acdream/src/AcDream.App/UI/Layout/DatWidgetFactory.cs
Erik 07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00

599 lines
29 KiB
C#

using System;
using System.Linq;
using AcDream.App.UI;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim
/// algorithm ports); everything else (and unknown Types) falls back to
/// <see cref="UiDatElement"/>.
///
/// <para>
/// Type 12 = UIElement_Text. Editable `0x16` elements become <see cref="UiField"/>
/// in place; other elements become display/selectable <see cref="UiText"/> widgets.
/// Elements that carry their own DAT sprite media keep it as widget background art.
/// Pure prototype elements draw nothing because text backgrounds default transparent.
/// </para>
///
/// <para>
/// The meter's back/front 3-slice sprite ids live on grandchild image elements,
/// NOT on the meter element itself (format doc §11). <see cref="BuildMeter"/>
/// walks two layers down to extract them: the two Type-3 container children
/// ordered by <see cref="ElementInfo.ReadOrder"/> (back behind = lower, front
/// on top = higher), then within each container the image children that carry
/// a DirectState ("" key) sprite, ordered by their X position to obtain
/// left-cap / center-tile / right-cap.
/// </para>
///
/// <para>
/// The expand-detail overlay present in the front container carries ONLY named
/// states ("HideDetail"/"ShowDetail") — no "" DirectState entry — so the
/// <c>TryGetValue("")</c> filter in <see cref="SliceIds"/> excludes it
/// automatically.
/// </para>
/// </summary>
public static class DatWidgetFactory
{
/// <summary>
/// Creates the <see cref="UiElement"/> for <paramref name="info"/>, sets its
/// rect (Left/Top/Width/Height) and Anchors, and returns it.
/// </summary>
/// <param name="info">Resolved, merged element snapshot from the LayoutDesc importer.</param>
/// <param name="resolve">RenderSurface id → (GL tex handle, pixel width, pixel height).
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
/// <param name="fontResolve">Optional font resolver: FontDid → <see cref="UiDatFont"/>
/// (or null when the font can't be loaded). When non-null, any element whose
/// <see cref="ElementInfo.FontDid"/> is non-zero gets ITS OWN dat font applied instead of
/// the shared <paramref name="datFont"/> fallback. Null = original behavior (use
/// <paramref name="datFont"/> for every element).</param>
/// <returns>The widget for this element. Never null — every type produces a widget.</returns>
public static UiElement? Create(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null,
Func<UiStringInfoValue, string?>? stringResolve = null)
{
// Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts
// (vitals 0x2100006C / chat 0x21000006) Type-3 elements are sprite-bearing chrome +
// containers (the 8-piece bevel corners/edges, the transcript/input panels), NOT
// editable fields — retail draws those as inert media-bearing Fields, which our
// UiDatElement reproduces pixel-for-pixel (and without the spurious focus/edit
// affordance a UiField would add). The one true editable field, the chat input
// (0x10000016), resolves to Type 12 and is controller-placed as a UiField. So Type 3
// stays on the generic fallback here; register it as UiField only when a window
// actually carries a factory-built editable Type-3 field (and UiField grows a
// background-media draw + an opt-in editable flag at that point). UiField (the widget)
// still ships — it just isn't wired into the factory switch yet.
// Resolve this element's own dat font if a resolver is provided and the element
// has a FontDid. Falls back to the shared datFont when not set (FontDid==0) or
// when the resolver returns null (font missing from dats).
UiDatFont? elementFont = datFont;
if (fontResolve is not null && info.FontDid != 0)
elementFont = fontResolve(info.FontDid) ?? datFont;
UiElement e = info.Type switch
{
UiRadar.RetailClassId => new UiRadar(), // gmRadarUI (Register 0x004D8B80)
1 => BuildButton(info, resolve, elementFont, stringResolve), // UIElement_Button
EffectsIndicatorController.RetailClassId => BuildButton(
info, resolve, elementFont, stringResolve), // gmUIElement_EffectsIndicator
6 => new UiMenu(), // UIElement_Menu (reg :120163)
7 => BuildMeter(info, resolve, elementFont), // UIElement_Meter
0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
11 => BuildScrollbar(info, resolve), // UIElement_Scrollbar (reg :124137)
12 => BuildText(info, resolve, elementFont, stringResolve), // UIElement_Text
0x13 => new UiDialogRoot(), // ConfirmationDialog
0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots
0x10000035u => BuildCheckbox(info, resolve, elementFont, stringResolve), // UIOption_Checkbox
_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
};
e.DatElementId = info.Id;
e.SetStateCursors(info.StateCursors);
// Propagate position + size (pixel-exact from the dat).
e.Left = info.X;
e.Top = info.Y;
e.Width = info.Width;
e.Height = info.Height;
// Honor the dat's draw order. ZLevel is the primary layer (higher = further BACK — e.g. the
// gmInventoryUI full-window backdrop at ZLevel 100 sits behind the ZLevel-0 panels, #145);
// ReadOrder is the within-layer tiebreaker (higher = on top). K=10000 exceeds any window's
// element count so ZLevel always dominates. Vitals (all ZLevel 0) keep ZOrder == ReadOrder.
e.ZOrder = (int)info.ReadOrder - (int)info.ZLevel * 10000;
// Map the four raw edge-anchor values to the AnchorEdges bit-flag that the
// compatibility layout engine uses for programmatic overrides.
e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom);
// Imported descendants use the exact four-mode retail policy. Roots have no
// design parent and intentionally remain on the compatibility path until a
// window mount assigns its own outer-frame policy.
if (info.HasOriginalParentSize)
e.LayoutPolicy = CreateLayoutPolicy(info);
return e;
}
/// <summary>
/// Bind inherited scrollbar media structurally. Property 0x77 names the
/// increment button and 0x78 the decrement button; the remaining Type-1
/// child is the thumb with ordered top/middle/bottom image slices.
/// </summary>
private static UiScrollbar BuildScrollbar(
ElementInfo info,
Func<uint, (uint tex, int w, int h)> resolve)
{
var bar = new UiScrollbar
{
SpriteResolve = resolve,
TrackSprite = DefaultImage(info),
Horizontal = info.Width > info.Height,
};
if (bar.Horizontal)
{
// Retail horizontal scrollbars use structural child ids: element 1 is
// the thumb and element 4 is the optional child-authored track.
ElementInfo? scalarThumb = info.Children.FirstOrDefault(child => child.Id == 1u);
bar.TrackSprite = DefaultImage(info);
bar.ThumbSprite = scalarThumb is null ? 0u : DefaultImage(scalarThumb);
// The toolbar stack slider authors its track on structural child 4,
// while gmCombatUI authors it on the scrollbar's DirectState. Geometry
// is never the role discriminator: inheritance can reflow child 1 and
// otherwise turn the 12px combat jewel into a tiled background.
if (bar.TrackSprite == 0u)
{
ElementInfo? authoredTrack = info.Children.FirstOrDefault(child => child.Id == 4u);
bar.TrackSprite = authoredTrack is null ? 0u : DefaultImage(authoredTrack);
}
// gmCombatUI's desired-power slider (0x1000004F) authors the
// live charge as a nested Type-7 meter. UiScrollbar consumes its
// DAT children, so retain the meter's fill image on the scalar
// widget itself. The fill container is element 2; the Recklessness
// overlay (0x100005EF) is deliberately not the charge image.
ElementInfo? meter = info.Children.FirstOrDefault(child => child.Type == 7u);
ElementInfo? fill = meter?.Children.FirstOrDefault(child => child.Id == 2u)
?? meter?.Children
.Where(child => DefaultImage(child) != 0u)
.OrderByDescending(child => child.ReadOrder)
.FirstOrDefault();
bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
// gmCombatUI preserves a second authored meter child for its dark
// red interior range. The widget retains the media because horizontal
// scrollbars consume their DAT children.
ElementInfo? scalarRange = meter?.Children.FirstOrDefault(
child => child.Id == 0x100005EFu);
bar.ScalarRangeSprite = scalarRange is null
? 0u
: DefaultImage(scalarRange);
bar.ScalarRangeLayoutPolicy = scalarRange is null
? null
: CreateLayoutPolicy(scalarRange);
// UIElement_Meter::UIElement_Meter @ 0x0046F4C0 defaults direction
// 1; DrawChildren @ 0x0046FBD0 clips that direction left-to-right.
// Direction 3 is the horizontal reverse. Read authored attribute
// 0x6F instead of inferring direction from the combat element id.
bar.ScalarFillFromRight = meter is not null
&& meter.TryGetEffectiveProperty(0x6Fu, out UiPropertyValue direction)
&& direction.Kind == UiPropertyKind.Enum
&& direction.UnsignedValue == 3u;
return bar;
}
uint incrementId = ReferencedElementId(info, 0x77u);
uint decrementId = ReferencedElementId(info, 0x78u);
ElementInfo? increment = info.Children.FirstOrDefault(child => child.Id == incrementId);
ElementInfo? decrement = info.Children.FirstOrDefault(child => child.Id == decrementId);
bar.UpSprite = decrement is null ? 0u : DefaultImage(decrement);
bar.DownSprite = increment is null ? 0u : DefaultImage(increment);
ElementInfo? thumb = info.Children.FirstOrDefault(child =>
child.Type == 1u && child.Id != incrementId && child.Id != decrementId);
if (thumb is not null)
{
ElementInfo[] slices = thumb.Children
.Where(child => DefaultImage(child) != 0u)
.OrderBy(child => child.Y)
.ThenBy(child => child.ReadOrder)
.ToArray();
if (slices.Length > 0) bar.ThumbTopSprite = DefaultImage(slices[0]);
if (slices.Length > 1) bar.ThumbSprite = DefaultImage(slices[1]);
if (slices.Length > 2) bar.ThumbBotSprite = DefaultImage(slices[^1]);
}
return bar;
}
private static UiLayoutPolicy? CreateLayoutPolicy(ElementInfo info)
{
if (!info.HasOriginalParentSize) return null;
return new UiLayoutPolicy(
info.Left,
info.Top,
info.Right,
info.Bottom,
UiPixelRect.FromPositionAndSize(
(int)info.X,
(int)info.Y,
(int)info.Width,
(int)info.Height),
UiPixelRect.FromPositionAndSize(
0,
0,
(int)info.OriginalParentWidth,
(int)info.OriginalParentHeight));
}
private static uint ReferencedElementId(ElementInfo info, uint propertyId)
{
if (!info.TryGetEffectiveProperty(propertyId, out var property))
return 0u;
return property.Kind switch
{
UiPropertyKind.Enum or UiPropertyKind.DataId => (uint)property.UnsignedValue,
UiPropertyKind.Integer when property.IntegerValue >= 0 => (uint)property.IntegerValue,
_ => 0u,
};
}
private static uint DefaultImage(ElementInfo info)
{
uint stateId = info.EffectiveDefaultStateId();
if (info.States.TryGetValue(stateId, out var state) && state.Image is { } image)
return image.File;
if (info.States.TryGetValue(UiStateInfo.DirectStateId, out var direct)
&& direct.Image is { } directImage)
return directImage.File;
return 0u;
}
// ── Meter ────────────────────────────────────────────────────────────────
/// <summary>
/// Builds a <see cref="UiMeter"/> and populates its sprite ids from the meter's
/// child/grandchild elements (format doc §11). Two shapes are handled:
///
/// <para>
/// <b>3-slice shape</b> (vitals meters — 2 Type-3 containers, each with 3 image grandchildren):
/// <code>
/// meter (Type 7)
/// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind)
/// │ ├── left-cap image (DirectState "" → File = back-left sprite)
/// │ ├── center image (DirectState "" → File = back-tile sprite)
/// │ └── right-cap image (DirectState "" → File = back-right sprite)
/// ├── front-layer container (Type 3, higher ReadOrder — drawn on top)
/// │ ├── left-cap image (→ front-left sprite)
/// │ ├── center image (→ front-tile sprite)
/// │ ├── right-cap image (→ front-right sprite)
/// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED)
/// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController)
/// </code>
/// </para>
///
/// <para>
/// <b>Single-image shape</b> (toolbar selected-object meters 0x100001A1/0x100001A2 — 1 Type-3
/// child, no grandchildren): the back-track sprite is on the meter element's own DirectState;
/// the fill sprite is on the single Type-3 child's own DirectState. Both are placed in the
/// TILE slot (Back/FrontTile) with left/right caps 0, so <see cref="UiMeter.DrawHBar"/> tiles
/// them across the full bar geometry (DrawMode=Normal) and clips the fill to the fraction.
/// (retail: gmToolbarUI::HandleSelectionChanged :198635, UIElement_Meter::Initialize :123328)
/// <code>
/// meter (Type 7) [DirectState "" → back-track sprite, e.g. 0x0600193E]
/// └── fill container (Type 3) [DirectState "" → fill sprite, e.g. 0x0600193F]
/// </code>
/// </para>
///
/// <para>
/// <see cref="UiMeter.Fill"/> and <see cref="UiMeter.Label"/> are NOT set here.
/// They are bound to the live stat providers by the controller (VitalsController /
/// SelectedObjectController).
/// </para>
/// </summary>
private static UiMeter BuildMeter(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont)
{
var m = new UiMeter
{
ElementId = info.Id,
SpriteResolve = resolve,
DatFont = datFont,
};
// The two 3-slice containers are Type-3 children of the meter element.
// ReadOrder determines draw order: the back track has a LOWER ReadOrder
// (drawn first, behind the fill), the front has a HIGHER ReadOrder (on top).
var containers = info.Children
.Where(c => c.Type == 3)
.OrderBy(c => c.ReadOrder)
.ToList();
if (containers.Count >= 2
&& HasThreeSliceShape(containers[0])
&& HasThreeSliceShape(containers[1]))
{
// Vitals 3-slice shape: two Type-3 containers each holding 3 grandchild images
// (left-cap / center-tile / right-cap). Back is the lower ReadOrder; front is higher.
var (bl, bt, br) = SliceIds(containers[0]);
m.BackLeft = bl;
m.BackTile = bt;
m.BackRight = br;
var (fl, ft, fr) = SliceIds(containers[1]);
m.FrontLeft = fl;
m.FrontTile = ft;
m.FrontRight = fr;
}
else if (containers.Count == 1 && containers[0].StateMedia.ContainsKey(""))
{
// Single-image shape used by the toolbar selected-object meters
// (health 0x100001A1, mana 0x100001A2).
// - The back-track sprite lives on the meter ELEMENT's own DirectState ("" key of
// info.StateMedia) — not on any grandchild image. e.g. health back = 0x0600193E.
// - The fill sprite lives on the single Type-3 child's own DirectState ("" key of
// containers[0].StateMedia). e.g. health fill = 0x0600193F.
// The fill child has NO image grandchildren, so SliceIds would return all-zero —
// read the container's StateMedia directly instead.
//
// These go in the TILE slot (not the left-cap slot): the sprites are DrawMode=Normal,
// which retail renders as "tile at native width to fill the full element geometry"
// (format doc §6; the generic UiDatElement.OnDraw Normal path; UIElement_Meter::
// DrawChildren :123574 clips the child's FULL 140px geometry box to the fill fraction).
// With the sprite on BackLeft instead, UiMeter.DrawHBar would clamp the cap to the
// sprite's NATIVE width (capL = min(nativeW, 140)) — leaving a right-side gap and
// mapping the fill fraction to native width when nativeW < 140. The tile slot makes
// midW = full bar width, so the back tiles across all 140px and the front clips to
// 140*fraction correctly for any native sprite width (left/right caps unused = 0).
// (retail: gmToolbarUI::HandleSelectionChanged :198635 / UIElement_Meter::DrawChildren :123574)
m.BackLeft = 0;
m.BackTile = info.StateMedia.TryGetValue("", out var bm) ? bm.File : 0u;
m.BackRight = 0;
m.FrontLeft = 0;
m.FrontTile = containers[0].StateMedia.TryGetValue("", out var fm) ? fm.File : 0u;
m.FrontRight = 0;
}
else if (containers.Any(HasStatefulFill))
{
// Stateful single-image shape used by gmPowerbarUI (LayoutDesc
// 0x21000072). The meter's DirectState is the empty track. One
// Type-3 child supplies named Jump/Melee/Missile/DDD state media;
// another carries the optional recklessness range as DirectState.
// gmPowerbarUI::PostInit @ 0x004DA4E0 hides that range, so it is not
// promoted into a meter slice here.
m.BackLeft = 0;
m.BackTile = info.StateMedia.TryGetValue("", out var track) ? track.File : 0u;
m.BackRight = 0;
m.FrontLeft = 0;
m.FrontTile = 0;
m.FrontRight = 0;
foreach (ElementInfo container in containers)
{
foreach (var (stateId, state) in container.States)
{
if (stateId == UiStateInfo.DirectStateId
|| !container.StateMedia.TryGetValue(state.Name, out var media))
continue;
m.ConfigureStateFill(stateId, media.File);
}
}
}
else
{
Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 containers but no recognized 3-slice, direct-fill, or stateful-fill shape — bar may render as solid-color fallback.");
}
return m;
}
private static bool HasThreeSliceShape(ElementInfo container)
=> container.Children.Count(c =>
c.StateMedia.TryGetValue("", out var media) && media.File != 0) >= 3;
private static bool HasStatefulFill(ElementInfo container)
=> container.States.Any(pair =>
pair.Key != UiStateInfo.DirectStateId
&& container.StateMedia.TryGetValue(pair.Value.Name, out var media)
&& media.File != 0);
/// <summary>
/// Returns the (left, tile, right) sprite ids for a 3-slice container,
/// extracting them from the container's image children that carry a DirectState
/// ("" key) with a non-zero file id, ordered left-to-right by their X position.
///
/// <para>
/// Children that carry ONLY named states (e.g. the expand-detail overlay with
/// "ShowDetail"/"HideDetail" entries but no "" key) are excluded automatically
/// because <see cref="Dictionary{TKey,TValue}.TryGetValue"/> for "" returns
/// false.
/// </para>
/// </summary>
private static (uint left, uint tile, uint right) SliceIds(ElementInfo container)
{
// Only children that have a non-zero DirectState image are slice candidates.
// The expand-detail overlay has NO DirectState entry, so it's excluded here.
// Project the File during filtering to avoid a second TryGetValue lookup.
// Stable sort: on an X tie, original Children insertion order (dat key-sort order) wins.
var slices = container.Children
.Where(c => c.StateMedia.TryGetValue("", out var med) && med.File != 0)
.Select(c => (c.X, File: c.StateMedia[""].File))
.OrderBy(t => t.X)
.ToList();
uint left = slices.Count > 0 ? slices[0].File : 0u;
uint tile = slices.Count > 1 ? slices[1].File : 0u;
uint right = slices.Count > 2 ? slices[2].File : 0u;
return (left, tile, right);
}
// ── Text ─────────────────────────────────────────────────────────────────
/// <summary>Type-12 UIElement_Text: an editable field or colored-line text view,
/// selected from the canonical property bag. The element's
/// own Direct/Normal media (if any) becomes the background sprite, drawn under the text —
/// so a Type-12 element that previously rendered via UiDatElement keeps its sprite. Lines
/// are bound later by the controller (LinesProvider). An unbound UiText draws nothing
/// because <see cref="UiText.BackgroundColor"/> defaults to transparent.
///
/// <para>
/// Justification from the dat (<see cref="ElementInfo.HJustify"/> /
/// <see cref="ElementInfo.VJustify"/>) is applied here at build time so that controllers
/// that subsequently call <see cref="UiText.Centered"/> / <see cref="UiText.RightAligned"/>
/// on dat-origin elements can be simplified. Controllers that <em>explicitly</em> set those
/// properties after <see cref="ImportedLayout.FindElement"/> still override the build-time
/// defaults — the build-time value is just the starting point, not a lock.
/// </para>
/// </summary>
/// <param name="elementFont">The font to seed on the widget. When a font resolver was
/// provided and the element's FontDid resolved successfully, this is that element-specific
/// font; otherwise it is the shared global fallback. Controllers that call
/// <see cref="ImportedLayout.FindElement"/> and set <see cref="UiText.DatFont"/> afterward
/// still override this — the build-time value is just the starting point.</param>
private static UiElement BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont = null,
Func<UiStringInfoValue, string?>? stringResolve = null)
{
uint bg = info.StateMedia.TryGetValue(
!string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName
: info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m)
? m.File : 0u;
bool editable = info.TryGetEffectiveBool(0x16u, out var editableValue)
&& editableValue;
bool selectable = info.TryGetEffectiveBool(0x27u, out var selectableValue)
&& selectableValue;
bool oneLine = info.TryGetEffectiveBool(0x20u, out var oneLineValue)
&& oneLineValue;
if (editable)
{
uint focusSprite = info.StateMedia.TryGetValue("Normal_focussed", out var focus)
? focus.File
: 0u;
var field = new UiField
{
ElementId = info.Id,
DatFont = elementFont,
SpriteResolve = resolve,
BackgroundSprite = bg,
FocusFieldSprite = focusSprite,
Selectable = selectable,
OneLine = oneLine,
Centered = info.HJustify == HJustify.Center,
RightAligned = info.HJustify == HJustify.Right,
};
if (info.TryGetEffectiveInteger(0x1Eu, out int maxCharacters))
field.MaxCharacters = maxCharacters;
if (info.FontColor.HasValue)
field.TextColor = info.FontColor.Value;
return field;
}
// Apply horizontal + vertical justification from the dat at build time.
// Controllers that call FindElement and set Centered/RightAligned/VerticalJustify
// afterward will override these — this is only the dat-driven default.
bool centered = info.HJustify == HJustify.Center;
bool rightAligned = info.HJustify == HJustify.Right;
var vJustify = info.VJustify switch
{
VJustify.Top => VJustify.Top,
VJustify.Bottom => VJustify.Bottom,
_ => VJustify.Center,
};
var t = new UiText
{
ElementId = info.Id,
BackgroundSprite = bg,
SpriteResolve = resolve,
Centered = centered,
RightAligned = rightAligned,
VerticalJustify = vJustify,
OneLine = oneLine,
Selectable = selectable,
// Seed the dat-driven font. When a font resolver was supplied and the element
// carries a non-zero FontDid, elementFont is the element-specific dat font; otherwise
// it is the shared global fallback. Controllers that call FindElement and explicitly
// set DatFont afterward STILL override this (backward-compat guarantee).
DatFont = elementFont,
};
// Font color from dat property 0x1B (ColorBaseProperty).
// When present, seed DefaultColor so controllers that read it don't have to hard-code colors.
// Controllers that supply explicit per-line colors via LinesProvider still win — this is only
// the build-time default.
if (info.FontColor.HasValue)
t.DefaultColor = info.FontColor.Value;
if (ResolveAuthoredString(info, stringResolve) is { Length: > 0 } authored)
{
UiText.Line[] line = [new UiText.Line(authored, t.DefaultColor)];
t.LinesProvider = () => line;
}
return t;
}
private static UiButton BuildButton(
ElementInfo info,
Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont,
Func<UiStringInfoValue, string?>? stringResolve)
=> new(info, resolve)
{
Label = ResolveAuthoredString(info, stringResolve),
LabelFont = elementFont,
LabelColor = info.FontColor ?? System.Numerics.Vector4.One,
};
/// <summary>
/// Retail UIOption_Checkbox is a UIElement_Button whose visible face is its
/// authored indicator child. Its label lives on the option object rather than
/// in a child UIElement_Text.
/// </summary>
private static UiButton BuildCheckbox(
ElementInfo info,
Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont,
Func<UiStringInfoValue, string?>? stringResolve)
{
ElementInfo? indicator = info.Children.FirstOrDefault(child => DefaultImage(child) != 0u);
var button = new UiButton(info, resolve, indicator)
{
Label = ResolveAuthoredString(info, stringResolve),
LabelFont = elementFont,
LabelColor = info.FontColor ?? System.Numerics.Vector4.One,
LabelAlign = UiButton.LabelAlignment.Left,
};
if (indicator is not null)
{
button.FaceLeft = indicator.X;
button.FaceTop = indicator.Y;
button.FaceWidth = indicator.Width;
button.FaceHeight = indicator.Height;
button.LabelOffsetX = indicator.X + indicator.Width + 4f;
}
return button;
}
private static string? ResolveAuthoredString(
ElementInfo info,
Func<UiStringInfoValue, string?>? stringResolve)
{
if (stringResolve is null
|| !info.TryGetEffectiveProperty(0x17u, out var property)
|| property.Kind != UiPropertyKind.StringInfo)
return null;
return stringResolve(property.StringInfoValue);
}
}