docs(D.5.2): stateful icon-system handoff + roadmap (D.5.1 shipped, D.5.2/D.5.3 next)
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
b1e45bee1c
commit
6770381fc3
2 changed files with 131 additions and 1 deletions
|
|
@ -431,7 +431,10 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
|
|||
- **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)**
|
||||
- **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish).
|
||||
- **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by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only.
|
||||
- **D.5.1 — Toolbar (action bar) [IN PROGRESS].** First D.5 sub-phase. `gmToolbarUI` (`LayoutDesc 0x21000016`) as the first data-driven game panel: 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real composited icons, click-to-use. New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory-registered) + `IconComposer` (CPU 5-layer composite, `IconData::RenderIcons` @407524) + the `CreateObject`→`ItemRepository` IconId wiring. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. Deferred to later D.5 sub-phases: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, meters/slider, spell shortcuts, faithful window manager, inventory, paperdoll.
|
||||
- **✓ 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.
|
||||
- **D.5.2 — Stateful item-icon system [NEXT — handoff ready].** The full retail icon composite (`IconData::RenderIcons` @407524, 5 layers). D.5.1 built layers 1–4 (type-default underlay + custom underlay/base/overlay) + the `CreateObject` parse. **Remaining:** the effect layer (`_effects`→`GetByEnum 0x10000005`, the "item with mana vs out-of-mana" state), the overlay `ReplaceColor` tint, and **appraise-driven enrichment + icon re-composition** (overlay/effects likely arrive at Appraise `0x00C9`, not the bare `CreateObject` — capture with WireMCP first). Shared by inventory/equipment/vendor/trade — do before those panels. **Handoff: [`docs/research/2026-06-17-stateful-icon-system-handoff.md`](../research/2026-06-17-stateful-icon-system-handoff.md).**
|
||||
- **D.5.3 — Toolbar interactivity [NEXT].** The toolbar is the **selected-object display**: wire the B.4 `WorldPicker`/selection state → the two hidden meters (`0x100001A1` health / `0x100001A2` mana) + the stack slider (`0x100001A4`) + the object-name line, so the bar shows what the player has selected in the world. (Click-to-use + the peace/war stance indicator already landed in D.5.1.)
|
||||
- **D.5.4+ — remaining core panels.** Inventory (`gmInventoryUI`/`gmBackpackUI`), equipment/paperdoll (`gmPaperDollUI`/`gm3DItemsUI` + the `UiViewport` 3D doll), spellbook, etc. — research drop done (`docs/research/2026-06-16-*`); depends on D.5.2 (the stateful icon) + the item-slot/list spine (shipped in D.5.1) + the window manager. Deferred from D.5.1: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, spell shortcuts, the faithful grip/dragbar window manager.
|
||||
- **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene.
|
||||
- **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)**
|
||||
- ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue