acdream/src/AcDream.App/UI/Layout/ToolbarController.cs
Erik e0dce5aa9f feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon
Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.

Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:40:37 +02:00

269 lines
13 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Collections.Generic;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data —
/// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id,
/// populates them from the persisted PlayerDescription shortcuts
/// (UpdateFromPlayerDesc), re-binds deferred slots when an item's CreateObject
/// arrives (SetDelayedShortcutNum), and on click uses the bound item
/// (UseShortcut -> ItemHolder::UseObject -> use-item callback).
///
/// <para>
/// Retail reference: <c>gmToolbarUI::PostInit</c> grabs each slot widget by its
/// id, calls <c>UpdateFromPlayerDesc</c> to flush-and-bind shortcuts from the
/// PlayerDescription trailer, and hooks <c>OnEvent</c> for the Click case to fire
/// <c>UseShortcut</c>. The deferred-rebind path matches
/// <c>gmToolbarUI::SetDelayedShortcutNum</c> which re-tries binding after
/// <c>CreateObject</c> resolves a formerly-unknown guid.
/// </para>
/// </summary>
public sealed class ToolbarController
{
// Slot element ids in slot-index order (toolbar LayoutDesc 0x21000016, pre-dump).
// Row 1 = slots 0-8 (0x100001A7..0x100001AF), Row 2 = slots 9-17 (0x100006B7..0x100006BF).
private static readonly uint[] SlotIds =
{
0x100001A7, 0x100001A8, 0x100001A9, 0x100001AA, 0x100001AB,
0x100001AC, 0x100001AD, 0x100001AE, 0x100001AF,
0x100006B7, 0x100006B8, 0x100006B9, 0x100006BA, 0x100006BB,
0x100006BC, 0x100006BD, 0x100006BE, 0x100006BF,
};
// Elements hidden by default in retail gmToolbarUI::PostInit: the selected-object
// vitals meters (health/stamina/mana bars that track your target) and the stack slider.
// Ids confirmed from the toolbar LayoutDesc dump.
private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 };
// Four mutually-exclusive combat-mode indicator elements — exactly one visible at a time.
// Index 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669)
// SetVisible's exactly one element depending on the incoming mode.
private static readonly uint[] CombatIndicatorIds =
{ 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u };
private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length];
private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
private readonly ItemRepository _repo;
private readonly Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
private readonly Action<uint> _useItem; // guid → fire UseObject
// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
// Read from LayoutDesc 0x21000037, element 0x1000034A under composite 0x10000346.
// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621) re-stamps per stance.
// Occupancy branch (decomp 229481):
// occupied → peace 0x10000042 / war 0x10000043 (split by stance)
// empty → background digit 0x1000005e (stance-independent)
private uint[]? _peaceDigits;
private uint[]? _warDigits;
private uint[]? _emptyDigits;
private bool _peace = true; // true = NonCombat (peace), false = any war stance
private ToolbarController(
ImportedLayout layout,
ItemRepository repo,
Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
Func<ItemType, uint, uint, uint, uint, uint> iconIds,
Action<uint> useItem,
CombatState? combatState,
uint[]? peaceDigits,
uint[]? warDigits,
uint[]? emptyDigits)
{
_repo = repo;
_shortcuts = shortcuts;
_iconIds = iconIds;
_useItem = useItem;
_peaceDigits = peaceDigits;
_warDigits = warDigits;
_emptyDigits = emptyDigits;
for (int i = 0; i < SlotIds.Length; i++)
{
_slots[i] = layout.FindElement(SlotIds[i]) as UiItemList;
if (_slots[i] is { } list)
WireClick(list);
}
// Cache the four mutually-exclusive combat-mode indicator elements.
for (int i = 0; i < CombatIndicatorIds.Length; i++)
_combatIndicators[i] = layout.FindElement(CombatIndicatorIds[i]);
// Hide target-object meters + stack slider (gmToolbarUI::PostInit).
foreach (var id in HiddenIds)
if (layout.FindElement(id) is { } e) e.Visible = false;
// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669):
// exactly one indicator visible at a time. Default to NonCombat (peace) — the player
// always spawns in peace mode; retail has not yet called SetVisible when PostInit runs.
SetCombatMode(CombatMode.NonCombat);
// Wire live combat-mode changes if a CombatState was provided.
if (combatState is not null)
combatState.CombatModeChanged += SetCombatMode;
// Re-bind any deferred slot whenever the repo learns about a new/updated item.
repo.ItemAdded += _ => Populate();
repo.ItemPropertiesUpdated += _ => Populate();
}
/// <summary>
/// Create and bind a <see cref="ToolbarController"/> to <paramref name="layout"/>.
/// Calls <see cref="Populate"/> immediately (binds whatever items are in the repo now).
/// Returns the controller so the caller can call <see cref="Populate"/> again
/// if the shortcut list is refreshed outside the repo-event path.
/// </summary>
/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle.</param>
/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
/// <param name="combatState">
/// Optional live combat state — when provided, the toolbar subscribes to
/// <see cref="CombatState.CombatModeChanged"/> and updates the four mutually-exclusive
/// combat-mode indicator elements accordingly.
/// Pass null to skip live wiring (e.g. in unit tests that don't exercise the indicator).
/// </param>
/// <param name="peaceDigits">
/// Peace-mode digit DID array (property 0x10000042 from LayoutDesc 0x21000037 element
/// 0x1000034A under composite 0x10000346). Index i → slot label digit (i+1) RenderSurface id.
/// Null if the dat lookup failed (no digits drawn). Retail reference:
/// UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465).
/// </param>
/// <param name="warDigits">War-mode digit DID array (property 0x10000043, same element).</param>
/// <param name="emptyDigits">
/// Empty-slot background digit DID array (property 0x1000005e, stance-independent).
/// Used when a slot is EMPTY (ItemId == 0). Retail ref: UIElement_UIItem::SetShortcutNum
/// (decomp 229481) — else branch when m_elem_Icon->m_state == 0x1000001c (empty state).
/// Null if the dat lookup failed (empty slots draw no digit, which is safe).
/// </param>
public static ToolbarController Bind(
ImportedLayout layout,
ItemRepository repo,
Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
Func<ItemType, uint, uint, uint, uint, uint> iconIds,
Action<uint> useItem,
CombatState? combatState = null,
uint[]? peaceDigits = null,
uint[]? warDigits = null,
uint[]? emptyDigits = null)
{
var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem, combatState,
peaceDigits, warDigits, emptyDigits);
c.Populate();
return c;
}
/// <summary>
/// Port of <c>gmToolbarUI::UpdateFromPlayerDesc</c>: clear all slots, then bind
/// each shortcut entry that has a resolved item in the repository.
/// Entries whose item is not yet in the repo are silently skipped here; the
/// <c>ItemAdded</c> event re-fires this method when the item arrives
/// (matching retail's <c>SetDelayedShortcutNum</c> deferred-rebind path).
/// </summary>
public void Populate()
{
// Clear all slot cells first (flush).
foreach (var list in _slots) list?.Cell.Clear();
foreach (var sc in _shortcuts())
{
if (sc.ObjectGuid == 0) continue; // spell-only shortcut — inventory phase
if (sc.Index >= (uint)_slots.Length) continue;
var list = _slots[(int)sc.Index];
if (list is null) continue;
var item = _repo.GetItem(sc.ObjectGuid);
if (item is null) continue; // deferred: ItemAdded will re-call Populate
uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
list.Cell.SetItem(sc.ObjectGuid, tex);
}
// Re-stamp slot number labels after any item change.
// Digit SPRITE SOURCE depends on occupancy (decomp UIElement_UIItem::SetShortcutNum:229481):
// occupied → peace 0x10000042 / war 0x10000043; empty → background 0x1000005e.
// The digit is ALWAYS shown on top-row slots (SetVisible(1) at decomp 229511).
RestampShortcutNumbers();
}
/// <summary>
/// Port of <c>gmToolbarUI::RecvNotice_SetCombatMode</c>
/// (acclient_2013_pseudo_c.txt:196632-196669): show exactly one of the four
/// mutually-exclusive combat-mode indicator elements and hide the other three.
/// Called at bind-time with <see cref="CombatMode.NonCombat"/> (the player
/// always starts in peace mode) and subsequently whenever
/// <see cref="CombatState.CombatModeChanged"/> fires.
/// </summary>
public void SetCombatMode(CombatMode mode)
{
// Index → mode mapping matches CombatIndicatorIds declaration order:
// 0 = NonCombat (peace), 1 = Melee, 2 = Missile, 3 = Magic.
bool[] show =
{
mode == CombatMode.NonCombat,
mode == CombatMode.Melee,
mode == CombatMode.Missile,
mode == CombatMode.Magic,
};
for (int i = 0; i < _combatIndicators.Length; i++)
{
if (_combatIndicators[i] is { } e)
e.Visible = show[i];
}
// Re-stamp digit set: peace glyphs in NonCombat, war glyphs in any combat stance.
// Retail ref: gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196610-196621).
_peace = (mode == CombatMode.NonCombat);
RestampShortcutNumbers();
}
/// <summary>
/// Push digit-array references and shortcut-number state into every slot cell.
/// Top row (indices 08): SetShortcutNum(i, _peace) — numbers 19 always shown
/// (the digit is ALWAYS visible, SetVisible(1) at decomp 229511; only the sprite
/// SOURCE differs by occupancy — see UIElement_UIItem::SetShortcutNum decomp 229481).
/// Bottom row (indices 917): ClearShortcutNum() — retail shows no numbers there.
/// Retail ref: UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465);
/// gmToolbarUI::RecvNotice_SetCombatMode (196610-196621).
/// Occupancy → source: occupied → peace 0x10000042 / war 0x10000043;
/// empty → background 0x1000005e (decomp 229481/229493).
/// </summary>
private void RestampShortcutNumbers()
{
for (int i = 0; i < _slots.Length; i++)
{
var cell = _slots[i]?.Cell;
if (cell is null) continue;
cell.PeaceDigits = _peaceDigits;
cell.WarDigits = _warDigits;
cell.EmptyDigits = _emptyDigits;
if (i < 9)
cell.SetShortcutNum(i, _peace); // top row: slot label digits 19 always shown
else
cell.ClearShortcutNum(); // bottom row: no slot labels
}
}
/// <summary>
/// Wire the <see cref="UiItemSlot.Clicked"/> callback on a slot cell so that
/// clicking a bound item fires <see cref="_useItem"/> with the slot's current guid.
/// Mirrors retail's <c>gmToolbarUI</c> click → <c>UseShortcut</c> dispatch.
/// </summary>
private void WireClick(UiItemList list)
{
list.Cell.Clicked = () =>
{
if (list.Cell.ItemId != 0)
_useItem(list.Cell.ItemId);
};
}
}