feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
bcc34ee3, that predates when those fixtures were last regenerated).
Per the slice contract, that drift was NOT committed — reverted back to
HEAD, only the five new Options-panel fixtures are new files here.
- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
set/clear semantics) is a documented approximation — the decompiled
excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
Chat tab controller, the first consumer that reaches the wire) to
verify against the real decomp before any live transaction depends on
it; nothing user-reachable can observe this yet.
Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
0df0a60424
commit
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17 changed files with 51896 additions and 1 deletions
162
src/AcDream.App/UI/UiCheckboxBitfield64.cs
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162
src/AcDream.App/UI/UiCheckboxBitfield64.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.UI.Layout;
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namespace AcDream.App.UI;
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/// <summary>
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/// Retail <c>UIOption_CheckboxBitfield64</c> (Type <c>0x10000044</c>) — a block of
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/// individually toggleable mask checkboxes, built ENTIRELY at runtime. Its authored
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/// dat template (<c>0x10000520</c> in <c>0x2100002B</c>, 272x100) carries NO children
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/// and NO media — verified against the regenerated <c>options_2100002B.json</c>
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/// fixture. Retail C++ populates it by calling <c>AddChild(lowMask, highMask,
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/// labelId, tooltipId)</c> once per checkbox (research doc §5.2:
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/// <c>gmChatOptionsUI::InitOptions</c> / <c>AddCheckboxBitfield64Option</c>), N times
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/// per window, then <c>CreateChildren()</c>. This widget ports that shape:
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/// <see cref="AddChild(ulong, ulong, string, string?)"/> appends one row, reusing
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/// <see cref="UiButton"/> (with retail's toggle-behavior property <c>0x0B</c> seeded)
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/// for the clickable/labelled row itself rather than drawing anything new —
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/// consistent with the campaign contract's "compose existing primitives" directive.
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/// </summary>
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/// <remarks>
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/// Click semantics: retail's exact bit-toggle algorithm (what
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/// <c>UIOption_CheckboxBitfield64</c>'s own click handler does to <c>m_current</c>, as
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/// opposed to <c>UIOption_CheckboxBitfield64::Apply</c>'s documented WRITE side in
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/// research doc §3.7) is not in the decompiled excerpt this campaign pulled. This
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/// widget applies the conservative, retail-consistent reading — a row is "on" when
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/// ALL its mask bits are set, and a click SETS (turns on) or CLEARS (turns off)
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/// exactly those bits — and raises <see cref="ValueChanged"/> so a page controller can
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/// verify/replace the exact algorithm against the real decomp before wiring the
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/// authoritative <c>PlayerModule::SetChatWindowOption</c> transaction (Campaign OP
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/// slice OP5).
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/// </remarks>
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public sealed class UiCheckboxBitfield64 : UiPanel
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{
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/// <summary>One added checkbox row.</summary>
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public readonly record struct Row(
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ulong LowMask, ulong HighMask, string Label, string? Tooltip, UiButton Toggle);
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private readonly List<Row> _rows = new();
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/// <summary>The rows added so far, in <see cref="AddChild(ulong, ulong, string, string?)"/> call order.</summary>
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public IReadOnlyList<Row> Rows => _rows;
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/// <summary>Current low 64 bits of the option's bitfield value.</summary>
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public ulong CurrentLow { get; private set; }
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/// <summary>Current high 64 bits of the option's bitfield value.</summary>
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public ulong CurrentHigh { get; private set; }
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private ulong _defaultLow, _defaultHigh;
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/// <summary>Row height in px for the stacked layout. Rows lay out top-to-bottom in
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/// call order, matching retail's authored call sequence. No authored row height
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/// exists for this block (it is unauthored in the dat) — a page controller may
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/// override before the first <see cref="AddChild(ulong, ulong, string, string?)"/> call.</summary>
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public float RowHeight { get; set; } = 14f;
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/// <summary>Dat font for row labels.</summary>
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public UiDatFont? LabelFont { get; set; }
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// SpriteResolve (forwarded to each row's UiButton) is inherited from UiPanel —
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// same resolver shape, no need to redeclare it.
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/// <summary>Fired with the new (low, high) value after any row toggles.</summary>
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public Action<ulong, ulong>? ValueChanged { get; set; }
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public UiCheckboxBitfield64()
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{
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BackgroundColor = Vector4.Zero;
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BorderColor = Vector4.Zero;
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}
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/// <summary>
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/// Retail <c>UIOption::SetDefaultValue(low, high)</c>: sets the restore-to-defaults
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/// target. Also seeds the current value while no rows exist yet (construction
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/// order mirrors retail: <c>SetDefaultValue</c> then N <c>AddChild</c> calls, so
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/// each row's initial checked state reads the seeded default).
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/// </summary>
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public void SetDefaultValue(ulong low, ulong high)
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{
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_defaultLow = low;
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_defaultHigh = high;
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if (_rows.Count == 0)
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{
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CurrentLow = low;
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CurrentHigh = high;
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}
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}
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/// <summary>Reverts to the last <see cref="SetDefaultValue"/> target and refreshes
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/// every row's checked state — the Defaults-button verb (research doc §3.3).</summary>
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public void RestoreDefaultValue()
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{
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CurrentLow = _defaultLow;
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CurrentHigh = _defaultHigh;
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RefreshRowVisuals();
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ValueChanged?.Invoke(CurrentLow, CurrentHigh);
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}
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/// <summary>
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/// Retail <c>UIOption_CheckboxBitfield64::AddChild(lowMask, highMask, labelId,
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/// tooltipId)</c>: appends one toggleable row for the given mask, stacked below
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/// the previous row. <paramref name="label"/>/<paramref name="tooltip"/> are
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/// already-resolved strings — string-table lookup is the caller's job (matches
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/// <see cref="UiMenu.MenuItem"/>'s own already-resolved-Label convention).
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/// </summary>
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public UiButton AddChild(ulong lowMask, ulong highMask, string label, string? tooltip = null)
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{
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var rowInfo = new ElementInfo { Type = 1u, Width = Width, Height = RowHeight };
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var direct = new UiStateInfo { Id = UiStateInfo.DirectStateId, Name = "" };
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direct.Properties.Values[0x0Bu] = new UiPropertyValue
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{
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Kind = UiPropertyKind.Bool,
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BoolValue = true, // ToggleBehavior (property 0x0B) — UiButton reads this in its ctor.
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};
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rowInfo.States[UiStateInfo.DirectStateId] = direct;
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var toggle = new UiButton(rowInfo, SpriteResolve ?? (_ => (0u, 0, 0)))
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{
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Label = label,
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LabelFont = LabelFont,
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LabelAlign = UiButton.LabelAlignment.Left,
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Left = 0f,
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Top = _rows.Count * RowHeight,
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Width = Width,
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Height = RowHeight,
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Selected = IsSet(lowMask, highMask),
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};
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toggle.OnClick = () => ToggleRow(lowMask, highMask, toggle);
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_rows.Add(new Row(lowMask, highMask, label, tooltip, toggle));
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AddChild(toggle);
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return toggle;
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}
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private bool IsSet(ulong lowMask, ulong highMask)
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=> (CurrentLow & lowMask) == lowMask && (CurrentHigh & highMask) == highMask;
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private void ToggleRow(ulong lowMask, ulong highMask, UiButton toggle)
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{
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bool turnOn = !IsSet(lowMask, highMask);
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if (turnOn)
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{
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CurrentLow |= lowMask;
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CurrentHigh |= highMask;
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}
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else
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{
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CurrentLow &= ~lowMask;
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CurrentHigh &= ~highMask;
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}
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toggle.Selected = turnOn;
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ValueChanged?.Invoke(CurrentLow, CurrentHigh);
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}
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private void RefreshRowVisuals()
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{
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foreach (Row row in _rows)
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row.Toggle.Selected = IsSet(row.LowMask, row.HighMask);
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}
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}
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