101 lines
5.4 KiB
Plaintext
101 lines
5.4 KiB
Plaintext
# 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)
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# 列:owner name desc newName (desc 写 * 表示该 owner 下所有同名成员)
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#
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# ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ----
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et D (Ldl;)LdR; add
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et D ([Ldl;)Let; addAll
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et I ()LdR; row
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et Z (Z)V setFillParent
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et SourceFile ()V clearChildren
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et D (Ljava/lang/CharSequence;)LdR; addLabel
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# ---- libGDX:Cell(载荷名 dR)----
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dR StackMapTable ()LdR; expand
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dR D ()LdR; fill
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dR C ()LdR; left
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dR S ()LdR; top
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# ---- libGDX:Button / Label(保名类)----
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com/badlogic/gdx/scenes/scene2d/ui/Button String ()Z isChecked
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com/badlogic/gdx/scenes/scene2d/ui/Button I (Z)V setChecked
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com/badlogic/gdx/scenes/scene2d/ui/Button B (ZZ)V setCheckedAndFire
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com/badlogic/gdx/scenes/scene2d/ui/Button a_ (Z)V setDisabled
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com/badlogic/gdx/scenes/scene2d/ui/Label D (Ljava/lang/CharSequence;)V setText
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com/badlogic/gdx/scenes/scene2d/ui/Label D ()Ljava/lang/StringBuilder; getTextBuilder
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# ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ----
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KP B (Ljava/lang/String;)V setSelected
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KP B ()Ljava/lang/String; getSelected
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KP B (I)V setSelectedIndex
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# ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ----
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Gp D Ljava/lang/String; name
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Gp D (Ljava/lang/String;Z)V setName
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# ---- 场景模型:Gp = 骨骼的变换字段 ----
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# 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),
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# 面板 Inspector 同步显示 Z=-168.00009 V=-116.0 F=33.676704 Code=0.8799178 SourceFile=0.5720396
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# StackMapTable=-52.220505 LineNumberTable=-28.629883 —— 一一对应,故确定语义。
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Gp Z F x
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Gp V F y
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Gp F F rotation
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Gp Code F scaleX
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Gp SourceFile F scaleY
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Gp StackMapTable F shearX
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Gp LineNumberTable F shearY
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# 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
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Gp D F setupX
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Gp B F setupY
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Gp L F setupRotation
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Gp I F setupScaleX
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Gp S F setupScaleY
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Gp C F setupShear
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# 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
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Gp D LGP; skeleton
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Gp D LGp; parent
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Gp B Lcom/badlogic/gdx/graphics/Color; color
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# ---- 2026-10-16 setup pose 实测补充(用户拍照:root/bone/slot/region 四种对象)----
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# 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
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Gp Class F length
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Gp Ljava F worldScaleX
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Gp java F worldScaleY
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# 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
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GU D Ljava/lang/String; name
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GU D LGp; bone
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GU D LGn; attachment
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GU D Lcom/badlogic/gdx/graphics/Color; color
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# GO(region 附件 mega_dg4):面板只有 Image path/Color;Inspector 六个 float 与
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# Region 附件的 旋转49.00014 / 缩放(1.997,1.335) / 宽高(157,154) 一一对应
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GO S F rotation
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GO L F scaleX
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GO I F scaleY
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GO C F width
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GO Z F height
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# ---- ScrollPane(保名类 com/badlogic/gdx/scenes/scene2d/ui/ScrollPane)----
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# 依据:MapMethods 对 gdx-1.11.0 指纹比对(tools/deobf/anchors-libgdx.tsv 自动生成),
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# 并且**踩过一次**:一直以为 B(ZZ)V 是 setForceScroll,传了 (false,true),
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# 结果纵向滚动被关掉(那其实是 setScrollingDisabled(x,y))—— 现象就是"列表滚不动"。
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane B (ZZ)V setScrollingDisabled
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane L (FFFF)V scrollTo
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane D (Ldl;)V addActor
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane D (Ldl;Z)Z removeActor
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# ---- 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)----
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# ScrollPane:B(ZZ)V=setScrollingDisabled、I(ZZ)V=setForceScroll、L(ZZ)V=setOverscroll
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#(候选顺序 size/… 已核对;踩坑:把 B(ZZ) 当 setForceScroll 用,等于关掉纵向滚动)
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane I (ZZ)V setForceScroll
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com/badlogic/gdx/scenes/scene2d/ui/ScrollPane L (ZZ)V setOverscroll
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# 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
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dR B (F)LdR; size
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dR L (F)LdR; width
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dR I (F)LdR; height
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dR S (F)LdR; minWidth
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dR C (F)LdR; minHeight
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dR Z (F)LdR; prefWidth
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dR V (F)LdR; prefHeight
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# ---- 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)----
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# 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;
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# libGDX Touchable 声明顺序 enabled/disabled/childrenOnly → 第 0 个常量就是 enabled。
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# 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,
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# 但程序化 scrollY() 是生效的(实测 before=0 after=200)。
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dl L (Ldv;)V setTouchable
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# ---- Cell.height(2026-10-16 实测确认)----
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# 依据:对 Cell 的候选 (float) 方法依次调用 900,等一帧后量"根表格高度":
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# 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)
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# => 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。
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dR I (F)LdR; height
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