feat(ui): port retail jump power bar
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage. Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
parent
27619b2328
commit
db03b4bda8
18 changed files with 3045 additions and 10 deletions
91
src/AcDream.App/UI/Layout/JumpPowerbarController.cs
Normal file
91
src/AcDream.App/UI/Layout/JumpPowerbarController.cs
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
using AcDream.App.Input;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
/// <summary>
|
||||
/// Projects <see cref="PlayerMovementController.JumpCharge"/> into the imported
|
||||
/// retail <c>gmFloatyPowerBarUI</c>. The movement controller owns the clock; this
|
||||
/// controller owns only DAT state, fill, and window visibility.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail references: <c>gmPowerbarUI::RecvNotice_BeginPowerbar</c>
|
||||
/// (0x004DA730), <c>RecvNotice_SetPowerbarLevel</c> (0x004DA550),
|
||||
/// <c>RecvNotice_FinishPowerbar</c> (0x004DA580), and
|
||||
/// <c>ClientCombatSystem::CommenceJump</c> (0x0056AF90).
|
||||
/// </remarks>
|
||||
public sealed class JumpPowerbarController : IRetainedPanelController
|
||||
{
|
||||
public const uint LayoutId = 0x21000072u;
|
||||
public const uint MeterId = 0x10000034u;
|
||||
public const uint JumpModeState = 0x10000042u;
|
||||
|
||||
private readonly UiMeter _meter;
|
||||
private readonly Func<JumpChargeSnapshot> _snapshot;
|
||||
private readonly Action<bool> _setWindowVisible;
|
||||
private float _power;
|
||||
private bool _isCharging;
|
||||
private bool _hasSynced;
|
||||
private bool _disposed;
|
||||
|
||||
private JumpPowerbarController(
|
||||
UiMeter meter,
|
||||
Func<JumpChargeSnapshot> snapshot,
|
||||
Action<bool> setWindowVisible)
|
||||
{
|
||||
_meter = meter;
|
||||
_snapshot = snapshot;
|
||||
_setWindowVisible = setWindowVisible;
|
||||
_meter.Fill = () => _power;
|
||||
SyncVisibility(force: true);
|
||||
}
|
||||
|
||||
public static JumpPowerbarController? Bind(
|
||||
ImportedLayout layout,
|
||||
Func<JumpChargeSnapshot> snapshot,
|
||||
Action<bool> setWindowVisible)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(layout);
|
||||
ArgumentNullException.ThrowIfNull(snapshot);
|
||||
ArgumentNullException.ThrowIfNull(setWindowVisible);
|
||||
|
||||
if (layout.FindElement(MeterId) is not UiMeter meter
|
||||
|| !meter.TrySetRetailState(JumpModeState))
|
||||
return null;
|
||||
|
||||
return new JumpPowerbarController(meter, snapshot, setWindowVisible);
|
||||
}
|
||||
|
||||
/// <summary>Applies the latest movement-owned charge snapshot.</summary>
|
||||
public void Tick() => SyncVisibility(force: false);
|
||||
|
||||
/// <summary>
|
||||
/// Re-applies the state-driven visibility after the window has been mounted.
|
||||
/// This covers a jump key already held during retained-UI construction.
|
||||
/// </summary>
|
||||
public void SyncVisibility() => SyncVisibility(force: true);
|
||||
|
||||
private void SyncVisibility(bool force)
|
||||
{
|
||||
if (_disposed) return;
|
||||
|
||||
JumpChargeSnapshot state = _snapshot();
|
||||
_power = state.IsCharging ? Math.Clamp(state.Power, 0f, 1f) : 0f;
|
||||
|
||||
if (force || !_hasSynced || state.IsCharging != _isCharging)
|
||||
{
|
||||
_isCharging = state.IsCharging;
|
||||
_hasSynced = true;
|
||||
_setWindowVisible(_isCharging);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnShown() => SyncVisibility(force: false);
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
_power = 0f;
|
||||
_meter.Fill = () => null;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue