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