acdream/src/AcDream.App/UI/UiPanel.cs
Erik 39c49e140e feat(ui): spellcasting cast-button + character-panel attribute/skill tooltips — gmSpellcastingUI::UpdateCastButtonTooltip @0x004C6A30, AttributeInfoRegion/Attribute2ndInfoRegion/SkillInfoRegion @0x004F1530/0x004F1680/0x004F2140
TS-85 remainder batch (hover/UI overnight round, batch B). Audit found
three of the four listed spellcasting SetTooltip sites (endowment icon,
favorite, submenu) were already correct via UiCatalogSlot's pre-existing
Label-driven GetTooltipText; only the cast button (UiButton, no tooltip
wiring at all) was a real gap. Ports the verified literal states
("Select a spell to cast" / "You have no spells ready to cast" / the
full endowment-item USE-the-%s branch) plus a documented, narrower
fallback (spell name only) for the one sub-branch whose exact wording
sits behind a genuine gmNoticeHandler vtable-slot collision in the
pseudo-C dump rather than the unlabeled-string-pool class the rest of
this batch recovered.

Character panel: new UiClickablePanel.TooltipText seam (same pattern as
UiButton.TooltipText) carries the six hardcoded attribute descriptions
and three pair-shared vitals descriptions (byte-decoded from the retail
string pool) plus skill tooltips composed from the already-DAT-parsed
SkillBase.Description/.Formula — no hand-transcription needed for the
~30+ skill strings. The formula-to-text algorithm itself
(SkillSystem::InqSkillFormula) was recovered by byte-decoding six short
fragments Binary Ninja left completely unlabeled between two
gmSpellcastingUI vtable declarations.

Live-verified against the local ACE server: 34 real skills' composed
tooltips and both reachable cast-button states captured via a temporary
probe (stripped before this commit). Full solution suite green
(14,647 tests, 0 failures) both before and after the probe strip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 01:11:22 +02:00

220 lines
9.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>
/// Rectangular container with an optional translucent background and
/// border. Used as the base of every retail panel (attributes, chat,
/// inventory, login, etc.).
///
/// Retail has panel background art stored as 9-slice sprite assets in
/// the <c>0x06xxxxxx</c> RenderSurface range, and composed via
/// <c>LayoutDesc</c> (<c>0x21xxxxxx</c>) trees. Until our
/// <c>AcFont</c>/<c>UiSpriteBatch</c> consumes those directly, we draw a
/// simple translucent rectangle so panels are visible during development.
/// </summary>
public class UiPanel : UiElement
{
/// <summary>Background fill color. Set <see cref="Vector4.Zero"/> to skip.</summary>
public Vector4 BackgroundColor { get; set; } = new(0f, 0f, 0f, 0.55f);
/// <summary>Border color. Set <see cref="Vector4.Zero"/> to skip.</summary>
public Vector4 BorderColor { get; set; } = new(0.15f, 0.15f, 0.2f, 0.8f);
public float BorderThickness { get; set; } = 1f;
/// <summary>Optional dat RenderSurface id for the panel background sprite, drawn
/// in place of (or alongside) <see cref="BackgroundColor"/>. 0 = none.
/// When set, the sprite is stretched to fill the panel rect.
/// Used by the attribute-list selected-row highlight (sprite 0x06001397 = Button state 6).</summary>
public uint BackgroundSprite { get; set; }
/// <summary>Resolves a dat RenderSurface id to (GL tex handle, pixel width, pixel height).
/// Required when <see cref="BackgroundSprite"/> is non-zero.</summary>
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
protected override void OnDraw(UiRenderContext ctx)
{
if (BackgroundSprite != 0 && SpriteResolve is { } sr)
{
var (tex, tw, th) = sr(BackgroundSprite);
if (tex != 0 && tw != 0 && th != 0)
ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
}
else if (BackgroundColor.W > 0f)
{
// Panel fills are backgrounds. Draw them through the sprite/fill
// bucket so children that render as sprites/dat-font glyphs stay on
// top in painter order; DrawRect flushes after sprites and would
// cover text/icons.
ctx.DrawFill(0, 0, Width, Height, BackgroundColor);
}
if (BorderColor.W > 0f && BorderThickness > 0f)
ctx.DrawRectOutline(0, 0, Width, Height, BorderColor, BorderThickness);
}
}
/// <summary>
/// Static text label. Draws a single line of text using the context's
/// default font (or an override). Does not consume input.
///
/// Equivalent retail primitive: wide-string appended to a CString via
/// <c>FUN_0040b8f0</c> then drawn by the widget's draw method through
/// <c>FUN_00698330</c>.
/// </summary>
public class UiLabel : UiElement
{
public string Text { get; set; } = string.Empty;
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
public UiLabel() { ClickThrough = true; }
protected override void OnDraw(UiRenderContext ctx)
=> ctx.DrawString(Text, 0, 0, TextColor);
}
/// <summary>
/// Simple clickable button: panel background + centered label + click
/// callback. Retail equivalent is Keystone's button widget, driven by
/// a <c>StateDesc</c> per <c>UIStateId</c> (normal / hot / pressed /
/// disabled) from the panel layout.
/// Note: the dat-widget button (Type 1 / UIElement_Button) is <see cref="AcDream.App.UI.UiButton"/>
/// in <c>UiButton.cs</c> — that is the production widget used by D.2b panels.
/// This class is the earlier dev-scaffold button (plain rect + text; no dat sprites).
/// </summary>
public class UiSimpleButton : UiPanel
{
public string Text { get; set; } = string.Empty;
public Vector4 TextColor { get; set; } = new(1f, 1f, 1f, 1f);
public event System.Action? Click;
public UiSimpleButton()
{
BackgroundColor = new Vector4(0.1f, 0.1f, 0.15f, 0.8f);
BorderColor = new Vector4(0.45f, 0.45f, 0.55f, 1f);
}
public override bool OnEvent(in UiEvent e)
{
if (e.Type == UiEventType.Click && Enabled)
{
Click?.Invoke();
return true;
}
return false;
}
protected override void OnDraw(UiRenderContext ctx)
{
base.OnDraw(ctx);
if (Text.Length == 0 || ctx.DefaultFont is null) return;
float textW = ctx.DefaultFont.MeasureWidth(Text);
float tx = (Width - textW) * 0.5f;
float ty = (Height - ctx.DefaultFont.LineHeight) * 0.5f;
ctx.DrawString(Text, tx, ty, TextColor);
}
}
/// <summary>
/// A <see cref="UiPanel"/> that fires an <see cref="OnClick"/> callback when the user
/// left-clicks it. Used for the attribute-list rows in the Character window — each row
/// is a transparent container that needs to respond to pointer hits while its children
/// (icon, name, value) are ClickThrough decorations.
///
/// <para>Retail analog: the <c>AttributeInfoRegion</c> row widget in <c>gmAttributeUI</c>
/// catches <c>UIEvent_LeftClick</c> (0x01) and calls <c>SetSelectedAttribute</c> on the
/// parent window. In acdream we wire the equivalent via this action callback instead of
/// the retail message bus.</para>
///
/// <para>When <see cref="UseSelectionBars"/> is true and <see cref="UiPanel.BackgroundSprite"/>
/// is non-zero, draws the sprite as a thin full-width bar at the TOP and BOTTOM edges of
/// the row (not stretched to fill). This matches retail's selection highlight which shows
/// a horizontal dark bar on both the top and bottom edge of the selected attribute row,
/// with NO left/right end-caps. Bar height is <see cref="SelectionBarHeight"/> pixels
/// (default 3px).</para>
/// </summary>
public class UiClickablePanel : UiPanel
{
/// <summary>Called when the user releases the left mouse button over this panel.</summary>
public Action? OnClick { get; set; }
/// <summary>When true and <see cref="UiPanel.BackgroundSprite"/> is non-zero, draws
/// the sprite as a thin horizontal bar at the top AND bottom edges of the panel,
/// NOT as a full-height stretched fill. Matches retail's selected-row highlight
/// (sprite 0x06001397 — 300×32 px — shown as bars, not a block fill).
/// Default false (preserves legacy full-stretch behavior).</summary>
public bool UseSelectionBars { get; set; }
/// <summary>Height in pixels of each selection bar (top and bottom). Default 3px.
/// Ignored when <see cref="UseSelectionBars"/> is false.</summary>
public float SelectionBarHeight { get; set; } = 3f;
/// <summary>Settable tooltip, surfaced through the shared
/// <see cref="UiElement.GetTooltipText"/> hover pipeline (same pattern as
/// <see cref="UiButton.TooltipText"/> / <see cref="UiCatalogSlot"/>). TS-85's
/// character-panel gap: retail's <c>AttributeInfoRegion</c> /
/// <c>Attribute2ndInfoRegion</c> / <c>SkillInfoRegion</c> row constructors
/// (<c>UIElement::SetTooltip</c> at 0x004f1617 / 0x004f1777 / 0x004f222f) stamp
/// this once per row at construction — retail never updates it afterward, so a
/// plain settable string (not a live provider) matches.</summary>
public string? TooltipText { get; set; }
/// <inheritdoc />
public override string? GetTooltipText() =>
string.IsNullOrWhiteSpace(TooltipText) ? null : TooltipText;
public UiClickablePanel()
{
// Rows must receive pointer events — override the UiPanel default (ClickThrough=false,
// which is the UiElement base default). Explicit for clarity.
ClickThrough = false;
}
/// <summary>HandlesClick = true ensures this row receives its own Click even when
/// it is nested inside a Draggable ancestor window frame (e.g. the future character
/// window with a whole-window drag handle). Without this, the press would be consumed
/// by the ancestor's drag logic and the Click would never fire.</summary>
public override bool HandlesClick => true;
public override bool OnEvent(in UiEvent e)
{
if (e.Type == UiEventType.Click && Enabled)
{
OnClick?.Invoke();
return true;
}
return false;
}
protected override void OnDraw(UiRenderContext ctx)
{
if (UseSelectionBars && BackgroundSprite != 0 && SpriteResolve is { } sr)
{
// Draw the selection highlight as a thin bar at the TOP and BOTTOM of the row.
// The sprite (0x06001397) is 300×32 px — we draw it as horizontal strips at
// native height (SelectionBarHeight), stretched to full panel width (UV tile
// horizontally). No left/right end-caps: u0=0, u1=Width/nativeW (UV repeat).
var (tex, tw, th) = sr(BackgroundSprite);
if (tex != 0 && tw > 0 && th > 0)
{
float barH = SelectionBarHeight;
float uTile = tw > 0 ? Width / tw : 1f;
// Top bar: shows the top barH px of the sprite (v = 0 → barH/th).
float vBot = th > 0 ? barH / th : 1f;
ctx.DrawSprite(tex, 0f, 0f, Width, barH, 0f, 0f, uTile, vBot, Vector4.One);
// Bottom bar: shows the bottom barH px of the sprite (v = 1barH/th → 1).
float vTop2 = th > 0 ? 1f - barH / th : 0f;
ctx.DrawSprite(tex, 0f, Height - barH, Width, barH, 0f, vTop2, uTile, 1f, Vector4.One);
}
// Selection-bar mode draws no border (rows have BorderColor=Zero by design).
}
else
{
// Default UiPanel draw: handles BackgroundSprite, BackgroundColor, AND border.
base.OnDraw(ctx);
}
}
}