Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
bcc34ee3, that predates when those fixtures were last regenerated).
Per the slice contract, that drift was NOT committed — reverted back to
HEAD, only the five new Options-panel fixtures are new files here.
- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
set/clear semantics) is a documented approximation — the decompiled
excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
Chat tab controller, the first consumer that reaches the wire) to
verify against the real decomp before any live transaction depends on
it; nothing user-reachable can observe this yet.
Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
43 lines
2.1 KiB
C#
43 lines
2.1 KiB
C#
namespace AcDream.App.UI;
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/// <summary>
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/// Retail <c>UIOption_CheckboxSlider</c> (Type <c>0x10000036</c>) — a combined
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/// toggle + slider option row (e.g. the Config tab's "Sound / Volume" pair: an
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/// on/off LED plus a volume slider in one row). The dat class id lands on the
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/// composite ROW'S OWN element (research doc §1.1: "row child element looked up —
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/// the row root itself"), and the row authors NO media of its own; its content is
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/// two NESTED option widgets — a <c>UIOption_Checkbox</c> child (dat id
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/// <c>0x10000219</c> in every observed template) and a <c>UIOption_Slider</c> child
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/// (<c>0x1000021C</c>) — verified against the regenerated <c>options_2100002B.json</c>
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/// fixture's template elements <c>0x10000220</c>/<c>0x10000221</c>.
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///
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/// <para>
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/// This widget does <b>not</b> consume its dat children: they build the ordinary
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/// recursive way through <c>DatWidgetFactory</c>'s EXISTING checkbox (<c>0x10000035</c>
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/// → <see cref="UiButton"/> via <c>BuildCheckbox</c>) and slider (<c>0x10000037</c> →
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/// <see cref="UiScrollbar"/> via <c>BuildScrollbar</c>) mappings — no new drawing code,
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/// per the campaign contract's "compose existing primitives" directive. Once the
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/// subtree is attached (<see cref="IUiChildrenAttachedListener"/>), this widget just
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/// grabs references to the two composed children for a page controller to bind
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/// against directly instead of re-deriving them from child order/type.
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/// </para>
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/// </summary>
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public sealed class UiOptionToggleSlider : UiElement, IUiChildrenAttachedListener
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{
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/// <summary>The composed checkbox (retail's LED half of the row).</summary>
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public UiButton? Toggle { get; private set; }
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/// <summary>The composed slider (retail's scalar half of the row).</summary>
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public UiScrollbar? Slider { get; private set; }
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public void OnChildrenAttached()
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{
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foreach (UiElement child in Children)
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{
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if (Toggle is null && child is UiButton button)
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Toggle = button;
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else if (Slider is null && child is UiScrollbar scrollbar)
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Slider = scrollbar;
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}
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}
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}
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