Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
290 lines
13 KiB
C#
290 lines
13 KiB
C#
using System.IO;
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using System.Text.Json;
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using AcDream.App.UI.Layout;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Loads the committed layout ElementInfo fixtures and builds widget trees —
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/// no dats required. Fixtures were generated from the real portal.dat and
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/// serialized with <see cref="System.Text.Json"/>.
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/// </summary>
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public static class FixtureLoader
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{
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private static readonly JsonSerializerOptions _opts = new()
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{
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IncludeFields = true,
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};
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/// <summary>
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/// Deserializes the committed <c>vitals_2100006C.json</c> fixture (copied to
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/// the test output directory via the csproj <c>CopyToOutputDirectory</c> item)
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/// into an <see cref="ElementInfo"/> tree, then builds and returns the
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/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
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/// dat font — sufficient for conformance checks on tree structure and slice ids.
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/// </summary>
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public static ImportedLayout LoadVitals()
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{
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var root = LoadVitalsInfos();
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return LayoutImporter.Build(root, _ => (0u, 0, 0), null);
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}
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/// <summary>
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/// Deserializes the committed <c>vitals_2100006C.json</c> fixture into a raw
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/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
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/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
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/// tree directly (e.g. inheritance-resolution checks) without exercising the
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/// widget factory.
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/// </summary>
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public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos()
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=> LoadInfos("vitals_2100006C.json");
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/// <summary>
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/// Deserializes the committed <c>chat_2100006f.json</c> fixture (retail's
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/// ACTUAL main chat window, LayoutDesc <c>0x2100006F</c> — Campaign CH slice
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/// CH6a; the old <c>chat_21000006.json</c> fixture imported the WRONG,
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/// unrelated layout) into a raw <see cref="ElementInfo"/> tree and builds the
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/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
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/// dat font — sufficient for conformance checks on tree structure and
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/// resolved types.
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/// </summary>
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public static ImportedLayout LoadChat()
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=> LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null);
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/// <summary>
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/// Deserializes the committed <c>chat_2100006f.json</c> fixture into a raw
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/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
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/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
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/// tree directly (e.g. resolved Type values per element id).
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/// </summary>
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public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos()
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=> LoadInfos("chat_2100006f.json");
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/// <summary>
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/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture
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/// (retail's floating chat windows 1-4, LayoutDesc <c>0x2100005B</c> — CH6a/b
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/// REJECT-review SHOULD-FIX 4) into a raw <see cref="ElementInfo"/> tree and
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/// builds the <see cref="ImportedLayout"/> using a null-returning sprite
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/// resolver and no dat font — sufficient for conformance checks on resolved
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/// widget types.
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/// </summary>
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public static ImportedLayout LoadFloatyChat()
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=> LayoutImporter.Build(LoadFloatyChatInfos(), _ => (0u, 0, 0), null);
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/// <summary>
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/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture into
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/// a raw <see cref="ElementInfo"/> tree WITHOUT calling
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/// <see cref="LayoutImporter.Build"/>.
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/// </summary>
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public static AcDream.App.UI.Layout.ElementInfo LoadFloatyChatInfos()
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=> LoadInfos("chat_floaty_2100005b.json");
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/// <summary>Builds the committed retail radar LayoutDesc 0x21000074 fixture.</summary>
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public static ImportedLayout LoadRadar()
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=> LayoutImporter.Build(LoadRadarInfos(), _ => (0u, 0, 0), null);
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/// <summary>Returns the resolved ElementInfo tree for retail radar LayoutDesc 0x21000074.</summary>
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public static AcDream.App.UI.Layout.ElementInfo LoadRadarInfos()
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=> LoadInfos("radar_21000074.json");
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public static ImportedLayout LoadToolbar()
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=> LayoutImporter.Build(LoadToolbarInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadToolbarInfos()
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=> LoadInfos("toolbar_21000016.json");
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public static ImportedLayout LoadInventory()
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=> LayoutImporter.Build(LoadInventoryInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadInventoryInfos()
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=> LoadInfos("inventory_21000023.json");
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public static ImportedLayout LoadPaperdoll()
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=> LayoutImporter.Build(LoadPaperdollInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadPaperdollInfos()
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=> LoadInfos("paperdoll_21000024.json");
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public static ImportedLayout LoadCharacter()
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=> LayoutImporter.Build(LoadCharacterInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadCharacterInfos()
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=> LoadInfos("character_2100002E.json");
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public static ImportedLayout LoadCombat()
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=> LayoutImporter.Build(LoadCombatInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadCombatInfos()
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=> LoadInfos("combat_21000073.json");
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public static ImportedLayout LoadSpellbook()
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=> LayoutImporter.Build(LoadSpellbookInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadSpellbookInfos()
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=> LoadInfos("spellbook_21000034.json");
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public static ElementInfo LoadComponentCategoryTemplateInfos()
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=> LoadInfos("component_category_21000033_10000466.json");
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public static ElementInfo LoadComponentRowTemplateInfos()
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=> LoadInfos("component_row_21000033_10000467.json");
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public static ImportedLayout LoadExamination()
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=> LayoutImporter.Build(LoadExaminationInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadExaminationInfos()
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=> LoadInfos("examine_2100006B_100005F2.json");
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public static ElementInfo LoadExaminationRowTemplateInfos()
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=> LoadInfos("examine_row_2100006B_10000166.json");
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public static ElementInfo LoadExaminationComponentTemplateInfos()
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=> LoadInfos("examine_component_2100006B_1000032E.json");
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public static ImportedLayout LoadPowerbar()
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=> LayoutImporter.Build(LoadPowerbarInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadPowerbarInfos()
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=> LoadInfos("powerbar_21000072.json");
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public static ImportedLayout LoadConfirmationDialog()
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=> LayoutImporter.Build(LoadConfirmationDialogInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadConfirmationDialogInfos()
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=> LoadInfos("dialogs_2100003C.json");
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public static ImportedLayout LoadFpsDisplay()
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=> LayoutImporter.Build(LoadFpsDisplayInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadFpsDisplayInfos()
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=> LoadInfos("smartbox_fps_2100000F.json");
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public static ImportedLayout LoadPositiveEffects()
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=> LayoutImporter.Build(LoadPositiveEffectsInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadPositiveEffectsInfos()
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=> LoadInfos("effects_positive_2100001B.json");
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public static ImportedLayout LoadNegativeEffects()
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=> LayoutImporter.Build(LoadNegativeEffectsInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadNegativeEffectsInfos()
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=> LoadInfos("effects_negative_2100001B.json");
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public static ElementInfo LoadEffectRowTemplateInfos()
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=> LoadInfos("effects_row_2100001B_10000128.json");
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public static ImportedLayout LoadCharacterInformation()
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=> LayoutImporter.Build(
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LoadCharacterInformationInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadCharacterInformationInfos()
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=> LoadInfos("character_info_2100006E_10000183.json");
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public static ImportedLayout LoadIndicators()
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=> LayoutImporter.Build(LoadIndicatorsInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadIndicatorsInfos()
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=> LoadInfos("indicators_21000071.json");
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public static ImportedLayout LoadLinkStatus()
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=> LayoutImporter.Build(LoadLinkStatusInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadLinkStatusInfos()
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=> LoadInfos("link_status_2100001D.json");
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public static ImportedLayout LoadVitae()
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=> LayoutImporter.Build(LoadVitaeInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadVitaeInfos()
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=> LoadInfos("vitae_21000020.json");
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public static ImportedLayout LoadMiniGame()
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=> LayoutImporter.Build(LoadMiniGameInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadMiniGameInfos()
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=> LoadInfos("mini_game_2100001E.json");
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public static ImportedLayout LoadVendor()
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=> LayoutImporter.Build(LoadVendorInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadVendorInfos()
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=> LoadInfos("vendor_21000012_100000B7.json");
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/// <summary>Options panel LayoutDesc <c>0x2100002B</c> — the tab control + all four
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/// mounted pages (via BaseLayoutId/BaseElement) + the seven row-template elements,
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/// as one combined tree (Campaign OP slice OP2).</summary>
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public static ImportedLayout LoadOptionsPanel()
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=> LayoutImporter.Build(LoadOptionsPanelInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsPanelInfos()
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=> LoadInfos("options_2100002B.json");
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/// <summary>Gameplay Options page LayoutDesc <c>0x2100002A</c> (standalone import).</summary>
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public static ImportedLayout LoadOptionsGameplay()
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=> LayoutImporter.Build(LoadOptionsGameplayInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsGameplayInfos()
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=> LoadInfos("options_gameplay_2100002A.json");
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/// <summary>Character page LayoutDesc <c>0x21000028</c> (standalone import).</summary>
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public static ImportedLayout LoadOptionsCharacter()
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=> LayoutImporter.Build(LoadOptionsCharacterInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsCharacterInfos()
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=> LoadInfos("options_character_21000028.json");
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/// <summary>Chat page LayoutDesc <c>0x2100005C</c> (standalone import).</summary>
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public static ImportedLayout LoadOptionsChat()
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=> LayoutImporter.Build(LoadOptionsChatInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsChatInfos()
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=> LoadInfos("options_chat_2100005C.json");
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/// <summary>Config page LayoutDesc <c>0x21000029</c> (standalone import).</summary>
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public static ImportedLayout LoadOptionsConfig()
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=> LayoutImporter.Build(LoadOptionsConfigInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsConfigInfos()
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=> LoadInfos("options_config_21000029.json");
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/// <summary>The Options panel resolved through its retail host — LayoutDesc
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/// <c>0x2100006E</c> (<c>gmFloatyPanelUI</c>) at slot <c>0x1000018D</c> (stack
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/// key 10, <see cref="AcDream.App.UI.RetailPanelCatalog.Options"/>) — the
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/// SAME catalog-import shape <c>CharacterController</c>'s own
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/// <c>character_info_2100006E_10000183.json</c> fixture uses. This is what
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/// <see cref="OptionsPanelController.Bind"/> actually mounts (Campaign OP
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/// slice OP3), distinct from <see cref="LoadOptionsPanel"/> above (the
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/// standalone <c>0x2100002B</c> import, which OP2 pinned for widget-mapping
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/// conformance).</summary>
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public static ImportedLayout LoadOptionsPanelHost()
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=> LayoutImporter.Build(LoadOptionsPanelHostInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadOptionsPanelHostInfos()
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=> LoadInfos("options_panel_2100006E_1000018D.json");
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/// <summary>Configure Keyboard screen LayoutDesc <c>0x21000009</c> (standalone
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/// import — its own separate full-screen window, NOT nested under the Options
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/// panel's <c>0x2100006E</c> host — Campaign OP slice OP8).</summary>
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public static ImportedLayout LoadKeyboardConfig()
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=> LayoutImporter.Build(LoadKeyboardConfigInfos(), _ => (0u, 0, 0), null);
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public static ElementInfo LoadKeyboardConfigInfos()
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=> LoadInfos("keyboard_config_21000009.json");
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// ── Shared loader ────────────────────────────────────────────────────────
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private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName)
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{
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var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName);
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if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}");
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var bytes = File.ReadAllBytes(path);
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// Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize<T>(ReadOnlySpan<byte>)
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// does not reject the first byte.
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ReadOnlySpan<byte> span = bytes;
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if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF)
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span = span[3..];
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return JsonSerializer.Deserialize<AcDream.App.UI.Layout.ElementInfo>(span, _opts)
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?? throw new InvalidOperationException($"fixture deserialized to null: {path}");
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}
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}
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