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>
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17 changed files with 424 additions and 59 deletions
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@ -43,12 +43,18 @@ Each slice begins with named-retail research, produces pseudocode and
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conformance tests, updates the divergence register if required, and lands as a
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separate bisectable commit. A visual gate follows each UI-bearing slice.
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Slice 1 now imports both 23-pixel arrow buttons and HideDisabled from the real
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combat fixture, shares the list's single pixel-scroll model, advances one
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32-pixel cell per press, and exposes programmatically selected spells. The
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focused 57-test set, all 3,466 App tests / 3 skips, the Release solution build,
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and all 7,839 solution tests / 5 skips pass. Only the connected visual gate
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remains before Slice 2 starts.
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Slice 1 now imports both 23-pixel arrow buttons, their rollover/pressed media,
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and HideDisabled from the real combat fixture; places their artwork by the
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authored leading/trailing positions; shares the list's single pixel-scroll
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model; advances one 32-pixel cell per press; and exposes only actively selected
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spells. Passive object/endowment refresh preserves a manual offset. The mixed
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610/800-pixel DAT anchor chain is solved to a fixed 747-pixel combat root,
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producing exactly 18 visible 32-pixel favorite cells (nine numbered plus nine
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unnumbered) without consuming the overflow. The initial 57-test/full-suite gate passed;
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the corrective 104-test focus set, 3,472 App tests / 3 skips, Release solution
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build, and 7,845 complete-solution tests / 5 skips pass. The connected gate is
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pending after user feedback on arrow sides, rollover, width, and offset
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persistence.
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## Slice 1 — spell-bar overflow arrows
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@ -74,7 +80,8 @@ Named retail references and executable pseudocode are recorded in
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1. Generalize `DatWidgetFactory.BuildScrollbar` so horizontal and vertical
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scrollbars both import the referenced decrement/increment children,
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including their authored dimensions and HideDisabled property.
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including their authored positions, dimensions, Normal/rollover/pressed
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media, and HideDisabled property.
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2. Generalize `UiScrollbar` to use distinct authored decrement/increment
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extents for rendering, hit-testing, track geometry, and dragging. Preserve
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the existing 16-pixel default for layouts whose button children are absent.
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@ -85,10 +92,14 @@ Named retail references and executable pseudocode are recorded in
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`UiItemList.Scroll`, enable horizontal scrolling, and retain one independent
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pixel offset per favorite tab.
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5. Match `SpellCastSubMenu::SetSelected`: selecting a spell through keyboard,
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shortcut, or code scrolls that item into view.
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6. Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior,
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shortcut, or code scrolls that item into view; passive state refresh does
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not re-expose it.
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6. Carry the combat root's mixed-parent raw-edge policies through the complete
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imported tree and solve for the retail 18-cell favorite viewport; keep that
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HUD capacity fixed across desktop resizes.
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7. Pin the importer, arrow hit extents, 32-pixel step, no-overflow behavior,
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controller binding, and selection exposure with focused App tests.
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7. Run the App Release suite, solution Release build, and complete Release
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8. Run the App Release suite, solution Release build, and complete Release
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suite. Then update the roadmap/memory and request the connected visual gate:
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place more favorites than fit, scroll both directions, change tabs, and
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verify arrows disappear on a non-overflowing tab.
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