docs(D.5.1): toolbar phase-1 design spec
First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md
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# D.5.1 — Toolbar (action bar) — Phase 1 design
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**Date:** 2026-06-16
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**Status:** design approved (brainstorm), spec under review → writing-plans next
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**Phase:** D.5.1 — first sub-phase of D.5 "Core panels" (D.2b retail-look track). NEW
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sub-phase; roadmap registration is plan step 0 (roadmap discipline rule 4).
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**Builds on:** the shipped D.2b widget toolkit (`b7f7e2b`→`89626cd`) — generic
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Type-registered widgets built by `DatWidgetFactory`, assembled by `LayoutImporter`,
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bound by thin `gm*UI::PostInit`-style controllers. See
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[`claude-memory/project_d2b_retail_ui.md`](../../../claude-memory/project_d2b_retail_ui.md).
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**Research evidence base (the anchors live here — this spec cites, does not re-derive):**
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- [`docs/research/2026-06-16-ui-panels-synthesis.md`](../../research/2026-06-16-ui-panels-synthesis.md) — the build plan + consolidated widget list + cross-panel wire table
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- [`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](../../research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — `UIElement_UIItem`/`UIElement_ItemList` port spec, the icon composite, drag-drop spine
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- [`docs/research/2026-06-16-action-bar-toolbar-deep-dive.md`](../../research/2026-06-16-action-bar-toolbar-deep-dive.md) — `gmToolbarUI` shortcut model + wire + element map
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---
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## 1. Goal
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Ship the **action bar (`gmToolbarUI`)** as the first data-driven *game* panel (vitals
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and chat were HUD). 18 shortcut slots built from `LayoutDesc 0x21000016` via the existing
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`LayoutImporter`, populated from the persisted `PlayerDescription` shortcut block, each
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pinned item rendering its **real composited icon**, with **click-to-use**. Gated
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`ACDREAM_RETAIL_UI=1`, whole-window-drag.
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The point of doing the toolbar first is that it is the **thinnest end-to-end slice that
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exercises the entire shared item spine** — the `UiItemSlot` widget, the icon composite
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pipeline, the `UiItemList` widget, a find-by-id controller, and the `CreateObject` icon
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extension — on the simplest of the three panels (no nested sub-windows, no 3D viewport,
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no multi-column grid). Everything built here is reused verbatim by the inventory and
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paperdoll phases.
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## 2. Scope
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**In scope (Phase 1):**
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- `UiItemSlot` widget (port of `UIElement_UIItem`, class `0x10000032`) — empty-slot + icon render.
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- `UiItemList` widget (port of `UIElement_ItemList`, class `0x10000031`) — single-cell instances.
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- Icon composite pipeline (faithful CPU pre-composite — Approach A, §4.3).
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- `CreateObject.TryParse` extension to capture `IconId` onto `ItemInstance`.
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- `ToolbarController` — find-by-id bind, populate-from-shortcuts, deferred re-bind, click-to-use.
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- Toolbar window mounted under `ACDREAM_RETAIL_UI=1`, whole-window-drag.
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**Out of scope (later D.5 sub-phases):**
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- Drag/reorder within the bar; drag-to-add from inventory (needs inventory as a drag source).
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- The `AddShortCut`/`RemoveShortCut` mutate wire (`0x019C`/`0x019D`) — builders already exist; wiring them is deferred to the drag phase.
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- The hidden selected-object Health/Mana meters (`0x100001A1`/`A2`) + the stack-split slider (`0x100001A4`) — stay `SetVisible(0)`, matching `gmToolbarUI::PostInit`.
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- Spell shortcuts (`ItemList_InsertSpellShortcut`, `CM_Magic` path).
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- Faithful window manager (Dragbar/Resizebar drag-resize) — uses the accepted IA-12 whole-window-drag approximation.
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- Inventory and paperdoll panels.
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## 3. Retail anchors (the load-bearing facts, verified)
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All confirmed against the named decomp during the research phase and re-verified for this
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spec. Lines are `acclient_2013_pseudo_c.txt`.
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- **Window:** `gmToolbarUI` element class `0x10000007` → `LayoutDesc 0x21000016` (300×122).
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`gmToolbarUI::Register` (decomp 196897), `GetUIElementType`→`0x10000007` (196707).
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- **18 slots, two rows of 9:** element ids `0x100001A7-AF` (top) + `0x100006B7-BF` (bottom),
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wired in `gmToolbarUI::InitShortcutArray` (decomp 197051); each is a `DynamicCast(0x10000031)`
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= `UIElement_ItemList`, pushed into `m_shortcutSlots` in slot-index order.
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- **Slot content:** each slot list holds one `UIElement_UIItem` (item-cell, class
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`0x10000032`). The cell's bound weenie guid is `UIElement_UIItem::itemID` (offset `+0x5FC`),
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read in `UIItem_Update` (decomp 230230: `uint32_t itemID = this->itemID; … GetWeenieObject(itemID)`).
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- **Persisted model:** `ShortCutManager::shortCuts_[18]` (`acclient.h:36492`); the struct is
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`ShortCutData { int index_; uint objectID_; uint spellID_; }` (`acclient.h:36484`). Delivered
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at login in the `PlayerDescription` `SHORTCUT` block (`CharacterOptionDataFlag.SHORTCUT 0x1`).
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acdream already parses it → `PlayerDescriptionParser.cs:345-356` → `Parsed.Shortcuts`
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(`ShortcutEntry{Index, ObjectGuid, SpellId, Layer}`).
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- **Populate at login:** `gmToolbarUI::UpdateFromPlayerDesc` (decomp 198838) — `FlushShortcuts`
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then for i in 0..0x12 read `shortCuts_[i]->objectID_` and `AddShortcut(this, objId, i, send=0)`.
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- **Deferred bind:** `UIElement_UIItem::SetDelayedShortcutNum` / `AddShortcut` (decomp 196867)
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re-binds a slot whose weenie hasn't loaded yet once `CreateObject` for that guid arrives.
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- **Activation (click-to-use):** `gmToolbarUI::UseShortcut` (decomp 196395) → `ItemHolder::UseObject`
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(decomp 402923, 0.2s throttle `m_timeLastUsed + 0.2`) → ordinary use-item dispatch (NOT a
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shortcut-specific wire message). acdream's use-item path = `InteractRequests.BuildUse` (`0x0036`).
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- **Icon composite:** `UIElement_UIItem::UIItem_SetIcon` (230143) → `ACCWeenieObject::GetIconData`
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(408224) → `IconData::RenderIcons` (407524). Five layers, bottom→top: item-type default
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underlay `DBObj::GetByEnum(0x10000004, lsb(itemType)+1)`; custom underlay `_iconUnderlayID`;
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base `_iconID`; custom overlay `_iconOverlayID` + `SurfaceWindow::ReplaceColor` tint; effect
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overlay `DBObj::GetByEnum(0x10000005, lsb(effects)+1)`. **Every layer is DBObj type `0xc`
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= RenderSurface, id range `0x06000000-0x07FFFFFF`** — decoded DIRECTLY via
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`TextureCache.GetOrUploadRenderSurface` (the D.2b RenderSurface-vs-Surface gotcha: feeding
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a `0x06` id to `GetOrUpload` returns 1×1 magenta). Icon is NOT appraise-gated (no appraise
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branch in the icon path; appraise gates `UpdateTooltip` only).
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- **acdream gap:** `CreateObject.TryParse` currently DISCARDS `IconId` (`CreateObject.cs:516`:
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`_ = ReadPackedDwordOfKnownType(..., IconTypePrefix)`). `ItemInstance` already has the
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`IconId`/`IconUnderlayId`/`IconOverlayId`/`StackSize`/`ContainerId` fields.
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## 4. Architecture & components
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Five new/extended units, each with one purpose and a defined interface. The pattern
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mirrors the shipped vitals/chat re-drive exactly: dat `LayoutDesc` → `LayoutImporter` →
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`DatWidgetFactory` builds widgets generically → a thin controller binds by id.
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### 4.1 `UiItemSlot` (new behavioral widget) — port of `UIElement_UIItem` (`0x10000032`)
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- **Location:** `src/AcDream.App/UI/UiItemSlot.cs`.
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- **Registration:** `DatWidgetFactory` dispatches it on the resolved element **class id**
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`0x10000032`. NOTE: the shipped factory keys off the small *numeric* Types (1–0x12); the
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item-slot/item-list are `UIElement` subclasses identified by a high class id, so the plan
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must add a class-id dispatch branch (the class id is already surfaced — `ElementReader.Merge`
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resolves it through the `BaseElement` chain, and `UIElement_UIItem` derives from
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`UIElement_Field`/Type 3, so do NOT register numeric Type 3 — that stays chrome `UiDatElement`,
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per the shipped toolkit's deliberate Type-3 rule). Behavioral **leaf** — overrides
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`ConsumesDatChildren => true` so the importer does NOT build its dat sub-elements (it
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reproduces them procedurally).
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- **State:** `uint ItemId` (the bound weenie guid, retail `+0x5FC`). Phase 1 needs only this.
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Quantity / selection / drag-accept / ghost / open-container overlay states are *structurally
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reserved* (documented as later-phase hooks) but inert.
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- **Render:** if `ItemId == 0` → draw the empty-slot sprite (the dat state `ItemSlot_Empty`
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→ `0x060074CF`, read from the element's states like every other `UiDatElement` sprite). Else
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→ draw the composited icon (§4.3) into the 32×32 cell. Phase 1 draws no quantity text / no
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overlays.
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- **Depends on:** the icon pipeline (§4.3), `UiRenderContext.DrawSprite`.
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### 4.2 `UiItemList` (new behavioral widget) — port of `UIElement_ItemList` (`0x10000031`)
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- **Location:** `src/AcDream.App/UI/UiItemList.cs`.
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- **Registration:** `DatWidgetFactory` keyed off class id `0x10000031`. Behavioral leaf
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(`ConsumesDatChildren => true`) — manages its `UiItemSlot` children procedurally.
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- **Phase-1 API subset:** `AddItem(UiItemSlot)` / `Flush()` / `GetNumUIItems()` /
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`GetItem(int)`. The toolbar uses 18 **single-cell** instances (one `UiItemSlot` each), so
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the N-cell grid layout (column wrap, cell pitch) is NOT needed yet — deferred to the
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inventory phase. A single-cell list just hosts at most one slot.
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- **Depends on:** `UiItemSlot`.
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### 4.3 Icon pipeline (Approach A — faithful CPU pre-composite)
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- **Location:** `src/AcDream.App/UI/IconComposer.cs` (App layer — it touches GL texture
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upload). Pure-decode helpers may live alongside `TextureCache`.
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- **Behaviour:** port `IconData::RenderIcons` (407524). For a given item's icon ids, build a
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single 32×32 BGRA composite on the CPU by alpha-compositing the layers bottom→top
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(§3 list), apply the `ReplaceColor` palette tint to the custom-overlay layer, then upload
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the result once as a GL texture and **cache it keyed by the icon-id tuple** (so identical
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items share one composite). The slot draws one sprite.
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- **Layer decode:** each layer id is a `0x06` RenderSurface decoded DIRECTLY (Portal/HighRes
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`TryGet<RenderSurface>` → `SurfaceDecoder.DecodeRenderSurface(palette:null)`), the same path
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`TextureCache.GetOrUploadRenderSurface` already uses — but composited on the CPU rather than
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drawn as separate sprites.
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- **Enum-mapper layers:** the type-default underlay (`GetByEnum(0x10000004, …)`) and effect
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overlay (`GetByEnum(0x10000005, …)`) require reading the two DBObj enum-mapper tables. These
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are bounded lookups (index → RenderSurface id); port them as part of this unit. If a mapper
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proves more involved than the research suggests, the base + custom underlay/overlay layers
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still composite correctly and the enum layers can land as a tight follow-up within the phase
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(documented, not silently dropped).
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- **Why pre-composite, not stacked draws:** the custom-overlay `ReplaceColor` tint is a
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per-pixel palette operation, not a simple alpha-blend — it cannot be reproduced by a tinted
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`DrawSprite`. CPU compositing is therefore the faithful path, and it's the shared spine for
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all three panels, so it's built correctly once.
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- **Depends on:** `DatCollection` (RenderSurface decode), GL texture upload.
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### 4.4 `CreateObject` icon extension + `ItemInstance`
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- **Location:** `src/AcDream.Core.Net/Messages/CreateObject.cs`, `src/AcDream.Core/Items/ItemInstance.cs`.
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- **Change:** in `CreateObject.TryParse`, capture the `IconId` (currently discarded at
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`CreateObject.cs:516`) — and the underlay/overlay/effect ids if present in the same block —
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onto the parsed object so `ItemRepository` stores them on `ItemInstance` (fields already exist).
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- **Step 0 verification:** confirm against **ACE source** (`WorldObject.SerializeCreateObject`
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/ the weenie property serialization) that a *contained* pack item's `CreateObject` actually
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carries `IconId` (synthesis risk #3 — LIKELY, not yet byte-traced). Reading ACE is sufficient;
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no live capture needed. If ACE only sends `IconId` for world-visible objects and relies on
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`PlayerDescription` for pack items, fall back to the PD inventory block as the icon source —
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this is a branch the plan must resolve before the icon pipeline is wired.
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### 4.5 `ToolbarController` (new) — the `gmToolbarUI::PostInit` analogue
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- **Location:** `src/AcDream.App/UI/ToolbarController.cs` (alongside `VitalsController`,
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`ChatWindowController`).
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- **Bind:** `Bind(LayoutDesc 0x21000016, …)` — find the 18 slot `UiItemList`s by id
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(`0x100001A7-AF` + `0x100006B7-BF`) into an ordered `_slots[18]`. Force the 2 meters
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(`0x100001A1`/`A2`) + slider (`0x100001A4`) hidden (matches `gmToolbarUI::PostInit`).
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- **Populate (port `UpdateFromPlayerDesc`):** on the `PlayerDescription` arriving, `Flush` all
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slots, then for each `Parsed.Shortcuts` entry resolve `ObjectGuid` → `ItemRepository` item →
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set `_slots[Index]`'s cell `ItemId`. The cell renders the composited icon from the item's
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`IconId`.
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- **Deferred re-bind (port `SetDelayedShortcutNum`):** if a shortcut's guid is not yet in
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`ItemRepository`, record it pending; when `ItemRepository` raises item-added for that guid,
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bind the waiting slot. (Reuse `ItemRepository`'s existing item-change events.)
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- **Click-to-use (port `UseShortcut`):** a slot click → controller → existing
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`InteractRequests.BuildUse` (`0x0036`) for the cell's `ItemId`, gated by the 0.2s
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use-throttle (`ItemHolder::UseObject`). No special shortcut wire.
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- **Depends on:** `PlayerDescriptionParser.Parsed.Shortcuts`, `ItemRepository`, the slot
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widgets, the command/interact send path.
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### 4.6 Wiring & gating
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- The toolbar window is built by `LayoutImporter` from `0x21000016` and mounted in `UiRoot`
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under `ACDREAM_RETAIL_UI=1`, like vitals/chat. Always-on this phase. Root is `Anchors=None`
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+ `Draggable` (whole-window-drag, IA-12 approximation) — NOT `Resizable` (faithful resize is
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the deferred window manager).
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- `GameWindow` wiring follows the existing vitals/chat drain pattern (one controller
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constructed + bound; per-panel try/catch fault isolation already exists).
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## 5. Data flow (login → visible toolbar)
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1. Login → `PlayerDescription` arrives → `PlayerDescriptionParser` fills `Parsed.Shortcuts`.
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2. In parallel, the player's pack items arrive as `CreateObject` messages → `ItemRepository`
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stores `ItemInstance`s **including `IconId`** (the §4.4 extension).
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3. `ToolbarController` (bound to the imported `0x21000016` window) runs its populate pass:
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for each shortcut, resolve guid → item → set slot `ItemId`. Missing items → pending,
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re-bound on item-added.
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4. Each filled `UiItemSlot` asks `IconComposer` for the composited 32×32 texture (cached by
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icon-id tuple) and draws it; empty slots draw `0x060074CF`.
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5. Click a filled slot → use-item (`0x0036`) with throttle.
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## 6. Testing strategy
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Conformance tests in the layer matching each unit; dat-free fixtures where possible (mirror
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the vitals `0x2100006C` golden-fixture approach).
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- **`CreateObject` IconId** (`tests/AcDream.Core.Net.Tests`): a golden `CreateObject` byte
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buffer parses with the expected `IconId` (and the previously-discarded fields).
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- **`IconComposer`** (`tests/AcDream.App.Tests`): layer ORDER + presence given a synthetic
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icon-id tuple (assert the composite requests layers bottom→top in the `RenderIcons` order;
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assert the cache returns the same texture for the same tuple). The `ReplaceColor` tint math
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gets a small unit test against a known palette index.
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- **`UiItemSlot`** (`tests/AcDream.App.Tests`): `ItemId==0` selects the empty sprite;
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`ItemId!=0` requests the composite. `ConsumesDatChildren==true`.
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- **`UiItemList`**: `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` over single-cell instances.
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- **`ToolbarController`**: find-by-id binds 18 slots from a fixture tree; shortcut→item
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resolution sets the right slot; an item arriving late triggers the deferred re-bind; a slot
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click emits a use-item for the bound guid with the throttle respected. Meters/slider hidden.
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- **Build + full suite green** before the visual gate.
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## 7. Acceptance criteria
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- `dotnet build` + `dotnet test` green.
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- **Visual (the user's gate):** launch, log in `+Acdream` → an 18-slot action bar renders with
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the correct dat chrome + empty-slot sprites; any persisted shortcuts show their **real
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composited item icons**; clicking a pinned item **uses** it (observable server-side /
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in-world). Whole-window drag works.
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- Every AC-specific algorithm cites its named-decomp anchor in a comment (per the phase
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checklist).
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- Divergence rows added (§8); D.5.1 registered in the roadmap; memory updated if a durable
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lesson emerges.
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## 8. Divergence register + roadmap (bookkeeping)
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- **Whole-window-drag** instead of faithful Dragbar-driven drag — already covered by the
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existing **IA-12** row (reuse, no new row).
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- **Icon enum-mapper layers**: if the type-default-underlay / effect-overlay layers land as a
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follow-up rather than in the first commit, add a register row noting the temporarily-absent
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layers (and delete it when they land). The base + custom underlay/overlay layers are faithful
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from the first commit.
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- **Roadmap:** register **D.5.1 — Toolbar** under D.5 "Core panels" as plan step 0 (avoids the
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retroactive-registration deviation that the D.2b importer hit at roadmap line 428).
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## 9. Open items carried from research (resolve in the plan, before the dependent step)
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- **Step 0 — `CreateObject` IconId for contained items** (synthesis risk #3): read ACE source
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to confirm pack-item `CreateObject` carries `IconId`; if not, use the PD inventory block.
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Gates §4.3/§4.4.
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- **Use-item opcode** (synthesis risk #4): `ItemHolder::UseObject` dispatch is confirmed; the
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precise `0x0035` vs `0x0036` branch was not traced to the send. acdream has both in
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`InteractRequests`; the toolbar uses single-item use (`0x0036`). Reconcile when wiring §4.5.
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- The empty-slot baseline is itself a valid visual verification even if `+Acdream` has no
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persisted shortcuts; pinning real items to verify icons may require the inventory phase
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(drag-to-add) or a server-side pre-pin.
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## 10. Component boundary summary (isolation check)
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| Unit | One purpose | Interface | Depends on |
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|---|---|---|---|
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| `UiItemSlot` | render one item-in-a-slot | `ItemId` setter; standard `UiElement` draw/hit | `IconComposer`, render context |
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| `UiItemList` | hold N item slots | `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` | `UiItemSlot` |
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| `IconComposer` | icon-id tuple → composited 32×32 texture | `GetIcon(iconIds) → texture` (cached) | `DatCollection`, GL upload |
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| `CreateObject`/`ItemInstance` | carry `IconId` from wire to model | existing parse + fields | — |
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| `ToolbarController` | bind + populate + use | `Bind(layout, deps)` | shortcuts, `ItemRepository`, slots, send path |
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Each can be understood and tested without reading the others' internals; the controller is
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the only unit that knows about wire + model, keeping the widgets pure-presentation.
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