fix(chargen): Campaign CC gate round 1 closeout — Group 1: real color wheel wiring

Lands Batch G's two STOPPED items, making the real palette-color swatch
wheel visually live instead of inert:

- UiButton and UiDatElement gain a per-instance Tint property threaded
  into every existing DrawSprite call (defaults to Vector4.One, so every
  pre-existing button/element is byte-identical unless a caller sets a
  non-identity tint).
- CharacterCreationAppearancePage now sets Tint directly on each color
  swatch button and the GradCircle element, replacing the Batch G
  flat-fill ChargenSwatchColorTile overlay outright — an opaque
  rectangle drawn on top can never reproduce retail's actual
  SurfaceWindow::BlitAndColor(..., Blit_Multiply, color) multiply blend,
  only a genuine per-instance sprite tint can, so the overlay approach is
  deleted rather than layered under the new mechanism.
- CharacterCreationUiController and RetailUiRuntime grow pass-through
  properties (AppearancePalSetSource/AppearanceClothingTableSource/
  AppearancePaletteColorSource) mirroring the existing PreviewControl
  seam, so LivePresentationComposition can wire a DAT-backed
  ChargenAppearanceCatalog into the Appearance page (wiring itself lands
  with the Group 3 commit, since it shares a file with an unrelated F16
  fix).

Register: AP-216/AP-217 RETIRED (161 -> now further reduced in later
commits) — both rows' remaining gaps are closed, not merely narrowed.
CharacterCreationAppearancePageSwatchColorTests updated for the new
Tint-based assertions (two pre-existing assertions were carried over
incorrectly from the old overlay-visibility model and are corrected).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-16 15:33:19 +02:00
parent 1f6365d3e5
commit e1d7d09599
7 changed files with 193 additions and 192 deletions

View file

@ -73,20 +73,29 @@ namespace AcDream.App.UI.Layout;
///
/// <para>
/// <b>The real color wheel (Campaign CC gate round 1 Batch G, R2-5,
/// register AP-216/AP-217):</b> retail's <c>DoColorSpots @0x0047d850</c> /
/// <c>DoGradDisk @0x0047da90</c> paint each swatch and the gradient disc
/// with an ACTUAL representative color sampled from the real DAT palette
/// data (<c>AcDream.Core.CharGen.ChargenSwatchColorResolver</c> ports the
/// register AP-216/AP-217 — CLOSEOUT (Group 1) makes it visually live):</b>
/// retail's <c>DoColorSpots @0x0047d850</c> / <c>DoGradDisk @0x0047da90</c>
/// paint each swatch and the gradient disc with an ACTUAL representative
/// color sampled from the real DAT palette data
/// (<c>AcDream.Core.CharGen.ChargenSwatchColorResolver</c> ports the
/// computation — see its own doc for the two color-source shapes and the
/// clothing PalSet lookup). <see cref="PalSetSource"/>/
/// <see cref="ClothingTableSource"/>/<see cref="PaletteColorSource"/> are
/// late-bound composition seams (same pattern as <see cref="PreviewControl"/>)
/// a DAT-backed catalog wires in after construction; the <see cref="ChargenSwatchColorTile"/>
/// children painted over each swatch/the gradient disc are this batch's
/// rendering primitive — see that class's own doc for why it is a flat
/// color fill (a documented approximation of retail's actual recolored-
/// sprite blit) and the STOPPED shared-file edit that would upgrade it to
/// a genuine texture tint.
/// clothing PalSet lookup) via a genuine multiplicative sprite tint —
/// retail's own <c>SurfaceWindow::BlitAndColor(..., Blit_Multiply,
/// color)</c>. <see cref="PalSetSource"/>/<see cref="ClothingTableSource"/>/
/// <see cref="PaletteColorSource"/> are late-bound composition seams (same
/// pattern as <see cref="PreviewControl"/>) a DAT-backed catalog wires in
/// after construction (<c>CharacterCreationUiController.AppearancePalSetSource</c>
/// etc., assigned once by <c>LivePresentationComposition</c> alongside the
/// existing <c>AppearancePreviewControl</c> wiring). Each swatch
/// (<see cref="UiButton"/>) and the gradient disc (<see cref="UiDatElement"/>,
/// resolved via <see cref="_gradCircle"/>) now set their OWN
/// <see cref="UiButton.Tint"/>/<see cref="UiDatElement.Tint"/> directly —
/// the earlier flat-fill <c>ChargenSwatchColorTile</c> overlay (Batch G's
/// documented approximation, since neither widget exposed a tint hook yet)
/// is retired: a flat opaque rectangle drawn ON TOP of a sprite can never
/// reproduce a multiply blend, only a genuine per-instance sprite tint can,
/// so this closeout replaces the overlay outright rather than layering a
/// tint UNDER it.
/// </para>
/// </summary>
internal sealed class CharacterCreationAppearancePage : IDisposable
@ -193,17 +202,13 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
private readonly UiButton? _rotateCounterClockwise;
private readonly UiButton? _zoomIn;
private readonly UiButton? _zoomOut;
private readonly UiElement? _gradCircle;
/// <summary>R2-5: one flat-color tile per swatch, added as an EXTRA
/// child of the swatch it decorates (see <see cref="ChargenSwatchColorTile"/>'s
/// own doc) — null wherever the matching <see cref="_swatches"/> entry
/// itself is null (nothing to attach to).</summary>
private readonly ChargenSwatchColorTile?[] _swatchColorTiles = new ChargenSwatchColorTile?[SwatchIds.Length];
/// <summary>R2-5: the gradient disc's own tint tile, an extra child of
/// <see cref="_gradCircle"/>.</summary>
private readonly ChargenSwatchColorTile? _gradCircleTile;
/// <summary>The gradient disc (<c>0x1000030e</c>) — Type 3 in the
/// authored dat, so <see cref="UiDatElement"/> (not the base
/// <see cref="UiElement"/>) is what <see cref="Find{T}"/> resolves;
/// typed concretely (post-closeout Group 1) so <see cref="RefreshColorAndShadeControls"/>
/// can set <see cref="UiDatElement.Tint"/> directly.</summary>
private readonly UiDatElement? _gradCircle;
private Choice _currentChoice = Choice.Face;
private Part _currentPart = Part.Hair;
@ -219,15 +224,13 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
/// R2-5 late-bound seams (same pattern as <see cref="PreviewControl"/>
/// above) for the real color-wheel mechanism — null (the default)
/// leaves every swatch/the gradient disc showing ONLY its authored
/// static art, i.e. this page's pre-Batch-G behavior, until a
/// composition root supplies a DAT-backed
/// <c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c> (which
/// already implements all three interfaces) for these three
/// properties, mirroring how <see cref="PreviewControl"/> itself gets
/// wired in from outside this class. STOPPED (Batch G): that
/// assignment is a 3-line addition to
/// <c>CharacterCreationUiController.cs</c>, outside this batch's file
/// contract — see the batch's handoff notes.
/// static art, i.e. this page's pre-Batch-G behavior. Closeout Group 1
/// wires a DAT-backed <c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>
/// (which already implements all three interfaces) into these three
/// properties via <c>CharacterCreationUiController.AppearancePalSetSource</c>/
/// <c>AppearanceClothingTableSource</c>/<c>AppearancePaletteColorSource</c>,
/// mirroring how <see cref="PreviewControl"/> itself gets wired in from
/// outside this class.
/// </summary>
internal IChargenPalSetSource? PalSetSource { get; set; }
internal IChargenClothingTableSource? ClothingTableSource { get; set; }
@ -280,18 +283,6 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
int index = i;
swatch.OnClick = () => SelectColor(index);
_swatches[i] = swatch;
// R2-5: an extra CHILD tile, sized to exactly cover the
// swatch's own face — see ChargenSwatchColorTile's own doc for
// why this is a flat fill rather than a recolored sprite, and
// for why ClickThrough there keeps this from ever swallowing
// the swatch's own click.
var tile = new ChargenSwatchColorTile
{
Left = 0f, Top = 0f, Width = swatch.Width, Height = swatch.Height,
};
swatch.AddChild(tile);
_swatchColorTiles[i] = tile;
}
for (int i = 0; i < SwatchOverlayIds.Length; i++)
@ -301,15 +292,7 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
if (_shadeScroll is not null)
_shadeScroll.ScalarChanged = SetShadeFromScalar;
_gradCircle = Find<UiElement>(pageRoot, GradCircleId);
if (_gradCircle is not null)
{
_gradCircleTile = new ChargenSwatchColorTile
{
Left = 0f, Top = 0f, Width = _gradCircle.Width, Height = _gradCircle.Height,
};
_gradCircle.AddChild(_gradCircleTile);
}
_gradCircle = Find<UiDatElement>(pageRoot, GradCircleId);
Viewport = Find<UiViewport>(pageRoot, ViewportId);
@ -777,12 +760,13 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
continue;
bool visible = i < displayCount;
swatch.Visible = visible;
if (_swatchColorTiles[i] is { } tile)
{
ChargenSwatchRgb? rgb = visible ? swatchColors[i] : null;
tile.Color = rgb is { } c ? ToTintColor(c) : null;
tile.Visible = rgb is not null;
}
// Closeout Group 1: a genuine multiplicative sprite tint on the
// swatch's own authored spot art (UiButton.Tint), replacing the
// Batch G flat-fill overlay. Vector4.One (identity) reproduces
// the swatch's bare authored art untouched — both "no color data
// yet" (sources unwired) and "beyond this part's color count".
ChargenSwatchRgb? rgb = visible ? swatchColors[i] : null;
swatch.Tint = rgb is { } c ? ToTintColor(c) : Vector4.One;
}
// AP-217 (Batch C PARTIAL -> Batch G, R2-5, FULL):
@ -798,18 +782,17 @@ internal sealed class CharacterCreationAppearancePage : IDisposable
{
bool isEyes = _currentPart == Part.Eyes;
_gradCircle.Visible = !isEyes;
if (_gradCircleTile is { } gradTile)
{
int gradIndex = isEyes
? -1
: colorSlot is null
? 0
: (int)ColorCurrent(_currentPart, snapshot.Appearance);
ChargenSwatchRgb? gradColor =
gradIndex >= 0 && gradIndex < swatchColors.Length ? swatchColors[gradIndex] : null;
gradTile.Color = gradColor is { } gc ? ToTintColor(gc) : null;
gradTile.Visible = !isEyes && gradColor is not null;
}
// Closeout Group 1: same Tint mechanism as the swatches above —
// the gradient disc's own authored art is multiplied by the
// currently-selected swatch's color instead of an overlay child.
int gradIndex = isEyes
? -1
: colorSlot is null
? 0
: (int)ColorCurrent(_currentPart, snapshot.Appearance);
ChargenSwatchRgb? gradColor =
gradIndex >= 0 && gradIndex < swatchColors.Length ? swatchColors[gradIndex] : null;
_gradCircle.Tint = gradColor is { } gc ? ToTintColor(gc) : Vector4.One;
}
ChargenShadeSlot? shadeSlot = ShadeSlotFor(_currentPart);