The wire carries an id, a stage and two timers. Every word the player reads lives in portal.dat's ContractTable, which nothing in the tree had ever opened — the only reference counted its entries in a CLI diagnostic. Chorizite does decode it (322 contracts installed), which was a real question given it declares TabooTable without decoding it. FillProgressString @0x00498DE0 is the one real algorithm in this panel, and it is now ported whole. Its x87 compares are the usual fcom/sahf pattern, so the (status & 0x41) tests decode as "<= 0" rather than "< 0" — the difference between a cooldown that expires and one that never does. Three readings recorded as tests because each looks like a mistake: TimeWhenDone is on the wire and is never read; an EMPTY QuestflagRepeatTime is the entire difference between "Done" and "Available"; and DescriptionProgress is a printf format taking stage-4, not a literal — rendering it verbatim shows the player "%d/20 Tuskers". DeltaTimeToString @0x00565E10 emits every part with a trailing space and then overwrites the last one. That truncation is invisible in the decompiler output (the instruction reads as pointer noise), so it was settled by decoding the bytes: mov byte ptr [esp+eax+0x1b], cl with cl == 0 and eax == strlen writes the terminator over buffer[len-1]. Guessing either way was a coin flip that decides whether every repeat timer reads "Done (1h 30s to Repeat)". The single-%d substitution is a MEASUREMENT, not a convenience: 89 of the 322 installed contracts author a progress format and every one uses exactly one specifier. An installed-DAT test asserts that, so a future dat that ships two fails there rather than silently rendering a raw specifier. LayoutDump gained --contracts, which is how all of the above was measured. Campaign QT slices 2 and 4 of 6. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
353 lines
14 KiB
C#
353 lines
14 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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if (args.Contains("--contracts"))
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{
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// Campaign QT slice QT2: what does the installed ContractTable actually
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// hold, and does the reader decode it at all?
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var table = dats.Get<DatReaderWriter.DBObjs.ContractTable>(0x0E00001Du);
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if (table is null)
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{
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Console.WriteLine("ContractTable 0x0E00001D not found");
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return 2;
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}
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Console.WriteLine($"ContractTable 0x{table.Id:X8}: {table.Contracts.Count} contracts");
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// Which printf specifiers does the authored DescriptionProgress actually
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// use? FillProgressString passes exactly ONE integer, so anything else
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// would be reading past the argument in retail too.
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var specs = new SortedDictionary<string, int>(StringComparer.Ordinal);
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int withProgress = 0;
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foreach (var c in table.Contracts.Values)
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{
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string f = c.DescriptionProgress ?? "";
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if (f.Length == 0) continue;
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withProgress++;
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for (int i = 0; i < f.Length - 1; i++)
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{
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if (f[i] != '%') continue;
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string spec = f.Substring(i, 2);
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specs[spec] = specs.TryGetValue(spec, out int n) ? n + 1 : 1;
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}
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}
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Console.WriteLine($" {withProgress} have a DescriptionProgress; specifiers:");
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foreach (var (spec, n) in specs)
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Console.WriteLine($" {spec} x{n}");
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int shown = 0;
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foreach (var (key, contract) in table.Contracts.OrderBy(kv => kv.Key))
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{
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if (shown++ >= 5) break;
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Console.WriteLine($" 0x{key:X8} v{contract.Version} \"{contract.ContractName}\"");
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Console.WriteLine($" desc: {contract.Description}");
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Console.WriteLine($" progress: {contract.DescriptionProgress}");
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Console.WriteLine($" npc: {contract.NameNPCStart} -> {contract.NameNPCEnd}");
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Console.WriteLine($" flags: started={contract.QuestflagStarted} "
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+ $"finished={contract.QuestflagFinished} progress={contract.QuestflagProgress} "
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+ $"repeat={contract.QuestflagRepeatTime}");
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}
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return 0;
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}
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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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