Broken UI system

This commit is contained in:
Jan Racek
2026-03-25 12:25:48 +01:00
parent bb8e0804f5
commit 8914ba35cc
28 changed files with 2094 additions and 25 deletions

View File

@@ -33,6 +33,12 @@ namespace SplashEdit.RuntimeCode
public PSXCutsceneClip[] cutscenes;
public PSXAudioSource[] audioSources;
// UI canvases (v13)
public PSXCanvasData[] canvases;
// Custom fonts (v13, embedded in UI block)
public PSXFontData[] fonts;
// Player
public Vector3 playerPos;
public Quaternion playerRot;
@@ -119,7 +125,7 @@ namespace SplashEdit.RuntimeCode
// ──────────────────────────────────────────────────────
writer.Write('S');
writer.Write('P');
writer.Write((ushort)12); // version
writer.Write((ushort)13); // version
writer.Write((ushort)luaFiles.Count);
writer.Write((ushort)scene.exporters.Length);
writer.Write((ushort)0); // navmeshCount (legacy)
@@ -219,6 +225,15 @@ namespace SplashEdit.RuntimeCode
long cutsceneTableOffsetPos = writer.BaseStream.Position;
writer.Write((uint)0); // cutsceneTableOffset placeholder
// UI canvas header (version 13, 8 bytes)
int uiCanvasCount = scene.canvases?.Length ?? 0;
int uiFontCount = scene.fonts?.Length ?? 0;
writer.Write((ushort)uiCanvasCount);
writer.Write((byte)uiFontCount); // was uiReserved low byte
writer.Write((byte)0); // was uiReserved high byte
long uiTableOffsetPos = writer.BaseStream.Position;
writer.Write((uint)0); // uiTableOffset placeholder
// ──────────────────────────────────────────────────────
// Lua file metadata
// ──────────────────────────────────────────────────────
@@ -617,6 +632,242 @@ namespace SplashEdit.RuntimeCode
}
}
// ──────────────────────────────────────────────────────
// UI canvas + font data (version 13)
// Font descriptors: 16 bytes each (before canvas data)
// Font pixel data: raw 4bpp (after font descriptors)
// Canvas descriptor table: 12 bytes per canvas
// Element records: 48 bytes each
// Name and text strings follow with offset backfill
// ──────────────────────────────────────────────────────
if ((uiCanvasCount > 0 && scene.canvases != null) || uiFontCount > 0)
{
AlignToFourBytes(writer);
long uiTableStart = writer.BaseStream.Position;
// ── Font descriptors (16 bytes each) ──
// Layout: glyphW(1) glyphH(1) vramX(2) vramY(2) textureH(2)
// dataOffset(4) dataSize(4)
List<long> fontDataOffsetPositions = new List<long>();
if (scene.fonts != null)
{
foreach (var font in scene.fonts)
{
writer.Write(font.GlyphWidth); // [0]
writer.Write(font.GlyphHeight); // [1]
writer.Write(font.VramX); // [2-3]
writer.Write(font.VramY); // [4-5]
writer.Write(font.TextureHeight); // [6-7]
fontDataOffsetPositions.Add(writer.BaseStream.Position);
writer.Write((uint)0); // [8-11] dataOffset placeholder
writer.Write((uint)(font.PixelData?.Length ?? 0)); // [12-15] dataSize
}
}
// ── Font pixel data (raw 4bpp) ──
if (scene.fonts != null)
{
for (int fi = 0; fi < scene.fonts.Length; fi++)
{
var font = scene.fonts[fi];
if (font.PixelData == null || font.PixelData.Length == 0) continue;
AlignToFourBytes(writer);
long dataPos = writer.BaseStream.Position;
writer.Write(font.PixelData);
// Backfill data offset
long curPos = writer.BaseStream.Position;
writer.Seek((int)fontDataOffsetPositions[fi], SeekOrigin.Begin);
writer.Write((uint)dataPos);
writer.Seek((int)curPos, SeekOrigin.Begin);
}
if (scene.fonts.Length > 0)
{
int totalFontBytes = 0;
foreach (var f in scene.fonts) totalFontBytes += f.PixelData?.Length ?? 0;
log?.Invoke($"{scene.fonts.Length} custom font(s) written ({totalFontBytes} bytes 4bpp data).", LogType.Log);
}
}
// ── Canvas descriptor table (12 bytes each) ──
// Layout per descriptor:
// uint32 dataOffset — offset to this canvas's element array
// uint8 nameLen
// uint8 sortOrder
// uint8 elementCount
// uint8 flags — bit 0 = startVisible
// uint32 nameOffset — offset to null-terminated name string
List<long> canvasDataOffsetPos = new List<long>();
List<long> canvasNameOffsetPos = new List<long>();
for (int ci = 0; ci < uiCanvasCount; ci++)
{
var cv = scene.canvases[ci];
string cvName = cv.Name ?? "";
if (cvName.Length > 24) cvName = cvName.Substring(0, 24);
canvasDataOffsetPos.Add(writer.BaseStream.Position);
writer.Write((uint)0); // dataOffset placeholder
writer.Write((byte)cvName.Length); // nameLen
writer.Write((byte)cv.SortOrder); // sortOrder
writer.Write((byte)(cv.Elements?.Length ?? 0)); // elementCount
writer.Write((byte)(cv.StartVisible ? 0x01 : 0x00)); // flags
canvasNameOffsetPos.Add(writer.BaseStream.Position);
writer.Write((uint)0); // nameOffset placeholder
}
// Phase 2: Write element records (56 bytes each) per canvas
for (int ci = 0; ci < uiCanvasCount; ci++)
{
var cv = scene.canvases[ci];
if (cv.Elements == null || cv.Elements.Length == 0) continue;
AlignToFourBytes(writer);
long elemStart = writer.BaseStream.Position;
// Track text offset positions for backfill
List<long> textOffsetPositions = new List<long>();
List<string> textContents = new List<string>();
foreach (var el in cv.Elements)
{
// Identity (8 bytes)
writer.Write((byte)el.Type); // type
byte eFlags = (byte)(el.StartVisible ? 0x01 : 0x00);
writer.Write(eFlags); // flags
string eName = el.Name ?? "";
if (eName.Length > 24) eName = eName.Substring(0, 24);
writer.Write((byte)eName.Length); // nameLen
writer.Write((byte)0); // pad0
// nameOffset placeholder (backfilled later)
long elemNameOffPos = writer.BaseStream.Position;
writer.Write((uint)0); // nameOffset
// Layout (8 bytes)
writer.Write(el.X);
writer.Write(el.Y);
writer.Write(el.W);
writer.Write(el.H);
// Anchors (4 bytes)
writer.Write(el.AnchorMinX);
writer.Write(el.AnchorMinY);
writer.Write(el.AnchorMaxX);
writer.Write(el.AnchorMaxY);
// Primary color (4 bytes)
writer.Write(el.ColorR);
writer.Write(el.ColorG);
writer.Write(el.ColorB);
writer.Write((byte)0); // pad1
// Type-specific data (16 bytes)
switch (el.Type)
{
case PSXUIElementType.Image:
writer.Write(el.TexpageX); // [0]
writer.Write(el.TexpageY); // [1]
writer.Write(el.ClutX); // [2-3]
writer.Write(el.ClutY); // [4-5]
writer.Write(el.U0); // [6]
writer.Write(el.V0); // [7]
writer.Write(el.U1); // [8]
writer.Write(el.V1); // [9]
writer.Write(el.BitDepthIndex); // [10]
writer.Write(new byte[5]); // [11-15] padding
break;
case PSXUIElementType.Progress:
writer.Write(el.BgR); // [0]
writer.Write(el.BgG); // [1]
writer.Write(el.BgB); // [2]
writer.Write(el.ProgressValue); // [3]
writer.Write(new byte[12]); // [4-15] padding
break;
case PSXUIElementType.Text:
writer.Write(el.FontIndex); // [0] font index (0=system, 1+=custom)
writer.Write(new byte[15]); // [1-15] padding
break;
default:
writer.Write(new byte[16]); // zeroed
break;
}
// Text content offset (8 bytes)
long textOff = writer.BaseStream.Position;
writer.Write((uint)0); // textOffset placeholder
writer.Write((uint)0); // pad2
// Remember for backfill
textOffsetPositions.Add(textOff);
textContents.Add(el.Type == PSXUIElementType.Text ? (el.DefaultText ?? "") : null);
// Also remember element name for backfill
// We need to write it after all elements
textOffsetPositions.Add(elemNameOffPos);
textContents.Add("__NAME__" + eName);
}
// Backfill canvas data offset
{
long curPos = writer.BaseStream.Position;
writer.Seek((int)canvasDataOffsetPos[ci], SeekOrigin.Begin);
writer.Write((uint)elemStart);
writer.Seek((int)curPos, SeekOrigin.Begin);
}
// Write strings and backfill offsets
for (int si = 0; si < textOffsetPositions.Count; si++)
{
string s = textContents[si];
if (s == null) continue;
bool isName = s.StartsWith("__NAME__");
string content = isName ? s.Substring(8) : s;
if (string.IsNullOrEmpty(content) && !isName) continue;
long strPos = writer.BaseStream.Position;
byte[] strBytes = Encoding.UTF8.GetBytes(content);
writer.Write(strBytes);
writer.Write((byte)0); // null terminator
long curPos = writer.BaseStream.Position;
writer.Seek((int)textOffsetPositions[si], SeekOrigin.Begin);
writer.Write((uint)strPos);
writer.Seek((int)curPos, SeekOrigin.Begin);
}
}
// Write canvas name strings and backfill name offsets
for (int ci = 0; ci < uiCanvasCount; ci++)
{
string cvName = scene.canvases[ci].Name ?? "";
if (cvName.Length > 24) cvName = cvName.Substring(0, 24);
long namePos = writer.BaseStream.Position;
byte[] nameBytes = Encoding.UTF8.GetBytes(cvName);
writer.Write(nameBytes);
writer.Write((byte)0); // null terminator
long curPos = writer.BaseStream.Position;
writer.Seek((int)canvasNameOffsetPos[ci], SeekOrigin.Begin);
writer.Write((uint)namePos);
writer.Seek((int)curPos, SeekOrigin.Begin);
}
// Backfill UI table offset in header
{
long curPos = writer.BaseStream.Position;
writer.Seek((int)uiTableOffsetPos, SeekOrigin.Begin);
writer.Write((uint)uiTableStart);
writer.Seek((int)curPos, SeekOrigin.Begin);
}
int totalElements = 0;
foreach (var cv in scene.canvases) totalElements += cv.Elements?.Length ?? 0;
log?.Invoke($"{uiCanvasCount} UI canvases ({totalElements} elements) written.", LogType.Log);
}
// Backfill offsets
BackfillOffsets(writer, luaOffset, "lua", log);
BackfillOffsets(writer, meshOffset, "mesh", log);