acdream/src/AcDream.App/UI/Layout/CharacterCreationAppearancePage.cs
Erik 834c2547a9 fix(chargen): Campaign CC gate round 1 Batch G — real color wheel (DoColorSpots/DoGradDisk color rendering)
R2-5: retail's gmCGAppearancePage::DoColorSpots/SetSelection/DoGradDisk
paint the nine color swatches and the gradient disc with a real,
computed representative color (PalSet-averaged for Hair/Nose+Mouth+
Skin/Headgear/Shirt/Trousers/Footwear at fixed sample indices
0xd0/0xb0/0x520; direct-Palette for Eyes at 0x103), not the static
authored art acdream showed before this batch.

Ports the full palette-to-RGB pipeline: a new pure Core resolver
(ChargenSwatchColorResolver + IChargenPaletteColorSource) backed by a
new ChargenAppearanceCatalog.TryGetColor reading real Palette dat
objects, pinned against the installed EoR dat. CharacterCreationAppearancePage
recomputes all nine swatches + the gradient disc's tint on every
refresh (part/color/heritage change) and paints them through a new
ChargenSwatchColorTile overlay child — a flat-color-fill approximation
of retail's actual recolored-sprite blit, since neither UiButton
(sealed) nor UiDatElement exposes a per-instance sprite tint today.

Two STOPPED items remain outside this batch's file contract before the
mechanism is visually live: (1) wiring PalSetSource/ClothingTableSource/
PaletteColorSource from CharacterCreationUiController.cs (mirrors the
existing PreviewControl seam); (2) a small additive Tint property on
UiButton/UiDatElement for a byte-true recolor instead of the flat fill.
Also ports Nose/Mouth/Skin's single non-interactive representative
swatch, beyond AP-216/AP-217's original six-part scope.

Register AP-216/AP-217 rewritten (not retired — the two STOPPED items
keep them open). Tests: 11 new Core, 6 new Content live-DAT, 8 new
App-layer fixture. App suite 5321/3 -> 5329/3, Runtime 1735/0
unchanged, zero regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 14:16:14 +02:00

1219 lines
55 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Core.CharGen;
using AcDream.Runtime;
using AcDream.Runtime.Session;
namespace AcDream.App.UI.Layout;
/// <summary>
/// The Appearance page (<c>gmCGAppearancePage</c>, root <c>0x100003d4</c>) —
/// Campaign CC slice CC6b-MOUNT, the final piece of CC6. Decomp anchors:
/// <c>gmCGAppearancePage::InitializePage @ 0x0047FDD0</c> (widget ids, the
/// 180° initial heading), <c>::ListenToElementMessage @ 0x0047EF30</c> (EVERY
/// dispatch this page implements — gender buttons at cases <c>0x9d</c>/
/// <c>0x9e</c>; Face/Clothes sub-tabs at <c>0x9f</c>/<c>0xa0</c>; the nine
/// spin controls' decrement/increment arrow children, keyed by PARENT id, at
/// cases <c>0</c>/<c>1</c>; the same nine spins' own BODY click (select-as-
/// current-part, no index change) at cases <c>0xa5</c>-<c>0xa9</c> and the
/// mirrored headgear/shirt/trousers/footwear cases; the nine color swatches
/// at cases <c>5</c>-<c>0xd</c> -&gt; <c>SetColor(0..8)</c>; the shade
/// scrollbar at case <c>0x17</c> -&gt; <c>SetShade</c>; rotate at
/// <c>0x19</c>/<c>0x1a</c>; zoom at <c>0x1b</c>/<c>0x1c</c>),
/// <c>::SetColor @ 0x0047DD50</c> and <c>::SetShade @ 0x0047C860</c> (the
/// per-part color/shade routing table this page's <see cref="Part"/> switch
/// mirrors, including the NOSE/MOUTH/SKIN-all-route-to-skin-shade quirk and
/// EYES having no shade at all), <c>::Update @ 0x0047E8F0</c> (the heritage
/// 6/0xc/0xd Clothes-button + Nose/Mouth-spin hide, Eyes-arrows-disable
/// gate).
///
/// <para>
/// <b>Spin arrow geometry (live-DAT probe, CC6b-MOUNT):</b> every one of the
/// nine spin elements (<c>0x100003af-b3</c>, <c>b5-b8</c>) is uniformly
/// 200px wide with two LOCALLY-reused arrow child ids (<c>0x1000030a</c>
/// decrement at local x=[80,127), <c>0x1000030b</c> increment at
/// x=[127,174)) that <c>DatWidgetFactory</c>'s <c>UiButton</c> consumes into
/// one flat clickable leaf — there is no separate addressable arrow widget
/// to bind. This page reproduces retail's two-arrow-plus-body-click shape
/// entirely through <see cref="UiButton.OnClickAt"/>'s local x coordinate
/// (no new <c>DatWidgetFactory</c> widget type needed — see this campaign's
/// color-wheel scouting finding below, which reached the identical "existing
/// types suffice" conclusion for the whole page).
/// </para>
///
/// <para>
/// <b>Color-wheel family scouting (campaign plan risk item 4, RESOLVED):</b>
/// a live-DAT probe (<c>CharacterCreationLiveDatTests</c>) found every
/// color-wheel-family id resolves through EXISTING <c>DatWidgetFactory</c>
/// mappings: the nine swatch buttons (<c>0x1000030f-0x10000317</c>, retail's
/// <c>SetColor(0..8)</c> targets) author Type 1 -&gt; <c>UiButton</c>; their
/// nine Type-3 companion "selected" overlays (<c>0x10000318-0x10000320</c>,
/// retail's <c>m_tColorWheel[...][0x10][iCurColor*7]-&gt;SetVisible</c>
/// highlight ring) and the GradCircle (<c>0x1000030e</c>) author Type 3 -&gt;
/// <c>UiDatElement</c>; the shade scrollbar (<c>0x10000321</c>) authors
/// Type 0xB -&gt; <c>UiScrollbar</c>, matching the decomp's own
/// <c>DynamicCast(0xb)</c>. NO new widget type was added. This page uses the
/// swatch buttons' own <see cref="UiButton.Selected"/> state for the
/// highlight instead of toggling the separate companion overlay elements —
/// a documented substitution (same class as AD-103's swallowed-child
/// pattern), not a pixel-identical port of retail's own two-widget
/// mechanism.
/// </para>
///
/// <para>
/// <b>Icon-only style lists have no name string (register-worthy scope
/// cut):</b> CC1's <see cref="ChargenHairStyle"/>/<see cref="ChargenEyeStrip"/>/
/// <see cref="ChargenFaceStrip"/> carry an <c>IconId</c>, not a name — retail
/// shows an actual icon thumbnail in these four spins (hair/eyes/nose/
/// mouth). Icon rendering is out of this round's scope; the spin shows a
/// 1-based ordinal instead. The four clothing spins (headgear/shirt/
/// trousers/footwear) DO carry a real <see cref="ChargenGearOption.Name"/>
/// and show it directly.
/// </para>
///
/// <para>
/// <b>The real color wheel (Campaign CC gate round 1 Batch G, R2-5,
/// register AP-216/AP-217):</b> retail's <c>DoColorSpots @0x0047d850</c> /
/// <c>DoGradDisk @0x0047da90</c> paint each swatch and the gradient disc
/// with an ACTUAL representative color sampled from the real DAT palette
/// data (<c>AcDream.Core.CharGen.ChargenSwatchColorResolver</c> ports the
/// computation — see its own doc for the two color-source shapes and the
/// clothing PalSet lookup). <see cref="PalSetSource"/>/
/// <see cref="ClothingTableSource"/>/<see cref="PaletteColorSource"/> are
/// late-bound composition seams (same pattern as <see cref="PreviewControl"/>)
/// a DAT-backed catalog wires in after construction; the <see cref="ChargenSwatchColorTile"/>
/// children painted over each swatch/the gradient disc are this batch's
/// rendering primitive — see that class's own doc for why it is a flat
/// color fill (a documented approximation of retail's actual recolored-
/// sprite blit) and the STOPPED shared-file edit that would upgrade it to
/// a genuine texture tint.
/// </para>
/// </summary>
internal sealed class CharacterCreationAppearancePage : IDisposable
{
private const uint Unset = RuntimeCharacterCreationAppearance.Unset;
internal enum Part
{
Hair = 1,
Eyes = 2,
Nose = 3,
Mouth = 4,
Skin = 5,
Headgear = 6,
Shirt = 7,
Trousers = 8,
Footwear = 9,
}
private enum Choice
{
Face,
Clothes,
}
internal const uint FemaleButtonId = 0x100003A7u;
internal const uint MaleButtonId = 0x100003A8u;
internal const uint FaceButtonId = 0x100003A9u;
internal const uint ClothesButtonId = 0x100003AAu;
internal const uint FaceChoicesId = 0x100003AEu;
internal const uint ClothesChoicesId = 0x100003B4u;
internal const uint HairSpinId = 0x100003AFu;
internal const uint EyesSpinId = 0x100003B0u;
internal const uint NoseSpinId = 0x100003B1u;
internal const uint MouthSpinId = 0x100003B2u;
internal const uint SkinSpinId = 0x100003B3u;
internal const uint HeadgearSpinId = 0x100003B5u;
internal const uint ShirtSpinId = 0x100003B6u;
internal const uint TrousersSpinId = 0x100003B7u;
internal const uint FootwearSpinId = 0x100003B8u;
internal const uint RotateClockwiseId = 0x10000323u;
internal const uint RotateCounterClockwiseId = 0x10000324u;
internal const uint ZoomInId = 0x10000325u;
internal const uint ZoomOutId = 0x10000326u;
internal const uint GradCircleId = 0x1000030Eu;
internal const uint ShadeScrollId = 0x10000321u;
internal const uint ViewportId = 0x100003BBu;
/// <summary>Retail's nine <c>SetColor(0..8)</c> swatch buttons, in
/// index order — verbatim off <c>ListenToElementMessage</c>'s cases
/// <c>5</c>-<c>0xd</c> (<c>elementId - 0x1000030a</c>).</summary>
internal static readonly uint[] SwatchIds =
[
0x1000030Fu, 0x10000310u, 0x10000311u, 0x10000312u, 0x10000313u,
0x10000314u, 0x10000315u, 0x10000316u, 0x10000317u,
];
/// <summary>
/// GF-9 (Campaign CC gate round 1 Batch B): the nine Type-3 companion
/// "selected" overlay elements, one per <see cref="SwatchIds"/> entry at
/// the SAME index — retail <c>gmCGAppearancePage::InitializePage</c>'s
/// own id-pair table (<c>@0x004800ff-00480164</c>, the switch that fills
/// <c>m_tColorWheel[i][0x10]</c>/<c>[0x14]</c>-ish offsets with the
/// swatch/overlay id pair per index) resolves the SAME nine ids this
/// array carries, in the SAME index order. <c>SetColor</c> (case
/// <c>0x0047DD50</c>, <c>iCurColor</c> assignment) is retail's actual
/// click-feedback mechanism — <c>SetVisible</c> on the overlay at
/// <c>iCurColor</c>'s index, NOT a state swap on the swatch itself (the
/// swatch buttons author only an unnamed DirectState sprite; measured
/// against the installed dat, they have NO Normal/Highlight media at
/// all, so <see cref="UiButton.Selected"/> was always a complete no-op
/// here — see <see cref="RefreshColorAndShadeControls"/>). Live-DAT-
/// probe-confirmed siblings of the swatches under the same color-wheel
/// container (<c>0x100003B9</c>), each roughly centered on its paired
/// swatch's own rect.
/// </summary>
internal static readonly uint[] SwatchOverlayIds =
[
0x10000318u, 0x10000319u, 0x1000031Au, 0x1000031Bu, 0x1000031Cu,
0x1000031Du, 0x1000031Eu, 0x1000031Fu, 0x10000320u,
];
/// <summary>Live-DAT-measured arrow geometry, uniform across all nine
/// spins (every one is 200px wide): decrement child at local
/// x=[80,127), increment child at x=[127,174). Anything outside both
/// zones is the spin's own BODY click (retail cases <c>0xa5</c>-<c>0xa9</c>
/// and their headgear/shirt/trousers/footwear mirrors).</summary>
private const float DecrementZoneStart = 80f;
private const float IncrementZoneStart = 127f;
private const float IncrementZoneEnd = 174f;
private readonly CharacterCreationRuntimeBindings _bindings;
private readonly UiButton? _femaleButton;
private readonly UiButton? _maleButton;
private readonly UiButton? _faceButton;
private readonly UiButton? _clothesButton;
private readonly UiElement? _faceChoices;
private readonly UiElement? _clothesChoices;
private readonly Dictionary<Part, UiButton> _spins = [];
private readonly UiButton?[] _swatches = new UiButton?[SwatchIds.Length];
private readonly UiElement?[] _swatchOverlays = new UiElement?[SwatchOverlayIds.Length];
private readonly UiScrollbar? _shadeScroll;
private readonly UiButton? _rotateClockwise;
private readonly UiButton? _rotateCounterClockwise;
private readonly UiButton? _zoomIn;
private readonly UiButton? _zoomOut;
private readonly UiElement? _gradCircle;
/// <summary>R2-5: one flat-color tile per swatch, added as an EXTRA
/// child of the swatch it decorates (see <see cref="ChargenSwatchColorTile"/>'s
/// own doc) — null wherever the matching <see cref="_swatches"/> entry
/// itself is null (nothing to attach to).</summary>
private readonly ChargenSwatchColorTile?[] _swatchColorTiles = new ChargenSwatchColorTile?[SwatchIds.Length];
/// <summary>R2-5: the gradient disc's own tint tile, an extra child of
/// <see cref="_gradCircle"/>.</summary>
private readonly ChargenSwatchColorTile? _gradCircleTile;
private Choice _currentChoice = Choice.Face;
private Part _currentPart = Part.Hair;
private bool _eyesArrowsDisabled;
private bool _disposed;
/// <summary>Late-bound preview control seam — see
/// <see cref="IChargenPreviewControl"/>'s own doc comment for why this
/// page cannot receive the real renderer at construction time.</summary>
internal IChargenPreviewControl? PreviewControl { get; set; }
/// <summary>
/// R2-5 late-bound seams (same pattern as <see cref="PreviewControl"/>
/// above) for the real color-wheel mechanism — null (the default)
/// leaves every swatch/the gradient disc showing ONLY its authored
/// static art, i.e. this page's pre-Batch-G behavior, until a
/// composition root supplies a DAT-backed
/// <c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c> (which
/// already implements all three interfaces) for these three
/// properties, mirroring how <see cref="PreviewControl"/> itself gets
/// wired in from outside this class. STOPPED (Batch G): that
/// assignment is a 3-line addition to
/// <c>CharacterCreationUiController.cs</c>, outside this batch's file
/// contract — see the batch's handoff notes.
/// </summary>
internal IChargenPalSetSource? PalSetSource { get; set; }
internal IChargenClothingTableSource? ClothingTableSource { get; set; }
internal IChargenPaletteColorSource? PaletteColorSource { get; set; }
/// <summary>The authored viewport (<c>0x100003bb</c>) — the composition
/// root assigns its <c>Renderer</c> once the graphics backend exists,
/// mirroring the paperdoll's own late <c>viewport.Renderer = ...</c>
/// assignment.</summary>
internal UiViewport? Viewport { get; }
internal CharacterCreationAppearancePage(
UiElement pageRoot,
CharacterCreationRuntimeBindings bindings)
{
_bindings = bindings;
_femaleButton = Find<UiButton>(pageRoot, FemaleButtonId);
if (_femaleButton is not null)
_femaleButton.OnClick = () => _bindings.SelectGender(2u);
_maleButton = Find<UiButton>(pageRoot, MaleButtonId);
if (_maleButton is not null)
_maleButton.OnClick = () => _bindings.SelectGender(1u);
_faceButton = Find<UiButton>(pageRoot, FaceButtonId);
if (_faceButton is not null)
_faceButton.OnClick = () => SelectChoice(Choice.Face);
_clothesButton = Find<UiButton>(pageRoot, ClothesButtonId);
if (_clothesButton is not null)
_clothesButton.OnClick = () => SelectChoice(Choice.Clothes);
_faceChoices = Find<UiElement>(pageRoot, FaceChoicesId);
_clothesChoices = Find<UiElement>(pageRoot, ClothesChoicesId);
BindSpin(pageRoot, HairSpinId, Part.Hair);
BindSpin(pageRoot, EyesSpinId, Part.Eyes);
BindSpin(pageRoot, NoseSpinId, Part.Nose);
BindSpin(pageRoot, MouthSpinId, Part.Mouth);
BindSpin(pageRoot, SkinSpinId, Part.Skin);
BindSpin(pageRoot, HeadgearSpinId, Part.Headgear);
BindSpin(pageRoot, ShirtSpinId, Part.Shirt);
BindSpin(pageRoot, TrousersSpinId, Part.Trousers);
BindSpin(pageRoot, FootwearSpinId, Part.Footwear);
for (int i = 0; i < SwatchIds.Length; i++)
{
UiButton? swatch = Find<UiButton>(pageRoot, SwatchIds[i]);
if (swatch is null)
continue;
int index = i;
swatch.OnClick = () => SelectColor(index);
_swatches[i] = swatch;
// R2-5: an extra CHILD tile, sized to exactly cover the
// swatch's own face — see ChargenSwatchColorTile's own doc for
// why this is a flat fill rather than a recolored sprite, and
// for why ClickThrough there keeps this from ever swallowing
// the swatch's own click.
var tile = new ChargenSwatchColorTile
{
Left = 0f, Top = 0f, Width = swatch.Width, Height = swatch.Height,
};
swatch.AddChild(tile);
_swatchColorTiles[i] = tile;
}
for (int i = 0; i < SwatchOverlayIds.Length; i++)
_swatchOverlays[i] = Find<UiElement>(pageRoot, SwatchOverlayIds[i]);
_shadeScroll = Find<UiScrollbar>(pageRoot, ShadeScrollId);
if (_shadeScroll is not null)
_shadeScroll.ScalarChanged = SetShadeFromScalar;
_gradCircle = Find<UiElement>(pageRoot, GradCircleId);
if (_gradCircle is not null)
{
_gradCircleTile = new ChargenSwatchColorTile
{
Left = 0f, Top = 0f, Width = _gradCircle.Width, Height = _gradCircle.Height,
};
_gradCircle.AddChild(_gradCircleTile);
}
Viewport = Find<UiViewport>(pageRoot, ViewportId);
_rotateClockwise = Find<UiButton>(pageRoot, RotateClockwiseId);
if (_rotateClockwise is not null)
_rotateClockwise.OnClick = () => PreviewControl?.RotateClockwise();
_rotateCounterClockwise = Find<UiButton>(pageRoot, RotateCounterClockwiseId);
if (_rotateCounterClockwise is not null)
_rotateCounterClockwise.OnClick = () => PreviewControl?.RotateCounterClockwise();
_zoomIn = Find<UiButton>(pageRoot, ZoomInId);
if (_zoomIn is not null)
_zoomIn.OnClick = () =>
{
PreviewControl?.ZoomIn();
// GF-10: gmCGAppearancePage::ZoomIn @0x0047CF00
// (@0x0047d005/0x0047d00f) ends ZoomInButton->SetState(6)
// (Highlight), ZoomOutButton->SetState(1) (Normal) — a
// mutual-exclusive pair. Re-derived from InitializePage
// @0x0047fdd0-0048032e (m_bZoomedIn = 0 at construction,
// @0x004802c3): NO explicit initial SetState call exists
// for either button, so both start at their DAT-authored
// "Normal" default (live-DAT-probe-confirmed) until the
// first real zoom click — this port does not force an
// initial Highlight.
_zoomIn.TrySetRetailState(UiButtonStateMachine.Highlight);
_zoomOut?.TrySetRetailState(UiButtonStateMachine.Normal);
};
_zoomOut = Find<UiButton>(pageRoot, ZoomOutId);
if (_zoomOut is not null)
_zoomOut.OnClick = () =>
{
PreviewControl?.ZoomOut();
// GF-10: gmCGAppearancePage::ZoomOut @0x0047D050
// (@0x0047d140/0x0047d14a) mirrors ZoomIn — ZoomOutButton
// -> Highlight(6), ZoomInButton -> Normal(1).
_zoomOut.TrySetRetailState(UiButtonStateMachine.Highlight);
_zoomIn?.TrySetRetailState(UiButtonStateMachine.Normal);
};
ApplyChoiceVisibility();
}
internal void Refresh(
IRuntimeCharacterCreationView view,
RuntimeCharacterCreationSnapshot snapshot)
{
if (_disposed)
return;
if (_femaleButton is not null)
_femaleButton.Selected = snapshot.GenderKey == 2u;
if (_maleButton is not null)
_maleButton.Selected = snapshot.GenderKey == 1u;
// gmCGAppearancePage::Update @ ~0x0047EB46-0x0047EE95: heritage
// 6 (Gearknight) / 0xc (Olthoi) / 0xd (OlthoiAcid) hide the Clothes
// sub-tab (and, with it, every clothing spin behind it), hide the
// Nose/Mouth spins directly, and disable the Eyes spin's arrows —
// none of these three heritages have separate clothing, nose, or
// mouth strip choices.
bool clothesHidden = IsClothesHiddenHeritage(snapshot.HeritageId);
if (_clothesButton is not null)
_clothesButton.Visible = !clothesHidden;
if (_spins.TryGetValue(Part.Nose, out UiButton? noseSpin))
noseSpin.Visible = !clothesHidden;
if (_spins.TryGetValue(Part.Mouth, out UiButton? mouthSpin))
mouthSpin.Visible = !clothesHidden;
_eyesArrowsDisabled = clothesHidden;
if (clothesHidden)
{
// Fix round F3: retail's Gearknight branch
// (@0x0047eac6/0x0047eacf) and Olthoi/OlthoiAcid branch
// (@0x0047ee32/0x0047ee3b) both call SetChoice(ECG_CHOICE_FACE)
// + SetSelection(ECG_PARTS_HAIR) UNCONDITIONALLY — every single
// time Update runs while the heritage hides Clothes, not only
// when the Clothes tab happened to be showing. A conditional
// gate here (checking _currentChoice == Choice.Clothes) missed
// the case where _currentPart was Nose or Mouth — both ALSO
// hidden by this same branch — while _currentChoice was still
// Face: acdream would leave the hidden Nose/Mouth part driving
// the shade control; retail always snaps back to Hair.
_currentChoice = Choice.Face;
_currentPart = Part.Hair;
}
ApplyChoiceVisibility();
// GF-6: heritage-flavored, index-independent — no gender needed.
RefreshSpinCaptions(snapshot.HeritageId);
RefreshColorAndShadeControls(view, snapshot);
RebuildPreview(view, snapshot);
}
/// <summary>
/// Campaign CC slice CC5: ports the Appearance case of
/// <c>gmCharGenMainUI::DoRandom @ 0x004e7d70</c> (case 3) —
/// <c>m_eCurType == ECG_CHOICE_CLOTHES -&gt;
/// CharGenState::RandomizeClothing(state, 1)</c>, else
/// <c>CharGenState::RandomizeAppearance(state, 0)</c>. Retires the
/// Appearance half of register AP-212 (the primitives are now real,
/// faithful ports — see <c>RuntimeCharacterCreationState</c>'s own
/// Randomize section — not a uniform-pick approximation).
/// </summary>
internal void Randomize()
{
if (_disposed)
return;
if (_currentChoice == Choice.Clothes)
_bindings.RandomizeClothing?.Invoke();
else
_bindings.RandomizeAppearance?.Invoke();
}
// ── Gender / Face-Clothes sub-tab ──────────────────────────────────
private void SelectChoice(Choice choice)
{
if (_disposed)
return;
_currentChoice = choice;
// gmCGAppearancePage::ListenToElementMessage cases 0x9f/0xa0:
// Face -> SetSelection(ECG_PARTS_HAIR); Clothes ->
// SetSelection(ECG_PARTS_HEADGEAR).
_currentPart = choice == Choice.Face ? Part.Hair : Part.Headgear;
ApplyChoiceVisibility();
RefreshColorAndShadeControlsFromLatestSnapshot();
}
private void ApplyChoiceVisibility()
{
if (_faceChoices is not null)
_faceChoices.Visible = _currentChoice == Choice.Face;
if (_clothesChoices is not null)
_clothesChoices.Visible = _currentChoice == Choice.Clothes;
if (_faceButton is not null)
_faceButton.Selected = _currentChoice == Choice.Face;
if (_clothesButton is not null)
_clothesButton.Selected = _currentChoice == Choice.Clothes;
}
// ── Spins (style cycling + select-as-current-part) ─────────────────
private void BindSpin(UiElement pageRoot, uint id, Part part)
{
UiButton? spin = Find<UiButton>(pageRoot, id);
if (spin is null)
return;
_spins[part] = spin;
if (part == Part.Skin)
{
// Skin has no style index at all — retail disables its arrow
// children outright (SetAttribute_Bool(...,0xd,1) in
// InitializePage/Update's heritage branches). Every click just
// selects Skin as the current part for the color/shade controls.
spin.OnClickAt = (_, _) => SelectPart(Part.Skin);
return;
}
spin.OnClickAt = (x, _) =>
{
if (x >= DecrementZoneStart && x < IncrementZoneStart)
CycleStyle(part, -1);
else if (x >= IncrementZoneStart && x < IncrementZoneEnd)
CycleStyle(part, +1);
else
SelectPart(part);
};
}
private void SelectPart(Part part)
{
if (_disposed)
return;
NormalizeChoiceOnSelect(part);
_currentPart = part;
RefreshColorAndShadeControlsFromLatestSnapshot();
}
/// <summary>
/// Fix round F1: ports retail's spin BODY-click normalize-and-write-back
/// — <c>gmCGAppearancePage::ListenToElementMessage</c> cases <c>0xa5</c>-
/// <c>0xa9</c> (hair/eyes/nose/mouth/skin, <c>@0x0047f04b-0x0047f1bf</c>)
/// and <c>0xab</c>-<c>0xae</c> (headgear/shirt/trousers/footwear,
/// <c>@0x0047f212-0x0047f3ac</c>) each re-clamp the part's current index
/// into <c>[0, count)</c> BEFORE selecting it as current, not just read
/// it. Retail's rule (Hair's case 0xa5 is representative,
/// <c>@0x0047f051-0x0047f081</c> plus the shared tail at
/// <c>label_47f065</c>/<c>label_47f6d9</c>): <c>cur &gt;= count -&gt; 0</c>;
/// <c>cur &lt; 0 -&gt; count-1</c>. Headgear's own case (0xab,
/// <c>@0x0047f218-0x0047f23e</c>) excludes its <c>0xffffffff</c> Unset
/// sentinel from the "cur &lt; 0" branch
/// (<c>iCurrentChoice &lt; 0 &amp;&amp; iCurrentChoice != 0xffffffff</c>),
/// so an Unset headgear survives a body click untouched; every other
/// indexed spin has no such exclusion, so an Unset (AP-214 honest-blank)
/// style wraps to <c>count-1</c> on the FIRST body click — the same
/// count-1 wrap <see cref="CycleIndex"/>'s own decrement-from-Unset fix
/// (F1's sibling finding) applies. Skin (case 0xa9,
/// <c>@0x0047f1bf-0x0047f1fb</c>) normalizes its local cache too but
/// never writes back (no <c>CharGenState</c> field for Skin — acdream:
/// no <see cref="StyleSlotFor"/> case), matching this method's no-op
/// early return for it. In acdream there is no separate UI-local cache
/// to desync from the persisted index (unlike retail's <c>m_tChoices</c>)
/// — <see cref="RuntimeCharacterCreationState.TrySetAppearanceIndex"/>
/// already rejects any out-of-range write and
/// <c>ConstrainAppearanceByGenderLocked</c> already clamps on every
/// gender change — so the ONLY reachable out-of-range case here is
/// Unset itself; the &gt;=count branch is kept for completeness/fidelity
/// with retail's own defensive shape, not because acdream can hit it.
/// </summary>
private void NormalizeChoiceOnSelect(Part part)
{
ChargenAppearanceSlot? slot = StyleSlotFor(part);
if (slot is null)
return; // Skin: retail normalizes locally but never writes back.
IRuntimeCharacterCreationView? view = _bindings.View();
if (view is null)
return;
RuntimeCharacterCreationSnapshot snapshot = view.Snapshot;
if (!TryGetGender(view, snapshot, out ChargenGenderOptions? gender))
return;
int count = StyleCount(part, gender);
if (count <= 0)
return;
uint current = StyleCurrent(part, snapshot.Appearance);
uint normalized;
if (part == Part.Headgear)
{
// 0x0047f218/0x0047f226: cur >= count -> Unset; Unset itself
// (cur < 0 as signed int32) is explicitly excluded from the
// "cur < 0 -> count-1" branch, so it stays Unset.
if (current != Unset && current >= (uint)count)
normalized = Unset;
else
return;
}
else
{
// 0x0047f04b family: cur >= count -> 0; cur < 0 -> count-1.
// Unset (0xFFFFFFFF) reads as -1 in retail's signed int32 store,
// so it takes the "cur < 0" branch same as any other negative.
if (current != Unset && current >= (uint)count)
normalized = 0u;
else if (current == Unset)
normalized = (uint)(count - 1);
else
return;
}
_bindings.SetAppearanceIndex?.Invoke(slot.Value, normalized);
}
private void CycleStyle(Part part, int delta)
{
if (_disposed)
return;
if (part == Part.Eyes && _eyesArrowsDisabled)
{
SelectPart(part);
return;
}
IRuntimeCharacterCreationView? view = _bindings.View();
if (view is null)
return;
RuntimeCharacterCreationSnapshot snapshot = view.Snapshot;
if (!TryGetGender(view, snapshot, out ChargenGenderOptions? gender))
return;
ChargenAppearanceSlot? slot = StyleSlotFor(part);
if (slot is null)
{
SelectPart(part);
return;
}
int count = StyleCount(part, gender);
uint current = StyleCurrent(part, snapshot.Appearance);
// Headgear alone allows the Unset ("no headgear") ring position —
// CharGenState::SetHeadgearStyle's decomp-derived (count+1)-position
// ring (0..count-1, Unset); every other style spin cycles [0,count).
uint next = CycleIndex(current, delta, count, allowUnset: part == Part.Headgear);
_bindings.SetAppearanceIndex?.Invoke(slot.Value, next);
SelectPart(part);
}
/// <summary>
/// Retail's decomp-derived wrap: <paramref name="allowUnset"/> reproduces
/// <c>CharGenState::SetHeadgearStyle</c>'s literal signed-int32 ring of
/// <paramref name="count"/>+1 positions (every real index, plus
/// <see cref="Unset"/> — decrementing from index 0 lands on Unset,
/// incrementing from Unset lands on index 0, matching
/// <c>ListenToElementMessage</c>'s cases <c>6</c> exactly).
///
/// <para>
/// <b>Fix round F1:</b> every OTHER style spin ALSO has a decomp-
/// observable Unset-cycling case — it lives in the same switch the
/// headgear ring was ported from, at the shared decrement tail
/// (<c>label_47f065</c>/<c>label_47f6d9</c>, reached from Hair's
/// decrement case <c>@0x0047f465-0x0047f486</c> and, inlined per-part,
/// from Eyes/Nose/Mouth/Shirt/Trousers/Footwear's own decrement cases
/// <c>@0x0047f491-0x0047f65c</c>): decrementing FROM Unset
/// (<c>cur=-1</c> as signed int32) computes <c>new = cur - 1 = -2</c>,
/// which is <c>&lt; 0</c>, so it wraps to <c>count - 1</c> — the SAME
/// "wrap to the last index" shape headgear's own ring uses, just without
/// headgear's extra Unset ring position. Incrementing FROM Unset
/// computes <c>new = -1 + 1 = 0</c>, which is already in
/// <c>[0, count)</c>, so it lands on style 0 — this half was already
/// correct. The prior doc here claimed "no decomp-observable
/// Unset-cycling case" and picked index 0 for BOTH directions; the
/// decomp refutes that for decrement. This matters in practice: AP-214's
/// honest-blank open leaves every non-headgear index Unset, so the
/// FIRST left-arrow click a user makes on this page hits this exact
/// path.
/// </para>
/// </summary>
internal static uint CycleIndex(uint current, int delta, int count, bool allowUnset)
{
if (count <= 0)
return Unset;
if (allowUnset)
{
int cur = current == Unset ? count : (int)current;
int size = count + 1;
int next = Mod(cur + delta, size);
return next == count ? Unset : (uint)next;
}
if (current == Unset)
{
// Retail's per-part decrement/increment cases each recompute
// `new = cur + delta` on the RAW signed int32 (Unset = -1) and
// apply a SINGLE-STEP clamp (not a full modulo): new < 0 wraps
// to count-1, new >= count wraps to 0. Since every real caller
// only ever passes delta = -1/+1 here, evaluating that one-step
// clamp directly (rather than routing Unset through the general
// Mod() below, which assumes a valid starting index) reproduces
// retail exactly for both directions.
int fromUnset = -1 + delta;
if (fromUnset < 0)
return (uint)(count - 1);
if (fromUnset >= count)
return 0u;
return (uint)fromUnset;
}
return (uint)Mod((int)current + delta, count);
}
private static int Mod(int value, int modulus) =>
((value % modulus) + modulus) % modulus;
// ── Color swatches + shade scroll ───────────────────────────────────
private void SelectColor(int index)
{
if (_disposed)
return;
IRuntimeCharacterCreationView? view = _bindings.View();
if (view is null)
return;
RuntimeCharacterCreationSnapshot snapshot = view.Snapshot;
if (!TryGetGender(view, snapshot, out ChargenGenderOptions? gender))
return;
ChargenAppearanceSlot? slot = ColorSlotFor(_currentPart);
if (slot is null)
return;
// gmCGAppearancePage::ListenToElementMessage's swatch cases each
// gate on the current part's own color-list length before calling
// SetColor — a swatch beyond the list clicks through to nothing.
int count = ColorCount(_currentPart, gender);
if (index >= count)
return;
_bindings.SetAppearanceIndex?.Invoke(slot.Value, (uint)index);
}
private void SetShadeFromScalar(float scalar)
{
if (_disposed)
return;
ChargenShadeSlot? slot = ShadeSlotFor(_currentPart);
if (slot is null)
return;
_bindings.SetShade?.Invoke(slot.Value, scalar);
}
private void RefreshColorAndShadeControlsFromLatestSnapshot()
{
IRuntimeCharacterCreationView? view = _bindings.View();
if (view is not null)
RefreshColorAndShadeControls(view, view.Snapshot);
}
private void RefreshColorAndShadeControls(
IRuntimeCharacterCreationView view,
RuntimeCharacterCreationSnapshot snapshot)
{
// Fix round F2 item 2: gmCGAppearancePage::SetSelection
// @0x0047e260 resets the PREVIOUS current-part spin to state 1
// (@0x0047e306, this->m_pCurSelection->vtable->SetState(1)) and sets
// the NEW one to state 6 (@0x0047e837,
// this->m_pCurSelection->vtable->SetState(6)) — a literal highlight
// toggle. UiButtonStateMachine.Normal/Highlight are already retail's
// own numeric ids 1/6 (see that class); IUiDatStateful.TrySetRetailState
// is the established seam for pushing a raw retail state id
// (CharacterCreationUiController.SetMasterPageState's own pattern).
foreach ((Part spinPart, UiButton spin) in _spins)
{
spin.TrySetRetailState(
spinPart == _currentPart
? UiButtonStateMachine.Highlight
: UiButtonStateMachine.Normal);
}
// GF-9 (Campaign CC gate round 1 Batch B): retail's ACTUAL swatch
// click feedback is the companion overlay's visibility (SetColor
// @0x0047DD50 -> m_tColorWheel[...][0x10][iCurColor*7]->SetVisible),
// not a state swap on the swatch button — measured against the
// installed dat, the nine swatches author only a DirectState sprite
// with no Normal/Highlight media at all, so a prior
// swatch.Selected assignment here was a permanent no-op (see
// SwatchOverlayIds' own doc comment). Exactly one overlay is
// visible: the one at the current part's own selected color index.
ChargenAppearanceSlot? colorSlot = ColorSlotFor(_currentPart);
uint currentColor = colorSlot is null ? Unset : ColorCurrent(_currentPart, snapshot.Appearance);
for (int i = 0; i < _swatchOverlays.Length; i++)
{
if (_swatchOverlays[i] is { } overlay)
overlay.Visible = colorSlot is not null && currentColor == (uint)i;
}
// AP-216 (Campaign CC gate round 1 Batch C PARTIAL -> Batch G,
// R2-5, FULL): retail's DoColorSpots @0x0047d850 blits ACTUAL-color
// art for each valid swatch and BLANK art for any swatch beyond the
// current part's real color count. The "beyond count" half shipped
// at Batch C (hiding a swatch the part's color list doesn't have);
// this batch adds the "actual color" half via
// ChargenSwatchColorResolver (see this page's own class doc).
//
// displayCount diverges from the interactive colorSlot/colorCount
// pairing for exactly one family: Nose/Mouth/Skin (colorSlot ==
// null, per ColorSlotFor's own doc) still get ONE representative
// swatch in retail — SetSelection's Nose/Mouth/Skin cases each hard-
// code var_1e0 = 1 (@0x0047e456/0x0047e4b7/0x0047e510) even though
// no ListenToElementMessage case ever makes that swatch clickable
// (SetColor's switch has no case for those three parts either).
bool swatchGenderResolved = TryGetGender(view, snapshot, out ChargenGenderOptions? swatchGender);
int colorCount = colorSlot is not null && swatchGenderResolved
? ColorCount(_currentPart, swatchGender!)
: 0;
int displayCount = colorSlot is not null ? colorCount : 1;
ChargenSwatchRgb?[] swatchColors = swatchGenderResolved
? ComputeSwatchColors(swatchGender!, snapshot.Appearance)
: new ChargenSwatchRgb?[SwatchIds.Length];
for (int i = 0; i < _swatches.Length; i++)
{
if (_swatches[i] is not { } swatch)
continue;
bool visible = i < displayCount;
swatch.Visible = visible;
if (_swatchColorTiles[i] is { } tile)
{
ChargenSwatchRgb? rgb = visible ? swatchColors[i] : null;
tile.Color = rgb is { } c ? ToTintColor(c) : null;
tile.Visible = rgb is not null;
}
}
// AP-217 (Batch C PARTIAL -> Batch G, R2-5, FULL):
// gmCGAppearancePage::DoGradDisk @0x0047da90 blits the blank "grad
// plug" for Eyes (DoGradDisk(this, 1), called from SetSelection
// @0x0047e85d) and a gradient graphic TINTED with the CURRENTLY
// SELECTED swatch's own color otherwise (SetColor @0x0047dd50's
// tail, DoGradDisk(this, 0) after m_iCurColor is already updated —
// @0x0047de18). Nose/Mouth/Skin always tint from swatch index 0
// (SetSelection hard-codes eyeColor = 0 for those three cases,
// matching displayCount's own reasoning above).
if (_gradCircle is not null)
{
bool isEyes = _currentPart == Part.Eyes;
_gradCircle.Visible = !isEyes;
if (_gradCircleTile is { } gradTile)
{
int gradIndex = isEyes
? -1
: colorSlot is null
? 0
: (int)ColorCurrent(_currentPart, snapshot.Appearance);
ChargenSwatchRgb? gradColor =
gradIndex >= 0 && gradIndex < swatchColors.Length ? swatchColors[gradIndex] : null;
gradTile.Color = gradColor is { } gc ? ToTintColor(gc) : null;
gradTile.Visible = !isEyes && gradColor is not null;
}
}
ChargenShadeSlot? shadeSlot = ShadeSlotFor(_currentPart);
if (_shadeScroll is null)
return;
// Fix round F2 item 3: gmCGAppearancePage::SetSelection HIDES the
// shade scrollbar for Eyes (@0x0047e862, SetVisible(0) — Eyes has no
// shade case in SetShade at all) and shows it otherwise
// (@0x0047e878, SetVisible(1)) — retail never DISABLES it, it
// removes it from the layout entirely.
_shadeScroll.Visible = shadeSlot is not null;
if (shadeSlot is { } slot)
{
double shade = ShadeCurrent(slot, snapshot.Appearance);
float scalar = shade < 0.0 ? 0f : (float)Math.Clamp(shade, 0.0, 1.0);
_shadeScroll.SetScalarPosition(scalar);
}
}
// ── Real swatch/gradient colors (R2-5) ──────────────────────────────
private static readonly ChargenSwatchRgb?[] EmptySwatchColors = new ChargenSwatchRgb?[SwatchIds.Length];
/// <summary>
/// Computes one representative <see cref="ChargenSwatchRgb"/> per
/// swatch slot (0..8, matching <see cref="SwatchIds"/>'s own order) for
/// <see cref="_currentPart"/>, or an all-null array wherever the
/// palette-resolution seams (<see cref="PalSetSource"/>/
/// <see cref="ClothingTableSource"/>/<see cref="PaletteColorSource"/>)
/// aren't wired yet — see this page's own class doc +
/// <see cref="AcDream.Core.CharGen.ChargenSwatchColorResolver"/>'s doc
/// for the retail mechanism each branch below ports.
/// </summary>
private ChargenSwatchRgb?[] ComputeSwatchColors(
ChargenGenderOptions gender, RuntimeCharacterCreationAppearance appearance)
{
if (PalSetSource is not { } palSets || PaletteColorSource is not { } colors)
return EmptySwatchColors;
var result = new ChargenSwatchRgb?[SwatchIds.Length];
switch (_currentPart)
{
case Part.Hair:
FillPalSetFamily(result, gender.HairColors, palSets, colors, ChargenSwatchColorResolver.HairSampleIndex);
break;
case Part.Eyes:
FillDirectFamily(result, gender.EyeColors, colors, ChargenSwatchColorResolver.EyeSampleIndex);
break;
case Part.Nose:
case Part.Mouth:
case Part.Skin:
// Retail: ONE representative swatch sourced from the
// single skin PalSet (SetSelection's Nose/Mouth/Skin cases,
// @0x0047e488/0x0047e4e9/0x0047e542 — all three set
// __return = 0xb0 against the same skinPalSetID DBObj get).
if (ChargenSwatchColorResolver.TryGetPalSetAverageColor(
palSets, colors, gender.SkinPalSetId,
ChargenSwatchColorResolver.SkinFamilySampleIndex, out ChargenSwatchRgb skin))
{
result[0] = skin;
}
break;
case Part.Headgear:
FillClothingFamily(result, gender, gender.Headgears, appearance.HeadgearStyle, palSets, colors);
break;
case Part.Shirt:
FillClothingFamily(result, gender, gender.Shirts, appearance.ShirtStyle, palSets, colors);
break;
case Part.Trousers:
FillClothingFamily(result, gender, gender.Pants, appearance.TrousersStyle, palSets, colors);
break;
case Part.Footwear:
FillClothingFamily(result, gender, gender.Footwear, appearance.FootwearStyle, palSets, colors);
break;
}
return result;
}
/// <summary>Hair's shape: one PalSet id per swatch index, straight off
/// <see cref="ChargenGenderOptions.HairColors"/> (already the exact
/// list <see cref="AcDream.Core.CharGen.ChargenAppearanceFactory"/>
/// indexes for the SAME selection when composing the 3D preview).</summary>
private static void FillPalSetFamily(
ChargenSwatchRgb?[] result,
IReadOnlyList<uint> palSetIds,
IChargenPalSetSource palSets,
IChargenPaletteColorSource colors,
int sampleIndex)
{
int count = Math.Min(result.Length, palSetIds.Count);
for (int i = 0; i < count; i++)
{
if (ChargenSwatchColorResolver.TryGetPalSetAverageColor(
palSets, colors, palSetIds[i], sampleIndex, out ChargenSwatchRgb c))
{
result[i] = c;
}
}
}
/// <summary>Eyes' shape: one Palette id per swatch index DIRECTLY off
/// <see cref="ChargenGenderOptions.EyeColors"/> — no PalSet
/// indirection, no averaging (see <see cref="ChargenPalSet"/>'s own
/// doc for why Eyes is the one exception).</summary>
private static void FillDirectFamily(
ChargenSwatchRgb?[] result,
IReadOnlyList<uint> paletteIds,
IChargenPaletteColorSource colors,
int sampleIndex)
{
int count = Math.Min(result.Length, paletteIds.Count);
for (int i = 0; i < count; i++)
{
if (ChargenSwatchColorResolver.TryGetDirectColor(colors, paletteIds[i], sampleIndex, out ChargenSwatchRgb c))
result[i] = c;
}
}
/// <summary>
/// Headgear/Shirt/Trousers/Footwear's shape: every swatch index shares
/// the SAME <see cref="ChargenGenderOptions.ClothingColors"/> template-id
/// list (register AP-208), resolved against the CURRENTLY EQUIPPED
/// garment's own ClothingTable — see
/// <see cref="AcDream.Core.CharGen.ChargenSwatchColorResolver.TryGetClothingSwatchPalSetId"/>'s
/// own doc for why a direct by-id lookup reproduces retail's
/// <c>StoreColorInformation</c> result without needing its own array-
/// building order.
/// </summary>
private void FillClothingFamily(
ChargenSwatchRgb?[] result,
ChargenGenderOptions gender,
IReadOnlyList<ChargenGearOption> gearOptions,
uint styleIndex,
IChargenPalSetSource palSets,
IChargenPaletteColorSource colors)
{
if (ClothingTableSource is not { } clothingTables)
return;
// Retail: an Unset ("no garment") style leaves numHeadgearColors
// (etc) at its CharGenState::SetHeadgearStyle @0x005c5350 reset
// value of 0 — no garment equipped means no dye choices to show.
if (styleIndex == Unset || styleIndex >= (uint)gearOptions.Count)
return;
uint clothingTableId = gearOptions[(int)styleIndex].ClothingTableId;
IReadOnlyList<uint> clothingColors = gender.ClothingColors;
int count = Math.Min(result.Length, clothingColors.Count);
for (int i = 0; i < count; i++)
{
if (!ChargenSwatchColorResolver.TryGetClothingSwatchPalSetId(
clothingTables, clothingTableId, clothingColors[i], out uint palSetId))
{
continue;
}
if (ChargenSwatchColorResolver.TryGetPalSetAverageColor(
palSets, colors, palSetId, ChargenSwatchColorResolver.ClothingSampleIndex, out ChargenSwatchRgb c))
{
result[i] = c;
}
}
}
private static Vector4 ToTintColor(ChargenSwatchRgb rgb) =>
new(rgb.R / 255f, rgb.G / 255f, rgb.B / 255f, 1f);
// ── Spin captions ────────────────────────────────────────────────
/// <summary>
/// GF-6/AP-218 (Campaign CC gate round 1 Batch C):
/// <c>gmCGAppearancePage::Update @ 0x0047e8f0</c> writes the Hair/Eyes/
/// Skin spins' caption to a heritage-flavored STATIC string via
/// <c>UIElement_Text::SetStringInfoWithFont</c> — never an index or a
/// style name. Normal heritage: <c>ID_CharGen_HairStyle</c>/
/// <c>_Eyes</c>/<c>_Skin</c> (@0x0047ebad/0x0047ebe3/0x0047ec6a).
/// Gearknight (heritage 6): <c>ID_CharGen_GearText_HairButton</c>/
/// <c>_EyesButton</c>/<c>_SkinButton</c> (@0x0047e9ef/0x0047ea25/
/// 0x0047eaa9). Olthoi/OlthoiAcid (heritage 0xc/0xd):
/// <c>ID_CharGen_OlthoiText_HairButton</c>/<c>_EyesButton</c>/
/// <c>_SkinButton</c> (@0x0047ed5b/0x0047ed91/0x0047ee15). The other
/// six spins (Nose/Mouth/Headgear/Shirt/Trousers/Footwear) are NEVER
/// touched by <c>Update</c> — their DAT-authored static caption
/// (already resolved at build time by
/// <c>DatWidgetFactory.BuildButton</c>'s own P0x17 lift) is left
/// alone. Retail shows NO per-style index or name anywhere on this
/// page — the live 3D preview is the player's only feedback for which
/// style/gear is currently selected; acdream's own prior "1-based
/// ordinal"/gear-name substitution here was never a retail behavior
/// (register AP-218, retired by this fix; AP-215's own icon-thumbnail
/// item stays open — a DIFFERENT gap, see that row's own text).
/// </summary>
private void RefreshSpinCaptions(uint heritageId)
{
(string hairKey, string eyesKey, string skinKey) = heritageId switch
{
(uint)ChargenHeritageGroup.Gearknight => (
"ID_CharGen_GearText_HairButton",
"ID_CharGen_GearText_EyesButton",
"ID_CharGen_GearText_SkinButton"),
(uint)ChargenHeritageGroup.Olthoi or (uint)ChargenHeritageGroup.OlthoiAcid => (
"ID_CharGen_OlthoiText_HairButton",
"ID_CharGen_OlthoiText_EyesButton",
"ID_CharGen_OlthoiText_SkinButton"),
_ => ("ID_CharGen_HairStyle", "ID_CharGen_Eyes", "ID_CharGen_Skin"),
};
SetSpinCaption(Part.Hair, hairKey);
SetSpinCaption(Part.Eyes, eyesKey);
SetSpinCaption(Part.Skin, skinKey);
}
private void SetSpinCaption(Part part, string key)
{
if (!_spins.TryGetValue(part, out UiButton? spin))
return;
if (_bindings.ResolveText?.Invoke(key) is { } text)
spin.Label = text;
}
// ── Preview rebuild ──────────────────────────────────────────────
private void RebuildPreview(
IRuntimeCharacterCreationView view,
RuntimeCharacterCreationSnapshot snapshot)
{
if (PreviewControl is null
|| snapshot.HeritageId == 0u
|| snapshot.GenderKey == 0u)
{
return;
}
RuntimeCharacterCreationAppearance a = snapshot.Appearance;
var selection = new ChargenAppearanceSelection(
a.EyesStrip, a.NoseStrip, a.MouthStrip,
a.HairStyle, a.HairColor, a.EyeColor,
a.HeadgearStyle, a.HeadgearColor,
a.ShirtStyle, a.ShirtColor,
a.TrousersStyle, a.TrousersColor,
a.FootwearStyle, a.FootwearColor,
a.SkinShade, a.HairShade, a.HeadgearShade,
a.ShirtShade, a.TrousersShade, a.FootwearShade);
PreviewControl.Rebuild(view.Options, snapshot.HeritageId, (int)snapshot.GenderKey, selection);
}
// ── Per-part routing tables (retail SetColor @0x0047DD50 / SetShade @0x0047C860) ──
private static ChargenAppearanceSlot? StyleSlotFor(Part part) => part switch
{
Part.Hair => ChargenAppearanceSlot.HairStyle,
Part.Eyes => ChargenAppearanceSlot.EyesStrip,
Part.Nose => ChargenAppearanceSlot.NoseStrip,
Part.Mouth => ChargenAppearanceSlot.MouthStrip,
Part.Headgear => ChargenAppearanceSlot.HeadgearStyle,
Part.Shirt => ChargenAppearanceSlot.ShirtStyle,
Part.Trousers => ChargenAppearanceSlot.TrousersStyle,
Part.Footwear => ChargenAppearanceSlot.FootwearStyle,
_ => null, // Skin.
};
/// <summary>Retail's SIX colorable parts (<c>SetColor</c>'s cases
/// <c>0,1,5,6,7,8</c>) — Nose/Mouth/Skin have no color list at all.</summary>
private static ChargenAppearanceSlot? ColorSlotFor(Part part) => part switch
{
Part.Hair => ChargenAppearanceSlot.HairColor,
Part.Eyes => ChargenAppearanceSlot.EyeColor,
Part.Headgear => ChargenAppearanceSlot.HeadgearColor,
Part.Shirt => ChargenAppearanceSlot.ShirtColor,
Part.Trousers => ChargenAppearanceSlot.TrousersColor,
Part.Footwear => ChargenAppearanceSlot.FootwearColor,
_ => null,
};
/// <summary>Retail's <c>SetShade</c> switch: Hair has its own shade;
/// Nose/Mouth/Skin ALL route to skin shade (cases 2/3/4 share one body
/// in the decompiled switch — a genuine retail quirk, not a porting
/// shortcut); Eyes has NO case at all (eye color has no shade
/// indirection anywhere in this campaign's model).</summary>
private static ChargenShadeSlot? ShadeSlotFor(Part part) => part switch
{
Part.Hair => ChargenShadeSlot.Hair,
Part.Nose => ChargenShadeSlot.Skin,
Part.Mouth => ChargenShadeSlot.Skin,
Part.Skin => ChargenShadeSlot.Skin,
Part.Headgear => ChargenShadeSlot.Headgear,
Part.Shirt => ChargenShadeSlot.Shirt,
Part.Trousers => ChargenShadeSlot.Trousers,
Part.Footwear => ChargenShadeSlot.Footwear,
_ => null, // Eyes.
};
private static int StyleCount(Part part, ChargenGenderOptions gender) => part switch
{
Part.Hair => gender.HairStyles.Count,
Part.Eyes => gender.EyeStrips.Count,
Part.Nose => gender.NoseStrips.Count,
Part.Mouth => gender.MouthStrips.Count,
Part.Headgear => gender.Headgears.Count,
Part.Shirt => gender.Shirts.Count,
Part.Trousers => gender.Pants.Count,
Part.Footwear => gender.Footwear.Count,
_ => 0,
};
/// <summary>Hair/Eyes have their own real per-gender color lists;
/// the four clothing slots share the gender's single
/// <see cref="ChargenGenderOptions.ClothingColors"/> list (register
/// AP-208).</summary>
private static int ColorCount(Part part, ChargenGenderOptions gender) => part switch
{
Part.Hair => gender.HairColors.Count,
Part.Eyes => gender.EyeColors.Count,
Part.Headgear or Part.Shirt or Part.Trousers or Part.Footwear =>
gender.ClothingColors.Count,
_ => 0,
};
private static uint StyleCurrent(Part part, RuntimeCharacterCreationAppearance a) => part switch
{
Part.Hair => a.HairStyle,
Part.Eyes => a.EyesStrip,
Part.Nose => a.NoseStrip,
Part.Mouth => a.MouthStrip,
Part.Headgear => a.HeadgearStyle,
Part.Shirt => a.ShirtStyle,
Part.Trousers => a.TrousersStyle,
Part.Footwear => a.FootwearStyle,
_ => Unset,
};
private static uint ColorCurrent(Part part, RuntimeCharacterCreationAppearance a) => part switch
{
Part.Hair => a.HairColor,
Part.Eyes => a.EyeColor,
Part.Headgear => a.HeadgearColor,
Part.Shirt => a.ShirtColor,
Part.Trousers => a.TrousersColor,
Part.Footwear => a.FootwearColor,
_ => Unset,
};
private static double ShadeCurrent(ChargenShadeSlot slot, RuntimeCharacterCreationAppearance a) => slot switch
{
ChargenShadeSlot.Skin => a.SkinShade,
ChargenShadeSlot.Hair => a.HairShade,
ChargenShadeSlot.Headgear => a.HeadgearShade,
ChargenShadeSlot.Shirt => a.ShirtShade,
ChargenShadeSlot.Trousers => a.TrousersShade,
ChargenShadeSlot.Footwear => a.FootwearShade,
_ => 0.0,
};
private static bool IsClothesHiddenHeritage(uint heritageId) =>
heritageId == (uint)ChargenHeritageGroup.Gearknight
|| heritageId == (uint)ChargenHeritageGroup.Olthoi
|| heritageId == (uint)ChargenHeritageGroup.OlthoiAcid;
private static bool TryGetGender(
IRuntimeCharacterCreationView view,
RuntimeCharacterCreationSnapshot snapshot,
[System.Diagnostics.CodeAnalysis.NotNullWhen(true)] out ChargenGenderOptions? gender)
{
gender = null;
if (snapshot.HeritageId == 0u || snapshot.GenderKey == 0u)
return false;
if (!view.Options.TryGetHeritage(snapshot.HeritageId, out ChargenHeritageOptions? heritage))
return false;
return heritage.GendersByKey.TryGetValue((int)snapshot.GenderKey, out gender);
}
private static T? Find<T>(UiElement root, uint id) where T : UiElement =>
UiElement.FindDescendant(root, id) as T;
public void Dispose()
{
if (_disposed)
return;
_disposed = true;
if (_femaleButton is not null) _femaleButton.OnClick = null;
if (_maleButton is not null) _maleButton.OnClick = null;
if (_faceButton is not null) _faceButton.OnClick = null;
if (_clothesButton is not null) _clothesButton.OnClick = null;
foreach (UiButton spin in _spins.Values)
spin.OnClickAt = null;
_spins.Clear();
foreach (UiButton? swatch in _swatches)
{
if (swatch is not null)
swatch.OnClick = null;
}
if (_shadeScroll is not null)
_shadeScroll.ScalarChanged = null;
if (_rotateClockwise is not null) _rotateClockwise.OnClick = null;
if (_rotateCounterClockwise is not null) _rotateCounterClockwise.OnClick = null;
if (_zoomIn is not null) _zoomIn.OnClick = null;
if (_zoomOut is not null) _zoomOut.OnClick = null;
// PreviewControl is owned by the composition root (disposed with
// the leased ChargenPreviewRenderer) — just drop the reference.
PreviewControl = null;
// R2-5: same ownership shape as PreviewControl above — these are
// borrowed references into a DAT-backed catalog the composition
// root owns, not this page's own resources.
PalSetSource = null;
ClothingTableSource = null;
PaletteColorSource = null;
}
}