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
df9c7a35eb
17 changed files with 51896 additions and 1 deletions
119
src/AcDream.App/UI/UiTemplateListBox.cs
Normal file
119
src/AcDream.App/UI/UiTemplateListBox.cs
Normal file
|
|
@ -0,0 +1,119 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.UI.Layout;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>UIElement_ListBox</c> (Type 5) with an authored row-template list (dat
|
||||
/// property <c>0x64</c>). Port of <c>AddItemFromTemplateList(index)</c>: instantiates
|
||||
/// row <paramref name="index"/>'s template — a <see cref="UiTemplateListEntry"/>
|
||||
/// naming a cross-layout <c>{LayoutDesc DID, element id}</c> pair, per
|
||||
/// <c>docs/research/2026-08-10-options-panel-structure.md</c> §1.5 — through the SAME
|
||||
/// import machinery every other retained window uses, and appends it as one
|
||||
/// scrollable row.
|
||||
///
|
||||
/// <para>
|
||||
/// Wraps a <see cref="UiScrollablePanel"/> as its single child rather than
|
||||
/// duplicating its scroll logic — <see cref="UiScrollablePanel"/> is sealed, and this
|
||||
/// is the SAME "controller-built row list" viewport pattern
|
||||
/// <c>CharacterStatController.RebuildActiveList</c> already uses for the skill list
|
||||
/// (a <see cref="UiScrollablePanel"/> child sized to its host, rows added through it).
|
||||
/// The wrapped panel is anchored to fill this box, so scrolling, per-row visibility
|
||||
/// clipping, and the pixel scroll model (<see cref="Scroll"/>) all come from the
|
||||
/// SAME code CH6/the character sheet already exercise — no new scroll model. Rows
|
||||
/// stack in call order: each new row's <see cref="UiElement.Top"/> is set to the
|
||||
/// viewport's current <see cref="UiScrollablePanel.ContentHeight"/> before it is
|
||||
/// added, exactly retail's own ListBox layout (each row is authored at its own
|
||||
/// template-local Y=0; the box stacks instances).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <see cref="TemplateResolver"/> is the seam a page controller wires with real DAT
|
||||
/// access — e.g. <c>(layoutId, elementId) => LayoutImporter.Build(
|
||||
/// LayoutImporter.ImportInfos(dats, layoutId, elementId), resolve, datFont,
|
||||
/// fontResolve, stringResolve)?.Root</c> (the SAME "one selected root from a
|
||||
/// catalog-style LayoutDesc" overload <c>RetailDialogFactory</c> already uses for the
|
||||
/// shared dialog catalog — the Options panel's row templates are top-level siblings
|
||||
/// of the tab control in <c>0x2100002B</c>, structurally identical to that catalog
|
||||
/// shape). Left null by <c>DatWidgetFactory</c> itself: OP2 ships the mechanism, a
|
||||
/// page controller (Campaign OP slice OP4+) supplies the resolver once it has a live
|
||||
/// <c>IDatReaderWriter</c>.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class UiTemplateListBox : UiPanel
|
||||
{
|
||||
private readonly UiScrollablePanel _viewport = new()
|
||||
{
|
||||
Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom,
|
||||
};
|
||||
|
||||
/// <summary>The authored row-template list (dat property 0x64), in authored array order.</summary>
|
||||
public IReadOnlyList<UiTemplateListEntry> Templates { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Element id of this ListBox's linked scrollbar (dat property 0x72; e.g. the
|
||||
/// Character page's ListBox 0x100001FA names scrollbar 0x100001FB). 0 when the
|
||||
/// dat authors no scrollbar reference. A page controller resolves this id against
|
||||
/// the imported tree and sets the found <see cref="UiScrollbar"/>'s
|
||||
/// <see cref="UiScrollbar.Model"/> to <see cref="Scroll"/> — the same linkage
|
||||
/// <c>ChatWindowController</c> wires for the chat transcript.
|
||||
/// </summary>
|
||||
public uint ScrollbarElementId { get; }
|
||||
|
||||
/// <summary>The wrapped viewport's pixel scroll model — link a page controller's
|
||||
/// resolved scrollbar (<see cref="ScrollbarElementId"/>) to this.</summary>
|
||||
public UiScrollable Scroll => _viewport.Scroll;
|
||||
|
||||
/// <summary>Total stacked row height in px — the same value <see cref="Scroll"/>'s
|
||||
/// content extent uses.</summary>
|
||||
public int ContentHeight => _viewport.ContentHeight;
|
||||
|
||||
/// <summary>Row height for the scroll model's line-scroll quantum. Set once template
|
||||
/// heights are known; defaults to the viewport's own default (16px).</summary>
|
||||
public int LineHeight
|
||||
{
|
||||
get => _viewport.LineHeight;
|
||||
set => _viewport.LineHeight = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Instantiates a row template's subtree (its LayoutDesc DID + element id) into a
|
||||
/// built <see cref="UiElement"/>. Null (the default) means
|
||||
/// <see cref="AddItemFromTemplateList"/> cannot build rows yet.
|
||||
/// </summary>
|
||||
public Func<uint, uint, UiElement?>? TemplateResolver { get; set; }
|
||||
|
||||
public UiTemplateListBox(IReadOnlyList<UiTemplateListEntry> templates, uint scrollbarElementId)
|
||||
{
|
||||
Templates = templates;
|
||||
ScrollbarElementId = scrollbarElementId;
|
||||
BackgroundColor = Vector4.Zero;
|
||||
BorderColor = Vector4.Zero;
|
||||
base.AddChild(_viewport);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>UIElement_ListBox::AddItemFromTemplateList(m_pOptionBox, index,
|
||||
/// nullptr)</c>: resolves <c>Templates[index]</c> through <see cref="TemplateResolver"/>
|
||||
/// and appends the built subtree as the next row, stacked below the previous one.
|
||||
/// Returns the built row widget, or null when <paramref name="index"/> is out of
|
||||
/// range, no resolver is wired, or the resolver produced nothing.
|
||||
/// </summary>
|
||||
public UiElement? AddItemFromTemplateList(int index)
|
||||
{
|
||||
if (index < 0 || index >= Templates.Count) return null;
|
||||
Func<uint, uint, UiElement?>? resolver = TemplateResolver;
|
||||
if (resolver is null) return null;
|
||||
|
||||
UiTemplateListEntry entry = Templates[index];
|
||||
UiElement? row = resolver(entry.TemplateLayoutId, entry.TemplateElementId);
|
||||
if (row is null) return null;
|
||||
|
||||
row.Left = 0f;
|
||||
row.Top = _viewport.ContentHeight;
|
||||
_viewport.AddChild(row);
|
||||
return row;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue