feat(ui): port favorite spell bar overflow
Import the retail arrow-only spell bar scrollbar from LayoutDesc, preserve authored end-button extents and HideDisabled behavior in the shared retained widget, and bind each favorite list to its sole horizontal pixel-scroll model. Match retail selection exposure for off-screen spells and pin the behavior with real-fixture conformance tests. Document the six-slice world-interaction completion program as the active pre-M4 work order. Co-authored-by: Codex <codex@openai.com>
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# World interaction completion — pre-M4 program
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**Status:** Slice 1 code-complete 2026-07-23; connected visual gate pending.
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**Milestone:** M4 prerequisite/preamble.
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**Architecture:** retained gameplay UI over shared selection, object, and
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interaction state. `GameWindow` remains a composition/callback shell.
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## Outcome
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Close the remaining retail interaction surfaces before the larger M4
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quest/emote/character-creation bodies begin:
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1. Favorite spell bars expose their DAT-authored overflow arrows and scroll
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through every server-persisted favorite.
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2. The status bar's hand and magnifying-glass controls invoke the same Use and
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Assess commands as their keyboard paths.
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3. Assessing a creature, player, NPC, or object opens its retail information in
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the canonical shared main-panel host.
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4. World picking can resolve visible equipped children, such as a character's
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wielded weapon, while selection markers remain anchored to the picked child.
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5. Vendor use opens the authored vendor surface, publishes its inventory, and
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supports retail selection/browsing.
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6. Vendor buy/sell transactions, quantities, pending-state ownership, and
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authoritative inventory reconciliation complete the loop.
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The program reuses the existing retained-window host, `SelectionState`,
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`ClientObjectTable`, interaction transaction owner, and server-authoritative
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inventory updates. It does not create parallel panel positions, item tables,
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selection state, or optimistic inventory outcomes.
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## Ordered slices
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| Slice | Deliverable | Principal owner |
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|---|---|---|
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| 1 | Spell-bar overflow arrows | `SpellcastingUiController` + generic retained scrollbar/list |
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| 2 | Status Use/Assess commands | focused status-bar controller binding to the existing action router |
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| 3 | Assessment information panel | new retained panel controller mounted by the canonical main-panel host |
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| 4 | Equipped-child world picking | pure world-query/picking policy plus presentation anchor |
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| 5 | Vendor browse lifecycle | vendor session/controller plus authored panel |
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| 6 | Vendor transactions | server-authoritative buy/sell command and reconciliation owner |
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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 — spell-bar overflow arrows
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### Retail oracle
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The authored Magic combat layout contains, inside every favorite-tab group:
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- horizontal scrollbar `0x100000B5`, 685×36 at the 800-pixel design width;
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- decrement button `0x10000071`, 23×36;
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- increment button `0x10000072`, 23×36;
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- item list `0x100000B6`, inset by 23 pixels on both sides and 32 pixels high.
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The list references the scrollbar through `UIElement_Scrollable` property
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`0x71`. The scrollbar references increment/decrement buttons through
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properties `0x77`/`0x78`, and property `0x79` enables HideDisabled. There is no
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track or thumb in this specific control: the two authored arrows are the whole
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visible scrollbar.
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Named retail references and executable pseudocode are recorded in
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[`../research/2026-07-23-retail-spellbar-overflow-pseudocode.md`](../research/2026-07-23-retail-spellbar-overflow-pseudocode.md).
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### Implementation plan
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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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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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3. Reproduce retail disabled presentation: a model without overflow rejects
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pointer input; when HideDisabled is authored, the scrollbar also draws
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nothing and does not claim hit tests.
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4. In `SpellcastingUiController`, bind each group's scrollbar to its
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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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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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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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### Invariants
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- DAT supplies the controls and their artwork; no new spell-bar texture or
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overlay is invented.
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- The scrollbar and list share one `UiScrollable`; there is no second offset.
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- One arrow press moves one 32-pixel favorite cell, matching
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`UIElement_ListBox::InqScrollDelta`.
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- Hidden disabled arrows cannot intercept combat-page dragging or clicks.
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- Existing stack, combat-power, chat, inventory, spellbook, and external
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container scrollbars retain their current behavior.
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- No substantial feature body enters `GameWindow`.
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