acdream/src/AcDream.App/Studio/FixtureProvider.cs
Erik 9ed9d8dbd9 fix(studio): Task 4 — bind PaperdollController + wire empty-slot sprites
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table.  Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.

Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
  (mirrors the GameWindow.OnLoad lookup at line 2233-2235).
  The 0x21000023 case now resolves all three empty sprites via
  ItemListCellTemplate.ResolveEmptySprite and passes them to
  InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
  in the same 0x21000023 case, matching GameWindow:2257-2265
  (same layout subtree, contentsEmpty as the equip-slot placeholder,
  sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.

SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid].  No SampleData change
needed.

Tests: 2 new assertions in FixtureProviderTests —
  sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
  || ItemsCapacity > 0 filter must match both bags) and
  equippedItems_retainLocationAndAreInContents (equipped items have
  CurrentlyEquippedLocation != None AND appear in GetContents so the
  paperdoll controller can find them).  604 pass / 2 skip / 0 fail.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:59:13 +02:00

144 lines
6.4 KiB
C#

using AcDream.App.Rendering;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
using DatReaderWriter;
namespace AcDream.App.Studio;
/// <summary>
/// Populates a loaded panel with sample data by calling the production
/// controller Bind methods against <see cref="SampleData"/>.
///
/// <para>
/// The studio is intentionally thin — there is no live game session, no
/// server connection, and no network. FixtureProvider bridges that gap by
/// feeding static fixtures (vitals percentages, a fake inventory, empty
/// shortcut lists) so the bound widgets show plausible state instead of
/// empty zeroes.
/// </para>
///
/// <para>
/// <b>IconIds approach:</b> raw-resolve stub — resolve the base <c>iconId</c>
/// via <see cref="RenderStack.ResolveChrome"/> and return the GL handle
/// directly. This is intentionally simpler than GameWindow's full
/// <see cref="IconComposer"/> (5-layer composite). The raw icon is enough
/// to confirm the grid cells draw something in the studio; the full
/// compositor is the live-game concern, not the layout preview concern.
/// </para>
/// </summary>
public static class FixtureProvider
{
/// <summary>
/// Populate <paramref name="layout"/> with sample data appropriate for
/// <paramref name="layoutId"/>. Calls the production controller Bind
/// methods so the panel's widgets drive off the same code path as the
/// full game.
/// </summary>
/// <param name="layoutId">The LayoutDesc dat id used to import the layout.</param>
/// <param name="layout">The imported layout whose widgets to populate.</param>
/// <param name="stack">The live render stack (for <see cref="RenderStack.ResolveChrome"/>
/// and <see cref="RenderStack.VitalsDatFont"/>).</param>
/// <param name="objects">A <see cref="ClientObjectTable"/> already seeded by
/// <see cref="SampleData.BuildObjectTable"/>.</param>
/// <param name="dats">The live DAT collection used to resolve per-list empty-slot sprites
/// (same lookup GameWindow.OnLoad performs for the production binding).</param>
public static void Populate(
uint layoutId,
ImportedLayout layout,
RenderStack stack,
ClientObjectTable objects,
DatCollection dats)
{
switch (layoutId)
{
case 0x2100006Cu: // vitals
VitalsController.Bind(layout,
healthPct: () => SampleData.HealthPct,
staminaPct: () => SampleData.StaminaPct,
manaPct: () => SampleData.ManaPct,
healthText: () => "80/100",
staminaText: () => "60/100",
manaText: () => "90/100");
break;
case 0x21000016u: // toolbar
ToolbarController.Bind(
layout,
objects,
shortcuts: () => System.Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
iconIds: MakeIconIds(stack),
useItem: _ => { },
combatState: null,
peaceDigits: null,
warDigits: null,
emptyDigits: null,
sendAddShortcut: null,
sendRemoveShortcut: null);
break;
case 0x21000023u: // inventory + paperdoll
{
// Resolve the per-list empty-slot art from the dat cell template, matching the
// exact lookup GameWindow.OnLoad performs (UIElement_ItemList::InternalCreateItem
// 0x004e3570 → attr 0x1000000e → catalog 0x21000037 → ItemSlot_Empty).
uint contentsEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000021u, 0x100001C6u);
uint sideBagEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000022u, 0x100001CAu);
uint mainPackEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000022u, 0x100001C9u);
var iconIds = MakeIconIds(stack);
InventoryController.Bind(
layout,
objects,
playerGuid: () => SampleData.PlayerGuid,
iconIds: iconIds,
strength: () => 100,
datFont: stack.VitalsDatFont,
contentsEmptySprite: contentsEmpty,
sideBagEmptySprite: sideBagEmpty,
mainPackEmptySprite: mainPackEmpty);
// Bind the paperdoll equip slots (same imported subtree as the inventory).
// Mirrors GameWindow:2257-2265: PaperdollController.Bind with contentsEmpty as
// emptySlotSprite (each slot shows the same square-frame placeholder as the grid).
PaperdollController.Bind(
layout,
objects,
playerGuid: () => SampleData.PlayerGuid,
iconIds: iconIds,
sendWield: null, // no live session in the studio
emptySlotSprite: contentsEmpty,
datFont: stack.VitalsDatFont);
break;
}
default:
// Unknown layout — no-op; the panel renders structurally.
break;
}
}
// ── Helpers ─────────────────────────────────────────────────────────────
/// <summary>
/// Build the <c>iconIds</c> delegate for toolbar / inventory controllers.
///
/// <para>
/// Raw-resolve stub: resolve the base <paramref name="iconId"/> (arg 2)
/// via <see cref="RenderStack.ResolveChrome"/> and return its GL handle.
/// The remaining args (type, underlayId, overlayId, effects) are ignored
/// for the studio — a single-layer icon is sufficient for layout preview.
/// </para>
///
/// <para>This is what the task spec calls "v1 raw-resolve stub".</para>
/// </summary>
private static Func<ItemType, uint, uint, uint, uint, uint> MakeIconIds(RenderStack stack)
=> (_, iconId, _, _, _) =>
{
if (iconId == 0u) return 0u;
var (handle, _, _) = stack.ResolveChrome(iconId);
return handle;
};
}