Visual gate against retail surfaced several fidelity gaps in the selected-object strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213). - UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0) returns the 1x1 magenta placeholder with a non-zero GL handle, so the single- image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The 3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug) - SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when health is known for the selected guid — HasHealth at select or HealthChanged), not shown-on-select; brief green selection flash via Tick revert; overlay floated above the meter so the flash isn't hidden by the bar; name top-aligned into the bar sprite's black band (NameBandHeight) with the bar below. - GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable Doors (Misc type) are name-only; players/monsters get the bar. Replaces the too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate. - CombatState.HasHealth(guid): distinguishes a known health value from the 1.0 default, so a re-selected already-assessed target shows its bar immediately. - TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta. - ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail hides it in HandleSelectionChanged; it was rendering as a stray black box. Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46 rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green (2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster bar on assess, green flash, no magenta. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
268 lines
14 KiB
C#
268 lines
14 KiB
C#
using System;
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using System.Numerics;
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using AcDream.App.UI;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Controller for the action bar's selected-object strip (ids 0x1000019E–0x100001A1).
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/// Analogue of retail <c>gmToolbarUI::HandleSelectionChanged</c>
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/// (<c>docs/research/named-retail/acclient_2013_pseudo_c.txt:198635</c>) +
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/// <c>RecvNotice_UpdateObjectHealth</c> (<c>:196213</c>).
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///
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/// <para>
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/// On selection change: clears the strip (name, overlay flash, health meter), then if a
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/// guid is provided it sets the name, flashes the selection overlay briefly, and (for
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/// health-bearing targets) sends a <c>QueryHealth (0x01BF)</c> request. The Health meter
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/// becomes visible only when the server actually reports health for the selected guid —
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/// either an <c>UpdateHealth (0x01C0)</c> arrives (retail
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/// <c>RecvNotice_UpdateObjectHealth</c> → <c>SetVisible(1)</c>) or the value is already
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/// cached. So a friendly NPC you have not assessed shows name-only (no bar), and a
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/// monster's bar appears after damage / a successful assess — matching retail.
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/// </para>
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///
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/// <para>
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/// <strong>Retail element roles</strong> (PostInit, <c>:198119</c>): <c>m_pSelObjectField</c>
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/// is the container <c>0x1000019E</c> whose <c>SetState(0x1000000b/0c)</c> drives a
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/// 0.25s <c>Pause→Normal</c> flash that cascades to the overlay child's green frame.
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/// acdream has no state-cascade / transition-animation system, so this controller drives
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/// the overlay element <c>0x100001A0</c> directly and reverts it after the same
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/// <see cref="FlashSeconds"/> to reproduce the brief flash. The name element
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/// <c>0x1000019F</c> is bumped to the top of the strip's z-order so it draws OVER the
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/// overlay frame and the health bar (retail draws the name over the bar — see the
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/// "Drudge Slinker" reference shot).
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/// </para>
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///
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/// <para>
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/// <strong>Divergence — health-target gate approximation.</strong>
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/// Retail sends <c>Event_QueryHealth</c> for <c>IsPlayer() || pet_owner || ObjectIsAttackable()</c>
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/// (<c>:198754</c>). acdream uses <c>IsLiveCreatureTarget</c> (the <c>ItemType.Creature</c>
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/// flag) to gate the QueryHealth send. Visibility itself is health-data-driven (above), so
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/// the gate only affects whether we proactively query; recorded in the divergence register.
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/// </para>
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/// </summary>
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public sealed class SelectedObjectController
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{
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// ── Element ids (toolbar LayoutDesc 0x21000016) ─────────────────────────
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/// <summary>Selected-object container / field element id (retail m_pSelObjectField).</summary>
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public const uint ContainerId = 0x1000019E;
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/// <summary>Selected-object name element id (retail m_pSelObjectName, UIElement_Text).</summary>
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public const uint NameId = 0x1000019F;
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/// <summary>Selected-object overlay element id (states: ObjectSelected / StackedItemSelected).</summary>
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public const uint OverlayId = 0x100001A0;
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/// <summary>Selected-object health meter element id (retail m_pSelObjectHealthMeter).</summary>
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public const uint HealthMeterId = 0x100001A1;
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/// <summary>Selection-overlay flash duration — retail's container ObjectSelected state is a
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/// Pause(0.25s)→Normal transition (toolbar dump, element 0x1000019E).</summary>
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private const double FlashSeconds = 0.25;
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/// <summary>Z-order for the name so it draws OVER the overlay frame + health bar.
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/// The strip's other children sit at ReadOrder 1–4; this floats the name to the top.</summary>
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private const int NameZOrderOnTop = 1_000_000;
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/// <summary>Z-order for the selection-flash overlay — above the health meter (so the green
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/// flash isn't hidden by the bar) but below the name (so the name stays readable).</summary>
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private const int OverlayZOrder = NameZOrderOnTop - 1;
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/// <summary>Height (px) of the black name band at the top of the 31px bar sprite. The name
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/// label is constrained to this band (top-aligned) so the health bar shows below it —
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/// retail "name on the black, bar below". The bar sprite's colored region starts ~y14.</summary>
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private const float NameBandHeight = 15f;
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// ── Found elements (any may be null for partial/test layouts) ───────────
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private readonly UiElement? _name;
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private readonly UiDatElement? _overlay;
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private readonly UiMeter? _healthMeter;
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// ── Captured delegates ───────────────────────────────────────────────────
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private readonly Func<uint, bool> _isHealthTarget;
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private readonly Func<uint, string?> _resolveName;
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private readonly Func<uint, float> _healthPercent;
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private readonly Func<uint, bool> _hasHealth;
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private readonly Func<uint, uint> _stackSize;
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private readonly Action<uint> _sendQueryHealth;
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// ── Live state (read by closures on the per-frame draw path) ────────────
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private uint? _current;
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private string? _currentName;
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private double _flashRemaining; // > 0 while the selection overlay is flashing
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/// <summary>White label color for the name line.</summary>
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private static readonly Vector4 NameColor = new(1f, 1f, 1f, 1f);
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private SelectedObjectController(
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ImportedLayout layout,
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Action<Action<uint?>> subscribeSelectionChanged,
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Action<Action<uint, float>> subscribeHealthChanged,
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Func<uint, bool> isHealthTarget,
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Func<uint, string?> name,
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Func<uint, float> healthPercent,
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Func<uint, bool> hasHealth,
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Func<uint, uint> stackSize,
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Action<uint> sendQueryHealth,
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UiDatFont? datFont)
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{
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_isHealthTarget = isHealthTarget;
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_resolveName = name;
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_healthPercent = healthPercent;
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_hasHealth = hasHealth;
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_stackSize = stackSize;
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_sendQueryHealth = sendQueryHealth;
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// Find elements — silently skip absent ones (partial/test layouts).
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_name = layout.FindElement(NameId);
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_overlay = layout.FindElement(OverlayId) as UiDatElement;
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_healthMeter = layout.FindElement(HealthMeterId) as UiMeter;
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// The selection-flash overlay must draw OVER the health meter (which spans the whole
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// strip) — otherwise the meter hides the green flash whenever a bar is visible (i.e.
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// for players/monsters). Float it just below the name so the name stays readable.
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if (_overlay is not null) _overlay.ZOrder = OverlayZOrder;
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// This controller owns the health meter's initial-hidden state.
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if (_healthMeter is not null)
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{
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_healthMeter.Visible = false;
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// Fill polls live: _current holds the currently-selected guid (or null).
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_healthMeter.Fill = () => _current is uint g ? _healthPercent(g) : (float?)0f;
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}
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// Attach a centered UiText child to the name element for the object name display.
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// Mirrors VitalsController.BindMeter's number attach. The name is floated to the
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// top of the strip's z-order so it draws OVER the overlay frame and the health bar
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// (retail renders the object name over the bar).
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//
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// The bar sprite (0x0600193E/F, 146x31) carries a ~14px BLACK name band across its
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// TOP with the colored bar in the lower portion (confirmed from the dat). Retail
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// draws the object name in that black band with the health bar BELOW it — so the
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// label is TOP-aligned by constraining its height to the band, not centered over the
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// whole 31px strip (which overlapped the bar's middle).
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if (_name is not null)
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{
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_name.ZOrder = NameZOrderOnTop;
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var label = new UiText
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{
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Left = 0f, Top = 0f, Width = _name.Width, Height = NameBandHeight,
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Anchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Right,
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Centered = true,
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DatFont = datFont,
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ClickThrough = true,
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AcceptsFocus = false,
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IsEditControl = false,
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CapturesPointerDrag = false,
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LinesProvider = () =>
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{
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var n = _currentName;
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return string.IsNullOrEmpty(n)
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? Array.Empty<UiText.Line>()
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: new[] { new UiText.Line(n, NameColor) };
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},
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};
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_name.AddChild(label);
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}
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// Register the handlers LAST so the initial state is fully set up first.
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subscribeSelectionChanged(OnSelectionChanged);
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subscribeHealthChanged(OnHealthChanged);
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}
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/// <summary>
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/// Create and bind a <see cref="SelectedObjectController"/> to <paramref name="layout"/>.
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/// Port of retail <c>gmToolbarUI::HandleSelectionChanged</c> + <c>RecvNotice_UpdateObjectHealth</c>.
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/// </summary>
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="subscribeSelectionChanged">Called once with <see cref="OnSelectionChanged"/>
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/// (typical host: <c>h => SelectionChanged += h</c>).</param>
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/// <param name="subscribeHealthChanged">Called once with <see cref="OnHealthChanged"/>
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/// (typical host: <c>h => Combat.HealthChanged += h</c>) — drives meter visibility.</param>
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/// <param name="isHealthTarget">Returns true for guids that may show a health meter
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/// (proxy for retail's <c>IsPlayer() || pet_owner || ObjectIsAttackable()</c>).</param>
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/// <param name="name">Returns the display name for a given guid (or null if unknown).</param>
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/// <param name="healthPercent">Returns the health fill fraction [0..1] for a given guid.</param>
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/// <param name="hasHealth">Returns true if real health has been received for a guid
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/// (so a re-selected, already-known target shows its bar immediately).</param>
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/// <param name="stackSize">Returns the stack size for a guid (0 or 1 = non-stacked).</param>
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/// <param name="sendQueryHealth">Sends retail <c>QueryHealth (0x01BF)</c>; may be a no-op offline.</param>
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/// <param name="datFont">Dat font for the name label; null = debug bitmap font fallback.</param>
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public static SelectedObjectController Bind(
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ImportedLayout layout,
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Action<Action<uint?>> subscribeSelectionChanged,
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Action<Action<uint, float>> subscribeHealthChanged,
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Func<uint, bool> isHealthTarget,
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Func<uint, string?> name,
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Func<uint, float> healthPercent,
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Func<uint, bool> hasHealth,
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Func<uint, uint> stackSize,
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Action<uint> sendQueryHealth,
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UiDatFont? datFont)
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=> new SelectedObjectController(
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layout, subscribeSelectionChanged, subscribeHealthChanged,
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isHealthTarget, name, healthPercent, hasHealth, stackSize, sendQueryHealth, datFont);
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/// <summary>
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/// Port of <c>gmToolbarUI::HandleSelectionChanged</c> (<c>:198635</c>):
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/// clear-then-populate the selected-object strip on any selection change.
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/// </summary>
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public void OnSelectionChanged(uint? guid)
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{
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// ── 1. Clear first (retail: SetText("") + m_pSelObjectField->SetState(0)
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// + SetVisible(0) on the meters). ──────────────────────────────────────
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if (_healthMeter is not null) _healthMeter.Visible = false;
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_currentName = null;
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_current = guid;
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if (guid is null)
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{
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// Deselect: clear the overlay flash immediately too.
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SetOverlayState("");
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_flashRemaining = 0;
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return;
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}
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uint g = guid.Value;
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// ── 2. Name (displayed via the UiText child's LinesProvider reading _currentName). ──
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_currentName = _resolveName(g);
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// ── 3. Selection overlay: brief flash (retail container ObjectSelected
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// = Pause(0.25s)→Normal). "StackedItemSelected" for stacks. ──────────────
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SetOverlayState(_stackSize(g) > 1u ? "StackedItemSelected" : "ObjectSelected");
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_flashRemaining = FlashSeconds;
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// ── 4. Health: query, and show the meter only if real health is already known.
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// Otherwise the meter appears when OnHealthChanged fires for this guid
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// (retail RecvNotice_UpdateObjectHealth :196213). ──────────────────────────
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if (_isHealthTarget(g))
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{
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_sendQueryHealth(g);
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if (_hasHealth(g) && _healthMeter is not null)
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_healthMeter.Visible = true;
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}
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}
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/// <summary>
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/// Port of <c>gmToolbarUI::RecvNotice_UpdateObjectHealth</c> (<c>:196213</c>): when the
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/// server reports health for the currently-selected guid, make the Health meter visible.
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/// The fill value is read live by the meter's <see cref="UiMeter.Fill"/> provider.
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/// </summary>
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public void OnHealthChanged(uint guid, float percent)
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{
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if (_current is uint c && c == guid && _isHealthTarget(guid) && _healthMeter is not null)
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_healthMeter.Visible = true;
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}
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/// <summary>Per-frame tick: reverts the selection overlay after the brief flash window.</summary>
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public void Tick(double deltaSeconds)
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{
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if (_flashRemaining <= 0) return;
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_flashRemaining -= deltaSeconds;
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if (_flashRemaining <= 0)
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SetOverlayState(""); // flash done → overlay back to blank
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}
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private void SetOverlayState(string state)
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{
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if (_overlay is not null) _overlay.ActiveState = state;
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}
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}
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