docs(ui): plan retail UI fidelity completion
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# D.2b / D.5 Retail UI Fidelity Completion Implementation Plan
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> **Execution model:** implement one wave at a time. Every behavioral slice starts
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> from named-retail/DAT evidence, lands with automated conformance, and stops at
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> its own live visual gate. Do not combine waves into a big-bang rewrite.
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**Goal:** Bring the existing in-world retained GUI to retail behavioral parity,
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close every confirmed audit gap, and establish an architecture that future retail
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panels can extend without adding feature bodies to `GameWindow.cs` or duplicating
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window/widget policy.
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**Scope:** the retained `UiRoot` tree, LayoutDesc importer, widget semantics,
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window management, vitals, chat, toolbar/selected object, inventory, paperdoll,
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character sheet, cursors, radar social markers, and the missing in-world retail
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panels/HUD named in the current D.5/D.6 roadmap. Login, character selection, and
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character creation remain a separate frontend milestone.
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**Retail oracle:** `docs/research/named-retail/acclient_2013_pseudo_c.txt`,
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`docs/research/named-retail/acclient.h`, production LayoutDesc/Font/RenderSurface
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DAT objects, and user-confirmed retail/live screenshots. Ghidra is fallback only
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when the named decomp lacks a body.
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---
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## 1. Non-negotiable architecture and code-style rules
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1. **Modern code, retail behavior.** Port retail control flow, constants, state
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precedence, and boundary conditions. Modernize ownership and representation,
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not observable behavior.
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2. **No new feature bodies in `GameWindow.cs`.** It may construct typed binding
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records and mount one `RetailUiRuntime`. Panel logic belongs in controllers;
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pure AC rules belong in Core; GL-only viewport/cursor presentation remains in
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App/Rendering.
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3. **One owner per state.** Selection, target-use mode, shortcuts, open-container
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state, window lifecycle, and pending optimistic actions each get one owner and
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one event stream. Widgets display state; they do not create competing truth.
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4. **Generic policy stays generic.** Text roles, button states, layout reflow,
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focus, timers, window lifecycle, and persistence are widget/window services.
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Never patch them separately in `ChatWindowController`, `InventoryController`,
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or another panel.
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5. **Bind existing DAT nodes.** Controllers use required/optional role binding by
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element id. They do not synthesize a second data-bearing widget when the DAT
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already contains the retail node. Runtime-created nodes are allowed only when
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retail creates them dynamically and the code cites that method.
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6. **Typed behavior, not stringly behavior.** State names remain DAT data, but C#
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policy uses enums/records (`UiTextInteractionMode`, button phase, cursor role,
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shortcut kind, window event). Controllers must not implement precedence by
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scattered state-name string lists.
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7. **Controllers have lifetimes.** Every subscribing controller implements
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`IDisposable`; subscriptions use removable named handlers or a small
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`SubscriptionBag`. `RetailUiRuntime.Dispose` tears down the complete tree.
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8. **Required bindings fail loudly.** Add a `LayoutBinding` helper with
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`Require<T>(id, role)` and `Optional<T>(id)`. Missing required roles disable the
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affected window with one diagnostic instead of silently producing a partial UI.
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9. **No raw game-state writes.** All mutations go through Core-owned eventful
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APIs and, where retail predicts locally, a pending/confirm/rollback ledger.
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10. **Every divergence is auditable.** Add, amend, retire, or renumber the
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divergence row in the same commit as the behavior change.
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### Layer ownership
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| Layer | Owns |
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|---|---|
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| `AcDream.Core` | Selection state, shortcut model/plans, item-use and wield legality, social/title state, pure retail math/state machines |
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| `AcDream.Core.Net` | Wire parsers/builders, sequence handling, authoritative event delivery |
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| `AcDream.UI.Abstractions` | Backend-neutral VMs, commands, settings DTOs/persistence contracts |
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| `AcDream.App/UI` | Retained widgets, layout/window runtime, panel controllers, snapshot adapters |
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| `AcDream.App/Rendering` | DAT texture/font/cursor resolution and paperdoll/world-HUD GL rendering |
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| `GameWindow` | Construction, dependency delegates, render/tick calls, disposal only |
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---
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## 2. Target runtime shape
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Add a `RetailUiRuntime` composition owner under `AcDream.App/UI`. It receives the
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`UiHost`, DAT resolvers, and small per-subsystem binding records such as
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`VitalsRuntimeBindings`, `ChatRuntimeBindings`, and `InventoryRuntimeBindings`.
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It owns:
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- `RetailWindowManager` -- named handles, show/hide/raise, global lock,
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lifecycle events, clamping, and persistence;
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- all panel controllers and their disposal;
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- the retained input/cursor action router;
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- window mount factories which all use `RetailWindowFrame`;
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- the only App-layer subscriptions from game state into retained UI.
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`RetailWindowHandle` contains the outer frame, imported content root, controller,
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and typed lifecycle methods. Controllers resize/move the handle's **outer frame**,
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never an arbitrary imported child. `UiRoot` continues to own hit testing, capture,
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focus, and drawing; it does not read settings or send game actions.
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The importer carries a typed `UiPropertyBag` which distinguishes an absent property
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from an explicit `false` or `0`, merges base properties before derived properties,
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and preserves numeric state ids alongside names/media. No widget or shared runtime
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contains element-id exceptions; those stay in window descriptors and controllers.
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Complex panels use immutable snapshots at their draw seam, following the radar
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pattern. Simple widgets may use scalar providers. A controller must not rebuild a
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large domain model through dozens of unrelated per-frame closures.
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---
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## 3. Wave 0 -- oracle, fixtures, and ledger repair
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This wave changes no runtime behavior.
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### 0.1 Consolidate missing retail pseudocode
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- [ ] Write focused pseudocode notes for:
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- `UIElement_Text` interaction/property modes;
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- `UIElement_Button::UpdateState_`, mouse transitions, enabled/toggle behavior;
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- `UIElement::UpdateForParentSizeChange` raw edge modes 0-4;
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- Device timer delivery and focus notifications;
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- `gmToolbarUI` global messages, drop branches, mana/stack behavior;
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- `ItemHolder::UseObject` / `AttemptPlaceIn3D` decision trees;
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- chat maximize, alpha, tabs, talk-focus and squelch;
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- paperdoll priority, Aetheria, hit testing and race updates;
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- character titles, luminance, and raise acknowledgement.
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- [ ] Correct the roadmap premise around shortcuts: `ShortCutData` is
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`index_`, `objectID_`, `spellID_`, while `PlayerModule::favorite_spells_[8]`
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is a separate subsystem. This retail toolbar restores only nonzero
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`objectID_`; it must not grow invented spell-slot behavior.
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- [ ] Pin every method address and DAT property id before implementation.
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### 0.2 Expand committed DAT conformance fixtures
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- [ ] Add skip-by-default generators and committed `ElementInfo` JSON fixtures for
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toolbar `0x21000016`, inventory `0x21000023` plus mounted sublayouts,
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paperdoll `0x21000024`, and character `0x2100002E`.
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- [ ] Include state media, cursor media, font ids, raw edge modes, default state,
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min/max attributes, numeric state ids, and runtime-relevant scalar/property arrays.
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- [ ] Add inheritance cases proving derived explicit `false` and `0` override base
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values rather than being mistaken for absence.
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- [ ] Add fixture assertions for every required controller role.
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### 0.3 Repair the audit trail
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- [ ] Retire stale AP-38 (chat wrapping) and close/update stale issue #162.
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- [ ] Rewrite AP-37, AP-40, IA-15, and AP-66 to match current code.
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- [ ] Renumber the overwritten paperdoll AP-67/AP-68 rows and duplicate AP ids.
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- [ ] Add rows/issues for every confirmed unregistered gap from this plan.
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- [ ] Mark each row with its retirement wave below.
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**Gate:** docs/fixtures review, App tests green, no production-code diff.
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---
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## 4. Wave 1 -- exact retained-widget foundation
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### 1.1 Give Type-12 text an explicit interaction mode
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- [ ] Add `UiTextInteractionMode { Display, Selectable, Editable }`; default to
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`Display` for factory-imported DAT text.
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- [ ] Import retail Editable `0x16`, OneLine `0x20`, and Selectable `0x27` properties
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through the typed property bag where the DAT supplies them.
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- [ ] Make focus, key capture, selection, clipboard, and pointer-drag behavior derive
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exclusively from this mode.
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- [ ] Set the chat transcript to `Selectable`; keep the chat input explicitly
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`Editable`; all labels remain `Display`.
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- [ ] Bind the imported vitals labels `0x100000EB/ED/EF` directly and delete the
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synthesized duplicates.
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- [ ] Add tests proving display labels cannot steal focus, capture, or window drag.
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**Oracle:** `UIElement_Text::OnSetAttribute @ 0x0046A640`, mouse/key methods
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`0x00469370..0x0046A4A0`, `gmVitalsUI::PostInit @ 0x004BFCE0`.
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### 1.2 Port the button state machine
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- [ ] Extract a GL-free `UiButtonStateMachine` over enabled/hovered/pressed/
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captured/toggled state and available DAT states.
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- [ ] Port retail transition precedence exactly; controller code supplies semantic
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click/toggle callbacks only.
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- [ ] Preserve retail state ids `1/2/3`, selected `6/7/8`, and ghosted `13`; if the
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requested state is absent, retain the current custom semantic state rather than
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overwriting states such as `Maximized`, `Minimized`, or radar lock.
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- [ ] Make cursor media follow the active button state.
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- [ ] Cover normal, rollover, pressed, released-outside, disabled, toggle-on/off,
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and capture-loss tests using real fixture state names.
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**Oracle:** `UIElement_Button::UpdateState_ @ 0x00471CF0`, `MouseDown
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@ 0x00471FF0`, `MouseUp @ 0x004720E0`, `MouseOverTop @ 0x004721F0`.
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### 1.3 Replace lossy anchors with the retail layout policy
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- [ ] Introduce `UiLayoutPolicy` containing the five raw edge modes `0..4`, original child
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rect, and original parent rect. Preserve raw modes through `ElementReader`.
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- [ ] Port `UpdateForParentSizeChange` as a pure function, including right-track,
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center mode `3`, proportional mode `4`, and inclusive-pixel behavior for all four
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edges.
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- [ ] Keep `AnchorEdges` only as a compatibility adapter for programmatic widgets;
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imported DAT elements use `UiLayoutPolicy` directly.
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- [ ] Test every raw mode against hand-translated decomp vectors at 800x600,
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widescreen, parent grow/shrink, and nested layouts.
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**Oracle:** `UIElement::UpdateForParentSizeChange @ 0x00462640`.
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### 1.4 Finish Device-level timing/focus behavior
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- [ ] Drain registered timers from `UiRoot.Tick` in deterministic due-time/order.
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- [ ] Remove a timer before dispatch for reentrancy safety and cancel subtree timers
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when a window/widget is removed so stale callbacks cannot fire.
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- [ ] Add typed focus/capture/window events; eliminate polling where retail reacts to
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a transition.
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- [ ] Pin double-click, tooltip, capture-loss, modal, and timer ordering tests.
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### 1.5 Add a narrow DAT named-state bridge
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- [ ] Bind imported named states such as `ShowDetail`, `HideDetail`, enabled/
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disabled button roles, and empty-cell art without globally re-registering Type 3
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elements or teaching controllers how the importer stores states.
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- [ ] Prove state changes preserve the imported rect, anchors, dimensions, and media
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using production LayoutDesc fixtures.
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**Gate:** vitals/chat/radar/toolbar UI Studio fixtures unchanged visually; buttons
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show retail hover/press; vitals bars drag the window instead of selecting invisible
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text; full suite green; user visual gate.
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---
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## 5. Wave 2 -- retained window runtime, lifecycle, and persistence
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### 2.1 Introduce `RetailWindowManager` and typed handles
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- [ ] Add `RetailWindowHandle` and lifecycle events: `Shown`, `Hidden`, `Moved`,
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`Resized`, `Closed`, `LockChanged`.
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- [ ] Move named-window registry/raise policy behind `RetailWindowManager`; retain
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thin `UiHost` forwarding APIs for callers.
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- [ ] Define `IRetainedPanelController : IDisposable` with idempotent `OnShown`,
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`OnHidden`, and optional descendant-focus notification, without coupling `UiRoot`
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to game/network semantics.
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- [ ] Make `UiRoot` emit visibility, descendant-focus, and pointer-capture changes;
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the handle owns outer-frame geometry/opacity and the controller owns panel-specific
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reactions.
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- [ ] On hide/unregister, clear descendant focus, capture, modal ownership, drag
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state, and default text input. Remove the max/min button from any shared close-id
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convention; each controller binds close and maximize explicitly.
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### 2.2 Use one mount path for every production window
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- [ ] Extend `RetailWindowFrame.Mount` to return a handle and accept exact resize,
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chrome, opacity, visibility and constraint policy.
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- [ ] Support both imported roots that already own retail chrome and shared
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nine-slice wrappers, with independent X/Y resize policy, so migrations cannot
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double-frame or double-inset content.
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- [ ] Migrate vitals, chat, toolbar, inventory, radar, character, and Studio one at
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a time. Delete all inline `UiNineSlicePanel` mount recipes from `GameWindow` and
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`MockupDesktop`.
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- [ ] Make chat maximize operate on its handle's outer frame and import retail
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min/max attributes and button states; remove hardcoded `320f`.
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- [ ] Correct chat scrollbar art from the actual inherited DAT roles, not literals.
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### 2.3 Persist the complete UI layout
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- [ ] Replace radar-only persistence with `UiWindowLayout` containing position,
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size, visibility, collapsed/maximized state, and any retail-persisted panel state.
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- [ ] Key layouts by character and resolution, matching retail `saveui/loadui`
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semantics; add migration from existing radar entries.
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- [ ] Restore only after the character context and screen size are known; clamp
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safely on resolution changes.
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- [ ] Save move/resize on interaction completion, visibility on transition, and
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never let the temporary `default` login key overwrite character-specific state.
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- [ ] Apply global LockUI through the window manager to every window.
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### 2.4 Enforce controller teardown
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- [ ] Apply the same `IRetainedPanelController : IDisposable` contract; allow plain
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`IDisposable` only for controllers that genuinely have no visibility/focus reaction.
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- [ ] Convert inline event lambdas to removable handlers/subscription tokens.
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- [ ] Dispose controllers on runtime shutdown/rebind and test that relog/recreate
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does not double-subscribe.
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- [ ] Dispose controller subscriptions before session/data sources and before the
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UI host; make every disposal path idempotent.
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### 2.5 Extract the composition block
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- [ ] Create `RetailUiRuntime` and focused binding records.
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- [ ] Move DAT import, window creation, controller construction, registry, and
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persistence wiring out of `GameWindow.OnLoad`.
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- [ ] Keep GL resolver construction and delegate supply in `GameWindow`; target a
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short, declarative mount call and one tick/draw/dispose path.
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**Gate:** move/resize/toggle every window, restart at two resolutions, switch
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characters, verify exact restore and global lock; chat maximize/minimize must resize
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chrome and content together; full suite and user visual gate.
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---
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## 6. Wave 3 -- single-owner selection, item interaction, and cursors
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### 3.1 Centralize selection
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- [ ] Add Core `SelectionState` with selected guid, previous guid, reason/source,
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and one change event.
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- [ ] Route world pick, radar click, inventory selection, paperdoll selection,
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toolbar selected strip, target indicator, examine/use, and plugins through it.
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- [ ] Delete panel-local competing selection state except transient hover/row focus.
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- [ ] Add one App interaction-state owner for `None`, `Use`, `Examine`, and
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`UseItemOnTarget(sourceGuid)`; Core selection remains session truth while target
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mode remains UI orchestration state.
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### 3.2 Port item-use/drop legality into Core
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- [ ] Translate `ItemHolder::UseObject`, `DetermineUseResult`, and
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`AttemptPlaceIn3D` to pure/testable Core policy records.
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- [ ] Include ready/busy, ownership, vendor/trade, PK/rare confirmation, stack,
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ground/drop, and target-type gates.
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- [ ] Keep App `ItemInteractionController` as orchestration: ask policy, show modal/
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toast, send the selected wire action, and manage pending state.
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### 3.3 Add one item primary-click chokepoint
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- [ ] Define a controller-level activation router: target-mode acquisition first,
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then window-specific fallback (select/open/use).
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- [ ] Return a typed result (`NotActive`, `ConsumedSuccess`, `ConsumedRejected`) so
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both valid and rejected target attempts are consumed and cannot accidentally fall
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through to selection, double-click use, or container opening.
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- [ ] Route toolbar, inventory grid, bags, paperdoll slots/body, main pack and world
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objects through it. Widgets expose events; they do not depend on game controllers.
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- [ ] Add end-to-end tests for health-kit target use on self, inventory item, worn
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item, and world entity, including invalid-target behavior.
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### 3.4 Complete retail cursor precedence and catalog
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- [ ] Port every reachable branch of `ClientUISystem::UpdateCursorState`, not only
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target enums `0x27/28/29`.
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- [ ] Separate global world-interaction cursors from widget-local cursor media;
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apply retail precedence so a slot hover cannot replace the global target bullseye.
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- [ ] Cover default/combat/use/examine/busy, drag accept/reject, resize/move/text,
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and target states with golden EnumIDMap tests.
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- [ ] Keep OS cursor fallback only as an explicit registered adaptation with a
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visible diagnostic.
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**Gate:** live use/drop/target matrix with retail cursor art and selection updates;
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no click path bypasses the router; full suite and user visual gate.
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---
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## 7. Wave 4 -- toolbar and selected-object completion
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### 4.1 Wire retail quick-slot input
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- [ ] Add a focused retained-UI input action controller which maps
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`UseQuickSlot_1..9`, `UseQuickSlot_14..18`, and `CreateShortcut` to
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`ToolbarController` methods.
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- [ ] Port use-vs-select semantics from `gmToolbarUI::ListenToGlobalMessage`.
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- [ ] Keep `GameWindow.OnInputAction` to one delegation seam.
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### 4.2 Preserve the exact shortcut model; keep the toolbar object-only
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- [ ] Model the 18 raw `ShortCutData` entries exactly as signed `index_`, unsigned
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`objectID_`, and unsigned `spellID_`; verify packing against the retail packer and
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protocol captures before changing the existing builder.
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- [ ] Preserve all three fields through parse, session storage, mutation, and wire
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serialization even though `gmToolbarUI::UpdateFromPlayerDesc @ 0x004BF810`
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restores only entries with a nonzero `objectID_`.
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- [ ] Keep the main toolbar item/object-only. Feed `PlayerModule::favorite_spells_[8]`
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and the already parsed `HotbarSpells` into the separate spell-bar subsystem in
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Wave 10.
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### 4.3 Port every drag/drop branch
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- [ ] Add a pure `ShortcutDropPlanner` keyed by source kind: toolbar reorder,
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inventory fresh add, occupied target, inventory-button target,
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off-bar removal, and full-stack merge replacement.
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- [ ] For an inventory-to-occupied-slot drop, place the displaced shortcut at
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retail's first-empty-to-the-right slot, never at the inventory grid index.
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- [ ] Validate the complete mutation before changing state, apply it atomically, and
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emit exact Remove/Add wire ordering. Use pending/confirm/rollback only where the
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protocol actually exposes rejection; never leave a partially mutated bar.
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- [ ] On full-stack merge, rekey every matching object shortcut and preserve the
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non-object fields of its raw `ShortCutData` entry.
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### 4.4 Finish toolbar controls
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- [ ] Bind all seven retail panel buttons by their DAT panel-id attribute plus combat,
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Use, and Examine actions; dispatch panel buttons through the window registry,
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ghosting unavailable panels rather than constructing placeholders.
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- [ ] Make open/closed states event-driven from `RetailWindowManager`.
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- [ ] Complete selected-object item mana, formatted stack count, stack entry and
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split slider; port `RecvNotice_UpdateItemMana`, `RecvNotice_SplitStack`, and
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`HandleSelectionChanged` precedence.
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- [ ] Replace the PWD-only health gate with the exact attackable/player/pet policy.
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- [ ] Add item-mana query/cancel state, health query cancellation, and one shared
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split-quantity owner for the entry, slider, and item drag payload.
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|
||||
**Oracles:** `gmToolbarUI @ 0x004BD0C0..0x004BF380`,
|
||||
`UIElement_UIItem::SetShortcutNum`, shortcut wire builders.
|
||||
|
||||
**Gate:** bare/Ctrl keys 1-9, Alt+5..9, item shortcuts, occupied-slot
|
||||
replacement, inventory-button drop, peace/war digits, player/monster/item/stack/
|
||||
mana selections; full suite and user visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 8. Wave 5 -- vitals and chat parity
|
||||
|
||||
### 5.1 Finish vitals state behavior
|
||||
|
||||
- [ ] Bind `0x100004A9` and port root `HideDetail/ShowDetail` toggling through the
|
||||
generic state/timer system.
|
||||
- [ ] Verify normal/detail dimensions, art, values, resize and hit behavior.
|
||||
|
||||
### 5.2 Use one ChatVM/runtime model
|
||||
|
||||
- [ ] Construct one ChatVM with FPS/position providers and share it between retained
|
||||
chat and ImGui devtools.
|
||||
- [ ] Keep devtools visibility independent; do not duplicate chat state.
|
||||
|
||||
### 5.3 Port chat window mechanics
|
||||
|
||||
- [ ] Complete exact maximize/minimize, focus alpha transition, opacity bounds,
|
||||
send/max button states, scrollbar orientation and resizing.
|
||||
- [ ] Port half-parent-height growth, imported min/max constraints, saved geometry,
|
||||
bottom pinning, and restore behavior on the **outer frame**.
|
||||
- [ ] Drive alpha from focus/lifecycle events and retail timing, not a fixed `0.75`.
|
||||
|
||||
### 5.4 Implement tabs and filters
|
||||
|
||||
- [ ] Add a Core/VM chat-line classification carrying retail message type/channel.
|
||||
- [ ] Implement numbered tab models, active tab, display masks, unread state and
|
||||
retail-backed persistence if the PlayerModule/options payload proves it. If the
|
||||
masks are not persisted by this build, register that fact instead of inventing a
|
||||
per-character format.
|
||||
- [ ] Route each transcript through its active filter without duplicating ChatLog.
|
||||
|
||||
### 5.5 Complete talk-focus and moderation actions
|
||||
|
||||
- [ ] Enable fellowship/allegiance/patron/vassal/monarch/society options from live
|
||||
social state rather than a hardcoded allow-list.
|
||||
- [ ] Put availability behind one provider backed by Turbine room membership,
|
||||
Fellowship, Allegiance, and Society/Olthoi state; use it for both menu enablement
|
||||
and outbound-send validation.
|
||||
- [ ] Implement Tell-to-Selected, selection notices, squelch list/filter, and
|
||||
clickable-name actions.
|
||||
- [ ] Preserve exact retail word wrapping and color mapping; add rich runs where
|
||||
retail renders mixed styles.
|
||||
|
||||
**Oracles:** `gmVitalsUI @ 0x004BFC00`, `gmMainChatUI
|
||||
@ 0x004CCCC0..0x004CE2A0`, `UIElement_Text`, ChatFilter methods.
|
||||
|
||||
**Gate:** vitals detail toggle; chat maximize/fade; every tab/filter; Say/Tell/
|
||||
Reply/channel; social enable/disable; squelch and copy/select; full suite and user
|
||||
visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 9. Wave 6 -- inventory completion
|
||||
|
||||
- [ ] On inventory `Hidden/Closed`, have the controller send
|
||||
`NoLongerViewingContents` exactly once for the retail-eligible side/external
|
||||
container, clear the viewed-container and panel drag state, and restore main-pack
|
||||
presentation. Main-pack close sends nothing; repeated hiding is idempotent.
|
||||
- [ ] Route grid/bag clicks through target mode and global `SelectionState`.
|
||||
- [ ] Retire capacity/burden fallbacks only after wire captures prove
|
||||
`ContainersCapacity`, `ItemsCapacity`, `EncumbranceVal`, and augmentation delivery.
|
||||
- [ ] Port source dimming, closed-full-bag prediction, capacity direction from DAT,
|
||||
selection/open overlays, and full-stack merge reconciliation.
|
||||
- [ ] Replace procedural constants with imported properties where retail DAT carries
|
||||
them; keep visually confirmed literals only with an explicit registered row.
|
||||
|
||||
**Oracles:** `gmInventoryUI`, `gmBackpackUI`, `gm3DItemsUI`,
|
||||
`UIElement_ItemList @ 0x004E16E0..0x004E4EF5`, inventory game events.
|
||||
|
||||
**Gate:** main pack + every side bag; close/reopen; full/empty containers; target
|
||||
use; select/selected strip; reorder/merge/drop/unwield; resize/scroll at capacity;
|
||||
full suite and user visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 10. Wave 7 -- paperdoll completion
|
||||
|
||||
- [ ] Replace the ad-hoc slot array with a complete retail slot descriptor table,
|
||||
including Aetheria `0x10000595/596/597` and exact equip masks.
|
||||
- [ ] Drive Aetheria visibility from authoritative unlock/player state, not an
|
||||
unconditional layout toggle.
|
||||
- [ ] Port `GetUpperInvObj` priority via Core `InventoryPlacement` rules so layered
|
||||
equipment is deterministic and retail-correct.
|
||||
- [ ] Port `AutoWieldIsLegal` and the dual-wield shield-slot special before accepting
|
||||
a drop; share legality with double-click auto-wield.
|
||||
- [ ] Implement doll body-part hit testing, worn-item lookup, select/examine,
|
||||
drag-icon preparation, and part-selection lighting.
|
||||
- [ ] Resolve empty-slot art/visibility separately for doll and slot views from DAT;
|
||||
remove inventory-grid art from equip slots unless retail uses it in that state.
|
||||
- [ ] Port `UpdateForRace` and retain the cdb-confirmed Horan default; keep the RTT/FBO
|
||||
renderer as an explicit equivalent adaptation.
|
||||
- [ ] Resolve an immutable `PaperdollPresentation` from heritage, gender, and body
|
||||
type, including retail camera, heading, pose, and DAT-selected assets.
|
||||
|
||||
**Oracles:** `gmPaperDollUI @ 0x004A3590..0x004A5F90`,
|
||||
`InventoryPlacement::DetermineHigherPriority`, `AutoWieldIsLegal`.
|
||||
|
||||
**Gate:** armor/non-armor toggle; layered clothing; Aetheria; dual wield; invalid
|
||||
wield; body hover/select/examine/drag/highlight; at least two races; full suite and
|
||||
user visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 11. Wave 8 -- character window completion and decomposition
|
||||
|
||||
### 8.1 Decompose before adding behavior
|
||||
|
||||
- [ ] Replace the 1,900-line static `CharacterStatController.Bind` with an instance
|
||||
`CharacterWindowController` orchestrating focused `AttributesTabController`,
|
||||
`SkillsTabController`, `TitlesTabController`, and `CharacterFooterController`.
|
||||
- [ ] Share typed row/footer view models; no mutable one-element closure arrays.
|
||||
- [ ] Preserve the current accepted Attributes/Skills output during the refactor.
|
||||
|
||||
### 8.2 Complete missing state
|
||||
|
||||
- [ ] Add Core title collection/current-title state and net event delivery.
|
||||
- [ ] Implement the Titles tab refresh, selection and current-title action.
|
||||
- [ ] Populate live identity title and level-200+ luminance fields/progress from the
|
||||
exact Int64 properties and CharacterTitleTable.
|
||||
- [ ] Port every attribute/vital/skill footer state and button availability branch.
|
||||
|
||||
### 8.3 Reconcile stat raises
|
||||
|
||||
- [ ] Trace whether retail waits for authoritative state or predicts a raise before
|
||||
choosing the implementation. If it waits, remove optimistic mutation. If it
|
||||
predicts, add per-target pending snapshots for XP, credits, ranks, and advancement
|
||||
class, then confirm/rollback on the exact retail/ACE paths.
|
||||
- [ ] Test multiple in-flight raises, reordered echoes, rejection, caps, and relog/
|
||||
disconnect cleanup without retry loops.
|
||||
|
||||
**Oracles:** `gmStatManagementUI`, `gmAttributeUI`, `gmSkillUI`,
|
||||
`gmCharacterTitleUI @ 0x0049A610`, `UpdateExperience @ 0x004F0A70`.
|
||||
|
||||
**Gate:** attributes, all skill buckets, train/raise/reject, Titles, live title,
|
||||
luminance at a level-200 fixture, resize/scroll; full suite and user visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 12. Wave 9 -- social state, radar completion, and social panels
|
||||
|
||||
- [ ] Add Core fellowship and allegiance state stores driven by the exact full/
|
||||
incremental game events.
|
||||
- [ ] Feed fellowship leader/member and allegiance membership into
|
||||
`RadarSnapshotProvider.relationshipFor`, retiring AP-90.
|
||||
- [ ] Reuse the same state for chat availability/filtering and retained Fellowship/
|
||||
Allegiance panels; never infer relationships from names or chat text.
|
||||
- [ ] Port membership lists, leader state, vitals, tree expansion, and actions from
|
||||
their named retail controllers/DAT layouts.
|
||||
|
||||
**Gate:** join/leave/leader change and allegiance update live; radar shapes/colors,
|
||||
chat menu availability, and both panels update from the same state; full suite and
|
||||
user visual gate.
|
||||
|
||||
---
|
||||
|
||||
## 13. Wave 10 -- missing retained panels and remaining HUD
|
||||
|
||||
Each item below gets its own focused pseudocode/spec/implementation plan and visual
|
||||
gate, but must use the completed runtime/widget/window architecture rather than add
|
||||
new infrastructure locally.
|
||||
|
||||
1. **Main panel host, combat and powerbar** -- retail panel switching, combat state,
|
||||
attack height and power timing using layouts `0x21000073/72`.
|
||||
2. **Spellbook, effects and separate favorite-spell bars** -- learned spells,
|
||||
schools/tabs, eight favorite lists, spell-bar drag/reorder, cast targeting, active
|
||||
effects, mana/reagent/error states. Never route these through `gmToolbarUI`.
|
||||
3. **Social and examine residuals** -- Friends/Squelch plus shared Fellowship/
|
||||
Allegiance state, complete selected-target/examine data and actions.
|
||||
4. **Floating chat** -- reuse the same provider-backed `ChatVM`, shared log, filters,
|
||||
availability and squelch state; do not create another chat model.
|
||||
5. **Quests, map, vitae, options and smartbox** -- retail layouts, state and actions,
|
||||
including key-binding capture and settings apply/revert without an ImGui runtime
|
||||
dependency.
|
||||
6. **Vendor, trade, salvage and tinkering** -- only after their authoritative
|
||||
gameplay models exist; dual inventories, price/value, quantities,
|
||||
confirmation and authoritative transaction reconciliation.
|
||||
7. **Remaining D.6 HUD** -- target name/health presentation, damage floaters, world
|
||||
name plates and status text through dedicated Core snapshot + App renderer seams.
|
||||
|
||||
**Gate per panel:** golden DAT fixture, controller tests, complete wire/action
|
||||
scenario, UI Studio fixture, live user visual gate, divergence cleanup.
|
||||
|
||||
---
|
||||
|
||||
## 14. Coverage map for confirmed audit findings
|
||||
|
||||
| Confirmed gap | Retirement wave |
|
||||
|---|---:|
|
||||
| Imported display text steals focus/drag; duplicate vitals labels | 1 |
|
||||
| Buttons lack automatic retail states | 1 |
|
||||
| Edge mode 3 recenter and mode 4 policy lost | 1 |
|
||||
| Device timers never fire | 1 |
|
||||
| Chat maximize changes content, not outer frame | 2 / 5 |
|
||||
| Only radar persists position; windows lack lifecycle | 2 |
|
||||
| Controller subscriptions are not disposed | 2 |
|
||||
| GameWindow owns repeated mount/composition logic | 2 |
|
||||
| Item interaction is only a subset of retail policy | 3 |
|
||||
| Target cursor precedence/catalog incomplete | 3 |
|
||||
| Inventory target click and panel-local selection | 3 / 6 |
|
||||
| Toolbar hotkeys dead | 4 |
|
||||
| Inventory-to-occupied toolbar drop corrupts placement | 4 |
|
||||
| Toolbar raw spell field discarded / separate favorite spell bars missing | 4 / 10 |
|
||||
| Use/Examine/combat/panel buttons missing | 4 |
|
||||
| Mana/stack selected-object behavior missing | 4 |
|
||||
| Vitals detail state missing | 5 |
|
||||
| Duplicate ChatVM lacks `/loc` and `/framerate` providers | 5 |
|
||||
| Chat tabs, opacity, channel availability, squelch/actions incomplete | 5 |
|
||||
| Chat scrollbar arrows reversed | 2 / 5 |
|
||||
| Inventory close skips `NoLongerViewingContents` | 2 / 6 |
|
||||
| Inventory capacity/burden/drag residuals | 6 |
|
||||
| Paperdoll Aetheria, priority, legality, dual wield, body interactions | 7 |
|
||||
| Paperdoll empty art and per-race behavior | 7 |
|
||||
| Character Titles inert, live title/luminance missing | 8 |
|
||||
| Character raise authoritative/prediction semantics are unreconciled | 8 |
|
||||
| Radar fellowship/allegiance state missing | 9 |
|
||||
| Combat/powerbar/spellbook/effects/social residuals/floating chat/quests/map/vitae/options/smartbox/vendor/trade/salvage/tinkering/world HUD absent | 10 |
|
||||
| Stale/missing/colliding divergence rows | 0, then every wave |
|
||||
|
||||
---
|
||||
|
||||
## 15. Verification and commit discipline
|
||||
|
||||
For every behavioral task:
|
||||
|
||||
1. Read/write the pseudocode and cite the retail address.
|
||||
2. Add a failing pure/widget/controller test.
|
||||
3. Implement the smallest coherent layer change.
|
||||
4. Run the focused project tests, `dotnet build AcDream.slnx --no-restore`, then
|
||||
`dotnet test AcDream.slnx --no-build --no-restore`.
|
||||
5. Update the divergence register and relevant issue in the same commit.
|
||||
6. Render the production-DAT UI Studio fixture.
|
||||
7. Launch with `ACDREAM_RETAIL_UI=1` and stop at the wave's user visual gate.
|
||||
8. Commit one behavior/refactor slice; never mix unrelated cleanup into it.
|
||||
|
||||
Safe parallel work: isolated Core models, net parsers, fixture generators, and
|
||||
widget unit tests. Integration, `RetailUiRuntime`, GameWindow extraction, input
|
||||
arbitration, and GL/paperdoll wiring stay with the lead agent that holds full
|
||||
context.
|
||||
|
||||
### Final parity seal
|
||||
|
||||
- [ ] Every production retained layout has a committed conformance fixture.
|
||||
- [ ] Every required controller binding is asserted.
|
||||
- [ ] Every reachable named retail branch is either ported or has a current,
|
||||
uniquely-numbered divergence row with an approved equivalence argument.
|
||||
- [ ] All windows persist correctly per character and resolution.
|
||||
- [ ] Full automated suite is green with no new warnings.
|
||||
- [ ] UI Studio screenshot set is reviewed at reference and widescreen sizes.
|
||||
- [ ] One live regression tour covers every window, action and cross-panel flow.
|
||||
- [ ] The user passes the final side-by-side retail visual gate.
|
||||
Loading…
Add table
Add a link
Reference in a new issue