5.6 KiB
5.6 KiB
| 1 | # 名字映射锚点(只放**已确定**的;每条都要能说清依据,依据写进 混淆名对照表.md) | |||
|---|---|---|---|---|
| 2 | # 列:owner | name | desc | newName (desc 写 * 表示该 owner 下所有同名成员) |
| 3 | # | |||
| 4 | # ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ---- | |||
| 5 | et | D | (Ldl;)LdR; | add |
| 6 | et | D | ([Ldl;)Let; | addAll |
| 7 | et | I | ()LdR; | row |
| 8 | et | Z | (Z)V | setFillParent |
| 9 | et | SourceFile | ()V | clearChildren |
| 10 | et | D | (Ljava/lang/CharSequence;)LdR; | addLabel |
| 11 | # ---- libGDX:Cell(载荷名 dR)---- | |||
| 12 | dR | StackMapTable | ()LdR; | expand |
| 13 | dR | D | ()LdR; | fill |
| 14 | dR | C | ()LdR; | left |
| 15 | dR | S | ()LdR; | top |
| 16 | # ---- libGDX:Button / Label(保名类)---- | |||
| 17 | com/badlogic/gdx/scenes/scene2d/ui/Button | String | ()Z | isChecked |
| 18 | com/badlogic/gdx/scenes/scene2d/ui/Button | I | (Z)V | setChecked |
| 19 | com/badlogic/gdx/scenes/scene2d/ui/Button | B | (ZZ)V | setCheckedAndFire |
| 20 | com/badlogic/gdx/scenes/scene2d/ui/Button | a_ | (Z)V | setDisabled |
| 21 | com/badlogic/gdx/scenes/scene2d/ui/Label | D | (Ljava/lang/CharSequence;)V | setText |
| 22 | com/badlogic/gdx/scenes/scene2d/ui/Label | D | ()Ljava/lang/StringBuilder; | getTextBuilder |
| 23 | # ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ---- | |||
| 24 | KP | B | (Ljava/lang/String;)V | setSelected |
| 25 | KP | B | ()Ljava/lang/String; | getSelected |
| 26 | KP | B | (I)V | setSelectedIndex |
| 27 | # ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ---- | |||
| 28 | Gp | D | Ljava/lang/String; | name |
| 29 | Gp | D | (Ljava/lang/String;Z)V | setName |
| 30 | # ---- 场景模型:Gp = 骨骼的变换字段 ---- | |||
| 31 | # 证据:用户在编辑器里把 root 转到 341.456 / 平移(-168,-116) / 缩放(0.8799,0.572) / 斜切(-52.221,-28.63), | |||
| 32 | # 面板 Inspector 同步显示 Z=-168.00009 V=-116.0 F=33.676704 Code=0.8799178 SourceFile=0.5720396 | |||
| 33 | # StackMapTable=-52.220505 LineNumberTable=-28.629883 —— 一一对应,故确定语义。 | |||
| 34 | Gp | Z | F | x |
| 35 | Gp | V | F | y |
| 36 | Gp | F | F | rotation |
| 37 | Gp | Code | F | scaleX |
| 38 | Gp | SourceFile | F | scaleY |
| 39 | Gp | StackMapTable | F | shearX |
| 40 | Gp | LineNumberTable | F | shearY |
| 41 | # 静止姿态(rest pose)那一组:值与默认姿态吻合(0,0,0,1,1,0),且未改动时与上面那组相等 —— 推断,留注释待复核 | |||
| 42 | Gp | D | F | setupX |
| 43 | Gp | B | F | setupY |
| 44 | Gp | L | F | setupRotation |
| 45 | Gp | I | F | setupScaleX |
| 46 | Gp | S | F | setupScaleY |
| 47 | Gp | C | F | setupShear |
| 48 | # 引用类字段:skeleton 由 hd.D(set, bone.D)+GP.D(LGp;) 的用法确定;parent 由创建骨骼时 bone.D=parent 确定 | |||
| 49 | Gp | D | LGP; | skeleton |
| 50 | Gp | D | LGp; | parent |
| 51 | Gp | B | Lcom/badlogic/gdx/graphics/Color; | color |
| 52 | # ---- 2026-10-16 setup pose 实测补充(用户拍照:root/bone/slot/region 四种对象)---- | |||
| 53 | # Gp(root/bone):面板 Length=0.0 与 float Class=0.0 同;Ljava/java 与 Code/SourceFile 相等 → 世界缩放 | |||
| 54 | Gp | Class | F | length |
| 55 | Gp | Ljava | F | worldScaleX |
| 56 | Gp | java | F | worldScaleY |
| 57 | # GU(插槽 mega_dg4):面板 Slot 属性只有 Name/Color;Inspector 里 String D=mega_dg4、Gp D=所属骨骼、Gn D=附件 | |||
| 58 | GU | D | Ljava/lang/String; | name |
| 59 | GU | D | LGp; | bone |
| 60 | GU | D | LGn; | attachment |
| 61 | GU | D | Lcom/badlogic/gdx/graphics/Color; | color |
| 62 | # GO(region 附件 mega_dg4):面板只有 Image path/Color;Inspector 六个 float 与 | |||
| 63 | # Region 附件的 旋转49.00014 / 缩放(1.997,1.335) / 宽高(157,154) 一一对应 | |||
| 64 | GO | S | F | rotation |
| 65 | GO | L | F | scaleX |
| 66 | GO | I | F | scaleY |
| 67 | GO | C | F | width |
| 68 | GO | Z | F | height |
| 69 | # ---- ScrollPane(保名类 com/badlogic/gdx/scenes/scene2d/ui/ScrollPane)---- | |||
| 70 | # 依据:MapMethods 对 gdx-1.11.0 指纹比对(tools/deobf/anchors-libgdx.tsv 自动生成), | |||
| 71 | # 并且**踩过一次**:一直以为 B(ZZ)V 是 setForceScroll,传了 (false,true), | |||
| 72 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | B | (ZZ)V | setScrollingDisabled |
| 73 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | L | (FFFF)V | scrollTo |
| 74 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | D | (Ldl;)V | addActor |
| 75 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | D | (Ldl;Z)Z | removeActor |
| 76 | # ---- ScrollPane / Cell 的滚动与尺寸方法(用于把面板列表改成可滚动;依据:MapMethods 指纹比对)---- | |||
| 77 | # ScrollPane:B(ZZ)V=setScrollingDisabled、I(ZZ)V=setForceScroll、L(ZZ)V=setOverscroll | |||
| 78 | #(候选顺序 size/… 已核对;踩坑:把 B(ZZ) 当 setForceScroll 用,等于关掉纵向滚动) | |||
| 79 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | I | (ZZ)V | setForceScroll |
| 80 | com/badlogic/gdx/scenes/scene2d/ui/ScrollPane | L | (ZZ)V | setOverscroll |
| 81 | # Cell 的 (F)LdR; 成组按声明顺序:B=size L=width I=height S=minWidth C=minHeight Z=prefWidth V=prefHeight | |||
| 82 | dR | B | (F)LdR; | size |
| 83 | dR | L | (F)LdR; | width |
| 84 | dR | I | (F)LdR; | height |
| 85 | dR | S | (F)LdR; | minWidth |
| 86 | dR | C | (F)LdR; | minHeight |
| 87 | dR | Z | (F)LdR; | prefWidth |
| 88 | dR | V | (F)LdR; | prefHeight |
| 89 | # ---- Actor 的 Touchable(点击/进入命中相关;用于让 ScrollPane 收到鼠标进入→拿到 scroll focus)---- | |||
| 90 | # 定位方式(不靠名字):`Actor.getTouchable()` = **无参且返回枚举**的那个方法;枚举类 = dv; | |||
| 91 | # libGDX Touchable 声明顺序 enabled/disabled/childrenOnly → 第 0 个常量就是 enabled。 | |||
| 92 | # 现象佐证:ScrollPane 默认 childrenOnly 时自己不是命中目标,收不到 enter → 滚轮事件不会送到它, | |||
| 93 | # 但程序化 scrollY() 是生效的(实测 before=0 after=200)。 | |||
| 94 | dl | L | (Ldv;)V | setTouchable |
| 95 | # ---- Cell.height(2026-10-16 实测确认)---- | |||
| 96 | # Cell.I(900) -> root 高度 580 -> 1080(其它候选 L/B/Z/V/C/S/F 都没这个效果) | |||
| 97 | # => Cell.I(float) 就是 height(float);现象佐证:设了它之后列表区出现滚动条、可滚。 | |||
| 98 | dR | I | (F)LdR; | height |
| 99 | # ---- Stage 宽高(2026-10-16 实测)---- | |||
| 100 | # 依据:编辑器窗口 4K 下读 Stage 的无参 float 只有两个:B=2044、D=3726(高<宽), | |||
| 101 | # 故 B()F = getHeight、D()F = getWidth。 | |||
| 102 | dt | B | ()F | getHeight |
| 103 | dt | D | ()F | getWidth |