Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
bcc34ee3, that predates when those fixtures were last regenerated).
Per the slice contract, that drift was NOT committed — reverted back to
HEAD, only the five new Options-panel fixtures are new files here.
- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
set/clear semantics) is a documented approximation — the decompiled
excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
Chat tab controller, the first consumer that reaches the wire) to
verify against the real decomp before any live transaction depends on
it; nothing user-reachable can observe this yet.
Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
112 lines
4.8 KiB
C#
112 lines
4.8 KiB
C#
using System.Collections.Generic;
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using AcDream.App.UI.Layout;
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namespace AcDream.App.UI;
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/// <summary>
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/// Retail <c>UIElement_TabControl</c> (Type 8) — the Options panel's tab strip +
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/// mounted-page switcher. Owns the authored tab table (dat property <c>0x2E</c>,
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/// see <see cref="UiTabTableEntry"/>): activating a tab shows exactly ONE page-slot
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/// child and hides the rest, and updates the corresponding tab button's Open/Closed
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/// visual state.
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///
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/// <para>
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/// The tab buttons and page-slot children are ORDINARY imported dat elements — this
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/// widget does <b>not</b> set <see cref="UiElement.ConsumesDatChildren"/>, so
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/// <c>LayoutImporter</c> builds them the normal recursive way (buttons build as
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/// <see cref="UiText"/> with Open/Closed states — retail's tab buttons are Type 0xC
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/// text elements, not Type-1 buttons; page slots build as generic containers whose
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/// OWN children are the mounted page's content via <c>BaseLayoutId</c>/
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/// <c>BaseElement</c> inheritance). This widget only wires cross-references the tab
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/// table names by id, which it can only resolve once that subtree exists — see
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/// <see cref="IUiChildrenAttachedListener"/>.
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/// </para>
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///
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/// <para>
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/// Retail anchors: <c>docs/research/2026-08-10-options-panel-structure.md</c> §1.3
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/// (the tab table property <c>0x2E</c> struct shape), §10.1 (structural inventory —
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/// tab buttons `0x1000020D..0x1000020F`/`0x1000050B`, page slots
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/// `0x10000211..0x10000213`/`0x1000050C`, Gameplay the authored default). Verified
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/// byte-for-byte against the regenerated <c>options_2100002B.json</c> fixture: four
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/// entries, Gameplay (`0x1000020D`/`0x10000212`) is the sole <c>IsDefault</c> row.
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/// </para>
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///
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/// <para>
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/// Retail's <c>OnVisibilityChanged</c> auto-apply/auto-revert semantics (research doc
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/// §3.6 — hiding a page reverts uncommitted edits, showing one applies + commits) are
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/// OUT of this widget's scope: they belong to the <c>OptionPage</c>/
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/// <c>PlayerOptionPage</c> model a page controller owns (Campaign OP slice OP3+).
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/// This widget only switches which page slot is <see cref="UiElement.Visible"/>.
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/// </para>
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/// </summary>
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public sealed class UiTabControl : UiElement, IUiChildrenAttachedListener
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{
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private readonly IReadOnlyList<UiTabTableEntry> _tabs;
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public UiTabControl(IReadOnlyList<UiTabTableEntry> tabs)
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{
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_tabs = tabs;
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}
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/// <summary>The authored tab table this control was built from, in authored array order.</summary>
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public IReadOnlyList<UiTabTableEntry> Tabs => _tabs;
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/// <summary>Dat element id of the currently active page slot. 0 before the first mount.</summary>
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public uint ActivePageElementId { get; private set; }
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/// <summary>
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/// Retail wires the tab table's cross-references (button ↔ page ↔ default) once
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/// the imported subtree exists — see <see cref="IUiChildrenAttachedListener"/>'s
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/// doc for why this can't happen during <c>DatWidgetFactory.Create</c>. Every tab
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/// button's click is bound to switch to its paired page, then the authored
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/// default tab (the entry with <see cref="UiTabTableEntry.IsDefault"/> true, or
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/// the first entry if the dat authored none) is activated.
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/// </summary>
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public void OnChildrenAttached()
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{
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UiTabTableEntry? defaultEntry = null;
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foreach (UiTabTableEntry entry in _tabs)
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{
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UiElement? button = FindDirectChild(entry.ButtonElementId);
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uint pageId = entry.PageElementId;
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RetailTabBinding.SetClick(button, () => SwitchTo(pageId));
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if (entry.IsDefault)
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defaultEntry = entry;
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}
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defaultEntry ??= _tabs.Count > 0 ? _tabs[0] : null;
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if (defaultEntry is { } def)
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SwitchTo(def.PageElementId);
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}
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/// <summary>
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/// Activates the page slot named <paramref name="pageElementId"/>: shows it, hides
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/// every other authored page slot, and sets each tab button's Open/Closed state to
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/// match (<see cref="RetailTabBinding.SetOpen"/>). No-op if the page is already active.
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/// </summary>
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public void SwitchTo(uint pageElementId)
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{
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if (ActivePageElementId == pageElementId) return;
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foreach (UiTabTableEntry entry in _tabs)
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{
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bool active = entry.PageElementId == pageElementId;
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UiElement? page = FindDirectChild(entry.PageElementId);
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if (page is not null) page.Visible = active;
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UiElement? button = FindDirectChild(entry.ButtonElementId);
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RetailTabBinding.SetOpen(button, active);
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}
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ActivePageElementId = pageElementId;
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}
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private UiElement? FindDirectChild(uint datElementId)
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{
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foreach (UiElement child in Children)
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if (child.DatElementId == datElementId)
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return child;
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return null;
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}
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}
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