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>
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4 changed files with 49 additions and 20 deletions
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@ -2002,7 +2002,7 @@ public sealed class GameWindow : IDisposable
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_toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind(
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toolbarLayout, Items,
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() => Shortcuts,
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iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over),
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iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
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useItem: guid => UseItemByGuid(guid),
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combatState: Combat,
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peaceDigits: toolbarPeaceDigits,
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@ -2646,7 +2646,7 @@ public sealed class GameWindow : IDisposable
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// WeenieHeader tail so IconComposer composites all icon layers.
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Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
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(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
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spawn.IconOverlayId, spawn.IconUnderlayId);
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spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
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// Phase A.1 hotfix: live CreateObject handler reads dats extensively
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// (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned
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@ -33,7 +33,7 @@ public sealed class IconComposer
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{
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private readonly DatCollection _dats;
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private readonly TextureCache _cache;
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private readonly Dictionary<(uint, uint, uint, uint), uint> _byTuple = new();
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private readonly Dictionary<(uint, uint, uint, uint, uint), uint> _byTuple = new();
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// ── type-default underlay resolve (EnumIDMap 0x10000004) ─────────────────
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// Portal MasterMap (0x25000000) maps enum 0x10000004 → submap DID (0x25000008).
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@ -210,26 +210,42 @@ public sealed class IconComposer
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}
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/// <summary>
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/// Resolve (and cache) the composited GL texture for an item's icon layers.
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/// Returns 0 if no base icon is available.
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///
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/// <para>Layer order mirrors retail IconData::RenderIcons (decomp 407524):
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/// type-default underlay (OPAQUE) → custom underlay → base icon → custom overlay.
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/// The type-default underlay is resolved via the EnumIDMap 0x10000004 chain;
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/// its presence ensures filled slots are never transparent.</para>
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/// Resolve (and cache) the composited GL texture for an item's icon state.
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/// Returns 0 if no base icon. Mirrors retail IconData::RenderIcons (0x0058d180):
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/// a DRAG composite (base + custom overlay + effect recolor) blitted over the
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/// type-default underlay + custom underlay. The effect tile (enum 0x10000005) is a
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/// ReplaceColor tint SOURCE, not a blit layer (DR-1). The 2-stage form is
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/// associative-equivalent to a single Compose when effects==0, so D.5.1 visuals are
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/// unchanged for non-effect items.
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/// </summary>
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public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId)
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public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId, uint effects)
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{
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if (iconId == 0) return 0;
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uint typeUnderlayDid = ResolveUnderlayDid(itemType);
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var key = (typeUnderlayDid, iconId, underlayId, overlayId);
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var key = (typeUnderlayDid, iconId, underlayId, overlayId, effects);
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if (_byTuple.TryGetValue(key, out var tex)) return tex;
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// Stage 1 — retail m_pDragIcon: base + custom overlay, then the effect recolor.
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var dragLayers = new List<(byte[] rgba, int w, int h)>();
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AddLayer(dragLayers, iconId);
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AddLayer(dragLayers, overlayId);
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(byte[] rgba, int w, int h)? drag = null;
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if (dragLayers.Count > 0)
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{
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var composed = Compose(dragLayers);
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// Effect recolor only when an effect bit is set. Retail nominally also runs the
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// effects==0 black-fallback recolor; we skip it (DR-3: white→black on every item
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// is a likely no-op but a regression risk, pending visual/cdb confirmation).
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if (effects != 0 && TryGetEffectColor(effects, out var ec))
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ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec);
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drag = composed;
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}
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// Stage 2 — retail m_pIcon: type-default underlay (opaque) + custom underlay + drag.
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var layers = new List<(byte[] rgba, int w, int h)>();
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AddLayer(layers, typeUnderlayDid); // OPAQUE bottom; sizes the 32x32 output
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AddLayer(layers, typeUnderlayDid);
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AddLayer(layers, underlayId);
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AddLayer(layers, iconId);
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AddLayer(layers, overlayId);
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if (drag is { } d) layers.Add(d);
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if (layers.Count == 0) return 0;
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var (rgba, w, h) = Compose(layers);
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@ -51,7 +51,7 @@ public sealed class ToolbarController
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private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
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private readonly ItemRepository _repo;
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private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
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private readonly Func<ItemType, uint, uint, uint, uint> _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
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private readonly Action<uint> _useItem; // guid → fire UseObject
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// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
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@ -70,7 +70,7 @@ public sealed class ToolbarController
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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState,
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uint[]? peaceDigits,
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@ -123,7 +123,7 @@ public sealed class ToolbarController
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
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/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
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/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId) → GL texture handle.</param>
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/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle.</param>
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/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
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/// <param name="combatState">
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/// Optional live combat state — when provided, the toolbar subscribes to
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@ -148,7 +148,7 @@ public sealed class ToolbarController
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ImportedLayout layout,
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ItemRepository repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint> iconIds,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState = null,
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uint[]? peaceDigits = null,
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@ -183,7 +183,7 @@ public sealed class ToolbarController
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var item = _repo.GetItem(sc.ObjectGuid);
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if (item is null) continue; // deferred: ItemAdded will re-call Populate
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId);
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
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list.Cell.SetItem(sc.ObjectGuid, tex);
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}
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@ -144,4 +144,17 @@ public class IconComposerTests
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Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched
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Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced
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}
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[Fact]
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public void TwoStageWithEffect_recolorsWhiteBeforeUnderlay()
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{
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// drag = base (white pixel) over overlay (none); recolor white→blue; then over
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// an opaque tawny underlay. The white pixel must become blue in the final.
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var baseIcon = (new byte[] { 255,255,255,255 }, 1, 1); // 1x1 white opaque
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var drag = IconComposer.Compose(new[] { baseIcon });
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IconComposer.ReplaceColorWhite(drag.rgba, drag.w, drag.h, (0, 0, 255, 255)); // blue
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var underlay = (new byte[] { 105, 70, 50, 255 }, 1, 1); // tawny opaque
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var final = IconComposer.Compose(new[] { underlay, (drag.rgba, drag.w, drag.h) });
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Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // blue on top
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}
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}
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