fix(ui): Slice 5.4 review corrections — the dropdown renders from its authored popup, retail cost semantics, auto-select, icon overlays
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All nine review findings closed at root (one sub-item consciously
deferred):
F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.
Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
parent
9d3df5f627
commit
e602f84be2
6 changed files with 696 additions and 35 deletions
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@ -2,7 +2,9 @@ using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using AcDream.App.Rendering;
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using AcDream.Core.Items;
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using AcDream.Core.Properties;
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namespace AcDream.App.UI.Layout;
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@ -76,6 +78,90 @@ public sealed class VendorUiController : IRetainedPanelController
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public const uint BuyingPageId = 0x100000C4u;
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public const uint SellingPageId = 0x100000CDu;
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/// <summary>
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/// F1 (Slice 5.4 review): the category dropdown's authored popup.
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/// Retail <c>UIElement_Menu::MakePopup</c> (<c>0x0046D310</c>,
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/// <c>pc:120705-120764</c>) reads a PER-MENU popup <c>LayoutDesc</c>
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/// from element attribute 7 (DataID) and a root element id from
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/// attribute 6 (Enum); <c>Initialize</c> (<c>0x0046D440</c>,
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/// <c>pc:120789-120828</c>) then locates the popup's
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/// <c>UIElement_ListBox</c> child via attribute 2. Element
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/// <c>0x100000BF</c>'s resolved attributes — verified against the
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/// committed fixture (<c>vendor_21000012_100000B7.json</c>, property
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/// state <c>4294967295</c>) AND a live-dat scan of LayoutDesc
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/// <c>0x21000043</c> — are <c>7=0x21000043</c> (popup catalog layout),
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/// <c>6=0x1000034F</c> (popup root), <c>2=0x10000350</c> (its
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/// <c>ListBox</c>), <c>9=0x10000352</c> (the row-template element the
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/// dropdown's rows inherit from). NOTE: the original review's citation
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/// of <c>6=0x1000014F</c> was a transcription slip — the fixture and a
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/// live-dat re-scan both read <c>0x1000034F</c>.
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/// <para>
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/// <see cref="UiMenu"/> draws its OWN simplified column-major grid, not
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/// retail's nested <c>ListBox</c> tree, so this port reads off the
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/// AUTHORED VALUES instead of instantiating that subtree: row size
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/// 100x18 (<c>0x10000352</c>'s own Width/Height), 6 rows per column
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/// (the <c>ListBox 0x10000350</c>'s own Height 108 / row height 18),
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/// and the row sprites <c>0x060012B3</c> (Normal)/<c>0x060012B4</c>
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/// (Highlight) — INSTEAD of reusing <see cref="UiMenu"/>'s class-default
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/// constants, which are chat's own authored values (191x17,
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/// RowsPerColumn 7, sprites 0x0600124C/4D/4E: chat's channel menu
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/// (element <c>0x10000014</c> in LayoutDesc <c>0x21000006</c>) has the
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/// SAME three attributes pointing at a completely different, bespoke
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/// popup subtree it authors within its own layout —
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/// <c>7=0x21000006</c> (its own layout id), <c>6=0x1000001C</c>,
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/// <c>9=0x1000001E</c>. This keeps <see cref="ChatWindowController"/>
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/// byte-identical (it is not touched by this fix) while giving
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/// vendor's dropdown its own authored geometry instead of chat's.
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/// </para>
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/// <para>
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/// The popup root <c>0x1000034F</c> carries NO direct-state sprite of
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/// its own (unlike chat's <c>0x0600124C</c> panel fill) — each row
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/// tiles its own background with no gap between rows (6 rows x 18px =
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/// the ListBox's exact 108px height), so
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/// <see cref="UiMenu.PopupBgSprite"/> is left at its default 0
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/// (<see cref="UiMenu"/>'s sprite draw helper no-ops on id 0), matching
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/// the absent authored sprite exactly rather than inventing one.
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/// </para>
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/// <para>
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/// The button FACE reuses the same two sprites: <c>0x060012B3</c> is
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/// literally what vendor's OWN button-face child (<c>0x1000034D</c>)
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/// resolves to in the fixture, and <c>0x060012B4</c> (the row
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/// template's "Highlight" state) is the paired open/pressed look. This
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/// is a deliberate, bounded choice: retail's actual closed-button
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/// chrome is a separate two-piece label+arrow assembly
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/// (<c>0x1000034D</c> label + <c>0x1000034E</c> a 17x19 arrow cap with
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/// its own Normal/Highlight sprites <c>0x060012B1</c>/<c>0x060012B2</c>),
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/// and <see cref="UiMenu"/>'s existing single-texture 3-slice
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/// <c>DrawButtonFace</c> (end caps sized for chat's 46px LED-arrow
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/// texture) does not model a second overlaid arrow icon. Reworking
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/// <c>DrawButtonFace</c> into a two-piece label+arrow renderer would
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/// have meant redesigning UiMenu's draw model for a purely cosmetic
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/// gain while the actual reported bug (nothing renders at all) is
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/// fixed by this simpler substitution; the arrow glyph gap is recorded
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/// as a residual visual approximation (see the register, AP-161).
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/// </para>
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/// </summary>
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private const int TypeMenuRowsPerColumn = 6;
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private const float TypeMenuRowHeight = 18f;
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private const float TypeMenuColumnWidth = 100f;
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private const uint TypeMenuItemNormalSprite = 0x060012B3u;
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private const uint TypeMenuItemHighlightSprite = 0x060012B4u;
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private const uint TypeMenuNormalSprite = 0x060012B3u;
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private const uint TypeMenuPressedSprite = 0x060012B4u;
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/// <summary>
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/// F2 mask rule (Slice 5.4 review): the split-exempt <c>ItemType</c>
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/// mask <c>gmToolbarUI::HandleSelectionChanged</c> applies when seeding
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/// <c>GenItemHolder::splitSize</c> for a vendor-owned selection
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/// (<c>pc:198779-198790</c>, literal mask at <c>pc:198784</c>). Every
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/// row <see cref="VendorUiController"/> shows IS vendor-owned (its
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/// container is unconditionally the open vendor), so the "does this
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/// item belong to the open vendor" gate that precedes the mask check in
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/// retail's function is always true here and is not reproduced
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/// separately — see <see cref="VendorSplitSize"/>.
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/// </summary>
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private const uint SplitExemptMask = 0x0DC41CB0u;
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/// <summary>
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/// Retail's ordered category table, transcribed verbatim from
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/// <c>VendorItemsUI::OpenVendor</c>'s <c>AddTypeFilter</c> call chain
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@ -109,6 +195,8 @@ public sealed class VendorUiController : IRetainedPanelController
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private readonly VendorState _vendor;
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private readonly RetailWindowHandle _window;
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _resolveIcon;
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private readonly ClientObjectTable _objects;
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private readonly Func<uint> _playerGuid;
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private readonly UiElement _itemsPage;
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private readonly UiElement _buyingPage;
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private readonly UiElement _sellingPage;
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@ -120,6 +208,8 @@ public sealed class VendorUiController : IRetainedPanelController
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private readonly UiText _itemNameText;
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private readonly UiText _itemCostText;
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private readonly UiButton? _close;
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private readonly UiButton? _buyButton;
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private readonly UiButton? _addButton;
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private readonly List<(string Label, ItemType Mask)> _presentCategories = new();
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private int _selectedCategoryIndex = -1;
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@ -130,6 +220,8 @@ public sealed class VendorUiController : IRetainedPanelController
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VendorState vendor,
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RetailWindowHandle window,
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Func<ItemType, uint, uint, uint, uint, uint> resolveIcon,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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UiElement itemsPage,
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UiElement buyingPage,
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UiElement sellingPage,
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@ -141,11 +233,19 @@ public sealed class VendorUiController : IRetainedPanelController
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UiMenu typeMenu,
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UiText itemNameText,
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UiText itemCostText,
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UiButton? close)
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UiButton? close,
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UiButton? buyButton,
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UiButton? addButton,
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UiDatFont? datFont,
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BitmapFont? debugFont,
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Func<uint, (uint tex, int w, int h)> resolveSprite,
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uint emptySlotSprite)
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{
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_vendor = vendor;
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_window = window;
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_resolveIcon = resolveIcon;
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_objects = objects;
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_playerGuid = playerGuid;
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_itemsPage = itemsPage;
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_buyingPage = buyingPage;
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_sellingPage = sellingPage;
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@ -157,18 +257,45 @@ public sealed class VendorUiController : IRetainedPanelController
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_itemNameText = itemNameText;
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_itemCostText = itemCostText;
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_close = close;
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_buyButton = buyButton;
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_addButton = addButton;
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_itemList.Columns = 1;
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_itemList.SingleRow = true;
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_itemList.HorizontalScroll = true;
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_itemList.CellWidth = 32f;
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_itemList.CellHeight = 32f;
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// F7b (Slice 5.4 review): fill visible empty slots the same way
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// ExternalContainerController.ConfigureList does — an authored,
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// mostly-empty single-row strip should show its empty-slot
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// background art in the unused cells, not blank space.
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_itemList.FillVisibleEmptySlots = true;
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if (emptySlotSprite != 0u)
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_itemList.CellEmptySprite = emptySlotSprite;
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_itemList.EmptySlotFactory = () => new UiItemSlot
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{
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SpriteResolve = _itemList.SpriteResolve,
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};
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if (itemScrollbar is not null)
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{
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itemScrollbar.Model = _itemList.Scroll;
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itemScrollbar.Horizontal = true;
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}
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// F1 (Slice 5.4 review): wire the dropdown's font/sprite resolvers
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// (UiMenu draws nothing without SpriteResolve — see the popup
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// geometry class doc above) and the vendor-authored popup geometry
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// instead of UiMenu's chat-shaped class defaults.
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_typeMenu.SpriteResolve = resolveSprite;
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_typeMenu.DatFont = datFont;
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_typeMenu.Font = debugFont;
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_typeMenu.NormalSprite = TypeMenuNormalSprite;
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_typeMenu.PressedSprite = TypeMenuPressedSprite;
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_typeMenu.ItemNormalSprite = TypeMenuItemNormalSprite;
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_typeMenu.ItemHighlightSprite = TypeMenuItemHighlightSprite;
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_typeMenu.RowsPerColumn = TypeMenuRowsPerColumn;
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_typeMenu.RowHeight = TypeMenuRowHeight;
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_typeMenu.ColumnWidth = TypeMenuColumnWidth;
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_typeMenu.OnSelect = payload =>
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{
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if (payload is uint mask) SelectCategory(mask);
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_vendor.Changed += OnVendorChanged;
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}
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/// <param name="objects">
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/// F2/F3 (Slice 5.4 review): the local player's coin total
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/// (<c>PropertyInt.CoinValue</c>) lives here — the same generic
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/// <c>ClientObjectTable</c> int-property bundle every other
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/// PropertyInt-driven display reads, populated by
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/// <c>ObjectTableWiring</c>'s <c>PrivateUpdatePropertyInt</c> routing.
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/// </param>
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/// <param name="playerGuid">Resolves the local player's guid to look up in <paramref name="objects"/>.</param>
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/// <param name="datFont">Retail dat font for the category dropdown's button/row labels.</param>
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/// <param name="debugFont">Fallback debug bitmap font (used when <paramref name="datFont"/> is null).</param>
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/// <param name="resolveSprite">Dat RenderSurface id → (GL tex handle, px width, px height).</param>
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/// <param name="emptySlotSprite">Authored empty-slot background for the item strip, or 0 for none.</param>
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public static VendorUiController? Bind(
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ImportedLayout layout,
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VendorState vendor,
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RetailWindowHandle window,
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Func<ItemType, uint, uint, uint, uint, uint> resolveIcon)
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Func<ItemType, uint, uint, uint, uint, uint> resolveIcon,
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ClientObjectTable objects,
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Func<uint> playerGuid,
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UiDatFont? datFont,
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BitmapFont? debugFont,
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Func<uint, (uint tex, int w, int h)> resolveSprite,
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uint emptySlotSprite = 0u)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(vendor);
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ArgumentNullException.ThrowIfNull(window);
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ArgumentNullException.ThrowIfNull(resolveIcon);
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ArgumentNullException.ThrowIfNull(objects);
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ArgumentNullException.ThrowIfNull(playerGuid);
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ArgumentNullException.ThrowIfNull(resolveSprite);
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if (layout.FindElement(ItemsPageId) is not { } itemsPage
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|| layout.FindElement(BuyingPageId) is not { } buyingPage
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@ -217,11 +365,15 @@ public sealed class VendorUiController : IRetainedPanelController
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UiButton? close = layout.FindElement(CloseId) as UiButton;
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UiScrollbar? itemScrollbar = layout.FindElement(ItemScrollbarId) as UiScrollbar;
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UiButton? buyButton = layout.FindElement(BuyButtonId) as UiButton;
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UiButton? addButton = layout.FindElement(AddButtonId) as UiButton;
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return new VendorUiController(
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vendor,
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window,
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resolveIcon,
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objects,
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playerGuid,
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itemsPage,
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buyingPage,
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sellingPage,
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@ -233,7 +385,13 @@ public sealed class VendorUiController : IRetainedPanelController
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typeMenu,
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itemNameText,
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itemCostText,
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close);
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close,
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buyButton,
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addButton,
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datFont,
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debugFont,
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resolveSprite,
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emptySlotSprite);
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}
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private enum VendorPanelTab { Items, Buying, Selling }
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switch (transition.Kind)
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{
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case VendorStateTransitionKind.Opened:
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// F6 (Slice 5.4 review): a DIFFERENT vendor than whatever was
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// previously open — gmVendorUI::OpenVendor flushes sub-UIs
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// when sameVendor==0 (pc:203664-203667), so the previous
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// vendor's category selection must not carry over into the
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// new vendor's (unrelated) category list. VendorTransition
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// already distinguishes this case from same-vendor
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// Refreshed (VendorState.Apply's sameVendor check), so
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// resetting here is sufficient — RebuildCategories' existing
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// clamp (selected<0 -> 0) then lands on the new vendor's
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// first present category, matching retail.
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_selectedCategoryIndex = -1;
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ShowTab(VendorPanelTab.Items);
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RebuildCategories();
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_window.Show();
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break;
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case VendorStateTransitionKind.Refreshed:
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// Same vendor re-approached (post-buy/sell refresh, Slice 6)
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// — preserve the selection via RebuildCategories' clamp,
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// matching retail's sameVendor==1 path.
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ShowTab(VendorPanelTab.Items);
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RebuildCategories();
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_window.Show();
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/// <see cref="_presentCategories"/> (no vendor stock at all, or nothing
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/// selected) shows zero rows, matching retail.
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/// </summary>
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/// <remarks>
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/// F4/F7a (Slice 5.4 review): the tail of the SAME retail function
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/// (<c>pc:201180-201190</c>) — after every rebuild (fresh open OR an
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/// explicit category switch, both funnel through this method) the
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/// FIRST item that passed the filter becomes the display selection when
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/// the previous one didn't survive it, and the list unconditionally
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/// scrolls back to its start (<c>ScrollToShow(m_shopList, 0)</c>).
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/// Retail routes the selection through the global
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/// <c>ACCWeenieObject::selectedID</c>/<c>SetSelectedObject</c>; this
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/// keeps the existing PRIVATE <see cref="_selectedItemGuid"/> selection
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/// instead of wiring that global seam (deferred — see the register,
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/// AP-161).
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/// </remarks>
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private void RebuildItemList()
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{
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ItemType activeMask = _selectedCategoryIndex >= 0 && _selectedCategoryIndex < _presentCategories.Count
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@ -343,6 +532,7 @@ public sealed class VendorUiController : IRetainedPanelController
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IReadOnlyList<VendorShopItem> items = _vendor.Items;
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bool selectionStillPresent = false;
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VendorShopItem? firstItem = null;
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using (_itemList.DeferLayout())
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{
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@ -353,9 +543,19 @@ public sealed class VendorUiController : IRetainedPanelController
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{
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if (((item.ItemType ?? 0u) & maskValue) == 0u) continue;
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firstItem ??= item;
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if (item.ItemGuid == _selectedItemGuid) selectionStillPresent = true;
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uint icon = _resolveIcon((ItemType)(item.ItemType ?? 0u), item.IconId, 0u, 0u, 0u);
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// F5 (Slice 5.4 review): forward the icon underlay/
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// overlay/effects PublicWeenieDescParser already
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// captures, matching ExternalContainerController.
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// CreateCell's exact resolve-icon call shape.
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uint icon = _resolveIcon(
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(ItemType)(item.ItemType ?? 0u),
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item.IconId,
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item.IconUnderlayId,
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item.IconOverlayId,
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item.Effects);
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var cell = new UiItemSlot
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{
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SpriteResolve = _itemList.SpriteResolve,
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@ -371,17 +571,43 @@ public sealed class VendorUiController : IRetainedPanelController
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}
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if (!selectionStillPresent)
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ClearSelection();
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{
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if (firstItem is { } first) SelectItem(first);
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else ClearSelection();
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}
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// F7a: unconditional scroll-to-start on every rebuild (retail only
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// guards on the list being non-empty; resetting an already-empty
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// list's scroll is harmless).
|
||||
_itemList.Scroll.SetScrollY(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Port of retail row selection — updates <c>m_itemNameText</c>/
|
||||
/// <c>m_itemCostText</c> with the retail-correct PER-UNIT price
|
||||
/// (<c>VendorProfile::VendorSellPrice</c>, quantity 1 — the vendor
|
||||
/// sells this item TO the player at the vendor's own sell rate;
|
||||
/// <see cref="VendorPricing.SellPrice"/>'s naming-inversion warning
|
||||
/// applies, see that type's doc comment).
|
||||
/// Port of retail row selection display —
|
||||
/// <c>VendorItemsUI::UpdateItemsUI</c> (<c>0x004C38E0</c>,
|
||||
/// <c>pc:202539-202820</c>).
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// F2/F3 (Slice 5.4 review): the priced/named QUANTITY is retail's
|
||||
/// <c>ItemHolder::GetObjectSplitSize</c> (<c>0x00586F00</c>,
|
||||
/// <c>pc:401465-401477</c>) AS SEEDED for a vendor-shop item by
|
||||
/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor branch — see
|
||||
/// <see cref="VendorSplitSize"/> for the exact mask citation. Name:
|
||||
/// <c>ACCWeenieObject::GetObjectName</c> (<c>0x0058E6E0</c>,
|
||||
/// <c>pc:409056-409132</c>) — NAME_SINGULAR for quantity <= 1,
|
||||
/// NAME_PLURAL for quantity > 1; when no plural is authored
|
||||
/// (<c>m_len==1</c>, an empty <c>PString</c>) retail falls back to the
|
||||
/// SINGULAR name UNCHANGED — read directly off <c>GetObjectName</c>'s
|
||||
/// body (label <c>label_58e76b</c>'s <c>m_buffer->m_len != 1</c>
|
||||
/// branch falls through to the plain <c>_name</c> read when false), NOT
|
||||
/// the "likely name+s" guess. Cost text: <see cref="BuildCostText"/>.
|
||||
/// Button state: no selection disables Buy/Add
|
||||
/// (<c>SetState(0xd)</c>, <c>pc:202572-202577</c>); a selection enables
|
||||
/// them (<c>SetState(1)</c>, <c>pc:202784-202789</c>) — modeled here as
|
||||
/// <see cref="UiButton.Enabled"/>, the project-wide idiom for this
|
||||
/// retail state pair (see <c>ToolbarController</c>'s
|
||||
/// <c>_useButton.Enabled</c>).
|
||||
/// </remarks>
|
||||
private void SelectItem(VendorShopItem item)
|
||||
{
|
||||
_selectedItemGuid = item.ItemGuid;
|
||||
|
|
@ -392,16 +618,84 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
cell.Selected = cell.ItemId == _selectedItemGuid;
|
||||
}
|
||||
|
||||
SetPlainText(_itemNameText, item.Name ?? string.Empty);
|
||||
int quantity = VendorSplitSize(item);
|
||||
|
||||
string baseName = quantity <= 1
|
||||
? item.Name ?? string.Empty
|
||||
: (string.IsNullOrEmpty(item.PluralName) ? item.Name : item.PluralName) ?? string.Empty;
|
||||
string nameText = quantity > 1 ? $"{quantity} {baseName}" : baseName;
|
||||
SetPlainText(_itemNameText, nameText);
|
||||
|
||||
VendorShopProfile profile = _vendor.Profile;
|
||||
int rawValue = item.Value ?? 0;
|
||||
int perUnit = VendorPricing.PerUnitValue(rawValue, item.DescStackSize);
|
||||
int price = VendorPricing.SellPrice(perUnit, item.ItemType ?? 0u, profile.SellPrice, quantity: 1);
|
||||
string costText = profile.AlternateCurrencyWcid == 0u
|
||||
? price.ToString(CultureInfo.InvariantCulture)
|
||||
: $"{price.ToString(CultureInfo.InvariantCulture)} {profile.AlternateCurrencyPluralName}";
|
||||
SetPlainText(_itemCostText, costText);
|
||||
int price = VendorPricing.SellPrice(perUnit, item.ItemType ?? 0u, profile.SellPrice, quantity);
|
||||
SetPlainText(_itemCostText, BuildCostText(profile, quantity, price));
|
||||
|
||||
SetActionButtonsEnabled(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The quantity retail prices/names a vendor-shop selection at —
|
||||
/// <c>gmToolbarUI::HandleSelectionChanged</c>'s vendor-owned branch
|
||||
/// (<c>pc:198779-198790</c>, mask literal at <c>pc:198784</c>): 1 unit
|
||||
/// if the item's type intersects <see cref="SplitExemptMask"/>, else its
|
||||
/// own authored stack size (0/absent treated as 1, matching
|
||||
/// <c>ItemHolder::GetObjectSplitSize</c>'s own <c>stackSize==0 -> 1</c>
|
||||
/// floor, <c>pc:401473-401476</c>).
|
||||
/// </summary>
|
||||
private static int VendorSplitSize(VendorShopItem item)
|
||||
{
|
||||
if (((item.ItemType ?? 0u) & SplitExemptMask) != 0u) return 1;
|
||||
return item.DescStackSize is { } size && size > 0 ? size : 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cost sentence — <c>VendorItemsUI::UpdateItemsUI</c>'s tail
|
||||
/// (<c>pc:202641-202790</c>). No-alt-currency: verb agreement ("costs"
|
||||
/// for quantity <= 1, "cost" for > 1 — <c>pc:202759-202762</c>),
|
||||
/// comma-grouped price/holdings (retail's <c>InsertCommas</c>, ported as
|
||||
/// <c>ToString("N0")</c> with <see cref="CultureInfo.InvariantCulture"/>)
|
||||
/// via the literal format <c>"%s %hsp (you have %hsp)"</c>
|
||||
/// (<c>pc:202769</c>). Alt-currency: the FULL retail format string, read
|
||||
/// directly off the data segment rather than the truncated call-site
|
||||
/// view — <c>"This item costs %d %s. You have %d %s."</c>
|
||||
/// (<c>acclient_2013_pseudo_c.txt:991314</c>) — this branch uses RAW
|
||||
/// (not comma-grouped) integers, an asymmetry retail's own literal
|
||||
/// format establishes, not an oversight here.
|
||||
/// <para>
|
||||
/// The player's primary-currency holding is retail's
|
||||
/// <c>gmVendorUI::m_totalValue</c>, read from <c>PropertyInt.CoinValue</c>
|
||||
/// (<c>pc:203494-203497</c>) via the SAME <see cref="ClientObjectTable"/>
|
||||
/// generic int-property bundle every other PropertyInt-driven display
|
||||
/// reads. The alt-currency holding is retail's
|
||||
/// <c>shopVendorProfile->trade_num - m_last_sale</c>;
|
||||
/// <c>m_last_sale</c> only changes on a completed Slice-6 purchase, so
|
||||
/// with no purchase mechanism yet this port uses
|
||||
/// <see cref="VendorShopProfile.AlternateCurrencyAmount"/> directly
|
||||
/// (retail's <c>m_last_sale == 0</c> case — see the register, AP-161).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private string BuildCostText(VendorShopProfile profile, int quantity, int price)
|
||||
{
|
||||
if (profile.AlternateCurrencyWcid != 0u)
|
||||
{
|
||||
return string.Format(
|
||||
CultureInfo.InvariantCulture,
|
||||
"This item costs {0} {1}. You have {2} {1}.",
|
||||
price,
|
||||
profile.AlternateCurrencyPluralName,
|
||||
(int)profile.AlternateCurrencyAmount);
|
||||
}
|
||||
|
||||
int playerTotal = _objects.Get(_playerGuid())?.Properties.GetInt((uint)PropertyInt.CoinValue) ?? 0;
|
||||
string verb = quantity <= 1 ? "costs" : "cost";
|
||||
return string.Format(
|
||||
CultureInfo.InvariantCulture,
|
||||
"{0} {1} (you have {2})",
|
||||
verb,
|
||||
price.ToString("N0", CultureInfo.InvariantCulture),
|
||||
playerTotal.ToString("N0", CultureInfo.InvariantCulture));
|
||||
}
|
||||
|
||||
private void ClearSelection()
|
||||
|
|
@ -414,6 +708,13 @@ public sealed class VendorUiController : IRetainedPanelController
|
|||
}
|
||||
SetPlainText(_itemNameText, string.Empty);
|
||||
SetPlainText(_itemCostText, string.Empty);
|
||||
SetActionButtonsEnabled(false);
|
||||
}
|
||||
|
||||
private void SetActionButtonsEnabled(bool enabled)
|
||||
{
|
||||
if (_buyButton is not null) _buyButton.Enabled = enabled;
|
||||
if (_addButton is not null) _addButton.Enabled = enabled;
|
||||
}
|
||||
|
||||
private void ClearContent()
|
||||
|
|
|
|||
|
|
@ -424,7 +424,18 @@ public static class GameEventWiring
|
|||
// supply-count field) -- VendorPricing.PerUnitValue's
|
||||
// divisor for turning Value's stack-total wire number
|
||||
// into a per-unit display price.
|
||||
item.Desc.StackSize);
|
||||
item.Desc.StackSize,
|
||||
// Slice 5.4 review fix F5: forward the icon overlay/
|
||||
// underlay/effects PublicWeenieDescParser already
|
||||
// captures, so a shop item's icon composites the same
|
||||
// way ExternalContainerController.CreateCell's does.
|
||||
item.Desc.IconUnderlayId,
|
||||
item.Desc.IconOverlayId,
|
||||
item.Desc.UiEffects,
|
||||
// Slice 5.4 review fix F2/F3: forward the plural name so
|
||||
// the browse panel can show "100 Arrows" instead of
|
||||
// fabricating a plural.
|
||||
item.Desc.PluralName);
|
||||
}
|
||||
|
||||
vendor?.Apply(p.Value.VendorGuid, profile, shopItems);
|
||||
|
|
|
|||
|
|
@ -57,7 +57,25 @@ public readonly record struct VendorShopItem(
|
|||
// conditionally present (weenieFlags-gated) -- absent maps to null here,
|
||||
// matching retail's own zeroed-struct default of 0 for the same case
|
||||
// (see VendorPricing.PerUnitValue's <= 0 guard).
|
||||
int? DescStackSize = null);
|
||||
int? DescStackSize = null,
|
||||
// Review finding F5 (Slice 5.4 review): PublicWeenieDescBody already
|
||||
// carries these three (IconOverlayId/IconUnderlayId/UiEffects) — see
|
||||
// AcDream.Core.Net.Messages.PublicWeenieDescBody. Mirrors
|
||||
// ClientObjectTable's ClientObject.IconUnderlayId/IconOverlayId/Effects
|
||||
// naming exactly, so VendorUiController can forward them to
|
||||
// _resolveIcon the same way ExternalContainerController.CreateCell does
|
||||
// (item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId,
|
||||
// item.Effects). 0 = "not sent", same as ClientObject's convention.
|
||||
uint IconUnderlayId = 0u,
|
||||
uint IconOverlayId = 0u,
|
||||
uint Effects = 0u,
|
||||
// Review finding F2/F3 (Slice 5.4 review): retail's NAME_PLURAL display
|
||||
// (ACCWeenieObject::GetObjectName, pc:409056-409132) reads
|
||||
// PublicWeenieDesc::_plural_name -- wire AcDream.Core.Net.Messages.
|
||||
// PublicWeenieDescBody.PluralName. Null/empty is a real, retail-modeled
|
||||
// case (no plural authored): GetObjectName falls back to the singular
|
||||
// Name unchanged, not an auto-pluralized "Name+s".
|
||||
string? PluralName = null);
|
||||
|
||||
public enum VendorStateTransitionKind
|
||||
{
|
||||
|
|
@ -135,10 +153,31 @@ public sealed class VendorState
|
|||
Profile = profile;
|
||||
Items = items;
|
||||
|
||||
Changed?.Invoke(new VendorTransition(
|
||||
var transition = new VendorTransition(
|
||||
sameVendor ? VendorStateTransitionKind.Refreshed : VendorStateTransitionKind.Opened,
|
||||
previous,
|
||||
vendorGuid));
|
||||
vendorGuid);
|
||||
// Review finding F8 (Slice 5.4 review): match Close()'s per-listener
|
||||
// isolation + catch-and-log shape instead of a bare Invoke — Apply()
|
||||
// is called from the SAME per-frame inbound-message-dispatch boundary
|
||||
// (GameEventDispatcher.Dispatch's ApproachVendor handler) that
|
||||
// Close()'s doc comment already establishes must survive a broken
|
||||
// observer, and a bare Invoke lets the FIRST listener's exception
|
||||
// starve every listener registered after it (e.g. a plugin panel
|
||||
// wired after the retail VendorUiController).
|
||||
Action<VendorTransition>? listeners = Changed;
|
||||
if (listeners is not null)
|
||||
{
|
||||
foreach (Action<VendorTransition> listener in listeners.GetInvocationList())
|
||||
{
|
||||
try { listener(transition); }
|
||||
catch (Exception error)
|
||||
{
|
||||
Console.Error.WriteLine(
|
||||
$"[VendorState] Apply() observer threw: {error.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue