feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors
Implements Task 2 of the LayoutDesc Importer (Plan 1 — vitals conformance). - ElementInfo POCO: GL-free/dat-free snapshot of a resolved layout element. Shape matches the plan spec exactly (Id, Type as uint, X/Y/Width/Height as float, raw Left/Top/Right/Bottom uint edge flags, ReadOrder, FontDid, StateMedia dict, Children list). Tasks 3–6 depend on this shape. - ElementReader.ToAnchors(uint,uint,uint,uint): maps dat edge-flag values (0=none, 1=near-pin, 2=far-pin, 3=floating-center, 4=stretch) to AnchorEdges bit flags. Corrects the plan's stale assumption that value 4 was the only anchor trigger; the verified format doc §4 shows 1→Left/Top, 2→Right/Bottom, 4→both. All-zero falls back to Left|Top (default pin top-left). - ElementReader.Merge(base_, derived): inheritance merge mirroring BaseElement/ BaseLayoutId. Derived scalars win when non-zero; position/edge-flags/ReadOrder always from derived; StateMedia merged (base defaults, derived overrides); Children from derived only. TDD: tests written first (9 tests covering ToAnchors near-pin/far-pin/stretch/ zero/value-3, Merge scalar override/font inheritance/StateMedia merge/children). All 9 pass; dotnet build 0 errors 0 warnings. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/AcDream.App/UI/Layout/ElementReader.cs
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src/AcDream.App/UI/Layout/ElementReader.cs
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using System.Collections.Generic;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// GL-free, dat-free snapshot of a resolved layout element.
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/// Populated by the LayoutDesc importer from <c>DatReaderWriter.ElementDesc</c>
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/// after inheritance is applied. The pure transforms on <see cref="ElementReader"/>
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/// operate on this type so they can be unit-tested without the dats or OpenGL.
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///
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/// IMPORTANT: Tasks 3–6 depend on this shape exactly. Do not add members without
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/// updating the plan spec and downstream consumers.
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/// </summary>
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public sealed class ElementInfo
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{
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/// <summary>Dat element id (e.g. <c>0x100000E6</c>).</summary>
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public uint Id;
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/// <summary>
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/// Raw element class id as a uint.
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/// Game-specific ids like <c>0x1000004D</c> (gmVitalsUI root) and <c>0x10000009</c>
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/// overflow <c>int</c> when treated as signed, so this stays <c>uint</c>.
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/// Known values: 0=text, 2=dragbar, 3=container/chrome, 7=meter,
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/// 9=resize-grip, 12=style-prototype (skip), 0x10000009/0x1000004D=window root.
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/// </summary>
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public uint Type;
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/// <summary>Position and size within the parent, in pixels (cast from dat uint fields).</summary>
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public float X, Y, Width, Height;
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/// <summary>
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/// Raw edge-anchor flag values from the dat (<c>LeftEdge</c>, <c>TopEdge</c>,
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/// <c>RightEdge</c>, <c>BottomEdge</c> fields of <c>ElementDesc</c>).
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/// Values 0–4; map to <see cref="AnchorEdges"/> bit-flags via
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/// <see cref="ElementReader.ToAnchors"/>.
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/// </summary>
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public uint Left, Top, Right, Bottom;
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/// <summary>Draw order within the parent (lower = drawn first / behind).</summary>
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public uint ReadOrder;
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/// <summary>
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/// Font dat object id inherited from the base element's <c>Properties[0x1A]</c>
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/// (<c>ArrayBaseProperty → DataIdBaseProperty</c>). 0 = none / not inherited.
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/// </summary>
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public uint FontDid;
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/// <summary>
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/// Sprite per state: state name → (RenderSurface file id, DrawMode int).
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/// The <c>""</c> key represents the unnamed DirectState (<c>ElementDesc.StateDesc</c>).
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/// Named states use the <c>UIStateId.ToString()</c> value as the key
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/// (e.g. <c>"HideDetail"</c>, <c>"ShowDetail"</c>).
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/// </summary>
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public Dictionary<string, (uint File, int DrawMode)> StateMedia = new();
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/// <summary>
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/// Resolved child elements (populated by the importer in Task 5).
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/// Children come from the derived element's own tree, not the base element's.
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/// </summary>
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public List<ElementInfo> Children = new();
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}
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/// <summary>
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/// Pure, GL-free, dat-free transforms for the LayoutDesc importer.
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/// All methods are static and operate on <see cref="ElementInfo"/> POCOs.
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/// No OpenGL, no DatReaderWriter types, no rendering dependencies beyond
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/// the <see cref="AnchorEdges"/> bit-flag enum from <c>AcDream.App.UI</c>.
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/// </summary>
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public static class ElementReader
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{
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/// <summary>
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/// Maps the four raw edge-anchor flag values from <c>ElementDesc</c> to the
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/// <see cref="AnchorEdges"/> bit-flag used by the UI layout engine.
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///
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/// <para>
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/// The dat stores one <c>uint</c> per edge with these semantics (§4 of the
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/// LayoutDesc format reference, 2026-06-15):
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/// <list type="bullet">
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/// <item><description>0 = no anchor (prototype-only elements — zero-size style stores)</description></item>
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/// <item><description>1 = pinned to the <em>near</em> edge (left for LeftEdge, top for TopEdge)</description></item>
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/// <item><description>2 = pinned to the <em>far</em> edge (right for RightEdge, bottom for BottomEdge)</description></item>
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/// <item><description>3 = floating / centered between both far edges (maps to neither Left nor Right)</description></item>
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/// <item><description>4 = stretch: pinned to BOTH near AND far edges simultaneously (element stretches with parent)</description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Default when no flags resolve: <c>Left | Top</c> (pin top-left, fixed size).
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/// This matches elements whose all-zero edge flags indicate a no-reflow prototype.
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/// </para>
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/// </summary>
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/// <param name="left">LeftEdge dat field value (0–4).</param>
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/// <param name="top">TopEdge dat field value (0–4).</param>
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/// <param name="right">RightEdge dat field value (0–4).</param>
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/// <param name="bottom">BottomEdge dat field value (0–4).</param>
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public static AnchorEdges ToAnchors(uint left, uint top, uint right, uint bottom)
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{
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// 1 = near-pin, 2 = far-pin, 3 = both-far (floating center), 4 = stretch (both sides).
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// Only 1 and 4 contribute the NEAR (Left/Top) anchor.
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// Only 2 and 4 contribute the FAR (Right/Bottom) anchor.
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// Value 3 contributes neither (floating center is handled by the UI engine differently).
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var a = AnchorEdges.None;
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if (left == 1 || left == 4) a |= AnchorEdges.Left;
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if (top == 1 || top == 4) a |= AnchorEdges.Top;
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if (right == 2 || right == 4) a |= AnchorEdges.Right;
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if (bottom == 2 || bottom == 4) a |= AnchorEdges.Bottom;
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if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
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return a;
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}
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/// <summary>
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/// Merges a base element snapshot with a derived element snapshot, mirroring
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/// the <c>BaseElement</c> / <c>BaseLayoutId</c> inheritance chain in the dat.
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///
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/// <para>
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/// Rules:
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/// <list type="bullet">
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/// <item><description>
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/// Scalar fields (<see cref="ElementInfo.Id"/>, <see cref="ElementInfo.Type"/>,
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/// <see cref="ElementInfo.Width"/>, <see cref="ElementInfo.Height"/>,
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/// <see cref="ElementInfo.FontDid"/>): derived wins if non-zero; otherwise
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/// inherited from base.
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/// </description></item>
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/// <item><description>
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/// Position (<see cref="ElementInfo.X"/>, <see cref="ElementInfo.Y"/>) and
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/// edge flags (<see cref="ElementInfo.Left"/> etc.) and
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/// <see cref="ElementInfo.ReadOrder"/>: always taken from the derived element
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/// (derived placement, not the base prototype's geometry).
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/// </description></item>
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/// <item><description>
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/// <see cref="ElementInfo.StateMedia"/>: base entries are the default; derived
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/// entries override (or add) per state name key.
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/// </description></item>
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/// <item><description>
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/// <see cref="ElementInfo.Children"/>: come from the derived element's own tree only.
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/// </description></item>
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/// </list>
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/// </para>
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/// </summary>
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public static ElementInfo Merge(ElementInfo base_, ElementInfo derived)
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{
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var m = new ElementInfo
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{
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Id = derived.Id != 0 ? derived.Id : base_.Id,
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Type = derived.Type != 0 ? derived.Type : base_.Type,
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X = derived.X,
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Y = derived.Y,
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Width = derived.Width != 0 ? derived.Width : base_.Width,
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Height = derived.Height != 0 ? derived.Height : base_.Height,
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Left = derived.Left,
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Top = derived.Top,
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Right = derived.Right,
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Bottom = derived.Bottom,
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ReadOrder = derived.ReadOrder,
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FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
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// Children come from the derived element's own tree, not the base prototype's.
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Children = derived.Children,
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};
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// Start with base StateMedia as defaults, then let derived entries override.
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m.StateMedia = new Dictionary<string, (uint, int)>(base_.StateMedia);
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foreach (var kv in derived.StateMedia)
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m.StateMedia[kv.Key] = kv.Value;
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return m;
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}
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}
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