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2 commits

Author SHA1 Message Date
Erik
902160098a feat(D.2b): Character Attributes tab — 9-row list (icons + values + vitals) + footer State-A
Pass 1 of the Attributes tab interactive controller. Replaces the placeholder
UiText attribute list with 9 real manual-layout rows matching retail's
gmAttributeUI::PostInit (0x0049db70) structure:
- 6 attribute rows (Strength/Endurance/Coordination/Quickness/Focus/Self) in
  retail display order (Coord enum 4 before Quick enum 3 — spec §1)
- 3 vital rows (Health/Stamina/Mana) with cur/max format per
  Attribute2ndInfoRegion::Update (0x004f19e0)
- Each row: icon (UiText.BackgroundSprite = 0x06xxxxxx RenderSurface via spriteResolve),
  name (left-justified), value (new RightAligned mode)

Icon DataIDs from SubMap 0x25000006/0x25000007 via spec §2:
  STR 0x060002C8, END 0x060002C4, COORD 0x060002C9, QUICK 0x060002C6,
  FOCUS 0x060002C5, SELF 0x060002C7, HP 0x06004C3B, SP 0x06004C3C, MP 0x06004C3D

Footer State-A (DisplayDefaultFooter 0x0049cde0):
  0x1000024e title = "", 0x10000243 line-1-value = "Select an Attribute to Improve",
  0x10000245 line-2-value = SkillCredits (InqInt(0x18))

Other changes:
- UiText: add RightAligned bool (single-line right-justified, mirrors Centered path)
- CharacterSheet: add SkillCredits property (retail InqInt(0x18))
- SampleData: update to spec fixture values (Str/Quick=200, rest=10, SkillCredits=96,
  Health=5/5, Stamina=10/10, Mana=10/10)
- FixtureProvider: pass stack.ResolveChrome as spriteResolve for icon rendering
- Tests: 13 targeted tests (9-row count, row order, attr+vital values,
  icon DataIDs, RightAligned flag, footer State-A all 5 elements)

Pass 2 (selection/raise buttons) is separate per spec.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 20:36:00 +02:00
Erik
0e644b5887 fix(studio): Character window — bind the REAL Attributes-tab elements (no guessing)
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).

CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.

Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:47:33 +02:00