fix(ui): select items before drag mesh
Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists. Co-Authored-By: Codex <codex@openai.com>
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10 changed files with 71 additions and 14 deletions
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@ -481,7 +481,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only.
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- **✓ SHIPPED — D.5.1 — Toolbar (action bar).** Shipped 2026-06-16/17 (`30b28c2`→`0e7a083`, branch claude/hopeful-maxwell-214a12). First data-driven *game* panel: `gmToolbarUI` (`LayoutDesc 0x21000016`) — 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real **composited** item icons (opaque type-default underlay via the `EnumIDMap 0x10000004` resolve), **occupancy-gated slot numbers 1–9** (occupied = dark-box peace/war `0x10000042/43`; empty = background `0x1000005e` from cell composite `0x10000341`), **click-to-use** (`ItemHolder::UseObject` → `0x0036`), **peace/war stance** indicator live-wired to `CombatState`, **movable**, and a **chrome frame** (UiNineSlicePanel drawn over content via the new `UiElement.OnDrawAfterChildren` hook). New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural leaf) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory branch) + `IconComposer` (CPU layered composite). `CreateObject.TryParse` extended to the full ACE-order weenie-header tail to capture `IconId`/`IconOverlay`/`IconUnderlay` → `ItemRepository.EnrichItem` → re-render. Spec/plan `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`; research drop `docs/research/2026-06-16-*deep-dive.md` + synthesis. Divergence IA-16/IA-17 added. **User-confirmed** (numbers, icons, frame). Per-task spec+code-review throughout.
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- **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17/18 (`419c3ac`..`fb288ad`, branch claude/hopeful-maxwell-214a12; **visually verified on a live Coldeve server**). Faithful retail icon composite (`IconData::RenderIcons` @0x0058d180): (1) `UiEffects` bitfield captured from the `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + custom overlay) + the effect treatment, Stage 2 = type-default underlay + custom underlay + drag. The effect treatment ports the **surface overload** of `SurfaceWindow::ReplaceColor` (`0x004415b0`): the textured effect tile (`EnumIDMap 0x10000005` by `LowestSetBit(effects)+1`, fallback `0x21` solid-black) is copied **per-pixel** into the icon's pure-white pixels — magical items take the tile's GRADIENT hue, mundane items go black; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (ACE proof: `Icon`/`IconOverlay`/`IconUnderlay`/`UiEffects` all lack `[AssessmentProperty]`) — dropped as a no-op. **Two visual-verification fixes landed after the subagent build:** the `effects==0` recolor MUST run (mundane white edges → black, `40c97a5`) and the tint is a per-pixel GRADIENT not a flat color (the surface overload, `fb288ad`) — both confirmed via clean Ghidra + named decomp. Divergence: IA-16 retired; IA-18 (per-pixel surface-copy anti-regression) + AP-45 (0x02CE sequence) added; **AP-43/AP-44 retired by the visual fixes**. Spec/plan/research: `docs/superpowers/{specs,plans}/2026-06-17-d2b-stateful-icon*.md`, `docs/research/2026-06-17-stateful-icon-RESOLVED.md`.
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- **D.5 remaining — sub-phase ledger.** D.5.1 (toolbar + the `UiItemSlot`/`UiItemList`/`IconComposer` spine) ✅, D.5.2 (stateful icons) ✅, D.5.4 (client object/item data model) ✅, D.2b-B window manager (`abbd97b`) ✅, D.2b-B B-Grid (inventory sub-window mount + `UiItemList` grid) ✅, D.2b-B B-Controller (inventory population + burden meter + captions, `03fbf44`; **visually confirmed 2026-06-21** — two render bugs fixed at the gate `417b137`: backdrop wash-out [a #145 continuation — mounted sub-window slots must keep their own frame ZLevel, not inherit the base root's 1000] + captions [drive the host UiText directly]) ✅, D.2b-B B-Wire (`EncumbranceVal`/PropertyInt 5 wire delivery, AP-48/49 retired) ✅, inventory window finish Stage 1 (scroll/frame/vertical-resize/102-slot grid) ✅, empty-slot art ✅, container-switching + open/selected indicators + main-pack icon + per-bag capacity bar ✅, B-Drag (inventory drag-drop / item moving) ✅, **Sub-phase C (paperdoll): Slice 1 equip slots ✅ + Slice 2 3-D doll `UiViewport` (Type 0xD via the `IUiViewportRenderer` RTT seam) + Slots toggle ✅ (visually confirmed 2026-06-25, `8fa66c2` — pose/camera/heading all retail-verbatim)** ✅, **UI Studio** (`AcDream.App ui-studio`) ✅, **importer dat-fidelity (Fix A/B/C)** ✅, **Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`) ✅, **Wave 3.1 unified selection** (Core `SelectionState`; AP-58 retired) ✅, and **Wave 3.2 pure item-use/drop policy** (`ItemInteractionPolicy`; AP-99 retired) ✅ are shipped. Build order from here: **finish Wave 3 activation router/cursors, then D.5.3 selected-object mana + stack entry/slider and the separate favorite-spell bars; ISSUES #146/#147/#197.** Each ☐ below gets its own focused oracle/spec/plan/gate.
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- **D.5 remaining — sub-phase ledger.** D.5.1 (toolbar + the `UiItemSlot`/`UiItemList`/`IconComposer` spine) ✅, D.5.2 (stateful icons) ✅, D.5.4 (client object/item data model) ✅, D.2b-B window manager (`abbd97b`) ✅, D.2b-B B-Grid (inventory sub-window mount + `UiItemList` grid) ✅, D.2b-B B-Controller (inventory population + burden meter + captions, `03fbf44`; **visually confirmed 2026-06-21** — two render bugs fixed at the gate `417b137`: backdrop wash-out [a #145 continuation — mounted sub-window slots must keep their own frame ZLevel, not inherit the base root's 1000] + captions [drive the host UiText directly]) ✅, D.2b-B B-Wire (`EncumbranceVal`/PropertyInt 5 wire delivery, AP-48/49 retired) ✅, inventory window finish Stage 1 (scroll/frame/vertical-resize/102-slot grid) ✅, empty-slot art ✅, container-switching + open/selected indicators + main-pack icon + per-bag capacity bar ✅, B-Drag (inventory drag-drop / item moving, including retail select-before-waiting direct-drag order) ✅, **Sub-phase C (paperdoll): Slice 1 equip slots ✅ + Slice 2 3-D doll `UiViewport` (Type 0xD via the `IUiViewportRenderer` RTT seam) + Slots toggle ✅ (visually confirmed 2026-06-25, `8fa66c2` — pose/camera/heading all retail-verbatim)** ✅, **UI Studio** (`AcDream.App ui-studio`) ✅, **importer dat-fidelity (Fix A/B/C)** ✅, **Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`) ✅, **Wave 3.1 unified selection** (Core `SelectionState`; AP-58 retired) ✅, and **Wave 3.2 pure item-use/drop policy** (`ItemInteractionPolicy`; AP-99 retired) ✅ are shipped. Build order from here: **finish Wave 3 activation router/cursors, then D.5.3 selected-object mana + stack entry/slider and the separate favorite-spell bars; ISSUES #146/#147/#197.** Each ☐ below gets its own focused oracle/spec/plan/gate.
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- **✓ SHIPPED — UI Studio** (2026-06-26, branch `claude/hopeful-maxwell-214a12`, ~33693c6→HEAD). Standalone `AcDream.App ui-studio <datdir> [--layout 0xNNNN | --dump <slug>] [--screenshot <png>]` Silk tool that previews any panel through the **production renderer** (`RenderBootstrap.cs` + GameWindow untouched). Sources: 26-window retail dump (`docs/research/2026-06-25-retail-ui-layout-dump.json`) via `--dump`, or live dat import + fixtures via `--layout`. Interactive canvas (click-routing to `UiHost`, Interact/Inspect ImGui toggle), headless `--screenshot`. Architecture: `src/AcDream.App/Studio/` (`StudioWindow`, `PanelFbo`, `FixtureProvider`, `LayoutSource`) + `src/AcDream.App/Rendering/RenderBootstrap.cs`. ISSUES #156 (inventory all-black in studio) and #157 (GameWindow font resolver) filed.
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- **✓ SHIPPED — Importer dat-fidelity** (Fix A/B/C, 2026-06-26, same branch). **Boundary established: look = importer (font/justification/color from dat); state/behavior = runtime controller logic.** Fix A: justification property `0x14`/`0x15` → `UiText` Centered/RightAligned/VerticalJustify. Fix B: FontColor property `0x1B` → `UiText.DefaultColor`; character colors proved RUNTIME (no importer fix). Fix C: FontDid → per-element dat font via a resolver in `DatWidgetFactory` — **STUDIO path only**; GameWindow passes `null` (Issue #157). Fix 4 (UIState-group activation): INVESTIGATED — no importer fix exists; the dat has no Visible encoding; runtime `gm*UI` is correct.
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- **✓ SHIPPED — Wave 3.3 unified primary-click router.** `ItemInteractionController.OfferPrimaryClick` returns `NotActive` / `ConsumedSuccess` / `ConsumedRejected`; inventory, bags, main pack, paperdoll, toolbar, radar, and world clicks all offer target mode before local fallback. Rejected targets cannot drift selection or open/use the clicked object. Issue #197 and AP-107 retired; retained matrix and live ACE-provisioned healing gate user-confirmed. The 3-D doll routes through authored hit mask `0x100001D6` (resolved `UiButton` above viewport `0x100001D5`), and local health prefers authoritative private-vital state.
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@ -51,6 +51,8 @@ ItemList.PrepareDragIcon(cell):
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ItemList.ItemList_BeginDrag(cell):
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if PrepareDragIcon(cell) failed:
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return
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if cell is not selected:
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SetSelectedObject(cell.itemID, false)
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if list is not vendor, salvage, or shortcut list:
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cell.SetWaitingState(true)
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StartDragAndDrop(cell.m_dragIcon, hotspot = 16,16)
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@ -98,8 +100,11 @@ keeps drag-accept feedback topmost.
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`GetDragGhost` returns the latter, while `OnDraw` keeps the former in the
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source cell.
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- `UiRoot` owns the generic source-active lifecycle, including release outside
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UI and source-subtree removal. `UiItemSlot` maps that lifecycle to the retail
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waiting visual for physical lists; shortcut aliases remain unghosted.
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UI and source-subtree removal. It dispatches `DragBegin` before enabling the
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source-active mesh, matching retail's select-then-waiting order. The inventory,
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paperdoll, and toolbar handlers select an unselected dragged item synchronously.
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`UiItemSlot` maps the lifecycle to the retail waiting visual for physical lists;
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shortcut aliases remain unghosted.
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- `UiItemSlot.WaitingSprite` is the authored `0x0600109A` mesh, not a procedural
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tint.
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@ -107,6 +112,8 @@ keeps drag-accept feedback topmost.
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- `DragDropSpineTests.GetDragGhost_prefersDedicatedUnderlayFreeTexture`
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- `DragDropSpineTests.InventoryDrag_ghostsSourceUntilRelease`
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- `InventoryControllerTests.OnDragLift_selectsItem_butKeepsItUntilServerConfirms`
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- `PaperdollControllerTests.DragLift_selectsEquippedItem_beforeWaitingVisual`
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- `DragDropSpineTests.ShortcutDrag_doesNotGhostSource`
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- `UiItemSlotTests.DefaultWaitingSprite_isRetailGhostMesh`
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- `InventoryControllerTests.Empty_sprites_and_drop_feedback_are_applied_per_list_role`
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@ -422,9 +422,15 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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}
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// ── IItemListDragHandler (B-Drag) — drop an item to move it (optimistic + wire) ──────────────
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/// <summary>Inventory items do NOT lift-remove (unlike the toolbar): the item stays in its slot
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/// while <see cref="UiItemSlot"/> reveals retail's waiting/ghosted mesh until release.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
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/// <summary>Retail ItemList_BeginDrag selects an unselected item before enabling its waiting
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/// mesh. Inventory items do not lift-remove (unlike the toolbar): the item stays in its slot
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/// until the server confirms the eventual drop.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
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{
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// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0.
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if (payload.ObjId != 0 && _selection.SelectedObjectId != payload.ObjId)
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_selection.Select(payload.ObjId, SelectionChangeSource.Inventory);
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}
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/// <summary>Advisory neutral/accept/reject overlay. Shortcut aliases stay neutral; physical grid
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/// drops accept; a side-bag/main-pack drop rejects only when that container is known full.</summary>
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@ -283,9 +283,15 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
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}
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// ── IItemListDragHandler ──────────────────────────────────────────────────────────────────────
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/// <summary>No-op: a wielded item stays put until the server confirms (same as the inventory grid,
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/// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
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/// <summary>Selects the wielded item before the waiting mesh appears. The item itself stays put
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/// until the server confirms, like the inventory grid and unlike the toolbar's remove-on-lift.
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/// Unwield happens on DROP onto the pack grid — InventoryController.</summary>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
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{
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// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0.
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if (payload.ObjId != 0 && _selection.SelectedObjectId != payload.ObjId)
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_selection.Select(payload.ObjId, SelectionChangeSource.Paperdoll);
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}
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/// <summary>Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask).
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/// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302).</summary>
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@ -615,6 +615,11 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// <inheritdoc/>
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public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload)
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{
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// UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0 selects first; the toolbar's
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// RecvNotice_ItemListBeginDrag handler then removes the shortcut alias.
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if (payload.ObjId != 0 && _selectedObjectId() != payload.ObjId)
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_selectItem?.Invoke(payload.ObjId);
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// Retail RecvNotice_ItemListBeginDrag → RemoveShortcut (0x004bd930/0x004bd450): the lifted
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// shortcut leaves the bar (+ wire) the instant the drag starts; it's re-placed only on a
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// drop onto a slot. Off-bar release leaves it removed.
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@ -757,9 +757,12 @@ public sealed class UiRoot : UiElement
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DragSource = source;
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DragPayload = payload;
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_dragGhost = source.GetDragGhost(); // snapshot NOW — the DragBegin handler may empty the source cell
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source.SetDragSourceActive(true, payload);
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var e = new UiEvent(source.EventId, source, UiEventType.DragBegin, Payload: payload);
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source.OnEvent(in e);
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// Retail UIElement_ItemList::ItemList_BeginDrag @ 0x004E32D0 selects an
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// unselected item before enabling its waiting mesh. Keep that order so a
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// press-drag shows the selection indicator on its very first frame.
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source.SetDragSourceActive(true, payload);
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}
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private void UpdateDragHover(int x, int y)
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@ -12,8 +12,12 @@ public class DragDropSpineTests
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public (UiItemList list, UiItemSlot cell, ItemDragPayload payload)? LastOver;
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public (UiItemList list, UiItemSlot cell, ItemDragPayload payload)? LastDrop;
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public (UiItemList list, UiItemSlot cell, ItemDragPayload payload)? LastLift;
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public bool? WaitingAtLift;
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public void OnDragLift(UiItemList list, UiItemSlot cell, ItemDragPayload p)
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{ LastLift = (list, cell, p); }
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{
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WaitingAtLift = cell.WaitingVisual;
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LastLift = (list, cell, p);
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}
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public ItemDragAcceptance OnDragOver(UiItemList list, UiItemSlot cell, ItemDragPayload p)
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{ LastOver = (list, cell, p); return Acceptance; }
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@ -191,6 +195,8 @@ public class DragDropSpineTests
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root.OnMouseDown(UiMouseButton.Left, 10, 10);
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root.OnMouseMove(20, 10); // BeginDrag → OnDragLift
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Assert.False(h.WaitingAtLift); // retail selects/lifts before enabling the mesh
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Assert.True(list.Cell.WaitingVisual);
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root.OnMouseUp(UiMouseButton.Left, 600, 500); // release over empty space
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Assert.NotNull(h.LastLift); // lift happened
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Assert.Null(h.LastDrop); // no drop dispatched (off-bar)
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@ -772,13 +772,17 @@ public class InventoryControllerTests
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}
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[Fact]
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public void OnDragLift_isNoOp_itemStaysUntilServerConfirms()
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public void OnDragLift_selectsItem_butKeepsItUntilServerConfirms()
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{
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var (layout, grid, _, _, _, _, _, _) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedContained(objects, 0xA, Player, slot: 0);
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var ctrl = (IItemListDragHandler)Bind(layout, objects);
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var selection = new SelectionState();
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var ctrl = (IItemListDragHandler)Bind(layout, objects, selection: selection);
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((IItemListDragHandler)ctrl).OnDragLift(grid, grid.GetItem(0)!, Payload(0xAu));
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Assert.Equal(0xAu, selection.SelectedObjectId);
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Assert.True(grid.GetItem(0)!.Selected);
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Assert.Equal(Player, objects.Get(0xAu)!.ContainerId); // NOT removed on lift (unlike the toolbar)
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}
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@ -81,6 +81,23 @@ public class PaperdollControllerTests
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Assert.True(lists[HeadSlot].Cell.Selected);
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}
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[Fact]
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public void DragLift_selectsEquippedItem_beforeWaitingVisual()
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{
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var (layout, lists) = BuildLayout();
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var objects = new ClientObjectTable();
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SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
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var selection = new SelectionState();
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var ctrl = Bind(layout, objects, selection: selection);
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var cell = lists[HeadSlot].Cell;
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var payload = new ItemDragPayload(0xA01u, ItemDragSource.Equipment, 0, cell);
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ctrl.OnDragLift(lists[HeadSlot], cell, payload);
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Assert.Equal(0xA01u, selection.SelectedObjectId);
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Assert.True(cell.Selected);
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}
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[Fact]
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public void Populate_matches_a_weapon_into_the_composite_slot()
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{
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@ -1010,15 +1010,18 @@ public class ToolbarControllerTests
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var shortcuts = new System.Collections.Generic.List<ShortcutEntry>
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{ new(Index: 3, ObjectId: 0x5001u, SpellId: 0) };
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var (adds, removes) = NewSpies(out var add, out var rem);
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uint selected = 0;
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var ctrl = ToolbarController.Bind(layout, repo, () => shortcuts,
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iconIds: (_,_,_,_,_) => 0x77u, useItem: _ => { },
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sendAddShortcut: add, sendRemoveShortcut: rem);
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sendAddShortcut: add, sendRemoveShortcut: rem,
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selectItem: item => selected = item, selectedObjectId: () => selected);
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Assert.Equal(0x5001u, slots[Row1[3]].Cell.ItemId);
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var payload = new ItemDragPayload(0x5001u, ItemDragSource.ShortcutBar, 3, slots[Row1[3]].Cell);
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ctrl.OnDragLift(slots[Row1[3]], slots[Row1[3]].Cell, payload);
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Assert.Equal(0x5001u, selected);
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Assert.Contains(3u, removes);
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Assert.Equal(0u, slots[Row1[3]].Cell.ItemId);
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}
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