feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ec414d60cd
commit
ceec3bc440
334 changed files with 3660 additions and 3840 deletions
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Numerics;
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using AcDream.App.UI;
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using AcDream.Core.Items;
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@ -7,7 +7,7 @@ using AcDream.Core.Selection;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Controller for the action bar's selected-object strip (ids 0x1000019E–0x100001A4).
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/// Controller for the action bar's selected-object strip (ids 0x1000019E–0x100001A4).
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/// Analogue of retail <c>gmToolbarUI::HandleSelectionChanged</c>
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/// (<c>docs/research/named-retail/acclient_2013_pseudo_c.txt:198635</c>) +
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/// <c>RecvNotice_UpdateObjectHealth</c> (<c>:196213</c>) +
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@ -18,29 +18,29 @@ namespace AcDream.App.UI.Layout;
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/// guid is provided it sets the name, flashes the selection overlay briefly, and sends
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/// either <c>QueryHealth (0x01BF)</c> for health-bearing targets or
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/// <c>QueryItemMana (0x0263)</c> for owned non-stack items. The Health meter
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/// becomes visible only when the server actually reports health for the selected guid —
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/// becomes visible only when the server actually reports health for the selected guid —
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/// either an <c>UpdateHealth (0x01C0)</c> arrives (retail
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/// <c>RecvNotice_UpdateObjectHealth</c> → <c>SetVisible(1)</c>) or the value is already
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/// <c>RecvNotice_UpdateObjectHealth</c> → <c>SetVisible(1)</c>) or the value is already
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/// cached. So a friendly NPC you have not assessed shows name-only (no bar), and a
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/// monster's bar appears after damage / a successful assess — matching retail.
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/// monster's bar appears after damage / a successful assess — matching retail.
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/// </para>
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///
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/// <para>
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/// <strong>Retail element roles</strong> (PostInit, <c>:198119</c>): <c>m_pSelObjectField</c>
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/// is the container <c>0x1000019E</c> whose <c>SetState(0x1000000b/0c)</c> drives a
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/// 0.25s <c>Pause→Normal</c> flash that cascades to the overlay child's green frame.
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/// 0.25s <c>Pause→Normal</c> flash that cascades to the overlay child's green frame.
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/// acdream has no state-cascade / transition-animation system, so this controller drives
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/// the overlay element <c>0x100001A0</c> directly and reverts it after the same
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/// <see cref="FlashSeconds"/> to reproduce the brief flash. The name element
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/// <c>0x1000019F</c> is bumped to the top of the strip's z-order so it draws OVER the
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/// overlay frame and the health bar (retail draws the name over the bar — see the
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/// overlay frame and the health bar (retail draws the name over the bar — see the
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/// "Drudge Slinker" reference shot).
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/// </para>
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///
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/// </summary>
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public sealed class SelectedObjectController : IRetainedPanelController
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internal sealed class SelectedObjectController : IRetainedPanelController
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{
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// ── Element ids (toolbar LayoutDesc 0x21000016) ─────────────────────────
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// ── Element ids (toolbar LayoutDesc 0x21000016) ─────────────────────────
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/// <summary>Selected-object container / field element id (retail m_pSelObjectField).</summary>
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public const uint ContainerId = 0x1000019E;
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/// <summary>Selected-object name element id (retail m_pSelObjectName, UIElement_Text).</summary>
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/// <summary>Horizontal stack quantity slider (retail m_pStackSizeSlider).</summary>
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public const uint StackSizeSliderId = 0x100001A4;
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/// <summary>Selection-overlay flash duration — retail's container ObjectSelected state is a
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/// Pause(0.25s)→Normal transition (toolbar dump, element 0x1000019E).</summary>
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/// <summary>Selection-overlay flash duration — retail's container ObjectSelected state is a
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/// Pause(0.25s)→Normal transition (toolbar dump, element 0x1000019E).</summary>
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private const double FlashSeconds = 0.25;
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/// <summary>Z-order for the name so it draws OVER the overlay frame + health bar.
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/// The strip's other children sit at ReadOrder 1–4; this floats the name to the top.</summary>
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/// The strip's other children sit at ReadOrder 1–4; this floats the name to the top.</summary>
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private const int NameZOrderOnTop = 1_000_000;
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/// <summary>Z-order for the selection-flash overlay — above the health meter (so the green
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/// <summary>Z-order for the selection-flash overlay — above the health meter (so the green
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/// flash isn't hidden by the bar) but below the name (so the name stays readable).</summary>
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private const int OverlayZOrder = NameZOrderOnTop - 1;
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/// <summary>Height (px) of the black name band at the top of the 31px bar sprite. The name
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/// label is constrained to this band (top-aligned) so the health bar shows below it —
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/// label is constrained to this band (top-aligned) so the health bar shows below it —
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/// retail "name on the black, bar below". The bar sprite's colored region starts ~y14.</summary>
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private const float NameBandHeight = 15f;
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// ── Found elements (any may be null for partial/test layouts) ───────────
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// ── Found elements (any may be null for partial/test layouts) ───────────
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private readonly UiElement? _name;
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private readonly UiDatElement? _overlay;
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private readonly UiMeter? _healthMeter;
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private readonly UiField? _stackSizeEntry;
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private readonly UiScrollbar? _stackSizeSlider;
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// ── Captured delegates ───────────────────────────────────────────────────
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// ── Captured delegates ───────────────────────────────────────────────────
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private readonly Func<uint, bool> _isHealthTarget;
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private readonly Func<uint, bool> _isOwnedByPlayer;
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private readonly Func<uint, string?> _resolveName;
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private readonly Action<Action<uint, float, bool>> _unsubscribeItemManaChanged;
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private readonly Action<Action<ClientObject>> _unsubscribeObjectUpdated;
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// ── Live state (read by closures on the per-frame draw path) ────────────
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// ── Live state (read by closures on the per-frame draw path) ────────────
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private uint? _current;
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private string? _currentName;
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private double _flashRemaining; // > 0 while the selection overlay is flashing
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_unsubscribeItemManaChanged = unsubscribeItemManaChanged;
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_unsubscribeObjectUpdated = unsubscribeObjectUpdated;
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// Find elements — silently skip absent ones (partial/test layouts).
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// Find elements — silently skip absent ones (partial/test layouts).
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_name = layout.FindElement(NameId);
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_overlay = layout.FindElement(OverlayId) as UiDatElement;
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_healthMeter = layout.FindElement(HealthMeterId) as UiMeter;
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_stackSizeSlider = layout.FindElement(StackSizeSliderId) as UiScrollbar;
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// The selection-flash overlay must draw OVER the health meter (which spans the whole
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// strip) — otherwise the meter hides the green flash whenever a bar is visible (i.e.
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// strip) — otherwise the meter hides the green flash whenever a bar is visible (i.e.
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// for players/monsters). Float it just below the name so the name stays readable.
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if (_overlay is not null) _overlay.ZOrder = OverlayZOrder;
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//
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// The bar sprite (0x0600193E/F, 146x31) carries a ~14px BLACK name band across its
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// TOP with the colored bar in the lower portion (confirmed from the dat). Retail
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// draws the object name in that black band with the health bar BELOW it — so the
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// draws the object name in that black band with the health bar BELOW it — so the
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// label is TOP-aligned by constraining its height to the band, not centered over the
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// whole 31px strip (which overlapped the bar's middle).
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if (_name is not null)
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="selection">The single Core selected-object owner.</param>
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/// <param name="subscribeHealthChanged">Called once with <see cref="OnHealthChanged"/>
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/// (typical host: <c>h => Combat.HealthChanged += h</c>) — drives meter visibility.</param>
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/// (typical host: <c>h => Combat.HealthChanged += h</c>) — drives meter visibility.</param>
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/// <param name="isHealthTarget">Returns true for guids that may show a health meter
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/// (proxy for retail's <c>IsPlayer() || pet_owner || ObjectIsAttackable()</c>).</param>
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/// <param name="name">Returns retail's NAME_APPROPRIATE display name for a guid.</param>
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_sendQueryItemMana(0);
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}
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// ── 1. Clear first (retail: SetText("") + m_pSelObjectField->SetState(0)
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// + SetVisible(0) on the meters). ──────────────────────────────────────
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// ── 1. Clear first (retail: SetText("") + m_pSelObjectField->SetState(0)
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// + SetVisible(0) on the meters). ──────────────────────────────────────
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if (selectionChanged)
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{
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if (_healthMeter is not null) _healthMeter.Visible = false;
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uint g = guid.Value;
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// ── 2. Name (displayed via the UiText child's LinesProvider reading _currentName). ──
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// ── 2. Name (displayed via the UiText child's LinesProvider reading _currentName). ──
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uint stackSize = _stackSize(g);
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string? objectName = _resolveName(g);
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_currentName = stackSize > 1u && !string.IsNullOrEmpty(objectName)
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? $"{stackSize} {objectName}"
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: objectName;
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// ── 3. Selection overlay: brief flash (retail container ObjectSelected
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// = Pause(0.25s)→Normal). "StackedItemSelected" for stacks. ──────────────
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// ── 3. Selection overlay: brief flash (retail container ObjectSelected
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// = Pause(0.25s)→Normal). "StackedItemSelected" for stacks. ──────────────
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SetOverlayState(stackSize > 1u
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? RetailUiStateIds.StackedItemSelected
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: RetailUiStateIds.ObjectSelected);
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if (_stackSizeSlider is not null) _stackSizeSlider.Visible = true;
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}
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// ── 4. Health: query, and show the meter only if real health is already known.
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// ── 4. Health: query, and show the meter only if real health is already known.
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// Otherwise the meter appears when OnHealthChanged fires for this guid
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// (retail RecvNotice_UpdateObjectHealth :196213). ──────────────────────────
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// (retail RecvNotice_UpdateObjectHealth :196213). ──────────────────────────
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if (stackSize <= 1u && _isHealthTarget(g))
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{
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if (selectionChanged)
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if (_flashRemaining <= 0) return;
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_flashRemaining -= deltaSeconds;
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if (_flashRemaining <= 0)
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SetOverlayState(UiStateInfo.DirectStateId); // flash done → overlay back to blank
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SetOverlayState(UiStateInfo.DirectStateId); // flash done → overlay back to blank
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}
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private void SetOverlayState(uint state)
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