acdream/src/AcDream.App/UI/UiDatFont.cs
Erik 36bd3522f4 feat(D.2b): retail dat-font (Font 0x40000000) for vitals numbers
The vitals cur/max overlay rendered with the consola TTF debug font,
which is wrong for the retail look. Port the retail dat-font render
path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline
atlas) — the same font retail draws on the vitals window.

UiDatFont (new): loads the Font DBObj from the DatCollection and
uploads its two RenderSurface atlases (foreground glyph pixels
0x06005EE5 + background outline 0x06005EE6) through
TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface
path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup
and exposes MeasureWidth + LineHeight. The per-glyph advance
(HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure
static so the pen math is unit-testable without GL or the dat.

UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring
SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND
atlas sub-rect tinted black (outline) first, then the FOREGROUND
sub-rect tinted the text color (fill), with the pen accumulating the
retail advance the way the string loop does at 0x00467ed4. Respects
the UI transform stack. Skips the outline pass for fonts with no
background atlas.

No shader change was needed: the foreground atlas decodes A8 ->
(255,255,255,a), and ui_text.frag's RGBA-sprite path already
MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor),
so tinting white+alpha by a color gives color+alpha (black outline,
text-color fill).

UiMeter: new DatFont property; the label renders via DrawStringDat
(centered with DatFont.MeasureWidth) when set, falling back to the
debug BitmapFont when null.

GameWindow: loads one UiDatFont for the vitals panel (under _datLock)
and assigns it to each UiMeter child; logs + falls back to the debug
font if the Font fails to load (never crashes).

Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth
(synthetic glyphs, negative bearings, missing chars, empty/null). Full
App UI suite green (84 passed).

DatReaderWriter member names verified via reflection on the 2.1.7
package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId,
BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX,
OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter,
VerticalOffsetBefore}.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 23:02:35 +02:00

160 lines
7 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.UI;
/// <summary>
/// A retail dat-font (DB_TYPE_FONT, id range 0x40000000-0x40000FFF) ready for
/// 2D drawing. Holds the two GL atlas textures (foreground glyph pixels +
/// background outline/shadow), the per-glyph descriptor table, and the line
/// metrics, so <see cref="UiRenderContext.DrawStringDat"/> can blit each glyph
/// as two textured quads exactly the way the retail client does.
///
/// <para>
/// Retail render model — <c>SurfaceWindow::DrawCharacter</c>
/// (acclient 0x00442bd0, Font::GetCharDesc + the two SurfaceWindow blits): for
/// each glyph it copies the BACKGROUND atlas sub-rect first, tinted with the
/// outline color (black), then the FOREGROUND atlas sub-rect, tinted with the
/// requested text color. The pen advances by
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c> (the function's
/// return value, accumulated by the string loop at 0x00467ed4
/// <c>edi_3 += var_98</c>), and each glyph is drawn starting at
/// <c>penX + HorizontalOffsetBefore</c>.
/// </para>
///
/// <para>
/// Atlas format: the foreground atlas (0x06005EE5 for Font 0x40000000) is
/// PFID_A8 — alpha-only. Our <c>SurfaceDecoder</c> expands A8 to RGBA as
/// (255,255,255, alpha). The UI sprite shader path (ui_text.frag,
/// <c>uUseTexture==2</c>) MULTIPLIES the sampled texel by the per-vertex tint
/// (<c>texture(uTex,vUv) * vColor</c>), so tinting a white+alpha glyph by a
/// color gives that color with the glyph's alpha — black for the outline pass,
/// text color for the fill pass. No shader change was needed.
/// </para>
/// </summary>
public sealed class UiDatFont
{
/// <summary>Retail UI font id (Latin-1, 16x16 max, with outline atlas).</summary>
public const uint DefaultFontId = 0x40000000u;
/// <summary>Foreground (glyph pixels) GL texture handle + atlas pixel size.</summary>
public uint ForegroundTexture { get; }
public int ForegroundWidth { get; }
public int ForegroundHeight { get; }
/// <summary>Background (outline/shadow) GL texture handle + atlas pixel size.
/// 0 when the font has no background atlas (then the outline pass is skipped).</summary>
public uint BackgroundTexture { get; }
public int BackgroundWidth { get; }
public int BackgroundHeight { get; }
/// <summary>Vertical advance between lines (retail MaxCharHeight).</summary>
public float LineHeight { get; }
/// <summary>Distance from a line's top to its baseline (retail BaselineOffset).</summary>
public float BaselineOffset { get; }
private readonly Dictionary<char, FontCharDesc> _glyphs;
private UiDatFont(
uint fgTex, int fgW, int fgH,
uint bgTex, int bgW, int bgH,
float lineHeight, float baselineOffset,
Dictionary<char, FontCharDesc> glyphs)
{
ForegroundTexture = fgTex; ForegroundWidth = fgW; ForegroundHeight = fgH;
BackgroundTexture = bgTex; BackgroundWidth = bgW; BackgroundHeight = bgH;
LineHeight = lineHeight;
BaselineOffset = baselineOffset;
_glyphs = glyphs;
}
/// <summary>True if this font carries a separate outline/shadow atlas
/// (retail's <c>m_pBackgroundSurface</c>). When false the outline pass is
/// skipped and only the foreground (fill) glyphs are drawn.</summary>
public bool HasBackground => BackgroundTexture != 0;
/// <summary>Look up a glyph descriptor for a character. Returns false for
/// characters not present in the font's table (callers skip them).</summary>
public bool TryGetGlyph(char c, out FontCharDesc glyph) => _glyphs.TryGetValue(c, out glyph!);
/// <summary>
/// Load Font <paramref name="fontId"/> from the dat collection and upload
/// both atlases through the texture cache (the same direct-RenderSurface
/// path the D.2b chrome sprites use). Returns null if the Font DBObj is
/// missing — callers fall back to the debug bitmap font.
/// </summary>
public static UiDatFont? Load(DatCollection dats, TextureCache cache, uint fontId = DefaultFontId)
{
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(cache);
if (!dats.TryGet<Font>(fontId, out var font) || font is null)
return null;
// Foreground atlas is required; without it there are no glyph pixels.
if (font.ForegroundSurfaceDataId == 0)
return null;
uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH);
uint bgTex = 0; int bgW = 0, bgH = 0;
if (font.BackgroundSurfaceDataId != 0)
bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH);
// Build the char->descriptor lookup. FontCharDesc.Unicode is the code
// point; for Latin-1 fonts this is a direct char cast. Last write wins
// on the rare duplicate (retail's Font::GetCharDesc does a linear scan
// and returns the first match, but the dat tables have no duplicates).
var glyphs = new Dictionary<char, FontCharDesc>(font.CharDescs.Count);
foreach (var cd in font.CharDescs)
glyphs[(char)cd.Unicode] = cd;
return new UiDatFont(
fgTex, fgW, fgH,
bgTex, bgW, bgH,
lineHeight: font.MaxCharHeight,
baselineOffset: font.BaselineOffset,
glyphs);
}
/// <summary>
/// Total pen advance (in pixels) for <paramref name="text"/>, summing each
/// glyph's retail advance. Characters not in the font contribute nothing.
/// </summary>
public float MeasureWidth(string text)
=> MeasureWidth(text, c => _glyphs.TryGetValue(c, out var g) ? g : null);
/// <summary>
/// Pure pen-advance summation seam: total width of <paramref name="text"/>
/// given a <paramref name="lookup"/> that maps each char to its descriptor
/// (null = not in the font → contributes nothing). Lets the advance math be
/// unit-tested with synthetic glyphs, with no GL or dat dependency.
/// </summary>
public static float MeasureWidth(string? text, Func<char, FontCharDesc?> lookup)
{
ArgumentNullException.ThrowIfNull(lookup);
if (string.IsNullOrEmpty(text)) return 0f;
float w = 0f;
for (int i = 0; i < text.Length; i++)
if (lookup(text[i]) is { } g)
w += GlyphAdvance(g);
return w;
}
/// <summary>
/// The retail per-glyph horizontal advance:
/// <c>HorizontalOffsetBefore + Width + HorizontalOffsetAfter</c>. This is the
/// value <c>SurfaceWindow::DrawCharacter</c> returns for proportional text
/// (flag bit 0x10 set, acclient 0x00442c3a) and the string loop accumulates
/// into the pen. Pulled out as a pure static so the math is unit-testable
/// without GL or the dat.
/// </summary>
public static float GlyphAdvance(FontCharDesc g)
=> g.HorizontalOffsetBefore + g.Width + g.HorizontalOffsetAfter;
}