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