acdream/src/AcDream.App/UI/Layout/DatWidgetFactory.cs

954 lines
50 KiB
C#

using System;
using System.Linq;
using AcDream.App.UI;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim
/// algorithm ports); everything else (and unknown Types) falls back to
/// <see cref="UiDatElement"/>.
///
/// <para>
/// Type 12 = UIElement_Text. Editable `0x16` elements become <see cref="UiField"/>
/// in place; other elements become display/selectable <see cref="UiText"/> widgets.
/// Elements that carry their own DAT sprite media keep it as widget background art.
/// Pure prototype elements draw nothing because text backgrounds default transparent.
/// </para>
///
/// <para>
/// The meter's back/front 3-slice sprite ids live on grandchild image elements,
/// NOT on the meter element itself (format doc §11). <see cref="BuildMeter"/>
/// walks two layers down to extract them: the two Type-3 container children
/// ordered by <see cref="ElementInfo.ReadOrder"/> (back behind = lower, front
/// on top = higher), then within each container the image children that carry
/// a DirectState ("" key) sprite, ordered by their X position to obtain
/// left-cap / center-tile / right-cap.
/// </para>
///
/// <para>
/// The expand-detail overlay present in the front container carries ONLY named
/// states ("HideDetail"/"ShowDetail") — no "" DirectState entry — so the
/// <c>TryGetValue("")</c> filter in <see cref="SliceIds"/> excludes it
/// automatically.
/// </para>
/// </summary>
public static class DatWidgetFactory
{
/// <summary>
/// Creates the <see cref="UiElement"/> for <paramref name="info"/>, sets its
/// rect (Left/Top/Width/Height) and Anchors, and returns it.
/// </summary>
/// <param name="info">Resolved, merged element snapshot from the LayoutDesc importer.</param>
/// <param name="resolve">RenderSurface id → (GL tex handle, pixel width, pixel height).
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
/// <param name="datFont">Retail UI font for the meter's "cur/max" number overlay.
/// May be null pre-load — the meter falls back to the debug bitmap font.</param>
/// <param name="fontResolve">Optional font resolver: FontDid → <see cref="UiDatFont"/>
/// (or null when the font can't be loaded). When non-null, any element whose
/// <see cref="ElementInfo.FontDid"/> is non-zero gets ITS OWN dat font applied instead of
/// the shared <paramref name="datFont"/> fallback. Null = original behavior (use
/// <paramref name="datFont"/> for every element).</param>
/// <returns>The widget for this element. Never null — every type produces a widget.</returns>
public static UiElement? Create(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont,
Func<uint, UiDatFont?>? fontResolve = null,
Func<UiStringInfoValue, string?>? stringResolve = null)
{
// Retail Type 3 = UIElement_Field (reg :126190), but in acdream's CURRENT layouts
// (vitals 0x2100006C / chat 0x2100006F) Type-3 elements are sprite-bearing chrome +
// containers (the 8-piece bevel corners/edges, the transcript/input panels), NOT
// editable fields — retail draws those as inert media-bearing Fields, which our
// UiDatElement reproduces pixel-for-pixel (and without the spurious focus/edit
// affordance a UiField would add). The one true editable field, the chat input
// (0x10000016), resolves to Type 12 and is controller-placed as a UiField. So Type 3
// stays on the generic fallback here; register it as UiField only when a window
// actually carries a factory-built editable Type-3 field (and UiField grows a
// background-media draw + an opt-in editable flag at that point). UiField (the widget)
// still ships — it just isn't wired into the factory switch yet.
// Resolve this element's own dat font if a resolver is provided and the element
// has a FontDid. Falls back to the shared datFont when not set (FontDid==0) or
// when the resolver returns null (font missing from dats).
UiDatFont? elementFont = datFont;
if (fontResolve is not null && info.FontDid != 0)
elementFont = fontResolve(info.FontDid) ?? datFont;
UiElement e = info.Type switch
{
UiRadar.RetailClassId => new UiRadar(), // gmRadarUI (Register 0x004D8B80)
1 => BuildButton(info, resolve, elementFont, fontResolve, stringResolve), // UIElement_Button
2 => new UiDatElement(info, resolve) // UIElement_Dragbar (Register @ 0x0046C840)
{
// The authored window-move handle: it must claim the pointer
// (UiDatElement defaults to ClickThrough decoration) so a press
// starts the window move and hover shows the move cursor
// (StartMouseMoving @ 0x0046C760 → UIElement::StartMovement).
WindowMoveHandle = true,
ClickThrough = false,
},
IndicatorBarController.BurdenClassId
or IndicatorBarController.EffectsClassId
or IndicatorBarController.LinkClassId
or IndicatorBarController.MiniGameClassId
or IndicatorBarController.VitaeClassId => BuildButton(
info, resolve, elementFont, fontResolve, stringResolve),
// gmUIElement_*Indicator custom button classes
// UIElement_ListBox (Type 5). OP2 rework (docs/research/2026-08-11-op2-
// review-blast.md MUST-FIX 2): every pre-existing Type-5 element that
// reaches this factory already authors a non-empty row-template array
// (dat property 0x64) — the original "none currently reach this factory"
// premise was false. UiTemplateListBox now derives from UiDatElement and
// stays DORMANT (no viewport, no behavior change) until a controller calls
// AddItemFromTemplateList, so mapping every Type-5 element unconditionally
// is safe: an element with an empty TemplateList behaves EXACTLY like the
// pre-OP2 UiDatElement fallback (media drawn, ClickThrough=true, state
// propagation) because nothing ever activates it.
5 => new UiTemplateListBox(info, resolve, info.TemplateList, info.ScrollbarElementId),
6 => new UiMenu(), // UIElement_Menu (reg :120163)
7 => BuildMeter(info, resolve, elementFont, stringResolve), // UIElement_Meter
// UIElement_Panel (Type 8) — retail's tab-strip host (dat property 0x2E;
// research doc §1.3/§10.1). OP2 rework (docs/research/2026-08-11-op2-
// review-mechanism.md MUST-FIX 5): Type 8 is UIElement_Panel, NOT a class
// called "UIElement_TabControl" (that name does not exist in the named-
// retail PDB). UiTabPanel derives from UiDatElement and stays DORMANT (see
// its class doc) until a controller calls ActivateTabBehavior(), so mapping
// every Type-8 element unconditionally is safe for the same reason as the
// Type-5 arm above — including the vendor backdrop 0x1000008D, which has NO
// tab table and now keeps its authored DirectState fill via the UiDatElement
// base instead of losing it to a bare UiElement with no OnDraw.
8 => new UiTabPanel(info, resolve, info.TabTable),
9 => BuildResizeGrip(info, resolve), // UIElement_Resizebar (reg 0x0046B920)
0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
11 => BuildScrollbar(info, resolve), // UIElement_Scrollbar (reg :124137)
12 => BuildText(info, resolve, elementFont, stringResolve), // UIElement_Text
0x13 => new UiDialogRoot(), // ConfirmationDialog
0x15 => new UiDialogRoot(), // ConfirmationTextInputDialog
0x17 => new UiDialogRoot(), // MessageDialog
0x19 => new UiDialogRoot(), // WaitDialog (catalog root 0x31 — OP8 #396)
0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots
0x10000035u => BuildCheckbox(
info, resolve, elementFont, fontResolve, stringResolve), // UIOption_Checkbox
// UIOption_CheckboxSlider (Type 0x10000036): a composite row whose class id
// lands on the row root itself, but whose content is two NESTED option
// widgets (a UIOption_Checkbox child + a UIOption_Slider child — verified
// against options_2100002B.json's templates 0x10000220/0x10000221). It does
// not consume its dat children, so those build normally through the two
// mappings immediately below; UiOptionToggleSlider just grabs references to
// them once attached (see docs/research/2026-08-10-options-panel-structure.md
// §1.1/§1.5).
0x10000036u => new UiOptionToggleSlider(),
// UIOption_Slider (Type 0x10000037): structurally an ordinary HORIZONTAL
// UIElement_Scrollbar — its own DirectState carries the track sprite and its
// child id 1 is the drag thumb, the exact convention BuildScrollbar's
// horizontal branch already implements (verified against
// options_2100002B.json's slider control 0x1000021C: W=120 > H=12, one
// Type-1 child at id 1). No new drawing code — same "compose existing
// primitives" directive as UiOptionToggleSlider above.
0x10000037u => BuildScrollbar(info, resolve),
// UIOption_Menu (Type 0x10000038): a label + arrow-cap dropdown button,
// structurally identical to the vendor category dropdown UiMenu already
// models (verified against options_2100002B.json's menu control 0x10000224:
// a Text label child + a 17x19 image child, matching UiMenu's own
// ArrowCapClosedSprite doc comment). Built blank, exactly like the Type-6
// case above — a page controller wires its sprites/items the same way
// ChatWindowController wires the channel menu.
0x10000038u => new UiMenu(),
// UIOption_CheckboxBitfield64 (Type 0x10000044): the Chat tab's per-window
// text-filter block. OP2 rework (docs/research/2026-08-11-op2-review-
// mechanism.md MUST-FIX 4): the authored template (0x10000520) DOES author
// content — its own row-template list (dat property 0x64 -> {0x2100002B,
// 0x10000521}) — and retail CreateChildren @0x00485DF0 builds every row
// through AddItemFromTemplateList(this, 0, nullptr), matching retail's own
// gmChatOptionsUI::AddCheckboxBitfield64Option call pattern (research doc
// §5.2). AddChild(lowMask, highMask, label, tooltip) resolves that SAME
// template per row instead of synthesizing a fake ElementInfo.
// AP-195 (OP5): the block ALSO authors its own all/partial-set LED media
// (dat properties 0x10000082/0x10000083) directly on this element — thread
// them through so Refresh's ported LED swap has real sprites to apply.
0x10000044u => new UiCheckboxBitfield64(
info.TemplateList, info.LedCheckedSprite, info.LedUncheckedSprite),
_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
};
e.DatElementId = info.Id;
e.SetStateCursors(info.StateCursors);
// Propagate position + size (pixel-exact from the dat).
e.Left = info.X;
e.Top = info.Y;
e.Width = info.Width;
e.Height = info.Height;
// Honor the dat's draw order. ZLevel is the primary layer (higher = further BACK — e.g. the
// gmInventoryUI full-window backdrop at ZLevel 100 sits behind the ZLevel-0 panels, #145);
// ReadOrder is the within-layer tiebreaker (higher = on top). K=10000 exceeds any window's
// element count so ZLevel always dominates. Vitals (all ZLevel 0) keep ZOrder == ReadOrder.
e.ZOrder = (int)info.ReadOrder - (int)info.ZLevel * 10000;
// Map the four raw edge-anchor values to the AnchorEdges bit-flag that the
// compatibility layout engine uses for programmatic overrides.
e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom);
// Imported descendants use the exact four-mode retail policy. Roots have no
// design parent and intentionally remain on the compatibility path until a
// window mount assigns its own outer-frame policy.
if (info.HasOriginalParentSize)
e.LayoutPolicy = CreateLayoutPolicy(info);
return e;
}
/// <summary>
/// Bind inherited scrollbar media structurally. Property 0x77 names the
/// increment button and 0x78 the decrement button; retail
/// <c>UIElement_Scrollbar::UpdateScrollingArea @ 0x00470AA0</c> then places
/// those referenced child buttons by their authored leading/trailing
/// positions. The remaining Type-1 child is the thumb with ordered
/// top/middle/bottom image slices.
/// </summary>
private static UiScrollbar BuildScrollbar(
ElementInfo info,
Func<uint, (uint tex, int w, int h)> resolve)
{
var bar = new UiScrollbar
{
SpriteResolve = resolve,
TrackSprite = DefaultImage(info),
Horizontal = info.Width > info.Height,
};
uint incrementId = ReferencedElementId(info, 0x77u);
uint decrementId = ReferencedElementId(info, 0x78u);
ElementInfo? increment = info.Children.FirstOrDefault(child => child.Id == incrementId);
ElementInfo? decrement = info.Children.FirstOrDefault(child => child.Id == decrementId);
ElementInfo? leadingButton = new[] { increment, decrement }
.Where(child => child is not null)
.OrderBy(child => bar.Horizontal ? child!.X : child!.Y)
.ThenBy(child => child!.ReadOrder)
.FirstOrDefault();
ElementInfo? trailingButton = new[] { increment, decrement }
.Where(child => child is not null)
.OrderByDescending(child => bar.Horizontal ? child!.X : child!.Y)
.ThenByDescending(child => child!.ReadOrder)
.FirstOrDefault();
bar.UpSprite = ButtonStateImage(leadingButton, "Normal");
bar.UpRolloverSprite = ButtonStateImage(leadingButton, "Normal_rollover");
bar.UpPressedSprite = ButtonStateImage(leadingButton, "Normal_pressed");
bar.DownSprite = ButtonStateImage(trailingButton, "Normal");
bar.DownRolloverSprite = ButtonStateImage(trailingButton, "Normal_rollover");
bar.DownPressedSprite = ButtonStateImage(trailingButton, "Normal_pressed");
if (info.TryGetEffectiveBool(0x79u, out bool hideDisabled))
bar.HideWhenDisabled = hideDisabled;
if (bar.Horizontal)
{
if (leadingButton is { Width: > 0f })
bar.DecrementButtonExtent = leadingButton.Width;
if (trailingButton is { Width: > 0f })
bar.IncrementButtonExtent = trailingButton.Width;
// Retail horizontal scrollbars use structural child ids: element 1 is
// the thumb and element 4 is the optional child-authored track.
ElementInfo? scalarThumb = info.Children.FirstOrDefault(child => child.Id == 1u);
bar.TrackSprite = DefaultImage(info);
bar.ThumbSprite = scalarThumb is null ? 0u : DefaultImage(scalarThumb);
// The toolbar stack slider authors its track on structural child 4,
// while gmCombatUI authors it on the scrollbar's DirectState. Geometry
// is never the role discriminator: inheritance can reflow child 1 and
// otherwise turn the 12px combat jewel into a tiled background.
if (bar.TrackSprite == 0u)
{
ElementInfo? authoredTrack = info.Children.FirstOrDefault(child => child.Id == 4u);
bar.TrackSprite = authoredTrack is null ? 0u : DefaultImage(authoredTrack);
}
// gmCombatUI's desired-power slider (0x1000004F) authors the
// live charge as a nested Type-7 meter. UiScrollbar consumes its
// DAT children, so retain the meter's fill image on the scalar
// widget itself. The fill container is element 2; the Recklessness
// overlay (0x100005EF) is deliberately not the charge image.
ElementInfo? meter = info.Children.FirstOrDefault(child => child.Type == 7u);
ElementInfo? fill = meter?.Children.FirstOrDefault(child => child.Id == 2u)
?? meter?.Children
.Where(child => DefaultImage(child) != 0u)
.OrderByDescending(child => child.ReadOrder)
.FirstOrDefault();
bar.ScalarFillSprite = fill is null ? 0u : DefaultImage(fill);
// gmCombatUI preserves a second authored meter child for its dark
// red interior range. The widget retains the media because horizontal
// scrollbars consume their DAT children.
ElementInfo? scalarRange = meter?.Children.FirstOrDefault(
child => child.Id == 0x100005EFu);
bar.ScalarRangeSprite = scalarRange is null
? 0u
: DefaultImage(scalarRange);
bar.ScalarRangeLayoutPolicy = scalarRange is null
? null
: CreateLayoutPolicy(scalarRange);
// UIElement_Meter::UIElement_Meter @ 0x0046F4C0 defaults direction
// 1; DrawChildren @ 0x0046FBD0 clips that direction left-to-right.
// Direction 3 is the horizontal reverse. Read authored attribute
// 0x6F instead of inferring direction from the combat element id.
bar.ScalarFillFromRight = meter is not null
&& meter.TryGetEffectiveProperty(0x6Fu, out UiPropertyValue direction)
&& direction.Kind == UiPropertyKind.Enum
&& direction.UnsignedValue == 3u;
return bar;
}
if (leadingButton is { Height: > 0f })
bar.DecrementButtonExtent = leadingButton.Height;
if (trailingButton is { Height: > 0f })
bar.IncrementButtonExtent = trailingButton.Height;
ElementInfo? thumb = info.Children.FirstOrDefault(child =>
child.Type == 1u && child.Id != incrementId && child.Id != decrementId);
if (thumb is not null)
{
ElementInfo[] slices = thumb.Children
.Where(child => DefaultImage(child) != 0u)
.OrderBy(child => child.Y)
.ThenBy(child => child.ReadOrder)
.ToArray();
if (slices.Length > 0) bar.ThumbTopSprite = DefaultImage(slices[0]);
if (slices.Length > 1) bar.ThumbSprite = DefaultImage(slices[1]);
if (slices.Length > 2) bar.ThumbBotSprite = DefaultImage(slices[^1]);
}
return bar;
}
/// <summary>
/// Builds a <see cref="UiResizeGrip"/> from a Type-9 <c>UIElement_Resizebar</c>
/// element: retail <c>StartMouseResizing @0x0046B7E0</c> reads four BOOL
/// attributes — <c>0x2A</c>=bottom, <c>0x2B</c>=left, <c>0x2C</c>=right,
/// <c>0x2D</c>=top — and decodes them into a <c>BorderLocation</c>. A grip with
/// no true bool (the inert <c>_Locked</c> cosmetic twins are a DIFFERENT
/// element type entirely and never reach this factory case, but an
/// all-false Type-9 element is handled defensively the same way retail's own
/// BORDER_NONE fallback does) decodes to <see cref="UiResizeGrip.Border.None"/>
/// — <see cref="UiRoot"/> then treats it as contributing no resize edges.
/// <paramref name="resolve"/> is carried through (CH6a/b REJECT-review
/// BLOCKER 1) so the grip draws its own authored border/corner media
/// instead of nothing.
/// </summary>
private static UiResizeGrip BuildResizeGrip(
ElementInfo info, Func<uint, (uint tex, int w, int h)> resolve)
{
bool bottom = info.TryGetEffectiveBool(0x2Au, out bool bottomValue) && bottomValue;
bool left = info.TryGetEffectiveBool(0x2Bu, out bool leftValue) && leftValue;
bool right = info.TryGetEffectiveBool(0x2Cu, out bool rightValue) && rightValue;
bool top = info.TryGetEffectiveBool(0x2Du, out bool topValue) && topValue;
return new UiResizeGrip(info, resolve)
{
BorderLocation = UiResizeGrip.DecodeBorderLocation(bottom, left, right, top),
};
}
private static UiLayoutPolicy? CreateLayoutPolicy(ElementInfo info)
{
if (!info.HasOriginalParentSize) return null;
return new UiLayoutPolicy(
info.Left,
info.Top,
info.Right,
info.Bottom,
UiPixelRect.FromPositionAndSize(
(int)info.X,
(int)info.Y,
(int)info.Width,
(int)info.Height),
UiPixelRect.FromPositionAndSize(
0,
0,
(int)info.OriginalParentWidth,
(int)info.OriginalParentHeight));
}
private static uint ReferencedElementId(ElementInfo info, uint propertyId)
{
if (!info.TryGetEffectiveProperty(propertyId, out var property))
return 0u;
return property.Kind switch
{
UiPropertyKind.Enum or UiPropertyKind.DataId => (uint)property.UnsignedValue,
UiPropertyKind.Integer when property.IntegerValue >= 0 => (uint)property.IntegerValue,
_ => 0u,
};
}
private static uint DefaultImage(ElementInfo info)
{
uint stateId = info.EffectiveDefaultStateId();
if (info.States.TryGetValue(stateId, out var state) && state.Image is { } image)
return image.File;
if (info.States.TryGetValue(UiStateInfo.DirectStateId, out var direct)
&& direct.Image is { } directImage)
return directImage.File;
return 0u;
}
private static uint ButtonStateImage(ElementInfo? info, string stateName)
{
if (info is null)
return 0u;
if (info.StateMedia.TryGetValue(stateName, out var media))
return media.File;
UiStateInfo? state = info.States.Values.FirstOrDefault(
candidate => string.Equals(candidate.Name, stateName, StringComparison.Ordinal));
if (state?.Image is { } image)
return image.File;
return stateName == "Normal" ? DefaultImage(info) : 0u;
}
// ── Meter ────────────────────────────────────────────────────────────────
/// <summary>
/// Builds a <see cref="UiMeter"/> and populates its sprite ids from the meter's
/// child/grandchild elements (format doc §11). Two shapes are handled:
///
/// <para>
/// <b>3-slice shape</b> (vitals meters — 2 Type-3 containers, each with 3 image grandchildren):
/// <code>
/// meter (Type 7)
/// ├── back-layer container (Type 3, lower ReadOrder — drawn first / behind)
/// │ ├── left-cap image (DirectState "" → File = back-left sprite)
/// │ ├── center image (DirectState "" → File = back-tile sprite)
/// │ └── right-cap image (DirectState "" → File = back-right sprite)
/// ├── front-layer container (Type 3, higher ReadOrder — drawn on top)
/// │ ├── left-cap image (→ front-left sprite)
/// │ ├── center image (→ front-tile sprite)
/// │ ├── right-cap image (→ front-right sprite)
/// │ └── expand overlay (named "ShowDetail"/"HideDetail" only — NO DirectState — IGNORED)
/// └── text label (Type 0) (IGNORED — Fill/Label providers bound by VitalsController)
/// </code>
/// </para>
///
/// <para>
/// <b>Single-image shape</b> (toolbar selected-object meters 0x100001A1/0x100001A2 — 1 Type-3
/// child, no grandchildren): the back-track sprite is on the meter element's own DirectState;
/// the fill sprite is on the single Type-3 child's own DirectState. Both are placed in the
/// TILE slot (Back/FrontTile) with left/right caps 0, so <see cref="UiMeter.DrawHBar"/> tiles
/// them across the full bar geometry (DrawMode=Normal) and clips the fill to the fraction.
/// (retail: gmToolbarUI::HandleSelectionChanged :198635, UIElement_Meter::Initialize :123328)
/// <code>
/// meter (Type 7) [DirectState "" → back-track sprite, e.g. 0x0600193E]
/// └── fill container (Type 3) [DirectState "" → fill sprite, e.g. 0x0600193F]
/// </code>
/// </para>
///
/// <para>
/// <see cref="UiMeter.Fill"/> and <see cref="UiMeter.Label"/> are NOT set here.
/// They are bound to the live stat providers by the controller (VitalsController /
/// SelectedObjectController).
/// </para>
/// </summary>
private static UiMeter BuildMeter(ElementInfo info,
Func<uint, (uint, int, int)> resolve, UiDatFont? datFont,
Func<UiStringInfoValue, string?>? stringResolve = null)
{
var m = new UiMeter
{
ElementId = info.Id,
SpriteResolve = resolve,
DatFont = datFont,
// Outline 0x21 from the meter element (round-5 review S2).
Outline = info.Outline,
};
if (info.OutlineColor.HasValue)
m.OutlineColor = info.OutlineColor.Value;
// The two 3-slice containers are Type-3 children of the meter element.
// ReadOrder determines draw order: the back track has a LOWER ReadOrder
// (drawn first, behind the fill), the front has a HIGHER ReadOrder (on top).
var containers = info.Children
.Where(c => c.Type == 3)
.OrderBy(c => c.ReadOrder)
.ToList();
if (containers.Count >= 2
&& HasThreeSliceShape(containers[0])
&& HasThreeSliceShape(containers[1]))
{
// Vitals 3-slice shape: two Type-3 containers each holding 3 grandchild images
// (left-cap / center-tile / right-cap). Back is the lower ReadOrder; front is higher.
var (bl, bt, br) = SliceIds(containers[0]);
m.BackLeft = bl;
m.BackTile = bt;
m.BackRight = br;
var (fl, ft, fr) = SliceIds(containers[1]);
m.FrontLeft = fl;
m.FrontTile = ft;
m.FrontRight = fr;
}
else if (containers.Count == 1 && containers[0].StateMedia.ContainsKey(""))
{
// Single-image shape used by the toolbar selected-object meters
// (health 0x100001A1, mana 0x100001A2).
// - The back-track sprite lives on the meter ELEMENT's own DirectState ("" key of
// info.StateMedia) — not on any grandchild image. e.g. health back = 0x0600193E.
// - The fill sprite lives on the single Type-3 child's own DirectState ("" key of
// containers[0].StateMedia). e.g. health fill = 0x0600193F.
// The fill child has NO image grandchildren, so SliceIds would return all-zero —
// read the container's StateMedia directly instead.
//
// These go in the TILE slot (not the left-cap slot): the sprites are DrawMode=Normal,
// which retail renders as "tile at native width to fill the full element geometry"
// (format doc §6; the generic UiDatElement.OnDraw Normal path; UIElement_Meter::
// DrawChildren :123574 clips the child's FULL 140px geometry box to the fill fraction).
// With the sprite on BackLeft instead, UiMeter.DrawHBar would clamp the cap to the
// sprite's NATIVE width (capL = min(nativeW, 140)) — leaving a right-side gap and
// mapping the fill fraction to native width when nativeW < 140. The tile slot makes
// midW = full bar width, so the back tiles across all 140px and the front clips to
// 140*fraction correctly for any native sprite width (left/right caps unused = 0).
// (retail: gmToolbarUI::HandleSelectionChanged :198635 / UIElement_Meter::DrawChildren :123574)
m.BackLeft = 0;
m.BackTile = info.StateMedia.TryGetValue("", out var bm) ? bm.File : 0u;
m.BackRight = 0;
m.FrontLeft = 0;
m.FrontTile = containers[0].StateMedia.TryGetValue("", out var fm) ? fm.File : 0u;
m.FrontRight = 0;
}
else if (containers.Any(HasStatefulFill))
{
// Stateful single-image shape used by gmPowerbarUI (LayoutDesc
// 0x21000072). The meter's DirectState is the empty track. One
// Type-3 child supplies named Jump/Melee/Missile/DDD state media;
// another carries the optional recklessness range as DirectState.
// gmPowerbarUI::PostInit @ 0x004DA4E0 hides that range, so it is not
// promoted into a meter slice here.
m.BackLeft = 0;
m.BackTile = info.StateMedia.TryGetValue("", out var track) ? track.File : 0u;
m.BackRight = 0;
m.FrontLeft = 0;
m.FrontTile = 0;
m.FrontRight = 0;
foreach (ElementInfo container in containers)
{
foreach (var (stateId, state) in container.States)
{
if (stateId == UiStateInfo.DirectStateId
|| !container.StateMedia.TryGetValue(state.Name, out var media))
continue;
m.ConfigureStateFill(stateId, media.File);
}
}
// The absorbed Type-12 caption child (gmPowerbarUI's 0x10000035)
// authors the per-mode caption on its own states — JumpMode
// 'Height', MeleeMode 'Power', MissileMode 'Accuracy'. Each mode
// STATE also authors its own justification (0x14 = 0x3 Right on
// every powerbar mode; the element default is centered —
// installed-DAT probe 2026-08-14, the user's retail gate). Retail
// shows it through the meter's PassToChildren state cascade; the
// absorbed equivalent is a state-label table consulted by
// TrySetRetailState.
foreach (ElementInfo textChild in info.Children.Where(static c => c.Type == 12))
{
foreach (var (stateId, state) in textChild.States)
{
if (stateId == UiStateInfo.DirectStateId
|| !state.Properties.Values.TryGetValue(0x17u, out var caption)
|| caption.Kind != UiPropertyKind.StringInfo)
continue;
if (stringResolve?.Invoke(caption.StringInfoValue) is not { Length: > 0 } text)
continue;
// The state's own 0x14 wins; absent → the element-level
// justification (ElementReader's same enum mapping).
UiMeterLabelAlign align = textChild.HJustify switch
{
HJustify.Left => UiMeterLabelAlign.Left,
HJustify.Right => UiMeterLabelAlign.Right,
_ => UiMeterLabelAlign.Center,
};
if (state.Properties.Values.TryGetValue(0x14u, out var justify)
&& justify.Kind == UiPropertyKind.Enum)
{
align = justify.UnsignedValue switch
{
0u or 2u => UiMeterLabelAlign.Left,
3u or 5u => UiMeterLabelAlign.Right,
_ => UiMeterLabelAlign.Center,
};
}
m.ConfigureStateLabel(stateId, text, align);
}
}
}
else
{
Console.WriteLine($"[D.2b] meter 0x{info.Id:X8}: {containers.Count} Type-3 containers but no recognized 3-slice, direct-fill, or stateful-fill shape — bar may render as solid-color fallback.");
}
return m;
}
private static bool HasThreeSliceShape(ElementInfo container)
=> container.Children.Count(c =>
c.StateMedia.TryGetValue("", out var media) && media.File != 0) >= 3;
private static bool HasStatefulFill(ElementInfo container)
=> container.States.Any(pair =>
pair.Key != UiStateInfo.DirectStateId
&& container.StateMedia.TryGetValue(pair.Value.Name, out var media)
&& media.File != 0);
/// <summary>
/// Returns the (left, tile, right) sprite ids for a 3-slice container,
/// extracting them from the container's image children that carry a DirectState
/// ("" key) with a non-zero file id, ordered left-to-right by their X position.
///
/// <para>
/// Children that carry ONLY named states (e.g. the expand-detail overlay with
/// "ShowDetail"/"HideDetail" entries but no "" key) are excluded automatically
/// because <see cref="Dictionary{TKey,TValue}.TryGetValue"/> for "" returns
/// false.
/// </para>
/// </summary>
private static (uint left, uint tile, uint right) SliceIds(ElementInfo container)
{
// Only children that have a non-zero DirectState image are slice candidates.
// The expand-detail overlay has NO DirectState entry, so it's excluded here.
// Project the File during filtering to avoid a second TryGetValue lookup.
// Stable sort: on an X tie, original Children insertion order (dat key-sort order) wins.
var slices = container.Children
.Where(c => c.StateMedia.TryGetValue("", out var med) && med.File != 0)
.Select(c => (c.X, File: c.StateMedia[""].File))
.OrderBy(t => t.X)
.ToList();
uint left = slices.Count > 0 ? slices[0].File : 0u;
uint tile = slices.Count > 1 ? slices[1].File : 0u;
uint right = slices.Count > 2 ? slices[2].File : 0u;
return (left, tile, right);
}
// ── Text ─────────────────────────────────────────────────────────────────
/// <summary>Type-12 UIElement_Text: an editable field or colored-line text view,
/// selected from the canonical property bag. The element's
/// own Direct/Normal media (if any) becomes the background sprite, drawn under the text —
/// so a Type-12 element that previously rendered via UiDatElement keeps its sprite. Lines
/// are bound later by the controller (LinesProvider). An unbound UiText draws nothing
/// because <see cref="UiText.BackgroundColor"/> defaults to transparent.
///
/// <para>
/// Justification from the dat (<see cref="ElementInfo.HJustify"/> /
/// <see cref="ElementInfo.VJustify"/>) is applied here at build time so that controllers
/// that subsequently call <see cref="UiText.Centered"/> / <see cref="UiText.RightAligned"/>
/// on dat-origin elements can be simplified. Controllers that <em>explicitly</em> set those
/// properties after <see cref="ImportedLayout.FindElement"/> still override the build-time
/// defaults — the build-time value is just the starting point, not a lock.
/// </para>
/// </summary>
/// <param name="elementFont">The font to seed on the widget. When a font resolver was
/// provided and the element's FontDid resolved successfully, this is that element-specific
/// font; otherwise it is the shared global fallback. Controllers that call
/// <see cref="ImportedLayout.FindElement"/> and set <see cref="UiText.DatFont"/> afterward
/// still override this — the build-time value is just the starting point.</param>
private static UiElement BuildText(ElementInfo info, Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont = null,
Func<UiStringInfoValue, string?>? stringResolve = null)
{
uint bg = info.StateMedia.TryGetValue(
!string.IsNullOrEmpty(info.DefaultStateName) ? info.DefaultStateName
: info.StateMedia.ContainsKey("Normal") ? "Normal" : "", out var m)
? m.File : 0u;
bool editable = info.TryGetEffectiveBool(0x16u, out var editableValue)
&& editableValue;
bool selectable = info.TryGetEffectiveBool(0x27u, out var selectableValue)
&& selectableValue;
bool oneLine = info.TryGetEffectiveBool(0x20u, out var oneLineValue)
&& oneLineValue;
if (editable)
{
uint focusSprite = info.StateMedia.TryGetValue("Normal_focussed", out var focus)
? focus.File
: 0u;
var field = new UiField
{
ElementId = info.Id,
DatFont = elementFont,
SpriteResolve = resolve,
BackgroundSprite = bg,
FocusFieldSprite = focusSprite,
Selectable = selectable,
OneLine = oneLine,
Centered = info.HJustify == HJustify.Center,
RightAligned = info.HJustify == HJustify.Right,
// Outline 0x21 from the field element (round-5 review S2).
Outline = info.Outline,
};
if (info.TryGetEffectiveInteger(0x1Eu, out int maxCharacters))
field.MaxCharacters = maxCharacters;
if (info.FontColor.HasValue)
field.TextColor = info.FontColor.Value;
if (info.OutlineColor.HasValue)
field.OutlineColor = info.OutlineColor.Value;
return field;
}
// Apply horizontal + vertical justification from the dat at build time.
// Controllers that call FindElement and set Centered/RightAligned/VerticalJustify
// afterward will override these — this is only the dat-driven default.
bool centered = info.HJustify == HJustify.Center;
bool rightAligned = info.HJustify == HJustify.Right;
var vJustify = info.VJustify switch
{
VJustify.Top => VJustify.Top,
VJustify.Bottom => VJustify.Bottom,
_ => VJustify.Center,
};
var t = new UiText
{
ElementId = info.Id,
BackgroundSprite = bg,
SpriteResolve = resolve,
Centered = centered,
RightAligned = rightAligned,
VerticalJustify = vJustify,
OneLine = oneLine,
Selectable = selectable,
// Seed the dat-driven font. When a font resolver was supplied and the element
// carries a non-zero FontDid, elementFont is the element-specific dat font; otherwise
// it is the shared global fallback. Controllers that call FindElement and explicitly
// set DatFont afterward STILL override this (backward-compat guarantee).
DatFont = elementFont,
FontColorPalette = ElementReader.ReadEffectiveColorPalette(
info,
0x1Bu),
// Outline from dat property 0x21 (BoolBaseProperty). Default false — matches
// ElementInfo.Outline's own default, so this is a no-op for the ~99% of text
// elements that don't author it.
Outline = info.Outline,
};
t.ConfigureDatState(info);
// Font color from dat property 0x1B (ColorBaseProperty).
// When present, seed DefaultColor so controllers that read it don't have to hard-code colors.
// Controllers that supply explicit per-line colors via LinesProvider still win — this is only
// the build-time default.
if (info.FontColor.HasValue)
t.DefaultColor = info.FontColor.Value;
// Outline color from dat property 0x22 (ColorBaseProperty). Only 9 elements in the
// whole DAT set author a non-black value; when absent, UiText's own ctor default
// (black, matching retail's m_curOutlineColor default) already applies.
if (info.OutlineColor.HasValue)
t.OutlineColor = info.OutlineColor.Value;
if (ResolveAuthoredString(info, stringResolve) is { Length: > 0 } authored)
{
// 2026-08-13 social gate: authored strings can carry embedded
// newlines (the fellowship empty-state is three sentences over
// '\n's). Gate round 2: the DAT stores the LITERAL two-character
// escape "\n" (0x5C 0x6E — probe-verified: the dump printed
// backslash-n, not a line break), so normalize the escape first.
// Gate round 3: retail additionally WORD-WRAPS each authored line
// within the element extent (its GlyphList draw — the same wrap
// the confirmation dialog view already uses), so a multiline
// authored block re-wraps to the widget's live width instead of
// clipping at the edge. Single-line authored labels keep the
// one-run shape they have always had (they are authored to fit;
// re-wrapping them is a client-wide behavior change no gate has
// asked for). Providers re-read DefaultColor/width/font per call
// (NOT captured eagerly) so state-driven changes keep tracking.
string normalized = authored
.Replace("\\n", "\n")
.Replace("\r", string.Empty);
if (normalized.Contains('\n'))
{
float cachedWidth = float.NaN;
UiDatFont? cachedFont = null;
System.Numerics.Vector4 cachedColor = default;
UiText.Line[]? cachedLines = null;
t.LinesProvider = () =>
{
if (cachedLines is null
|| cachedWidth != t.Width
|| !ReferenceEquals(cachedFont, t.DatFont)
|| cachedColor != t.DefaultColor)
{
cachedWidth = t.Width;
cachedFont = t.DatFont;
cachedColor = t.DefaultColor;
float maximumWidth = Math.Max(1f, t.Width - 2f * t.Padding);
Func<string, float> measure = t.DatFont is { } font
? font.MeasureWidth
: static value => value.Length * 8f;
cachedLines = [.. UiText
.WrapWords(normalized, measure, maximumWidth)
.Select(line => new UiText.Line(line, t.DefaultColor))];
}
return cachedLines;
};
}
else
{
t.LinesProvider = () =>
[new UiText.Line(normalized, t.DefaultColor)];
}
}
// Per-STATE authored strings (0x17 on the element's own states — the
// friends row's status cell authors 'Online'/'Offline' this way,
// with per-state colors). TrySetRetailState swaps the line when the
// incoming state authors one; see UiText.SetAuthoredStateStrings.
Dictionary<uint, string>? stateStrings = null;
foreach (var (stateId, state) in info.States)
{
if (stateId == UiStateInfo.DirectStateId
|| !state.Properties.Values.TryGetValue(0x17u, out var stateCaption)
|| stateCaption.Kind != UiPropertyKind.StringInfo)
continue;
if (stringResolve?.Invoke(stateCaption.StringInfoValue) is { Length: > 0 } text)
(stateStrings ??= new Dictionary<uint, string>())[stateId] = text;
}
if (stateStrings is not null)
t.SetAuthoredStateStrings(stateStrings);
return t;
}
private static UiButton BuildButton(
ElementInfo info,
Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont,
Func<uint, UiDatFont?>? fontResolve,
Func<UiStringInfoValue, string?>? stringResolve)
{
// UIElement_Button propagates its retail state into authored children.
// Spellbook school/level filters are Type-1 buttons with no parent media:
// their 13x13 child carries Normal/Highlight art. Keep that child as the
// face of this retained leaf instead of consuming and losing it.
ElementInfo[] authoredFaces = info.StateMedia.Count == 0
? FindStatefulFaceChildren(info)
: [];
ElementInfo? face = authoredFaces.Length == 1 ? authoredFaces[0] : null;
IReadOnlyList<ElementInfo>? faceSegments = authoredFaces.Length > 1
? authoredFaces
: null;
string? label = ResolveAuthoredString(info, stringResolve);
ElementInfo labelInfo = info;
if (label is null)
{
// Normal retail buttons such as the spellbook Delete control keep
// their caption in a full-size UIElement_Text child. UiButton is a
// retained leaf, so lift that authored text/font/color onto the leaf.
foreach (ElementInfo child in info.Children.Where(child => child.Type == 12u))
{
label = ResolveAuthoredString(child, stringResolve);
if (label is null) continue;
labelInfo = child;
break;
}
}
UiDatFont? labelFont = elementFont;
if (labelInfo.FontDid != 0u && fontResolve is not null)
labelFont = fontResolve(labelInfo.FontDid) ?? elementFont;
var button = new UiButton(info, resolve, face, faceSegments)
{
Label = label,
LabelFont = labelFont,
LabelColor = labelInfo.FontColor ?? info.FontColor
?? System.Numerics.Vector4.One,
// Outline 0x21 / OutlineColor 0x22 follow the same lift chain as the label
// and its color: the label-bearing Text child's authored value first, the
// button's own second (round-5 review S2).
Outline = labelInfo.Outline || info.Outline,
};
if ((labelInfo.OutlineColor ?? info.OutlineColor) is { } buttonOutlineColor)
button.OutlineColor = buttonOutlineColor;
if (face is not null)
{
button.FaceLeft = face.X;
button.FaceTop = face.Y;
button.FaceWidth = face.Width;
button.FaceHeight = face.Height;
button.LabelAlign = UiButton.LabelAlignment.Left;
button.LabelOffsetX = face.X + face.Width + 4f;
}
else if (!ReferenceEquals(labelInfo, info) && labelInfo.HJustify == HJustify.Left)
{
button.LabelAlign = UiButton.LabelAlignment.Left;
button.LabelOffsetX = labelInfo.X;
}
return button;
}
/// <summary>
/// Retail UIOption_Checkbox is a UIElement_Button whose visible face is its
/// authored indicator child. Its label lives on the option object rather than
/// in a child UIElement_Text.
/// </summary>
private static UiButton BuildCheckbox(
ElementInfo info,
Func<uint, (uint, int, int)> resolve,
UiDatFont? elementFont,
Func<uint, UiDatFont?>? fontResolve,
Func<UiStringInfoValue, string?>? stringResolve)
{
ElementInfo? indicator = FindStatefulFaceChild(info);
var button = new UiButton(info, resolve, indicator)
{
Label = ResolveAuthoredString(info, stringResolve),
LabelFont = info.FontDid != 0u && fontResolve is not null
? fontResolve(info.FontDid) ?? elementFont
: elementFont,
LabelColor = info.FontColor ?? System.Numerics.Vector4.One,
LabelAlign = UiButton.LabelAlignment.Left,
// Outline 0x21 from the checkbox element itself (round-5 review S2).
Outline = info.Outline,
};
if (info.OutlineColor.HasValue)
button.OutlineColor = info.OutlineColor.Value;
if (indicator is not null)
{
button.FaceLeft = indicator.X;
button.FaceTop = indicator.Y;
button.FaceWidth = indicator.Width;
button.FaceHeight = indicator.Height;
button.LabelOffsetX = indicator.X + indicator.Width + 4f;
}
return button;
}
private static ElementInfo? FindStatefulFaceChild(ElementInfo info)
=> FindStatefulFaceChildren(info).FirstOrDefault();
private static ElementInfo[] FindStatefulFaceChildren(ElementInfo info)
=> info.Children.Where(child =>
child.StateMedia.Count != 0
&& child.StateMedia.Keys.Any(childState =>
info.States.Values.Any(parentState =>
string.Equals(parentState.Name, childState, StringComparison.Ordinal))))
.OrderBy(child => child.ReadOrder)
.ToArray();
private static string? ResolveAuthoredString(
ElementInfo info,
Func<UiStringInfoValue, string?>? stringResolve)
{
if (stringResolve is null
|| !info.TryGetEffectiveProperty(0x17u, out var property)
|| property.Kind != UiPropertyKind.StringInfo)
return null;
return stringResolve(property.StringInfoValue);
}
}