acdream/src/AcDream.Cli/VitalsMockup.cs
Erik 1453ff7da2 feat(D.2b): retail 3-slice vital bars + headless mockup verifier
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).

UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.

Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 21:40:11 +02:00

129 lines
5.7 KiB
C#

using AcDream.Core.Textures;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace AcDream.Cli;
/// <summary>
/// Headless PNG preview of the retail vital bars. Loads the real RenderSurface
/// sprites from the dats and composites them with the SAME horizontal 3-slice
/// logic the in-client <c>UiMeter.DrawHBar</c> uses (fixed-width bevelled caps +
/// a stretched gradient middle; the empty "back" track full width, the coloured
/// "front" fill grown from the left to the value). This lets the bar assembly be
/// verified by eye without launching the client + connecting to the server.
/// Bar sprite ids come from the vitals LayoutDesc (0x21000014) via dump-vitals-bars.
/// </summary>
public static class VitalsMockup
{
private readonly record struct Vital(
string Name, uint BackL, uint BackT, uint BackR, uint FrontL, uint FrontT, uint FrontR);
private static readonly Vital[] Vitals =
{
new("health", 0x06001141, 0x06001140, 0x0600113F, 0x06001131, 0x06001132, 0x06001133),
new("stamina", 0x06001147, 0x06001146, 0x06001145, 0x06001137, 0x06001138, 0x06001139),
new("mana", 0x06001144, 0x06001143, 0x06001142, 0x06001134, 0x06001135, 0x06001136),
};
private static readonly float[] Fills = { 1.0f, 0.6f, 0.25f };
private const int BarW = 200, BarH = 14, PadX = 10, PadY = 10, GapY = 10, ColGap = 16, Zoom = 3;
public static int Render(string datDir, string outPath)
{
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
int cols = Fills.Length;
int canvasW = PadX * 2 + cols * BarW + (cols - 1) * ColGap;
int canvasH = PadY * 2 + Vitals.Length * BarH + (Vitals.Length - 1) * GapY;
// Retail vitals window backdrop is a dark translucent panel; pick a neutral
// dark gray so the bevels + gradient read clearly.
using var canvas = new Image<Rgba32>(canvasW, canvasH, new Rgba32(38, 38, 44, 255));
for (int vi = 0; vi < Vitals.Length; vi++)
{
var v = Vitals[vi];
using var bl = Load(dats, v.BackL);
using var bt = Load(dats, v.BackT);
using var br = Load(dats, v.BackR);
using var fl = Load(dats, v.FrontL);
using var ft = Load(dats, v.FrontT);
using var fr = Load(dats, v.FrontR);
Console.WriteLine($"{v.Name,-8} back[{bl.Width}x{bl.Height} {bt.Width}x{bt.Height} {br.Width}x{br.Height}] " +
$"front[{fl.Width}x{fl.Height} {ft.Width}x{ft.Height} {fr.Width}x{fr.Height}]");
int y = PadY + vi * (BarH + GapY);
for (int ci = 0; ci < Fills.Length; ci++)
{
int x = PadX + ci * (BarW + ColGap);
DrawHBar(canvas, bl, bt, br, x, y, BarW, BarH, withRightCap: true);
int fw = (int)(BarW * Fills[ci]);
if (fw > 0)
DrawHBar(canvas, fl, ft, fr, x, y, fw, BarH, withRightCap: false);
}
}
canvas.Mutate(c => c.Resize(canvasW * Zoom, canvasH * Zoom, KnownResamplers.NearestNeighbor));
canvas.SaveAsPng(outPath);
Console.WriteLine($"wrote {outPath} ({canvasW * Zoom}x{canvasH * Zoom}; rows=vitals, cols=100%/60%/25%)");
return 0;
}
public static int ExportSprite(string datDir, string idText, string outPath)
{
if (!Directory.Exists(datDir)) { Console.Error.WriteLine($"error: directory not found: {datDir}"); return 2; }
uint id = ParseHex(idText);
if (id == 0) { Console.Error.WriteLine($"error: bad id '{idText}'"); return 2; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
using var img = Load(dats, id);
img.SaveAsPng(outPath);
Console.WriteLine($"wrote {outPath} (0x{id:X8} {img.Width}x{img.Height})");
return 0;
}
/// <summary>Replicates UiMeter.DrawHBar: native-width left-cap, stretched middle,
/// optional native-width right-cap; caps clamped so a narrow bar never overdraws.</summary>
private static void DrawHBar(
Image<Rgba32> canvas, Image<Rgba32> left, Image<Rgba32> tile, Image<Rgba32> right,
int x, int y, int w, int h, bool withRightCap)
{
if (w <= 0) return;
int rcap = withRightCap ? Math.Min(right.Width, w) : 0;
int lcap = Math.Min(left.Width, w - rcap);
if (lcap > 0) Blit(canvas, left, x, y, lcap, h);
int midX = x + lcap, midW = w - lcap - rcap;
if (midW > 0) Blit(canvas, tile, midX, y, midW, h);
if (rcap > 0) Blit(canvas, right, x + w - rcap, y, rcap, h);
}
private static void Blit(Image<Rgba32> canvas, Image<Rgba32> src, int x, int y, int dw, int dh)
{
if (dw <= 0 || dh <= 0) return;
using var s = src.Clone(c => c.Resize(dw, dh));
canvas.Mutate(c => c.DrawImage(s, new Point(x, y), 1f));
}
private static Image<Rgba32> Load(DatCollection dats, uint id)
{
var rs = dats.Get<RenderSurface>(id);
if (rs is null) { Console.Error.WriteLine($" missing RenderSurface 0x{id:X8}"); return new Image<Rgba32>(1, 1); }
var dt = SurfaceDecoder.DecodeRenderSurface(rs);
return Image.LoadPixelData<Rgba32>(dt.Rgba8, dt.Width, dt.Height);
}
private static uint ParseHex(string s)
{
s = s.Trim();
if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) s = s[2..];
return uint.TryParse(s, System.Globalization.NumberStyles.HexNumber,
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
}
}