The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage (gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's decrement/increment/select-as-current-part OnClickAt zones, nine color swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController, which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private creature viewport beside paperdoll/creature-appraisal. Color-wheel scouting (campaign risk item 4): live-DAT probe found every color-wheel-family id resolves through existing DatWidgetFactory mappings (Button/Scrollbar/generic fallback) — no new widget type needed. The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter before any page constructs, so retail's chargen screen is never actually blank on open; the Appearance page's gender-flip code always fires against a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port RandomizeCharacter this round, so it opens honestly blank instead) and AP-215 (two narrow visual substitutions: swatch .Selected highlight vs retail's separate overlay, ordinal labels vs retail's icon-only spins). AD-101 retired: the Heritage page's auto-gender-select interim default is deleted now that the Appearance page's real gender buttons exist. TS-82 narrowed to Summary-only. Scope addendum: ChargenPreviewRotationController's parameterless-constructor default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant (retail's InitializePage override, not the ctor's raw 0) — every real gmCG3DView owner converges on 180 before its first frame, so a controller defaulting to 0 was a trap for future consumers. Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release, ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run is the same pre-existing, previously-documented timing flake (zero files under src/AcDream.Core.Net/ touched, passes 100% in isolation). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
692 lines
29 KiB
C#
692 lines
29 KiB
C#
using System.Globalization;
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using AcDream.App.Rendering;
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using AcDream.Core.CharGen;
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using AcDream.Runtime;
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using AcDream.Runtime.Session;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// The Appearance page (<c>gmCGAppearancePage</c>, root <c>0x100003d4</c>) —
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/// Campaign CC slice CC6b-MOUNT, the final piece of CC6. Decomp anchors:
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/// <c>gmCGAppearancePage::InitializePage @ 0x0047FDD0</c> (widget ids, the
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/// 180° initial heading), <c>::ListenToElementMessage @ 0x0047EF30</c> (EVERY
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/// dispatch this page implements — gender buttons at cases <c>0x9d</c>/
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/// <c>0x9e</c>; Face/Clothes sub-tabs at <c>0x9f</c>/<c>0xa0</c>; the nine
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/// spin controls' decrement/increment arrow children, keyed by PARENT id, at
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/// cases <c>0</c>/<c>1</c>; the same nine spins' own BODY click (select-as-
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/// current-part, no index change) at cases <c>0xa5</c>-<c>0xa9</c> and the
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/// mirrored headgear/shirt/trousers/footwear cases; the nine color swatches
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/// at cases <c>5</c>-<c>0xd</c> -> <c>SetColor(0..8)</c>; the shade
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/// scrollbar at case <c>0x17</c> -> <c>SetShade</c>; rotate at
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/// <c>0x19</c>/<c>0x1a</c>; zoom at <c>0x1b</c>/<c>0x1c</c>),
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/// <c>::SetColor @ 0x0047DD50</c> and <c>::SetShade @ 0x0047C860</c> (the
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/// per-part color/shade routing table this page's <see cref="Part"/> switch
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/// mirrors, including the NOSE/MOUTH/SKIN-all-route-to-skin-shade quirk and
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/// EYES having no shade at all), <c>::Update @ 0x0047E8F0</c> (the heritage
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/// 6/0xc/0xd Clothes-button + Nose/Mouth-spin hide, Eyes-arrows-disable
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/// gate).
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///
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/// <para>
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/// <b>Spin arrow geometry (live-DAT probe, CC6b-MOUNT):</b> every one of the
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/// nine spin elements (<c>0x100003af-b3</c>, <c>b5-b8</c>) is uniformly
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/// 200px wide with two LOCALLY-reused arrow child ids (<c>0x1000030a</c>
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/// decrement at local x=[80,127), <c>0x1000030b</c> increment at
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/// x=[127,174)) that <c>DatWidgetFactory</c>'s <c>UiButton</c> consumes into
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/// one flat clickable leaf — there is no separate addressable arrow widget
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/// to bind. This page reproduces retail's two-arrow-plus-body-click shape
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/// entirely through <see cref="UiButton.OnClickAt"/>'s local x coordinate
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/// (no new <c>DatWidgetFactory</c> widget type needed — see this campaign's
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/// color-wheel scouting finding below, which reached the identical "existing
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/// types suffice" conclusion for the whole page).
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/// </para>
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///
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/// <para>
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/// <b>Color-wheel family scouting (campaign plan risk item 4, RESOLVED):</b>
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/// a live-DAT probe (<c>CharacterCreationLiveDatTests</c>) found every
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/// color-wheel-family id resolves through EXISTING <c>DatWidgetFactory</c>
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/// mappings: the nine swatch buttons (<c>0x1000030f-0x10000317</c>, retail's
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/// <c>SetColor(0..8)</c> targets) author Type 1 -> <c>UiButton</c>; their
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/// nine Type-3 companion "selected" overlays (<c>0x10000318-0x10000320</c>,
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/// retail's <c>m_tColorWheel[...][0x10][iCurColor*7]->SetVisible</c>
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/// highlight ring) and the GradCircle (<c>0x1000030e</c>) author Type 3 ->
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/// <c>UiDatElement</c>; the shade scrollbar (<c>0x10000321</c>) authors
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/// Type 0xB -> <c>UiScrollbar</c>, matching the decomp's own
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/// <c>DynamicCast(0xb)</c>. NO new widget type was added. This page uses the
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/// swatch buttons' own <see cref="UiButton.Selected"/> state for the
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/// highlight instead of toggling the separate companion overlay elements —
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/// a documented substitution (same class as AD-103's swallowed-child
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/// pattern), not a pixel-identical port of retail's own two-widget
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/// mechanism.
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/// </para>
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///
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/// <para>
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/// <b>Icon-only style lists have no name string (register-worthy scope
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/// cut):</b> CC1's <see cref="ChargenHairStyle"/>/<see cref="ChargenEyeStrip"/>/
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/// <see cref="ChargenFaceStrip"/> carry an <c>IconId</c>, not a name — retail
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/// shows an actual icon thumbnail in these four spins (hair/eyes/nose/
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/// mouth). Icon rendering is out of this round's scope; the spin shows a
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/// 1-based ordinal instead. The four clothing spins (headgear/shirt/
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/// trousers/footwear) DO carry a real <see cref="ChargenGearOption.Name"/>
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/// and show it directly.
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/// </para>
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/// </summary>
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internal sealed class CharacterCreationAppearancePage : IDisposable
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{
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private const uint Unset = RuntimeCharacterCreationAppearance.Unset;
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internal enum Part
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{
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Hair = 1,
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Eyes = 2,
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Nose = 3,
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Mouth = 4,
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Skin = 5,
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Headgear = 6,
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Shirt = 7,
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Trousers = 8,
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Footwear = 9,
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}
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private enum Choice
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{
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Face,
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Clothes,
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}
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internal const uint FemaleButtonId = 0x100003A7u;
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internal const uint MaleButtonId = 0x100003A8u;
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internal const uint FaceButtonId = 0x100003A9u;
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internal const uint ClothesButtonId = 0x100003AAu;
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internal const uint FaceChoicesId = 0x100003AEu;
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internal const uint ClothesChoicesId = 0x100003B4u;
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internal const uint HairSpinId = 0x100003AFu;
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internal const uint EyesSpinId = 0x100003B0u;
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internal const uint NoseSpinId = 0x100003B1u;
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internal const uint MouthSpinId = 0x100003B2u;
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internal const uint SkinSpinId = 0x100003B3u;
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internal const uint HeadgearSpinId = 0x100003B5u;
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internal const uint ShirtSpinId = 0x100003B6u;
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internal const uint TrousersSpinId = 0x100003B7u;
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internal const uint FootwearSpinId = 0x100003B8u;
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internal const uint RotateClockwiseId = 0x10000323u;
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internal const uint RotateCounterClockwiseId = 0x10000324u;
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internal const uint ZoomInId = 0x10000325u;
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internal const uint ZoomOutId = 0x10000326u;
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internal const uint GradCircleId = 0x1000030Eu;
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internal const uint ShadeScrollId = 0x10000321u;
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internal const uint ViewportId = 0x100003BBu;
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/// <summary>Retail's nine <c>SetColor(0..8)</c> swatch buttons, in
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/// index order — verbatim off <c>ListenToElementMessage</c>'s cases
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/// <c>5</c>-<c>0xd</c> (<c>elementId - 0x1000030a</c>).</summary>
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internal static readonly uint[] SwatchIds =
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[
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0x1000030Fu, 0x10000310u, 0x10000311u, 0x10000312u, 0x10000313u,
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0x10000314u, 0x10000315u, 0x10000316u, 0x10000317u,
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];
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/// <summary>Live-DAT-measured arrow geometry, uniform across all nine
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/// spins (every one is 200px wide): decrement child at local
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/// x=[80,127), increment child at x=[127,174). Anything outside both
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/// zones is the spin's own BODY click (retail cases <c>0xa5</c>-<c>0xa9</c>
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/// and their headgear/shirt/trousers/footwear mirrors).</summary>
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private const float DecrementZoneStart = 80f;
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private const float IncrementZoneStart = 127f;
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private const float IncrementZoneEnd = 174f;
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private readonly CharacterCreationRuntimeBindings _bindings;
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private readonly UiButton? _femaleButton;
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private readonly UiButton? _maleButton;
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private readonly UiButton? _faceButton;
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private readonly UiButton? _clothesButton;
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private readonly UiElement? _faceChoices;
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private readonly UiElement? _clothesChoices;
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private readonly Dictionary<Part, UiButton> _spins = [];
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private readonly UiButton?[] _swatches = new UiButton?[SwatchIds.Length];
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private readonly UiScrollbar? _shadeScroll;
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private readonly UiButton? _rotateClockwise;
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private readonly UiButton? _rotateCounterClockwise;
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private readonly UiButton? _zoomIn;
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private readonly UiButton? _zoomOut;
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private Choice _currentChoice = Choice.Face;
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private Part _currentPart = Part.Hair;
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private bool _eyesArrowsDisabled;
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private bool _disposed;
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/// <summary>Late-bound preview control seam — see
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/// <see cref="IChargenPreviewControl"/>'s own doc comment for why this
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/// page cannot receive the real renderer at construction time.</summary>
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internal IChargenPreviewControl? PreviewControl { get; set; }
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/// <summary>The authored viewport (<c>0x100003bb</c>) — the composition
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/// root assigns its <c>Renderer</c> once the graphics backend exists,
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/// mirroring the paperdoll's own late <c>viewport.Renderer = ...</c>
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/// assignment.</summary>
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internal UiViewport? Viewport { get; }
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internal CharacterCreationAppearancePage(
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UiElement pageRoot,
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CharacterCreationRuntimeBindings bindings)
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{
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_bindings = bindings;
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_femaleButton = Find<UiButton>(pageRoot, FemaleButtonId);
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if (_femaleButton is not null)
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_femaleButton.OnClick = () => _bindings.SelectGender(2u);
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_maleButton = Find<UiButton>(pageRoot, MaleButtonId);
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if (_maleButton is not null)
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_maleButton.OnClick = () => _bindings.SelectGender(1u);
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_faceButton = Find<UiButton>(pageRoot, FaceButtonId);
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if (_faceButton is not null)
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_faceButton.OnClick = () => SelectChoice(Choice.Face);
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_clothesButton = Find<UiButton>(pageRoot, ClothesButtonId);
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if (_clothesButton is not null)
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_clothesButton.OnClick = () => SelectChoice(Choice.Clothes);
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_faceChoices = Find<UiElement>(pageRoot, FaceChoicesId);
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_clothesChoices = Find<UiElement>(pageRoot, ClothesChoicesId);
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BindSpin(pageRoot, HairSpinId, Part.Hair);
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BindSpin(pageRoot, EyesSpinId, Part.Eyes);
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BindSpin(pageRoot, NoseSpinId, Part.Nose);
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BindSpin(pageRoot, MouthSpinId, Part.Mouth);
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BindSpin(pageRoot, SkinSpinId, Part.Skin);
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BindSpin(pageRoot, HeadgearSpinId, Part.Headgear);
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BindSpin(pageRoot, ShirtSpinId, Part.Shirt);
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BindSpin(pageRoot, TrousersSpinId, Part.Trousers);
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BindSpin(pageRoot, FootwearSpinId, Part.Footwear);
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for (int i = 0; i < SwatchIds.Length; i++)
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{
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UiButton? swatch = Find<UiButton>(pageRoot, SwatchIds[i]);
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if (swatch is null)
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continue;
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int index = i;
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swatch.OnClick = () => SelectColor(index);
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_swatches[i] = swatch;
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}
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_shadeScroll = Find<UiScrollbar>(pageRoot, ShadeScrollId);
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if (_shadeScroll is not null)
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_shadeScroll.ScalarChanged = SetShadeFromScalar;
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Viewport = Find<UiViewport>(pageRoot, ViewportId);
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_rotateClockwise = Find<UiButton>(pageRoot, RotateClockwiseId);
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if (_rotateClockwise is not null)
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_rotateClockwise.OnClick = () => PreviewControl?.RotateClockwise();
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_rotateCounterClockwise = Find<UiButton>(pageRoot, RotateCounterClockwiseId);
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if (_rotateCounterClockwise is not null)
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_rotateCounterClockwise.OnClick = () => PreviewControl?.RotateCounterClockwise();
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_zoomIn = Find<UiButton>(pageRoot, ZoomInId);
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if (_zoomIn is not null)
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_zoomIn.OnClick = () => PreviewControl?.ZoomIn();
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_zoomOut = Find<UiButton>(pageRoot, ZoomOutId);
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if (_zoomOut is not null)
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_zoomOut.OnClick = () => PreviewControl?.ZoomOut();
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ApplyChoiceVisibility();
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}
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internal void Refresh(
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IRuntimeCharacterCreationView view,
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RuntimeCharacterCreationSnapshot snapshot)
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{
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if (_disposed)
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return;
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if (_femaleButton is not null)
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_femaleButton.Selected = snapshot.GenderKey == 2u;
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if (_maleButton is not null)
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_maleButton.Selected = snapshot.GenderKey == 1u;
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// gmCGAppearancePage::Update @ ~0x0047EB46-0x0047EE95: heritage
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// 6 (Gearknight) / 0xc (Olthoi) / 0xd (OlthoiAcid) hide the Clothes
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// sub-tab (and, with it, every clothing spin behind it), hide the
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// Nose/Mouth spins directly, and disable the Eyes spin's arrows —
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// none of these three heritages have separate clothing, nose, or
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// mouth strip choices.
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bool clothesHidden = IsClothesHiddenHeritage(snapshot.HeritageId);
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if (_clothesButton is not null)
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_clothesButton.Visible = !clothesHidden;
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if (_spins.TryGetValue(Part.Nose, out UiButton? noseSpin))
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noseSpin.Visible = !clothesHidden;
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if (_spins.TryGetValue(Part.Mouth, out UiButton? mouthSpin))
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mouthSpin.Visible = !clothesHidden;
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_eyesArrowsDisabled = clothesHidden;
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if (clothesHidden && _currentChoice == Choice.Clothes)
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{
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// Update forces SetChoice(ECG_CHOICE_FACE) when Clothes becomes
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// unreachable so the page never gets stuck showing a hidden tab.
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_currentChoice = Choice.Face;
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_currentPart = Part.Hair;
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}
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ApplyChoiceVisibility();
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if (TryGetGender(view, snapshot, out ChargenGenderOptions? gender))
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RefreshSpins(gender, snapshot.Appearance);
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RefreshColorAndShadeControls(view, snapshot);
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RebuildPreview(view, snapshot);
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}
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// ── Gender / Face-Clothes sub-tab ──────────────────────────────────
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private void SelectChoice(Choice choice)
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{
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if (_disposed)
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return;
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_currentChoice = choice;
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// gmCGAppearancePage::ListenToElementMessage cases 0x9f/0xa0:
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// Face -> SetSelection(ECG_PARTS_HAIR); Clothes ->
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// SetSelection(ECG_PARTS_HEADGEAR).
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_currentPart = choice == Choice.Face ? Part.Hair : Part.Headgear;
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ApplyChoiceVisibility();
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RefreshColorAndShadeControlsFromLatestSnapshot();
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}
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private void ApplyChoiceVisibility()
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{
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if (_faceChoices is not null)
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_faceChoices.Visible = _currentChoice == Choice.Face;
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if (_clothesChoices is not null)
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_clothesChoices.Visible = _currentChoice == Choice.Clothes;
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if (_faceButton is not null)
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_faceButton.Selected = _currentChoice == Choice.Face;
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if (_clothesButton is not null)
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_clothesButton.Selected = _currentChoice == Choice.Clothes;
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}
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// ── Spins (style cycling + select-as-current-part) ─────────────────
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private void BindSpin(UiElement pageRoot, uint id, Part part)
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{
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UiButton? spin = Find<UiButton>(pageRoot, id);
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if (spin is null)
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return;
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_spins[part] = spin;
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if (part == Part.Skin)
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{
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// Skin has no style index at all — retail disables its arrow
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// children outright (SetAttribute_Bool(...,0xd,1) in
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// InitializePage/Update's heritage branches). Every click just
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// selects Skin as the current part for the color/shade controls.
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spin.OnClickAt = (_, _) => SelectPart(Part.Skin);
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return;
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}
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spin.OnClickAt = (x, _) =>
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{
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if (x >= DecrementZoneStart && x < IncrementZoneStart)
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CycleStyle(part, -1);
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else if (x >= IncrementZoneStart && x < IncrementZoneEnd)
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CycleStyle(part, +1);
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else
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SelectPart(part);
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};
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}
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private void SelectPart(Part part)
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{
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if (_disposed)
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return;
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_currentPart = part;
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RefreshColorAndShadeControlsFromLatestSnapshot();
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}
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private void CycleStyle(Part part, int delta)
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{
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if (_disposed)
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return;
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if (part == Part.Eyes && _eyesArrowsDisabled)
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{
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SelectPart(part);
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return;
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}
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IRuntimeCharacterCreationView? view = _bindings.View();
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if (view is null)
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return;
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RuntimeCharacterCreationSnapshot snapshot = view.Snapshot;
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if (!TryGetGender(view, snapshot, out ChargenGenderOptions? gender))
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return;
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ChargenAppearanceSlot? slot = StyleSlotFor(part);
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if (slot is null)
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{
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SelectPart(part);
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return;
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}
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int count = StyleCount(part, gender);
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uint current = StyleCurrent(part, snapshot.Appearance);
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// Headgear alone allows the Unset ("no headgear") ring position —
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// CharGenState::SetHeadgearStyle's decomp-derived (count+1)-position
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// ring (0..count-1, Unset); every other style spin cycles [0,count).
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uint next = CycleIndex(current, delta, count, allowUnset: part == Part.Headgear);
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_bindings.SetAppearanceIndex?.Invoke(slot.Value, next);
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SelectPart(part);
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}
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/// <summary>
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/// Retail's decomp-derived wrap: <paramref name="allowUnset"/> reproduces
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/// <c>CharGenState::SetHeadgearStyle</c>'s literal signed-int32 ring of
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/// <paramref name="count"/>+1 positions (every real index, plus
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/// <see cref="Unset"/> — decrementing from index 0 lands on Unset,
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/// incrementing from Unset lands on index 0, matching
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/// <c>ListenToElementMessage</c>'s cases <c>6</c> exactly). Every other
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/// style spin has no decomp-observable Unset-cycling case (retail always
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/// has a real 0-based index by the time the user can click — see
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/// AP-214's <c>RandomizeCharacter</c>-at-open finding, which acdream
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/// does not port this round) — an Unset start there is an edge case
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/// retail itself never reaches, so the first click either direction just
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/// starts cycling from index 0 rather than reconstructing an unfounded
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/// wrap direction.
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/// </summary>
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internal static uint CycleIndex(uint current, int delta, int count, bool allowUnset)
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{
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if (count <= 0)
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return Unset;
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if (allowUnset)
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{
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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)
|
|
return 0u;
|
|
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)
|
|
{
|
|
ChargenAppearanceSlot? colorSlot = ColorSlotFor(_currentPart);
|
|
uint currentColor = colorSlot is null ? Unset : ColorCurrent(_currentPart, snapshot.Appearance);
|
|
for (int i = 0; i < _swatches.Length; i++)
|
|
{
|
|
if (_swatches[i] is { } swatch)
|
|
swatch.Selected = colorSlot is not null && currentColor == (uint)i;
|
|
}
|
|
|
|
ChargenShadeSlot? shadeSlot = ShadeSlotFor(_currentPart);
|
|
if (_shadeScroll is null)
|
|
return;
|
|
_shadeScroll.Enabled = 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);
|
|
}
|
|
}
|
|
|
|
// ── Spin labels ──────────────────────────────────────────────────
|
|
|
|
private void RefreshSpins(ChargenGenderOptions gender, RuntimeCharacterCreationAppearance a)
|
|
{
|
|
SetStyleSpinLabel(Part.Hair, gender.HairStyles.Count, a.HairStyle);
|
|
SetStyleSpinLabel(Part.Eyes, gender.EyeStrips.Count, a.EyesStrip);
|
|
SetStyleSpinLabel(Part.Nose, gender.NoseStrips.Count, a.NoseStrip);
|
|
SetStyleSpinLabel(Part.Mouth, gender.MouthStrips.Count, a.MouthStrip);
|
|
SetGearSpinLabel(Part.Headgear, gender.Headgears, a.HeadgearStyle);
|
|
SetGearSpinLabel(Part.Shirt, gender.Shirts, a.ShirtStyle);
|
|
SetGearSpinLabel(Part.Trousers, gender.Pants, a.TrousersStyle);
|
|
SetGearSpinLabel(Part.Footwear, gender.Footwear, a.FootwearStyle);
|
|
}
|
|
|
|
private void SetStyleSpinLabel(Part part, int count, uint index)
|
|
{
|
|
if (!_spins.TryGetValue(part, out UiButton? spin))
|
|
return;
|
|
spin.Label = index != Unset && index < (uint)count
|
|
? (index + 1).ToString(CultureInfo.InvariantCulture)
|
|
: "-";
|
|
}
|
|
|
|
private void SetGearSpinLabel(Part part, IReadOnlyList<ChargenGearOption> options, uint index)
|
|
{
|
|
if (!_spins.TryGetValue(part, out UiButton? spin))
|
|
return;
|
|
spin.Label = index != Unset && index < (uint)options.Count
|
|
? options[(int)index].Name
|
|
: "None";
|
|
}
|
|
|
|
// ── 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;
|
|
}
|
|
}
|