Render each vital bar as a horizontal 3-slice from the real retail RenderSurface sprites (authoritative ids from the vitals LayoutDesc 0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a stretched glassy-gradient middle, and a fixed-width right-cap. The empty back track draws full width; the coloured front fill grows from the left to the value (the track owns the right end, so the fill omits its own right-cap). Replaces the flat single-sprite Alphablend overlay that read as the old UI - this is the bordered gradient look from the retail screenshot (red HP / gold stamina / blue mana). UiMeter gains the six 9-slice ids (BackLeft/Tile/Right + FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the backleft/backtile/backright/frontleft/fronttile/frontright attrs; vitals.xml carries the 18 per-vital ids. The temporary ACDREAM_BAR_PROVEOUT component grid is removed. Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite that assembles the bars with the SAME DrawHBar logic, so the sprite assembly can be verified by eye (Read the PNG) without launching the client + server - the fast UI-iteration loop the user asked for. export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
22 lines
737 B
XML
22 lines
737 B
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Chorizite.DatReaderWriter" Version="2.1.7" />
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<!-- render-vitals-mockup: SurfaceDecoder (Core) + ImageSharp for a headless
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PNG composite of the retail vital bars, so the 3-slice assembly can be
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verified without launching the client. -->
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<PackageReference Include="SixLabors.ImageSharp" Version="3.1.12" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
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</ItemGroup>
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</Project>
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