feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon

Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.

Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-17 18:40:37 +02:00
parent 3e019e408a
commit e0dce5aa9f
4 changed files with 49 additions and 20 deletions

View file

@ -2002,7 +2002,7 @@ public sealed class GameWindow : IDisposable
_toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind(
toolbarLayout, Items,
() => Shortcuts,
iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over),
iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
useItem: guid => UseItemByGuid(guid),
combatState: Combat,
peaceDigits: toolbarPeaceDigits,
@ -2646,7 +2646,7 @@ public sealed class GameWindow : IDisposable
// WeenieHeader tail so IconComposer composites all icon layers.
Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
spawn.IconOverlayId, spawn.IconUnderlayId);
spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
// Phase A.1 hotfix: live CreateObject handler reads dats extensively
// (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned