H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
304 lines
12 KiB
C#
304 lines
12 KiB
C#
// Print the AUTHORED geometry and state set of a retail LayoutDesc element
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// tree, straight from the installed DATs.
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//
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// Layout questions -- "is this scrollbar where retail put it?", "does this
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// button even have a pressed state?" -- were being answered by reading our own
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// importer and inferring. This reads the authored truth instead, which is the
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// only thing either question is actually about.
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//
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// dotnet run --project tools/LayoutDump -- 0x21000071
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// dotnet run --project tools/LayoutDump -- 0x2100002F 0x1000018E --states
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Content;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using SysEnv = System.Environment;
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if (args.Length == 0)
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{
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Console.WriteLine("usage: LayoutDump <layoutId> [rootElementId] [--states]");
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Console.WriteLine(" LayoutDump --find <elementIdOrType>");
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return 1;
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}
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bool showStates = args.Contains("--states");
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bool showColors = args.Contains("--colors");
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bool showProps = args.Contains("--props");
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uint[] ids = args.Where(a => !a.StartsWith("--"))
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.Select(a => Convert.ToUInt32(a, a.StartsWith("0x") ? 16 : 10))
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.ToArray();
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string datDir = SysEnv.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(SysEnv.GetFolderPath(SysEnv.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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using var adapter = new DatCollectionAdapter(dats);
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int findAt = Array.IndexOf(args, "--find");
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if (findAt >= 0)
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{
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// "Which layout owns this element?" -- the question every panel port
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// starts with, and the one this tool could not answer. Retail registers a
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// panel class against an ELEMENT id (UIElement::RegisterElementClass), so
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// the decomp hands you an id with no layout attached to it; without a scan
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// the only way across that gap is guessing at 0x21xxxxxx ids.
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uint wantedElement = findAt + 1 < args.Length
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? Convert.ToUInt32(args[findAt + 1], 16)
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: 0u;
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if (wantedElement == 0)
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{
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Console.WriteLine("--find needs an element id");
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return 1;
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}
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int scanned = 0;
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int hits = 0;
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foreach (uint layoutId in dats.GetAllIdsOfType<DatReaderWriter.DBObjs.LayoutDesc>().OrderBy(i => i))
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{
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scanned++;
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ElementInfo? candidate;
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try
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{
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candidate = LayoutImporter.ImportInfos(adapter, layoutId);
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}
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catch (Exception e)
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{
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// A layout this importer cannot read is a finding, not a stop --
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// the whole point is to sweep every one of them.
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Console.WriteLine($" layout 0x{layoutId:X8}: FAILED TO IMPORT ({e.GetType().Name})");
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continue;
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}
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if (candidate is null)
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continue;
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if (FindElement(candidate, wantedElement, out string path))
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{
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hits++;
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Console.WriteLine($"layout 0x{layoutId:X8} {path}");
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}
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}
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Console.WriteLine();
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Console.WriteLine($"element 0x{wantedElement:X8}: {hits} hit(s) across {scanned} layouts");
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return hits > 0 ? 0 : 2;
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// Matches an element's ID or its TYPE. Retail's
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// UIElement::RegisterElementClass keys a panel class on the TYPE field
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// (0xC = Text, 0x19 = WaitDialog, 0x1000004B = gmContractsUI), so a class
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// id out of the decomp is a type; an id out of a layout dump is an id.
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// Searching only one of them silently finds the wrong element, because
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// the two share a number space.
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static bool FindElement(ElementInfo e, uint wanted, out string path)
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{
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if (e.Id == wanted || (uint)e.Type == wanted)
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{
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string how = e.Id == wanted ? "id" : "TYPE";
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path = $"0x{e.Id:X8} (match on {how}; type 0x{e.Type:X}, "
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+ $"{e.Width}x{e.Height} at {e.X},{e.Y})";
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return true;
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}
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foreach (ElementInfo child in e.Children)
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{
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if (FindElement(child, wanted, out path))
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{
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path = $"0x{e.Id:X8} > {path}";
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return true;
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}
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}
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path = string.Empty;
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return false;
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}
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}
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ElementInfo? root = ids.Length > 1
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? LayoutImporter.ImportInfos(adapter, ids[0], ids[1])
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: LayoutImporter.ImportInfos(adapter, ids[0]);
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if (root is null)
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{
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Console.WriteLine($"layout 0x{ids[0]:X8} not found (or root 0x{(ids.Length > 1 ? ids[1] : 0):X8} missing)");
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return 2;
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}
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Console.WriteLine($"layout 0x{ids[0]:X8}");
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Print(root, 0);
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int mediaAt = Array.IndexOf(args, "--media");
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if (mediaAt >= 0)
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{
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// The RESOLVED media sequence per state — inheritance already applied by
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// ImportInfos, which is what the raw LayoutDesc walk could not do.
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uint wanted = mediaAt + 1 < args.Length
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? Convert.ToUInt32(args[mediaAt + 1], 16)
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: 0u;
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WalkMedia(root);
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return 0;
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void WalkMedia(ElementInfo e)
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{
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if (wanted == 0 || e.Id == wanted)
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{
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Console.WriteLine($"element 0x{e.Id:X8}");
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foreach (var (stateId, st) in e.States.OrderBy(kv => kv.Key))
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{
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if (st.MediaSteps.Count == 0) continue;
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Console.WriteLine(
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$" state {stateId}{(st.Name.Length != 0 ? $" ({st.Name})" : "")}"
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+ $": {st.MediaSteps.Count} steps");
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for (int i = 0; i < st.MediaSteps.Count; i++)
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{
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UiMediaStep m = st.MediaSteps[i];
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string detail = m.Kind switch
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{
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UiMediaStepKind.Image => $"file=0x{m.File:X8} draw={m.DrawMode}",
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UiMediaStepKind.Pause => $"min={m.MinDuration} max={m.MaxDuration}",
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UiMediaStepKind.Jump => $"to={m.JumpIndex} p={m.Probability}",
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UiMediaStepKind.State => $"state={m.JumpIndex} p={m.Probability}",
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_ => $"MediaType={(DatReaderWriter.Enums.MediaType)m.RawType}",
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};
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Console.WriteLine($" [{i,2}] {m.Kind,-6} {detail}");
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}
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}
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}
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foreach (ElementInfo child in e.Children)
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WalkMedia(child);
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}
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}
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int resizeAt = Array.IndexOf(args, "--resize");
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if (resizeAt >= 0 && resizeAt + 2 < args.Length)
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{
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// Reproduce a window resize exactly, without a running client: retail's
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// raw-edge policy (UIElement::UpdateForParentSizeChange @ 0x00462640) is a
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// pure function of the authored rects and the new parent size, which is
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// what UiElement.ApplyAnchor feeds it every frame.
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int rw = int.Parse(args[resizeAt + 1]);
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int rh = int.Parse(args[resizeAt + 2]);
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Console.WriteLine();
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Console.WriteLine($"resized to {rw}x{rh}:");
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PrintResized(root, UiPixelRect.FromPositionAndSize(0, 0, rw, rh), 0);
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}
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if (args.Contains("--built"))
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{
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// What the importer actually PRODUCES, next to what the dat authored.
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// A difference between the two is the whole question for any "this
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// control is in the wrong place" report.
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Console.WriteLine();
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Console.WriteLine("built widget tree:");
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ImportedLayout built = LayoutImporter.Build(root, _ => (0u, 0, 0), null, _ => null);
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PrintBuilt(built.Root, 0);
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}
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return 0;
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void PrintResized(ElementInfo e, UiPixelRect parentRect, int depth)
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{
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string pad = new(' ', depth * 2);
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Console.WriteLine(
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$"{pad}0x{e.Id:X8} type={e.Type,-10} "
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+ $"x={parentRect.X0,6} y={parentRect.Y0,6} "
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+ $"w={parentRect.Width,6} h={parentRect.Height,6}");
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foreach (ElementInfo child in e.Children)
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{
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var authored = UiPixelRect.FromPositionAndSize(
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(int)child.X, (int)child.Y, (int)child.Width, (int)child.Height);
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var originalParent = child.HasOriginalParentSize
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? UiPixelRect.FromPositionAndSize(
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0, 0, (int)child.OriginalParentWidth, (int)child.OriginalParentHeight)
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: UiPixelRect.FromPositionAndSize(0, 0, parentRect.Width, parentRect.Height);
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UiPixelRect next = UiLayoutPolicy.Apply(
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child.Left, child.Top, child.Right, child.Bottom,
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authored, originalParent, authored,
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UiPixelRect.FromPositionAndSize(0, 0, parentRect.Width, parentRect.Height));
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PrintResized(child, next, depth + 1);
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}
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}
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void PrintBuilt(UiElement e, int depth)
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{
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string pad = new(' ', depth * 2);
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Console.WriteLine(
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$"{pad}{e.GetType().Name,-20} id=0x{e.EventId:X8} "
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+ $"L={e.Left,6:0.#} T={e.Top,6:0.#} W={e.Width,6:0.#} H={e.Height,6:0.#} "
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+ $"vis={e.Visible}");
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foreach (UiElement child in e.Children)
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PrintBuilt(child, depth + 1);
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}
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void Print(ElementInfo e, int depth)
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{
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string pad = new(' ', depth * 2);
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Console.WriteLine(
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$"{pad}0x{e.Id:X8} type={e.Type,-10} "
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+ $"x={e.X,6:0.#} y={e.Y,6:0.#} w={e.Width,6:0.#} h={e.Height,6:0.#} "
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+ $"edges=L{e.Left}/T{e.Top}/R{e.Right}/B{e.Bottom} "
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+ $"parent={(e.HasOriginalParentSize ? $"{e.OriginalParentWidth:0.#}x{e.OriginalParentHeight:0.#}" : "-")} "
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+ $"z={e.ZLevel} order={e.ReadOrder}");
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// Colour-array properties. 0x1B is the ordinary font-colour array and 0x1D
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// the TAG font-colour array (UIElement_Text::SetFontColorHelper); both are
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// indexed by the caller, so the tagged-name colour is a row in 0x1D rather
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// than anything the runtime builds.
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if (showColors)
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{
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foreach (UiStateInfo state in e.States.Values)
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{
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foreach (uint prop in new[] { 0x1Bu, 0x1Du })
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{
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if (!state.Properties.TryGetValue(prop, out UiPropertyValue? v) || v is null)
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continue;
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Console.WriteLine($"{pad} P0x{prop:X2} ({v.ArrayValue.Count} entries):");
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for (int i = 0; i < v.ArrayValue.Count; i++)
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{
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UiColorValue c = v.ArrayValue[i].ColorValue;
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Console.WriteLine(
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$"{pad} [0x{i:X2}] R={c.Red,3} G={c.Green,3} B={c.Blue,3} A={c.Alpha,3}");
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}
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}
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}
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}
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// Raw property ids per state — ToggleBehavior (0x0B) and RolloverEnabled
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// (0x13) change how a button interprets a state change, so "which state did
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// I set" is not the whole story.
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if (showProps)
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{
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foreach (var (stateId, state) in e.States)
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{
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if (state.Properties.Values.Count == 0)
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continue;
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string ids = string.Join(", ", state.Properties.Values
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.OrderBy(kv => kv.Key)
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.Select(kv => $"0x{kv.Key:X2}={Describe(kv.Value)}"));
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static string Describe(UiPropertyValue v) => v.Kind switch
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{
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UiPropertyKind.Bool => v.BoolValue.ToString(),
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UiPropertyKind.Integer => v.IntegerValue.ToString(),
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UiPropertyKind.Enum => $"0x{v.UnsignedValue:X}",
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_ => v.Kind.ToString(),
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};
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Console.WriteLine($"{pad} state {stateId}: props {ids}");
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}
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}
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if (showStates && e.States.Count != 0)
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{
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string names = string.Join(", ", e.States
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.OrderBy(kv => kv.Key)
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.Select(kv => $"{kv.Key}{(kv.Value.Name.Length != 0 ? $":{kv.Value.Name}" : "")}"
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+ $"[pass={kv.Value.PassToChildren}"
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+ $" img={(kv.Value.Image is { } m ? $"0x{m.File:X8}" : "-")}"
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+ $" media={kv.Value.MediaCount}/{kv.Value.ImageMediaCount}]"));
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Console.WriteLine($"{pad} states(default={e.DefaultStateId}): {names}");
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}
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foreach (ElementInfo child in e.Children)
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Print(child, depth + 1);
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}
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