|
||||
DatCollection dats,
|
||||
ElementDesc d,
|
||||
HashSet<(uint layoutId, uint elementId)> baseChain)
|
||||
{
|
||||
// Read this element's own fields + media (no inheritance, no children yet).
|
||||
var self = ToInfo(d);
|
||||
var result = self;
|
||||
|
||||
// Apply BaseElement / BaseLayoutId inheritance if present.
|
||||
if (d.BaseElement != 0 && d.BaseLayoutId != 0
|
||||
&& baseChain.Add((d.BaseLayoutId, d.BaseElement)))
|
||||
{
|
||||
var baseLd = dats.Get<LayoutDesc>(d.BaseLayoutId);
|
||||
var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement);
|
||||
if (baseDesc is not null)
|
||||
{
|
||||
// Recurse the base chain (already guarded by the HashSet add above).
|
||||
var baseInfo = Resolve(dats, baseDesc, baseChain);
|
||||
// Derived fields override the base; result.Children is still empty here
|
||||
// — children are attached below from the DERIVED element's own tree.
|
||||
result = ElementReader.Merge(baseInfo, self);
|
||||
}
|
||||
}
|
||||
|
||||
// Resolve + attach children. Each child gets a FRESH base-chain set:
|
||||
// the cycle guard is per-element, not shared across siblings.
|
||||
foreach (var kv in d.Children)
|
||||
result.Children.Add(Resolve(dats, kv.Value, new HashSet<(uint, uint)>()));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read an <see cref="ElementDesc"/>'s own scalar fields + state media into a
|
||||
/// fresh <see cref="ElementInfo"/>. No inheritance is applied; children are not
|
||||
/// attached (the caller handles those).
|
||||
/// </summary>
|
||||
private static ElementInfo ToInfo(ElementDesc d)
|
||||
{
|
||||
// Normalize DefaultState: UIStateId.ToString() gives "Undef"/"Undefined" or "0" when
|
||||
// no default is set; map those to "" so UiDatElement treats them as "no preference".
|
||||
var defState = d.DefaultState.ToString();
|
||||
var info = new ElementInfo
|
||||
{
|
||||
Id = d.ElementId,
|
||||
Type = d.Type,
|
||||
X = (float)d.X,
|
||||
Y = (float)d.Y,
|
||||
Width = (float)d.Width,
|
||||
Height = (float)d.Height,
|
||||
Left = d.LeftEdge,
|
||||
Top = d.TopEdge,
|
||||
Right = d.RightEdge,
|
||||
Bottom = d.BottomEdge,
|
||||
ReadOrder = d.ReadOrder,
|
||||
DefaultStateName = (defState is "Undef" or "Undefined" or "0") ? "" : defState,
|
||||
};
|
||||
|
||||
// DirectState (unnamed, key "").
|
||||
if (d.StateDesc is not null)
|
||||
ReadState(d.StateDesc, "", info);
|
||||
|
||||
// Named states (e.g. UIStateId.HideDetail → "HideDetail").
|
||||
foreach (var s in d.States)
|
||||
ReadState(s.Value, s.Key.ToString(), info);
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read the first <see cref="MediaDescImage"/> from <paramref name="sd"/> into
|
||||
/// <c>info.StateMedia[name]</c> and extract the font DID from property 0x1A
|
||||
/// (<c>ArrayBaseProperty → DataIdBaseProperty</c>) if not yet set.
|
||||
/// </summary>
|
||||
private static void ReadState(StateDesc sd, string name, ElementInfo info)
|
||||
{
|
||||
// Only MediaDescImage is read for rendering; MediaDescCursor items (on grips/drag bars)
|
||||
// are intentionally skipped — cursor behavior is Plan 2.
|
||||
foreach (var m in sd.Media)
|
||||
{
|
||||
if (m is MediaDescImage img && img.File != 0)
|
||||
{
|
||||
info.StateMedia[name] = (img.File, (int)img.DrawMode);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Font DID: Properties[0x1A] is ArrayBaseProperty{ DataIdBaseProperty }.
|
||||
// Format doc §3: "ArrayBaseProperty containing ONE DataIdBaseProperty".
|
||||
if (info.FontDid == 0 && sd.Properties is not null
|
||||
&& sd.Properties.TryGetValue(0x1Au, out var raw)
|
||||
&& raw is ArrayBaseProperty arr && arr.Value.Count > 0
|
||||
&& arr.Value[0] is DataIdBaseProperty did)
|
||||
{
|
||||
info.FontDid = did.Value;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Element tree search ───────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Find an <see cref="ElementDesc"/> by id anywhere in the top-level tree of
|
||||
/// <paramref name="ld"/> (depth-first). Returns null if not found.
|
||||
/// </summary>
|
||||
private static ElementDesc? FindDesc(LayoutDesc ld, uint id)
|
||||
{
|
||||
foreach (var kv in ld.Elements)
|
||||
{
|
||||
var f = FindDescIn(kv.Value, id);
|
||||
if (f is not null) return f;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static ElementDesc? FindDescIn(ElementDesc d, uint id)
|
||||
{
|
||||
if (d.ElementId == id) return d;
|
||||
foreach (var kv in d.Children)
|
||||
{
|
||||
var f = FindDescIn(kv.Value, id);
|
||||
if (f is not null) return f;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
122
src/AcDream.App/UI/Layout/UiDatElement.cs
Normal file
122
src/AcDream.App/UI/Layout/UiDatElement.cs
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Generic dat element: draws its active state's media by DrawMode (Normal=tile,
|
||||
/// Alphablend/Overlay=blended overlay). The fallback renderer for every element type
|
||||
/// without a dedicated behavioral widget (chrome corners/edges, drag bars, resize grips);
|
||||
/// faithful because retail's base element render is exactly "stamp the media per draw-mode".
|
||||
///
|
||||
/// <para>
|
||||
/// For Plan 1, all observed draw modes produce the same alpha-blended tiled quad — the
|
||||
/// sprite shader already alpha-blends, so no per-mode branch is needed here. The named
|
||||
/// constants document the real enum for Plan 2.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// DrawModeType (DatReaderWriter.Enums), stored as int in <see cref="ElementInfo"/> to
|
||||
/// keep this dat-free. See docs/research/2026-06-15-layoutdesc-format.md §6:
|
||||
/// <c>Undefined=0, Normal=1, Overlay=2, Alphablend=3</c>. There is no Stretch mode.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Tiling uses UV-repeat on BOTH axes (<c>Width/tw</c>, <c>Height/th</c>) so vertical
|
||||
/// chrome edges (e.g. a 5×10 sprite drawn over a 5×48 rect) tile vertically too.
|
||||
/// <see cref="AcDream.App.Rendering.TextureCache.UploadRgba8"/> sets
|
||||
/// <c>GL_REPEAT</c> on both S and T, so vertical tiling is always active.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiDatElement : UiElement
|
||||
{
|
||||
// DrawModeType enum values from DatReaderWriter.Enums.
|
||||
// See docs/research/2026-06-15-layoutdesc-format.md §6.
|
||||
#pragma warning disable IDE0051 // private constants kept for documentation / Plan 2
|
||||
private const int DrawUndefined = 0;
|
||||
private const int DrawNormal = 1;
|
||||
private const int DrawOverlay = 2;
|
||||
private const int DrawAlphablend = 3;
|
||||
#pragma warning restore IDE0051
|
||||
|
||||
private readonly ElementInfo _info;
|
||||
private readonly Func<uint, (uint tex, int w, int h)> _resolve;
|
||||
|
||||
/// <summary>Which state name to render. <c>""</c> = the unnamed DirectState.
|
||||
/// Falls back to DirectState if the named state is absent.</summary>
|
||||
public string ActiveState { get; set; } = "";
|
||||
|
||||
/// <param name="info">Merged <see cref="ElementInfo"/> for this element.</param>
|
||||
/// <param name="resolve">Dat file-id → (GL texture handle, native px width, native px height).
|
||||
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
|
||||
public UiDatElement(ElementInfo info, Func<uint, (uint tex, int w, int h)> resolve)
|
||||
{
|
||||
_info = info;
|
||||
_resolve = resolve;
|
||||
ClickThrough = true; // generic decoration; behavioral widgets opt back in
|
||||
|
||||
// Pick the initial active state: retail applies DefaultState when set; falls back
|
||||
// to "Normal" when the element has a Normal-state sprite (retail's implicit default
|
||||
// for stateful elements like tabs and buttons); else the unnamed DirectState ("").
|
||||
if (!string.IsNullOrEmpty(info.DefaultStateName))
|
||||
ActiveState = info.DefaultStateName;
|
||||
else if (info.StateMedia.ContainsKey("Normal"))
|
||||
ActiveState = "Normal";
|
||||
// else ActiveState stays "" (DirectState)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the (File, DrawMode) for the current <see cref="ActiveState"/>,
|
||||
/// falling back to the DirectState (<c>""</c> key) if the named state is absent.
|
||||
/// Returns (0, 0) if neither exists.
|
||||
/// </summary>
|
||||
// exposed for unit testing
|
||||
public (uint File, int DrawMode) ActiveMedia()
|
||||
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m
|
||||
: _info.StateMedia.TryGetValue("", out var d) ? d
|
||||
: (0u, 0);
|
||||
|
||||
/// <summary>Optional click handler. Set by a controller for interactive dat
|
||||
/// elements (e.g. the chat Send / max-min buttons). Requires
|
||||
/// <see cref="UiElement.ClickThrough"/> = false to receive click events.</summary>
|
||||
public Action? OnClick { get; set; }
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; }
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Optional centered text label drawn over the sprite (e.g. the "Send"
|
||||
/// button face whose dat sprite is a blank frame). Null = sprite only.</summary>
|
||||
public string? Label { get; set; }
|
||||
/// <summary>Dat font for <see cref="Label"/>. Required for the label to draw.</summary>
|
||||
public UiDatFont? LabelFont { get; set; }
|
||||
/// <summary>Label color (default white).</summary>
|
||||
public Vector4 LabelColor { get; set; } = Vector4.One;
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
var (file, _) = ActiveMedia();
|
||||
if (file != 0)
|
||||
{
|
||||
var (tex, tw, th) = _resolve(file);
|
||||
if (tex != 0 && tw != 0 && th != 0)
|
||||
{
|
||||
// Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI
|
||||
// texture), matching ImgTex::TileCSI. Overlay/Alphablend use the same blit (the
|
||||
// sprite shader already alpha-blends). No Stretch mode exists in DrawModeType.
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
}
|
||||
|
||||
// Centered text label over the sprite (retail draws button captions as text;
|
||||
// their dat sprites are blank frames).
|
||||
if (Label is { Length: > 0 } label && LabelFont is { } lf)
|
||||
{
|
||||
float tx = (Width - lf.MeasureWidth(label)) * 0.5f;
|
||||
float ty = (Height - lf.LineHeight) * 0.5f;
|
||||
ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
98
src/AcDream.App/UI/Layout/VitalsController.cs
Normal file
98
src/AcDream.App/UI/Layout/VitalsController.cs
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Per-window controller for the vitals layout (LayoutDesc 0x2100006C).
|
||||
/// Mirrors retail <c>gmVitalsUI::PostInit</c>: grab the three meter elements
|
||||
/// by their dat element ids and bind live data providers (fill fraction + cur/max
|
||||
/// text) to each. This is the ONLY per-window code in the whole importer — pure
|
||||
/// data wiring, not graphics.
|
||||
///
|
||||
/// <para>The slice sprites + dat font on each <see cref="UiMeter"/> are already
|
||||
/// set by <see cref="DatWidgetFactory"/> during tree construction; this controller
|
||||
/// only binds the dynamic vitals data. Do not touch meter rendering fields here.</para>
|
||||
///
|
||||
/// <para>Element ids confirmed from
|
||||
/// <c>docs/research/2026-06-15-layoutdesc-format.md §11</c>
|
||||
/// (vitals window 0x2100006C dump).</para>
|
||||
/// </summary>
|
||||
public static class VitalsController
|
||||
{
|
||||
/// <summary>Dat element id for the Health meter (0x100000E6).</summary>
|
||||
public const uint Health = 0x100000E6;
|
||||
/// <summary>Dat element id for the Stamina meter (0x100000EC).</summary>
|
||||
public const uint Stamina = 0x100000EC;
|
||||
/// <summary>Dat element id for the Mana meter (0x100000EE).</summary>
|
||||
public const uint Mana = 0x100000EE;
|
||||
|
||||
/// <summary>
|
||||
/// Bind live vitals data providers to the Health, Stamina, and Mana meter
|
||||
/// elements found in <paramref name="layout"/>. Any meter whose id is absent
|
||||
/// from the layout is silently skipped — partial layouts (e.g. test fakes)
|
||||
/// do not cause errors.
|
||||
/// </summary>
|
||||
/// <param name="layout">Imported vitals layout tree.</param>
|
||||
/// <param name="healthPct">Provider returning Health fill fraction [0..1].</param>
|
||||
/// <param name="staminaPct">Provider returning Stamina fill fraction [0..1].</param>
|
||||
/// <param name="manaPct">Provider returning Mana fill fraction [0..1].</param>
|
||||
/// <param name="healthText">Provider returning Health "cur/max" overlay text.</param>
|
||||
/// <param name="staminaText">Provider returning Stamina "cur/max" overlay text.</param>
|
||||
/// <param name="manaText">Provider returning Mana "cur/max" overlay text.</param>
|
||||
public static void Bind(
|
||||
ImportedLayout layout,
|
||||
Func<float> healthPct,
|
||||
Func<float> staminaPct,
|
||||
Func<float> manaPct,
|
||||
Func<string> healthText,
|
||||
Func<string> staminaText,
|
||||
Func<string> manaText)
|
||||
{
|
||||
BindMeter(layout, Health, healthPct, healthText);
|
||||
BindMeter(layout, Stamina, staminaPct, staminaText);
|
||||
BindMeter(layout, Mana, manaPct, manaText);
|
||||
}
|
||||
|
||||
/// <summary>White cur/max numbers — matches the former <c>UiMeter.LabelColor</c> default.</summary>
|
||||
private static readonly Vector4 NumberColor = new(1f, 1f, 1f, 1f);
|
||||
|
||||
private static void BindMeter(
|
||||
ImportedLayout layout, uint id,
|
||||
Func<float> pct,
|
||||
Func<string> text)
|
||||
{
|
||||
// Silently skip if the id is absent — missing meters are not an error (partial layouts).
|
||||
if (layout.FindElement(id) is not UiMeter m) return;
|
||||
|
||||
m.Fill = () => pct();
|
||||
|
||||
// Retail gmVitalsUI renders the cur/max as a real UIElement_Text centered over the
|
||||
// bar — NOT a meter-internal label. Attach a centered UiText (non-interactive
|
||||
// decoration) that fills + stretches with the meter, and stop the meter drawing its
|
||||
// own label. UiText.Centered uses the SAME centering formula the meter's overlay did,
|
||||
// so the numbers stay pixel-identical (locked by the visual gate).
|
||||
m.Label = () => null;
|
||||
|
||||
var number = new UiText
|
||||
{
|
||||
Left = 0f, Top = 0f, Width = m.Width, Height = m.Height,
|
||||
Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom,
|
||||
Centered = true,
|
||||
DatFont = m.DatFont, // the same dat font the meter used for its label
|
||||
ClickThrough = true, // decoration: no focus / selection / drag
|
||||
AcceptsFocus = false,
|
||||
IsEditControl = false,
|
||||
CapturesPointerDrag = false,
|
||||
LinesProvider = () =>
|
||||
{
|
||||
var s = text();
|
||||
return string.IsNullOrEmpty(s)
|
||||
? Array.Empty<UiText.Line>()
|
||||
: new[] { new UiText.Line(s, NumberColor) };
|
||||
},
|
||||
};
|
||||
m.AddChild(number);
|
||||
}
|
||||
}
|
||||
159
src/AcDream.App/UI/MarkupDocument.cs
Normal file
159
src/AcDream.App/UI/MarkupDocument.cs
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
using System;
|
||||
using System.Globalization;
|
||||
using System.Numerics;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Parses our KSML-style panel markup (mirrors retail's ElementDesc fields)
|
||||
/// into a live <see cref="UiElement"/> subtree. <c>{Binding}</c> attribute
|
||||
/// values resolve against a supplied object by property name (reflection).
|
||||
/// This is the format the future LayoutDesc importer will emit. See D.2b spec §7.
|
||||
/// </summary>
|
||||
public static class MarkupDocument
|
||||
{
|
||||
/// <param name="xml">Raw XML markup for a single panel.</param>
|
||||
/// <param name="binding">Object whose public properties are bound to <c>{PropName}</c> attributes.</param>
|
||||
/// <param name="resolve">Surface id → (GL handle, width, height) for chrome sprites.</param>
|
||||
/// <param name="style">Optional controls.ini stylesheet for the title color.</param>
|
||||
public static UiNineSlicePanel Build(
|
||||
string xml, object binding, Func<uint, (uint, int, int)> resolve,
|
||||
ControlsIni? style = null)
|
||||
{
|
||||
var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup");
|
||||
if (root.Name.LocalName != "panel")
|
||||
throw new FormatException($"root must be <panel>, got <{root.Name.LocalName}>");
|
||||
|
||||
var panel = new UiNineSlicePanel(resolve)
|
||||
{
|
||||
Left = F(root, "x"),
|
||||
Top = F(root, "y"),
|
||||
Width = F(root, "w"),
|
||||
Height = F(root, "h"),
|
||||
};
|
||||
|
||||
// Optional per-window resize-axis lock: resize="x" | "y" | "both" | "none".
|
||||
string? resize = (string?)root.Attribute("resize");
|
||||
if (resize is not null)
|
||||
{
|
||||
panel.ResizeX = resize is "x" or "both";
|
||||
panel.ResizeY = resize is "y" or "both";
|
||||
}
|
||||
|
||||
string? title = (string?)root.Attribute("title");
|
||||
if (!string.IsNullOrEmpty(title))
|
||||
{
|
||||
Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One;
|
||||
panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc });
|
||||
}
|
||||
|
||||
foreach (var el in root.Elements())
|
||||
{
|
||||
switch (el.Name.LocalName)
|
||||
{
|
||||
case "meter":
|
||||
var cur = BindUint((string?)el.Attribute("cur"), binding);
|
||||
var max = BindUint((string?)el.Attribute("max"), binding);
|
||||
panel.AddChild(new UiMeter
|
||||
{
|
||||
Left = F(el, "x"),
|
||||
Top = F(el, "y"),
|
||||
Width = F(el, "w"),
|
||||
Height = F(el, "h"),
|
||||
BarColor = Color((string?)el.Attribute("color")),
|
||||
Fill = BindFloat((string?)el.Attribute("fill"), binding),
|
||||
Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null,
|
||||
Anchors = Anchor((string?)el.Attribute("anchor")),
|
||||
SpriteResolve = resolve,
|
||||
BackLeft = Hex((string?)el.Attribute("backleft")),
|
||||
BackTile = Hex((string?)el.Attribute("backtile")),
|
||||
BackRight = Hex((string?)el.Attribute("backright")),
|
||||
FrontLeft = Hex((string?)el.Attribute("frontleft")),
|
||||
FrontTile = Hex((string?)el.Attribute("fronttile")),
|
||||
FrontRight = Hex((string?)el.Attribute("frontright")),
|
||||
});
|
||||
break;
|
||||
// future element kinds (label, button, image) added here
|
||||
}
|
||||
}
|
||||
return panel;
|
||||
}
|
||||
|
||||
private static float F(XElement e, string attr)
|
||||
=> float.TryParse((string?)e.Attribute(attr), NumberStyles.Float,
|
||||
CultureInfo.InvariantCulture, out var v) ? v : 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Parses <c>#AARRGGBB</c> → RGBA <see cref="Vector4"/> (alpha first, matching
|
||||
/// controls.ini convention). Falls back to opaque white on bad input.
|
||||
/// </summary>
|
||||
private static Vector4 Color(string? hex)
|
||||
{
|
||||
if (hex is { Length: 9 } && hex[0] == '#'
|
||||
&& uint.TryParse(hex.AsSpan(1), NumberStyles.HexNumber,
|
||||
CultureInfo.InvariantCulture, out uint argb))
|
||||
return new Vector4(
|
||||
((argb >> 16) & 0xFF) / 255f,
|
||||
((argb >> 8) & 0xFF) / 255f,
|
||||
(argb & 0xFF) / 255f,
|
||||
((argb >> 24) & 0xFF) / 255f);
|
||||
return Vector4.One;
|
||||
}
|
||||
|
||||
private static Func<float?> BindFloat(string? expr, object binding)
|
||||
{
|
||||
var pi = Prop(expr, binding);
|
||||
if (pi is null) return () => 0f;
|
||||
return () => pi.GetValue(binding) switch
|
||||
{
|
||||
float f => f,
|
||||
null => (float?)null,
|
||||
var v => Convert.ToSingle(v, CultureInfo.InvariantCulture),
|
||||
};
|
||||
}
|
||||
|
||||
private static Func<uint?> BindUint(string? expr, object binding)
|
||||
{
|
||||
var pi = Prop(expr, binding);
|
||||
if (pi is null) return () => null;
|
||||
return () => pi.GetValue(binding) switch
|
||||
{
|
||||
uint u => u,
|
||||
null => (uint?)null,
|
||||
var v => Convert.ToUInt32(v, CultureInfo.InvariantCulture),
|
||||
};
|
||||
}
|
||||
|
||||
private static PropertyInfo? Prop(string? expr, object binding)
|
||||
{
|
||||
if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') return null;
|
||||
return binding.GetType().GetProperty(expr[1..^1]);
|
||||
}
|
||||
|
||||
private static uint Hex(string? s)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(s)) return 0;
|
||||
var t = s.Trim();
|
||||
if (t.StartsWith("0x", System.StringComparison.OrdinalIgnoreCase)) t = t[2..];
|
||||
return uint.TryParse(t, System.Globalization.NumberStyles.HexNumber,
|
||||
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
|
||||
}
|
||||
|
||||
private static AnchorEdges Anchor(string? csv)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(csv)) return AnchorEdges.Left | AnchorEdges.Top;
|
||||
var a = AnchorEdges.None;
|
||||
foreach (var part in csv.Split(',', System.StringSplitOptions.TrimEntries | System.StringSplitOptions.RemoveEmptyEntries))
|
||||
a |= part.ToLowerInvariant() switch
|
||||
{
|
||||
"left" => AnchorEdges.Left,
|
||||
"top" => AnchorEdges.Top,
|
||||
"right" => AnchorEdges.Right,
|
||||
"bottom" => AnchorEdges.Bottom,
|
||||
_ => AnchorEdges.None,
|
||||
};
|
||||
return a == AnchorEdges.None ? AnchorEdges.Left | AnchorEdges.Top : a;
|
||||
}
|
||||
}
|
||||
66
src/AcDream.App/UI/RetailChromeSprites.cs
Normal file
66
src/AcDream.App/UI/RetailChromeSprites.cs
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Retail window-chrome RenderSurface DataIds, CONFIRMED via the D.2b Step-0
|
||||
/// prove-out (2026-06-14). These are RenderSurface objects (0x06xxxxxx) decoded
|
||||
/// DIRECTLY (<see cref="Rendering.TextureCache.GetOrUploadRenderSurface"/>), NOT
|
||||
/// through the Surface→SurfaceTexture chain.
|
||||
///
|
||||
/// <para>
|
||||
/// The universal floating-window bevel is an <b>8-piece border</b> (4 corners
|
||||
/// 5×5 + 4 edges) drawn around a tiled center fill — it is NOT a single
|
||||
/// 9-slice texture. Decoded sizes are in the comments (from the prove-out).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The edge/corner → position mapping below is a reasonable guess pending the
|
||||
/// LayoutDesc 0x21000040 parse (sub-project 3) and is confirmed visually in the
|
||||
/// first vitals-panel render. If a corner's bevel highlight looks wrong, swap
|
||||
/// the four corner constants; if top/bottom or left/right look inverted, swap
|
||||
/// those edge pairs.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class RetailChromeSprites
|
||||
{
|
||||
/// <summary>Tiled interior fill — the shared panel background (48×48).</summary>
|
||||
public const uint CenterFill = 0x06004CC2;
|
||||
|
||||
/// <summary>Horizontal top edge (10×5, tiled across the top span).</summary>
|
||||
public const uint TopEdge = 0x060074BF;
|
||||
/// <summary>Horizontal bottom edge (10×5).</summary>
|
||||
public const uint BottomEdge = 0x060074C1;
|
||||
/// <summary>Vertical left edge (5×10).</summary>
|
||||
public const uint LeftEdge = 0x060074C0;
|
||||
/// <summary>Vertical right edge (5×10).</summary>
|
||||
public const uint RightEdge = 0x060074C2;
|
||||
|
||||
/// <summary>Top-left corner (5×5).</summary>
|
||||
public const uint CornerTL = 0x060074C3;
|
||||
/// <summary>Top-right corner (5×5).</summary>
|
||||
public const uint CornerTR = 0x060074C4;
|
||||
/// <summary>Bottom-left corner (5×5).</summary>
|
||||
public const uint CornerBL = 0x060074C5;
|
||||
/// <summary>Bottom-right corner (5×5).</summary>
|
||||
public const uint CornerBR = 0x060074C6;
|
||||
|
||||
/// <summary>Border thickness in pixels = the corner/edge sprite size (5px).</summary>
|
||||
public const int Border = 5;
|
||||
|
||||
// ── Resize-grip overlay ──────────────────────────────────────────────
|
||||
// A second 8-piece layer drawn ON TOP of the bevel above: the gold ridged
|
||||
// accents + square corner studs that frame a resizable retail window. From
|
||||
// the vitals LayoutDesc 0x2100006C (elements 0x1000063B–0x10000642): each
|
||||
// corner is the same 5×5 stud (0x06006129); the edges are gold double-line
|
||||
// strips tiled along each side. These have transparent gaps, so the bevel
|
||||
// shows through — both layers are needed.
|
||||
/// <summary>Corner grip stud, all four corners (5×5).</summary>
|
||||
public const uint GripCorner = 0x06006129;
|
||||
/// <summary>Top edge grip (10×5, tiled across).</summary>
|
||||
public const uint GripTop = 0x0600612A;
|
||||
/// <summary>Left edge grip (5×10, tiled down).</summary>
|
||||
public const uint GripLeft = 0x0600612B;
|
||||
/// <summary>Bottom edge grip (10×5).</summary>
|
||||
public const uint GripBottom = 0x0600612C;
|
||||
/// <summary>Right edge grip (5×10).</summary>
|
||||
public const uint GripRight = 0x0600612D;
|
||||
}
|
||||
115
src/AcDream.App/UI/UiButton.cs
Normal file
115
src/AcDream.App/UI/UiButton.cs
Normal file
|
|
@ -0,0 +1,115 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Generic dat-widget button — the production replacement for any dat element of
|
||||
/// Type 1 (UIElement_Button, registered via RegisterElementClass(1, UIElement_Button::Create)
|
||||
/// @ acclient_2013_pseudo_c.txt:125828).
|
||||
///
|
||||
/// <para>
|
||||
/// Draws per-state sprite media exactly like <see cref="UiDatElement"/> (same
|
||||
/// <c>ActiveState</c> defaulting, same <c>ActiveMedia()</c> fallback chain, same tiled
|
||||
/// <c>DrawSprite</c> call with UV-repeat so chrome edges tile correctly) plus an
|
||||
/// optional centered text label. The click behavior mirrors <see cref="UiDatElement"/>
|
||||
/// one-for-one so the chat Send and Max/Min buttons that previously bound through
|
||||
/// <c>UiDatElement.OnClick</c> continue to work without behavioral change.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// State selection: picks <see cref="ElementInfo.DefaultStateName"/> if set, then
|
||||
/// "Normal" if the element has a Normal state sprite, then falls back to the unnamed
|
||||
/// DirectState ("" key) — identical to <see cref="UiDatElement"/>.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Built by <see cref="DatWidgetFactory"/> for Type-1 elements (chat Send 0x10000019,
|
||||
/// Max/Min 0x1000046F). NOT the same as <see cref="UiSimpleButton"/>, which is an
|
||||
/// earlier dev-scaffold widget with no dat sprites.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiButton : UiElement
|
||||
{
|
||||
private readonly ElementInfo _info;
|
||||
private readonly Func<uint, (uint tex, int w, int h)> _resolve;
|
||||
|
||||
/// <summary>Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).</summary>
|
||||
public Action? OnClick { get; set; }
|
||||
|
||||
/// <summary>Optional centered text label drawn over the sprite (e.g. "Send" on a blank gold frame).</summary>
|
||||
public string? Label { get; set; }
|
||||
|
||||
/// <summary>Dat font for <see cref="Label"/>. Required for the label to draw.</summary>
|
||||
public UiDatFont? LabelFont { get; set; }
|
||||
|
||||
/// <summary>Label color (default white).</summary>
|
||||
public Vector4 LabelColor { get; set; } = Vector4.One;
|
||||
|
||||
/// <summary>
|
||||
/// Active state name, runtime-settable (e.g. Max/Min toggling Normal ↔ Minimized).
|
||||
/// Matches <see cref="UiDatElement.ActiveState"/>.
|
||||
/// </summary>
|
||||
public string ActiveState { get; set; } = "";
|
||||
|
||||
/// <param name="info">Merged <see cref="ElementInfo"/> for this element.</param>
|
||||
/// <param name="resolve">Dat file-id → (GL texture handle, native px width, native px height).
|
||||
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
|
||||
public UiButton(ElementInfo info, Func<uint, (uint tex, int w, int h)> resolve)
|
||||
{
|
||||
_info = info;
|
||||
_resolve = resolve;
|
||||
ClickThrough = false; // buttons are interactive — opt OUT of click-through
|
||||
|
||||
// State defaulting matches UiDatElement exactly:
|
||||
// DefaultStateName wins; else "Normal" if that state has a sprite; else DirectState ("").
|
||||
if (!string.IsNullOrEmpty(info.DefaultStateName))
|
||||
ActiveState = info.DefaultStateName;
|
||||
else if (info.StateMedia.ContainsKey("Normal"))
|
||||
ActiveState = "Normal";
|
||||
// else ActiveState stays "" (DirectState)
|
||||
}
|
||||
|
||||
/// <summary>The button draws its own face + label; any dat label child is reproduced
|
||||
/// procedurally, so the importer must not build the button's children as widgets.</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the File id for the current <see cref="ActiveState"/>, falling back to
|
||||
/// the DirectState ("" key) if the named state is absent.
|
||||
/// Returns 0 if neither exists.
|
||||
/// Mirrors <see cref="UiDatElement.ActiveMedia()"/>.
|
||||
/// </summary>
|
||||
private uint ActiveFile()
|
||||
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m.File
|
||||
: _info.StateMedia.TryGetValue("", out var d) ? d.File : 0u;
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
uint file = ActiveFile();
|
||||
if (file != 0)
|
||||
{
|
||||
var (tex, tw, th) = _resolve(file);
|
||||
if (tex != 0 && tw != 0 && th != 0)
|
||||
{
|
||||
// Tiled draw — same call shape as UiDatElement.OnDraw (UV-repeat; GL_REPEAT-wrapped
|
||||
// UI texture). Matches ImgTex::TileCSI; no Stretch mode exists.
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
}
|
||||
|
||||
if (Label is { Length: > 0 } label && LabelFont is { } lf)
|
||||
{
|
||||
float tx = (Width - lf.MeasureWidth(label)) * 0.5f;
|
||||
float ty = (Height - lf.LineHeight) * 0.5f;
|
||||
ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type == UiEventType.Click && OnClick is not null) { OnClick(); return true; }
|
||||
return false;
|
||||
}
|
||||
}
|
||||
162
src/AcDream.App/UI/UiDatFont.cs
Normal file
162
src/AcDream.App/UI/UiDatFont.cs
Normal file
|
|
@ -0,0 +1,162 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// A retail dat-font (DB_TYPE_FONT, id range 0x40000000-0x40000FFF) ready for
|
||||
/// 2D drawing. Holds the two GL atlas textures (foreground glyph pixels +
|
||||
/// background outline/shadow), the per-glyph descriptor table, and the line
|
||||
/// metrics, so <see cref="UiRenderContext.DrawStringDat"/> can blit each glyph
|
||||
/// as two textured quads exactly the way the retail client does.
|
||||
///
|
||||
/// <para>
|
||||
/// Retail render model — <c>SurfaceWindow::DrawCharacter</c>
|
||||
/// (acclient 0x00442bd0, Font::GetCharDesc + the two SurfaceWindow blits): for
|
||||
/// each glyph it copies the BACKGROUND atlas sub-rect first, tinted with the
|
||||
/// outline color (black), then the FOREGROUND atlas sub-rect, tinted with the
|
||||
/// requested text color. The pen advances by
|
||||
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c> (the function's
|
||||
/// return value, accumulated by the string loop at 0x00467ed4
|
||||
/// <c>edi_3 += var_98</c>), and each glyph is drawn starting at
|
||||
/// <c>penX + HorizontalOffsetBefore</c>.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Atlas format: the foreground atlas (0x06005EE5 for Font 0x40000000) is
|
||||
/// PFID_A8 — alpha-only. Our <c>SurfaceDecoder</c> expands A8 to RGBA as
|
||||
/// (255,255,255, alpha). The UI sprite shader path (ui_text.frag,
|
||||
/// <c>uUseTexture==2</c>) MULTIPLIES the sampled texel by the per-vertex tint
|
||||
/// (<c>texture(uTex,vUv) * vColor</c>), so tinting a white+alpha glyph by a
|
||||
/// color gives that color with the glyph's alpha — black for the outline pass,
|
||||
/// text color for the fill pass. No shader change was needed.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiDatFont
|
||||
{
|
||||
/// <summary>Retail UI font id (Latin-1, 16x16 max, with outline atlas).</summary>
|
||||
public const uint DefaultFontId = 0x40000000u;
|
||||
|
||||
/// <summary>Foreground (glyph pixels) GL texture handle + atlas pixel size.</summary>
|
||||
public uint ForegroundTexture { get; }
|
||||
public int ForegroundWidth { get; }
|
||||
public int ForegroundHeight { get; }
|
||||
|
||||
/// <summary>Background (outline/shadow) GL texture handle + atlas pixel size.
|
||||
/// 0 when the font has no background atlas (then the outline pass is skipped).</summary>
|
||||
public uint BackgroundTexture { get; }
|
||||
public int BackgroundWidth { get; }
|
||||
public int BackgroundHeight { get; }
|
||||
|
||||
/// <summary>Vertical advance between lines (retail MaxCharHeight).</summary>
|
||||
public float LineHeight { get; }
|
||||
|
||||
/// <summary>Distance from a line's top to its baseline (retail BaselineOffset).</summary>
|
||||
public float BaselineOffset { get; }
|
||||
|
||||
private readonly Dictionary<char, FontCharDesc> _glyphs;
|
||||
|
||||
private UiDatFont(
|
||||
uint fgTex, int fgW, int fgH,
|
||||
uint bgTex, int bgW, int bgH,
|
||||
float lineHeight, float baselineOffset,
|
||||
Dictionary<char, FontCharDesc> glyphs)
|
||||
{
|
||||
ForegroundTexture = fgTex; ForegroundWidth = fgW; ForegroundHeight = fgH;
|
||||
BackgroundTexture = bgTex; BackgroundWidth = bgW; BackgroundHeight = bgH;
|
||||
LineHeight = lineHeight;
|
||||
BaselineOffset = baselineOffset;
|
||||
_glyphs = glyphs;
|
||||
}
|
||||
|
||||
/// <summary>True if this font carries a separate outline/shadow atlas
|
||||
/// (retail's <c>m_pBackgroundSurface</c>). When false the outline pass is
|
||||
/// skipped and only the foreground (fill) glyphs are drawn.</summary>
|
||||
public bool HasBackground => BackgroundTexture != 0;
|
||||
|
||||
/// <summary>Look up a glyph descriptor for a character. Returns false for
|
||||
/// characters not present in the font's table (callers skip them).</summary>
|
||||
public bool TryGetGlyph(char c, out FontCharDesc glyph) => _glyphs.TryGetValue(c, out glyph!);
|
||||
|
||||
/// <summary>
|
||||
/// Load Font <paramref name="fontId"/> from the dat collection and upload
|
||||
/// both atlases through the texture cache (the same direct-RenderSurface
|
||||
/// path the D.2b chrome sprites use). Returns null if the Font DBObj is
|
||||
/// missing — callers fall back to the debug bitmap font.
|
||||
/// </summary>
|
||||
public static UiDatFont? Load(DatCollection dats, TextureCache cache, uint fontId = DefaultFontId)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(dats);
|
||||
ArgumentNullException.ThrowIfNull(cache);
|
||||
|
||||
if (!dats.TryGet<Font>(fontId, out var font) || font is null)
|
||||
return null;
|
||||
|
||||
// Foreground atlas is required; without it there are no glyph pixels.
|
||||
if (font.ForegroundSurfaceDataId == 0)
|
||||
return null;
|
||||
|
||||
// Point-sample the glyph atlases (nearest) so small UI text stays pixel-crisp;
|
||||
// bilinear softens the dat font noticeably (the chat menu/button text "blur").
|
||||
uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true);
|
||||
|
||||
uint bgTex = 0; int bgW = 0, bgH = 0;
|
||||
if (font.BackgroundSurfaceDataId != 0)
|
||||
bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH, nearest: true);
|
||||
|
||||
// Build the char->descriptor lookup. FontCharDesc.Unicode is the code
|
||||
// point; for Latin-1 fonts this is a direct char cast. Last write wins
|
||||
// on the rare duplicate (retail's Font::GetCharDesc does a linear scan
|
||||
// and returns the first match, but the dat tables have no duplicates).
|
||||
var glyphs = new Dictionary<char, FontCharDesc>(font.CharDescs.Count);
|
||||
foreach (var cd in font.CharDescs)
|
||||
glyphs[(char)cd.Unicode] = cd;
|
||||
|
||||
return new UiDatFont(
|
||||
fgTex, fgW, fgH,
|
||||
bgTex, bgW, bgH,
|
||||
lineHeight: font.MaxCharHeight,
|
||||
baselineOffset: font.BaselineOffset,
|
||||
glyphs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Total pen advance (in pixels) for <paramref name="text"/>, summing each
|
||||
/// glyph's retail advance. Characters not in the font contribute nothing.
|
||||
/// </summary>
|
||||
public float MeasureWidth(string text)
|
||||
=> MeasureWidth(text, c => _glyphs.TryGetValue(c, out var g) ? g : null);
|
||||
|
||||
/// <summary>
|
||||
/// Pure pen-advance summation seam: total width of <paramref name="text"/>
|
||||
/// given a <paramref name="lookup"/> that maps each char to its descriptor
|
||||
/// (null = not in the font → contributes nothing). Lets the advance math be
|
||||
/// unit-tested with synthetic glyphs, with no GL or dat dependency.
|
||||
/// </summary>
|
||||
public static float MeasureWidth(string? text, Func<char, FontCharDesc?> lookup)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(lookup);
|
||||
if (string.IsNullOrEmpty(text)) return 0f;
|
||||
float w = 0f;
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
if (lookup(text[i]) is { } g)
|
||||
w += GlyphAdvance(g);
|
||||
return w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The retail per-glyph horizontal advance:
|
||||
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c>. This is the
|
||||
/// value <c>SurfaceWindow::DrawCharacter</c> returns for proportional text
|
||||
/// (flag bit 0x10 set, acclient 0x00442c3a) and the string loop accumulates
|
||||
/// into the pen. Pulled out as a pure static so the math is unit-testable
|
||||
/// without GL or the dat.
|
||||
/// </summary>
|
||||
public static float GlyphAdvance(FontCharDesc g)
|
||||
=> g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter;
|
||||
}
|
||||
|
|
@ -4,6 +4,11 @@ using System.Numerics;
|
|||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>Which parent edges a child keeps a fixed margin to on resize.
|
||||
/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches.</summary>
|
||||
[System.Flags]
|
||||
public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
|
||||
|
||||
/// <summary>
|
||||
/// Base class for every UI widget in the retained-mode tree.
|
||||
///
|
||||
|
|
@ -88,6 +93,39 @@ public abstract class UiElement
|
|||
/// <summary>Painter's-algorithm z-order within siblings. Higher = on top.</summary>
|
||||
public int ZOrder { get; set; }
|
||||
|
||||
/// <summary>Window opacity (0..1) multiplied into this element's and its
|
||||
/// descendants' background + sprite draws (text stays opaque). 1 = fully opaque.
|
||||
/// Set on a top-level window (e.g. the chat frame) for retail's translucent chat.</summary>
|
||||
public float Opacity { get; set; } = 1f;
|
||||
|
||||
/// <summary>If true, a left-drag on this element (or a non-draggable child of
|
||||
/// it) repositions it as a movable window. Intended for top-level panels,
|
||||
/// whose Left/Top are screen coordinates (Root sits at the origin).</summary>
|
||||
public bool Draggable { get; set; }
|
||||
|
||||
/// <summary>If true, a left-drag starting near this element's edge/corner
|
||||
/// resizes it (window resize). Intended for top-level panels.</summary>
|
||||
public bool Resizable { get; set; }
|
||||
|
||||
/// <summary>If true, a left-drag starting on this element is delivered to the
|
||||
/// element (e.g. text selection) instead of moving/resizing an ancestor window.
|
||||
/// Edge resize on a resizable ancestor still wins — only the interior move /
|
||||
/// drag-drop candidacy is suppressed in favour of the element's own handling.</summary>
|
||||
public bool CapturesPointerDrag { get; set; }
|
||||
|
||||
/// <summary>Minimum size enforced while resizing.</summary>
|
||||
public float MinWidth { get; set; } = 40f;
|
||||
public float MinHeight { get; set; } = 40f;
|
||||
|
||||
/// <summary>Allow horizontal (width) resize. Ignored unless <see cref="Resizable"/>.</summary>
|
||||
public bool ResizeX { get; set; } = true;
|
||||
/// <summary>Allow vertical (height) resize. Ignored unless <see cref="Resizable"/>.</summary>
|
||||
public bool ResizeY { get; set; } = true;
|
||||
|
||||
/// <summary>Edges this element anchors to in its parent. Default Left|Top
|
||||
/// (pinned top-left, fixed size — no reflow). Left|Right stretches width.</summary>
|
||||
public AnchorEdges Anchors { get; set; } = AnchorEdges.Left | AnchorEdges.Top;
|
||||
|
||||
// ── Tree structure ──────────────────────────────────────────────────
|
||||
public UiElement? Parent { get; private set; }
|
||||
|
||||
|
|
@ -108,6 +146,19 @@ public abstract class UiElement
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True if this widget draws its full appearance itself and REPRODUCES its dat
|
||||
/// sub-elements procedurally (3-slice caps, button labels, scroll arrows, popup
|
||||
/// rows…) — so the <see cref="AcDream.App.UI.Layout.LayoutImporter"/> must NOT build
|
||||
/// those dat child elements as separate widgets (they would double-draw and, worse,
|
||||
/// steal pointer/focus from the behavioral widget). All registered behavioral widgets
|
||||
/// (Meter/Menu/Button/Scrollbar/Text/Field) return <c>true</c>; the generic container
|
||||
/// (<see cref="AcDream.App.UI.Layout.UiDatElement"/>) and panels return <c>false</c>
|
||||
/// and recurse their children normally. Mirrors retail, where each
|
||||
/// <c>UIElement_X::DrawSelf</c> owns its internal structure.
|
||||
/// </summary>
|
||||
public virtual bool ConsumesDatChildren => false;
|
||||
|
||||
// ── Virtual overrides ───────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -116,6 +167,16 @@ public abstract class UiElement
|
|||
/// </summary>
|
||||
protected virtual void OnDraw(UiRenderContext ctx) { }
|
||||
|
||||
/// <summary>
|
||||
/// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this
|
||||
/// element's position in the tree — open menus, dropdowns, tooltips. Called in
|
||||
/// a SECOND traversal after the whole tree's <see cref="OnDraw"/> pass, with the
|
||||
/// same accumulated transform/alpha this element had during its normal draw.
|
||||
/// Retail spawns popups as ROOT elements (UIElement_Menu::MakePopup) for exactly
|
||||
/// this reason; this is the equivalent without reparenting. Default: nothing.
|
||||
/// </summary>
|
||||
protected virtual void OnDrawOverlay(UiRenderContext ctx) { }
|
||||
|
||||
/// <summary>Per-frame tick (animations, timers, caret blink).</summary>
|
||||
protected virtual void OnTick(double deltaSeconds) { }
|
||||
|
||||
|
|
@ -146,12 +207,18 @@ public abstract class UiElement
|
|||
{
|
||||
if (!Visible) return;
|
||||
|
||||
// Translate into our local space.
|
||||
// Translate into our local space + push this window's opacity (multiplies into
|
||||
// descendants' sprite/rect draws; text bypasses the alpha so it stays sharp).
|
||||
ctx.PushTransform(Left, Top);
|
||||
ctx.PushAlpha(Opacity);
|
||||
try
|
||||
{
|
||||
OnDraw(ctx);
|
||||
|
||||
// Anchor layout: reflow children to this element's current size.
|
||||
for (int i = 0; i < _children.Count; i++)
|
||||
_children[i].ApplyAnchor(Width, Height);
|
||||
|
||||
// Children painted back-to-front (lowest ZOrder first).
|
||||
if (_children.Count > 0)
|
||||
{
|
||||
|
|
@ -164,6 +231,35 @@ public abstract class UiElement
|
|||
}
|
||||
finally
|
||||
{
|
||||
ctx.PopAlpha();
|
||||
ctx.PopTransform();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Second draw traversal: re-walks the tree applying the same
|
||||
/// transform/alpha as <see cref="DrawSelfAndChildren"/> and calls
|
||||
/// <see cref="OnDrawOverlay"/> on each element, so popups composite on top of
|
||||
/// everything drawn in the main pass (dat-font glyphs and sprites share one
|
||||
/// submission-ordered bucket, so later submissions win).</summary>
|
||||
internal void DrawOverlays(UiRenderContext ctx)
|
||||
{
|
||||
if (!Visible) return;
|
||||
ctx.PushTransform(Left, Top);
|
||||
ctx.PushAlpha(Opacity);
|
||||
try
|
||||
{
|
||||
OnDrawOverlay(ctx);
|
||||
if (_children.Count > 0)
|
||||
{
|
||||
var ordered = _children.ToArray();
|
||||
Array.Sort(ordered, static (a, b) => a.ZOrder.CompareTo(b.ZOrder));
|
||||
for (int i = 0; i < ordered.Length; i++)
|
||||
ordered[i].DrawOverlays(ctx);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
ctx.PopAlpha();
|
||||
ctx.PopTransform();
|
||||
}
|
||||
}
|
||||
|
|
@ -183,9 +279,14 @@ public abstract class UiElement
|
|||
/// </summary>
|
||||
internal UiElement? HitTest(float localX, float localY)
|
||||
{
|
||||
if (!Visible || !Enabled || ClickThrough) return null;
|
||||
if (!Visible || !Enabled) return null;
|
||||
|
||||
// Children first, in reverse Z-order (topmost first).
|
||||
// Children first, in reverse Z-order (topmost first). ClickThrough means
|
||||
// THIS element is transparent to the pointer — but its children are NOT.
|
||||
// A ClickThrough container (e.g. a UiDatElement panel that hosts the chat
|
||||
// input / transcript) must still let the pointer reach its behavioral
|
||||
// children, so the ClickThrough check happens AFTER the child walk, gating
|
||||
// only whether THIS element claims the hit.
|
||||
if (_children.Count > 0)
|
||||
{
|
||||
var ordered = _children.ToArray();
|
||||
|
|
@ -198,6 +299,70 @@ public abstract class UiElement
|
|||
}
|
||||
}
|
||||
|
||||
if (ClickThrough) return null;
|
||||
return OnHitTest(localX, localY) ? this : null;
|
||||
}
|
||||
|
||||
// ── Anchor layout ────────────────────────────────────────────────────
|
||||
|
||||
private bool _anchorCaptured;
|
||||
private float _amL, _amT, _amR, _amB, _aw0, _ah0;
|
||||
|
||||
/// <summary>Reposition/resize this element per <see cref="Anchors"/>, keeping
|
||||
/// the margins captured (at first layout / design size) to each anchored edge.
|
||||
/// Called by the parent each frame before drawing children.</summary>
|
||||
internal void ApplyAnchor(float parentW, float parentH)
|
||||
{
|
||||
if (Anchors == AnchorEdges.None) return;
|
||||
if (!_anchorCaptured)
|
||||
{
|
||||
_amL = Left; _amT = Top;
|
||||
_amR = parentW - (Left + Width);
|
||||
_amB = parentH - (Top + Height);
|
||||
_aw0 = Width; _ah0 = Height;
|
||||
_anchorCaptured = true;
|
||||
}
|
||||
var (x, y, w, h) = ComputeAnchoredRect(Anchors, _amL, _amT, _amR, _amB, _aw0, _ah0, parentW, parentH);
|
||||
Left = x; Top = y; Width = w; Height = h;
|
||||
}
|
||||
|
||||
/// <summary>Forget the captured anchor margins so the next <see cref="ApplyAnchor"/>
|
||||
/// re-captures them from the CURRENT rect. Call after manually repositioning/resizing
|
||||
/// an anchored element at runtime (e.g. reflowing the chat input when the channel
|
||||
/// button width changes) so the new rect becomes the anchor baseline.</summary>
|
||||
internal void ResetAnchorCapture() => _anchorCaptured = false;
|
||||
|
||||
/// <summary>Walk up to the owning <see cref="UiRoot"/> (the top of the tree), or null
|
||||
/// if this element is not attached. Lets a widget reach focus/capture services — e.g.
|
||||
/// a chat input blurring itself (exiting write mode) after submit.</summary>
|
||||
internal UiRoot? FindRoot()
|
||||
{
|
||||
UiElement e = this;
|
||||
while (e.Parent is not null) e = e.Parent;
|
||||
return e as UiRoot;
|
||||
}
|
||||
|
||||
/// <summary>Compute an anchored child rect. Left&Right ⇒ stretch width
|
||||
/// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise
|
||||
/// pin left at fixed width. Same logic vertically.</summary>
|
||||
public static (float x, float y, float w, float h) ComputeAnchoredRect(
|
||||
AnchorEdges a, float mL, float mT, float mR, float mB,
|
||||
float w0, float h0, float parentW, float parentH)
|
||||
{
|
||||
bool l = (a & AnchorEdges.Left) != 0, r = (a & AnchorEdges.Right) != 0;
|
||||
float x, w;
|
||||
if (l && r) { x = mL; w = parentW - mR - mL; }
|
||||
else if (r) { w = w0; x = parentW - mR - w0; }
|
||||
else { x = mL; w = w0; }
|
||||
|
||||
bool t = (a & AnchorEdges.Top) != 0, b = (a & AnchorEdges.Bottom) != 0;
|
||||
float y, h;
|
||||
if (t && b) { y = mT; h = parentH - mB - mT; }
|
||||
else if (b) { h = h0; y = parentH - mB - h0; }
|
||||
else { y = mT; h = h0; }
|
||||
|
||||
if (w < 0) w = 0;
|
||||
if (h < 0) h = 0;
|
||||
return (x, y, w, h);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
420
src/AcDream.App/UI/UiField.cs
Normal file
420
src/AcDream.App/UI/UiField.cs
Normal file
|
|
@ -0,0 +1,420 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Generic editable one-line field widget. Port of retail <c>UIElement_Field</c>
|
||||
/// (<c>RegisterElementClass(3)</c> @ acclient_2013_pseudo_c.txt:126190). Carries
|
||||
/// retail <c>Field</c>'s drag-drop hooks (<c>CatchDroppedItem</c>/<c>MouseOverTop</c>)
|
||||
/// as stubs for future item-window use.
|
||||
///
|
||||
/// <para>
|
||||
/// Caret is a glyph index; the caret pixel-X is Σ glyph advances (UiDatFont) to the
|
||||
/// caret. Supports mouse + Shift-arrow SELECTION, clipboard cut/copy/paste, and
|
||||
/// held-key auto-repeat (hold Backspace deletes continuously). Submit (Enter / Send)
|
||||
/// fires <see cref="OnSubmit"/>, clears, and pushes history (100-entry cap,
|
||||
/// sentinel 0xFFFFFFFF — port of <c>ChatInterface::ProcessCommand @0x4f5100</c>).
|
||||
/// </para>
|
||||
///
|
||||
/// Decomp: UIElement_Text MoveCursor @0x468d00, FindPixelsFromPos @0x472b40.
|
||||
/// </summary>
|
||||
public sealed class UiField : UiElement
|
||||
{
|
||||
public UiDatFont? DatFont { get; set; }
|
||||
public AcDream.App.Rendering.BitmapFont? Font { get; set; }
|
||||
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f);
|
||||
/// <summary>Selected-span highlight (translucent blue, behind the text).</summary>
|
||||
public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f);
|
||||
public float Padding { get; set; } = 4f;
|
||||
public int MaxCharacters { get; set; } = 0xFFFF;
|
||||
|
||||
/// <summary>Keyboard device for clipboard (Ctrl+C/X/V) + modifier state (Ctrl/Shift).
|
||||
/// Wired by the host from <see cref="UiHost.Keyboard"/>.</summary>
|
||||
public Silk.NET.Input.IKeyboard? Keyboard { get; set; }
|
||||
|
||||
/// <summary>Dat sprite resolver (id → GL texture + size) for the focused-field
|
||||
/// background. Null = fall back to the flat <see cref="BackgroundColor"/> rect.</summary>
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
/// <summary>Gold "lit" field background drawn when focused (retail Normal_focussed
|
||||
/// state, RenderSurface 0x060011AB). 0 = no focus sprite.</summary>
|
||||
public uint FocusFieldSprite { get; set; }
|
||||
|
||||
public Action<string>? OnSubmit { get; set; }
|
||||
|
||||
private string _text = "";
|
||||
private int _caret;
|
||||
private int? _selAnchor; // selection fixed end (null = no selection); span = [min,max] with _caret
|
||||
public string Text => _text;
|
||||
public int CaretPos => _caret;
|
||||
|
||||
private readonly List<string> _history = new();
|
||||
private int _historyIndex = -1;
|
||||
public int HistoryCount => _history.Count;
|
||||
|
||||
private bool _focused;
|
||||
private bool _selecting; // mouse drag in progress
|
||||
private float _scrollX; // horizontal pixel scroll so the caret stays in the field
|
||||
|
||||
// Held-key auto-repeat (Silk delivers one KeyDown per physical press).
|
||||
private Silk.NET.Input.Key? _repeatKey;
|
||||
private double _repeatTimer;
|
||||
private const double RepeatDelay = 0.40; // s before the first repeat
|
||||
private const double RepeatRate = 0.04; // s between repeats (~25/s)
|
||||
|
||||
public UiField()
|
||||
{
|
||||
AcceptsFocus = true;
|
||||
IsEditControl = true;
|
||||
CapturesPointerDrag = true; // interior drag selects, doesn't move the window
|
||||
}
|
||||
|
||||
/// <summary>The field draws its own background + caret + caps; its dat cap sub-elements
|
||||
/// are reproduced procedurally, so the importer must not build them as widgets.</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
// ── Editing primitives ──────────────────────────────────────────────
|
||||
|
||||
public void InsertChar(char c)
|
||||
{
|
||||
if (c < 0x20 || c == 0x7F) return;
|
||||
DeleteSelection();
|
||||
if (_text.Length >= MaxCharacters) return;
|
||||
_text = _text.Insert(_caret, c.ToString());
|
||||
_caret++;
|
||||
_historyIndex = -1;
|
||||
}
|
||||
|
||||
public void Backspace()
|
||||
{
|
||||
if (DeleteSelection()) return;
|
||||
if (_caret == 0) return;
|
||||
_text = _text.Remove(_caret - 1, 1);
|
||||
_caret--;
|
||||
}
|
||||
|
||||
public void DeleteForward()
|
||||
{
|
||||
if (DeleteSelection()) return;
|
||||
if (_caret >= _text.Length) return;
|
||||
_text = _text.Remove(_caret, 1);
|
||||
}
|
||||
|
||||
private void MoveCaretTo(int target, bool shift)
|
||||
{
|
||||
target = Math.Clamp(target, 0, _text.Length);
|
||||
if (shift) _selAnchor ??= _caret; // begin/extend selection from the old caret
|
||||
else _selAnchor = null; // plain move collapses any selection
|
||||
_caret = target;
|
||||
_historyIndex = -1;
|
||||
}
|
||||
|
||||
/// <summary>Move the caret left (negative) or right (positive) by <paramref name="delta"/>
|
||||
/// glyph positions without extending a selection. Public for test access.</summary>
|
||||
public void MoveCaret(int delta) => MoveCaretTo(_caret + delta, false);
|
||||
|
||||
private void MoveCaret(int delta, bool shift) => MoveCaretTo(_caret + delta, shift);
|
||||
|
||||
// ── Selection ────────────────────────────────────────────────────────
|
||||
|
||||
private (int lo, int hi) SelSpan()
|
||||
{
|
||||
if (_selAnchor is not { } a || a == _caret) return (_caret, _caret);
|
||||
return (Math.Min(a, _caret), Math.Max(a, _caret));
|
||||
}
|
||||
|
||||
private bool HasSelection => _selAnchor is { } a && a != _caret;
|
||||
|
||||
private string SelectedText()
|
||||
{
|
||||
var (lo, hi) = SelSpan();
|
||||
return hi > lo ? _text.Substring(lo, hi - lo) : "";
|
||||
}
|
||||
|
||||
/// <summary>Remove the selected span (if any). Returns true if it removed anything.</summary>
|
||||
private bool DeleteSelection()
|
||||
{
|
||||
if (!HasSelection) { _selAnchor = null; return false; }
|
||||
var (lo, hi) = SelSpan();
|
||||
_text = _text.Remove(lo, hi - lo);
|
||||
_caret = lo;
|
||||
_selAnchor = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SelectAll()
|
||||
{
|
||||
if (_text.Length == 0) { _selAnchor = null; return; }
|
||||
_selAnchor = 0;
|
||||
_caret = _text.Length;
|
||||
}
|
||||
|
||||
private void CopySelection()
|
||||
{
|
||||
var s = SelectedText();
|
||||
if (s.Length > 0 && Keyboard is not null) Keyboard.ClipboardText = s;
|
||||
}
|
||||
|
||||
private void CutSelection()
|
||||
{
|
||||
if (!HasSelection) return;
|
||||
CopySelection();
|
||||
DeleteSelection();
|
||||
_historyIndex = -1;
|
||||
}
|
||||
|
||||
private void Paste()
|
||||
{
|
||||
if (Keyboard is null) return;
|
||||
string clip = Keyboard.ClipboardText ?? "";
|
||||
if (clip.Length == 0) return;
|
||||
|
||||
// Single-line field: strip control chars (newlines/tabs) from pasted text.
|
||||
var sb = new System.Text.StringBuilder(clip.Length);
|
||||
foreach (char ch in clip)
|
||||
if (ch >= 0x20 && ch != 0x7F) sb.Append(ch);
|
||||
if (sb.Length == 0) return;
|
||||
|
||||
DeleteSelection();
|
||||
int room = MaxCharacters - _text.Length;
|
||||
if (room <= 0) return;
|
||||
string ins = sb.Length > room ? sb.ToString(0, room) : sb.ToString();
|
||||
_text = _text.Insert(_caret, ins);
|
||||
_caret += ins.Length;
|
||||
_historyIndex = -1;
|
||||
}
|
||||
|
||||
// ── Submit + history ─────────────────────────────────────────────────
|
||||
|
||||
public void Submit()
|
||||
{
|
||||
var t = _text;
|
||||
if (t.Trim().Length == 0) { Clear(); return; }
|
||||
OnSubmit?.Invoke(t);
|
||||
PushHistory(t);
|
||||
Clear();
|
||||
}
|
||||
|
||||
private void Clear() { _text = ""; _caret = 0; _selAnchor = null; _historyIndex = -1; }
|
||||
|
||||
private void PushHistory(string t)
|
||||
{
|
||||
_history.Add(t);
|
||||
if (_history.Count > 100) _history.RemoveAt(0);
|
||||
_historyIndex = -1;
|
||||
}
|
||||
|
||||
public void HistoryPrev()
|
||||
{
|
||||
if (_history.Count == 0) return;
|
||||
_historyIndex = _historyIndex < 0 ? _history.Count - 1 : Math.Max(0, _historyIndex - 1);
|
||||
SetTextFromHistory();
|
||||
}
|
||||
|
||||
public void HistoryNext()
|
||||
{
|
||||
if (_historyIndex < 0) return;
|
||||
_historyIndex++;
|
||||
if (_historyIndex >= _history.Count) { _historyIndex = -1; Clear(); return; }
|
||||
SetTextFromHistory();
|
||||
}
|
||||
|
||||
private void SetTextFromHistory()
|
||||
{
|
||||
_text = _history[_historyIndex];
|
||||
_caret = _text.Length;
|
||||
_selAnchor = null;
|
||||
}
|
||||
|
||||
// ── Geometry ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Pixel-X of the caret (Σ glyph advances to <paramref name="i"/>).</summary>
|
||||
private float MeasureTo(int i)
|
||||
{
|
||||
if (i <= 0) return 0f;
|
||||
string s = _text.Substring(0, Math.Min(i, _text.Length));
|
||||
return DatFont is { } df ? df.MeasureWidth(s)
|
||||
: Font is { } bf ? bf.MeasureWidth(s) : 0f;
|
||||
}
|
||||
|
||||
public float CaretPixelX() => MeasureTo(_caret);
|
||||
|
||||
/// <summary>Map a local X (click) to the nearest caret index — retail
|
||||
/// FindPixelsFromPos inverse. Accounts for the horizontal scroll offset.</summary>
|
||||
private int HitCharX(float localX)
|
||||
{
|
||||
float target = localX - Padding + _scrollX;
|
||||
if (target <= 0f) return 0;
|
||||
int best = 0;
|
||||
float bestDist = float.MaxValue;
|
||||
for (int i = 0; i <= _text.Length; i++)
|
||||
{
|
||||
float d = MathF.Abs(MeasureTo(i) - target);
|
||||
if (d < bestDist) { bestDist = d; best = i; }
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
// ── Draw ─────────────────────────────────────────────────────────────
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
// Focused = "write mode": draw the gold lit field sprite (retail Normal_focussed).
|
||||
// Unfocused: the flat translucent rect. Both go through the sprite bucket
|
||||
// (DrawFill / DrawSprite) so the text — also sprite-bucket — draws on top.
|
||||
bool lit = _focused && SpriteResolve is not null && FocusFieldSprite != 0;
|
||||
if (lit)
|
||||
{
|
||||
var (tex, tw, th) = SpriteResolve!(FocusFieldSprite);
|
||||
if (tex != 0 && tw > 0) ctx.DrawSprite(tex, 0, 0, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
|
||||
else lit = false;
|
||||
}
|
||||
if (!lit) ctx.DrawFill(0, 0, Width, Height, BackgroundColor);
|
||||
|
||||
float lh = DatFont?.LineHeight ?? Font?.LineHeight ?? 14f;
|
||||
float ty = (Height - lh) * 0.5f;
|
||||
float visibleW = MathF.Max(1f, Width - 2f * Padding);
|
||||
|
||||
// Horizontal scroll: keep the caret inside the field; clamp so we never scroll past
|
||||
// the text. Then draw only the glyph window that lands inside the field — a single-
|
||||
// line text box clips + scrolls (retail UIElement_Text) rather than overflowing the
|
||||
// field (which previously spilled the text out into the 3D world).
|
||||
float caretX = MeasureTo(_caret);
|
||||
float fullW = MeasureTo(_text.Length);
|
||||
if (caretX - _scrollX > visibleW) _scrollX = caretX - visibleW;
|
||||
if (caretX < _scrollX) _scrollX = caretX;
|
||||
_scrollX = Math.Clamp(_scrollX, 0f, MathF.Max(0f, fullW - visibleW));
|
||||
|
||||
// Visible character window [start, end).
|
||||
int start = 0;
|
||||
while (start < _text.Length && MeasureTo(start + 1) <= _scrollX) start++;
|
||||
int end = start;
|
||||
while (end < _text.Length && MeasureTo(end + 1) - _scrollX <= visibleW) end++;
|
||||
|
||||
// Selection highlight BEHIND the text, clipped to the field.
|
||||
if (HasSelection)
|
||||
{
|
||||
var (lo, hi) = SelSpan();
|
||||
float h0 = MathF.Max(MeasureTo(lo) - _scrollX, 0f);
|
||||
float h1 = MathF.Min(MeasureTo(hi) - _scrollX, visibleW);
|
||||
if (h1 > h0) ctx.DrawFill(Padding + h0, ty, h1 - h0, lh, SelectionColor);
|
||||
}
|
||||
|
||||
if (end > start)
|
||||
{
|
||||
string vis = _text.Substring(start, end - start);
|
||||
float vx = Padding + (MeasureTo(start) - _scrollX);
|
||||
if (DatFont is { } df2) ctx.DrawStringDat(df2, vis, vx, ty, TextColor);
|
||||
else ctx.DrawString(vis, vx, ty, TextColor, Font);
|
||||
}
|
||||
|
||||
if (_focused)
|
||||
{
|
||||
// Caret on TOP of the text → submitted after the text in the same bucket.
|
||||
float cx = Padding + (caretX - _scrollX);
|
||||
if (cx >= Padding - 1f && cx <= Width - Padding + 1f)
|
||||
ctx.DrawFill(cx, ty, 1f, lh, TextColor);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Auto-repeat ──────────────────────────────────────────────────────
|
||||
|
||||
protected override void OnTick(double deltaSeconds)
|
||||
{
|
||||
if (_repeatKey is not { } k) return;
|
||||
_repeatTimer -= deltaSeconds;
|
||||
if (_repeatTimer > 0) return;
|
||||
_repeatTimer = RepeatRate;
|
||||
bool shift = ShiftHeld();
|
||||
switch (k)
|
||||
{
|
||||
case Silk.NET.Input.Key.Backspace: Backspace(); break;
|
||||
case Silk.NET.Input.Key.Delete: DeleteForward(); break;
|
||||
case Silk.NET.Input.Key.Left: MoveCaret(-1, shift); break;
|
||||
case Silk.NET.Input.Key.Right: MoveCaret(1, shift); break;
|
||||
default: _repeatKey = null; break;
|
||||
}
|
||||
}
|
||||
|
||||
private void StartRepeat(Silk.NET.Input.Key k) { _repeatKey = k; _repeatTimer = RepeatDelay; }
|
||||
|
||||
private bool CtrlHeld() => Keyboard is not null
|
||||
&& (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlLeft)
|
||||
|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight));
|
||||
|
||||
private bool ShiftHeld() => Keyboard is not null
|
||||
&& (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftLeft)
|
||||
|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ShiftRight));
|
||||
|
||||
// ── Events ───────────────────────────────────────────────────────────
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
switch (e.Type)
|
||||
{
|
||||
case UiEventType.FocusGained: _focused = true; return true;
|
||||
case UiEventType.FocusLost:
|
||||
_focused = false; _historyIndex = -1;
|
||||
_selAnchor = null; _selecting = false; _repeatKey = null;
|
||||
return true;
|
||||
|
||||
case UiEventType.Char:
|
||||
InsertChar((char)e.Data0);
|
||||
return true;
|
||||
|
||||
case UiEventType.MouseDown:
|
||||
_caret = HitCharX(e.Data1);
|
||||
_selAnchor = _caret; // anchor; a drag will extend, a plain click won't
|
||||
_selecting = true;
|
||||
return true;
|
||||
case UiEventType.MouseMove:
|
||||
if (_selecting) _caret = HitCharX(e.Data1);
|
||||
return true;
|
||||
case UiEventType.MouseUp:
|
||||
_selecting = false;
|
||||
return true;
|
||||
|
||||
case UiEventType.KeyUp:
|
||||
if ((Silk.NET.Input.Key)e.Data0 == _repeatKey) _repeatKey = null;
|
||||
return true;
|
||||
|
||||
case UiEventType.KeyDown:
|
||||
{
|
||||
var key = (Silk.NET.Input.Key)e.Data0;
|
||||
if (CtrlHeld())
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case Silk.NET.Input.Key.A: SelectAll(); return true;
|
||||
case Silk.NET.Input.Key.C: CopySelection(); return true;
|
||||
case Silk.NET.Input.Key.X: CutSelection(); return true;
|
||||
case Silk.NET.Input.Key.V: Paste(); return true;
|
||||
}
|
||||
return true; // swallow other Ctrl combos while typing
|
||||
}
|
||||
|
||||
bool shift = ShiftHeld();
|
||||
switch (key)
|
||||
{
|
||||
case Silk.NET.Input.Key.Enter:
|
||||
case Silk.NET.Input.Key.KeypadEnter:
|
||||
Submit();
|
||||
FindRoot()?.SetKeyboardFocus(null); // exit write mode after sending
|
||||
return true;
|
||||
case Silk.NET.Input.Key.Backspace: Backspace(); StartRepeat(key); return true;
|
||||
case Silk.NET.Input.Key.Delete: DeleteForward(); StartRepeat(key); return true;
|
||||
case Silk.NET.Input.Key.Left: MoveCaret(-1, shift); StartRepeat(key); return true;
|
||||
case Silk.NET.Input.Key.Right: MoveCaret(1, shift); StartRepeat(key); return true;
|
||||
case Silk.NET.Input.Key.Home: MoveCaretTo(0, shift); return true;
|
||||
case Silk.NET.Input.Key.End: MoveCaretTo(_text.Length, shift); return true;
|
||||
case Silk.NET.Input.Key.Up: HistoryPrev(); return true;
|
||||
case Silk.NET.Input.Key.Down: HistoryNext(); return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -39,6 +39,13 @@ public sealed class UiHost : System.IDisposable
|
|||
public UiRoot Root { get; } = new();
|
||||
public TextRenderer TextRenderer { get; }
|
||||
public BitmapFont? DefaultFont { get; set; }
|
||||
|
||||
/// <summary>The last wired keyboard. Exposed so widgets that need clipboard
|
||||
/// access (<see cref="IKeyboard.ClipboardText"/>) or modifier-key state
|
||||
/// (<see cref="IKeyboard.IsKeyPressed"/>) — e.g. <see cref="UiText"/>'s
|
||||
/// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins.</summary>
|
||||
public IKeyboard? Keyboard { get; private set; }
|
||||
|
||||
private long _startTicks = System.Environment.TickCount64;
|
||||
|
||||
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
|
||||
|
|
@ -82,6 +89,7 @@ public sealed class UiHost : System.IDisposable
|
|||
|
||||
public void WireKeyboard(IKeyboard kb)
|
||||
{
|
||||
Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
|
||||
kb.KeyDown += (_, k, _) => Root.OnKeyDown((int)k);
|
||||
kb.KeyUp += (_, k, _) => Root.OnKeyUp((int)k);
|
||||
kb.KeyChar += (_, c) => Root.OnChar(c);
|
||||
|
|
|
|||
246
src/AcDream.App/UI/UiMenu.cs
Normal file
246
src/AcDream.App/UI/UiMenu.cs
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Generic dropdown menu. Ports retail <c>UIElement_Menu</c>
|
||||
/// (<c>RegisterElementClass(6) @ acclient_2013_pseudo_c.txt:120163</c>) +
|
||||
/// <c>UIElement_Menu::MakePopup @0x46d310</c>: the button is labelled with
|
||||
/// the active target; clicking opens a column-major popup on the dat-driven menu
|
||||
/// chrome (panel + per-row + selected-row sprites). Items and all chat-channel
|
||||
/// knowledge are populated by the controller, not baked into this widget. Built
|
||||
/// by <see cref="AcDream.App.UI.Layout.DatWidgetFactory"/> for Type-6 elements.
|
||||
/// </summary>
|
||||
public sealed class UiMenu : UiElement
|
||||
{
|
||||
/// <summary>One menu row: its label + an opaque payload the controller maps back.</summary>
|
||||
public readonly record struct MenuItem(string Label, object? Payload);
|
||||
|
||||
/// <summary>The rows, populated by the controller. Laid out column-major:
|
||||
/// rows 0..RowsPerColumn-1 in column 0, then the next group in column 1, etc.</summary>
|
||||
public IReadOnlyList<MenuItem> Items { get; set; } = System.Array.Empty<MenuItem>();
|
||||
|
||||
/// <summary>The currently-selected payload (drives the highlighted row).</summary>
|
||||
public object? Selected { get; set; }
|
||||
|
||||
/// <summary>Fired with the picked item's payload when a row is chosen.</summary>
|
||||
public Action<object?>? OnSelect { get; set; }
|
||||
|
||||
/// <summary>Per-payload enabled gate (disabled rows render greyed + are inert). Null ⇒ all enabled.</summary>
|
||||
public Func<object?, bool>? EnabledProvider { get; set; }
|
||||
|
||||
/// <summary>Button-face caption (the active target). Null ⇒ blank face.</summary>
|
||||
public Func<string>? ButtonLabelProvider { get; set; }
|
||||
|
||||
public int RowsPerColumn { get; set; } = 7; // items per column (dat item template)
|
||||
public float RowHeight { get; set; } = 17f; // dat item template 0x1000001E H=17
|
||||
public float ColumnWidth { get; set; } = 191f; // dat item template W=191
|
||||
|
||||
private const int Border = RetailChromeSprites.Border; // 8-piece bevel thickness (5px)
|
||||
// The row sprites 0x0600124E/4D bake a checkbox/checkmark into the leftmost ~17px
|
||||
// square; the label starts just past it (box width + small gap) so text aligns with
|
||||
// the box instead of overlapping it.
|
||||
private const float TextIndent = 19f;
|
||||
// The button face sprite (0x06004D65/66) bakes a status LED (red→green) into its
|
||||
// left socket (~x4–20 of the 46px button); the caption starts past it so it doesn't
|
||||
// render over the LED.
|
||||
private const float ButtonTextIndent = 20f;
|
||||
|
||||
public UiDatFont? DatFont { get; set; }
|
||||
public AcDream.App.Rendering.BitmapFont? Font { get; set; }
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
|
||||
// Button face sprites (dat menu element 0x10000014).
|
||||
public uint NormalSprite { get; set; }
|
||||
public uint PressedSprite { get; set; }
|
||||
// Popup chrome sprites (dat menu popup template, layout 0x21000006).
|
||||
public uint PopupBgSprite { get; set; } // 0x0600124C — panel fill (191×2 tiles)
|
||||
public uint ItemNormalSprite { get; set; } // 0x0600124E — a row background (191×17)
|
||||
public uint ItemHighlightSprite { get; set; } // 0x0600124D — the active channel's row
|
||||
|
||||
public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f);
|
||||
/// <summary>Available item text — retail white #FFFFFF (gmMainChatUI talk-focus
|
||||
/// enabled state). Confirmed via decomp: enabled items render white.</summary>
|
||||
public Vector4 TextColorAvailable { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
/// <summary>Disabled/unavailable item text — retail GREYS these (UIElement state 0xd
|
||||
/// disabled StateDesc colour). NOT the salmon colorPink (0x81c528) we had before — that
|
||||
/// belongs to the chat-MESSAGE palette and was misapplied. Exact float lives in the dat
|
||||
/// StateDesc (not a code symbol); ~0.5 neutral grey here pending a live cdb dump.</summary>
|
||||
public Vector4 TextColorGhosted { get; set; } = new(0.5f, 0.5f, 0.5f, 1f);
|
||||
|
||||
private bool _open;
|
||||
// Interior = the row content; Outer = interior + the 8-piece bevel ring.
|
||||
private int ColumnCount => (Items.Count + RowsPerColumn - 1) / System.Math.Max(1, RowsPerColumn);
|
||||
private float InteriorW => ColumnCount * ColumnWidth;
|
||||
private float InteriorH => RowsPerColumn * RowHeight;
|
||||
private float OuterW => InteriorW + 2 * Border;
|
||||
private float OuterH => InteriorH + 2 * Border;
|
||||
|
||||
public UiMenu() { CapturesPointerDrag = true; }
|
||||
|
||||
/// <summary>The menu draws its own button face + popup; its dat label/row children
|
||||
/// must NOT be built (an invisible label child would intercept the button click).</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
var resolve = SpriteResolve;
|
||||
|
||||
// Button face (3-sliced so it can widen to fit the label) + the active-target label.
|
||||
if (resolve is not null)
|
||||
{
|
||||
var (tex, tw, _) = resolve(_open ? PressedSprite : NormalSprite);
|
||||
if (tex != 0 && tw > 0) DrawButtonFace(ctx, tex, tw);
|
||||
}
|
||||
DrawLabel(ctx, ButtonLabelProvider?.Invoke() ?? "", ButtonTextIndent, (Height - LineH()) * 0.5f, TextColor);
|
||||
}
|
||||
|
||||
// 3-slice caps for the 46px LED-arrow button face (0x06004D65): a LEFT cap holding the
|
||||
// round LED socket, a stretchable plain-gold MIDDLE, and a RIGHT cap holding the arrow
|
||||
// point. Slicing keeps the LED + arrow undistorted when the button widens to its label.
|
||||
private const float FaceCapL = 20f, FaceCapR = 12f;
|
||||
|
||||
private void DrawButtonFace(UiRenderContext ctx, uint tex, float tw)
|
||||
{
|
||||
float uL = FaceCapL / tw, uR = (tw - FaceCapR) / tw;
|
||||
float midDest = Width - FaceCapL - FaceCapR;
|
||||
ctx.DrawSprite(tex, 0f, 0f, FaceCapL, Height, 0f, 0f, uL, 1f, Vector4.One); // LED cap
|
||||
if (midDest > 0f)
|
||||
ctx.DrawSprite(tex, FaceCapL, 0f, midDest, Height, uL, 0f, uR, 1f, Vector4.One); // gold body (stretched)
|
||||
ctx.DrawSprite(tex, Width - FaceCapR, 0f, FaceCapR, Height, uR, 0f, 1f, 1f, Vector4.One); // arrow cap
|
||||
}
|
||||
|
||||
/// <summary>The button width that fits "LED cap + channel label + arrow cap" — retail
|
||||
/// sizes the talk-focus button to its selected label. The controller widens the button
|
||||
/// to this and reflows the input field to start after it.</summary>
|
||||
public float NaturalButtonWidth()
|
||||
{
|
||||
string text = ButtonLabelProvider?.Invoke() ?? "";
|
||||
float textW = DatFont?.MeasureWidth(text) ?? Font?.MeasureWidth(text) ?? text.Length * 7f;
|
||||
return ButtonTextIndent + textW + 4f + FaceCapR; // text start (clears LED) + text + gap + arrow cap
|
||||
}
|
||||
|
||||
/// <summary>The open popup draws in the OVERLAY pass so it sits on top of the whole
|
||||
/// UI — otherwise the translucent chat panel (drawn after this element in the main
|
||||
/// pass) greys out the part of the popup that overlaps it.</summary>
|
||||
protected override void OnDrawOverlay(UiRenderContext ctx)
|
||||
{
|
||||
var resolve = SpriteResolve;
|
||||
if (!_open || resolve is null) return;
|
||||
|
||||
// Column-major popup opening UPWARD from the button, wrapped in the universal
|
||||
// 8-piece window bevel (retail UIElement_Menu::MakePopup spawns the popup as a
|
||||
// bevelled floating window). Force OPAQUE (a menu reads solid even though the
|
||||
// chat window is translucent). Draw bevel → panel fill → row sprites → labels,
|
||||
// all through the sprite bucket in submission order so labels land on top.
|
||||
ctx.PushAlphaAbsolute(1f);
|
||||
try
|
||||
{
|
||||
float outerTop = -OuterH; // popup bottom sits at the button top (y=0)
|
||||
float inX = Border, inY = outerTop + Border; // interior origin (inside the bevel)
|
||||
|
||||
DrawBevel(ctx, resolve, 0f, outerTop, OuterW, OuterH);
|
||||
DrawSprite(ctx, resolve, PopupBgSprite, inX, inY, InteriorW, InteriorH); // panel fill behind rows
|
||||
|
||||
for (int i = 0; i < Items.Count; i++)
|
||||
{
|
||||
int col = i / RowsPerColumn, row = i % RowsPerColumn;
|
||||
float x = inX + col * ColumnWidth, y = inY + row * RowHeight;
|
||||
bool selected = Equals(Items[i].Payload, Selected);
|
||||
DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColumnWidth, RowHeight);
|
||||
}
|
||||
|
||||
float textY = (RowHeight - LineH()) * 0.5f; // center the label in its row
|
||||
for (int i = 0; i < Items.Count; i++)
|
||||
{
|
||||
int col = i / RowsPerColumn, row = i % RowsPerColumn;
|
||||
// Items grey out when unavailable; when EnabledProvider is null all items are enabled.
|
||||
bool avail = EnabledProvider?.Invoke(Items[i].Payload) ?? true;
|
||||
DrawLabel(ctx, Items[i].Label, inX + col * ColumnWidth + TextIndent, inY + row * RowHeight + textY,
|
||||
avail ? TextColorAvailable : TextColorGhosted);
|
||||
}
|
||||
}
|
||||
finally { ctx.PopAlpha(); }
|
||||
}
|
||||
|
||||
/// <summary>Draw the universal 8-piece retail window bevel (corners + tiled edges +
|
||||
/// tiled centre fill) framing the rect (<paramref name="x"/>,<paramref name="y"/>,
|
||||
/// <paramref name="w"/>,<paramref name="h"/>). Reuses the same geometry +
|
||||
/// <see cref="RetailChromeSprites"/> ids as <see cref="UiNineSlicePanel"/>; no resize
|
||||
/// grips (a menu popup is not resizable).</summary>
|
||||
private void DrawBevel(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
float x, float y, float w, float h)
|
||||
{
|
||||
var r = UiNineSlicePanel.ComputeFrameRects(w, h, Border);
|
||||
void P(uint id, in UiNineSlicePanel.Rect d) => DrawSprite(ctx, resolve, id, x + d.X, y + d.Y, d.W, d.H);
|
||||
P(RetailChromeSprites.CenterFill, r.Center);
|
||||
P(RetailChromeSprites.TopEdge, r.Top);
|
||||
P(RetailChromeSprites.BottomEdge, r.Bottom);
|
||||
P(RetailChromeSprites.LeftEdge, r.Left);
|
||||
P(RetailChromeSprites.RightEdge, r.Right);
|
||||
P(RetailChromeSprites.CornerTL, r.TL);
|
||||
P(RetailChromeSprites.CornerTR, r.TR);
|
||||
P(RetailChromeSprites.CornerBL, r.BL);
|
||||
P(RetailChromeSprites.CornerBR, r.BR);
|
||||
}
|
||||
|
||||
private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f;
|
||||
|
||||
private void DrawSprite(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
uint id, float x, float y, float w, float h)
|
||||
{
|
||||
if (id == 0) return;
|
||||
var (tex, tw, th) = resolve(id);
|
||||
if (tex == 0 || tw == 0 || th == 0) return;
|
||||
// Tile at native size (the panel fill is 191×2; rows are 191×17 = 1:1).
|
||||
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
|
||||
}
|
||||
|
||||
private void DrawLabel(UiRenderContext ctx, string s, float x, float y, Vector4 color)
|
||||
{
|
||||
if (DatFont is { } df) ctx.DrawStringDat(df, s, x, y, color);
|
||||
else ctx.DrawString(s, x, y, color, Font);
|
||||
}
|
||||
|
||||
protected override bool OnHitTest(float lx, float ly)
|
||||
=> _open ? (lx >= 0 && lx < OuterW && ly >= -OuterH && ly < Height)
|
||||
: base.OnHitTest(lx, ly);
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type != UiEventType.MouseDown) return false;
|
||||
|
||||
float lx = e.Data1, ly = e.Data2;
|
||||
if (_open && ly < 0) // clicked inside the upward popup
|
||||
{
|
||||
// Map into the bevel interior, then to (col,row). Clicks in the bevel ring
|
||||
// (outside the interior) just close the menu.
|
||||
float ix = lx - Border, iy = ly - (-OuterH + Border);
|
||||
if (ix >= 0 && ix < InteriorW && iy >= 0 && iy < InteriorH)
|
||||
{
|
||||
int col = (int)(ix / ColumnWidth);
|
||||
int row = (int)(iy / RowHeight);
|
||||
int idx = col * RowsPerColumn + row;
|
||||
// Only pick enabled items.
|
||||
if (row >= 0 && row < RowsPerColumn && idx >= 0 && idx < Items.Count
|
||||
&& (EnabledProvider?.Invoke(Items[idx].Payload) ?? true))
|
||||
{
|
||||
// The widget REPORTS the pick; the controller owns Selected (it sets
|
||||
// Selected only for payloads it acts on). This mirrors retail
|
||||
// UIElement_Menu::NewSelection delegating to the owner rather than
|
||||
// self-selecting — so a deferred/no-op item (e.g. the Squelch /
|
||||
// Tell-to-Selected specials, null payload) leaves the current
|
||||
// selection + highlight unchanged when the controller ignores it.
|
||||
OnSelect?.Invoke(Items[idx].Payload);
|
||||
}
|
||||
}
|
||||
_open = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
_open = !_open; // toggle on button click
|
||||
return true;
|
||||
}
|
||||
}
|
||||
171
src/AcDream.App/UI/UiMeter.cs
Normal file
171
src/AcDream.App/UI/UiMeter.cs
Normal file
|
|
@ -0,0 +1,171 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// A horizontal vital bar (retail HP/Stamina/Mana style): a background rect, a
|
||||
/// partial-width solid fill, and an optional centered "current/max" numeric
|
||||
/// overlay. <see cref="Fill"/> returns 0..1 (null = no data → empty bar);
|
||||
/// <see cref="Label"/> returns the overlay text (null = no number).
|
||||
///
|
||||
/// <para>
|
||||
/// Solid-color fill + debug font for Spec 1. The retail gradient bar sprite
|
||||
/// (glassy center highlight) and the retail dat font are a later polish pass —
|
||||
/// retail's vitals are bars exactly like this, just sprited.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiMeter : UiElement
|
||||
{
|
||||
|
||||
/// <summary>Fill fraction provider; a null result draws an empty bar.</summary>
|
||||
public Func<float?> Fill { get; set; } = () => 0f;
|
||||
/// <summary>Centered overlay text provider (e.g. "291/291"); null = none.</summary>
|
||||
public Func<string?> Label { get; set; } = () => null;
|
||||
public Vector4 BarColor { get; set; } = new(1f, 0f, 0f, 1f);
|
||||
public Vector4 BgColor { get; set; } = new(0f, 0f, 0f, 0.5f);
|
||||
public Vector4 LabelColor { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
|
||||
/// <summary>Retail dat font (Font 0x40000000) for the "cur/max" overlay. When
|
||||
/// set, the label renders through the dat-font two-pass blit (outline + fill);
|
||||
/// when null, the debug <see cref="UiRenderContext.DefaultFont"/> bitmap font
|
||||
/// is used instead. Set by the host when the retail UI is active.</summary>
|
||||
public UiDatFont? DatFont { get; set; }
|
||||
|
||||
/// <summary>Resolver from a RenderSurface DataId to (GL handle, w, h). When set
|
||||
/// with the 9-slice ids below, the bar draws the retail sprites instead of solid color.</summary>
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
|
||||
// Retail vital bars are a horizontal 3-slice: a fixed-width bevelled left-cap,
|
||||
// a TILED gradient middle (the "fill-tile" repeats at native width — it does not
|
||||
// stretch), and a fixed-width right-cap. The "back" slice is the empty track
|
||||
// (drawn full width); the "front" slice is the coloured fill (drawn full-geometry
|
||||
// but CLIPPED to the fill fraction — its own right-cap shows at 100%, the back's
|
||||
// shows through when partial). Ids come from the stacked vitals LayoutDesc
|
||||
// (0x2100006C) via the dump-vitals-layout CLI; 0 = none.
|
||||
/// <summary>Empty-track left-cap RenderSurface id.</summary>
|
||||
public uint BackLeft { get; set; }
|
||||
/// <summary>Empty-track middle (tiled gradient) RenderSurface id.</summary>
|
||||
public uint BackTile { get; set; }
|
||||
/// <summary>Empty-track right-cap RenderSurface id.</summary>
|
||||
public uint BackRight { get; set; }
|
||||
/// <summary>Coloured-fill left-cap RenderSurface id.</summary>
|
||||
public uint FrontLeft { get; set; }
|
||||
/// <summary>Coloured-fill middle (tiled gradient) RenderSurface id.</summary>
|
||||
public uint FrontTile { get; set; }
|
||||
/// <summary>Coloured-fill right-cap RenderSurface id.</summary>
|
||||
public uint FrontRight { get; set; }
|
||||
|
||||
public UiMeter() { ClickThrough = true; }
|
||||
|
||||
/// <summary>The meter draws its own 3-slice bars; the importer must not build its
|
||||
/// grandchild slice/text elements as separate widgets.</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
/// <summary>Clamp <paramref name="pct"/> to [0,1] and return the fill rect
|
||||
/// (local px) for a bar of <paramref name="w"/> x <paramref name="h"/>.</summary>
|
||||
public static (float x, float y, float w, float h) ComputeFillRect(
|
||||
float pct, float w, float h)
|
||||
{
|
||||
if (pct < 0f) pct = 0f;
|
||||
if (pct > 1f) pct = 1f;
|
||||
return (0f, 0f, w * pct, h);
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
float? pct = Fill();
|
||||
float p = pct is float pf ? (pf < 0f ? 0f : pf > 1f ? 1f : pf) : 0f;
|
||||
|
||||
if (SpriteResolve is { } resolve && (BackLeft != 0 || BackTile != 0 || FrontTile != 0))
|
||||
{
|
||||
// Retail meter (UIElement_Meter::DrawChildren): the BACK 3-slice is the
|
||||
// empty track, drawn full width; the FRONT 3-slice is the coloured fill,
|
||||
// drawn at FULL width too but horizontally CLIPPED to the fill fraction.
|
||||
// The front carries its own right-cap (shown at 100%); clipping below 100%
|
||||
// removes it and reveals the back track's right-cap — retail's scissor-fill.
|
||||
DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, Width);
|
||||
if (pct is not null && p > 0f)
|
||||
DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, Width * p);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Placeholder solid-color fallback.
|
||||
ctx.DrawRect(0, 0, Width, Height, BgColor);
|
||||
if (pct is not null && p > 0f)
|
||||
{
|
||||
var (fx, fy, fw, fh) = ComputeFillRect(p, Width, Height);
|
||||
if (fw > 0f) ctx.DrawRect(fx, fy, fw, fh, BarColor);
|
||||
}
|
||||
}
|
||||
|
||||
string? label = Label();
|
||||
if (!string.IsNullOrEmpty(label))
|
||||
{
|
||||
if (DatFont is { } datFont)
|
||||
{
|
||||
// Retail path: centered cur/max via the dat font's two-pass blit.
|
||||
float tw = datFont.MeasureWidth(label);
|
||||
float tx = (Width - tw) * 0.5f;
|
||||
float ty = (Height - datFont.LineHeight) * 0.5f;
|
||||
ctx.DrawStringDat(datFont, label, tx, ty, LabelColor);
|
||||
}
|
||||
else if (ctx.DefaultFont is { } font)
|
||||
{
|
||||
// Fallback: debug bitmap font (no dat font available).
|
||||
float tw = font.MeasureWidth(label);
|
||||
float tx = (Width - tw) * 0.5f;
|
||||
float ty = (Height - font.LineHeight) * 0.5f;
|
||||
ctx.DrawString(label, tx, ty, LabelColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the full-width horizontal 3-slice (native-width left-cap, stretched
|
||||
/// middle, native-width right-cap) over this meter's rect, horizontally CLIPPED
|
||||
/// so nothing past <paramref name="clipW"/> (local px from the left) is drawn.
|
||||
/// The back track passes <c>clipW = Width</c>; the front fill passes
|
||||
/// <c>clipW = Width * fraction</c>. Clipping UV-crops each slice proportionally,
|
||||
/// so the fill ends cleanly and the back's right-cap shows through when partial.
|
||||
/// A 0 id skips that slice.
|
||||
/// </summary>
|
||||
private void DrawHBar(
|
||||
UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
uint leftId, uint midId, uint rightId, float clipW)
|
||||
{
|
||||
if (clipW <= 0f) return;
|
||||
float w = Width, h = Height;
|
||||
var (lt, lw, _) = resolve(leftId);
|
||||
var (mt, mw, _) = resolve(midId);
|
||||
var (rt, rw, _) = resolve(rightId);
|
||||
|
||||
float capL = lt != 0 ? MathF.Min(lw, w) : 0f;
|
||||
float capR = rt != 0 ? MathF.Min(rw, w - capL) : 0f;
|
||||
float midW = w - capL - capR;
|
||||
|
||||
// Each slice's texture repeats every NATIVE-width px (UV-repeat; the UI
|
||||
// texture is GL_REPEAT-wrapped — TextureCache.UploadRgba8). Caps span their
|
||||
// own native width → a single 1:1 copy. The wide middle spans many native
|
||||
// widths → it TILES, matching retail's "fill-tile" + ImgTex::TileCSI rather
|
||||
// than stretching one copy. (Same UV-repeat the chrome border already uses.)
|
||||
DrawPiece(ctx, lt, 0f, capL, lw, h, clipW);
|
||||
DrawPiece(ctx, mt, capL, midW, mw, h, clipW);
|
||||
DrawPiece(ctx, rt, w - capR, capR, rw, h, clipW);
|
||||
}
|
||||
|
||||
/// <summary>Draw a slice over local [<paramref name="pieceX"/>,
|
||||
/// pieceX+<paramref name="pieceW"/>], with the texture repeating every
|
||||
/// <paramref name="nativeW"/> px (UV-repeat — the UI texture is GL_REPEAT-wrapped).
|
||||
/// Clipped so nothing past <paramref name="clipW"/> shows. For a cap (span == native)
|
||||
/// this is one 1:1 copy; for the wide middle it tiles; a partial last copy is
|
||||
/// UV-cropped.</summary>
|
||||
private static void DrawPiece(
|
||||
UiRenderContext ctx, uint tex, float pieceX, float pieceW, float nativeW, float h, float clipW)
|
||||
{
|
||||
if (tex == 0 || pieceW <= 0f || nativeW <= 0f) return;
|
||||
float visibleW = MathF.Min(pieceW, clipW - pieceX);
|
||||
if (visibleW <= 0f) return;
|
||||
float u1 = visibleW / nativeW; // >1 ⇒ texture repeats (tiles); ≤1 ⇒ a partial copy
|
||||
ctx.DrawSprite(tex, pieceX, 0f, visibleW, h, 0f, 0f, u1, 1f, Vector4.One);
|
||||
}
|
||||
}
|
||||
105
src/AcDream.App/UI/UiNineSlicePanel.cs
Normal file
105
src/AcDream.App/UI/UiNineSlicePanel.cs
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// A <see cref="UiPanel"/> whose background is the retail 8-piece window bevel
|
||||
/// (<see cref="RetailChromeSprites"/>): 4 corners + 4 edges around a tiled
|
||||
/// center fill. Retires the flat translucent rect (divergence row TS-30).
|
||||
/// Sprites resolve to (GL handle, width, height) via an injected delegate so
|
||||
/// the widget is testable without GL. In production:
|
||||
/// <c>id => { var t = cache.GetOrUploadRenderSurface(id, out var w, out var h); return (t, w, h); }</c>.
|
||||
/// </summary>
|
||||
public sealed class UiNineSlicePanel : UiPanel
|
||||
{
|
||||
/// <summary>A placed chrome piece: destination rect in local pixel space.</summary>
|
||||
public readonly record struct Rect(float X, float Y, float W, float H);
|
||||
|
||||
/// <summary>The nine destination rects for an 8-piece border + center.</summary>
|
||||
public readonly record struct FrameRects(
|
||||
Rect Center, Rect Top, Rect Bottom, Rect Left, Rect Right,
|
||||
Rect TL, Rect TR, Rect BL, Rect BR);
|
||||
|
||||
private readonly System.Func<uint, (uint tex, int w, int h)> _resolve;
|
||||
|
||||
public UiNineSlicePanel(System.Func<uint, (uint, int, int)> resolve)
|
||||
{
|
||||
_resolve = resolve;
|
||||
BackgroundColor = Vector4.Zero; // suppress the base flat-rect fill
|
||||
BorderColor = Vector4.Zero;
|
||||
Draggable = true; // retail windows are movable
|
||||
Resizable = true; // retail windows are resizable
|
||||
// A top-level window is USER-positioned: it must NOT be anchor-managed
|
||||
// by its parent (UiRoot), or the per-frame anchor pass would reset its
|
||||
// Left/Top/Width/Height every frame and undo move/resize. Children
|
||||
// INSIDE the window still anchor to it (the bars stretch with width).
|
||||
Anchors = AnchorEdges.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destination rects (local px) for a frame of (<paramref name="w"/>,
|
||||
/// <paramref name="h"/>) with border thickness <paramref name="b"/>:
|
||||
/// b×b corners, top/bottom edges spanning the interior width at height b,
|
||||
/// left/right edges spanning the interior height at width b, center fills
|
||||
/// the interior.
|
||||
/// </summary>
|
||||
public static FrameRects ComputeFrameRects(float w, float h, int b)
|
||||
{
|
||||
float innerW = w - 2 * b;
|
||||
float innerH = h - 2 * b;
|
||||
return new FrameRects(
|
||||
Center: new Rect(b, b, innerW, innerH),
|
||||
Top: new Rect(b, 0, innerW, b),
|
||||
Bottom: new Rect(b, h - b, innerW, b),
|
||||
Left: new Rect(0, b, b, innerH),
|
||||
Right: new Rect(w - b, b, b, innerH),
|
||||
TL: new Rect(0, 0, b, b),
|
||||
TR: new Rect(w - b, 0, b, b),
|
||||
BL: new Rect(0, h - b, b, b),
|
||||
BR: new Rect(w - b, h - b, b, b));
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
var r = ComputeFrameRects(Width, Height, RetailChromeSprites.Border);
|
||||
// center + edges tile (UV repeat); corners stretch 1:1.
|
||||
DrawTiled(ctx, RetailChromeSprites.CenterFill, r.Center);
|
||||
DrawTiled(ctx, RetailChromeSprites.TopEdge, r.Top);
|
||||
DrawTiled(ctx, RetailChromeSprites.BottomEdge, r.Bottom);
|
||||
DrawTiled(ctx, RetailChromeSprites.LeftEdge, r.Left);
|
||||
DrawTiled(ctx, RetailChromeSprites.RightEdge, r.Right);
|
||||
DrawStretched(ctx, RetailChromeSprites.CornerTL, r.TL);
|
||||
DrawStretched(ctx, RetailChromeSprites.CornerTR, r.TR);
|
||||
DrawStretched(ctx, RetailChromeSprites.CornerBL, r.BL);
|
||||
DrawStretched(ctx, RetailChromeSprites.CornerBR, r.BR);
|
||||
|
||||
// Resize-grip overlay (gold ridged edges + square corner studs) drawn on
|
||||
// top of the bevel — the second border layer the vitals LayoutDesc carries
|
||||
// (0x1000063B–0x10000642). Edges tile; the corner stud is the same sprite
|
||||
// at all four corners.
|
||||
DrawTiled(ctx, RetailChromeSprites.GripTop, r.Top);
|
||||
DrawTiled(ctx, RetailChromeSprites.GripBottom, r.Bottom);
|
||||
DrawTiled(ctx, RetailChromeSprites.GripLeft, r.Left);
|
||||
DrawTiled(ctx, RetailChromeSprites.GripRight, r.Right);
|
||||
DrawStretched(ctx, RetailChromeSprites.GripCorner, r.TL);
|
||||
DrawStretched(ctx, RetailChromeSprites.GripCorner, r.TR);
|
||||
DrawStretched(ctx, RetailChromeSprites.GripCorner, r.BL);
|
||||
DrawStretched(ctx, RetailChromeSprites.GripCorner, r.BR);
|
||||
}
|
||||
|
||||
private void DrawTiled(UiRenderContext ctx, uint id, Rect d)
|
||||
{
|
||||
if (d.W <= 0 || d.H <= 0) return;
|
||||
var (tex, tw, th) = _resolve(id);
|
||||
if (tex == 0 || tw == 0 || th == 0) return;
|
||||
ctx.DrawSprite(tex, d.X, d.Y, d.W, d.H, 0, 0, d.W / tw, d.H / th, Vector4.One);
|
||||
}
|
||||
|
||||
private void DrawStretched(UiRenderContext ctx, uint id, Rect d)
|
||||
{
|
||||
if (d.W <= 0 || d.H <= 0) return;
|
||||
var (tex, _, _) = _resolve(id);
|
||||
if (tex == 0) return;
|
||||
ctx.DrawSprite(tex, d.X, d.Y, d.W, d.H, 0, 0, 1, 1, Vector4.One);
|
||||
}
|
||||
}
|
||||
|
|
@ -57,14 +57,17 @@ public class UiLabel : UiElement
|
|||
/// callback. Retail equivalent is Keystone's button widget, driven by
|
||||
/// a <c>StateDesc</c> per <c>UIStateId</c> (normal / hot / pressed /
|
||||
/// disabled) from the panel layout.
|
||||
/// Note: the dat-widget button (Type 1 / UIElement_Button) is <see cref="AcDream.App.UI.UiButton"/>
|
||||
/// in <c>UiButton.cs</c> — that is the production widget used by D.2b panels.
|
||||
/// This class is the earlier dev-scaffold button (plain rect + text; no dat sprites).
|
||||
/// </summary>
|
||||
public class UiButton : UiPanel
|
||||
public class UiSimpleButton : UiPanel
|
||||
{
|
||||
public string Text { get; set; } = string.Empty;
|
||||
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
|
||||
public event System.Action? Click;
|
||||
|
||||
public UiButton()
|
||||
public UiSimpleButton()
|
||||
{
|
||||
BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f);
|
||||
BorderColor = new Vector4(0.45f, 0.45f, 0.55f, 1f);
|
||||
|
|
|
|||
|
|
@ -22,6 +22,29 @@ public sealed class UiRenderContext
|
|||
private readonly System.Collections.Generic.List<Vector2> _stack = new();
|
||||
private Vector2 _current;
|
||||
|
||||
// Alpha (opacity) stack — a window pushes its Opacity so its background/sprite
|
||||
// draws fade (retail's translucent-chat effect). Text draws bypass this (they go
|
||||
// straight to TextRenderer), so text stays sharp over a translucent background.
|
||||
private readonly System.Collections.Generic.List<float> _alphaStack = new();
|
||||
private float _alpha = 1f;
|
||||
|
||||
/// <summary>Current cumulative opacity multiplier applied to sprite + rect draws.</summary>
|
||||
public float AlphaMod => _alpha;
|
||||
|
||||
/// <summary>Multiply <paramref name="a"/> into the running opacity. Pair with <see cref="PopAlpha"/>.</summary>
|
||||
public void PushAlpha(float a) { _alphaStack.Add(_alpha); _alpha *= a; }
|
||||
|
||||
/// <summary>Push an ABSOLUTE opacity (replaces, not multiplies) — for popups/overlays
|
||||
/// that must stay opaque even inside a translucent window. Pair with <see cref="PopAlpha"/>.</summary>
|
||||
public void PushAlphaAbsolute(float a) { _alphaStack.Add(_alpha); _alpha = a; }
|
||||
|
||||
public void PopAlpha()
|
||||
{
|
||||
if (_alphaStack.Count == 0) return;
|
||||
_alpha = _alphaStack[^1];
|
||||
_alphaStack.RemoveAt(_alphaStack.Count - 1);
|
||||
}
|
||||
|
||||
public UiRenderContext(TextRenderer tr, Vector2 screenSize, BitmapFont? defaultFont = null)
|
||||
{
|
||||
TextRenderer = tr;
|
||||
|
|
@ -45,13 +68,33 @@ public sealed class UiRenderContext
|
|||
|
||||
public Vector2 CurrentOrigin => _current;
|
||||
|
||||
/// <summary>Route subsequent draws to the overlay layer (flushed on top of the whole
|
||||
/// UI). Used by the root for the popup/overlay traversal. Pair with <see cref="EndOverlayLayer"/>.</summary>
|
||||
public void BeginOverlayLayer() => TextRenderer.OverlayMode = true;
|
||||
public void EndOverlayLayer() => TextRenderer.OverlayMode = false;
|
||||
|
||||
// ── Pass-through draw helpers (add current translate) ──────────────
|
||||
|
||||
public void DrawRect(float x, float y, float w, float h, Vector4 color)
|
||||
=> TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, color);
|
||||
=> TextRenderer.DrawRect(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color));
|
||||
|
||||
/// <summary>Solid-colour fill drawn in the SPRITE bucket (painter order with text), for
|
||||
/// a panel BACKGROUND that text draws on top of. <see cref="DrawRect"/> composites after
|
||||
/// all sprites and would cover the text — use this for backgrounds, that for foreground
|
||||
/// fills (carets, vital bars).</summary>
|
||||
public void DrawFill(float x, float y, float w, float h, Vector4 color)
|
||||
=> TextRenderer.DrawFill(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color));
|
||||
|
||||
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
|
||||
=> TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, color, thickness);
|
||||
=> TextRenderer.DrawRectOutline(_current.X + x, _current.Y + y, w, h, ApplyAlpha(color), thickness);
|
||||
|
||||
public void DrawSprite(uint texture, float x, float y, float w, float h,
|
||||
float u0, float v0, float u1, float v1, Vector4 tint)
|
||||
=> TextRenderer.DrawSprite(texture,
|
||||
_current.X + x, _current.Y + y, w, h, u0, v0, u1, v1, ApplyAlpha(tint));
|
||||
|
||||
/// <summary>Multiply the current window opacity into a draw color's alpha.</summary>
|
||||
private Vector4 ApplyAlpha(Vector4 c) => _alpha >= 1f ? c : new Vector4(c.X, c.Y, c.Z, c.W * _alpha);
|
||||
|
||||
public void DrawString(string text, float x, float y, Vector4 color, BitmapFont? font = null)
|
||||
{
|
||||
|
|
@ -59,4 +102,101 @@ public sealed class UiRenderContext
|
|||
if (f is null) return;
|
||||
TextRenderer.DrawString(f, text, _current.X + x, _current.Y + y, color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw a single line of text with a retail dat font (<see cref="UiDatFont"/>),
|
||||
/// at <paramref name="x"/>,<paramref name="y"/> = the top-left of the
|
||||
/// typographic block (in this element's local space). Mirrors retail's
|
||||
/// <c>SurfaceWindow::DrawCharacter</c> (acclient 0x00442bd0): for each glyph
|
||||
/// the BACKGROUND atlas sub-rect is blitted first tinted black (the outline),
|
||||
/// then the FOREGROUND atlas sub-rect tinted <paramref name="color"/> (the
|
||||
/// fill). The pen advances by
|
||||
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c> and each
|
||||
/// glyph is positioned at <c>pen + HorizontalOffsetBefore</c> on the X axis
|
||||
/// and at <c>baseline + VerticalOffsetBefore - (BaselineOffset)</c> via the
|
||||
/// glyph's OffsetY into the atlas.
|
||||
///
|
||||
/// <para><paramref name="outline"/> gates the black outline pass. Retail decides
|
||||
/// this PER text element: <c>UIElement_Text::DrawSelf</c> (acclient 0x00467aa0)
|
||||
/// runs the outline pass only when <c>m_bitField & 0x10</c> is set — i.e. the
|
||||
/// element called <c>SetOutline(true)</c> (LayoutDesc property 0xd). The DEFAULT
|
||||
/// is OFF (one fill-only pass): the talk-focus menu items set no outline, so an
|
||||
/// always-on outline shows as a grey halo over the solid menu panel. Pass
|
||||
/// <c>outline:true</c> only for elements retail outlines.</para>
|
||||
/// </summary>
|
||||
public void DrawStringDat(UiDatFont font, string text, float x, float y, Vector4 color, bool outline = false)
|
||||
{
|
||||
if (font is null || string.IsNullOrEmpty(text)) return;
|
||||
|
||||
// Baseline of this line in local space; retail draws glyphs whose
|
||||
// descriptor OffsetY already places them relative to the line top, so we
|
||||
// anchor each glyph's quad at the line top (y) plus its VerticalOffsetBefore.
|
||||
float originX = _current.X + x;
|
||||
float originY = _current.Y + y;
|
||||
float pen = originX;
|
||||
|
||||
// Snap the LINE baseline to a whole pixel ONCE. Retail's
|
||||
// SurfaceWindow::DrawCharacter (acclient 0x00442bd0) takes an int32 pen Y
|
||||
// (arg3) and adds the glyph's integer m_VerticalOffsetBefore (a schar) — every
|
||||
// glyph on a line shares one integer baseline. If we instead round EACH glyph's
|
||||
// Y independently and the caller passes a fractional line Y (e.g. a channel-menu
|
||||
// item centered in a 17px row over a 16px font → y = 0.5), adjacent letters round
|
||||
// to different rows and the line looks crooked ("letters dip down"). The vitals
|
||||
// digits never showed it because their bar baseline lands on an integer; chat text
|
||||
// does. Snapping the baseline once, then adding the integer offset, keeps the whole
|
||||
// line on one row and pixel-aligned.
|
||||
float baseY = System.MathF.Round(originY);
|
||||
|
||||
var outlineTint = new Vector4(0f, 0f, 0f, color.W);
|
||||
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
if (!font.TryGetGlyph(text[i], out var g))
|
||||
continue;
|
||||
|
||||
// Horizontal: snap each glyph's dest X to a whole pixel (the pen keeps its
|
||||
// true fractional advance). Vertical: integer baseline + integer per-glyph
|
||||
// offset — never an independent per-glyph round (see baseY note above).
|
||||
float gx = System.MathF.Round(pen + g.HorizontalOffsetBefore);
|
||||
float gy = baseY + g.VerticalOffsetBefore;
|
||||
float gw = g.Width;
|
||||
float gh = g.Height;
|
||||
|
||||
if (gw > 0f && gh > 0f)
|
||||
{
|
||||
// Background (outline) atlas pass, tinted black — drawn behind. Gated by
|
||||
// `outline` (retail's per-element m_bitField & 0x10); off by default so UI
|
||||
// text is crisp fill-only and free of the grey halo over solid panels.
|
||||
if (outline && font.BackgroundTexture != 0)
|
||||
{
|
||||
var (bu0, bv0, bu1, bv1) = AtlasUv(
|
||||
g.OffsetX, g.OffsetY, g.Width, g.Height,
|
||||
font.BackgroundWidth, font.BackgroundHeight);
|
||||
TextRenderer.DrawSprite(font.BackgroundTexture, gx, gy, gw, gh, bu0, bv0, bu1, bv1, outlineTint);
|
||||
}
|
||||
|
||||
// Foreground (fill) atlas pass, tinted with the requested color.
|
||||
var (fu0, fv0, fu1, fv1) = AtlasUv(
|
||||
g.OffsetX, g.OffsetY, g.Width, g.Height,
|
||||
font.ForegroundWidth, font.ForegroundHeight);
|
||||
TextRenderer.DrawSprite(font.ForegroundTexture, gx, gy, gw, gh, fu0, fv0, fu1, fv1, color);
|
||||
}
|
||||
|
||||
pen += UiDatFont.GlyphAdvance(g);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Convert an (OffsetX,OffsetY,Width,Height) atlas pixel sub-rect to
|
||||
/// normalized UVs for an atlas of <paramref name="atlasW"/> x
|
||||
/// <paramref name="atlasH"/>. Guards against a zero-sized atlas.</summary>
|
||||
private static (float u0, float v0, float u1, float v1) AtlasUv(
|
||||
int offsetX, int offsetY, int width, int height, int atlasW, int atlasH)
|
||||
{
|
||||
if (atlasW <= 0 || atlasH <= 0) return (0f, 0f, 0f, 0f);
|
||||
float u0 = offsetX / (float)atlasW;
|
||||
float v0 = offsetY / (float)atlasH;
|
||||
float u1 = (offsetX + width) / (float)atlasW;
|
||||
float v1 = (offsetY + height) / (float)atlasH;
|
||||
return (u0, v0, u1, v1);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,6 +4,10 @@ using System.Numerics;
|
|||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>Which edges of a window a resize-drag is affecting (corners combine two).</summary>
|
||||
[System.Flags]
|
||||
public enum ResizeEdges { None = 0, Left = 1, Right = 2, Top = 4, Bottom = 8 }
|
||||
|
||||
/// <summary>
|
||||
/// Top-level UI container. Implements the retail "Device" responsibilities
|
||||
/// (mouse cursor tracking, keyboard focus, modal overlay, mouse capture,
|
||||
|
|
@ -40,6 +44,10 @@ public sealed class UiRoot : UiElement
|
|||
/// <summary>Widget currently receiving keyboard events.</summary>
|
||||
public UiElement? KeyboardFocus { get; private set; }
|
||||
|
||||
/// <summary>The edit control activated by Tab/Enter when nothing is focused — retail's
|
||||
/// chat input "write mode" toggle. Set by the host once the chat window is built.</summary>
|
||||
public UiElement? DefaultTextInput { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Single modal overlay; while set, mouse clicks outside its rect
|
||||
/// are ignored. Retail sets this via Device vtable +0x48.
|
||||
|
|
@ -49,12 +57,30 @@ public sealed class UiRoot : UiElement
|
|||
/// <summary>Widget with mouse capture (during click-drag).</summary>
|
||||
public UiElement? Captured { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// True when the pointer is over a widget OR a widget holds mouse capture.
|
||||
/// The host ORs this into the InputDispatcher's WantCaptureMouse gate so game
|
||||
/// actions (movement, world-pick) are suppressed while the user interacts with
|
||||
/// a retail window — mirrors ImGui's WantCaptureMouse.
|
||||
/// </summary>
|
||||
public bool WantsMouse => Captured is not null || HitTestTopDown(MouseX, MouseY).element is not null;
|
||||
|
||||
/// <summary>True when a widget holds keyboard focus (e.g. a focused chat input).</summary>
|
||||
public bool WantsKeyboard => KeyboardFocus is not null;
|
||||
|
||||
/// <summary>Current drag source (set between drag-begin and drop/cancel).</summary>
|
||||
public UiElement? DragSource { get; private set; }
|
||||
public object? DragPayload { get; private set; }
|
||||
private UiElement? _lastDragHoverTarget;
|
||||
private int _pressX, _pressY;
|
||||
private bool _dragCandidate;
|
||||
private UiElement? _windowDragTarget;
|
||||
private int _windowDragOffX, _windowDragOffY;
|
||||
private UiElement? _resizeTarget;
|
||||
private ResizeEdges _resizeEdges;
|
||||
private float _resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH;
|
||||
private int _resizeMouseX, _resizeMouseY;
|
||||
private const int ResizeGrip = 5; // px proximity to an edge to start a resize
|
||||
private const int DragDistanceThreshold = 3; // pixels, retail-observed
|
||||
|
||||
// Hover / tooltip tracking.
|
||||
|
|
@ -109,6 +135,13 @@ public sealed class UiRoot : UiElement
|
|||
// Render children (panels) sorted by z-order — modal last so it
|
||||
// sits on top.
|
||||
DrawSelfAndChildren(ctx);
|
||||
// Second pass: open popups/menus draw ON TOP of the whole tree (so e.g. the
|
||||
// chat channel menu isn't greyed by the translucent chat panel that draws
|
||||
// after it in the main pass). Routed to the renderer's overlay layer so it
|
||||
// beats even rect backgrounds. Faithful to retail's root-level MakePopup.
|
||||
ctx.BeginOverlayLayer();
|
||||
DrawOverlays(ctx);
|
||||
ctx.EndOverlayLayer();
|
||||
}
|
||||
|
||||
// ── Input entry points (called from GameWindow's Silk.NET handlers) ──
|
||||
|
|
@ -120,6 +153,26 @@ public sealed class UiRoot : UiElement
|
|||
MouseX = x;
|
||||
MouseY = y;
|
||||
|
||||
// Window resize takes precedence over move / drag-drop / hover.
|
||||
if (_resizeTarget is not null)
|
||||
{
|
||||
var (nx, ny, nw, nh) = ResizeRect(
|
||||
_resizeStartX, _resizeStartY, _resizeStartW, _resizeStartH,
|
||||
_resizeEdges, x - _resizeMouseX, y - _resizeMouseY,
|
||||
_resizeTarget.MinWidth, _resizeTarget.MinHeight);
|
||||
_resizeTarget.Left = nx; _resizeTarget.Top = ny;
|
||||
_resizeTarget.Width = nw; _resizeTarget.Height = nh;
|
||||
return;
|
||||
}
|
||||
|
||||
// Window-move drag takes precedence over drag-drop / hover / fall-through.
|
||||
if (_windowDragTarget is not null)
|
||||
{
|
||||
_windowDragTarget.Left = x - _windowDragOffX;
|
||||
_windowDragTarget.Top = y - _windowDragOffY;
|
||||
return;
|
||||
}
|
||||
|
||||
// If we have capture, deliver MouseMove to the captured widget
|
||||
// AND drive drag state machine; do NOT fall through.
|
||||
if (Captured is not null)
|
||||
|
|
@ -155,19 +208,68 @@ public sealed class UiRoot : UiElement
|
|||
if (Modal is not null && !ContainsAbsolute(Modal, x, y))
|
||||
return;
|
||||
|
||||
var (target, lx, ly) = HitTestTopDown(x, y);
|
||||
var (target, _, _) = HitTestTopDown(x, y);
|
||||
if (target is null)
|
||||
{
|
||||
// Clicking the 3D world exits write mode (no submit) and returns control to
|
||||
// the character — retail blurs the chat input on an outside click.
|
||||
if (btn == UiMouseButton.Left) SetKeyboardFocus(null);
|
||||
WorldMouseFallThrough?.Invoke(btn, x, y, flags);
|
||||
return;
|
||||
}
|
||||
|
||||
// Set keyboard focus if target accepts it.
|
||||
if (target.AcceptsFocus) SetKeyboardFocus(target);
|
||||
// Keyboard focus follows a left click: the input bar (an edit control) takes
|
||||
// focus = enters write mode; clicking anything else (chrome, Send, scrollbar,
|
||||
// menu, another window) blurs the input = exits write mode WITHOUT submitting.
|
||||
if (btn == UiMouseButton.Left)
|
||||
SetKeyboardFocus(target.AcceptsFocus ? target : null);
|
||||
|
||||
// Capture + arm drag candidate (drag promotes on subsequent MouseMove > threshold).
|
||||
SetCapture(target);
|
||||
|
||||
// Window resize / move: find the window (Draggable or Resizable ancestor).
|
||||
// A left-drag starting near an edge resizes; interior drag repositions;
|
||||
// otherwise it's a normal drag-drop candidate.
|
||||
var window = FindWindow(target);
|
||||
if (btn == UiMouseButton.Left && window is not null)
|
||||
{
|
||||
var edges = window.Resizable ? HitEdges(window, x, y, ResizeGrip) : ResizeEdges.None;
|
||||
if (edges != ResizeEdges.None)
|
||||
{
|
||||
// Edge resize still wins, even over a CapturesPointerDrag child:
|
||||
// a resizable chat window can be resized from its frame.
|
||||
_resizeTarget = window;
|
||||
_resizeEdges = edges;
|
||||
_resizeStartX = window.Left; _resizeStartY = window.Top;
|
||||
_resizeStartW = window.Width; _resizeStartH = window.Height;
|
||||
_resizeMouseX = x; _resizeMouseY = y;
|
||||
_dragCandidate = false;
|
||||
}
|
||||
else if (target.CapturesPointerDrag)
|
||||
{
|
||||
// The pressed widget owns interior drags (e.g. text selection):
|
||||
// do NOT move the ancestor window. The already-dispatched MouseDown
|
||||
// event + SetCapture(target) let the target drive its own drag via
|
||||
// the MouseMove events it receives while captured.
|
||||
_dragCandidate = false;
|
||||
}
|
||||
else if (window.Draggable)
|
||||
{
|
||||
_windowDragTarget = window;
|
||||
_windowDragOffX = x - (int)window.Left;
|
||||
_windowDragOffY = y - (int)window.Top;
|
||||
_dragCandidate = false;
|
||||
}
|
||||
else { _dragCandidate = true; }
|
||||
}
|
||||
else if (target.CapturesPointerDrag)
|
||||
{
|
||||
// No window ancestor, but the target still owns its interior drag.
|
||||
_dragCandidate = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_dragCandidate = true;
|
||||
}
|
||||
|
||||
// Dispatch raw MouseDown event (retail uses WM_LBUTTONDOWN = 0x201).
|
||||
int rawType = btn switch
|
||||
|
|
@ -177,8 +279,13 @@ public sealed class UiRoot : UiElement
|
|||
UiMouseButton.Middle => UiEventType.MiddleDown,
|
||||
_ => UiEventType.MouseDown,
|
||||
};
|
||||
// Deliver TARGET-LOCAL coords (consistent with MouseMove/MouseUp, which use
|
||||
// target.ScreenPosition). HitTestTopDown's lx/ly are relative to the TOP-LEVEL
|
||||
// child, so for a nested target (e.g. the chat view inset inside its window)
|
||||
// they'd be offset by the child's position — which mis-anchored drag-select.
|
||||
var sp = target.ScreenPosition;
|
||||
var e = new UiEvent(target.EventId, target, rawType,
|
||||
Data0: (int)flags, Data1: (int)lx, Data2: (int)ly);
|
||||
Data0: (int)flags, Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
|
||||
BubbleEvent(target, in e);
|
||||
}
|
||||
|
||||
|
|
@ -187,6 +294,20 @@ public sealed class UiRoot : UiElement
|
|||
MouseX = x; MouseY = y;
|
||||
UpdateButtonFlag(btn, down: false);
|
||||
|
||||
if (_resizeTarget is not null)
|
||||
{
|
||||
_resizeTarget = null;
|
||||
ReleaseCapture();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_windowDragTarget is not null)
|
||||
{
|
||||
_windowDragTarget = null;
|
||||
ReleaseCapture();
|
||||
return;
|
||||
}
|
||||
|
||||
if (DragSource is not null)
|
||||
{
|
||||
FinishDrag(x, y);
|
||||
|
|
@ -251,6 +372,18 @@ public sealed class UiRoot : UiElement
|
|||
|
||||
public void OnKeyDown(int vk, uint lparam = 0)
|
||||
{
|
||||
// Nothing focused yet: Tab or Enter enters "write mode" by focusing the chat
|
||||
// input (retail's chat-activation hotkeys). Consumed so the same press doesn't
|
||||
// also fall through to a game hotkey.
|
||||
if (KeyboardFocus is null && DefaultTextInput is not null
|
||||
&& (vk == (int)Silk.NET.Input.Key.Tab
|
||||
|| vk == (int)Silk.NET.Input.Key.Enter
|
||||
|| vk == (int)Silk.NET.Input.Key.KeypadEnter))
|
||||
{
|
||||
SetKeyboardFocus(DefaultTextInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// Focus widget first.
|
||||
if (KeyboardFocus is not null)
|
||||
{
|
||||
|
|
@ -436,6 +569,48 @@ public sealed class UiRoot : UiElement
|
|||
return (null, 0, 0);
|
||||
}
|
||||
|
||||
private static UiElement? FindWindow(UiElement? e)
|
||||
{
|
||||
while (e is not null)
|
||||
{
|
||||
if (e.Draggable || e.Resizable) return e;
|
||||
e = e.Parent;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>Which edges of <paramref name="w"/>'s screen rect the point
|
||||
/// (<paramref name="x"/>,<paramref name="y"/>) is within <paramref name="grip"/> px of.
|
||||
/// None if the point is outside the grip-expanded box entirely.</summary>
|
||||
internal static ResizeEdges HitEdges(UiElement w, int x, int y, int grip)
|
||||
{
|
||||
float l = w.Left, t = w.Top, r = w.Left + w.Width, b = w.Top + w.Height;
|
||||
if (x < l - grip || x > r + grip || y < t - grip || y > b + grip) return ResizeEdges.None;
|
||||
var e = ResizeEdges.None;
|
||||
if (System.Math.Abs(x - l) <= grip) e |= ResizeEdges.Left;
|
||||
if (System.Math.Abs(x - r) <= grip) e |= ResizeEdges.Right;
|
||||
if (System.Math.Abs(y - t) <= grip) e |= ResizeEdges.Top;
|
||||
if (System.Math.Abs(y - b) <= grip) e |= ResizeEdges.Bottom;
|
||||
if (!w.ResizeX) e &= ~(ResizeEdges.Left | ResizeEdges.Right);
|
||||
if (!w.ResizeY) e &= ~(ResizeEdges.Top | ResizeEdges.Bottom);
|
||||
return e;
|
||||
}
|
||||
|
||||
/// <summary>Compute a resized rect from a start rect + drag delta + which edges,
|
||||
/// clamping to (<paramref name="minW"/>,<paramref name="minH"/>). Left/Top edges
|
||||
/// move the origin so the opposite edge stays put.</summary>
|
||||
public static (float x, float y, float w, float h) ResizeRect(
|
||||
float startX, float startY, float startW, float startH,
|
||||
ResizeEdges edges, float dx, float dy, float minW, float minH)
|
||||
{
|
||||
float x = startX, y = startY, w = startW, h = startH;
|
||||
if ((edges & ResizeEdges.Right) != 0) w = System.Math.Max(minW, startW + dx);
|
||||
if ((edges & ResizeEdges.Bottom) != 0) h = System.Math.Max(minH, startH + dy);
|
||||
if ((edges & ResizeEdges.Left) != 0) { float nw = System.Math.Max(minW, startW - dx); x = startX + (startW - nw); w = nw; }
|
||||
if ((edges & ResizeEdges.Top) != 0) { float nh = System.Math.Max(minH, startH - dy); y = startY + (startH - nh); h = nh; }
|
||||
return (x, y, w, h);
|
||||
}
|
||||
|
||||
private static bool ContainsAbsolute(UiElement e, int x, int y)
|
||||
{
|
||||
var sp = e.ScreenPosition;
|
||||
|
|
|
|||
57
src/AcDream.App/UI/UiScrollable.cs
Normal file
57
src/AcDream.App/UI/UiScrollable.cs
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
using System;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Pixel-based vertical scroll model. Port of retail <c>UIElement_Scrollable</c>:
|
||||
/// the scroll offset is an integer pixel value (<c>m_iScrollableY</c>) clamped to
|
||||
/// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position
|
||||
/// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and
|
||||
/// shared by the transcript (UiText) and the scrollbar (UiScrollbar).
|
||||
/// Decomp anchors: SetScrollableXY @0x4740c0, UpdateScrollbarSize_ @0x4741a0,
|
||||
/// UpdateScrollbarPosition_ @0x473f20, UIElement_Text::InqScrollDelta @0x4689b0.
|
||||
/// </summary>
|
||||
public sealed class UiScrollable
|
||||
{
|
||||
/// <summary>Total wrapped content height in px (m_iScrollableHeight).</summary>
|
||||
public int ContentHeight { get; set; }
|
||||
/// <summary>Visible viewport height in px.</summary>
|
||||
public int ViewHeight { get; set; }
|
||||
/// <summary>Pixels per text line (scroll quantum). InqScrollDelta line case.</summary>
|
||||
public int LineHeight { get; set; } = 16;
|
||||
|
||||
private int _scrollY;
|
||||
/// <summary>Current scroll offset in px from the top of the content.</summary>
|
||||
public int ScrollY => _scrollY;
|
||||
|
||||
/// <summary>Max scroll = max(0, content - view).</summary>
|
||||
public int MaxScroll => Math.Max(0, ContentHeight - ViewHeight);
|
||||
|
||||
/// <summary>True when content exceeds the view (a scrollbar is warranted).</summary>
|
||||
public bool HasOverflow => ContentHeight > ViewHeight;
|
||||
|
||||
/// <summary>True when the offset is at (or past) the bottom — used for bottom-pin.</summary>
|
||||
public bool AtEnd => _scrollY >= MaxScroll;
|
||||
|
||||
/// <summary>Set the offset, clamped to [0, MaxScroll] (SetScrollableXY clamp).</summary>
|
||||
public void SetScrollY(int y) => _scrollY = Math.Clamp(y, 0, MaxScroll);
|
||||
|
||||
/// <summary>Pin to the bottom (newest content visible).</summary>
|
||||
public void ScrollToEnd() => _scrollY = MaxScroll;
|
||||
|
||||
/// <summary>Thumb size ratio = view/content, clamped to 1 (UpdateScrollbarSize_).</summary>
|
||||
public float ThumbRatio => ContentHeight <= 0 ? 1f : Math.Min(1f, (float)ViewHeight / ContentHeight);
|
||||
|
||||
/// <summary>Position ratio = scroll/(content-view) in [0,1] (UpdateScrollbarPosition_).</summary>
|
||||
public float PositionRatio => MaxScroll <= 0 ? 0f : (float)_scrollY / MaxScroll;
|
||||
|
||||
/// <summary>Inverse of PositionRatio — used when the user drags the thumb.</summary>
|
||||
public void SetPositionRatio(float ratio)
|
||||
=> SetScrollY((int)MathF.Round(Math.Clamp(ratio, 0f, 1f) * MaxScroll));
|
||||
|
||||
/// <summary>Scroll by whole lines (sign: +down/newer, -up/older).</summary>
|
||||
public void ScrollByLines(int lines) => SetScrollY(_scrollY + lines * LineHeight);
|
||||
|
||||
/// <summary>Scroll by a page = one view height (InqScrollDelta page case).</summary>
|
||||
public void ScrollByPage(int pages) => SetScrollY(_scrollY + pages * ViewHeight);
|
||||
}
|
||||
210
src/AcDream.App/UI/UiScrollbar.cs
Normal file
210
src/AcDream.App/UI/UiScrollbar.cs
Normal file
|
|
@ -0,0 +1,210 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Generic scrollbar. Ports retail <c>UIElement_Scrollbar</c>
|
||||
/// (RegisterElementClass(0xb) @ acclient_2013_pseudo_c.txt:124137);
|
||||
/// thumb size = trackLen * ThumbRatio (min 8px); step ±1 line.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Dat element ids (chat LayoutDesc 0x21000006): track 0x10000012 (X=474 Y=6 W=16 H=68),
|
||||
/// thumb 0x1000048C. The track is instanced from base layout 0x2100003E which contains
|
||||
/// the full scrollbar widget with distinct up/down button children:
|
||||
/// Up button element 0x10000071 — Y=0, 16×16, Normal sprite 0x06004C69.
|
||||
/// Down button element 0x10000072 — Y=32, 16×16, Normal sprite 0x06004C6C.
|
||||
/// Track body sprite: 0x06004C5F (48px tall in the base template; stretched to H=68 in chat).
|
||||
/// Thumb is a 3-slice: top cap 0x06004C60, middle 0x06004C63, bottom cap 0x06004C66.
|
||||
/// For Task H wiring: up/down regions occupy the top and bottom ButtonH (16px) of the
|
||||
/// rendered scrollbar's height; the widget responds to those regions directly via hit
|
||||
/// comparison in OnEvent without requiring separate child elements.
|
||||
/// </remarks>
|
||||
public sealed class UiScrollbar : UiElement
|
||||
{
|
||||
/// <summary>The scroll model this bar reflects + drives (shared with the transcript).</summary>
|
||||
public UiScrollable? Model { get; set; }
|
||||
|
||||
/// <summary>RenderSurface id → (GL tex, w, h). 0 id = skip.</summary>
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
|
||||
/// <summary>Track background sprite id (0x06004C5F from layout 0x2100003E element 0x10000455).</summary>
|
||||
public uint TrackSprite { get; set; }
|
||||
|
||||
/// <summary>Thumb 3-slice MIDDLE tile sprite id (0x06004C63), tiled between the caps.</summary>
|
||||
public uint ThumbSprite { get; set; }
|
||||
|
||||
/// <summary>Thumb 3-slice TOP cap sprite id (0x06004C60, 3px tall).</summary>
|
||||
public uint ThumbTopSprite { get; set; }
|
||||
|
||||
/// <summary>Thumb 3-slice BOTTOM cap sprite id (0x06004C66, 3px tall).</summary>
|
||||
public uint ThumbBotSprite { get; set; }
|
||||
|
||||
/// <summary>Up-arrow button sprite id (0x06004C69 Normal state, element 0x10000071).</summary>
|
||||
public uint UpSprite { get; set; }
|
||||
|
||||
/// <summary>Down-arrow button sprite id (0x06004C6C Normal state, element 0x10000072).</summary>
|
||||
public uint DownSprite { get; set; }
|
||||
|
||||
/// <summary>Retail attribute 0x89 floor: minimum thumb height in pixels.</summary>
|
||||
private const float MinThumb = 8f;
|
||||
|
||||
/// <summary>Thumb cap height (native sprite height from base layout 0x2100003E).</summary>
|
||||
private const float CapH = 3f;
|
||||
|
||||
/// <summary>Up/down button height in pixels. Matches element height 16px from
|
||||
/// the up/down button children in base layout 0x2100003E.</summary>
|
||||
private const float ButtonH = 16f;
|
||||
|
||||
private bool _draggingThumb;
|
||||
private float _dragOffsetY;
|
||||
|
||||
public UiScrollbar() { CapturesPointerDrag = true; }
|
||||
|
||||
/// <summary>The scrollbar draws its own track/thumb/arrows; its dat up/down button
|
||||
/// children are reproduced procedurally, so the importer must not build them.</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
/// <summary>
|
||||
/// Computes the thumb rectangle (local y origin and height) within the track area
|
||||
/// between the two end buttons. Ports retail <c>UIElement_Scrollbar::UpdateLayout
|
||||
/// @0x4710d0</c>: thumb height = max(MinThumb, trackLen * ThumbRatio); thumb top
|
||||
/// offset = trackTop + (trackLen - thumbH) * PositionRatio.
|
||||
/// </summary>
|
||||
/// <param name="m">The scroll model.</param>
|
||||
/// <param name="trackTop">Y of the top of the usable track area (below up-button).</param>
|
||||
/// <param name="trackLen">Pixel length of the usable track area (between up and down buttons).</param>
|
||||
/// <returns>Local Y of the thumb's top edge, and its pixel height.</returns>
|
||||
public static (float y, float h) ThumbRect(UiScrollable m, float trackTop, float trackLen)
|
||||
{
|
||||
float h = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
|
||||
float travel = trackLen - h;
|
||||
float y = trackTop + travel * m.PositionRatio;
|
||||
return (y, h);
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
if (Model is not { } m || SpriteResolve is not { } resolve) return;
|
||||
|
||||
// Track background — TILED vertically (retail DrawMode=Normal). The native track
|
||||
// sprite (~16×32) repeats to fill the element height instead of stretch-distorting.
|
||||
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
|
||||
|
||||
// Up button — top ButtonH rows. UpSprite (0x06004C6C) is the up-arrow art, drawn 1:1.
|
||||
DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH);
|
||||
|
||||
// Down button — bottom ButtonH rows. DownSprite (0x06004C69) is the down-arrow art.
|
||||
DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH);
|
||||
|
||||
// Thumb — only when content overflows the view. Retail 3-slice: top cap +
|
||||
// tiled middle + bottom cap (base layout 0x2100003E thumb sub-elements
|
||||
// 0x10000364/65/66). Falls back to a single tiled middle if the caps are unset
|
||||
// or the thumb is too short to hold both caps.
|
||||
if (m.HasOverflow)
|
||||
{
|
||||
float trackTop = ButtonH;
|
||||
float trackLen = Height - 2f * ButtonH;
|
||||
var (ty, th) = ThumbRect(m, trackTop, trackLen);
|
||||
if (ThumbTopSprite != 0 && ThumbBotSprite != 0 && th >= 2f * CapH)
|
||||
{
|
||||
DrawSprite(ctx, resolve, ThumbTopSprite, 0f, ty, Width, CapH);
|
||||
DrawTiled(ctx, resolve, ThumbSprite, 0f, ty + CapH, Width, th - 2f * CapH);
|
||||
DrawSprite(ctx, resolve, ThumbBotSprite, 0f, ty + th - CapH, Width, CapH);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawTiled(ctx, resolve, ThumbSprite, 0f, ty, Width, th);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Draw a sprite stretched 1:1 to the dest rect.</summary>
|
||||
private void DrawSprite(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
uint id, float x, float y, float w, float h)
|
||||
{
|
||||
if (id == 0 || w <= 0f || h <= 0f) return;
|
||||
var (tex, _, _) = resolve(id);
|
||||
if (tex == 0) return;
|
||||
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, 1f, 1f, Vector4.One);
|
||||
}
|
||||
|
||||
/// <summary>Draw a sprite 1:1 but vertically FLIPPED (V0/V1 swapped) — used to point
|
||||
/// the top scroll button's (down-art) arrow upward.</summary>
|
||||
private void DrawSpriteFlipV(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
uint id, float x, float y, float w, float h)
|
||||
{
|
||||
if (id == 0 || w <= 0f || h <= 0f) return;
|
||||
var (tex, _, _) = resolve(id);
|
||||
if (tex == 0) return;
|
||||
ctx.DrawSprite(tex, x, y, w, h, 0f, 1f, 1f, 0f, Vector4.One);
|
||||
}
|
||||
|
||||
/// <summary>Draw a sprite TILED to fill the dest rect (UV-repeat at native size on
|
||||
/// both axes — the UI texture is GL_REPEAT-wrapped). A native-width axis gives 1:1.</summary>
|
||||
private void DrawTiled(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
|
||||
uint id, float x, float y, float w, float h)
|
||||
{
|
||||
if (id == 0 || w <= 0f || h <= 0f) return;
|
||||
var (tex, tw, th) = resolve(id);
|
||||
if (tex == 0 || tw == 0 || th == 0) return;
|
||||
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
|
||||
}
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (Model is not { } m) return false;
|
||||
|
||||
switch (e.Type)
|
||||
{
|
||||
case UiEventType.MouseDown:
|
||||
{
|
||||
// e.Data1 = local X, e.Data2 = local Y (int pixel coords, see UiRoot hit dispatch).
|
||||
float ly = e.Data2;
|
||||
|
||||
// Up-button region: top ButtonH rows.
|
||||
if (ly <= ButtonH) { m.ScrollByLines(-1); return true; }
|
||||
|
||||
// Down-button region: bottom ButtonH rows.
|
||||
if (ly >= Height - ButtonH) { m.ScrollByLines(1); return true; }
|
||||
|
||||
// Track interior: start a thumb drag or page-scroll.
|
||||
float trackTop = ButtonH;
|
||||
float trackLen = Height - 2f * ButtonH;
|
||||
var (ty, th) = ThumbRect(m, trackTop, trackLen);
|
||||
|
||||
if (ly >= ty && ly <= ty + th)
|
||||
{
|
||||
// Clicked inside the thumb — begin drag with offset from thumb top.
|
||||
_draggingThumb = true;
|
||||
_dragOffsetY = ly - ty;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clicked above or below thumb — page scroll (HandleButtonClick page case).
|
||||
m.ScrollByPage(ly < ty ? -1 : 1);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
case UiEventType.MouseMove when _draggingThumb:
|
||||
{
|
||||
// Map current local Y (minus drag offset from thumb top) back to a
|
||||
// position ratio across the available travel distance.
|
||||
float trackTop = ButtonH;
|
||||
float trackLen = Height - 2f * ButtonH;
|
||||
float thumbH = MathF.Max(MinThumb, trackLen * m.ThumbRatio);
|
||||
float travel = MathF.Max(1f, trackLen - thumbH);
|
||||
float newRatio = ((float)e.Data2 - _dragOffsetY - trackTop) / travel;
|
||||
m.SetPositionRatio(newRatio);
|
||||
return true;
|
||||
}
|
||||
|
||||
case UiEventType.MouseUp:
|
||||
_draggingThumb = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
448
src/AcDream.App/UI/UiText.cs
Normal file
448
src/AcDream.App/UI/UiText.cs
Normal file
|
|
@ -0,0 +1,448 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using System.Text;
|
||||
using AcDream.App.Rendering;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Scrollable text view for retail UIElement_Text elements
|
||||
/// (<c>RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655</c>).
|
||||
/// Renders the lines from <see cref="LinesProvider"/> bottom-pinned (newest at the bottom,
|
||||
/// like retail) with mouse-wheel scrollback. Whole-line vertical clipping keeps
|
||||
/// text inside the window.
|
||||
///
|
||||
/// <para>
|
||||
/// Supports Windows-like text selection: a left-click-drag inside the transcript
|
||||
/// selects characters (the <see cref="UiElement.CapturesPointerDrag"/> opt-out
|
||||
/// stops that interior drag from moving the host window), and Ctrl+C copies the
|
||||
/// selected span to the clipboard. Ctrl+A selects everything.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiText : UiElement
|
||||
{
|
||||
/// <summary>One display line: pre-formatted text + its colour.</summary>
|
||||
public readonly record struct Line(string Text, Vector4 Color);
|
||||
|
||||
/// <summary>A caret position: a line index into the cached line list plus a
|
||||
/// character index (0..line.Text.Length, i.e. a caret slot between glyphs).</summary>
|
||||
public readonly record struct Pos(int Line, int Col);
|
||||
|
||||
/// <summary>Provider of the lines to show, oldest-first. Polled each frame.</summary>
|
||||
public Func<IReadOnlyList<Line>> LinesProvider { get; set; } = static () => Array.Empty<Line>();
|
||||
|
||||
/// <summary>Font for the transcript; falls back to the context default.</summary>
|
||||
public BitmapFont? Font { get; set; }
|
||||
|
||||
/// <summary>Retail dat font (0x40000000) for the transcript. When set, glyphs
|
||||
/// render via the two-pass dat-font blit and measure/hit-test use the dat glyph
|
||||
/// advance; when null, the debug BitmapFont path is used. Set by the controller.</summary>
|
||||
public UiDatFont? DatFont { get; set; }
|
||||
|
||||
/// <summary>Keyboard device for clipboard (Ctrl+C) + modifier state. Wired by
|
||||
/// the host from <see cref="UiHost.Keyboard"/>.</summary>
|
||||
public Silk.NET.Input.IKeyboard? Keyboard { get; set; }
|
||||
|
||||
/// <summary>Backing fill behind the text. Defaults to transparent so an unbound
|
||||
/// UiText (no controller) draws nothing. Set to the retail translucent value by
|
||||
/// the controller (e.g. <c>ChatWindowController</c>).</summary>
|
||||
public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0f);
|
||||
|
||||
/// <summary>Optional dat state-sprite background (the element's own media), drawn
|
||||
/// UNDER the text. Set by DatWidgetFactory.BuildText from the ElementInfo. 0 = none.</summary>
|
||||
public uint BackgroundSprite { get; set; }
|
||||
|
||||
/// <summary>Resolves a dat RenderSurface id to (GL tex handle, pixel width, pixel height).
|
||||
/// Required when <see cref="BackgroundSprite"/> is non-zero.</summary>
|
||||
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||||
|
||||
/// <summary>Highlight colour painted behind a selected character span.</summary>
|
||||
public Vector4 SelectionColor { get; set; } = new(0.25f, 0.45f, 0.85f, 0.5f);
|
||||
|
||||
/// <summary>Inner text inset from the view edges, px.</summary>
|
||||
public float Padding { get; set; } = 4f;
|
||||
|
||||
/// <summary>Static centered single-line mode (retail <c>UIElement_Text</c> center
|
||||
/// justification): draws the FIRST line centered horizontally AND vertically in the
|
||||
/// element rect, with NO scroll/selection machinery. Used for static labels such as
|
||||
/// the vitals cur/max numbers. The centering formula is IDENTICAL to
|
||||
/// <see cref="UiMeter"/>'s former number overlay so those numbers stay pixel-identical
|
||||
/// after the rewire. Pair with <c>ClickThrough = true</c> for non-interactive labels.</summary>
|
||||
public bool Centered { get; set; }
|
||||
|
||||
/// <summary>The scroll model — also read by the linked UiScrollbar.</summary>
|
||||
public UiScrollable Scroll { get; } = new();
|
||||
|
||||
/// <summary>True while the view is pinned to the newest line (auto-scrolls as content grows).</summary>
|
||||
private bool _pinBottom = true;
|
||||
|
||||
private const float WheelLines = 1f; // lines advanced per wheel notch (retail = 1 line per notch)
|
||||
|
||||
// ── Cached layout from the last OnDraw, so OnEvent hit-tests the SAME geometry ──
|
||||
private IReadOnlyList<Line> _lastLines = Array.Empty<Line>();
|
||||
private BitmapFont? _lastFont;
|
||||
private UiDatFont? _lastDatFont;
|
||||
private float _lastLineHeight = 16f;
|
||||
private float _lastBaseY; // top Y of line 0 in local space
|
||||
private float _lastPadding = 4f;
|
||||
|
||||
// ── Selection state ──────────────────────────────────────────────────
|
||||
private Pos? _selAnchor; // where the drag started
|
||||
private Pos? _selCaret; // where the drag currently is
|
||||
private bool _selecting;
|
||||
|
||||
public UiText()
|
||||
{
|
||||
AcceptsFocus = true;
|
||||
IsEditControl = true; // absorb keys (Ctrl+C) while focused
|
||||
CapturesPointerDrag = true; // interior drag selects, doesn't move the window
|
||||
}
|
||||
|
||||
/// <summary>The text view draws its own lines + background; any dat sub-elements
|
||||
/// (scroll indicators, caps) are not built as separate widgets by the importer.</summary>
|
||||
public override bool ConsumesDatChildren => true;
|
||||
|
||||
/// <summary>
|
||||
/// Clamp a scroll offset to [0, max] where max = content-height - view-height
|
||||
/// (never negative — when everything fits, scroll is pinned to 0). Exposed for tests.
|
||||
/// </summary>
|
||||
public static float ClampScroll(float scroll, float contentHeight, float viewHeight)
|
||||
{
|
||||
float max = Math.Max(0f, contentHeight - viewHeight);
|
||||
if (scroll < 0f) return 0f;
|
||||
return scroll > max ? max : scroll;
|
||||
}
|
||||
|
||||
protected override void OnDraw(UiRenderContext ctx)
|
||||
{
|
||||
// Optional dat state-sprite background drawn UNDER everything else.
|
||||
if (BackgroundSprite != 0 && SpriteResolve is { } sr)
|
||||
{
|
||||
var (tex, tw, th) = sr(BackgroundSprite);
|
||||
if (tex != 0 && tw != 0 && th != 0)
|
||||
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
|
||||
}
|
||||
|
||||
// Background must draw UNDER the transcript text. DrawStringDat emits into the
|
||||
// sprite bucket which flushes BEFORE rects, so a DrawRect background would wash
|
||||
// over the text. DrawFill routes the background through the sprite bucket too,
|
||||
// submitted first → text on top.
|
||||
ctx.DrawFill(0, 0, Width, Height, BackgroundColor);
|
||||
|
||||
// Static centered single-line mode (vitals cur/max numbers etc.): draw the first
|
||||
// line centered H+V with the SAME formula UIElement_Meter used for its label, then
|
||||
// skip the scroll/selection machinery entirely.
|
||||
if (Centered)
|
||||
{
|
||||
var cLines = LinesProvider();
|
||||
if (cLines.Count == 0) return;
|
||||
var line0 = cLines[0];
|
||||
if (DatFont is { } cdf)
|
||||
{
|
||||
float cx = (Width - cdf.MeasureWidth(line0.Text)) * 0.5f;
|
||||
float cy = (Height - cdf.LineHeight) * 0.5f;
|
||||
ctx.DrawStringDat(cdf, line0.Text, cx, cy, line0.Color);
|
||||
}
|
||||
else if ((Font ?? ctx.DefaultFont) is { } cbf)
|
||||
{
|
||||
float cx = (Width - cbf.MeasureWidth(line0.Text)) * 0.5f;
|
||||
float cy = (Height - cbf.LineHeight) * 0.5f;
|
||||
ctx.DrawString(line0.Text, cx, cy, line0.Color, cbf);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Prefer the retail dat font when set; fall back to BitmapFont.
|
||||
var datFont = DatFont;
|
||||
var bitmapFont = datFont is null ? (Font ?? ctx.DefaultFont) : null;
|
||||
if (datFont is null && bitmapFont is null) return;
|
||||
|
||||
var lines = LinesProvider();
|
||||
|
||||
// Cache the geometry OnEvent will hit-test against. Even when there are no
|
||||
// lines we record the font/padding so a stray hit-test is harmless.
|
||||
_lastLines = lines;
|
||||
_lastDatFont = datFont;
|
||||
_lastFont = bitmapFont;
|
||||
_lastLineHeight = datFont is not null ? datFont.LineHeight : bitmapFont!.LineHeight;
|
||||
_lastPadding = Padding;
|
||||
|
||||
if (lines.Count == 0) return;
|
||||
|
||||
float lh = _lastLineHeight;
|
||||
float top = Padding, bottom = Height - Padding;
|
||||
float innerH = bottom - top;
|
||||
float contentH = lines.Count * lh;
|
||||
|
||||
// Drive the shared scroll model with the current geometry.
|
||||
Scroll.LineHeight = (int)MathF.Round(lh);
|
||||
Scroll.ContentHeight = (int)MathF.Ceiling(contentH);
|
||||
Scroll.ViewHeight = (int)MathF.Floor(innerH);
|
||||
if (_pinBottom) Scroll.ScrollToEnd();
|
||||
|
||||
// UiScrollable: ScrollY=0 is TOP/oldest, ScrollY=MaxScroll is BOTTOM/newest.
|
||||
// Visual layout: newest at bottom → baseY = bottom - contentH (ScrollY at max).
|
||||
// Invert: baseY = bottom - contentH + (MaxScroll - ScrollY).
|
||||
// With _pinBottom: ScrollY=MaxScroll → baseY=bottom-contentH → last line ends at bottom. ✓
|
||||
// Scrolled to top: ScrollY=0 → baseY=bottom-contentH+MaxScroll=bottom-innerH=top. ✓
|
||||
float baseY = bottom - contentH + (Scroll.MaxScroll - Scroll.ScrollY);
|
||||
_lastBaseY = baseY;
|
||||
|
||||
// Normalised selection span (start <= end), if any.
|
||||
bool hasSel = TryGetOrderedSelection(out Pos selStart, out Pos selEnd);
|
||||
|
||||
for (int i = 0; i < lines.Count; i++)
|
||||
{
|
||||
float y = baseY + i * lh;
|
||||
if (y < top || y + lh > bottom) continue; // whole-line vertical clip (no scissor yet)
|
||||
|
||||
string text = lines[i].Text;
|
||||
|
||||
// Selection highlight behind this line's selected character span.
|
||||
if (hasSel && i >= selStart.Line && i <= selEnd.Line)
|
||||
{
|
||||
int c0 = i == selStart.Line ? selStart.Col : 0;
|
||||
int c1 = i == selEnd.Line ? selEnd.Col : text.Length;
|
||||
c0 = Math.Clamp(c0, 0, text.Length);
|
||||
c1 = Math.Clamp(c1, 0, text.Length);
|
||||
if (c1 > c0)
|
||||
{
|
||||
float hx, hw;
|
||||
if (datFont is not null)
|
||||
{
|
||||
hx = Padding + datFont.MeasureWidth(text.Substring(0, c0));
|
||||
hw = datFont.MeasureWidth(text.Substring(c0, c1 - c0));
|
||||
}
|
||||
else
|
||||
{
|
||||
hx = Padding + bitmapFont!.MeasureWidth(text.Substring(0, c0));
|
||||
hw = bitmapFont.MeasureWidth(text.Substring(c0, c1 - c0));
|
||||
}
|
||||
// Highlight sits BEHIND the line's text → sprite bucket, submitted
|
||||
// before this line's DrawStringDat.
|
||||
ctx.DrawFill(hx, y, hw, lh, SelectionColor);
|
||||
}
|
||||
}
|
||||
|
||||
if (datFont is not null)
|
||||
ctx.DrawStringDat(datFont, text, Padding, y, lines[i].Color);
|
||||
else
|
||||
ctx.DrawString(text, Padding, y, lines[i].Color, bitmapFont);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
switch (e.Type)
|
||||
{
|
||||
case UiEventType.Scroll:
|
||||
{
|
||||
// Silk wheel +Y = scroll up = reveal older = toward the TOP = decrease ScrollY.
|
||||
// ScrollByLines sign: +down/newer, -up/older.
|
||||
// e.Data0 > 0 → wheel up → want older → ScrollByLines with negative lines.
|
||||
Scroll.ScrollByLines((int)(-e.Data0 * WheelLines));
|
||||
_pinBottom = Scroll.AtEnd;
|
||||
return true;
|
||||
}
|
||||
|
||||
case UiEventType.MouseDown:
|
||||
{
|
||||
// Data1/Data2 = local-to-target coords (UiRoot.OnMouseDown).
|
||||
var p = HitChar(e.Data1, e.Data2);
|
||||
_selAnchor = p;
|
||||
_selCaret = p;
|
||||
_selecting = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
case UiEventType.MouseMove:
|
||||
{
|
||||
if (_selecting)
|
||||
{
|
||||
// Data1/Data2 = local-to-target coords (DispatchMouseMove).
|
||||
_selCaret = HitChar(e.Data1, e.Data2);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
case UiEventType.MouseUp:
|
||||
{
|
||||
_selecting = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
case UiEventType.KeyDown:
|
||||
{
|
||||
var key = (Silk.NET.Input.Key)e.Data0;
|
||||
bool ctrl = Keyboard is not null
|
||||
&& (Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlLeft)
|
||||
|| Keyboard.IsKeyPressed(Silk.NET.Input.Key.ControlRight));
|
||||
if (ctrl && key == Silk.NET.Input.Key.C)
|
||||
{
|
||||
// Only touch the clipboard when there's a selection — an empty
|
||||
// copy must NOT clobber what the user previously copied.
|
||||
if (Keyboard is not null)
|
||||
{
|
||||
string sel = SelectedText();
|
||||
if (sel.Length > 0) Keyboard.ClipboardText = sel;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
if (ctrl && key == Silk.NET.Input.Key.A)
|
||||
{
|
||||
SelectAll();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ── Selection helpers ────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Select the entire cached transcript (Ctrl+A).</summary>
|
||||
private void SelectAll()
|
||||
{
|
||||
var lines = _lastLines;
|
||||
if (lines.Count == 0)
|
||||
{
|
||||
_selAnchor = _selCaret = null;
|
||||
return;
|
||||
}
|
||||
int last = lines.Count - 1;
|
||||
_selAnchor = new Pos(0, 0);
|
||||
_selCaret = new Pos(last, lines[last].Text.Length);
|
||||
}
|
||||
|
||||
/// <summary>Normalise (anchor, caret) into ordered (start, end). False if no
|
||||
/// selection or it is empty (anchor == caret).</summary>
|
||||
private bool TryGetOrderedSelection(out Pos start, out Pos end)
|
||||
{
|
||||
start = default; end = default;
|
||||
if (_selAnchor is not { } a || _selCaret is not { } c) return false;
|
||||
(start, end) = Order(a, c);
|
||||
return !(start.Line == end.Line && start.Col == end.Col);
|
||||
}
|
||||
|
||||
/// <summary>The currently-selected text against the cached lines. Empty when
|
||||
/// nothing is selected.</summary>
|
||||
public string SelectedText()
|
||||
{
|
||||
if (!TryGetOrderedSelection(out var start, out var end)) return string.Empty;
|
||||
return SelectedText(_lastLines, start, end);
|
||||
}
|
||||
|
||||
// ── Pure, testable logic (no GL / no font texture) ───────────────────
|
||||
|
||||
/// <summary>Order two caret positions so the first is <= the second (by line,
|
||||
/// then column).</summary>
|
||||
public static (Pos start, Pos end) Order(Pos a, Pos b)
|
||||
{
|
||||
if (a.Line < b.Line || (a.Line == b.Line && a.Col <= b.Col)) return (a, b);
|
||||
return (b, a);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Assemble the selected substring spanning <paramref name="start"/> ..
|
||||
/// <paramref name="end"/> (inclusive of start.Col, exclusive of end.Col) from
|
||||
/// <paramref name="lines"/>. Multi-line selections are joined with "\n":
|
||||
/// the first line from start.Col to its end, whole middle lines, and the last
|
||||
/// line up to end.Col. Pure — unit-testable without GL.
|
||||
/// </summary>
|
||||
public static string SelectedText(IReadOnlyList<Line> lines, Pos start, Pos end)
|
||||
{
|
||||
if (lines.Count == 0) return string.Empty;
|
||||
(start, end) = Order(start, end);
|
||||
|
||||
int sl = Math.Clamp(start.Line, 0, lines.Count - 1);
|
||||
int el = Math.Clamp(end.Line, 0, lines.Count - 1);
|
||||
|
||||
if (sl == el)
|
||||
{
|
||||
string t = lines[sl].Text;
|
||||
int c0 = Math.Clamp(start.Col, 0, t.Length);
|
||||
int c1 = Math.Clamp(end.Col, 0, t.Length);
|
||||
if (c1 <= c0) return string.Empty;
|
||||
return t.Substring(c0, c1 - c0);
|
||||
}
|
||||
|
||||
var sb = new StringBuilder();
|
||||
|
||||
// First line: from start.Col to its end.
|
||||
{
|
||||
string t = lines[sl].Text;
|
||||
int c0 = Math.Clamp(start.Col, 0, t.Length);
|
||||
sb.Append(t.AsSpan(c0));
|
||||
}
|
||||
|
||||
// Whole middle lines.
|
||||
for (int i = sl + 1; i < el; i++)
|
||||
{
|
||||
sb.Append('\n');
|
||||
sb.Append(lines[i].Text);
|
||||
}
|
||||
|
||||
// Last line: up to end.Col.
|
||||
{
|
||||
sb.Append('\n');
|
||||
string t = lines[el].Text;
|
||||
int c1 = Math.Clamp(end.Col, 0, t.Length);
|
||||
sb.Append(t.AsSpan(0, c1));
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert a local-space point to a caret <see cref="Pos"/> against the cached
|
||||
/// layout from the last draw. line = floor((localY - baseY)/lineHeight) clamped
|
||||
/// to the line range; col via <see cref="CharIndexAt"/>.
|
||||
/// </summary>
|
||||
private Pos HitChar(float localX, float localY)
|
||||
{
|
||||
var lines = _lastLines;
|
||||
if (lines.Count == 0) return new Pos(0, 0);
|
||||
|
||||
float lh = _lastLineHeight <= 0f ? 16f : _lastLineHeight;
|
||||
int line = (int)MathF.Floor((localY - _lastBaseY) / lh);
|
||||
line = Math.Clamp(line, 0, lines.Count - 1);
|
||||
|
||||
string text = lines[line].Text;
|
||||
int col = _lastDatFont is { } df
|
||||
? CharIndexAt(text, ch => df.TryGetGlyph(ch, out var g) ? UiDatFont.GlyphAdvance(g) : 0f,
|
||||
localX - _lastPadding)
|
||||
: (_lastFont is { } bf
|
||||
? CharIndexAt(text, ch => bf.TryGetGlyph(ch, out var bg) ? bg.Advance : 0f,
|
||||
localX - _lastPadding)
|
||||
: 0);
|
||||
return new Pos(line, col);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The caret column for a horizontal position <paramref name="x"/> (already
|
||||
/// adjusted for the left padding, so x=0 is the start of the text). Walks the
|
||||
/// string accumulating each glyph's advance and snaps the caret to whichever
|
||||
/// side of the glyph midpoint <paramref name="x"/> falls on — natural
|
||||
/// Windows-like caret placement. Pure — unit-testable with a synthetic advance.
|
||||
/// </summary>
|
||||
/// <param name="text">The line text.</param>
|
||||
/// <param name="advanceOf">Per-character advance (pixels) lookup.</param>
|
||||
/// <param name="x">Horizontal position relative to the text's left edge.</param>
|
||||
public static int CharIndexAt(string text, Func<char, float> advanceOf, float x)
|
||||
{
|
||||
if (string.IsNullOrEmpty(text) || x <= 0f) return 0;
|
||||
|
||||
float cursor = 0f;
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
float adv = advanceOf(text[i]);
|
||||
float mid = cursor + adv * 0.5f;
|
||||
if (x < mid) return i; // caret sits before this glyph
|
||||
cursor += adv;
|
||||
}
|
||||
return text.Length; // past the last glyph → end caret
|
||||
}
|
||||
}
|
||||
|
|
@ -9,6 +9,14 @@
|
|||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Chorizite.DatReaderWriter" Version="2.1.7" />
|
||||
<!-- render-vitals-mockup: SurfaceDecoder (Core) + ImageSharp for a headless
|
||||
PNG composite of the retail vital bars, so the 3-slice assembly can be
|
||||
verified without launching the client. -->
|
||||
<PackageReference Include="SixLabors.ImageSharp" Version="3.1.12" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
|||
182
src/AcDream.Cli/FontAtlasDump.cs
Normal file
182
src/AcDream.Cli/FontAtlasDump.cs
Normal file
|
|
@ -0,0 +1,182 @@
|
|||
using AcDream.Core.Textures;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
using SixLabors.ImageSharp;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
using SixLabors.ImageSharp.Processing;
|
||||
|
||||
namespace AcDream.Cli;
|
||||
|
||||
/// <summary>
|
||||
/// Headless inspection of a retail dat Font (DB_TYPE_FONT, 0x40000000…). Writes:
|
||||
/// • <c><out>-fg.png</c> — foreground (fill) atlas, alpha→luminance (white on black)
|
||||
/// • <c><out>-bg.png</c> — background (outline) atlas, alpha→luminance
|
||||
/// • <c><out>-sample.png</c> — a sample string composited EXACTLY the way
|
||||
/// <c>UiRenderContext.DrawStringDat</c> does it (black outline pass behind,
|
||||
/// colored fill pass on top) onto the dark chat-panel colour, at native 1:1
|
||||
/// and at 6× nearest zoom side by side.
|
||||
///
|
||||
/// The sample reproduces our client's glyph math deterministically so the
|
||||
/// "not sharp" artifact can be judged offline: if the 1:1 sample is crisp, the
|
||||
/// softness is downstream (a post-process / scale); if the sample itself is
|
||||
/// soft, the cause is the atlas or the two-pass outline.
|
||||
/// </summary>
|
||||
public static class FontAtlasDump
|
||||
{
|
||||
public static int Run(string datDir, string? fontIdText, string? sampleText, string outBase)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
uint fontId = string.IsNullOrWhiteSpace(fontIdText) ? 0x40000000u : ParseHex(fontIdText);
|
||||
string sample = string.IsNullOrEmpty(sampleText) ? "Chat Send 12345 ghpqy" : sampleText;
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var font = dats.Get<Font>(fontId);
|
||||
if (font is null) { Console.Error.WriteLine($"error: Font 0x{fontId:X8} not found"); return 1; }
|
||||
|
||||
Console.WriteLine($"Font 0x{fontId:X8}: fg=0x{font.ForegroundSurfaceDataId:X8} bg=0x{font.BackgroundSurfaceDataId:X8} " +
|
||||
$"MaxCharHeight={font.MaxCharHeight} Baseline={font.BaselineOffset} glyphs={font.CharDescs.Count}");
|
||||
|
||||
DecodedTexture fg = DecodeRs(dats, font.ForegroundSurfaceDataId);
|
||||
DecodedTexture? bg = font.BackgroundSurfaceDataId != 0 ? DecodeRs(dats, font.BackgroundSurfaceDataId) : null;
|
||||
Console.WriteLine($" fg atlas {fg.Width}x{fg.Height}" + (bg is { } b ? $" bg atlas {b.Width}x{b.Height}" : " (no bg atlas)"));
|
||||
|
||||
AlphaLuma(fg).SaveAsPng($"{outBase}-fg.png");
|
||||
Console.WriteLine($"wrote {outBase}-fg.png");
|
||||
if (bg is { } bgt) { AlphaLuma(bgt).SaveAsPng($"{outBase}-bg.png"); Console.WriteLine($"wrote {outBase}-bg.png"); }
|
||||
|
||||
// Build a glyph lookup.
|
||||
var glyphs = new Dictionary<char, FontCharDesc>();
|
||||
foreach (var cd in font.CharDescs) glyphs[(char)cd.Unicode] = cd;
|
||||
|
||||
// Render the sample the way DrawStringDat does, onto the dark chat panel colour.
|
||||
var panel = new Rgba32(28, 28, 32, 255);
|
||||
var fill = new Rgba32(255, 255, 255, 255); // white fill, like System default-ish
|
||||
var outline = new Rgba32(0, 0, 0, 255);
|
||||
|
||||
int lineH = Math.Max((int)font.MaxCharHeight, 8);
|
||||
|
||||
// (a) integer baseline, per-glyph round (works — like the vitals digits).
|
||||
using var native = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0f, snapOnce: false);
|
||||
Save6x(native, $"{outBase}-sample");
|
||||
|
||||
// (b) FRACTIONAL baseline (textY=0.5, like a menu item centered in a 17px row over
|
||||
// a 16px font) with the OLD per-glyph rounding → reproduces the "letters dip down"
|
||||
// jitter the user reported.
|
||||
using var jitter = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0.5f, snapOnce: false);
|
||||
Save6x(jitter, $"{outBase}-jitter");
|
||||
|
||||
// (c) Same fractional baseline, but the line baseline is snapped to a whole pixel ONCE
|
||||
// before adding the integer per-glyph offsets → the fix. Should be straight again.
|
||||
using var fixed_ = RenderSample(sample, glyphs, fg, bg, lineH, panel, fill, outline, 0.5f, snapOnce: true);
|
||||
Save6x(fixed_, $"{outBase}-fixed");
|
||||
|
||||
Console.WriteLine($"wrote {outBase}-sample-6x.png (ok), {outBase}-jitter-6x.png (bug repro), {outBase}-fixed-6x.png (fix)");
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>Composite the sample string with the two-pass outline+fill model,
|
||||
/// blitting atlas sub-rects 1:1. <paramref name="originYExtra"/> adds a fractional
|
||||
/// line origin; <paramref name="snapOnce"/> selects the FIX (snap the line baseline
|
||||
/// to a whole pixel once) vs the BUG (round each glyph's Y independently).</summary>
|
||||
private static Image<Rgba32> RenderSample(
|
||||
string text, Dictionary<char, FontCharDesc> glyphs,
|
||||
DecodedTexture fg, DecodedTexture? bg, int lineH,
|
||||
Rgba32 panel, Rgba32 fill, Rgba32 outline, float originYExtra, bool snapOnce)
|
||||
{
|
||||
// First pass: measure pen width.
|
||||
float pen = 0; float maxX = 0;
|
||||
foreach (char ch in text)
|
||||
if (glyphs.TryGetValue(ch, out var g)) { maxX = Math.Max(maxX, pen + g.HorizontalOffsetBefore + g.Width); pen += g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter; }
|
||||
int w = Math.Max(8, (int)MathF.Ceiling(Math.Max(maxX, pen)) + 4);
|
||||
int h = lineH + 6;
|
||||
var img = new Image<Rgba32>(w, h, panel);
|
||||
|
||||
float originY = 3f + originYExtra;
|
||||
float baseY = MathF.Round(originY); // snapped line baseline (the fix)
|
||||
pen = 2;
|
||||
foreach (char ch in text)
|
||||
{
|
||||
if (!glyphs.TryGetValue(ch, out var g)) { continue; }
|
||||
float gx = MathF.Round(pen + g.HorizontalOffsetBefore);
|
||||
float gy = snapOnce
|
||||
? baseY + g.VerticalOffsetBefore // fix: integer baseline + integer offset
|
||||
: MathF.Round(originY + g.VerticalOffsetBefore); // bug: independent per-glyph rounding
|
||||
if (g.Width > 0 && g.Height > 0)
|
||||
{
|
||||
if (bg is { } bgt) BlitGlyph(img, bgt, g, (int)gx, (int)gy, outline);
|
||||
BlitGlyph(img, fg, g, (int)gx, (int)gy, fill);
|
||||
}
|
||||
pen += g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter;
|
||||
}
|
||||
return img;
|
||||
}
|
||||
|
||||
private static void Save6x(Image<Rgba32> native, string outBase)
|
||||
{
|
||||
using var zoom = native.Clone(c => c.Resize(native.Width * 6, native.Height * 6, KnownResamplers.NearestNeighbor));
|
||||
zoom.SaveAsPng($"{outBase}-6x.png");
|
||||
}
|
||||
|
||||
/// <summary>Alpha-blend one glyph's atlas sub-rect onto the canvas using its alpha
|
||||
/// as coverage, tinted by <paramref name="tint"/>. 1:1 (no scaling), so this is the
|
||||
/// pixel-exact result GL_NEAREST + native-size quad produces.</summary>
|
||||
private static void BlitGlyph(Image<Rgba32> dst, DecodedTexture atlas, FontCharDesc g, int dx, int dy, Rgba32 tint)
|
||||
{
|
||||
for (int sy = 0; sy < g.Height; sy++)
|
||||
{
|
||||
int py = dy + sy;
|
||||
if (py < 0 || py >= dst.Height) continue;
|
||||
int ay = g.OffsetY + sy;
|
||||
if (ay < 0 || ay >= atlas.Height) continue;
|
||||
for (int sx = 0; sx < g.Width; sx++)
|
||||
{
|
||||
int px = dx + sx;
|
||||
if (px < 0 || px >= dst.Width) continue;
|
||||
int ax = g.OffsetX + sx;
|
||||
if (ax < 0 || ax >= atlas.Width) continue;
|
||||
int idx = (ay * atlas.Width + ax) * 4;
|
||||
// Atlas is A8 expanded to (255,255,255,alpha); coverage = alpha.
|
||||
float cov = atlas.Rgba8[idx + 3] / 255f;
|
||||
if (cov <= 0f) continue;
|
||||
var bgpx = dst[px, py];
|
||||
dst[px, py] = new Rgba32(
|
||||
(byte)(tint.R * cov + bgpx.R * (1 - cov)),
|
||||
(byte)(tint.G * cov + bgpx.G * (1 - cov)),
|
||||
(byte)(tint.B * cov + bgpx.B * (1 - cov)),
|
||||
255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Render an A8/RGBA atlas's ALPHA channel as opaque white-on-black luminance,
|
||||
/// zoomed 4× nearest, so the glyph shapes are visible regardless of PNG viewer alpha.</summary>
|
||||
private static Image<Rgba32> AlphaLuma(DecodedTexture t)
|
||||
{
|
||||
var img = new Image<Rgba32>(t.Width, t.Height);
|
||||
for (int y = 0; y < t.Height; y++)
|
||||
for (int x = 0; x < t.Width; x++)
|
||||
{
|
||||
byte a = t.Rgba8[(y * t.Width + x) * 4 + 3];
|
||||
img[x, y] = new Rgba32(a, a, a, 255);
|
||||
}
|
||||
img.Mutate(c => c.Resize(t.Width * 4, t.Height * 4, KnownResamplers.NearestNeighbor));
|
||||
return img;
|
||||
}
|
||||
|
||||
private static DecodedTexture DecodeRs(DatCollection dats, uint id)
|
||||
{
|
||||
var rs = dats.Get<RenderSurface>(id);
|
||||
if (rs is null) { Console.Error.WriteLine($" missing RenderSurface 0x{id:X8}"); return DecodedTexture.Magenta; }
|
||||
return SurfaceDecoder.DecodeRenderSurface(rs);
|
||||
}
|
||||
|
||||
private static uint ParseHex(string s)
|
||||
{
|
||||
s = s.Trim();
|
||||
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) s = s[2..];
|
||||
return uint.TryParse(s, System.Globalization.NumberStyles.HexNumber,
|
||||
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
|
||||
}
|
||||
}
|
||||
101
src/AcDream.Cli/LayoutIndexDump.cs
Normal file
101
src/AcDream.Cli/LayoutIndexDump.cs
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
using System.Reflection;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Cli;
|
||||
|
||||
/// <summary>
|
||||
/// Read-only research diagnostic: index EVERY UI <see cref="LayoutDesc"/> in the
|
||||
/// dat by its root element's <c>Type</c> + size + an element-Type histogram, so a
|
||||
/// panel re-drive can locate its layout from the decomp-registered class id
|
||||
/// (e.g. <c>gmMainChatUI</c> registers type <c>0x10000041</c> → the chat window
|
||||
/// is the layout whose root element has Type 0x10000041). Optionally filter to a
|
||||
/// single root Type. No writes; purely a console dump used during brainstorming.
|
||||
/// </summary>
|
||||
public static class LayoutIndexDump
|
||||
{
|
||||
public static int Run(string datDir, string? rootTypeText)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
uint? filter = null;
|
||||
if (!string.IsNullOrWhiteSpace(rootTypeText))
|
||||
{
|
||||
var t = rootTypeText.Trim();
|
||||
if (t.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) t = t[2..];
|
||||
if (uint.TryParse(t, System.Globalization.NumberStyles.HexNumber, null, out var f)) filter = f;
|
||||
}
|
||||
|
||||
Console.WriteLine(filter is { } ff
|
||||
? $"=== LayoutDescs with a root element of Type 0x{ff:X8} ==="
|
||||
: "=== All LayoutDescs (id : root element Type : size : #elements : type histogram) ===");
|
||||
|
||||
int total = 0, shown = 0;
|
||||
foreach (var id in dats.GetAllIdsOfType<LayoutDesc>().OrderBy(x => x))
|
||||
{
|
||||
var l = dats.Get<LayoutDesc>(id);
|
||||
if (l is null) continue;
|
||||
total++;
|
||||
|
||||
// The root is the single top-level element (or, if several, the largest).
|
||||
ElementDesc? root = null;
|
||||
foreach (var kv in l.Elements)
|
||||
if (root is null || Area(kv.Value) > Area(root)) root = kv.Value;
|
||||
if (root is null) continue;
|
||||
|
||||
if (filter is { } want && root.Type != want) continue;
|
||||
shown++;
|
||||
|
||||
var hist = new SortedDictionary<uint, int>();
|
||||
int count = 0;
|
||||
CountTypes(root, hist, ref count);
|
||||
string h = string.Join(" ", hist.Select(kv => $"{TypeName(kv.Key)}×{kv.Value}"));
|
||||
Console.WriteLine(
|
||||
$" 0x{id:X8} root=0x{root.ElementId:X8} type=0x{root.Type:X8}({TypeName(root.Type)}) " +
|
||||
$"{root.Width}x{root.Height} n={count} [{h}]");
|
||||
}
|
||||
|
||||
Console.WriteLine();
|
||||
Console.WriteLine($"shown {shown} / {total} LayoutDescs.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static long Area(ElementDesc e) => (long)e.Width * e.Height;
|
||||
|
||||
private static void CountTypes(ElementDesc e, SortedDictionary<uint, int> hist, ref int count)
|
||||
{
|
||||
count++;
|
||||
hist[e.Type] = hist.TryGetValue(e.Type, out var c) ? c + 1 : 1;
|
||||
foreach (var kv in e.Children)
|
||||
CountTypes(kv.Value, hist, ref count);
|
||||
}
|
||||
|
||||
private static string TypeName(uint t) => t switch
|
||||
{
|
||||
0 => "Text0",
|
||||
1 => "Button",
|
||||
2 => "Dragbar",
|
||||
3 => "Field",
|
||||
5 => "ListBox",
|
||||
6 => "Menu",
|
||||
7 => "Meter",
|
||||
8 => "Panel",
|
||||
9 => "Resizebar",
|
||||
0xB => "Scrollbar",
|
||||
0xC => "Text",
|
||||
0xD => "Viewport",
|
||||
0xE => "Browser",
|
||||
0x10 => "ColorPicker",
|
||||
0x11 => "GroupBox",
|
||||
0x12 => "Proto",
|
||||
0x10000041 => "gmMainChatUI",
|
||||
0x10000040 => "gmFloatyChatUI",
|
||||
0x10000050 => "gmFloatyMainChatUI",
|
||||
0x10000042 => "gmChatOptionsUI",
|
||||
0x10000009 => "gmVitalsUI",
|
||||
_ => $"0x{t:X}",
|
||||
};
|
||||
}
|
||||
|
|
@ -1,10 +1,100 @@
|
|||
using System.Diagnostics;
|
||||
using AcDream.Cli;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
using Env = System.Environment;
|
||||
|
||||
// ─── subcommand dispatch ────────────────────────────────────────────────────
|
||||
if (args.Length >= 1 && args[0] == "dump-vitals-bars")
|
||||
{
|
||||
string? dvbDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
if (string.IsNullOrWhiteSpace(dvbDatDir))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli dump-vitals-bars <dat-directory>");
|
||||
return 2;
|
||||
}
|
||||
return DumpVitalsBars(dvbDatDir);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "dump-vitals-layout")
|
||||
{
|
||||
string? dvlDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string? dvlLayout = args.ElementAtOrDefault(2);
|
||||
if (string.IsNullOrWhiteSpace(dvlDatDir))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli dump-vitals-layout <dat-directory> [0xLayoutId]");
|
||||
return 2;
|
||||
}
|
||||
return VitalsLayoutDump.Run(dvlDatDir, dvlLayout);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "list-ui-layouts")
|
||||
{
|
||||
string? luiDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string? luiRootType = args.ElementAtOrDefault(2);
|
||||
if (string.IsNullOrWhiteSpace(luiDatDir))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli list-ui-layouts <dat-directory> [0xRootType]");
|
||||
return 2;
|
||||
}
|
||||
return LayoutIndexDump.Run(luiDatDir, luiRootType);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "render-vitals-mockup")
|
||||
{
|
||||
string? rvmDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string rvmOut = args.ElementAtOrDefault(2) ?? "vitals-mockup.png";
|
||||
if (string.IsNullOrWhiteSpace(rvmDatDir))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli render-vitals-mockup <dat-directory> [out.png]");
|
||||
return 2;
|
||||
}
|
||||
return VitalsMockup.Render(rvmDatDir, rvmOut);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "dump-sprite-sheet")
|
||||
{
|
||||
string? dssDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string? dssIds = args.ElementAtOrDefault(2);
|
||||
string dssOut = args.ElementAtOrDefault(3) ?? "sprite-sheet.png";
|
||||
if (string.IsNullOrWhiteSpace(dssDir) || string.IsNullOrWhiteSpace(dssIds))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli dump-sprite-sheet <dat-directory> <0xId,0xId,...> [out.png]");
|
||||
return 2;
|
||||
}
|
||||
return VitalsMockup.ExportSheet(dssDir, dssIds, dssOut);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "dump-font-atlas")
|
||||
{
|
||||
string? dfaDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string? dfaFont = args.ElementAtOrDefault(2); // 0xFontId (default 0x40000000)
|
||||
string? dfaSample = args.ElementAtOrDefault(3); // sample string
|
||||
string dfaOut = args.ElementAtOrDefault(4) ?? "font-atlas";
|
||||
if (string.IsNullOrWhiteSpace(dfaDir))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli dump-font-atlas <dat-directory> [0xFontId] [sample] [outBase]");
|
||||
return 2;
|
||||
}
|
||||
return FontAtlasDump.Run(dfaDir, dfaFont, dfaSample, dfaOut);
|
||||
}
|
||||
|
||||
if (args.Length >= 1 && args[0] == "export-ui-sprite")
|
||||
{
|
||||
string? eusDatDir = args.ElementAtOrDefault(1) ?? Env.GetEnvironmentVariable("ACDREAM_DAT_DIR");
|
||||
string? eusId = args.ElementAtOrDefault(2);
|
||||
string eusOut = args.ElementAtOrDefault(3) ?? "sprite.png";
|
||||
if (string.IsNullOrWhiteSpace(eusDatDir) || string.IsNullOrWhiteSpace(eusId))
|
||||
{
|
||||
Console.Error.WriteLine("usage: AcDream.Cli export-ui-sprite <dat-directory> <0xId> [out.png]");
|
||||
return 2;
|
||||
}
|
||||
return VitalsMockup.ExportSprite(eusDatDir, eusId, eusOut);
|
||||
}
|
||||
|
||||
// Phase 0: open the four AC dat files and print how many of each asset type live in them.
|
||||
// This proves DatReaderWriter works on our retail dats and gives us a baseline inventory
|
||||
// to compare against what a future renderer needs.
|
||||
|
|
@ -160,3 +250,146 @@ static (string Name, Func<int> Count)[] CountCellByLow16(DatCollection dats)
|
|||
("Region", () => dats.GetAllIdsOfType<Region>().Count()),
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// dump-vitals-bars: find the vitals window LayoutDesc (0x21000014) and print the
|
||||
/// RenderSurface DataIds (0x06xxxxxx) used by the Health, Stamina, and Mana meter
|
||||
/// bars. Each meter element (E6/EC/EE) has two child sub-groups per bar visual
|
||||
/// (front-bar and back-bar/track), each containing:
|
||||
/// - elem 0x100004A9 (ShowDetail state image = Alphablend fill sprite)
|
||||
/// - elem 0x100000E8 (DirectStateDesc = left-edge sprite)
|
||||
/// - elem 0x100000E9 (DirectStateDesc = fill-tile sprite)
|
||||
/// - elem 0x100000EA (DirectStateDesc = right-edge sprite)
|
||||
///
|
||||
/// Based on the Sept 2013 EoR retail dat, vitals layout id = 0x21000014.
|
||||
/// Element ids from gmVitalsUI::PostInit in acclient_2013_pseudo_c.txt.
|
||||
/// </summary>
|
||||
static int DumpVitalsBars(string dvbDatDir)
|
||||
{
|
||||
const uint HEALTH_ELEM_ID = 0x100000E6u;
|
||||
const uint STAMINA_ELEM_ID = 0x100000ECu;
|
||||
const uint MANA_ELEM_ID = 0x100000EEu;
|
||||
|
||||
if (!Directory.Exists(dvbDatDir))
|
||||
{
|
||||
Console.Error.WriteLine($"error: directory not found: {dvbDatDir}");
|
||||
return 2;
|
||||
}
|
||||
|
||||
using var dats = new DatCollection(dvbDatDir, DatAccessType.Read);
|
||||
|
||||
// Find the vitals layout: scan all LayoutDescs for one containing the health meter element.
|
||||
Console.WriteLine("Scanning LayoutDescs for vitals window (element 0x100000E6 = Health meter)...");
|
||||
uint? vitalsId = null;
|
||||
LayoutDesc? vitalsLayout = null;
|
||||
foreach (var id in dats.GetAllIdsOfType<LayoutDesc>())
|
||||
{
|
||||
var ld = dats.Get<LayoutDesc>(id);
|
||||
if (ld is null) continue;
|
||||
if (VbContainsElementId(ld, HEALTH_ELEM_ID)) { vitalsId = id; vitalsLayout = ld; break; }
|
||||
}
|
||||
|
||||
if (vitalsLayout is null)
|
||||
{
|
||||
Console.Error.WriteLine("ERROR: no LayoutDesc contains element 0x100000E6 (Health meter).");
|
||||
return 1;
|
||||
}
|
||||
Console.WriteLine($"Found vitals layout: 0x{vitalsId!.Value:X8}");
|
||||
Console.WriteLine();
|
||||
|
||||
// For each vital meter, collect all MediaDescImage DataIds from its sub-tree.
|
||||
var meters = new[] { (HEALTH_ELEM_ID, "HEALTH"), (STAMINA_ELEM_ID, "STAMINA"), (MANA_ELEM_ID, "MANA") };
|
||||
foreach (var (eid, vitalName) in meters)
|
||||
{
|
||||
Console.WriteLine($"{vitalName} meter (element 0x{eid:X8}) in layout 0x{vitalsId!.Value:X8}:");
|
||||
var meterElem = VbFindElement(vitalsLayout!, eid);
|
||||
if (meterElem is null) { Console.WriteLine(" <element not found>"); continue; }
|
||||
|
||||
var sprites = new List<(string Role, uint DataId, string DrawMode)>();
|
||||
VbCollectSprites(meterElem, sprites, 0);
|
||||
|
||||
if (sprites.Count == 0)
|
||||
{
|
||||
Console.WriteLine(" <no sprites found in sub-tree>");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var (role, dataId, drawMode) in sprites)
|
||||
Console.WriteLine($" {role,-35} 0x{dataId:X8} ({drawMode})");
|
||||
}
|
||||
Console.WriteLine();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// ─── dump-vitals-bars helpers ───────────────────────────────────────────────
|
||||
|
||||
static bool VbContainsElementId(LayoutDesc ld, uint targetId)
|
||||
{
|
||||
var elems = ld.Elements;
|
||||
foreach (var kvp in elems)
|
||||
{
|
||||
if (kvp.Key == targetId) return true;
|
||||
if (VbChildContains(kvp.Value, targetId)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool VbChildContains(ElementDesc elem, uint targetId)
|
||||
{
|
||||
foreach (var kvp in elem.Children)
|
||||
{
|
||||
if (kvp.Key == targetId) return true;
|
||||
if (VbChildContains(kvp.Value, targetId)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static ElementDesc? VbFindElement(LayoutDesc ld, uint targetId)
|
||||
{
|
||||
foreach (var kvp in ld.Elements)
|
||||
{
|
||||
if (kvp.Key == targetId) return kvp.Value;
|
||||
var found = VbFindChild(kvp.Value, targetId);
|
||||
if (found is not null) return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
static ElementDesc? VbFindChild(ElementDesc elem, uint targetId)
|
||||
{
|
||||
foreach (var kvp in elem.Children)
|
||||
{
|
||||
if (kvp.Key == targetId) return kvp.Value;
|
||||
var found = VbFindChild(kvp.Value, targetId);
|
||||
if (found is not null) return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
static void VbCollectSprites(ElementDesc elem, List<(string, uint, string)> out_, int depth)
|
||||
{
|
||||
string indent = new string(' ', depth * 2);
|
||||
|
||||
// Check the element's direct StateDesc
|
||||
if (elem.StateDesc is not null)
|
||||
VbExtractMedia(elem.StateDesc, $"{indent}elem_0x{elem.ElementId:X8}.DirectState", out_);
|
||||
|
||||
// Check each named state
|
||||
foreach (var kvp in elem.States)
|
||||
VbExtractMedia(kvp.Value, $"{indent}elem_0x{elem.ElementId:X8}.{kvp.Key}", out_);
|
||||
|
||||
// Recurse into children
|
||||
foreach (var kvp in elem.Children)
|
||||
VbCollectSprites(kvp.Value, out_, depth + 1);
|
||||
}
|
||||
|
||||
static void VbExtractMedia(StateDesc sd, string role, List<(string, uint, string)> out_)
|
||||
{
|
||||
foreach (var m in sd.Media)
|
||||
{
|
||||
if (m is MediaDescImage img && img.File != 0)
|
||||
out_.Add((role, img.File, img.DrawMode.ToString()));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
152
src/AcDream.Cli/VitalsLayoutDump.cs
Normal file
152
src/AcDream.Cli/VitalsLayoutDump.cs
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
using System.Collections;
|
||||
using System.Reflection;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Cli;
|
||||
|
||||
/// <summary>
|
||||
/// Full reflective dump of a vitals LayoutDesc element tree: every scalar
|
||||
/// property (position/size/flags) of each ElementDesc + its state sprites,
|
||||
/// so the real bar rects + spacing + window size can be read from the dat
|
||||
/// instead of guessed. Uses reflection so it doesn't depend on knowing the
|
||||
/// DatReaderWriter property names ahead of time.
|
||||
/// </summary>
|
||||
public static class VitalsLayoutDump
|
||||
{
|
||||
public static int Run(string datDir, string? layoutIdText)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
// Default to the vitals layout dump-vitals-bars found; allow override.
|
||||
uint layoutId = 0x21000014u;
|
||||
if (!string.IsNullOrWhiteSpace(layoutIdText))
|
||||
{
|
||||
var t = layoutIdText.Trim();
|
||||
if (t.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) t = t[2..];
|
||||
uint.TryParse(t, System.Globalization.NumberStyles.HexNumber, null, out layoutId);
|
||||
}
|
||||
|
||||
// First: scan ALL LayoutDescs that contain a vitals meter element, with root size,
|
||||
// so we can tell whether 0x21000014 is the one the user sees (row vs stacked).
|
||||
Console.WriteLine("=== LayoutDescs containing a vitals meter element (0x100000E6/EC/EE) ===");
|
||||
foreach (var id in dats.GetAllIdsOfType<LayoutDesc>())
|
||||
{
|
||||
var l = dats.Get<LayoutDesc>(id);
|
||||
if (l is null) continue;
|
||||
if (!ContainsAny(l, 0x100000E6u, 0x100000ECu, 0x100000EEu)) continue;
|
||||
Console.WriteLine($" 0x{id:X8} {RootSizeSummary(l)}");
|
||||
}
|
||||
Console.WriteLine();
|
||||
|
||||
var ld = dats.Get<LayoutDesc>(layoutId);
|
||||
if (ld is null) { Console.Error.WriteLine($"layout 0x{layoutId:X8} not found"); return 1; }
|
||||
|
||||
Console.WriteLine($"=== FULL DUMP layout 0x{layoutId:X8} ===");
|
||||
DumpScalars("LayoutDesc", ld, 0);
|
||||
foreach (var kv in ld.Elements)
|
||||
DumpElement(kv.Value, 1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static bool ContainsAny(LayoutDesc l, params uint[] ids)
|
||||
{
|
||||
foreach (var kv in l.Elements)
|
||||
if (ElemContains(kv.Value, ids)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool ElemContains(ElementDesc e, uint[] ids)
|
||||
{
|
||||
if (Array.IndexOf(ids, e.ElementId) >= 0) return true;
|
||||
foreach (var kv in e.Children)
|
||||
if (ElemContains(kv.Value, ids)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static string RootSizeSummary(LayoutDesc l)
|
||||
{
|
||||
// Print any LayoutDesc-level scalar that looks like a size.
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var p in l.GetType().GetProperties())
|
||||
{
|
||||
if (p.GetIndexParameters().Length > 0) continue;
|
||||
if (p.Name is "Elements") continue;
|
||||
object? v; try { v = p.GetValue(l); } catch { continue; }
|
||||
if (v is null) continue;
|
||||
if (IsScalar(v)) sb.Append($"{p.Name}={v} ");
|
||||
}
|
||||
return sb.ToString().Trim();
|
||||
}
|
||||
|
||||
private static void DumpElement(ElementDesc e, int depth)
|
||||
{
|
||||
string ind = new string(' ', depth * 2);
|
||||
Console.WriteLine($"{ind}element 0x{e.ElementId:X8}");
|
||||
DumpScalars(ind + " ", e, depth);
|
||||
|
||||
if (e.StateDesc is not null) DumpMedia(ind + " [DirectState]", e.StateDesc);
|
||||
foreach (var s in e.States)
|
||||
DumpMedia($"{ind} [state {s.Key}]", s.Value);
|
||||
|
||||
foreach (var c in e.Children)
|
||||
DumpElement(c.Value, depth + 1);
|
||||
}
|
||||
|
||||
private static readonly HashSet<string> Skip = new() { "Children", "States", "StateDesc", "Elements", "Media" };
|
||||
|
||||
private static void DumpScalars(string label, object o, int depth)
|
||||
{
|
||||
foreach (var (name, val) in Members(o))
|
||||
{
|
||||
if (Skip.Contains(name)) continue;
|
||||
if (IsScalar(val))
|
||||
Console.WriteLine($"{label} {name} = {Fmt(name, val)}");
|
||||
}
|
||||
}
|
||||
|
||||
private static void DumpMedia(string label, StateDesc sd)
|
||||
{
|
||||
foreach (var m in sd.Media)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var (name, val) in Members(m))
|
||||
if (IsScalar(val)) sb.Append($"{name}={Fmt(name, val)} ");
|
||||
Console.WriteLine($"{label} {m.GetType().Name}: {sb.ToString().Trim()}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Enumerate public properties AND public fields (the DatReaderWriter
|
||||
/// generated types expose geometry/file ids as fields, not properties).</summary>
|
||||
private static IEnumerable<(string name, object val)> Members(object o)
|
||||
{
|
||||
var t = o.GetType();
|
||||
foreach (var p in t.GetProperties(BindingFlags.Public | BindingFlags.Instance))
|
||||
{
|
||||
if (p.GetIndexParameters().Length > 0) continue;
|
||||
object? v; try { v = p.GetValue(o); } catch { continue; }
|
||||
if (v is not null) yield return (p.Name, v);
|
||||
}
|
||||
foreach (var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance))
|
||||
{
|
||||
object? v; try { v = f.GetValue(o); } catch { continue; }
|
||||
if (v is not null) yield return (f.Name, v);
|
||||
}
|
||||
}
|
||||
|
||||
private static string Fmt(string name, object v) =>
|
||||
name.Contains("File", StringComparison.OrdinalIgnoreCase) && v is uint u ? $"0x{u:X8}" : v.ToString() ?? "";
|
||||
|
||||
private static bool IsScalar(object v)
|
||||
{
|
||||
var t = v.GetType();
|
||||
if (v is string) return true;
|
||||
if (t.IsPrimitive || t.IsEnum) return true;
|
||||
if (v is IEnumerable) return false;
|
||||
// value-type structs (Rectangle/Point/etc.) — print via ToString
|
||||
return t.IsValueType;
|
||||
}
|
||||
}
|
||||
222
src/AcDream.Cli/VitalsMockup.cs
Normal file
222
src/AcDream.Cli/VitalsMockup.cs
Normal file
|
|
@ -0,0 +1,222 @@
|
|||
using AcDream.Core.Textures;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Options;
|
||||
using SixLabors.ImageSharp;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
using SixLabors.ImageSharp.Processing;
|
||||
|
||||
namespace AcDream.Cli;
|
||||
|
||||
/// <summary>
|
||||
/// Headless PNG preview of the retail STACKED vitals window (LayoutDesc
|
||||
/// 0x2100006C). Renders the window WIDENED, twice: once with the middle slice
|
||||
/// STRETCHED (acdream's current behaviour) and once TILED (retail behaviour —
|
||||
/// the "fill-tile" element is repeated at native width, last copy clipped).
|
||||
/// Lets the stretch-vs-tile difference be judged by eye before touching the
|
||||
/// client. Bars = back 3-slice (empty track, full) + front 3-slice (fill).
|
||||
/// </summary>
|
||||
public static class VitalsMockup
|
||||
{
|
||||
// 8-piece chrome border (dat-verified in 0x2100006C; 5px).
|
||||
private const uint TL = 0x060074C3, TOP = 0x060074BF, TR = 0x060074C4;
|
||||
private const uint LEFT = 0x060074C0, RIGHT = 0x060074C2;
|
||||
private const uint BL = 0x060074C5, BOT = 0x060074C1, BR = 0x060074C6;
|
||||
|
||||
private readonly record struct Vital(
|
||||
string Name, float Frac,
|
||||
uint BackL, uint BackM, uint BackR, uint FrontL, uint FrontM, uint FrontR);
|
||||
|
||||
private static readonly Vital[] Vitals =
|
||||
{
|
||||
new("health", 0.80f, 0x0600747E, 0x0600747F, 0x06007480, 0x06007481, 0x06007482, 0x06007483),
|
||||
new("stamina", 0.50f, 0x06007484, 0x06007485, 0x06007486, 0x06007487, 0x06007488, 0x06007489),
|
||||
new("mana", 0.65f, 0x0600748A, 0x0600748B, 0x0600748C, 0x0600748D, 0x0600748E, 0x0600748F),
|
||||
};
|
||||
|
||||
private const uint CenterFill = 0x06004CC2; // dark interior panel (UiNineSlicePanel draws this)
|
||||
private const int Border = 5, BarH = 16, Zoom = 6;
|
||||
private const int BarW = 150; // default vitals window bar width (0x2100006C)
|
||||
private static readonly int[] BarLocalY = { 0, 16, 32 }; // flush stacked inside the interior
|
||||
|
||||
public static int Render(string datDir, string outPath)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
int winW = BarW + 2 * Border; // 160
|
||||
int winH = 3 * BarH + 2 * Border; // 58
|
||||
using var canvas = new Image<Rgba32>(winW, winH, new Rgba32(20, 20, 24, 255));
|
||||
|
||||
DrawWindow(canvas, dats, 0, winW, winH, tileMid: true);
|
||||
|
||||
canvas.Mutate(c => c.Resize(canvas.Width * Zoom, canvas.Height * Zoom, KnownResamplers.NearestNeighbor));
|
||||
canvas.SaveAsPng(outPath);
|
||||
Console.WriteLine($"wrote {outPath} ({canvas.Width}x{canvas.Height}) — faithful default vitals window 0x2100006C");
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static void DrawWindow(Image<Rgba32> canvas, DatCollection dats, int offY, int winW, int winH, bool tileMid)
|
||||
{
|
||||
// Dark interior fill (matches UiNineSlicePanel's CenterFill behind the bars).
|
||||
using (var cf = Load(dats, CenterFill))
|
||||
Blit(canvas, cf, Border, offY + Border, winW - 2 * Border, winH - 2 * Border);
|
||||
|
||||
// 8-piece chrome border (corners native 5x5, edges stretched for this preview).
|
||||
using (var tl = Load(dats, TL)) using (var top = Load(dats, TOP)) using (var tr = Load(dats, TR))
|
||||
using (var le = Load(dats, LEFT)) using (var ri = Load(dats, RIGHT))
|
||||
using (var bl = Load(dats, BL)) using (var bo = Load(dats, BOT)) using (var br = Load(dats, BR))
|
||||
{
|
||||
Blit(canvas, tl, 0, offY, Border, Border);
|
||||
Blit(canvas, top, Border, offY, winW - 2 * Border, Border);
|
||||
Blit(canvas, tr, winW - Border, offY, Border, Border);
|
||||
Blit(canvas, le, 0, offY + Border, Border, winH - 2 * Border);
|
||||
Blit(canvas, ri, winW - Border, offY + Border, Border, winH - 2 * Border);
|
||||
Blit(canvas, bl, 0, offY + winH - Border, Border, Border);
|
||||
Blit(canvas, bo, Border, offY + winH - Border, winW - 2 * Border, Border);
|
||||
Blit(canvas, br, winW - Border, offY + winH - Border, Border, Border);
|
||||
}
|
||||
|
||||
// Resize-grip overlay: gold ridged edge strips + square corner studs, on
|
||||
// top of the bevel (vitals LayoutDesc 0x1000063B–0x10000642). Edges shown
|
||||
// stretched here for the preview; the client tiles them via UV-repeat.
|
||||
using (var gc = Load(dats, 0x06006129))
|
||||
using (var gt = Load(dats, 0x0600612A)) using (var gb = Load(dats, 0x0600612C))
|
||||
using (var gl = Load(dats, 0x0600612B)) using (var gr = Load(dats, 0x0600612D))
|
||||
{
|
||||
Blit(canvas, gt, Border, offY, winW - 2 * Border, Border);
|
||||
Blit(canvas, gb, Border, offY + winH - Border, winW - 2 * Border, Border);
|
||||
Blit(canvas, gl, 0, offY + Border, Border, winH - 2 * Border);
|
||||
Blit(canvas, gr, winW - Border, offY + Border, Border, winH - 2 * Border);
|
||||
Blit(canvas, gc, 0, offY, Border, Border);
|
||||
Blit(canvas, gc, winW - Border, offY, Border, Border);
|
||||
Blit(canvas, gc, 0, offY + winH - Border, Border, Border);
|
||||
Blit(canvas, gc, winW - Border, offY + winH - Border, Border, Border);
|
||||
}
|
||||
|
||||
for (int i = 0; i < Vitals.Length; i++)
|
||||
{
|
||||
var v = Vitals[i];
|
||||
int y = offY + Border + BarLocalY[i];
|
||||
using var bl_ = Load(dats, v.BackL); using var bm = Load(dats, v.BackM); using var br_ = Load(dats, v.BackR);
|
||||
using var fl = Load(dats, v.FrontL); using var fm = Load(dats, v.FrontM); using var fr = Load(dats, v.FrontR);
|
||||
DrawHBar(canvas, bl_, bm, br_, Border, y, BarW, BarH, BarW, tileMid);
|
||||
int fw = (int)MathF.Round(BarW * v.Frac);
|
||||
if (fw > 0) DrawHBar(canvas, fl, fm, fr, Border, y, BarW, BarH, fw, tileMid);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Horizontal 3-slice: native-width left-cap, middle (STRETCHED or TILED
|
||||
/// per <paramref name="tileMid"/>), native-width right-cap; clipped to clipW.</summary>
|
||||
private static void DrawHBar(
|
||||
Image<Rgba32> canvas, Image<Rgba32> left, Image<Rgba32> mid, Image<Rgba32> right,
|
||||
int x, int y, int w, int h, int clipW, bool tileMid)
|
||||
{
|
||||
if (w <= 0 || clipW <= 0) return;
|
||||
int capL = Math.Min(left.Width, w);
|
||||
int capR = Math.Min(right.Width, w - capL);
|
||||
int midW = w - capL - capR;
|
||||
|
||||
DrawClippedPiece(canvas, left, x, y, 0, capL, h, clipW); // left cap (once, native)
|
||||
if (tileMid) TileMiddle(canvas, mid, x, y, capL, midW, h, clipW); // repeat native-width copies
|
||||
else DrawClippedPiece(canvas, mid, x, y, capL, midW, h, clipW); // stretch across the span
|
||||
DrawClippedPiece(canvas, right, x, y, w - capR, capR, h, clipW); // right cap (once, native)
|
||||
}
|
||||
|
||||
/// <summary>Fill [midLocalX, midLocalX+midW] by repeating the native-width tile at
|
||||
/// 1:1 (no horizontal scaling), clipping the final partial copy and honouring clipW.</summary>
|
||||
private static void TileMiddle(
|
||||
Image<Rgba32> canvas, Image<Rgba32> mid, int x, int y, int midLocalX, int midW, int h, int clipW)
|
||||
{
|
||||
int tileW = Math.Max(1, mid.Width);
|
||||
for (int mx = 0; mx < midW; mx += tileW)
|
||||
{
|
||||
int localX = midLocalX + mx;
|
||||
int segW = Math.Min(tileW, midW - mx); // last copy may be partial
|
||||
int visible = Math.Min(segW, clipW - localX); // fill-fraction clip
|
||||
if (visible <= 0) break;
|
||||
// 1:1 — crop the source to `visible` px (no resize-stretch), draw at native scale.
|
||||
int cropW = Math.Min(visible, mid.Width);
|
||||
using var seg = mid.Clone(c => c.Crop(new Rectangle(0, 0, cropW, mid.Height)).Resize(visible, h));
|
||||
canvas.Mutate(c => c.DrawImage(seg, new Point(x + localX, y), 1f));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Draw one slice spanning [pieceLocalX, +pieceW] STRETCHED to fill, UV-cropped
|
||||
/// (proportionally) so nothing past clipW shows.</summary>
|
||||
private static void DrawClippedPiece(
|
||||
Image<Rgba32> canvas, Image<Rgba32> src, int x, int y, int pieceLocalX, int pieceW, int h, int clipW)
|
||||
{
|
||||
if (pieceW <= 0) return;
|
||||
int visibleW = Math.Min(pieceW, clipW - pieceLocalX);
|
||||
if (visibleW <= 0) return;
|
||||
int srcCropW = Math.Max(1, (int)MathF.Round(src.Width * (visibleW / (float)pieceW)));
|
||||
srcCropW = Math.Min(srcCropW, src.Width);
|
||||
using var piece = src.Clone(c => c.Crop(new Rectangle(0, 0, srcCropW, src.Height)).Resize(visibleW, h));
|
||||
canvas.Mutate(c => c.DrawImage(piece, new Point(x + pieceLocalX, y), 1f));
|
||||
}
|
||||
|
||||
private static void Blit(Image<Rgba32> canvas, Image<Rgba32> src, int x, int y, int dw, int dh)
|
||||
{
|
||||
if (dw <= 0 || dh <= 0) return;
|
||||
using var s = src.Clone(c => c.Resize(dw, dh));
|
||||
canvas.Mutate(c => c.DrawImage(s, new Point(x, y), 1f));
|
||||
}
|
||||
|
||||
/// <summary>Composite a comma-separated list of sprite ids into one row, magnified,
|
||||
/// on a neutral background — so the exact chrome/bar graphics can be eyeballed.</summary>
|
||||
public static int ExportSheet(string datDir, string idsCsv, string outPath)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var ids = idsCsv.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)
|
||||
.Select(ParseHex).Where(x => x != 0).ToArray();
|
||||
if (ids.Length == 0) { Console.Error.WriteLine("no valid ids"); return 2; }
|
||||
|
||||
var imgs = ids.Select(id => Load(dats, id)).ToArray();
|
||||
const int pad = 6, zoom = 10;
|
||||
int totalW = pad + imgs.Sum(i => i.Width + pad);
|
||||
int maxH = imgs.Max(i => i.Height);
|
||||
using var canvas = new Image<Rgba32>(totalW, maxH + 2 * pad, new Rgba32(64, 64, 72, 255));
|
||||
int x = pad;
|
||||
foreach (var im in imgs)
|
||||
{
|
||||
canvas.Mutate(c => c.DrawImage(im, new Point(x, pad), 1f));
|
||||
x += im.Width + pad;
|
||||
}
|
||||
canvas.Mutate(c => c.Resize(canvas.Width * zoom, canvas.Height * zoom, KnownResamplers.NearestNeighbor));
|
||||
canvas.SaveAsPng(outPath);
|
||||
Console.WriteLine("order (L→R): " + string.Join(" ", ids.Zip(imgs, (id, im) => $"0x{id:X8}={im.Width}x{im.Height}")));
|
||||
foreach (var im in imgs) im.Dispose();
|
||||
return 0;
|
||||
}
|
||||
|
||||
public static int ExportSprite(string datDir, string idText, string outPath)
|
||||
{
|
||||
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: dir not found: {datDir}"); return 2; }
|
||||
uint id = ParseHex(idText);
|
||||
if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
using var img = Load(dats, id);
|
||||
img.SaveAsPng(outPath);
|
||||
Console.WriteLine($"wrote {outPath} (0x{id:X8} {img.Width}x{img.Height})");
|
||||
return 0;
|
||||
}
|
||||
|
||||
private static Image<Rgba32> Load(DatCollection dats, uint id)
|
||||
{
|
||||
var rs = dats.Get<RenderSurface>(id);
|
||||
if (rs is null) { Console.Error.WriteLine($" missing RenderSurface 0x{id:X8}"); return new Image<Rgba32>(1, 1); }
|
||||
var dt = SurfaceDecoder.DecodeRenderSurface(rs);
|
||||
return Image.LoadPixelData<Rgba32>(dt.Rgba8, dt.Width, dt.Height);
|
||||
}
|
||||
|
||||
private static uint ParseHex(string s)
|
||||
{
|
||||
s = s.Trim();
|
||||
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) s = s[2..];
|
||||
return uint.TryParse(s, System.Globalization.NumberStyles.HexNumber,
|
||||
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
|
||||
}
|
||||
}
|
||||
|
|
@ -80,6 +80,11 @@ public static class SurfaceDecoder
|
|||
/// </summary>
|
||||
public static DecodedTexture DecodeSolidColor(DatReaderWriter.Types.ColorARGB color, float translucency)
|
||||
{
|
||||
// Malformed Base1Solid (or OrigTextureId==0) surface with no color value:
|
||||
// signal undecodable (Magenta) instead of NRE. This method is called
|
||||
// directly from TextureCache.DecodeFromDats, OUTSIDE DecodeRenderSurface's
|
||||
// try/catch, so it must be null-safe itself.
|
||||
if (color is null) return DecodedTexture.Magenta;
|
||||
float opacity = Math.Clamp(1f - translucency, 0f, 1f);
|
||||
byte alpha = (byte)Math.Clamp(color.Alpha * opacity, 0f, 255f);
|
||||
return new DecodedTexture(
|
||||
|
|
|
|||
|
|
@ -10,4 +10,5 @@ public interface IPluginHost
|
|||
IPluginLogger Log { get; }
|
||||
IGameState State { get; }
|
||||
IEvents Events { get; }
|
||||
IUiRegistry Ui { get; }
|
||||
}
|
||||
|
|
|
|||
14
src/AcDream.Plugin.Abstractions/IUiRegistry.cs
Normal file
14
src/AcDream.Plugin.Abstractions/IUiRegistry.cs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
namespace AcDream.Plugin.Abstractions;
|
||||
|
||||
/// <summary>
|
||||
/// Plugin-facing UI registration. A plugin ships a markup file (KSML-style) +
|
||||
/// a binding object exposing the data properties the markup binds to, and
|
||||
/// registers it from <c>Enable()</c>. Calls made before the GL window opens are
|
||||
/// buffered and drained once the UI host exists.
|
||||
/// </summary>
|
||||
public interface IUiRegistry
|
||||
{
|
||||
/// <param name="markupPath">Absolute path to the plugin's panel markup file.</param>
|
||||
/// <param name="binding">Object whose properties the markup's {Bindings} resolve against.</param>
|
||||
void AddMarkupPanel(string markupPath, object binding);
|
||||
}
|
||||
|
|
@ -141,6 +141,12 @@ public sealed class InputDispatcher
|
|||
public bool IsActionHeld(InputAction action)
|
||||
{
|
||||
if (action == InputAction.None) return false;
|
||||
// While a text field owns the keyboard ("write mode"), held game actions read as
|
||||
// released: typing "swd" must not move the character. This is the polling-path twin
|
||||
// of the WantCaptureKeyboard gate on Fired actions. NOTE: this suppresses KEY-driven
|
||||
// movement only — latched state that isn't a key (e.g. autorun, ORed into Forward at
|
||||
// the call site) keeps driving the character, so chat doesn't cancel autorun.
|
||||
if (_mouse.WantCaptureKeyboard) return false;
|
||||
foreach (var b in _bindings.ForAction(action))
|
||||
{
|
||||
if (IsChordHeld(b.Chord)) return true;
|
||||
|
|
|
|||
78
src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs
Normal file
78
src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
using System;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Chat;
|
||||
|
||||
/// <summary>What a submit did, so the caller can clear its input + give feedback.</summary>
|
||||
public enum SubmitOutcome { Empty, ClientHandled, UnknownCommand, Sent, Dropped }
|
||||
|
||||
/// <summary>
|
||||
/// Shared chat-submit pipeline (retail <c>ChatInterface::ProcessCommand @0x4f5100</c>
|
||||
/// analogue). Both the ImGui devtools <see cref="ChatPanel"/> and the retail
|
||||
/// chat window route through here so command handling stays in one place.
|
||||
///
|
||||
/// Order mirrors the prior inline <see cref="ChatPanel"/> flow:
|
||||
/// client-command intercept → unknown-slash-verb guard → <see cref="ChatInputParser.Parse"/>
|
||||
/// → <c>Publish(SendChatCmd)</c>.
|
||||
/// </summary>
|
||||
public static class ChatCommandRouter
|
||||
{
|
||||
public static SubmitOutcome Submit(
|
||||
string raw, ChatVM vm, ICommandBus bus, ChatChannelKind defaultChannel)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(vm);
|
||||
ArgumentNullException.ThrowIfNull(bus);
|
||||
var trimmed = (raw ?? string.Empty).Trim();
|
||||
if (trimmed.Length == 0) return SubmitOutcome.Empty;
|
||||
|
||||
if (TryHandleClientCommand(trimmed, vm)) return SubmitOutcome.ClientHandled;
|
||||
|
||||
if (trimmed[0] == '/')
|
||||
{
|
||||
var verb = ChatInputParser.GetVerbToken(trimmed);
|
||||
if (!ChatInputParser.IsKnownVerb(verb))
|
||||
{
|
||||
vm.ShowSystemMessage(
|
||||
$"Unknown command: {verb}. Type /help for the list of supported commands.");
|
||||
return SubmitOutcome.UnknownCommand;
|
||||
}
|
||||
}
|
||||
|
||||
var parsed = ChatInputParser.Parse(
|
||||
trimmed, defaultChannel, vm.LastIncomingTellSender, vm.LastOutgoingTellTarget);
|
||||
if (parsed is { } p)
|
||||
{
|
||||
bus.Publish(new SendChatCmd(p.Channel, p.TargetName, p.Text));
|
||||
return SubmitOutcome.Sent;
|
||||
}
|
||||
return SubmitOutcome.Dropped;
|
||||
}
|
||||
|
||||
private static bool TryHandleClientCommand(string trimmed, ChatVM vm)
|
||||
{
|
||||
if (EqAny(trimmed, "/help", "/?", "/h", "@help", "@?", "@h"))
|
||||
{ vm.ShowSystemMessage(BuildHelpText()); return true; }
|
||||
if (EqAny(trimmed, "/clear", "/cls", "@clear", "@cls"))
|
||||
{ vm.Clear(); return true; }
|
||||
if (EqAny(trimmed, "/framerate", "@framerate"))
|
||||
{ vm.ShowFps(); return true; }
|
||||
if (EqAny(trimmed, "/loc", "@loc"))
|
||||
{ vm.ShowLocation(); return true; }
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool EqAny(string s, params string[] options)
|
||||
{
|
||||
for (int i = 0; i < options.Length; i++)
|
||||
if (s.Equals(options[i], StringComparison.OrdinalIgnoreCase)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static string BuildHelpText() =>
|
||||
"Note: / and @ are equivalent prefixes.\n" +
|
||||
"Chat: /say (default), /tell <name>, /reply, /retell\n" +
|
||||
"Channels: /general /trade /fellowship /allegiance\n" +
|
||||
" /patron /vassals /monarch /covassals\n" +
|
||||
" /lfg /roleplay /society /olthoi\n" +
|
||||
"Client: /help (this) /clear /framerate /loc\n" +
|
||||
"Server: type @acehelp or @acecommands for ACE's full list.";
|
||||
}
|
||||
|
|
@ -191,53 +191,7 @@ public sealed class ChatPanel : IPanel
|
|||
if (renderer.InputTextSubmit("##chatinput", ref _input, InputBufferMaxLen, out var submitted)
|
||||
&& submitted is not null)
|
||||
{
|
||||
var trimmed = submitted.Trim();
|
||||
// Phase J follow-up: client-side commands intercepted before
|
||||
// the server-bound parse path. Avoids the /help round-trip
|
||||
// that produced "Unknown command: help" duplicates from
|
||||
// ACE's command-error replies, AND gives users a discoverable
|
||||
// local cheat-sheet of acdream's own slash prefixes.
|
||||
if (TryHandleClientCommand(trimmed))
|
||||
{
|
||||
_input = string.Empty;
|
||||
renderer.EndChild(); // outer ##chatbody
|
||||
renderer.End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Phase J Tier 4: any /-prefixed input that ISN'T one of our
|
||||
// known verbs gets a local "Unknown command" message instead
|
||||
// of being broadcast to the server as plain speech. The
|
||||
// user reported "/ls" / "/mp /path" leaking out as chat —
|
||||
// a / prefix is a command, never speech. (@-prefixed unknown
|
||||
// verbs still pass through to ACE because ACE's
|
||||
// CommandManager intercepts @ server-side and replies with
|
||||
// its own "Unknown command" / valid command output.)
|
||||
if (trimmed.Length > 0 && trimmed[0] == '/')
|
||||
{
|
||||
string verb = ChatInputParser.GetVerbToken(trimmed);
|
||||
if (!ChatInputParser.IsKnownVerb(verb))
|
||||
{
|
||||
_vm.ShowSystemMessage(
|
||||
$"Unknown command: {verb}. Type /help for the list of supported commands.");
|
||||
_input = string.Empty;
|
||||
renderer.EndChild(); // outer ##chatbody
|
||||
renderer.End();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var parsed = ChatInputParser.Parse(
|
||||
trimmed,
|
||||
ChatChannelKind.Say,
|
||||
_vm.LastIncomingTellSender,
|
||||
_vm.LastOutgoingTellTarget);
|
||||
if (parsed is { } p)
|
||||
{
|
||||
ctx.Commands.Publish(new SendChatCmd(p.Channel, p.TargetName, p.Text));
|
||||
}
|
||||
// Defensive: if the backend ever forgot to clear on submit,
|
||||
// do it here. Cheap; no harm if already empty.
|
||||
ChatCommandRouter.Submit(submitted, _vm, ctx.Commands, ChatChannelKind.Say);
|
||||
_input = string.Empty;
|
||||
}
|
||||
|
||||
|
|
@ -258,79 +212,4 @@ public sealed class ChatPanel : IPanel
|
|||
_ => new Vector4(1f, 1f, 1f, 1f),
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Phase J follow-up: handle client-side slash commands before
|
||||
/// the parser passes anything to the server bus. Returns true
|
||||
/// when the input was consumed (and the caller should clear the
|
||||
/// buffer + skip the SendChatCmd path); false otherwise.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Recognised client-side commands:
|
||||
/// <list type="bullet">
|
||||
/// <item><c>/help</c>, <c>/?</c>, <c>/h</c> — render the slash-prefix
|
||||
/// cheat-sheet locally. Avoids the server's "Unknown command"
|
||||
/// round-trip when the user just wants to know what they can
|
||||
/// type.</item>
|
||||
/// <item><c>/clear</c>, <c>/cls</c> — drain the chat log so the
|
||||
/// panel starts empty.</item>
|
||||
/// </list>
|
||||
/// </remarks>
|
||||
private bool TryHandleClientCommand(string trimmed)
|
||||
{
|
||||
if (trimmed.Length == 0) return false;
|
||||
|
||||
// /help, /?, /h — also @help, @?, @h per ACE's "/ ↔ @" equivalence.
|
||||
if (EqAny(trimmed, "/help", "/?", "/h", "@help", "@?", "@h"))
|
||||
{
|
||||
_vm.ShowSystemMessage(BuildHelpText());
|
||||
return true;
|
||||
}
|
||||
|
||||
// /clear, /cls — also @clear, @cls.
|
||||
if (EqAny(trimmed, "/clear", "/cls", "@clear", "@cls"))
|
||||
{
|
||||
_vm.Clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
// /framerate — also @framerate. Prints current FPS to chat.
|
||||
if (EqAny(trimmed, "/framerate", "@framerate"))
|
||||
{
|
||||
_vm.ShowFps();
|
||||
return true;
|
||||
}
|
||||
|
||||
// /loc — also @loc. Prints current player position to chat.
|
||||
// ACE has a server-side @loc too; client-side wins here
|
||||
// (instantaneous + uses our local interpolated position).
|
||||
if (EqAny(trimmed, "/loc", "@loc"))
|
||||
{
|
||||
_vm.ShowLocation();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Case-insensitive multi-string equality test.</summary>
|
||||
private static bool EqAny(string s, params string[] options)
|
||||
{
|
||||
for (int i = 0; i < options.Length; i++)
|
||||
if (s.Equals(options[i], StringComparison.OrdinalIgnoreCase)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multi-line cheat-sheet text rendered by <c>/help</c>. ImGui's
|
||||
/// <c>Text</c> path flows embedded newlines naturally so this lands
|
||||
/// as one ChatLog entry that visually wraps to several lines.
|
||||
/// </summary>
|
||||
private static string BuildHelpText() =>
|
||||
"Note: / and @ are equivalent prefixes.\n" +
|
||||
"Chat: /say (default), /tell <name>, /reply, /retell\n" +
|
||||
"Channels: /general /trade /fellowship /allegiance\n" +
|
||||
" /patron /vassals /monarch /covassals\n" +
|
||||
" /lfg /roleplay /society /olthoi\n" +
|
||||
"Client: /help (this) /clear /framerate /loc\n" +
|
||||
"Server: type @acehelp or @acecommands for ACE's full list.";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,4 +22,10 @@
|
|||
<ProjectReference Include="..\..\src\AcDream.App\AcDream.App.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="UI\Layout\fixtures\*.json">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
|||
21
tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs
Normal file
21
tests/AcDream.App.Tests/Plugins/BufferedUiRegistryTests.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using AcDream.App.Plugins;
|
||||
|
||||
namespace AcDream.App.Tests.Plugins;
|
||||
|
||||
public class BufferedUiRegistryTests
|
||||
{
|
||||
[Fact]
|
||||
public void Drain_YieldsBufferedRegistrationsOnceThenEmpty()
|
||||
{
|
||||
var reg = new BufferedUiRegistry();
|
||||
reg.AddMarkupPanel("a.xml", new object());
|
||||
reg.AddMarkupPanel("b.xml", new object());
|
||||
|
||||
var drained = reg.Drain();
|
||||
Assert.Equal(2, drained.Count);
|
||||
Assert.Equal("a.xml", drained[0].MarkupPath);
|
||||
Assert.Equal("b.xml", drained[1].MarkupPath);
|
||||
|
||||
Assert.Empty(reg.Drain()); // consumed
|
||||
}
|
||||
}
|
||||
28
tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs
Normal file
28
tests/AcDream.App.Tests/RuntimeOptionsRetailUiTests.cs
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
using System.Collections.Generic;
|
||||
using AcDream.App;
|
||||
|
||||
namespace AcDream.App.Tests;
|
||||
|
||||
public class RuntimeOptionsRetailUiTests
|
||||
{
|
||||
[Fact]
|
||||
public void Parse_ReadsRetailUiAndAcDir()
|
||||
{
|
||||
var env = new Dictionary<string, string?>
|
||||
{
|
||||
["ACDREAM_RETAIL_UI"] = "1",
|
||||
["ACDREAM_AC_DIR"] = @"C:\Turbine\Asheron's Call",
|
||||
};
|
||||
var opts = RuntimeOptions.Parse("dats", k => env.GetValueOrDefault(k));
|
||||
Assert.True(opts.RetailUi);
|
||||
Assert.Equal(@"C:\Turbine\Asheron's Call", opts.AcDir);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Parse_DefaultsRetailUiOffAndAcDirNull()
|
||||
{
|
||||
var opts = RuntimeOptions.Parse("dats", _ => null);
|
||||
Assert.False(opts.RetailUi);
|
||||
Assert.Null(opts.AcDir);
|
||||
}
|
||||
}
|
||||
38
tests/AcDream.App.Tests/UI/ControlsIniTests.cs
Normal file
38
tests/AcDream.App.Tests/UI/ControlsIniTests.cs
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class ControlsIniTests
|
||||
{
|
||||
[Fact]
|
||||
public void Parse_ReadsSectionTokens()
|
||||
{
|
||||
var ini = ControlsIni.Parse(
|
||||
"[title]\nheight=19\ncolor=#FFFFFFFF\nfont=font://Verdana-10-bold\n" +
|
||||
"[body]\nbgcolor=#00000000\ncolor_border=#FF4F657D\n");
|
||||
|
||||
Assert.Equal("19", ini.Get("title", "height"));
|
||||
Assert.Equal("font://Verdana-10-bold", ini.Get("title", "font"));
|
||||
Assert.Null(ini.Get("title", "missing"));
|
||||
Assert.Null(ini.Get("nosuch", "height"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryColor_ParsesAlphaFirstHex()
|
||||
{
|
||||
var ini = ControlsIni.Parse("[body]\ncolor_border=#FF4F657D\n");
|
||||
Assert.True(ini.TryColor("body", "color_border", out Vector4 c));
|
||||
Assert.Equal(0xFF / 255f, c.W, 5); // alpha
|
||||
Assert.Equal(0x4F / 255f, c.X, 5); // red
|
||||
Assert.Equal(0x65 / 255f, c.Y, 5); // green
|
||||
Assert.Equal(0x7D / 255f, c.Z, 5); // blue
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Load_MissingFileReturnsEmptyNotThrow()
|
||||
{
|
||||
var ini = ControlsIni.Load(@"Z:\does\not\exist\controls.ini");
|
||||
Assert.Null(ini.Get("title", "height")); // empty, no throw
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Dat-free conformance tests for the committed chat_21000006.json golden fixture.
|
||||
/// Verifies that LayoutImporter.ImportInfos correctly resolves the BaseElement /
|
||||
/// BaseLayoutId inheritance chain for the chat window (LayoutDesc 0x21000006).
|
||||
/// </summary>
|
||||
public class ChatLayoutConformanceTests
|
||||
{
|
||||
private static ElementInfo? Find(ElementInfo n, uint id)
|
||||
{
|
||||
if (n.Id == id) return n;
|
||||
foreach (var c in n.Children)
|
||||
{
|
||||
var f = Find(c, id);
|
||||
if (f is not null) return f;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChatFixture_ResolvesKnownElements()
|
||||
{
|
||||
var root = FixtureLoader.LoadChatInfos();
|
||||
Assert.NotNull(Find(root, 0x10000011u)); // transcript
|
||||
Assert.NotNull(Find(root, 0x10000016u)); // input
|
||||
Assert.NotNull(Find(root, 0x10000012u)); // scrollbar track
|
||||
Assert.NotNull(Find(root, 0x10000014u)); // channel menu
|
||||
Assert.NotNull(Find(root, 0x10000019u)); // send button
|
||||
Assert.NotNull(Find(root, 0x1000046Fu)); // max/min button
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChatFixture_ResolvedTypes_MatchRetailRegistry()
|
||||
{
|
||||
var root = FixtureLoader.LoadChatInfos();
|
||||
Assert.Equal(6u, Find(root, 0x10000014u)!.Type); // Menu
|
||||
Assert.Equal(11u, Find(root, 0x10000012u)!.Type); // Scrollbar
|
||||
Assert.Equal(1u, Find(root, 0x10000019u)!.Type); // Button (Send)
|
||||
Assert.Equal(1u, Find(root, 0x1000046Fu)!.Type); // Button (Max/Min)
|
||||
Assert.Equal(12u, Find(root, 0x10000011u)!.Type); // Text/style-prototype (transcript)
|
||||
Assert.Equal(12u, Find(root, 0x10000016u)!.Type); // Text/style-prototype (input)
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text.Json;
|
||||
using AcDream.App.UI.Layout;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// One-off generator for the committed chat golden fixture. Skipped by default —
|
||||
/// run manually with the real dats present (set ACDREAM_DAT_DIR) to regenerate
|
||||
/// chat_21000006.json, then commit it. Mirrors how vitals_2100006C.json was made.
|
||||
/// </summary>
|
||||
public class ChatLayoutFixtureGenerator
|
||||
{
|
||||
[Fact(Skip = "manual: regenerates the committed chat fixture; needs the real dats (ACDREAM_DAT_DIR)")]
|
||||
public void GenerateChatFixture()
|
||||
{
|
||||
var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||||
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
|
||||
"Documents", "Asheron's Call");
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var info = LayoutImporter.ImportInfos(dats, 0x21000006u);
|
||||
Assert.NotNull(info);
|
||||
|
||||
var json = JsonSerializer.Serialize(info, new JsonSerializerOptions
|
||||
{
|
||||
IncludeFields = true,
|
||||
WriteIndented = true,
|
||||
});
|
||||
File.WriteAllText(FixturePath(), json);
|
||||
}
|
||||
|
||||
// Resolve the SOURCE fixtures dir (not bin/) from this file's compile-time path.
|
||||
private static string FixturePath([CallerFilePath] string thisFile = "")
|
||||
=> Path.Combine(Path.GetDirectoryName(thisFile)!, "fixtures", "chat_21000006.json");
|
||||
}
|
||||
209
tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs
Normal file
209
tests/AcDream.App.Tests/UI/Layout/ChatWindowControllerTests.cs
Normal file
|
|
@ -0,0 +1,209 @@
|
|||
using System.Collections.Generic;
|
||||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
using AcDream.Core.Chat;
|
||||
using AcDream.UI.Abstractions;
|
||||
using AcDream.UI.Abstractions.Panels.Chat;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Smoke tests for <see cref="ChatWindowController.Bind"/> — no dats, no GL.
|
||||
///
|
||||
/// Building the Type-12 "skipped" elements via the pure <see cref="LayoutImporter"/>
|
||||
/// path is the correct approach: we build a synthetic info tree that reflects the
|
||||
/// real chat layout hierarchy (root → transcript panel + input bar as Type-3
|
||||
/// containers, with Type-12 children for transcript + input, plus a Type-3 track
|
||||
/// and menu), call <see cref="LayoutImporter.Build"/> to get the widget tree
|
||||
/// (Type-12 children skipped, Type-3 parents created), then call
|
||||
/// <see cref="ChatWindowController.Bind"/> which reads rects from the info tree
|
||||
/// and places behavioral widgets under the parent containers.
|
||||
/// </summary>
|
||||
public class ChatWindowControllerTests
|
||||
{
|
||||
// ── Null-resolve helper (no GL needed) ─────────────────────────────────
|
||||
private static (uint, int, int) NoTex(uint _) => (0u, 0, 0);
|
||||
|
||||
// ── Capture bus — records every Publish call ────────────────────────────
|
||||
private sealed class CaptureBus : ICommandBus
|
||||
{
|
||||
public readonly List<object> Published = new();
|
||||
public void Publish<T>(T cmd) where T : notnull => Published.Add(cmd!);
|
||||
}
|
||||
|
||||
// ── Synthetic element tree matching the real chat layout topology ────────
|
||||
|
||||
/// <summary>
|
||||
/// Build a minimal synthetic ElementInfo tree that mirrors the real chat
|
||||
/// layout (0x21000006) with enough fidelity for Bind to succeed:
|
||||
/// root (Type-3)
|
||||
/// transcriptPanel (Type-3) [0x10000010]
|
||||
/// transcript (Type-12, no media) [0x10000011] ← built as UiText by factory; Bind binds in place
|
||||
/// track (Type-3) [0x10000012] ← Type-3 in test (not Type-11); Bind skips scrollbar bind
|
||||
/// inputBar (Type-3) [0x10000013]
|
||||
/// menu (Type-6) [0x10000014]
|
||||
/// input (Type-12, no media) [0x10000016] ← built as UiText by factory; Bind removes + replaces with UiField
|
||||
/// send (Type-3) [0x10000019]
|
||||
/// maxmin (Type-3) [0x1000046F]
|
||||
/// </summary>
|
||||
private static (ElementInfo rootInfo, ImportedLayout layout, ChatVM vm) BuildTestTree()
|
||||
{
|
||||
var transcriptNode = new ElementInfo
|
||||
{
|
||||
Id = 0x10000011u, Type = 12, // Type-12, no media → skipped by factory
|
||||
X = 16, Y = 0, Width = 458, Height = 74,
|
||||
};
|
||||
var trackNode = new ElementInfo
|
||||
{
|
||||
Id = 0x10000012u, Type = 3,
|
||||
X = 474, Y = 6, Width = 16, Height = 68,
|
||||
};
|
||||
var transcriptPanel = new ElementInfo
|
||||
{
|
||||
Id = 0x10000010u, Type = 3, X = 0, Y = 9, Width = 490, Height = 74,
|
||||
};
|
||||
transcriptPanel.Children.Add(transcriptNode);
|
||||
transcriptPanel.Children.Add(trackNode);
|
||||
|
||||
var menuNode = new ElementInfo
|
||||
{
|
||||
Id = 0x10000014u, Type = 6, X = 0, Y = 0, Width = 46, Height = 17,
|
||||
};
|
||||
var inputNode = new ElementInfo
|
||||
{
|
||||
Id = 0x10000016u, Type = 12, // Type-12, no media → skipped by factory
|
||||
X = 46, Y = 0, Width = 398, Height = 17,
|
||||
};
|
||||
var sendNode = new ElementInfo
|
||||
{
|
||||
Id = 0x10000019u, Type = 3, X = 444, Y = 0, Width = 46, Height = 17,
|
||||
};
|
||||
var inputBar = new ElementInfo
|
||||
{
|
||||
Id = 0x10000013u, Type = 3, X = 0, Y = 83, Width = 490, Height = 17,
|
||||
};
|
||||
inputBar.Children.Add(menuNode);
|
||||
inputBar.Children.Add(inputNode);
|
||||
inputBar.Children.Add(sendNode);
|
||||
|
||||
var maxMinNode = new ElementInfo
|
||||
{
|
||||
Id = 0x1000046Fu, Type = 3, X = 474, Y = 0, Width = 16, Height = 16,
|
||||
};
|
||||
|
||||
var root = new ElementInfo
|
||||
{
|
||||
Id = 0x1000000Eu, Type = 3, Width = 490, Height = 100,
|
||||
};
|
||||
root.Children.Add(transcriptPanel);
|
||||
root.Children.Add(inputBar);
|
||||
root.Children.Add(maxMinNode);
|
||||
|
||||
var layout = LayoutImporter.Build(root, NoTex, null);
|
||||
var vm = new ChatVM(new ChatLog());
|
||||
return (root, layout, vm);
|
||||
}
|
||||
|
||||
// ── Test 1: Bind returns non-null with the minimal tree ──────────────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_Returns_NonNull_OnValidTree()
|
||||
{
|
||||
var (rootInfo, layout, vm) = BuildTestTree();
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.NotNull(ctrl);
|
||||
}
|
||||
|
||||
// ── Test 2: Transcript is placed as a child of the transcript panel ──────
|
||||
|
||||
[Fact]
|
||||
public void Bind_Transcript_IsChildOfTranscriptPanel()
|
||||
{
|
||||
var (rootInfo, layout, vm) = BuildTestTree();
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.NotNull(ctrl);
|
||||
var panel = layout.FindElement(0x10000010u);
|
||||
Assert.NotNull(panel);
|
||||
// The transcript widget must be a child of the transcript panel.
|
||||
Assert.Contains(ctrl!.Transcript, panel!.Children);
|
||||
}
|
||||
|
||||
// ── Test 3: Input is placed as a child of the input bar ─────────────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_Input_IsChildOfInputBar()
|
||||
{
|
||||
var (rootInfo, layout, vm) = BuildTestTree();
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.NotNull(ctrl);
|
||||
var bar = layout.FindElement(0x10000013u);
|
||||
Assert.NotNull(bar);
|
||||
Assert.Contains(ctrl!.Input, bar!.Children);
|
||||
}
|
||||
|
||||
// ── Test 4: Input.OnSubmit publishes SendChatCmd via the capture bus ─────
|
||||
|
||||
[Fact]
|
||||
public void Bind_InputSubmit_PublishesSendChatCmd()
|
||||
{
|
||||
var (rootInfo, layout, vm) = BuildTestTree();
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.NotNull(ctrl);
|
||||
ctrl!.Input.OnSubmit!.Invoke("hello world");
|
||||
|
||||
// ChatCommandRouter.Submit should have published a SendChatCmd.
|
||||
Assert.Single(bus.Published);
|
||||
var cmd = Assert.IsType<SendChatCmd>(bus.Published[0]);
|
||||
Assert.Equal("hello world", cmd.Text);
|
||||
}
|
||||
|
||||
// ── Test 5: Channel change updates the channel used by subsequent submits ─
|
||||
|
||||
[Fact]
|
||||
public void Bind_ChannelChange_UpdatesSubmitChannel()
|
||||
{
|
||||
var (rootInfo, layout, vm) = BuildTestTree();
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(rootInfo, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.NotNull(ctrl);
|
||||
// Switch channel to General via the generic OnSelect (payload is ChatChannelKind).
|
||||
ctrl!.Menu.OnSelect!.Invoke((object?)ChatChannelKind.General);
|
||||
ctrl.Input.OnSubmit!.Invoke("hey all");
|
||||
|
||||
Assert.Single(bus.Published);
|
||||
var cmd = Assert.IsType<SendChatCmd>(bus.Published[0]);
|
||||
Assert.Equal(ChatChannelKind.General, cmd.Channel);
|
||||
}
|
||||
|
||||
// ── Test 6: Bind returns null when required elements are absent ──────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_Returns_Null_WhenTranscriptPanelMissing()
|
||||
{
|
||||
// Build a layout that is missing the transcript panel entirely.
|
||||
var root = new ElementInfo { Id = 0x1000000Eu, Type = 3, Width = 490, Height = 100 };
|
||||
// No children → TranscriptPanelId and InputBarId are absent from the widget tree.
|
||||
|
||||
var layout = LayoutImporter.Build(root, NoTex, null);
|
||||
var vm = new ChatVM(new ChatLog());
|
||||
var bus = new CaptureBus();
|
||||
|
||||
var ctrl = ChatWindowController.Bind(root, layout, vm, () => bus, null, null, NoTex);
|
||||
|
||||
Assert.Null(ctrl);
|
||||
}
|
||||
}
|
||||
180
tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs
Normal file
180
tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs
Normal file
|
|
@ -0,0 +1,180 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class DatWidgetFactoryTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
|
||||
|
||||
// ── Test 1: Type 7 → UiMeter ─────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Type7_Meter_MakesUiMeter()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null);
|
||||
Assert.IsType<UiMeter>(e);
|
||||
}
|
||||
|
||||
// ── Test 2: Unknown type → UiDatElement fallback ─────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void UnknownType_FallsBackToGeneric()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null);
|
||||
Assert.IsType<UiDatElement>(e);
|
||||
}
|
||||
|
||||
// ── Test 3: Type 12 → UiText (behavioral text widget) ────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Type12_Text_MakesUiText()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 12, Width = 100, Height = 40 }, NoTex, null);
|
||||
Assert.IsType<UiText>(e);
|
||||
}
|
||||
|
||||
// ── Test 4: Rect + anchors set from ElementInfo ───────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// A Type-3 element with X=5,Y=21,W=150,H=16, Left=1,Top=1,Right=1 should have
|
||||
/// its rect + anchors copied onto the returned widget.
|
||||
/// Per UIElement::UpdateForParentSizeChange @0x00462640:
|
||||
/// Left=1 → AnchorEdges.Left (near-pin); Top=1 → AnchorEdges.Top;
|
||||
/// Right=1 → AnchorEdges.Right (stretch / track parent right); Bottom=0 → neither.
|
||||
/// Combined: Left | Top | Right.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void RectAndAnchors_SetFromElementInfo()
|
||||
{
|
||||
var info = new ElementInfo
|
||||
{
|
||||
Type = 3,
|
||||
X = 5, Y = 21,
|
||||
Width = 150, Height = 16,
|
||||
Left = 1, Top = 1,
|
||||
Right = 1, Bottom = 0,
|
||||
};
|
||||
var e = DatWidgetFactory.Create(info, NoTex, null)!;
|
||||
Assert.Equal(5f, e.Left);
|
||||
Assert.Equal(21f, e.Top);
|
||||
Assert.Equal(150f, e.Width);
|
||||
Assert.Equal(16f, e.Height);
|
||||
Assert.Equal(AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right, e.Anchors);
|
||||
}
|
||||
|
||||
// ── Test 5: ReadOrder propagated to ZOrder ───────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Create_PropagatesReadOrderToZOrder()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, ReadOrder = 7 }, NoTex, null);
|
||||
Assert.Equal(7, e!.ZOrder);
|
||||
}
|
||||
|
||||
// ── Test G1a: Type 12 always produces UiText (with or without own sprites) ──
|
||||
|
||||
[Fact]
|
||||
public void DatWidgetFactory_Type12_AlwaysMakesUiText()
|
||||
{
|
||||
var withMedia = new ElementInfo { Type = 12, Width = 32, Height = 16,
|
||||
StateMedia = { ["Normal"] = (0x00001234u, 1) } };
|
||||
Assert.IsType<UiText>(DatWidgetFactory.Create(withMedia, NoTex, null));
|
||||
Assert.IsType<UiText>(DatWidgetFactory.Create(new ElementInfo { Type = 12 }, NoTex, null));
|
||||
}
|
||||
|
||||
// ── Test 5c: Type 1 → UiButton ──────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Type1_Button_MakesUiButton()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex, null);
|
||||
Assert.IsType<UiButton>(e);
|
||||
}
|
||||
|
||||
// ── Test 5b: Type 11 → UiScrollbar ──────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Type11_Scrollbar_MakesUiScrollbar()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 11, Width = 16, Height = 68 }, NoTex, null);
|
||||
Assert.IsType<UiScrollbar>(e);
|
||||
}
|
||||
|
||||
// ── Test 5e: Type 3 is NOT registered — chrome/containers stay generic ────
|
||||
//
|
||||
// Retail Type 3 = UIElement_Field, but acdream's Type-3 dat elements (vitals/chat
|
||||
// bevel chrome + the transcript/input container panels) are inert sprite-bearing
|
||||
// chrome, not editable fields. They stay on the UiDatElement fallback so their
|
||||
// sprites render and they gain no spurious focus/edit affordance. The one true
|
||||
// editable field (the chat input, 0x10000016) resolves to Type 12 and is
|
||||
// controller-placed as a UiField. Register Type 3 → UiField only when a window
|
||||
// carries a factory-built editable Type-3 field.
|
||||
|
||||
[Fact]
|
||||
public void Type3_NotRegistered_FallsBackToGeneric()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 3, Width = 200, Height = 16 }, NoTex, null);
|
||||
Assert.IsType<UiDatElement>(e);
|
||||
}
|
||||
|
||||
// ── Test 5d: Type 6 → UiMenu ─────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Type6_Menu_MakesUiMenu()
|
||||
{
|
||||
var e = DatWidgetFactory.Create(new ElementInfo { Type = 6, Width = 46, Height = 18 }, NoTex, null);
|
||||
Assert.IsType<UiMenu>(e);
|
||||
}
|
||||
|
||||
// ── Test 6: Meter slice extraction (the important one) ───────────────────
|
||||
|
||||
/// <summary>
|
||||
/// A meter (Type 7) whose two Type-3 containers each carry 3 image children
|
||||
/// (ordered by X, bearing a DirectState "" sprite), plus the front container
|
||||
/// has a fourth expand-overlay child with ONLY a named "ShowDetail" state —
|
||||
/// that overlay must be excluded from the slice count.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void MeterSliceExtraction_ReadsGrandchildImageIds_IgnoresOverlay()
|
||||
{
|
||||
// Slice ids sourced from format doc §11 — real health-bar ids.
|
||||
const uint BackL = 0x0600747Eu, BackT = 0x0600747Fu, BackR = 0x06007480u;
|
||||
const uint FrontL = 0x06007481u, FrontT = 0x06007482u, FrontR = 0x06007483u;
|
||||
const uint OverlayFile = 0x06007490u;
|
||||
|
||||
// Back container (ReadOrder 0 — drawn first / behind)
|
||||
var backChild = new ElementInfo { Type = 3, ReadOrder = 0 };
|
||||
backChild.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (BackL, 1) } });
|
||||
backChild.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (BackT, 1) } });
|
||||
backChild.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (BackR, 1) } });
|
||||
|
||||
// Front container (ReadOrder 1 — drawn on top)
|
||||
var frontChild = new ElementInfo { Type = 3, ReadOrder = 1 };
|
||||
frontChild.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (FrontL, 1) } });
|
||||
frontChild.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (FrontT, 1) } });
|
||||
frontChild.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (FrontR, 1) } });
|
||||
// Expand-detail overlay: named state only — NO DirectState "" — must be ignored.
|
||||
frontChild.Children.Add(new ElementInfo
|
||||
{
|
||||
X = 0,
|
||||
StateMedia = { ["ShowDetail"] = (OverlayFile, 3) }
|
||||
});
|
||||
|
||||
var meter = new ElementInfo { Type = 7, Width = 150, Height = 16 };
|
||||
meter.Children.Add(backChild);
|
||||
meter.Children.Add(frontChild);
|
||||
|
||||
var e = DatWidgetFactory.Create(meter, NoTex, null);
|
||||
|
||||
var m = Assert.IsType<UiMeter>(e);
|
||||
Assert.Equal(BackL, m.BackLeft);
|
||||
Assert.Equal(BackT, m.BackTile);
|
||||
Assert.Equal(BackR, m.BackRight);
|
||||
Assert.Equal(FrontL, m.FrontLeft);
|
||||
Assert.Equal(FrontT, m.FrontTile);
|
||||
Assert.Equal(FrontR, m.FrontRight);
|
||||
// Overlay (ShowDetail-only, no DirectState "") must not leak into any slice slot.
|
||||
Assert.NotEqual(OverlayFile, m.FrontRight);
|
||||
Assert.NotEqual(OverlayFile, m.FrontTile);
|
||||
}
|
||||
}
|
||||
164
tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs
Normal file
164
tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class ElementReaderTests
|
||||
{
|
||||
// ── ToAnchors (decomp-backed: UIElement::UpdateForParentSizeChange @0x00462640) ─────────────
|
||||
|
||||
/// <summary>
|
||||
/// Top edge (L=1,T=1,R=1,B=2): LeftEdge==1 → Left; RightEdge==1 → Right (stretch);
|
||||
/// TopEdge==1 → Top; BottomEdge==2 (not 1/4, top≠2) → no Bottom.
|
||||
/// This is the top chrome edge — it pins left, stretches width, pins top, fixed height.
|
||||
/// Real vitals values from format doc §11 (0x10000634).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ToAnchors_TopEdge_StretchesWidth()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 2);
|
||||
Assert.True(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TL corner (L=1,T=1,R=2,B=2): LeftEdge==1 → Left; RightEdge==2 (not 1/4), left≠2 → no Right;
|
||||
/// TopEdge==1 → Top; BottomEdge==2, top≠2 → no Bottom. Fixed size, pinned top-left.
|
||||
/// Real vitals values from format doc §11 (0x10000633).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ToAnchors_TlCorner_PinsTopLeftFixed()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 1, top: 1, right: 2, bottom: 2);
|
||||
Assert.True(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TR corner (L=2,T=1,R=1,B=2): LeftEdge==2 → triggers Right (track-right); RightEdge==1 → Right;
|
||||
/// left≠1 → no Left; TopEdge==1 → Top; BottomEdge==2, top≠2 → no Bottom.
|
||||
/// Fixed-width element whose left and right both track the parent's right edge.
|
||||
/// Real vitals values from format doc §11 (0x10000635).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ToAnchors_TrCorner_TracksRight()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 2, top: 1, right: 1, bottom: 2);
|
||||
Assert.False(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Left edge (L=1,T=1,R=2,B=1): LeftEdge==1 → Left; RightEdge==2, left≠2 → no Right;
|
||||
/// TopEdge==1 → Top; BottomEdge==1 → Bottom. Pins left+top+bottom, fixed width, stretches height.
|
||||
/// Real vitals values from format doc §11 (0x10000636).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ToAnchors_LeftEdge_StretchesHeight()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 1, top: 1, right: 2, bottom: 1);
|
||||
Assert.True(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// All-ones (L=1,T=1,R=1,B=1): all four flags fire — Left, Right, Top, Bottom.
|
||||
/// A piece pinned to all four sides stretches both horizontally and vertically.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ToAnchors_Meter_StretchesBoth()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 1, top: 1, right: 1, bottom: 1);
|
||||
Assert.True(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// All-zero edge flags (prototype-only elements) fall back to Left|Top default.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void EdgeFlagsToAnchors_AllZero_DefaultsToTopLeft()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 0, top: 0, right: 0, bottom: 0);
|
||||
Assert.Equal(AnchorEdges.Left | AnchorEdges.Top, a);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Value 3 on left and right axes contributes no Left/Right anchor;
|
||||
/// TopEdge==1 → Top; BottomEdge==1 → Bottom.
|
||||
/// left=3 (not 1/4) → no Left; right=3 (not 1/4), left≠2 → no Right;
|
||||
/// top=1 → Top; bottom=1 → Bottom. Result: Top|Bottom.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void EdgeFlagsToAnchors_ValueThree_HorizAxes_YieldsTopBottom()
|
||||
{
|
||||
var a = ElementReader.ToAnchors(left: 3, top: 1, right: 3, bottom: 1);
|
||||
Assert.False(a.HasFlag(AnchorEdges.Left));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Top));
|
||||
Assert.False(a.HasFlag(AnchorEdges.Right));
|
||||
Assert.True(a.HasFlag(AnchorEdges.Bottom));
|
||||
}
|
||||
|
||||
// ── Merge ────────────────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void Merge_BaseThenOverride_DerivedWins()
|
||||
{
|
||||
var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 };
|
||||
var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height
|
||||
var merged = ElementReader.Merge(base_, derived);
|
||||
Assert.Equal(200, merged.Width); // override
|
||||
Assert.Equal(16, merged.Height); // inherited
|
||||
Assert.Equal(0x40000000u, merged.FontDid);// inherited
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Merge_DerivedHasFontDid_OverridesBase()
|
||||
{
|
||||
var base_ = new ElementInfo { FontDid = 0x40000000, Width = 100, Height = 10 };
|
||||
var derived = new ElementInfo { FontDid = 0x40000001, Width = 100 };
|
||||
var merged = ElementReader.Merge(base_, derived);
|
||||
Assert.Equal(0x40000001u, merged.FontDid);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Merge_DerivedStateMediaOverridesBase()
|
||||
{
|
||||
var base_ = new ElementInfo();
|
||||
base_.StateMedia[""] = (0x06001000u, 1);
|
||||
base_.StateMedia["HideDetail"] = (0x06001001u, 1);
|
||||
|
||||
var derived = new ElementInfo();
|
||||
derived.StateMedia[""] = (0x06002000u, 3); // overrides base default state
|
||||
|
||||
var merged = ElementReader.Merge(base_, derived);
|
||||
// derived's "" overrides base's ""
|
||||
Assert.Equal((0x06002000u, 3), merged.StateMedia[""]);
|
||||
// base's "HideDetail" is kept (derived didn't provide it)
|
||||
Assert.Equal((0x06001001u, 1), merged.StateMedia["HideDetail"]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Merge_ChildrenComeFromDerived()
|
||||
{
|
||||
var base_ = new ElementInfo();
|
||||
base_.Children.Add(new ElementInfo { Id = 0x1u });
|
||||
|
||||
var derived = new ElementInfo();
|
||||
derived.Children.Add(new ElementInfo { Id = 0x2u });
|
||||
|
||||
var merged = ElementReader.Merge(base_, derived);
|
||||
// children must come from derived only
|
||||
Assert.Single(merged.Children);
|
||||
Assert.Equal(0x2u, merged.Children[0].Id);
|
||||
}
|
||||
}
|
||||
75
tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs
Normal file
75
tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
using System.IO;
|
||||
using System.Text.Json;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Loads the committed layout ElementInfo fixtures and builds widget trees —
|
||||
/// no dats required. Fixtures were generated from the real portal.dat and
|
||||
/// serialized with <see cref="System.Text.Json"/>.
|
||||
/// </summary>
|
||||
public static class FixtureLoader
|
||||
{
|
||||
private static readonly JsonSerializerOptions _opts = new()
|
||||
{
|
||||
IncludeFields = true,
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture (copied to
|
||||
/// the test output directory via the csproj <c>CopyToOutputDirectory</c> item)
|
||||
/// into an <see cref="ElementInfo"/> tree, then builds and returns the
|
||||
/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
|
||||
/// dat font — sufficient for conformance checks on tree structure and slice ids.
|
||||
/// </summary>
|
||||
public static ImportedLayout LoadVitals()
|
||||
{
|
||||
var root = LoadVitalsInfos();
|
||||
return LayoutImporter.Build(root, _ => (0u, 0, 0), null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture into a raw
|
||||
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
|
||||
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
|
||||
/// tree directly (e.g. inheritance-resolution checks) without exercising the
|
||||
/// widget factory.
|
||||
/// </summary>
|
||||
public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos()
|
||||
=> LoadInfos("vitals_2100006C.json");
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes the committed <c>chat_21000006.json</c> fixture into a raw
|
||||
/// <see cref="ElementInfo"/> tree and builds the <see cref="ImportedLayout"/>
|
||||
/// using a null-returning sprite resolver and no dat font — sufficient for
|
||||
/// conformance checks on tree structure and resolved types.
|
||||
/// </summary>
|
||||
public static ImportedLayout LoadChat()
|
||||
=> LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null);
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes the committed <c>chat_21000006.json</c> fixture into a raw
|
||||
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
|
||||
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
|
||||
/// tree directly (e.g. resolved Type values per element id).
|
||||
/// </summary>
|
||||
public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos()
|
||||
=> LoadInfos("chat_21000006.json");
|
||||
|
||||
// ── Shared loader ────────────────────────────────────────────────────────
|
||||
|
||||
private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName)
|
||||
{
|
||||
var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName);
|
||||
if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}");
|
||||
var bytes = File.ReadAllBytes(path);
|
||||
// Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize<T>(ReadOnlySpan<byte>)
|
||||
// does not reject the first byte.
|
||||
ReadOnlySpan<byte> span = bytes;
|
||||
if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF)
|
||||
span = span[3..];
|
||||
return JsonSerializer.Deserialize<AcDream.App.UI.Layout.ElementInfo>(span, _opts)
|
||||
?? throw new InvalidOperationException($"fixture deserialized to null: {path}");
|
||||
}
|
||||
}
|
||||
198
tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs
Normal file
198
tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Golden conformance tests for the vitals LayoutDesc importer.
|
||||
/// Uses the committed JSON fixture (<c>vitals_2100006C.json</c>) — no dats, no GL.
|
||||
///
|
||||
/// These tests lock the importer's tree-building (factory dispatch, meter slice
|
||||
/// extraction, rects) against the real portal.dat values captured when the
|
||||
/// fixture was generated. Any regression in <see cref="LayoutImporter"/>,
|
||||
/// <see cref="DatWidgetFactory"/>, or <see cref="ElementReader"/> will surface here.
|
||||
///
|
||||
/// Sprite ids sourced from <c>docs/research/2026-06-15-layoutdesc-format.md §11</c>.
|
||||
/// </summary>
|
||||
[Trait("Category", "Conformance")]
|
||||
public class LayoutConformanceTests
|
||||
{
|
||||
// ── Test 1: Three meters at expected rects ────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// The three vital bars must be UiMeters positioned at x=5, width=150, height=16,
|
||||
/// at y=5 (health), y=21 (stamina), y=37 (mana).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void VitalsTree_HasThreeMetersAtExpectedRects()
|
||||
{
|
||||
var layout = FixtureLoader.LoadVitals();
|
||||
|
||||
(uint Id, float Y)[] expected =
|
||||
[
|
||||
(0x100000E6u, 5f), // health
|
||||
(0x100000ECu, 21f), // stamina
|
||||
(0x100000EEu, 37f), // mana
|
||||
];
|
||||
|
||||
foreach (var (id, y) in expected)
|
||||
{
|
||||
var elem = layout.FindElement(id);
|
||||
Assert.NotNull(elem);
|
||||
var meter = Assert.IsType<UiMeter>(elem);
|
||||
Assert.Equal(5f, meter.Left);
|
||||
Assert.Equal(y, meter.Top);
|
||||
Assert.Equal(150f, meter.Width);
|
||||
Assert.Equal(16f, meter.Height);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Test 2: All 18 slice ids ──────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// The six back+front 3-slice sprite ids for each of the three meters must
|
||||
/// match the values confirmed from the dat dump (format doc §11).
|
||||
/// This proves the factory's grandchild slice extraction against committed data.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void VitalsTree_MetersHaveExpectedSliceIds()
|
||||
{
|
||||
var layout = FixtureLoader.LoadVitals();
|
||||
|
||||
// Columns: MeterId, then 6 slice ids in order:
|
||||
// BackLeft, BackTile, BackRight, FrontLeft, FrontTile, FrontRight
|
||||
(uint MeterId, uint[] Slices)[] cases =
|
||||
[
|
||||
(0x100000E6u, [0x0600747Eu, 0x0600747Fu, 0x06007480u, 0x06007481u, 0x06007482u, 0x06007483u]), // health
|
||||
(0x100000ECu, [0x06007484u, 0x06007485u, 0x06007486u, 0x06007487u, 0x06007488u, 0x06007489u]), // stamina
|
||||
(0x100000EEu, [0x0600748Au, 0x0600748Bu, 0x0600748Cu, 0x0600748Du, 0x0600748Eu, 0x0600748Fu]), // mana
|
||||
];
|
||||
|
||||
foreach (var (meterId, s) in cases)
|
||||
{
|
||||
var m = Assert.IsType<UiMeter>(layout.FindElement(meterId));
|
||||
Assert.Equal(s[0], m.BackLeft); Assert.Equal(s[1], m.BackTile); Assert.Equal(s[2], m.BackRight);
|
||||
Assert.Equal(s[3], m.FrontLeft); Assert.Equal(s[4], m.FrontTile); Assert.Equal(s[5], m.FrontRight);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Test 3: Chrome TL corner sprite ───────────────────────────────────────
|
||||
//
|
||||
// NOTE: Type 3 is retail UIElement_Field, but acdream's Type-3 elements here are
|
||||
// sprite-bearing CHROME (the 8-piece bevel corners), so they stay on the generic
|
||||
// UiDatElement fallback (NOT registered as UiField in the factory — see
|
||||
// DatWidgetFactory.Create). This test guards that the chrome corner keeps drawing
|
||||
// its dat sprite; if a future change routes Type 3 → UiField, the corner sprite
|
||||
// would vanish and this assertion fails — which is the intended early warning.
|
||||
|
||||
/// <summary>
|
||||
/// The top-left chrome corner element (id <c>0x10000633</c>) must be a
|
||||
/// <see cref="UiDatElement"/> whose active media file id is <c>0x060074C3</c>.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void VitalsTree_ChromeCornerHasExpectedSprite()
|
||||
{
|
||||
var layout = FixtureLoader.LoadVitals();
|
||||
|
||||
var elem = layout.FindElement(0x10000633u);
|
||||
Assert.NotNull(elem);
|
||||
var datElem = Assert.IsType<UiDatElement>(elem);
|
||||
var (file, _) = datElem.ActiveMedia();
|
||||
Assert.Equal(0x060074C3u, file);
|
||||
}
|
||||
|
||||
// ── Test 4 (N4): Inheritance resolution — FontDid propagated from base ───
|
||||
|
||||
/// <summary>
|
||||
/// Proves that <c>Resolve()</c>'s inheritance merge fired against real dat data:
|
||||
/// at least one element in the fixture tree must have <c>FontDid == 0x40000000</c>
|
||||
/// (the vitals font), inherited from the base-layout prototype <c>0x10000376</c>
|
||||
/// in <c>0x2100003F</c> via the <c>BaseElement</c> / <c>BaseLayoutId</c> chain.
|
||||
///
|
||||
/// <para>
|
||||
/// The three text labels (<c>0x100000EB</c> health, <c>0x100000ED</c> stamina,
|
||||
/// <c>0x100000EF</c> mana) are Type=0 derived elements with no own font property.
|
||||
/// The base element <c>0x10000376</c> carries <c>Properties[0x1A]</c> →
|
||||
/// <c>ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ]</c>.
|
||||
/// <see cref="ElementReader.Merge"/> propagates this via the "FontDid: derived wins
|
||||
/// if non-zero, otherwise inherit" rule.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// This test verifies end-to-end inheritance resolution against the committed fixture
|
||||
/// (format doc §10, <c>docs/research/2026-06-15-layoutdesc-format.md</c>).
|
||||
/// It operates on the raw <see cref="ElementInfo"/> tree, NOT the widget tree,
|
||||
/// so the factory dispatch (Type 12 → skip) does not interfere.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void VitalsTree_TextLabel_InheritsFontDidFromBaseLayout()
|
||||
{
|
||||
var root = FixtureLoader.LoadVitalsInfos();
|
||||
|
||||
// Walk the full ElementInfo tree and collect all FontDid values.
|
||||
var fontDids = new System.Collections.Generic.List<uint>();
|
||||
CollectFontDids(root, fontDids);
|
||||
|
||||
// At least one element must carry FontDid == 0x40000000 (the vitals font).
|
||||
// In practice, the three text labels (health/stamina/mana) all inherit it.
|
||||
Assert.Contains(0x40000000u, fontDids);
|
||||
}
|
||||
|
||||
private static void CollectFontDids(ElementInfo node, System.Collections.Generic.List<uint> acc)
|
||||
{
|
||||
if (node.FontDid != 0) acc.Add(node.FontDid);
|
||||
foreach (var child in node.Children)
|
||||
CollectFontDids(child, acc);
|
||||
}
|
||||
|
||||
// ── Test 5: Horizontal resize conformance (160→200) ──────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Proves end-to-end reflow for a 160→200 width change using the corrected
|
||||
/// ToAnchors mapping (UIElement::UpdateForParentSizeChange @0x00462640).
|
||||
///
|
||||
/// For each piece, margins are computed from the 160-wide design rect and then
|
||||
/// <see cref="UiElement.ComputeAnchoredRect"/> is applied at parentW=200.
|
||||
///
|
||||
/// Expected outcomes:
|
||||
/// - TL corner (L=1,R=2): Left only → fixed at x=0, w=5
|
||||
/// - top edge (L=1,R=1): Left+Right → stretches to w=190 at x=5
|
||||
/// - TR corner (L=2,R=1): Right only → tracks right at x=195, w=5
|
||||
/// - meter (L=1,R=1): Left+Right → stretches to w=190 at x=5
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void HorizontalResize_160to200_ReflowsCorrectly()
|
||||
{
|
||||
const float designParentW = 160f;
|
||||
const float newParentW = 200f;
|
||||
const float parentH = 58f;
|
||||
|
||||
// (piece, designX, designW, LeftEdge, RightEdge, expectedX, expectedW)
|
||||
(string Piece, float DesignX, float DesignW, uint L, uint R, float ExpX, float ExpW)[] cases =
|
||||
[
|
||||
("TL corner", 0f, 5f, 1u, 2u, 0f, 5f ),
|
||||
("top edge", 5f, 150f, 1u, 1u, 5f, 190f),
|
||||
("TR corner", 155f, 5f, 2u, 1u, 195f, 5f ),
|
||||
("meter", 5f, 150f, 1u, 1u, 5f, 190f),
|
||||
];
|
||||
|
||||
foreach (var (piece, dX, dW, l, r, expX, expW) in cases)
|
||||
{
|
||||
// T/B values don't affect x/w; use real vitals values (top=1, bottom=2)
|
||||
var anchors = ElementReader.ToAnchors(l, top: 1u, r, bottom: 2u);
|
||||
|
||||
// Margins from the design rect at parentW=160
|
||||
float mL = dX;
|
||||
float mR = designParentW - (dX + dW);
|
||||
|
||||
// Reflow at parentW=200 (parentH irrelevant for x/w assertions)
|
||||
var (x, _, w, _) = UiElement.ComputeAnchoredRect(
|
||||
anchors, mL, mT: 0f, mR, mB: 0f, w0: dW, h0: 5f, parentW: newParentW, parentH);
|
||||
|
||||
// xUnit 2.x Assert.Equal(float,float,int) = decimal-place precision
|
||||
Assert.True(Math.Abs(x - expX) < 0.5f, $"{piece}: expected x={expX} got {x}");
|
||||
Assert.True(Math.Abs(w - expW) < 0.5f, $"{piece}: expected w={expW} got {w}");
|
||||
}
|
||||
}
|
||||
}
|
||||
106
tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs
Normal file
106
tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Pure unit tests for <see cref="LayoutImporter.BuildFromInfos"/> — no dats, no GL.
|
||||
/// Verifies the tree-builder: widget dispatch, Type-12 skipping, and meter child consumption.
|
||||
/// </summary>
|
||||
public class LayoutImporterTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
|
||||
|
||||
// ── Test 1: Health meter element → UiMeter with correct rect ─────────────
|
||||
|
||||
/// <summary>
|
||||
/// A Type-7 (meter) child element with X=5,Y=5,W=150,H=16 must produce a UiMeter
|
||||
/// that is findable by its id, positioned at Left=5, Width=150.
|
||||
/// The resolve lambda is a 1-arg Func<uint,(uint,int,int)>.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void BuildFromInfos_HealthMeter_IsUiMeterAtRect()
|
||||
{
|
||||
var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 };
|
||||
var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 };
|
||||
|
||||
var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, NoTex, null);
|
||||
|
||||
var found = tree.FindElement(0x100000E6);
|
||||
Assert.IsType<UiMeter>(found);
|
||||
Assert.Equal(5f, found!.Left);
|
||||
Assert.Equal(150f, found.Width);
|
||||
}
|
||||
|
||||
// ── Test 2: Type-12 child builds a UiText; Type-3 sibling is also present ──
|
||||
|
||||
/// <summary>
|
||||
/// A root with two children: one Type-12 UIElement_Text and one Type-3 container.
|
||||
/// The Type-12 must appear as a <see cref="UiText"/> in the tree (transparent,
|
||||
/// draws nothing until a controller binds its <c>LinesProvider</c>);
|
||||
/// the Type-3 must also be present.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void BuildFromInfos_Type12Child_IsSkipped_Type3Present()
|
||||
{
|
||||
var root = new ElementInfo { Id = 0x10000001, Type = 3, Width = 160, Height = 58 };
|
||||
var prototype = new ElementInfo { Id = 0x20000001, Type = 12, Width = 0, Height = 0 };
|
||||
var container = new ElementInfo { Id = 0x20000002, Type = 3, Width = 100, Height = 20 };
|
||||
|
||||
var tree = LayoutImporter.BuildFromInfos(root, new[] { prototype, container }, NoTex, null);
|
||||
|
||||
// Type-12 is now a UiText (transparent, no lines) — present in the tree.
|
||||
Assert.IsType<UiText>(tree.FindElement(0x20000001));
|
||||
// Type-3 must also be present.
|
||||
Assert.NotNull(tree.FindElement(0x20000002));
|
||||
}
|
||||
|
||||
// ── Test 3: Meter consumes its children — child ids not in byId ──────────
|
||||
|
||||
/// <summary>
|
||||
/// A meter (Type 7) whose children are the 3-slice back/front containers.
|
||||
/// The meter itself must be findable; its direct children must NOT appear as
|
||||
/// separate nodes in the tree (meters own their children, not the generic tree).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void BuildFromInfos_MeterWithChildren_MeterPresent_ChildrenNotInTree()
|
||||
{
|
||||
const uint MeterId = 0x100000E6u;
|
||||
const uint BackLayerId = 0x100000E7u;
|
||||
const uint FrontLayerId = 0x00000002u;
|
||||
|
||||
// Build a minimal meter with back + front containers, each with 3 slice children.
|
||||
var backContainer = BuildSliceContainer(BackLayerId, ReadOrder: 0,
|
||||
l: 0x0600747Eu, t: 0x0600747Fu, r: 0x06007480u);
|
||||
var frontContainer = BuildSliceContainer(FrontLayerId, ReadOrder: 1,
|
||||
l: 0x06007481u, t: 0x06007482u, r: 0x06007483u);
|
||||
|
||||
var meter = new ElementInfo { Id = MeterId, Type = 7, Width = 150, Height = 16 };
|
||||
meter.Children.Add(backContainer);
|
||||
meter.Children.Add(frontContainer);
|
||||
|
||||
var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 };
|
||||
|
||||
var tree = LayoutImporter.BuildFromInfos(root, new[] { meter }, NoTex, null);
|
||||
|
||||
// The meter widget is present.
|
||||
Assert.IsType<UiMeter>(tree.FindElement(MeterId));
|
||||
// The meter's dat-children are NOT separate UiElement nodes.
|
||||
Assert.Null(tree.FindElement(BackLayerId));
|
||||
Assert.Null(tree.FindElement(FrontLayerId));
|
||||
// The UiMeter itself has no Ui children (meters consume their children internally).
|
||||
var uiMeter = (UiMeter)tree.FindElement(MeterId)!;
|
||||
Assert.Empty(uiMeter.Children);
|
||||
}
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────────────────
|
||||
|
||||
private static ElementInfo BuildSliceContainer(uint id, uint ReadOrder, uint l, uint t, uint r)
|
||||
{
|
||||
var c = new ElementInfo { Id = id, Type = 3, ReadOrder = ReadOrder };
|
||||
c.Children.Add(new ElementInfo { X = 0, StateMedia = { [""] = (l, 1) } });
|
||||
c.Children.Add(new ElementInfo { X = 10, StateMedia = { [""] = (t, 1) } });
|
||||
c.Children.Add(new ElementInfo { X = 140, StateMedia = { [""] = (r, 1) } });
|
||||
return c;
|
||||
}
|
||||
}
|
||||
90
tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs
Normal file
90
tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
public class UiDatElementTests
|
||||
{
|
||||
[Fact]
|
||||
public void ActiveMedia_PrefersNamedStateOverDirect()
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
info.StateMedia[""] = (0x06000001, 1); // DirectState (DrawMode Normal=1)
|
||||
info.StateMedia["ShowDetail"] = (0x06000002, 3); // named (Alphablend=3)
|
||||
var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "ShowDetail" };
|
||||
Assert.Equal(0x06000002u, e.ActiveMedia().File);
|
||||
Assert.Equal(3, e.ActiveMedia().DrawMode);
|
||||
e.ActiveState = "";
|
||||
Assert.Equal(0x06000001u, e.ActiveMedia().File);
|
||||
Assert.Equal(1, e.ActiveMedia().DrawMode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ActiveMedia_NoMedia_ReturnsZero()
|
||||
{
|
||||
var e = new UiDatElement(new ElementInfo(), _ => (0, 0, 0));
|
||||
Assert.Equal(0u, e.ActiveMedia().File);
|
||||
Assert.Equal(0, e.ActiveMedia().DrawMode);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ActiveMedia_MissingNamedState_FallsBackToDirect()
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
info.StateMedia[""] = (0x06000005, 1);
|
||||
var e = new UiDatElement(info, _ => (0, 0, 0)) { ActiveState = "NoSuchState" };
|
||||
Assert.Equal(0x06000005u, e.ActiveMedia().File);
|
||||
}
|
||||
|
||||
// ── G1 tests: DefaultStateName + "Normal" implicit default ───────────────
|
||||
|
||||
/// <summary>
|
||||
/// Task G1 change 5: when an element has no DefaultStateName but does have a "Normal"
|
||||
/// state sprite, the ctor should default ActiveState to "Normal" so the element
|
||||
/// renders its normal-state sprite without requiring explicit state assignment.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void UiDatElement_DefaultsActiveStateToNormal_WhenNormalPresent()
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
info.StateMedia["Normal"] = (0x0000AAAAu, 1);
|
||||
info.StateMedia["Hover"] = (0x0000BBBBu, 1);
|
||||
|
||||
var e = new UiDatElement(info, _ => (0, 0, 0));
|
||||
|
||||
// Should have defaulted to "Normal" state.
|
||||
Assert.Equal(0x0000AAAAu, e.ActiveMedia().File);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Task G1 change 5: when DefaultStateName is set (e.g. "Minimized"),
|
||||
/// it takes priority over the "Normal" implicit default.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void UiDatElement_DefaultsActiveStateToDefaultStateName_WhenSet()
|
||||
{
|
||||
var info = new ElementInfo { DefaultStateName = "Minimized" };
|
||||
info.StateMedia["Minimized"] = (0x0000BBBBu, 1);
|
||||
info.StateMedia["Maximized"] = (0x0000CCCCu, 1);
|
||||
info.StateMedia["Normal"] = (0x0000DDDDu, 1);
|
||||
|
||||
var e = new UiDatElement(info, _ => (0, 0, 0));
|
||||
|
||||
// DefaultStateName "Minimized" wins over "Normal" implicit default.
|
||||
Assert.Equal(0x0000BBBBu, e.ActiveMedia().File);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Task G1 change 5: elements with only a DirectState sprite and no "Normal" state
|
||||
/// should still default to "" (DirectState) — no regression for chrome/grip elements.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void UiDatElement_NoDefaultStateName_NoNormal_DefaultsToDirectState()
|
||||
{
|
||||
var info = new ElementInfo();
|
||||
info.StateMedia[""] = (0x06007777u, 1); // DirectState only (e.g. vitals chrome corner)
|
||||
|
||||
var e = new UiDatElement(info, _ => (0, 0, 0));
|
||||
|
||||
// No DefaultStateName, no "Normal" state → ActiveState stays "" (DirectState).
|
||||
Assert.Equal(0x06007777u, e.ActiveMedia().File);
|
||||
}
|
||||
}
|
||||
113
tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs
Normal file
113
tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.Tests.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Unit tests for <see cref="VitalsController.Bind"/>: verifies that the controller
|
||||
/// correctly maps element ids to UiMeter instances and wires the Fill / Label providers.
|
||||
/// No dats, no GL — pure data-wiring tests.
|
||||
/// </summary>
|
||||
public class VitalsBindingTests
|
||||
{
|
||||
// ── Test 1: Health meter Fill + Label providers are bound ─────────────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_SetsHealthMeterFillFromProvider()
|
||||
{
|
||||
var health = new UiMeter();
|
||||
var layout = FakeLayout((VitalsController.Health, health));
|
||||
float hp = 0.42f;
|
||||
|
||||
VitalsController.Bind(layout,
|
||||
healthPct: () => hp,
|
||||
staminaPct: () => 1f,
|
||||
manaPct: () => 1f,
|
||||
healthText: () => "42/100",
|
||||
staminaText: () => "",
|
||||
manaText: () => "");
|
||||
|
||||
Assert.Equal(0.42f, health.Fill()!.Value);
|
||||
// The meter no longer draws its own label; the cur/max is a centered UiText child.
|
||||
Assert.Null(health.Label());
|
||||
Assert.Equal("42/100", NumberText(health));
|
||||
}
|
||||
|
||||
// ── Test 2: All three meters wired to distinct providers ──────────────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_AllThreeMeters_EachBoundToOwnProvider()
|
||||
{
|
||||
var health = new UiMeter();
|
||||
var stamina = new UiMeter();
|
||||
var mana = new UiMeter();
|
||||
var layout = FakeLayout(
|
||||
(VitalsController.Health, health),
|
||||
(VitalsController.Stamina, stamina),
|
||||
(VitalsController.Mana, mana));
|
||||
|
||||
VitalsController.Bind(layout,
|
||||
healthPct: () => 0.25f,
|
||||
staminaPct: () => 0.50f,
|
||||
manaPct: () => 0.75f,
|
||||
healthText: () => "25/100",
|
||||
staminaText: () => "50/100",
|
||||
manaText: () => "75/100");
|
||||
|
||||
// Each meter should reflect its own provider, not another's.
|
||||
Assert.Equal(0.25f, health.Fill()!.Value);
|
||||
Assert.Equal("25/100", NumberText(health));
|
||||
|
||||
Assert.Equal(0.50f, stamina.Fill()!.Value);
|
||||
Assert.Equal("50/100", NumberText(stamina));
|
||||
|
||||
Assert.Equal(0.75f, mana.Fill()!.Value);
|
||||
Assert.Equal("75/100", NumberText(mana));
|
||||
}
|
||||
|
||||
// ── Test 3: Missing meter ids are silently skipped (no throw) ─────────────
|
||||
|
||||
[Fact]
|
||||
public void Bind_MissingMeterIds_DoesNotThrow()
|
||||
{
|
||||
// Only Health is present; Stamina and Mana are absent from the layout.
|
||||
var health = new UiMeter();
|
||||
var layout = FakeLayout((VitalsController.Health, health));
|
||||
|
||||
// Should not throw even though Stamina/Mana are missing.
|
||||
VitalsController.Bind(layout,
|
||||
healthPct: () => 1f,
|
||||
staminaPct: () => 1f,
|
||||
manaPct: () => 1f,
|
||||
healthText: () => "100/100",
|
||||
staminaText: () => "100/100",
|
||||
manaText: () => "100/100");
|
||||
|
||||
// Health was present — it should be wired.
|
||||
Assert.Equal(1f, health.Fill()!.Value);
|
||||
}
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>The cur/max text from the centered <see cref="UiText"/> number that
|
||||
/// <see cref="VitalsController"/> attaches as the meter's child.</summary>
|
||||
private static string NumberText(UiMeter m)
|
||||
{
|
||||
var num = Assert.IsType<UiText>(m.Children[0]);
|
||||
Assert.True(num.Centered);
|
||||
var lines = num.LinesProvider();
|
||||
return lines.Count > 0 ? lines[0].Text : "";
|
||||
}
|
||||
|
||||
private static ImportedLayout FakeLayout(params (uint id, UiElement e)[] items)
|
||||
{
|
||||
var dict = new Dictionary<uint, UiElement>();
|
||||
var root = new UiPanel();
|
||||
foreach (var (id, e) in items)
|
||||
{
|
||||
root.AddChild(e);
|
||||
dict[id] = e;
|
||||
}
|
||||
return new ImportedLayout(root, dict);
|
||||
}
|
||||
}
|
||||
542
tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json
Normal file
542
tests/AcDream.App.Tests/UI/Layout/fixtures/chat_21000006.json
Normal file
|
|
@ -0,0 +1,542 @@
|
|||
{
|
||||
"Id": 0,
|
||||
"Type": 3,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 0,
|
||||
"Height": 0,
|
||||
"Left": 0,
|
||||
"Top": 0,
|
||||
"Right": 0,
|
||||
"Bottom": 0,
|
||||
"ReadOrder": 0,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435484,
|
||||
"Type": 3,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 382,
|
||||
"Height": 104,
|
||||
"Left": 1,
|
||||
"Top": 2,
|
||||
"Right": 2,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100667980,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435485,
|
||||
"Type": 5,
|
||||
"X": 0,
|
||||
"Y": 2,
|
||||
"Width": 382,
|
||||
"Height": 102,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268436774,
|
||||
"Type": 1,
|
||||
"X": 2,
|
||||
"Y": 0,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 3,
|
||||
"FontDid": 1073741861,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100688408,
|
||||
"Item2": 1
|
||||
},
|
||||
"Highlight": {
|
||||
"Item1": 100688409,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268435486,
|
||||
"Type": 12,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 191,
|
||||
"Height": 17,
|
||||
"Left": 0,
|
||||
"Top": 0,
|
||||
"Right": 0,
|
||||
"Bottom": 0,
|
||||
"ReadOrder": 2,
|
||||
"FontDid": 1073741825,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100667982,
|
||||
"Item2": 1
|
||||
},
|
||||
"Ghosted": {
|
||||
"Item1": 100667982,
|
||||
"Item2": 1
|
||||
},
|
||||
"Talkfocus_highlight": {
|
||||
"Item1": 100667981,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268435470,
|
||||
"Type": 268435521,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 800,
|
||||
"Height": 100,
|
||||
"Left": 1,
|
||||
"Top": 2,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 0,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100667725,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268436772,
|
||||
"Type": 1,
|
||||
"X": 0,
|
||||
"Y": 46,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 6,
|
||||
"FontDid": 1073741861,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100688408,
|
||||
"Item2": 1
|
||||
},
|
||||
"Highlight": {
|
||||
"Item1": 100688409,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268436773,
|
||||
"Type": 1,
|
||||
"X": 0,
|
||||
"Y": 64,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 7,
|
||||
"FontDid": 1073741861,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100688408,
|
||||
"Item2": 1
|
||||
},
|
||||
"Highlight": {
|
||||
"Item1": 100688409,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268436591,
|
||||
"Type": 1,
|
||||
"X": 474,
|
||||
"Y": 0,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 2,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 3,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"Maximized": {
|
||||
"Item1": 100687460,
|
||||
"Item2": 1
|
||||
},
|
||||
"Minimized": {
|
||||
"Item1": 100687461,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Minimized",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268435471,
|
||||
"Type": 9,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 800,
|
||||
"Height": 9,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100667685,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268435472,
|
||||
"Type": 3,
|
||||
"X": 0,
|
||||
"Y": 9,
|
||||
"Width": 490,
|
||||
"Height": 74,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 2,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100667669,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435473,
|
||||
"Type": 12,
|
||||
"X": 16,
|
||||
"Y": 0,
|
||||
"Width": 458,
|
||||
"Height": 74,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 1073741824,
|
||||
"StateMedia": {},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268436620,
|
||||
"Type": 1,
|
||||
"X": 0,
|
||||
"Y": 58,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 3,
|
||||
"Top": 2,
|
||||
"Right": 3,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100687630,
|
||||
"Item2": 1
|
||||
},
|
||||
"Normal_pressed": {
|
||||
"Item1": 100687630,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Ghosted",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268435474,
|
||||
"Type": 11,
|
||||
"X": 474,
|
||||
"Y": 6,
|
||||
"Width": 16,
|
||||
"Height": 68,
|
||||
"Left": 2,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 2,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100682847,
|
||||
"Item2": 3
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268435475,
|
||||
"Type": 3,
|
||||
"X": 0,
|
||||
"Y": 83,
|
||||
"Width": 490,
|
||||
"Height": 17,
|
||||
"Left": 1,
|
||||
"Top": 2,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 8,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"": {
|
||||
"Item1": 100667706,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435476,
|
||||
"Type": 6,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 46,
|
||||
"Height": 17,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100683109,
|
||||
"Item2": 3
|
||||
},
|
||||
"Normal_pressed": {
|
||||
"Item1": 100683110,
|
||||
"Item2": 3
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435477,
|
||||
"Type": 12,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 46,
|
||||
"Height": 17,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 1073741826,
|
||||
"StateMedia": {},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268435478,
|
||||
"Type": 12,
|
||||
"X": 46,
|
||||
"Y": 0,
|
||||
"Width": 398,
|
||||
"Height": 17,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 2,
|
||||
"FontDid": 1073741824,
|
||||
"StateMedia": {
|
||||
"Normal_focussed": {
|
||||
"Item1": 100667819,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": [
|
||||
{
|
||||
"Id": 268435479,
|
||||
"Type": 3,
|
||||
"X": 0,
|
||||
"Y": 0,
|
||||
"Width": 1,
|
||||
"Height": 17,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 1,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"Normal_focussed": {
|
||||
"Item1": 100683111,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268435480,
|
||||
"Type": 3,
|
||||
"X": 397,
|
||||
"Y": 0,
|
||||
"Width": 1,
|
||||
"Height": 17,
|
||||
"Left": 2,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 2,
|
||||
"FontDid": 0,
|
||||
"StateMedia": {
|
||||
"Normal_focussed": {
|
||||
"Item1": 100683111,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268435481,
|
||||
"Type": 1,
|
||||
"X": 444,
|
||||
"Y": 0,
|
||||
"Width": 46,
|
||||
"Height": 17,
|
||||
"Left": 2,
|
||||
"Top": 1,
|
||||
"Right": 1,
|
||||
"Bottom": 1,
|
||||
"ReadOrder": 3,
|
||||
"FontDid": 1073741826,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100669717,
|
||||
"Item2": 1
|
||||
},
|
||||
"Normal_pressed": {
|
||||
"Item1": 100669718,
|
||||
"Item2": 1
|
||||
},
|
||||
"Ghosted": {
|
||||
"Item1": 100669748,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Id": 268436770,
|
||||
"Type": 1,
|
||||
"X": 0,
|
||||
"Y": 10,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 4,
|
||||
"FontDid": 1073741861,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100688408,
|
||||
"Item2": 1
|
||||
},
|
||||
"Highlight": {
|
||||
"Item1": 100688409,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"Id": 268436771,
|
||||
"Type": 1,
|
||||
"X": 0,
|
||||
"Y": 28,
|
||||
"Width": 16,
|
||||
"Height": 16,
|
||||
"Left": 1,
|
||||
"Top": 1,
|
||||
"Right": 2,
|
||||
"Bottom": 2,
|
||||
"ReadOrder": 5,
|
||||
"FontDid": 1073741861,
|
||||
"StateMedia": {
|
||||
"Normal": {
|
||||
"Item1": 100688408,
|
||||
"Item2": 1
|
||||
},
|
||||
"Highlight": {
|
||||
"Item1": 100688409,
|
||||
"Item2": 1
|
||||
}
|
||||
},
|
||||
"DefaultStateName": "Normal",
|
||||
"Children": []
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
1058
tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
Normal file
1058
tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
Normal file
File diff suppressed because it is too large
Load diff
78
tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs
Normal file
78
tests/AcDream.App.Tests/UI/MarkupDocumentTests.cs
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class MarkupDocumentTests
|
||||
{
|
||||
private sealed class FakeBinding
|
||||
{
|
||||
public float HealthPercent => 0.5f;
|
||||
public uint? HealthCurrent => 109;
|
||||
public uint? HealthMax => 218;
|
||||
public float? ManaPercent => null;
|
||||
public uint? ManaCurrent => null;
|
||||
public uint? ManaMax => null;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_CreatesPanelWithMeterFillLabelAndGeometry()
|
||||
{
|
||||
const string xml =
|
||||
"<panel id=\"acdream.vitals\" x=\"10\" y=\"30\" w=\"220\" h=\"96\" title=\"Vitals\">" +
|
||||
" <meter id=\"health\" x=\"8\" y=\"24\" w=\"200\" h=\"14\" fill=\"{HealthPercent}\" cur=\"{HealthCurrent}\" max=\"{HealthMax}\" color=\"#FFFF0000\"/>" +
|
||||
"</panel>";
|
||||
|
||||
var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)1, 32, 32));
|
||||
|
||||
Assert.IsType<UiNineSlicePanel>(panel);
|
||||
Assert.Equal(10f, panel.Left);
|
||||
Assert.Equal(220f, panel.Width);
|
||||
Assert.Equal(2, panel.Children.Count); // title UiLabel + 1 meter
|
||||
var meter = Assert.IsType<UiMeter>(panel.Children[1]);
|
||||
Assert.Equal(8f, meter.Left);
|
||||
Assert.Equal(200f, meter.Width);
|
||||
Assert.Equal(0.5f, meter.Fill());
|
||||
Assert.Equal("109/218", meter.Label());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_NullBindingValuesYieldNullFillAndLabel()
|
||||
{
|
||||
const string xml =
|
||||
"<panel id=\"v\" x=\"0\" y=\"0\" w=\"10\" h=\"10\" title=\"V\">" +
|
||||
" <meter id=\"mana\" x=\"0\" y=\"0\" w=\"10\" h=\"2\" fill=\"{ManaPercent}\" cur=\"{ManaCurrent}\" max=\"{ManaMax}\" color=\"#FF0000FF\"/>" +
|
||||
"</panel>";
|
||||
var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)1, 32, 32));
|
||||
var meter = Assert.IsType<UiMeter>(panel.Children[1]);
|
||||
Assert.Null(meter.Fill());
|
||||
Assert.Null(meter.Label());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_ResizeAttrX_SetsHorizontalOnly()
|
||||
{
|
||||
const string xml = "<panel id=\"v\" x=\"0\" y=\"0\" w=\"100\" h=\"50\" title=\"V\" resize=\"x\"></panel>";
|
||||
var panel = MarkupDocument.Build(xml, new object(), _ => ((uint)1, 32, 32));
|
||||
Assert.True(panel.ResizeX);
|
||||
Assert.False(panel.ResizeY);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Build_ParsesNineSliceBarSpriteIds()
|
||||
{
|
||||
const string xml = "<panel id=\"v\" x=\"0\" y=\"0\" w=\"100\" h=\"50\" title=\"V\">" +
|
||||
"<meter id=\"h\" x=\"0\" y=\"0\" w=\"100\" h=\"14\" fill=\"{HealthPercent}\" " +
|
||||
"backleft=\"0x06001141\" backtile=\"0x06001140\" backright=\"0x0600113F\" " +
|
||||
"frontleft=\"0x06001131\" fronttile=\"0x06001132\" frontright=\"0x06001133\"/>" +
|
||||
"</panel>";
|
||||
var panel = MarkupDocument.Build(xml, new FakeBinding(), _ => ((uint)7, 32, 32));
|
||||
var meter = Assert.IsType<UiMeter>(panel.Children[1]);
|
||||
Assert.Equal(0x06001141u, meter.BackLeft);
|
||||
Assert.Equal(0x06001140u, meter.BackTile);
|
||||
Assert.Equal(0x0600113Fu, meter.BackRight);
|
||||
Assert.Equal(0x06001131u, meter.FrontLeft);
|
||||
Assert.Equal(0x06001132u, meter.FrontTile);
|
||||
Assert.Equal(0x06001133u, meter.FrontRight);
|
||||
Assert.NotNull(meter.SpriteResolve);
|
||||
}
|
||||
}
|
||||
25
tests/AcDream.App.Tests/UI/UiButtonTests.cs
Normal file
25
tests/AcDream.App.Tests/UI/UiButtonTests.cs
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
using AcDream.App.UI;
|
||||
using AcDream.App.UI.Layout;
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiButtonTests
|
||||
{
|
||||
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
|
||||
private bool _clicked;
|
||||
|
||||
[Fact]
|
||||
public void Click_InvokesOnClick()
|
||||
{
|
||||
var b = new UiButton(new ElementInfo { Type = 1, Width = 46, Height = 18 }, NoTex)
|
||||
{ OnClick = () => _clicked = true };
|
||||
b.OnEvent(new UiEvent(0, null, UiEventType.Click));
|
||||
Assert.True(_clicked);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NotClickThrough_SoItReceivesClicks()
|
||||
{
|
||||
var b = new UiButton(new ElementInfo { Type = 1 }, NoTex);
|
||||
Assert.False(b.ClickThrough);
|
||||
}
|
||||
}
|
||||
84
tests/AcDream.App.Tests/UI/UiDatFontTests.cs
Normal file
84
tests/AcDream.App.Tests/UI/UiDatFontTests.cs
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
using System.Collections.Generic;
|
||||
using AcDream.App.UI;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Pure pen-advance / MeasureWidth math for the retail dat font (no GL, no dat).
|
||||
/// The advance per glyph is the retail
|
||||
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c>
|
||||
/// (SurfaceWindow::DrawCharacter, acclient 0x00442c3a), accumulated across the
|
||||
/// string the way the retail string loop does (0x00467ed4 edi_3 += var_98).
|
||||
/// </summary>
|
||||
public class UiDatFontTests
|
||||
{
|
||||
private static FontCharDesc Glyph(
|
||||
ushort unicode, byte width,
|
||||
sbyte before = 0, sbyte after = 0,
|
||||
ushort offsetX = 0, ushort offsetY = 0, byte height = 16, sbyte vBefore = 0)
|
||||
=> new()
|
||||
{
|
||||
Unicode = unicode,
|
||||
Width = width,
|
||||
Height = height,
|
||||
OffsetX = offsetX,
|
||||
OffsetY = offsetY,
|
||||
HorizontalOffsetBefore = before,
|
||||
HorizontalOffsetAfter = after,
|
||||
VerticalOffsetBefore = vBefore,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void GlyphAdvance_SumsBeforeWidthAfter()
|
||||
{
|
||||
var g = Glyph('A', width: 8, before: 1, after: 2);
|
||||
Assert.Equal(11f, UiDatFont.GlyphAdvance(g));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GlyphAdvance_HandlesNegativeBearings()
|
||||
{
|
||||
// Kerned glyph: a negative left-bearing pulls it leftward; the advance
|
||||
// still nets out to before + width + after.
|
||||
var g = Glyph('j', width: 4, before: -1, after: 0);
|
||||
Assert.Equal(3f, UiDatFont.GlyphAdvance(g));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MeasureWidth_SumsEachGlyphAdvance()
|
||||
{
|
||||
var table = new Dictionary<char, FontCharDesc>
|
||||
{
|
||||
['2'] = Glyph('2', width: 7, before: 1, after: 1), // advance 9
|
||||
['9'] = Glyph('9', width: 7, before: 1, after: 1), // advance 9
|
||||
['1'] = Glyph('1', width: 3, before: 2, after: 1), // advance 6
|
||||
['/'] = Glyph('/', width: 4, before: 0, after: 1), // advance 5
|
||||
};
|
||||
FontCharDesc? Lookup(char c) => table.TryGetValue(c, out var g) ? g : null;
|
||||
|
||||
// "291/291" = 9 + 9 + 6 + 5 + 9 + 9 + 6 = 53
|
||||
Assert.Equal(53f, UiDatFont.MeasureWidth("291/291", Lookup));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MeasureWidth_SkipsCharactersNotInFont()
|
||||
{
|
||||
var table = new Dictionary<char, FontCharDesc>
|
||||
{
|
||||
['5'] = Glyph('5', width: 6, before: 1, after: 1), // advance 8
|
||||
};
|
||||
FontCharDesc? Lookup(char c) => table.TryGetValue(c, out var g) ? g : null;
|
||||
|
||||
// 'X' has no glyph → contributes nothing; only the two '5's count.
|
||||
Assert.Equal(16f, UiDatFont.MeasureWidth("5X5", Lookup));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MeasureWidth_EmptyOrNullIsZero()
|
||||
{
|
||||
FontCharDesc? Lookup(char c) => null;
|
||||
Assert.Equal(0f, UiDatFont.MeasureWidth("", Lookup));
|
||||
Assert.Equal(0f, UiDatFont.MeasureWidth(null, Lookup));
|
||||
}
|
||||
}
|
||||
72
tests/AcDream.App.Tests/UI/UiFieldTests.cs
Normal file
72
tests/AcDream.App.Tests/UI/UiFieldTests.cs
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
using AcDream.App.UI;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiFieldTests
|
||||
{
|
||||
[Fact]
|
||||
public void InsertChar_AdvancesCaret()
|
||||
{
|
||||
var input = new UiField();
|
||||
input.InsertChar('h'); input.InsertChar('i');
|
||||
Assert.Equal("hi", input.Text);
|
||||
Assert.Equal(2, input.CaretPos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Backspace_DeletesBeforeCaret()
|
||||
{
|
||||
var input = new UiField();
|
||||
foreach (var c in "abc") input.InsertChar(c);
|
||||
input.MoveCaret(-1);
|
||||
input.Backspace();
|
||||
Assert.Equal("ac", input.Text);
|
||||
Assert.Equal(1, input.CaretPos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Submit_FiresCallback_ClearsText_PushesHistory()
|
||||
{
|
||||
string? sent = null;
|
||||
var input = new UiField { OnSubmit = t => sent = t };
|
||||
foreach (var c in "hello") input.InsertChar(c);
|
||||
input.Submit();
|
||||
Assert.Equal("hello", sent);
|
||||
Assert.Equal("", input.Text);
|
||||
Assert.Equal(0, input.CaretPos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmptySubmit_DoesNotFire()
|
||||
{
|
||||
int n = 0;
|
||||
var input = new UiField { OnSubmit = _ => n++ };
|
||||
input.Submit();
|
||||
Assert.Equal(0, n);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void History_UpDownBrowsesPreviousSubmissions()
|
||||
{
|
||||
var input = new UiField { OnSubmit = _ => {} };
|
||||
foreach (var c in "first") input.InsertChar(c); input.Submit();
|
||||
foreach (var c in "second") input.InsertChar(c); input.Submit();
|
||||
input.HistoryPrev();
|
||||
Assert.Equal("second", input.Text);
|
||||
input.HistoryPrev();
|
||||
Assert.Equal("first", input.Text);
|
||||
input.HistoryNext();
|
||||
Assert.Equal("second", input.Text);
|
||||
input.HistoryNext();
|
||||
Assert.Equal("", input.Text);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void History_CapsAt100()
|
||||
{
|
||||
var input = new UiField { OnSubmit = _ => {} };
|
||||
for (int i = 0; i < 150; i++) { input.InsertChar('x'); input.Submit(); }
|
||||
Assert.True(input.HistoryCount <= 100);
|
||||
}
|
||||
}
|
||||
178
tests/AcDream.App.Tests/UI/UiMenuTests.cs
Normal file
178
tests/AcDream.App.Tests/UI/UiMenuTests.cs
Normal file
|
|
@ -0,0 +1,178 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.App.UI;
|
||||
using AcDream.UI.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiMenuTests
|
||||
{
|
||||
// PopupH = RowsPerColumn(7) * RowHeight(17) = 119; popup opens upward so top = -119.
|
||||
// Item idx -> col = idx/7, row = idx%7; row band y in [top+row*17, top+(row+1)*17).
|
||||
// Right column needs lx >= ColumnWidth(191) + Border(5) = lx >= 196 after bevel offset,
|
||||
// but the original tests used lx=200 which maps ix=195 -> col=(int)(195/191)=1. OK.
|
||||
|
||||
// The 14 channel items verbatim (matches ChannelItems in ChatWindowController).
|
||||
private static readonly UiMenu.MenuItem[] ChannelItems =
|
||||
{
|
||||
new("Squelch (ignore)", (object?)null),
|
||||
new("Tell to Selected", (object?)null),
|
||||
new("Chat to All", (object?)ChatChannelKind.Say),
|
||||
new("Tell to Fellows", (object?)ChatChannelKind.Fellowship),
|
||||
new("Tell to General Chat", (object?)ChatChannelKind.General),
|
||||
new("Tell to LFG Chat", (object?)ChatChannelKind.Lfg),
|
||||
new("Tell to Society Chat", (object?)ChatChannelKind.Society),
|
||||
new("Tell to Monarch", (object?)ChatChannelKind.Monarch),
|
||||
new("Tell to Patron", (object?)ChatChannelKind.Patron),
|
||||
new("Tell to Vassals", (object?)ChatChannelKind.Vassals),
|
||||
new("Tell to Allegiance", (object?)ChatChannelKind.Allegiance),
|
||||
new("Tell to Trade Chat", (object?)ChatChannelKind.Trade),
|
||||
new("Tell to Roleplay Chat", (object?)ChatChannelKind.Roleplay),
|
||||
new("Tell to Olthoi Chat", (object?)ChatChannelKind.Olthoi),
|
||||
};
|
||||
|
||||
// Availability gate identical to ChatWindowController's EnabledProvider: the null-payload
|
||||
// specials (Squelch/Tell-to-Selected) are ENABLED/white like retail; only talk-CHANNEL
|
||||
// items grey when unavailable. (The widget reports any enabled pick via OnSelect; the
|
||||
// controller decides whether to update Selected, so specials are inert no-ops anyway.)
|
||||
private static bool ChannelAvailable(object? p)
|
||||
=> p is not ChatChannelKind ch
|
||||
|| ch is ChatChannelKind.Say or ChatChannelKind.General
|
||||
or ChatChannelKind.Trade or ChatChannelKind.Lfg;
|
||||
|
||||
private UiMenu MakeMenu() => new UiMenu
|
||||
{
|
||||
Width = 80f, Height = 18f,
|
||||
Items = ChannelItems,
|
||||
Selected = (object?)ChatChannelKind.Say,
|
||||
EnabledProvider = ChannelAvailable,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void Items_HasExpected14Entries()
|
||||
{
|
||||
Assert.Equal(14, ChannelItems.Length);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Items_FirstEntry_IsSquelch_Special()
|
||||
{
|
||||
Assert.Equal("Squelch (ignore)", ChannelItems[0].Label);
|
||||
Assert.Null(ChannelItems[0].Payload);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Items_LastEntry_IsOlthoi()
|
||||
{
|
||||
var last = ChannelItems[^1];
|
||||
Assert.Equal("Tell to Olthoi Chat", last.Label);
|
||||
Assert.Equal(ChatChannelKind.Olthoi, last.Payload);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Items_ContainAll12ChannelKinds()
|
||||
{
|
||||
var kinds = new HashSet<ChatChannelKind>(
|
||||
ChannelItems.Where(i => i.Payload is ChatChannelKind).Select(i => (ChatChannelKind)i.Payload!));
|
||||
foreach (var k in new[]
|
||||
{
|
||||
ChatChannelKind.Say, ChatChannelKind.General, ChatChannelKind.Trade, ChatChannelKind.Lfg,
|
||||
ChatChannelKind.Fellowship, ChatChannelKind.Allegiance, ChatChannelKind.Patron,
|
||||
ChatChannelKind.Vassals, ChatChannelKind.Monarch, ChatChannelKind.Roleplay,
|
||||
ChatChannelKind.Society, ChatChannelKind.Olthoi,
|
||||
})
|
||||
Assert.Contains(k, kinds);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DefaultSelected_IsNull_OnBlankMenu()
|
||||
{
|
||||
// A freshly constructed UiMenu has no Selected by default (controller sets it).
|
||||
Assert.Null(new UiMenu().Selected);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Select_AvailableLeftColumnItem_FiresOnSelect()
|
||||
{
|
||||
var menu = MakeMenu();
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open
|
||||
|
||||
object? fired = null;
|
||||
// Mirror the controller: the widget reports the pick, the controller sets Selected.
|
||||
menu.OnSelect = p => { fired = p; if (p is ChatChannelKind) menu.Selected = p; };
|
||||
|
||||
// "Chat to All" (Say) is index 2 = left col, row 2: y in [-85,-68). Say is available.
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -76)));
|
||||
Assert.Equal(ChatChannelKind.Say, fired);
|
||||
Assert.Equal(ChatChannelKind.Say, menu.Selected);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Select_AvailableRightColumnItem_FiresOnSelect()
|
||||
{
|
||||
var menu = MakeMenu();
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open
|
||||
|
||||
object? fired = null;
|
||||
// Mirror the controller: the widget reports the pick, the controller sets Selected.
|
||||
menu.OnSelect = p => { fired = p; if (p is ChatChannelKind) menu.Selected = p; };
|
||||
|
||||
// "Tell to Trade Chat" (Trade) is index 11 = right col (lx>=191), row 4: y in [-51,-34).
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 200, -42)));
|
||||
Assert.Equal(ChatChannelKind.Trade, fired);
|
||||
Assert.Equal(ChatChannelKind.Trade, menu.Selected);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Select_SpecialItem_FiresNull_LeavesSelectionUnchanged()
|
||||
{
|
||||
var menu = MakeMenu(); // Selected = Say
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open
|
||||
|
||||
// Mirror the controller: only channel payloads update Selected; the null-payload
|
||||
// specials are deferred no-ops that leave the active channel + highlight unchanged.
|
||||
bool fired = false; object? firedPayload = "sentinel";
|
||||
menu.OnSelect = p => { fired = true; firedPayload = p; if (p is ChatChannelKind) menu.Selected = p; };
|
||||
|
||||
// "Squelch (ignore)" is index 0 = left col, row 0 (null payload), white/enabled.
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -110)));
|
||||
Assert.True(fired); // the pick IS reported...
|
||||
Assert.Null(firedPayload); // ...with the special's null payload
|
||||
Assert.Equal(ChatChannelKind.Say, menu.Selected); // ...but selection is unchanged (deferred no-op)
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Select_UnavailableChannel_DoesNotFire()
|
||||
{
|
||||
var menu = MakeMenu();
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open
|
||||
int fired = 0;
|
||||
menu.OnSelect = _ => fired++;
|
||||
|
||||
// "Tell to Fellows" (Fellowship) is index 3 = left col, row 3: y in [-68,-51).
|
||||
// Fellowship is unavailable by the default static gate, so the click is inert.
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60)));
|
||||
Assert.Equal(0, fired);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EnabledProvider_Overrides_DefaultGate()
|
||||
{
|
||||
// Override: all items enabled (even Fellowship which is normally greyed).
|
||||
var menu = new UiMenu
|
||||
{
|
||||
Width = 80f, Height = 18f,
|
||||
Items = ChannelItems,
|
||||
Selected = (object?)ChatChannelKind.Say,
|
||||
EnabledProvider = _ => true,
|
||||
};
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, 5))); // open
|
||||
|
||||
object? fired = null;
|
||||
menu.OnSelect = p => fired = p;
|
||||
|
||||
// With every item enabled, "Tell to Fellows" (idx 3, row 3) now fires.
|
||||
Assert.True(menu.OnEvent(new UiEvent(0, menu, UiEventType.MouseDown, 0, 10, -60)));
|
||||
Assert.Equal(ChatChannelKind.Fellowship, fired);
|
||||
}
|
||||
}
|
||||
25
tests/AcDream.App.Tests/UI/UiMeterTests.cs
Normal file
25
tests/AcDream.App.Tests/UI/UiMeterTests.cs
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiMeterTests
|
||||
{
|
||||
[Fact]
|
||||
public void ComputeFillRect_HalfFillIsHalfWidth()
|
||||
{
|
||||
var (x, y, w, h) = UiMeter.ComputeFillRect(0.5f, 200f, 12f);
|
||||
Assert.Equal(0f, x); Assert.Equal(0f, y);
|
||||
Assert.Equal(100f, w); Assert.Equal(12f, h);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(-1f, 0f)] // clamps below 0
|
||||
[InlineData(2f, 200f)] // clamps above 1
|
||||
[InlineData(0f, 0f)]
|
||||
[InlineData(1f, 200f)]
|
||||
public void ComputeFillRect_ClampsFraction(float pct, float expectedW)
|
||||
{
|
||||
var (_, _, w, _) = UiMeter.ComputeFillRect(pct, 200f, 12f);
|
||||
Assert.Equal(expectedW, w);
|
||||
}
|
||||
}
|
||||
27
tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs
Normal file
27
tests/AcDream.App.Tests/UI/UiNineSlicePanelTests.cs
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiNineSlicePanelTests
|
||||
{
|
||||
[Fact]
|
||||
public void ComputeFrameRects_PlacesCornersEdgesAndCenter()
|
||||
{
|
||||
var r = UiNineSlicePanel.ComputeFrameRects(100, 80, 5);
|
||||
|
||||
// 5x5 corners at the four corners
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(0, 0, 5, 5), r.TL);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(95, 0, 5, 5), r.TR);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(0, 75, 5, 5), r.BL);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(95, 75, 5, 5), r.BR);
|
||||
|
||||
// edges span the interior (100-2*5 = 90 wide, 80-2*5 = 70 tall)
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(5, 0, 90, 5), r.Top);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(5, 75, 90, 5), r.Bottom);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(0, 5, 5, 70), r.Left);
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(95, 5, 5, 70), r.Right);
|
||||
|
||||
// center fills the interior
|
||||
Assert.Equal(new UiNineSlicePanel.Rect(5, 5, 90, 70), r.Center);
|
||||
}
|
||||
}
|
||||
239
tests/AcDream.App.Tests/UI/UiRootInputTests.cs
Normal file
239
tests/AcDream.App.Tests/UI/UiRootInputTests.cs
Normal file
|
|
@ -0,0 +1,239 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiRootInputTests
|
||||
{
|
||||
[Fact]
|
||||
public void UiNineSlicePanel_IsNotAnchorManaged_SoUserMoveResizeSticks()
|
||||
{
|
||||
// Regression: the per-frame anchor pass must NOT reset a window's rect,
|
||||
// or move/resize get undone every frame. Windows are user-positioned.
|
||||
var panel = new UiNineSlicePanel(_ => ((uint)1, 32, 32));
|
||||
Assert.Equal(AnchorEdges.None, panel.Anchors);
|
||||
}
|
||||
|
||||
private sealed class CoordRecorder : UiElement
|
||||
{
|
||||
public (int x, int y)? Down, Move;
|
||||
public CoordRecorder() { CapturesPointerDrag = true; }
|
||||
public override bool OnEvent(in UiEvent e)
|
||||
{
|
||||
if (e.Type == UiEventType.MouseDown) { Down = (e.Data1, e.Data2); return true; }
|
||||
if (e.Type == UiEventType.MouseMove) { Move = (e.Data1, e.Data2); return true; }
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MouseDown_And_MouseMove_DeliverSameTargetLocalFrame_ForNestedChild()
|
||||
{
|
||||
// Regression (adversarial review): a nested child must receive target-LOCAL
|
||||
// coords on MouseDown AND MouseMove for the same physical point — otherwise
|
||||
// drag-select anchors ~(child offset) px off from where you click. Before the
|
||||
// fix MouseDown used HitTestTopDown's window-relative coords (50,40) while
|
||||
// MouseMove used target-local (42,32).
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var panel = new UiPanel { Left = 50, Top = 60, Width = 200, Height = 100 };
|
||||
var child = new CoordRecorder { Left = 8, Top = 8, Width = 150, Height = 80 };
|
||||
panel.AddChild(child);
|
||||
root.AddChild(panel);
|
||||
|
||||
// child ScreenPosition = (58,68). Click screen (100,100) -> local (42,32).
|
||||
root.OnMouseDown(UiMouseButton.Left, 100, 100);
|
||||
Assert.Equal((42, 32), child.Down);
|
||||
|
||||
// drag to (120,110) -> local (62,42); MUST share the MouseDown frame.
|
||||
root.OnMouseMove(120, 110);
|
||||
Assert.Equal((62, 42), child.Move);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ApplyAnchor_None_IsNoOp()
|
||||
{
|
||||
var e = new UiPanel { Left = 50, Top = 60, Width = 100, Height = 40, Anchors = AnchorEdges.None };
|
||||
e.ApplyAnchor(800, 600);
|
||||
Assert.Equal(50f, e.Left);
|
||||
Assert.Equal(60f, e.Top);
|
||||
Assert.Equal(100f, e.Width);
|
||||
Assert.Equal(40f, e.Height);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WantsMouse_TrueOverWidget_FalseOverEmptySpace()
|
||||
{
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50 };
|
||||
root.AddChild(panel);
|
||||
|
||||
root.OnMouseMove(50, 30); // inside the panel
|
||||
Assert.True(root.WantsMouse);
|
||||
|
||||
root.OnMouseMove(500, 400); // empty space
|
||||
Assert.False(root.WantsMouse);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void WindowDrag_RepositionsDraggablePanel_StopsOnRelease()
|
||||
{
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50, Draggable = true };
|
||||
root.AddChild(panel);
|
||||
|
||||
root.OnMouseDown(UiMouseButton.Left, 20, 20); // grab at (10,10) into the panel
|
||||
root.OnMouseMove(120, 90); // drag
|
||||
Assert.Equal(110f, panel.Left); // 120 - 10
|
||||
Assert.Equal(80f, panel.Top); // 90 - 10
|
||||
|
||||
root.OnMouseUp(UiMouseButton.Left, 120, 90);
|
||||
root.OnMouseMove(300, 300); // released — must not move
|
||||
Assert.Equal(110f, panel.Left);
|
||||
Assert.Equal(80f, panel.Top);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NonDraggablePanel_DoesNotMoveOnDrag()
|
||||
{
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var panel = new UiPanel { Left = 10, Top = 10, Width = 100, Height = 50 }; // Draggable defaults false
|
||||
root.AddChild(panel);
|
||||
|
||||
root.OnMouseDown(UiMouseButton.Left, 20, 20);
|
||||
root.OnMouseMove(120, 90);
|
||||
Assert.Equal(10f, panel.Left);
|
||||
Assert.Equal(10f, panel.Top);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CapturesPointerDragChild_DoesNotMoveDraggableAncestor_OnInteriorDrag()
|
||||
{
|
||||
// A child that captures pointer drags (text selection) must NOT move its
|
||||
// draggable ancestor window when the user drags inside it.
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var window = new UiPanel { Left = 10, Top = 10, Width = 200, Height = 100, Draggable = true };
|
||||
var child = new UiPanel { Left = 20, Top = 20, Width = 120, Height = 60, CapturesPointerDrag = true };
|
||||
window.AddChild(child);
|
||||
root.AddChild(window);
|
||||
|
||||
// Press deep inside the child, then drag.
|
||||
root.OnMouseDown(UiMouseButton.Left, 60, 60);
|
||||
root.OnMouseMove(160, 160);
|
||||
|
||||
// Window stays put; the captured child receives the drag itself.
|
||||
Assert.Equal(10f, window.Left);
|
||||
Assert.Equal(10f, window.Top);
|
||||
Assert.Same(child, root.Captured);
|
||||
|
||||
root.OnMouseUp(UiMouseButton.Left, 160, 160);
|
||||
Assert.Equal(10f, window.Left);
|
||||
Assert.Equal(10f, window.Top);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CapturesPointerDragChild_StillAllowsEdgeResizeOfResizableWindow()
|
||||
{
|
||||
// Edge resize must still win even when a CapturesPointerDrag child covers
|
||||
// the frame: a resizable chat window can be resized from its border.
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var window = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100,
|
||||
Draggable = true, Resizable = true, MinWidth = 40, MinHeight = 40 };
|
||||
// Child fills the whole window (anchored) and captures interior drags.
|
||||
var child = new UiPanel { Left = 0, Top = 0, Width = 200, Height = 100,
|
||||
CapturesPointerDrag = true,
|
||||
Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom };
|
||||
window.AddChild(child);
|
||||
root.AddChild(window);
|
||||
|
||||
// Grab within ResizeGrip(5) of the right edge (x=298 of right edge x=300) → resize.
|
||||
root.OnMouseDown(UiMouseButton.Left, 298, 150);
|
||||
root.OnMouseMove(338, 150);
|
||||
Assert.Equal(240f, window.Width);
|
||||
Assert.Equal(100f, window.Left);
|
||||
root.OnMouseUp(UiMouseButton.Left, 338, 150);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResizeRect_RightBottom_GrowsSizeOnly()
|
||||
{
|
||||
var (x, y, w, h) = UiRoot.ResizeRect(10, 20, 100, 50,
|
||||
ResizeEdges.Right | ResizeEdges.Bottom, dx: 30, dy: 15, minW: 40, minH: 40);
|
||||
Assert.Equal(10f, x); Assert.Equal(20f, y);
|
||||
Assert.Equal(130f, w); Assert.Equal(65f, h);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResizeRect_LeftTop_MovesOriginAndClampsToMin()
|
||||
{
|
||||
// Drag left edge right by 80 on a 100-wide / min-40 window: width clamps to 40,
|
||||
// origin shifts so the RIGHT edge (110) stays put → x = 70.
|
||||
var (x, _, w, _) = UiRoot.ResizeRect(10, 20, 100, 50,
|
||||
ResizeEdges.Left, dx: 80, dy: 0, minW: 40, minH: 40);
|
||||
Assert.Equal(40f, w);
|
||||
Assert.Equal(70f, x);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HitEdges_DetectsCornerAndInteriorNone()
|
||||
{
|
||||
var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100 };
|
||||
// bottom-right corner (300,200)
|
||||
Assert.Equal(ResizeEdges.Right | ResizeEdges.Bottom, UiRoot.HitEdges(panel, 300, 200, 5));
|
||||
// deep interior → no edges
|
||||
Assert.Equal(ResizeEdges.None, UiRoot.HitEdges(panel, 200, 150, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EdgeDrag_ResizesPanel_InteriorDragMoves()
|
||||
{
|
||||
var root = new UiRoot { Width = 800, Height = 600 };
|
||||
var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100,
|
||||
Draggable = true, Resizable = true, MinWidth = 40, MinHeight = 40 };
|
||||
root.AddChild(panel);
|
||||
|
||||
// grab just inside the right edge (x=298, within ResizeGrip=5 of x=300) and drag right → wider, same origin
|
||||
root.OnMouseDown(UiMouseButton.Left, 298, 150);
|
||||
root.OnMouseMove(338, 150);
|
||||
Assert.Equal(240f, panel.Width);
|
||||
Assert.Equal(100f, panel.Left);
|
||||
root.OnMouseUp(UiMouseButton.Left, 338, 150);
|
||||
|
||||
// grab the interior and drag → moves
|
||||
root.OnMouseDown(UiMouseButton.Left, 200, 150);
|
||||
root.OnMouseMove(220, 170);
|
||||
Assert.Equal(120f, panel.Left);
|
||||
Assert.Equal(120f, panel.Top);
|
||||
root.OnMouseUp(UiMouseButton.Left, 220, 170);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HitEdges_RespectsResizeAxisLock()
|
||||
{
|
||||
var panel = new UiPanel { Left = 100, Top = 100, Width = 200, Height = 100, ResizeY = false };
|
||||
// right edge still detected (X allowed)
|
||||
Assert.True((UiRoot.HitEdges(panel, 300, 150, 5) & ResizeEdges.Right) != 0);
|
||||
// bottom edge masked out (Y locked)
|
||||
Assert.True((UiRoot.HitEdges(panel, 200, 200, 5) & ResizeEdges.Bottom) == 0);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeAnchoredRect_LeftRight_StretchesWidth()
|
||||
{
|
||||
// bar at x=8,w=200 in a 220-wide parent (right margin 12). Parent grows to 300.
|
||||
var (x, _, w, _) = UiElement.ComputeAnchoredRect(
|
||||
AnchorEdges.Left | AnchorEdges.Right | AnchorEdges.Top,
|
||||
mL: 8, mT: 24, mR: 12, mB: 58, w0: 200, h0: 14, parentW: 300, parentH: 96);
|
||||
Assert.Equal(8f, x);
|
||||
Assert.Equal(280f, w); // 300 - 12 - 8
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ComputeAnchoredRect_LeftTopOnly_KeepsFixedSizeAndOrigin()
|
||||
{
|
||||
var (x, y, w, h) = UiElement.ComputeAnchoredRect(
|
||||
AnchorEdges.Left | AnchorEdges.Top,
|
||||
mL: 8, mT: 24, mR: 12, mB: 58, w0: 200, h0: 14, parentW: 300, parentH: 96);
|
||||
Assert.Equal(8f, x); Assert.Equal(24f, y);
|
||||
Assert.Equal(200f, w); Assert.Equal(14f, h);
|
||||
}
|
||||
}
|
||||
73
tests/AcDream.App.Tests/UI/UiScrollableTests.cs
Normal file
73
tests/AcDream.App.Tests/UI/UiScrollableTests.cs
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
using AcDream.App.UI;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiScrollableTests
|
||||
{
|
||||
[Fact]
|
||||
public void Clamp_KeepsScrollWithinContent()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 };
|
||||
s.SetScrollY(500);
|
||||
Assert.Equal(200, s.ScrollY);
|
||||
s.SetScrollY(-50);
|
||||
Assert.Equal(0, s.ScrollY);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FitsView_PinsToZero()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 80, ViewHeight = 100 };
|
||||
s.SetScrollY(40);
|
||||
Assert.Equal(0, s.ScrollY);
|
||||
Assert.False(s.HasOverflow);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRatio_IsViewOverContent_ClampedToOne()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 400, ViewHeight = 100 };
|
||||
Assert.Equal(0.25f, s.ThumbRatio, 3);
|
||||
var full = new UiScrollable { ContentHeight = 50, ViewHeight = 100 };
|
||||
Assert.Equal(1f, full.ThumbRatio, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PositionRatio_MapsScrollToZeroOne()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 };
|
||||
s.SetScrollY(100);
|
||||
Assert.Equal(0.5f, s.PositionRatio, 3);
|
||||
s.SetScrollY(200);
|
||||
Assert.Equal(1f, s.PositionRatio, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetPositionRatio_IsInverseOfPositionRatio()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 300, ViewHeight = 100 };
|
||||
s.SetPositionRatio(0.5f);
|
||||
Assert.Equal(100, s.ScrollY);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ScrollByLines_AdvancesByLineHeight()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 };
|
||||
s.ScrollByLines(-2);
|
||||
Assert.Equal(0, s.ScrollY);
|
||||
s.SetScrollY(50);
|
||||
s.ScrollByLines(2);
|
||||
Assert.Equal(82, s.ScrollY);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ScrollByPage_AdvancesByViewHeight()
|
||||
{
|
||||
var s = new UiScrollable { ContentHeight = 1000, ViewHeight = 100, LineHeight = 16 };
|
||||
s.SetScrollY(200);
|
||||
s.ScrollByPage(1);
|
||||
Assert.Equal(300, s.ScrollY);
|
||||
}
|
||||
}
|
||||
81
tests/AcDream.App.Tests/UI/UiScrollbarTests.cs
Normal file
81
tests/AcDream.App.Tests/UI/UiScrollbarTests.cs
Normal file
|
|
@ -0,0 +1,81 @@
|
|||
using AcDream.App.UI;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Pure unit tests for <see cref="UiScrollbar.ThumbRect"/> — no GL dependency.
|
||||
/// </summary>
|
||||
public class UiScrollbarTests
|
||||
{
|
||||
// Model: content=400, view=100, trackLen=200.
|
||||
// ThumbRatio = 100/400 = 0.25 → thumbH = max(8, 200*0.25) = 50.
|
||||
// Travel = 200 - 50 = 150.
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_AtStart_HasCorrectSizeAndZeroOffset()
|
||||
{
|
||||
var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 };
|
||||
// PositionRatio = 0 (start).
|
||||
var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f);
|
||||
Assert.Equal(50f, h, 3f);
|
||||
Assert.Equal(0f, y, 3f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_AtEnd_PinsToBottomOfTrack()
|
||||
{
|
||||
var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 };
|
||||
m.ScrollToEnd(); // PositionRatio = 1.
|
||||
float trackTop = 16f, trackLen = 200f;
|
||||
var (y, h) = UiScrollbar.ThumbRect(m, trackTop, trackLen);
|
||||
Assert.Equal(50f, h, 3f);
|
||||
// y = trackTop + travel * 1 = 16 + 150 = 166.
|
||||
Assert.Equal(166f, y, 3f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_WithButtonH_CorrectlyOffsetsFromTrackTop()
|
||||
{
|
||||
// Matches task spec: content=400, view=100, trackLen=200, PositionRatio=1.
|
||||
// thumbH=50; travel=150; y = trackTop + 150 = trackTop + 150.
|
||||
var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 };
|
||||
m.ScrollToEnd();
|
||||
var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 200f);
|
||||
Assert.Equal(50f, h, 3f);
|
||||
Assert.Equal(166f, y, 3f); // 16 + 150
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_MidScroll_InterpolatesPosition()
|
||||
{
|
||||
// content=400 view=100 → MaxScroll=300; ScrollY=150 → PositionRatio=0.5.
|
||||
var m = new UiScrollable { ContentHeight = 400, ViewHeight = 100 };
|
||||
m.SetScrollY(150);
|
||||
Assert.Equal(0.5f, m.PositionRatio, 3);
|
||||
|
||||
var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f);
|
||||
Assert.Equal(50f, h, 3f);
|
||||
// y = 0 + 150 * 0.5 = 75.
|
||||
Assert.Equal(75f, y, 3f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_SmallContent_EnforcesMinThumb()
|
||||
{
|
||||
// content=1000, view=10, trackLen=200 → ThumbRatio=0.01 → raw=2 < 8 → clamp to 8.
|
||||
var m = new UiScrollable { ContentHeight = 1000, ViewHeight = 10 };
|
||||
var (_, h) = UiScrollbar.ThumbRect(m, trackTop: 0f, trackLen: 200f);
|
||||
Assert.Equal(8f, h, 3f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ThumbRect_NoOverflow_ThumbFillsTrack()
|
||||
{
|
||||
// content <= view → ThumbRatio = 1 → thumbH = trackLen.
|
||||
var m = new UiScrollable { ContentHeight = 50, ViewHeight = 100 };
|
||||
var (y, h) = UiScrollbar.ThumbRect(m, trackTop: 16f, trackLen: 100f);
|
||||
Assert.Equal(100f, h, 3f);
|
||||
Assert.Equal(16f, y, 3f); // travel = 0 → y = trackTop
|
||||
}
|
||||
}
|
||||
30
tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs
Normal file
30
tests/AcDream.App.Tests/UI/UiTextDatFontTests.cs
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
using AcDream.App.UI;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiTextDatFontTests
|
||||
{
|
||||
// Synthetic per-char advance: each glyph 10px (Before=2,Width=6,After=2).
|
||||
private static FontCharDesc Glyph(char c) => new()
|
||||
{
|
||||
Unicode = c, HorizontalOffsetBefore = 2, Width = 6, HorizontalOffsetAfter = 2,
|
||||
OffsetX = 0, OffsetY = 0, Height = 12, VerticalOffsetBefore = 0,
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void CharIndexAt_UsesDatGlyphAdvance()
|
||||
{
|
||||
float Adv(char c) => UiDatFont.GlyphAdvance(Glyph(c));
|
||||
Assert.Equal(0, UiText.CharIndexAt("abc", Adv, 4f));
|
||||
Assert.Equal(1, UiText.CharIndexAt("abc", Adv, 12f));
|
||||
Assert.Equal(3, UiText.CharIndexAt("abc", Adv, 100f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GlyphAdvance_MatchesRetailFormula()
|
||||
{
|
||||
Assert.Equal(10f, UiDatFont.GlyphAdvance(Glyph('x')));
|
||||
}
|
||||
}
|
||||
143
tests/AcDream.App.Tests/UI/UiTextTests.cs
Normal file
143
tests/AcDream.App.Tests/UI/UiTextTests.cs
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
public class UiTextTests
|
||||
{
|
||||
[Fact]
|
||||
public void ClampScroll_PinsToZero_WhenContentFitsView()
|
||||
{
|
||||
// 5 lines of content in a taller view → nothing to scroll, pinned at 0.
|
||||
Assert.Equal(0f, UiText.ClampScroll(50f, contentHeight: 80f, viewHeight: 200f));
|
||||
Assert.Equal(0f, UiText.ClampScroll(0f, contentHeight: 80f, viewHeight: 200f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClampScroll_CapsAtContentMinusView_WhenOverflowing()
|
||||
{
|
||||
// Content 500, view 200 → max scrollback is 300px (oldest line at top).
|
||||
Assert.Equal(300f, UiText.ClampScroll(1000f, contentHeight: 500f, viewHeight: 200f));
|
||||
Assert.Equal(120f, UiText.ClampScroll(120f, contentHeight: 500f, viewHeight: 200f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClampScroll_NeverNegative()
|
||||
{
|
||||
Assert.Equal(0f, UiText.ClampScroll(-50f, contentHeight: 500f, viewHeight: 200f));
|
||||
}
|
||||
|
||||
// ── Char-index hit-testing (x → col) with a synthetic 10px monospace advance ──
|
||||
|
||||
private static readonly Func<char, float> Mono10 = static _ => 10f;
|
||||
|
||||
[Fact]
|
||||
public void CharIndexAt_ZeroOrNegative_IsColumnZero()
|
||||
{
|
||||
Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, 0f));
|
||||
Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, -5f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CharIndexAt_SnapsToGlyphMidpoint()
|
||||
{
|
||||
// glyph[0] spans 0..10 (midpoint 5), glyph[1] 10..20 (midpoint 15), ...
|
||||
Assert.Equal(0, UiText.CharIndexAt("hello", Mono10, 4f)); // before mid of glyph 0
|
||||
Assert.Equal(1, UiText.CharIndexAt("hello", Mono10, 6f)); // past mid of glyph 0
|
||||
Assert.Equal(1, UiText.CharIndexAt("hello", Mono10, 14f)); // before mid of glyph 1
|
||||
Assert.Equal(2, UiText.CharIndexAt("hello", Mono10, 16f)); // past mid of glyph 1
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CharIndexAt_PastEnd_IsLength()
|
||||
{
|
||||
Assert.Equal(5, UiText.CharIndexAt("hello", Mono10, 1000f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CharIndexAt_EmptyString_IsZero()
|
||||
{
|
||||
Assert.Equal(0, UiText.CharIndexAt("", Mono10, 50f));
|
||||
}
|
||||
|
||||
// ── SelectedText assembly ────────────────────────────────────────────
|
||||
|
||||
private static IReadOnlyList<UiText.Line> Lines(params string[] texts)
|
||||
{
|
||||
var list = new List<UiText.Line>(texts.Length);
|
||||
foreach (var t in texts)
|
||||
list.Add(new UiText.Line(t, new Vector4(1, 1, 1, 1)));
|
||||
return list;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_SingleLine_Substring()
|
||||
{
|
||||
var lines = Lines("hello world");
|
||||
var s = UiText.SelectedText(lines, new UiText.Pos(0, 6), new UiText.Pos(0, 11));
|
||||
Assert.Equal("world", s);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_SingleLine_ReversedAnchorCaret_IsNormalised()
|
||||
{
|
||||
var lines = Lines("hello world");
|
||||
// caret BEFORE anchor — Order() must normalise.
|
||||
var s = UiText.SelectedText(lines, new UiText.Pos(0, 11), new UiText.Pos(0, 6));
|
||||
Assert.Equal("world", s);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_SamePosition_IsEmpty()
|
||||
{
|
||||
var lines = Lines("hello");
|
||||
Assert.Equal("", UiText.SelectedText(lines, new UiText.Pos(0, 3), new UiText.Pos(0, 3)));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_MultiLine_JoinsWithNewline()
|
||||
{
|
||||
var lines = Lines("first line", "second line", "third line");
|
||||
// from col 6 of line 0 ("line") through col 5 of line 2 ("third")
|
||||
var s = UiText.SelectedText(lines, new UiText.Pos(0, 6), new UiText.Pos(2, 5));
|
||||
Assert.Equal("line\nsecond line\nthird", s);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_MultiLine_TwoLines_NoMiddle()
|
||||
{
|
||||
var lines = Lines("alpha", "bravo");
|
||||
var s = UiText.SelectedText(lines, new UiText.Pos(0, 2), new UiText.Pos(1, 3));
|
||||
Assert.Equal("pha\nbra", s);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_MultiLine_ReversedAnchorCaret_IsNormalised()
|
||||
{
|
||||
var lines = Lines("alpha", "bravo");
|
||||
// end before start → Order() swaps them.
|
||||
var s = UiText.SelectedText(lines, new UiText.Pos(1, 3), new UiText.Pos(0, 2));
|
||||
Assert.Equal("pha\nbra", s);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SelectedText_EmptyLineList_IsEmpty()
|
||||
{
|
||||
Assert.Equal("", UiText.SelectedText(Array.Empty<UiText.Line>(),
|
||||
new UiText.Pos(0, 0), new UiText.Pos(0, 0)));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Order_SortsByLineThenColumn()
|
||||
{
|
||||
var (s1, e1) = UiText.Order(new UiText.Pos(2, 1), new UiText.Pos(0, 5));
|
||||
Assert.Equal(new UiText.Pos(0, 5), s1);
|
||||
Assert.Equal(new UiText.Pos(2, 1), e1);
|
||||
|
||||
var (s2, e2) = UiText.Order(new UiText.Pos(1, 8), new UiText.Pos(1, 2));
|
||||
Assert.Equal(new UiText.Pos(1, 2), s2);
|
||||
Assert.Equal(new UiText.Pos(1, 8), e2);
|
||||
}
|
||||
}
|
||||
|
|
@ -30,6 +30,12 @@ public class PluginLoaderTests
|
|||
public IPluginLogger Log { get; } = new StubLogger();
|
||||
public IGameState State { get; } = new StubState();
|
||||
public IEvents Events { get; } = new StubEvents();
|
||||
public IUiRegistry Ui { get; } = new StubUiRegistry();
|
||||
}
|
||||
|
||||
private sealed class StubUiRegistry : IUiRegistry
|
||||
{
|
||||
public void AddMarkupPanel(string markupPath, object binding) { }
|
||||
}
|
||||
|
||||
private sealed class StubLogger : IPluginLogger
|
||||
|
|
|
|||
|
|
@ -0,0 +1,17 @@
|
|||
using AcDream.Core.Textures;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Textures;
|
||||
|
||||
public class SurfaceDecoderSolidColorTests
|
||||
{
|
||||
[Fact]
|
||||
public void DecodeSolidColor_NullColor_ReturnsMagenta_DoesNotThrow()
|
||||
{
|
||||
// A malformed Base1Solid surface can carry a null ColorValue. DecodeSolidColor
|
||||
// is called outside DecodeRenderSurface's try/catch (from TextureCache), so it
|
||||
// must be null-safe itself — return the undecodable sentinel, never NRE.
|
||||
var result = SurfaceDecoder.DecodeSolidColor(null!, 0f);
|
||||
Assert.Equal(DecodedTexture.Magenta, result);
|
||||
}
|
||||
}
|
||||
|
|
@ -148,27 +148,30 @@ public class InputDispatcherIsActionHeldTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void IsActionHeld_does_not_check_WantCaptureMouse()
|
||||
public void IsActionHeld_gated_off_while_keyboard_captured()
|
||||
{
|
||||
// Per-frame held-state lookup is independent of UI capture: even
|
||||
// with WantCaptureMouse=true a movement key already held when
|
||||
// ImGui took focus continues to read as held until KeyUp. Press
|
||||
// events ARE gated (the Press wouldn't fire while UI captures),
|
||||
// but IsActionHeld answers the keyboard's underlying "is the
|
||||
// physical key down right now" — which the legacy IsKeyPressed
|
||||
// also did. The per-frame OnUpdate guard on
|
||||
// ImGui.GetIO().WantCaptureKeyboard is what suppresses movement
|
||||
// when chat is focused.
|
||||
// Write-mode gate (2026-06-16): a focused chat input sets
|
||||
// WantCaptureKeyboard, and held-key polling then reads RELEASED so typing
|
||||
// "swd" doesn't move the character. This SUPERSEDES the old design (where the
|
||||
// per-frame OnUpdate guard early-returned out of the whole movement block) —
|
||||
// that approach also killed AUTORUN. By gating here instead, the movement block
|
||||
// keeps running, so autorun (a separate latched bool ORed into Forward at the
|
||||
// call site, NOT a polled key) survives write mode. WantCaptureMouse alone does
|
||||
// NOT gate held-key polling — only keyboard capture does.
|
||||
var (dispatcher, kb, mouse, bindings) = Build();
|
||||
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
|
||||
kb.EmitKeyDown(Key.W, ModifierMask.None);
|
||||
|
||||
mouse.WantCaptureMouse = true;
|
||||
mouse.WantCaptureKeyboard = true;
|
||||
// Held, no capture → reads held.
|
||||
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
|
||||
|
||||
// Even with both capture flags set, IsActionHeld remains true
|
||||
// because W is physically held. The dispatcher only suppresses
|
||||
// press transitions.
|
||||
// Keyboard captured (write mode) → held-key polling reads released.
|
||||
mouse.WantCaptureKeyboard = true;
|
||||
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
|
||||
|
||||
// Mouse capture alone must NOT gate movement polling (only keyboard does).
|
||||
mouse.WantCaptureKeyboard = false;
|
||||
mouse.WantCaptureMouse = true;
|
||||
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,74 @@
|
|||
using AcDream.Core.Chat;
|
||||
using AcDream.UI.Abstractions;
|
||||
using AcDream.UI.Abstractions.Panels.Chat;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Tests.Panels.Chat;
|
||||
|
||||
public class ChatCommandRouterTests
|
||||
{
|
||||
private sealed class CaptureBus : ICommandBus
|
||||
{
|
||||
public SendChatCmd? Last;
|
||||
public void Publish<T>(T command) where T : notnull
|
||||
{
|
||||
if (command is SendChatCmd c) Last = c;
|
||||
}
|
||||
}
|
||||
|
||||
private static (ChatVM vm, ChatLog log, CaptureBus bus) Fixture()
|
||||
{
|
||||
var log = new ChatLog();
|
||||
var vm = new ChatVM(log, displayLimit: 50);
|
||||
return (vm, log, new CaptureBus());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PlainText_PublishesOnDefaultChannel()
|
||||
{
|
||||
var (vm, _, bus) = Fixture();
|
||||
var outcome = ChatCommandRouter.Submit("hello there", vm, bus, ChatChannelKind.Say);
|
||||
Assert.Equal(SubmitOutcome.Sent, outcome);
|
||||
Assert.NotNull(bus.Last);
|
||||
Assert.Equal(ChatChannelKind.Say, bus.Last!.Channel);
|
||||
Assert.Equal("hello there", bus.Last.Text);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DefaultChannel_IsHonored()
|
||||
{
|
||||
var (vm, _, bus) = Fixture();
|
||||
ChatCommandRouter.Submit("hi", vm, bus, ChatChannelKind.Fellowship);
|
||||
Assert.Equal(ChatChannelKind.Fellowship, bus.Last!.Channel);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ClearCommand_DrainsLog_DoesNotPublish()
|
||||
{
|
||||
var (vm, log, bus) = Fixture();
|
||||
log.OnSystemMessage("x", chatType: 0);
|
||||
var outcome = ChatCommandRouter.Submit("/clear", vm, bus, ChatChannelKind.Say);
|
||||
Assert.Equal(SubmitOutcome.ClientHandled, outcome);
|
||||
Assert.Null(bus.Last);
|
||||
Assert.Empty(log.Snapshot());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnknownSlashVerb_ShowsSystemMessage_DoesNotPublish()
|
||||
{
|
||||
var (vm, log, bus) = Fixture();
|
||||
var outcome = ChatCommandRouter.Submit("/notacommand", vm, bus, ChatChannelKind.Say);
|
||||
Assert.Equal(SubmitOutcome.UnknownCommand, outcome);
|
||||
Assert.Null(bus.Last);
|
||||
Assert.Contains(log.Snapshot(), e => e.Text.Contains("Unknown command"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmptyInput_DoesNothing()
|
||||
{
|
||||
var (vm, _, bus) = Fixture();
|
||||
var outcome = ChatCommandRouter.Submit(" ", vm, bus, ChatChannelKind.Say);
|
||||
Assert.Equal(SubmitOutcome.Empty, outcome);
|
||||
Assert.Null(bus.Last);
|
||||
}
|
||||
}
|
||||
12
tools/cdb/chat-colors.cdb
Normal file
12
tools/cdb/chat-colors.cdb
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
.symopt+ 0x40
|
||||
.reload /f acclient.exe
|
||||
.echo ===BASE===
|
||||
lm m acclient
|
||||
.echo ===DISASM_BuildChatColorLookupTable===
|
||||
uf acclient!ChatInterface::BuildChatColorLookupTable
|
||||
.echo ===TABLE_REL_0x41c4a8===
|
||||
dd acclient+0x41c4a8 L40
|
||||
.echo ===TABLE_ABS_0x81c4a8===
|
||||
dd 0x81c4a8 L40
|
||||
.echo ===END===
|
||||
qd
|
||||
6
tools/cdb/chat-colors2.cdb
Normal file
6
tools/cdb/chat-colors2.cdb
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
.echo ===COLOR_SYMS===
|
||||
x acclient!color*
|
||||
.echo ===CHATCOLOR_SYMS===
|
||||
x acclient!*ChatColor*
|
||||
.echo ===END===
|
||||
qd
|
||||
Loading…
Add table
Add a link
Reference in a new issue