Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so the store has no Core.Net dependency. + self-drop wire-count assert + comment fix. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
368 lines
18 KiB
C#
368 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data —
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/// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id,
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/// populates them from the persisted PlayerDescription shortcuts
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/// (UpdateFromPlayerDesc), re-binds deferred slots when an item's CreateObject
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/// arrives (SetDelayedShortcutNum), and on click uses the bound item
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/// (UseShortcut -> ItemHolder::UseObject -> use-item callback).
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///
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/// <para>
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/// Retail reference: <c>gmToolbarUI::PostInit</c> grabs each slot widget by its
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/// id, calls <c>UpdateFromPlayerDesc</c> to flush-and-bind shortcuts from the
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/// PlayerDescription trailer, and hooks <c>OnEvent</c> for the Click case to fire
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/// <c>UseShortcut</c>. The deferred-rebind path matches
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/// <c>gmToolbarUI::SetDelayedShortcutNum</c> which re-tries binding after
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/// <c>CreateObject</c> resolves a formerly-unknown guid.
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/// </para>
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/// </summary>
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public sealed class ToolbarController : IItemListDragHandler
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{
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// Slot element ids in slot-index order (toolbar LayoutDesc 0x21000016, pre-dump).
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// Row 1 = slots 0-8 (0x100001A7..0x100001AF), Row 2 = slots 9-17 (0x100006B7..0x100006BF).
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private static readonly uint[] SlotIds =
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{
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0x100001A7, 0x100001A8, 0x100001A9, 0x100001AA, 0x100001AB,
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0x100001AC, 0x100001AD, 0x100001AE, 0x100001AF,
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0x100006B7, 0x100006B8, 0x100006B9, 0x100006BA, 0x100006BB,
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0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF,
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};
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// Elements hidden by default in retail gmToolbarUI::PostInit.
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// Ids confirmed from the toolbar LayoutDesc dump.
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// 0x100001A1 (health meter) is now OWNED by SelectedObjectController (D.5.3a) —
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// it hides A1 at bind and shows it on a health-target selection, so A1 is removed
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// from here to avoid double-ownership. 0x100001A2 (mana meter), 0x100001A3 (stack-size
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// entry box) and 0x100001A4 (stack slider) are DEFERRED features (mana #140, stack-split
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// UI) with no controller yet, so they stay hidden here — otherwise their dat sprites
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// render as stray bars / a black box on the toolbar. Retail hides A3/A4 in
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// gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198660/198742),
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// showing them only for a stacked-item selection.
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private static readonly uint[] HiddenIds = { 0x100001A2, 0x100001A3, 0x100001A4 };
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// Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time.
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// Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
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// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669)
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// SetVisible's exactly one element depending on the incoming mode.
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private static readonly uint[] CombatIndicatorIds =
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{ 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u };
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private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length];
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private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
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private readonly ClientObjectTable _repo;
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private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
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private readonly Action<uint> _useItem; // guid → fire UseObject
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private readonly AcDream.Core.Items.ShortcutStore _store = new();
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private bool _storeLoaded;
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private readonly Action<uint, uint>? _sendAddShortcut; // (index, objectGuid)
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private readonly Action<uint>? _sendRemoveShortcut; // (index)
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// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
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// Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346.
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// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
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// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
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// Occupancy branch (decomp 229481):
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// occupied → peace 0x10000042 / war 0x10000043 (split by stance)
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// empty → background digit 0x1000005e (stance-independent)
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private uint[]? _peaceDigits;
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private uint[]? _warDigits;
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private uint[]? _emptyDigits;
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private bool _peace = true; // true = NonCombat (peace), false = any war stance
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private ToolbarController(
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ImportedLayout layout,
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ClientObjectTable repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState,
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uint[]? peaceDigits,
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uint[]? warDigits,
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uint[]? emptyDigits,
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Action<uint, uint>? sendAddShortcut = null,
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Action<uint>? sendRemoveShortcut = null)
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{
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_repo = repo;
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_shortcuts = shortcuts;
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_iconIds = iconIds;
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_useItem = useItem;
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_peaceDigits = peaceDigits;
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_warDigits = warDigits;
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_emptyDigits = emptyDigits;
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_sendAddShortcut = sendAddShortcut;
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_sendRemoveShortcut = sendRemoveShortcut;
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for (int i = 0; i < SlotIds.Length; i++)
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{
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_slots[i] = layout.FindElement(SlotIds[i]) as UiItemList;
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if (_slots[i] is { } list)
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{
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WireClick(list);
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// B.1 drag-drop spine: this controller is the drop handler for every
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// toolbar slot list; each cell knows its slot index + that it's a
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// shortcut-bar source (retail UIElement_ItemList::RegisterItemListDragHandler).
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list.RegisterDragHandler(this);
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list.Cell.SlotIndex = i;
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list.Cell.SourceKind = ItemDragSource.ShortcutBar;
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list.Cell.DragAcceptSprite = 0x060011FAu; // green cross (toolbar), not the ring 0x060011F9 (inventory)
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}
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}
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// Cache the four mutually-exclusive combat-mode indicator elements.
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for (int i = 0; i < CombatIndicatorIds.Length; i++)
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_combatIndicators[i] = layout.FindElement(CombatIndicatorIds[i]);
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// Hide target-object meters + stack slider (gmToolbarUI::PostInit).
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foreach (var id in HiddenIds)
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if (layout.FindElement(id) is { } e) e.Visible = false;
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// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669):
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// exactly one indicator visible at a time. Default to NonCombat (peace) — the player
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// always spawns in peace mode; retail has not yet called SetVisible when PostInit runs.
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SetCombatMode(CombatMode.NonCombat);
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// Wire live combat-mode changes if a CombatState was provided.
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if (combatState is not null)
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combatState.CombatModeChanged += SetCombatMode;
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// D.5.4: the table now holds ALL objects (creatures, NPCs, etc.), so filter
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// to our 18 shortcut guids — else every creature spawn in a busy zone
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// needlessly re-populates the bar (gmToolbarUI::SetDelayedShortcutNum pattern).
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repo.ObjectAdded += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
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repo.ObjectUpdated += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
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repo.ObjectRemoved += o => { if (IsShortcutGuid(o.ObjectId)) Populate(); };
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}
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/// <summary>
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/// Returns true if <paramref name="guid"/> is one of the currently-active shortcut guids
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/// (i.e., present in the live <see cref="AcDream.Core.Items.ShortcutStore"/>).
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/// Used to gate repo-event subscriptions so we don't re-populate on every creature spawn.
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/// Falls back to scanning <c>_shortcuts()</c> before the store is loaded (pre-PD window).
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/// </summary>
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private bool IsShortcutGuid(uint guid)
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{
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if (_storeLoaded)
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{
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for (int s = 0; s < AcDream.Core.Items.ShortcutStore.SlotCount; s++)
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if (_store.Get(s) == guid) return true;
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return false;
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}
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// Store not yet loaded — fall back to the shortcuts provider (pre-PD window).
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foreach (var sc in _shortcuts())
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if (sc.ObjectGuid == guid) return true;
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return false;
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}
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/// <summary>
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/// Create and bind a <see cref="ToolbarController"/> to <paramref name="layout"/>.
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/// Calls <see cref="Populate"/> immediately (binds whatever items are in the repo now).
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/// Returns the controller so the caller can call <see cref="Populate"/> again
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/// if the shortcut list is refreshed outside the repo-event path.
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/// </summary>
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
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/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
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/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle.</param>
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/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
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/// <param name="combatState">
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/// Optional live combat state — when provided, the toolbar subscribes to
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/// <see cref="CombatState.CombatModeChanged"/> and updates the four mutually-exclusive
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/// combat-mode indicator elements accordingly.
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/// Pass null to skip live wiring (e.g. in unit tests that don't exercise the indicator).
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/// </param>
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/// <param name="peaceDigits">
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/// Peace-mode digit DID array (property 0x10000042 from LayoutDesc 0x21000037 element
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/// 0x1000034A under composite 0x10000346). Index i → slot label digit (i+1) RenderSurface id.
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/// Null if the dat lookup failed (no digits drawn). Retail reference:
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/// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
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/// </param>
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/// <param name="warDigits">War-mode digit DID array (property 0x10000043, same element).</param>
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/// <param name="emptyDigits">
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/// Empty-slot background digit DID array (property 0x1000005e, stance-independent).
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/// Used when a slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
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/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
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/// Null if the dat lookup failed (empty slots draw no digit, which is safe).
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/// </param>
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public static ToolbarController Bind(
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ImportedLayout layout,
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ClientObjectTable repo,
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Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState = null,
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uint[]? peaceDigits = null,
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uint[]? warDigits = null,
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uint[]? emptyDigits = null,
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Action<uint, uint>? sendAddShortcut = null,
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Action<uint>? sendRemoveShortcut = null)
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{
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var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
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peaceDigits, warDigits, emptyDigits,
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sendAddShortcut, sendRemoveShortcut);
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c.Populate();
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return c;
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}
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/// <summary>
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/// Port of <c>gmToolbarUI::UpdateFromPlayerDesc</c>: clear all slots, then bind
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/// each shortcut entry that has a resolved item in the repository.
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/// Entries whose item is not yet in the repo are silently skipped here; the
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/// <c>ObjectAdded</c> event re-fires this method when the item arrives
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/// (matching retail's <c>SetDelayedShortcutNum</c> deferred-rebind path).
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/// As of B.2: the <see cref="AcDream.Core.Items.ShortcutStore"/> is the
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/// authoritative in-session slot map; <c>_shortcuts()</c> seeds it on first call.
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/// </summary>
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public void Populate()
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{
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// Lazy-load the store from the login shortcut list the first time it's present (PD arrives
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// after Bind); thereafter the store is authoritative and drag ops mutate it directly.
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if (!_storeLoaded && _shortcuts().Count > 0)
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{
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_store.Load(System.Linq.Enumerable.Select(_shortcuts(), e => ((int)e.Index, e.ObjectGuid)));
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_storeLoaded = true;
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}
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foreach (var list in _slots) list?.Cell.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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{
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uint guid = _store.Get(slot);
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if (guid == 0) continue;
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var list = _slots[slot];
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if (list is null) continue;
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var item = _repo.Get(guid);
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if (item is null) continue; // deferred: ObjectAdded re-calls Populate
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uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
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list.Cell.SetItem(guid, tex);
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}
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// Re-stamp slot number labels after any item change.
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// Digit SPRITE SOURCE depends on occupancy (decomp UIElement_UIItem::SetShortcutNum:229481):
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// occupied → peace 0x10000042 / war 0x10000043; empty → background 0x1000005e.
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// The digit is ALWAYS shown on top-row slots (SetVisible(1) at decomp 229511).
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RestampShortcutNumbers();
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}
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/// <summary>
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/// Port of <c>gmToolbarUI::RecvNotice_SetCombatMode</c>
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/// (acclient_2013_pseudo_c.txt:196632-196669): show exactly one of the four
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/// mutually-exclusive combat-mode indicator elements and hide the other three.
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/// Called at bind-time with <see cref="CombatMode.NonCombat"/> (the player
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/// always starts in peace mode) and subsequently whenever
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/// <see cref="CombatState.CombatModeChanged"/> fires.
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/// </summary>
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public void SetCombatMode(CombatMode mode)
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{
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// Index → mode mapping matches CombatIndicatorIds declaration order:
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// 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
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bool[] show =
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{
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mode == CombatMode.NonCombat,
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mode == CombatMode.Melee,
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mode == CombatMode.Missile,
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mode == CombatMode.Magic,
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};
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for (int i = 0; i < _combatIndicators.Length; i++)
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{
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if (_combatIndicators[i] is { } e)
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e.Visible = show[i];
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}
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// Re-stamp digit set: peace glyphs in NonCombat, war glyphs in any combat stance.
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// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196610-196621).
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_peace = (mode == CombatMode.NonCombat);
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RestampShortcutNumbers();
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}
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/// <summary>
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/// Push digit-array references and shortcut-number state into every slot cell.
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/// Top row (indices 0–8): SetShortcutNum(i, _peace) — numbers 1–9 always shown
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/// (the digit is ALWAYS visible, SetVisible(1) at decomp 229511; only the sprite
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/// SOURCE differs by occupancy — see UIElement_UIItem::SetShortcutNum decomp 229481).
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/// Bottom row (indices 9–17): ClearShortcutNum() — retail shows no numbers there.
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/// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
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/// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621).
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/// Occupancy → source: occupied → peace 0x10000042 / war 0x10000043;
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/// empty → background 0x1000005e (decomp 229481/229493).
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/// </summary>
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private void RestampShortcutNumbers()
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{
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for (int i = 0; i < _slots.Length; i++)
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{
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var cell = _slots[i]?.Cell;
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if (cell is null) continue;
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cell.PeaceDigits = _peaceDigits;
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cell.WarDigits = _warDigits;
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cell.EmptyDigits = _emptyDigits;
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if (i < 9)
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cell.SetShortcutNum(i, _peace); // top row: slot label digits 1–9 always shown
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else
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cell.ClearShortcutNum(); // bottom row: no slot labels
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}
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}
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/// <summary>
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/// Wire the <see cref="UiItemSlot.Clicked"/> callback on a slot cell so that
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/// clicking a bound item fires <see cref="_useItem"/> with the slot's current guid.
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/// Mirrors retail's <c>gmToolbarUI</c> click → <c>UseShortcut</c> dispatch.
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/// </summary>
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private void WireClick(UiItemList list)
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{
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list.Cell.Clicked = () =>
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{
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if (list.Cell.ItemId != 0)
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_useItem(list.Cell.ItemId);
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};
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}
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// ── IItemListDragHandler (B.2 live handler) ──────────────────────────────
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// Retail: gmToolbarUI is the m_dragHandler for every shortcut slot list.
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// Retail model (remove-on-lift / place-on-drop / no-restore):
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// lift → RemoveShortcut (0x019D) + store.Remove (slot empties immediately)
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// drop → AddShortcut (0x019C) + optional swap of evicted item into source
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// off-bar release → the lift's removal stands (no restore)
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// Retail ref: gmToolbarUI::HandleDropRelease acclient_2013_pseudo_c.txt:197971
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/// <inheritdoc/>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
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{
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// Retail RecvNotice_ItemListBeginDrag → RemoveShortcut (0x004bd930/0x004bd450): the lifted
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// shortcut leaves the bar (+ wire) the instant the drag starts; it's re-placed only on a
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// drop onto a slot. Off-bar release leaves it removed.
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_store.Remove(payload.SourceSlot);
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_sendRemoveShortcut?.Invoke((uint)payload.SourceSlot);
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Populate();
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}
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/// <inheritdoc/>
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public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
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=> payload.ObjId != 0;
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/// <inheritdoc/>
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public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
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{
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// Retail gmToolbarUI::HandleDropRelease (0x004be7c0) within-bar reorder branch (deep-dive §5):
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// evict the target's occupant, place the dragged item there, and bump the evicted item into
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// the (now-vacated) source slot if it's free.
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int target = targetCell.SlotIndex;
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uint evicted = _store.Get(target); // RemoveShortCutInSlotNum(target)
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if (evicted != 0) { _store.Remove(target); _sendRemoveShortcut?.Invoke((uint)target); }
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_store.Set(target, payload.ObjId); // AddShortcut(dragged, target)
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_sendAddShortcut?.Invoke((uint)target, payload.ObjId);
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if (evicted != 0 && evicted != payload.ObjId && _store.IsEmpty(payload.SourceSlot))
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{ // displaced → vacated source slot
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_store.Set(payload.SourceSlot, evicted);
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_sendAddShortcut?.Invoke((uint)payload.SourceSlot, evicted);
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}
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Populate();
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}
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}
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