fix(ui): match retail spell bar controls

Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 07:01:01 +02:00
parent 02c29e67c8
commit 0134122c28
17 changed files with 424 additions and 59 deletions

View file

@ -43,12 +43,18 @@ Each slice begins with named-retail research, produces pseudocode and
conformance tests, updates the divergence register if required, and lands as a
separate bisectable commit. A visual gate follows each UI-bearing slice.
Slice 1 now imports both 23-pixel arrow buttons and HideDisabled from the real
combat fixture, shares the list's single pixel-scroll model, advances one
32-pixel cell per press, and exposes programmatically selected spells. The
focused 57-test set, all 3,466 App tests / 3 skips, the Release solution build,
and all 7,839 solution tests / 5 skips pass. Only the connected visual gate
remains before Slice 2 starts.
Slice 1 now imports both 23-pixel arrow buttons, their rollover/pressed media,
and HideDisabled from the real combat fixture; places their artwork by the
authored leading/trailing positions; shares the list's single pixel-scroll
model; advances one 32-pixel cell per press; and exposes only actively selected
spells. Passive object/endowment refresh preserves a manual offset. The mixed
610/800-pixel DAT anchor chain is solved to a fixed 747-pixel combat root,
producing exactly 18 visible 32-pixel favorite cells (nine numbered plus nine
unnumbered) without consuming the overflow. The initial 57-test/full-suite gate passed;
the corrective 104-test focus set, 3,472 App tests / 3 skips, Release solution
build, and 7,845 complete-solution tests / 5 skips pass. The connected gate is
pending after user feedback on arrow sides, rollover, width, and offset
persistence.
## Slice 1 — spell-bar overflow arrows
@ -74,7 +80,8 @@ Named retail references and executable pseudocode are recorded in
1. Generalize `DatWidgetFactory.BuildScrollbar` so horizontal and vertical
scrollbars both import the referenced decrement/increment children,
including their authored dimensions and HideDisabled property.
including their authored positions, dimensions, Normal/rollover/pressed
media, and HideDisabled property.
2. Generalize `UiScrollbar` to use distinct authored decrement/increment
extents for rendering, hit-testing, track geometry, and dragging. Preserve
the existing 16-pixel default for layouts whose button children are absent.
@ -85,10 +92,14 @@ Named retail references and executable pseudocode are recorded in
`UiItemList.Scroll`, enable horizontal scrolling, and retain one independent
pixel offset per favorite tab.
5. Match `SpellCastSubMenu::SetSelected`: selecting a spell through keyboard,
shortcut, or code scrolls that item into view.
6. Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior,
shortcut, or code scrolls that item into view; passive state refresh does
not re-expose it.
6. Carry the combat root's mixed-parent raw-edge policies through the complete
imported tree and solve for the retail 18-cell favorite viewport; keep that
HUD capacity fixed across desktop resizes.
7. Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior,
controller binding, and selection exposure with focused App tests.
7. Run the App Release suite, solution Release build, and complete Release
8. Run the App Release suite, solution Release build, and complete Release
suite. Then update the roadmap/memory and request the connected visual gate:
place more favorites than fit, scroll both directions, change tabs, and
verify arrows disappear on a non-overflowing tab.