fix(D.2b): Attributes tab — fill panel height, center row icons, footer at bottom
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot 0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the derived (sub-layout) H=337 as canonical, so the background element's first ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both stayed at their 337px-parent sizes even though the slot is 575px. Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the slot is taller than the base design, every full-stretch background child has its height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom, Top-only/None → unchanged. This propagates the correct bottom margins through the entire subtree before the first render frame. Layout result (confirmed via headless screenshot): - List box grows from 160px → 398px (9 rows × 44px ≈ 396px) - Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump) - Separator moves to abs Y≈535 Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px. Footer State-A text corrected per spec: title="Select an Attribute to Improve", line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96), line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0). CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added. SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L. 5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added. 639 tests green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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6 changed files with 178 additions and 50 deletions
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@ -152,4 +152,5 @@ public static class FixtureProvider
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var (handle, _, _) = stack.ResolveChrome(iconId);
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return handle;
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};
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}
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@ -157,6 +157,9 @@ public static class SampleData
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// Available skill credits (retail InqInt(0x18)); shown in Attributes tab footer State-A.
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SkillCredits = 96,
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// Unassigned (banked) XP (retail InqInt64(2)); footer State-A line-2 value.
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UnassignedXp = 87_757_321_741L,
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AugmentationName = "Swords",
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BurdenCurrent = 1200,
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@ -94,10 +94,17 @@ public sealed class CharacterSheet
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/// <summary>
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/// Available (unspent) skill credits shown in the Attributes tab footer State-A.
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/// Retail InqInt(0x18) — gmStatManagementUI::DisplayDefaultFooter (0x0049cde0).
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/// Element 0x10000245 (footer line-2 value).
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/// Element 0x10000243 (footer line-1 value in the studio's 3-line layout).
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/// </summary>
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public int SkillCredits { get; init; }
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/// <summary>
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/// Unassigned (banked) experience points.
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/// Retail InqInt64(2) — shown in footer line-2 in State-A display.
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/// Element 0x10000245 (footer line-2 value).
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/// </summary>
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public long UnassignedXp { get; init; }
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// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
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// Retail InqInt(0x162) = AugmentationStat; string-switch 1..0xb.
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@ -55,11 +55,14 @@ public static class CharacterStatController
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private static readonly Vector4 Gold = new(1f, 0.82f, 0.36f, 1f); // section / emphasis gold
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// ── Row layout constants ─────────────────────────────────────────────────
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// Row height matches retail's UIElement_ListBox template (~20px; spec §1 "each ~20px tall").
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private const float RowHeight = 20f;
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private const float IconSize = 16f; // icon element is ~16×16px (spec §Goal)
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private const float RowPadX = 2f; // left inset before the icon
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private const float IconGap = 4f; // gap between icon right and name text left
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// List box 0x1000023D is 398px tall after the anchor pass (dat stores 160px; the
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// Top+Bottom anchor stretches it when the 575px content slot inflates the sub-layout).
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// 9 rows spread evenly over 398px ≈ 44px/row — matching retail's generous spacing.
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// Icons are 24px, vertically centered in the row.
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private const float RowHeight = 44f;
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private const float IconSize = 24f; // icon ~24×24px, vertically centered in the 44px row
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private const float RowPadX = 4f; // left inset before the icon
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private const float IconGap = 6f; // gap between icon right and name text left
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// ── Attribute row descriptors — retail display order per spec §1 ─────────
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// InfoRegion::InfoRegion row sub-element ids:
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@ -316,32 +319,44 @@ public static class CharacterStatController
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// ── Footer State A binding ────────────────────────────────────────────────
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/// <summary>
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/// Bind footer elements to their State-A (nothing selected) content per
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/// <c>DisplayDefaultFooter</c> (0x0049cde0). Only the two "value" slots carry
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/// text; the label slots are left empty (retail sets them to "" for State A).
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/// Bind footer elements to their State-A (nothing selected) content.
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///
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/// <para>Matching the user's authoritative shot layout (3-line footer at the panel bottom):
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/// <list type="bullet">
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/// <item>Title (0x1000024e) → "Select an Attribute to Improve" — centered, full-width.</item>
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/// <item>Line-1 label (0x10000242) → "Skill Credits Available:"</item>
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/// <item>Line-1 value (0x10000243) → InqInt(0x18) = available skill credits.</item>
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/// <item>Line-2 label (0x10000244) → "Unassigned Experience:"</item>
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/// <item>Line-2 value (0x10000245) → InqInt64(2) = unassigned XP.</item>
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/// </list>
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/// </para>
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///
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/// <para>Source: <c>DisplayDefaultFooter</c> (0x0049cde0) + user's retail screenshot.</para>
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/// </summary>
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private static void BindFooterStateA(
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ImportedLayout layout,
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UiDatFont? datFont,
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Func<CharacterSheet> data)
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{
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// 0x1000024e title → ""
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Label(layout, FooterTitleId, datFont, Body, static () => string.Empty);
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// 0x10000242 line-1 label → ""
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Label(layout, FooterLine1Label, datFont, Body, static () => string.Empty);
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// 0x10000243 line-1 value → "Select an Attribute to Improve"
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// StringId "ID_StatManagement_Footer_SelectAttribute"
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Label(layout, FooterLine1Value, datFont, Body,
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// 0x1000024e title → "Select an Attribute to Improve"
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Label(layout, FooterTitleId, datFont, Body,
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static () => "Select an Attribute to Improve");
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// 0x10000244 line-2 label → ""
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Label(layout, FooterLine2Label, datFont, Body, static () => string.Empty);
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// 0x10000242 line-1 label → "Skill Credits Available:"
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Label(layout, FooterLine1Label, datFont, Body,
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static () => "Skill Credits Available:");
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// 0x10000245 line-2 value → InqInt(0x18) = available skill credits
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Label(layout, FooterLine2Value, datFont, Body,
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// 0x10000243 line-1 value → InqInt(0x18) = available skill credits
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Label(layout, FooterLine1Value, datFont, Body,
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() => data().SkillCredits.ToString());
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// 0x10000244 line-2 label → "Unassigned Experience:"
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Label(layout, FooterLine2Label, datFont, Body,
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static () => "Unassigned Experience:");
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// 0x10000245 line-2 value → InqInt64(2) = unassigned XP
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Label(layout, FooterLine2Value, datFont, Body,
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() => data().UnassignedXp.ToString("N0"));
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}
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// ── Helpers ──────────────────────────────────────────────────────────────
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@ -255,6 +255,43 @@ public static class LayoutImporter
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// ZLevel 0 so it escaped). Restore the slot's own frame-layer so the panel sits in
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// FRONT of the backdrop. (B-Controller debug 2026-06-21; continuation of #145.)
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result.ZLevel = self.ZLevel;
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// Sub-layout slot sizing: when a sub-layout is mounted into a slot that is TALLER
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// (or wider) than the sub-layout's own design height, the cascade of Bottom/Right
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// anchored elements must be resized to fill the slot. Without this step, the
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// background element (0x10000226 for the Attributes tab, designed at 337px) captures
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// _amB = slotH - designH = 238 and permanently stays at 337px, and every element
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// within it with Bottom anchor stays at its design size too (list box at 160px
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// instead of the correct 398px).
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//
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// Retail reference: UIElement::UpdateForParentSizeChange (C++ runtime) propagates a
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// new parent height down the whole tree, updating each Bottom-anchored child's
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// rect by maintaining its bottom margin. We replicate that cascade here at import
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// time on the base-children subtree so the anchor-capture during the first render
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// frame sees zero (or unchanged) margins — not the spurious "slot bigger than design"
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// margin.
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//
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// Safe guard: only fire when the slot has explicit size AND the base children are
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// smaller (i.e., this is the "slot bigger than design" case).
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// Inventory/paperdoll slots are unaffected because their slot H already matches the
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// sub-layout design H, so no cascade occurs.
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if (result.Width > 0 && result.Height > 0)
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{
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foreach (var child in baseChildren)
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{
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var childAnchors = ElementReader.ToAnchors(child.Left, child.Top, child.Right, child.Bottom);
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const AnchorEdges StretchAll = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right | AnchorEdges.Bottom;
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if (child.X == 0 && child.Y == 0
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&& (childAnchors & StretchAll) == StretchAll // full-stretch background
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&& child.Width <= result.Width
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&& child.Height > 0 && child.Height < result.Height) // smaller than slot
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{
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// Cascade UpdateForParentSizeChange down the subtree: maintain each
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// Bottom-anchored element's bottom margin while growing the parent height.
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CascadeHeight(child, child.Height, result.Height);
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}
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}
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}
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}
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return result;
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@ -384,4 +421,60 @@ public static class LayoutImporter
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}
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return null;
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}
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// ── Sub-layout slot sizing helpers ────────────────────────────────────────
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/// <summary>
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/// Recursively propagates a parent-height change from <paramref name="oldParentH"/>
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/// to <paramref name="newParentH"/> through <paramref name="el"/> and all its
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/// descendants, replicating <c>UIElement::UpdateForParentSizeChange</c> from the
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/// retail runtime.
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///
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/// <para>Three anchor cases for the vertical axis:
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/// <list type="bullet">
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/// <item>Top+Bottom (stretch): maintain top margin AND bottom margin; height grows.</item>
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/// <item>Bottom only (pin-to-bottom, fixed height): maintain bottom margin; Y moves, H unchanged.</item>
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/// <item>Top only or None: Y and H unchanged (pinned to top with fixed height).</item>
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/// </list>
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/// Recurse with the element's new height so grandchildren see the correct parent size.</para>
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///
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/// <para>This is called once at import time on base-children that are mounted into a
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/// slot taller than the sub-layout's design height.</para>
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/// </summary>
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private static void CascadeHeight(ElementInfo el, float oldParentH, float newParentH)
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{
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float oldH = el.Height;
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float newH = el.Height;
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float oldY = el.Y;
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var anchors = ElementReader.ToAnchors(el.Left, el.Top, el.Right, el.Bottom);
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bool hasTop = (anchors & AnchorEdges.Top) != 0;
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bool hasBottom = (anchors & AnchorEdges.Bottom) != 0;
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if (hasTop && hasBottom)
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{
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// Stretch: maintain both top and bottom margins.
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// amT = el.Y (pinned to top, unchanged)
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// amB = oldParentH - (el.Y + el.H)
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float amB = oldParentH - (el.Y + el.Height);
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newH = newParentH - el.Y - amB;
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if (newH < 0f) newH = 0f;
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el.Height = newH;
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}
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else if (hasBottom && !hasTop)
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{
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// Pin to bottom: maintain bottom margin, height fixed, Y moves.
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// amB = oldParentH - (el.Y + el.H)
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float amB = oldParentH - (el.Y + el.Height);
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float newY = newParentH - amB - el.Height;
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el.Y = newY;
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// Height unchanged; newH = oldH for recursion.
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}
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// else: Top-only or None — element is top-pinned with fixed height; nothing moves.
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// Recurse into children with the element's new height as their parent.
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foreach (var child in el.Children)
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CascadeHeight(child, oldH, newH);
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}
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}
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@ -212,62 +212,65 @@ public class CharacterStatControllerTests
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// ── Footer State A ────────────────────────────────────────────────────────
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[Fact]
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public void Bind_FooterStateA_TitleEmpty()
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public void Bind_FooterStateA_TitleIsSelectPrompt()
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{
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var title = new UiText();
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var layout = Fake((CharacterStatController.FooterTitleId, title));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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Assert.Equal(string.Empty, title.LinesProvider()[0].Text);
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Assert.Equal("Select an Attribute to Improve", title.LinesProvider()[0].Text);
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}
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[Fact]
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public void Bind_FooterStateA_Line1LabelEmpty()
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public void Bind_FooterStateA_Line1LabelIsSkillCreditsAvailable()
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{
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var lbl = new UiText();
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var layout = Fake((CharacterStatController.FooterLine1Label, lbl));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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Assert.Equal(string.Empty, lbl.LinesProvider()[0].Text);
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Assert.Equal("Skill Credits Available:", lbl.LinesProvider()[0].Text);
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}
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[Fact]
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public void Bind_FooterStateA_Line1ValueIsSelectPrompt()
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public void Bind_FooterStateA_Line1ValueIsSkillCredits()
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{
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var val = new UiText();
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var layout = Fake((CharacterStatController.FooterLine1Value, val));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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Assert.Equal("Select an Attribute to Improve", val.LinesProvider()[0].Text);
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}
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[Fact]
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public void Bind_FooterStateA_Line2LabelEmpty()
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{
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var lbl = new UiText();
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var layout = Fake((CharacterStatController.FooterLine2Label, lbl));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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Assert.Equal(string.Empty, lbl.LinesProvider()[0].Text);
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}
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[Fact]
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public void Bind_FooterStateA_Line2ValueIsSkillCredits()
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{
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var val = new UiText();
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var layout = Fake((CharacterStatController.FooterLine2Value, val));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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// SampleData.SampleCharacter().SkillCredits == 96
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Assert.Equal("96", val.LinesProvider()[0].Text);
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}
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// ── SkillCredits propagation through SampleData ───────────────────────────
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[Fact]
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public void Bind_FooterStateA_Line2LabelIsUnassignedExperience()
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{
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var lbl = new UiText();
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var layout = Fake((CharacterStatController.FooterLine2Label, lbl));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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Assert.Equal("Unassigned Experience:", lbl.LinesProvider()[0].Text);
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}
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[Fact]
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public void Bind_FooterStateA_Line2ValueIsUnassignedXp()
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{
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var val = new UiText();
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var layout = Fake((CharacterStatController.FooterLine2Value, val));
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CharacterStatController.Bind(layout, SampleData.SampleCharacter);
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// SampleData.SampleCharacter().UnassignedXp == 87_757_321_741
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// Formatted as "N0" with thousands separators.
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var expected = (87_757_321_741L).ToString("N0");
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Assert.Equal(expected, val.LinesProvider()[0].Text);
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}
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// ── SkillCredits / UnassignedXp propagation through SampleData ───────────
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[Fact]
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public void SampleCharacter_SkillCredits_Is96()
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@ -275,6 +278,12 @@ public class CharacterStatControllerTests
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Assert.Equal(96, SampleData.SampleCharacter().SkillCredits);
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}
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[Fact]
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public void SampleCharacter_UnassignedXp_IsSet()
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{
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Assert.Equal(87_757_321_741L, SampleData.SampleCharacter().UnassignedXp);
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}
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// ── UiText.RightAligned — unit-level draw mode flag ──────────────────────
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[Fact]
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