feat(ui): the spell-bar drop ring — retail's authored drag-accept state, and the ring exposed a real drop off-by-one
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The green ring is retail's own art: every UIItem cell carries an
authored DragAccept child (catalog 0x21000037, child 0x1000045A), and
the spell bar's drag-over handler (SpellCastSubMenu::OnItemListDragOver
@0x004C5990) flips it to the Accept state (0x10000040 -> surface
0x060011F9) for any spell payload. Ported through a per-slot
SetDragAcceptVisual seam + a catalog DragOverAcceptance hook; other
lists are untouched (null acceptance = neutral). A polarity error in
our older docs (Accept/Reject state ids swapped) was corrected against
three independent sources; the shipped art was always right, only the
labels lied.

The ring shares ONE landing computation with the drop
(FavoriteDropIndex) — and that requirement exposed a genuine #354
off-by-one: the empty-tail path double-applied the -1 adjustment
(retail gates it on the lift's removal @0x004C7157), landing a
reordered spell second-to-last instead of last. Fixed;
discriminator-verified both ways. AP-172 narrowed + its false
empty-tail claim corrected.

Clean-room complete solution: 11,545 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-08 20:18:51 +02:00
parent 81a9d85a1d
commit 6bb4cfa795
9 changed files with 434 additions and 34 deletions

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@ -60,6 +60,36 @@ bytes for `AddSpellFavorite`/`RemoveSpellFavorite` (opcodes 0x1E3/0x1E4) and
`RuntimeCharacterState.TryAddFavorite`/`TryRemoveFavorite` were already
covered and needed no change.
**UPDATE 2026-08-08 (follow-up session, drop-ring gate finding):** the user's
next gate finding — "Should be the green ring indicator where the spell icon
should land, like in retail" — is implemented. Retail's mechanism (grepped and
byte-confirmed): the ring is a per-cell authored slot STATE, not a synthetic
overlay — `SpellCastSubMenu::OnItemListDragOver` @0x004C5990 sets the shared
UIItem prototype's `m_elem_Icon_DragAccept` child (element 0x1000045A, bound in
`UIElement_UIItem::PostInit` @0x004E1870, catalog LayoutDesc 0x21000037) to
`ItemSlot_DragOver_Accept` (UIStateId 0x10000040 → authored art 0x060011F9)
whenever the dragged payload carries a spell id; leave resets to
`ItemSlot_DragOver_Normal` 0x1000003F @0x004E1438. Wired through
`UiCatalogSlot.DragOverAcceptance` (the catalog port of retail's per-list drag
handler) → the shared `UiItemSlot.DrawDragAcceptOverlay`. Two corrections
landed with it: (1) the accept/reject UIStateId labels were SWAPPED in
`UiItemSlot`/`InventoryController` comments and in the 2026-06-16 / 2026-07-13
research docs (art-per-semantic was always right; polarity pinned by paperdoll
`AutoWearIsLegal` @0x004A3AC9/0x004A3AEB, `VendorSellUI` @0x004C2327/0x004C2336,
DatReaderWriter's `UIStateId` enum, and the 2026-06-25 layout dump); (2) a real
off-by-one in #354's drop path: the `-1` adjustment double-corrected the
empty-tail cell's live-count-clamped index, landing a lifted non-last favorite
second-to-last instead of last — retail's adjustment is gated on
`RemoveSpellFromMenu`'s return (@0x004C7157), which is `-1` (no adjustment) at
drop time because the spell left the live list at lift. `FavoriteDropIndex` is
now THE one landing computation shared by the ring and the drop
(discriminator-verified: the pre-fix computation fails
`SpellFavoriteDrag_DroppedOnTheEmptyTail_AppendsAtTheEnd` with landed index 1
vs 2). AP-172 narrowed + corrected in the same change-set. New tests: ring
appears/tracks/survives-a-tick/clears-on-drop, empty-tail append, ring clears
on leave + off-bar release keeps the lift removal, physical payloads stay
neutral while both spell payload kinds ring.
## #353 — Toolbar selected-object text: count field ignores authored HJustify; name field does not wrap to its authored two lines
**Status:** CLOSED 2026-08-08 — user-passed ("Ok slider bar looks ok!" + the wrap confirmed); the OneLine routing fix (4cfcc8b3) completed it. (RightAligned on the authored HJustify=2 entry; two stacked centered one-line labels wrapping at the authored 140 px via WrapNameTwoLines).

File diff suppressed because one or more lines are too long

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@ -141,6 +141,19 @@ internal element states `SetDragAcceptState` writes — both are real; the Layou
states and the `0x1000003x/4x` UIStateIds are the same overlay seen from the dat side vs.
the C++ side. CONFIRMED.
> **Correction 2026-08-08 (spell-bar drop-ring research):** the parenthetical
> above has the accept/reject ids SWAPPED. The true mapping is
> `ItemSlot_DragOver_Accept = 0x10000040 → 0x060011F9` and
> `ItemSlot_DragOver_Reject = 0x10000041 → 0x060011F8`, confirmed by
> DatReaderWriter's retail-derived `UIStateId` enum, by the legal/illegal
> branches of `gmPaperDollUI::HandlePaperDollDragOver` @ 0x004A3AC9/0x004A3AEB
> and `VendorSellUI::OnItemListDragOver` @ 0x004C2327/0x004C2336, and by the
> machine layout dump (`2026-06-25-retail-ui-layout-dump.json`, states
> 268435520/268435521 on elements 0x1000046D/0x1000046C). The table row's
> name→art column above was always right; only this paragraph's numeric
> pairing was inverted (and propagated into
> `2026-07-13-retail-item-drag-visuals-pseudocode.md`, corrected the same day).
### 2.3 Key methods + the update pass (`UIItem_Update`, decomp 230226)
`UIItem_Update` is the per-change refresh; the controller calls it whenever the bound

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@ -79,12 +79,28 @@ if target list is a container selector
target.SetDragAcceptState(0x10000046) # ItemSlot_DragOver_DropIn
# 0x060011F7 green arrow
else if target accepts an ordinary item-list placement:
target.SetDragAcceptState(0x10000041) # ItemSlot_DragOver_Accept
target.SetDragAcceptState(0x10000040) # ItemSlot_DragOver_Accept
# 0x060011F9 green circle
else:
target.SetDragAcceptState(0x10000040) # 0x060011F8 reject
target.SetDragAcceptState(0x10000041) # ItemSlot_DragOver_Reject
# 0x060011F8 reject
```
> **Correction 2026-08-08 (spell-bar drop-ring research):** the block above
> originally had the Accept/Reject numeric ids swapped (`0x10000041` labeled
> Accept, `0x10000040` labeled reject). Three primary sources agree the true
> mapping is `ItemSlot_DragOver_Accept = 0x10000040 → 0x060011F9` and
> `ItemSlot_DragOver_Reject = 0x10000041 → 0x060011F8`: DatReaderWriter's
> retail-derived `UIStateId` enum; the legal/illegal branches in
> `gmPaperDollUI::HandlePaperDollDragOver` (`AutoWearIsLegal` → 0x10000040
> @ 0x004A3AC9, else 0x10000041 @ 0x004A3AEB) and
> `VendorSellUI::OnItemListDragOver` (`DragItemAcceptable` → 0x10000040
> @ 0x004C2327, else 0x10000041 @ 0x004C2336); and the machine layout dump
> (`2026-06-25-retail-ui-layout-dump.json`: state 268435520 = 0x10000040 →
> image 0x060011F9, state 268435521 = 0x10000041 → 0x060011F8). The
> art-per-semantic mapping in the shipped code was always correct; only the
> numeric labels here were swapped.
Therefore the backpack contents grid uses the green circle; the side-bag column
and main-pack container cell use the green drop-in arrow. The selected/open
indicators remain visible while `m_elem_Icon_Ghosted` is active, so the

View file

@ -527,7 +527,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
/// <summary>
/// Bind the exact ItemList_DragOver state for this destination. A normal contents-grid
/// insertion uses ItemSlot_DragOver_Accept (0x10000041 → green circle 0x060011F9).
/// insertion uses ItemSlot_DragOver_Accept (UIStateId 0x10000040 → green circle 0x060011F9).
/// An occupied container selector uses ItemSlot_DragOver_DropIn
/// (0x10000046 → green arrow 0x060011F7). Retail: 0x004e3400.
/// </summary>

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@ -349,7 +349,8 @@ public sealed class SpellcastingUiController : IRetainedPanelController
uint id = spellId;
int position = list.GetNumUIItems();
_spellbook.TryGetMetadata(id, out SpellMetadata? metadata);
var slot = new UiCatalogSlot
UiCatalogSlot? slot = null;
slot = new UiCatalogSlot
{
EntryId = id,
CatalogIconTexture = metadata is null ? 0u : _resolveSpellIcon(id),
@ -358,10 +359,11 @@ public sealed class SpellcastingUiController : IRetainedPanelController
CatalogDragPayload = new SpellFavoriteDragPayload(tab, position, id),
DragBegan = payload => BeginFavoriteDrag((SpellFavoriteDragPayload)payload),
DragEnded = payload => EndFavoriteDrag((SpellFavoriteDragPayload)payload),
DragOverAcceptance = FavoriteDragOverAcceptance,
Dropped = payload =>
{
if (payload is SpellFavoriteDragPayload favorite)
DropFavorite(favorite, targetTab, position);
DropFavorite(favorite, targetTab, list, slot!);
else if (payload is SpellbookShortcutDragPayload shortcut)
DropSpellbookShortcut(shortcut, targetTab, position);
},
@ -386,15 +388,17 @@ public sealed class SpellcastingUiController : IRetainedPanelController
slot = new UiCatalogSlot
{
SpriteResolve = list.SpriteResolve,
DragOverAcceptance = FavoriteDragOverAcceptance,
Dropped = payload =>
{
int position = Math.Max(0, list.IndexOf(slot!));
int favoriteCount = _spellbook.GetFavorites(targetTab).Count;
position = Math.Min(position, favoriteCount);
if (payload is SpellFavoriteDragPayload favorite)
DropFavorite(favorite, targetTab, position);
DropFavorite(favorite, targetTab, list, slot!);
else if (payload is SpellbookShortcutDragPayload shortcut)
{
int position = Math.Max(0, list.IndexOf(slot!));
position = Math.Min(position, _spellbook.GetFavorites(targetTab).Count);
DropSpellbookShortcut(shortcut, targetTab, position);
}
},
};
ConfigureShortcutOverlay(slot, shortcutIndex);
@ -450,16 +454,54 @@ public sealed class SpellcastingUiController : IRetainedPanelController
_favoriteDragActive = false;
}
private void DropFavorite(SpellFavoriteDragPayload payload, int targetTab, int targetPosition)
/// <summary>
/// SpellCastSubMenu::OnItemListDragOver @ 0x004C5990: while a drag hovers a
/// favorite-bar cell (occupied OR empty — retail's tail cells are UIItems in
/// the same list), retail sets the authored per-cell DragAccept child
/// (element 0x1000045A, bound in UIElement_UIItem::PostInit @ 0x004E1870)
/// to ItemSlot_DragOver_Accept (UIStateId 0x10000040 → authored ring
/// 0x060011F9) when the dragged payload carries a spell id, and leaves it
/// neutral otherwise — the handler returns 1, so the generic physical-item
/// fallback @ 0x004E3492 never runs for this list.
/// </summary>
internal static ItemDragAcceptance FavoriteDragOverAcceptance(object payload)
=> payload is SpellFavoriteDragPayload or SpellbookShortcutDragPayload
? ItemDragAcceptance.Accept
: ItemDragAcceptance.None;
/// <summary>
/// THE one favorite-landing computation: the index a
/// <see cref="SpellFavoriteDragPayload"/> drop on <paramref name="cell"/>
/// applies. The drag-over Accept ring and <see cref="DropFavorite"/> both key
/// off the same hovered cell through this method, so the ring can never
/// promise a different landing than the drop delivers. Two numbering spaces,
/// both matching retail SpellCastSubMenu::AddFavorite @ 0x004C7060:
/// an OCCUPIED sibling cell is still numbered against the PRE-lift bar
/// (Rebuild defers for the gesture — AP-172), so retail's
/// -1-if-removed-from-before-target adjustment applies (the
/// RemoveSpellFromMenu-return-gated decrement @ 0x004C7157); an EMPTY tail
/// cell's index clamps to the LIVE favorite count — a post-lift number whose
/// lifted spell is already out of the live list, exactly retail's
/// RemoveSpellFromMenu == -1 no-adjustment case, so applying the -1 there too
/// would double-correct (the off-by-one this method retired: lifting a
/// non-last favorite onto the empty tail landed it second-to-last instead of
/// last).
/// </summary>
internal int FavoriteDropIndex(
SpellFavoriteDragPayload payload, int targetTab, UiItemList list, UiItemSlot cell)
{
// Rebuild() was deferred for the whole gesture (see BeginFavoriteDrag), so
// every sibling slot's captured target index is still numbered against the
// PRE-lift list. Retail's own SpellCastSubMenu::AddFavorite @ 0x004C7060
// corrects for exactly this staleness: when the lifted item's original
// index was before the drop target, the target index shifts down by one
// to land where the target visually sits once the gap closes.
if (payload.SourceTab == targetTab && payload.SourcePosition < targetPosition)
targetPosition -= 1;
int index = Math.Max(0, list.IndexOf(cell));
if (cell.IsEmptySlot)
return Math.Min(index, _spellbook.GetFavorites(targetTab).Count);
if (payload.SourceTab == targetTab && payload.SourcePosition < index)
index -= 1;
return index;
}
private void DropFavorite(
SpellFavoriteDragPayload payload, int targetTab, UiItemList list, UiItemSlot cell)
{
int targetPosition = FavoriteDropIndex(payload, targetTab, list, cell);
_addFavorite?.Invoke(targetTab, targetPosition, payload.SpellId);
_selected[targetTab] = payload.SpellId;
}

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@ -36,6 +36,19 @@ public sealed class UiCatalogSlot : UiItemSlot
public Action<object>? DragEnded { get; init; }
public Action<object>? Dropped { get; init; }
/// <summary>
/// Per-panel drag-over acceptance — the catalog-cell port of retail's
/// per-list drag handler deciding the rollover state
/// (<c>UIElement_ItemList::ItemList_DragOver</c> @ 0x004E3400 →
/// <c>m_dragHandler->OnItemListDragOver</c>; the spell bar's is
/// <c>SpellCastSubMenu::OnItemListDragOver</c> @ 0x004C5990). While a drag
/// hovers this cell, the returned acceptance drives the authored
/// DragAccept frame (accept 0x060011F9 / reject 0x060011F8). Null (the
/// default for every list that never set one) keeps the cell neutral —
/// no overlay, exactly the pre-existing presentation.
/// </summary>
public Func<object, ItemDragAcceptance>? DragOverAcceptance { get; init; }
protected override bool IsShortcutOccupied => EntryId != 0u;
public override bool IsEmptySlot => EntryId == 0u;
@ -77,9 +90,25 @@ public sealed class UiCatalogSlot : UiItemSlot
if (e.Payload is not null) DragBegan?.Invoke(e.Payload);
return true;
case UiEventType.DragEnter:
// Pointer entered mid-drag: ask the panel's acceptance seam and show
// the authored frame (retail ItemList_DragOver → the list handler's
// SetDragAcceptState on the hovered UIItem's 0x1000045A child).
SetDragAcceptVisual(e.Payload is { } enterPayload
? DragOverAcceptance?.Invoke(enterPayload) switch
{
ItemDragAcceptance.Accept => DragAcceptState.Accept,
ItemDragAcceptance.Reject => DragAcceptState.Reject,
_ => DragAcceptState.None,
}
: DragAcceptState.None);
return true;
case UiEventType.DragOver:
// UiRoot fires DragOver on LEAVE — retail's dwParam1 == 0 reset to
// ItemSlot_DragOver_Normal (0x1000003F) @ 0x004E1438-0x004E1456.
SetDragAcceptVisual(DragAcceptState.None);
return true;
case UiEventType.DropReleased:
SetDragAcceptVisual(DragAcceptState.None);
if (e.Payload is not null) Dropped?.Invoke(e.Payload);
return true;
default:
@ -141,6 +170,10 @@ public sealed class UiCatalogSlot : UiItemSlot
if (!string.IsNullOrWhiteSpace(Detail))
ctx.DrawString(Detail!, MathF.Max(labelLeft, Width - 48f), 3f, Vector4.One);
}
// Drag-rollover frame last — same layering as the physical UIItem draw
// (accept/reject above selection; catalog cells have no cooldown layer).
DrawDragAcceptOverlay(ctx);
}
private void DrawSelection(UiRenderContext ctx)

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@ -46,10 +46,13 @@ public class UiItemSlot : UiElement
public ItemDragSource SourceKind { get; set; } = ItemDragSource.Inventory;
/// <summary>Drag-rollover accept frame (retail ItemSlot_DragOver_Accept 0x060011F9,
/// state id 0x10000041). Configurable; guard id != 0 before resolving.</summary>
/// UIStateId 0x10000040 — the state paperdoll AutoWearIsLegal @ 0x004A3AC7 and
/// VendorSellUI DragItemAcceptable @ 0x004C2320 set on a LEGAL target; the
/// 2026-06-16 deep-dive's prose swapped the 40/41 ids, the art column was right).
/// Configurable; guard id != 0 before resolving.</summary>
public uint DragAcceptSprite { get; set; } = 0x060011F9u;
/// <summary>Drag-rollover reject frame (retail ItemSlot_DragOver_Reject 0x060011F8,
/// state id 0x10000040).</summary>
/// UIStateId 0x10000041 — the illegal-target branch at 0x004A3AEB / 0x004C2336).</summary>
public uint DragRejectSprite { get; set; } = 0x060011F8u;
/// <summary>True when this cell is the OPEN container (its contents fill the grid). Draws the
@ -85,6 +88,13 @@ public class UiItemSlot : UiElement
/// <summary>Current overlay state — internal so unit tests can assert it (InternalsVisibleTo).</summary>
internal DragAcceptState DragAcceptVisual => _dragAccept;
/// <summary>Set the drag-rollover overlay state — the port of retail
/// <c>UIElement_UIItem::SetDragAcceptState</c> @ 0x004E1290 flipping the authored
/// per-cell <c>m_elem_Icon_DragAccept</c> child (element 0x1000045A, bound in
/// <c>PostInit</c> @ 0x004E1870). Subclasses whose drops bypass
/// <see cref="IItemListDragHandler"/> (catalog cells) drive the same visual here.</summary>
private protected void SetDragAcceptVisual(DragAcceptState state) => _dragAccept = state;
/// <summary>Empty-slot sprite. Default = the generic toolbar empty-slot border
/// 0x060074CF (uiitem template 0x21000037, state ItemSlot_Empty). Configurable so
/// paperdoll equip slots can use their per-slot silhouettes later.</summary>
@ -445,19 +455,7 @@ public class UiItemSlot : UiElement
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
// Drag-rollover accept/reject frame (retail SetDragAcceptState 0x10000041/40).
// Guard id != 0 BEFORE resolving — resolve(0) returns the 1×1 magenta placeholder
// with a non-zero GL handle (feedback_ui_resolve_zero_magenta).
if (_dragAccept != DragAcceptState.None && SpriteResolve is not null)
{
uint id = _dragAccept == DragAcceptState.Accept ? DragAcceptSprite : DragRejectSprite;
if (id != 0)
{
var (tex, _, _) = SpriteResolve(id);
if (tex != 0)
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
}
DrawDragAcceptOverlay(ctx);
// UIElement_UIItem::UpdateCooldownDisplay @ 0x004E1E20 selects exactly
// one of ten authored radial overlays. The shared prototype gives these
@ -482,6 +480,24 @@ public class UiItemSlot : UiElement
}
}
/// <summary>Draws the drag-rollover accept/reject frame (retail
/// <c>SetDragAcceptState</c> writing <c>ItemSlot_DragOver_Accept</c> 0x10000040 /
/// <c>_Reject</c> 0x10000041 on the authored 0x1000045A child). Shared with catalog
/// cells the same way retail shares the one UIItem prototype (catalog 0x21000037).
/// Guard id != 0 BEFORE resolving — resolve(0) returns the 1×1 magenta placeholder
/// with a non-zero GL handle (feedback_ui_resolve_zero_magenta).</summary>
protected void DrawDragAcceptOverlay(UiRenderContext ctx)
{
if (_dragAccept == DragAcceptState.None || SpriteResolve is null)
return;
uint id = _dragAccept == DragAcceptState.Accept ? DragAcceptSprite : DragRejectSprite;
if (id == 0)
return;
var (tex, _, _) = SpriteResolve(id);
if (tex != 0)
ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One);
}
/// <summary>Draws the shared retail shortcut-number layer. Catalog spell cells
/// call this after their icon layer so magic favorites and physical shortcuts
/// use the same UIItem presentation path.</summary>

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@ -275,6 +275,256 @@ public sealed class SpellcastingUiControllerTests
Assert.Equal(3u, Assert.IsType<UiCatalogSlot>(list.GetItem(2)).EntryId);
}
/// <summary>
/// The user's retail memory after #354 landed: "the green ring indicator where
/// the spell icon should land, like in retail." Retail's mechanism is a slot
/// STATE, not a synthetic overlay: while a drag hovers any favorite-bar cell,
/// SpellCastSubMenu::OnItemListDragOver @ 0x004C5990 sets the authored
/// per-cell DragAccept child (element 0x1000045A, bound in
/// UIElement_UIItem::PostInit @ 0x004E1870) to ItemSlot_DragOver_Accept
/// (UIStateId 0x10000040 -&gt; authored ring art 0x060011F9) whenever the
/// dragged payload carries a spell id; the pointer leaving the cell resets it
/// to ItemSlot_DragOver_Normal (0x1000003F) @ 0x004E1438. This drives the
/// whole gesture through UiRoot's real pointer pipeline and asserts the ring
/// appears on the hovered cell, tracks the pointer, survives a live per-frame
/// tick, clears on drop, and -- through the ONE shared computation
/// (<see cref="SpellcastingUiController.FavoriteDropIndex"/>) -- never
/// promises a landing index different from the one the drop applies.
/// </summary>
[Fact]
public void SpellFavoriteDrag_ShowsAuthoredAcceptRing_TracksPointer_AndNeverLiesAboutTheLanding()
{
var (controller, spellbook, screen, list, adds, _) = BindPointerFixture();
using SpellcastingUiController _1 = controller;
UiCatalogSlot slot0 = Assert.IsType<UiCatalogSlot>(list.GetItem(0));
UiCatalogSlot slot1 = Assert.IsType<UiCatalogSlot>(list.GetItem(1));
UiCatalogSlot slot2 = Assert.IsType<UiCatalogSlot>(list.GetItem(2));
(int x0, int y0) = CellCenter(slot0);
(int x1, int y1) = CellCenter(slot1);
(int x2, int y2) = CellCenter(slot2);
screen.OnMouseDown(UiMouseButton.Left, x0, y0);
screen.OnMouseMove(x0 + 10, y0);
Assert.Same(slot0, screen.DragSource);
// Hover spell 3's cell: the ring appears there and nowhere else, and the
// cell's accept frame is the authored ring art.
screen.OnMouseMove(x2, y2);
Assert.Equal(2, SingleAcceptRingIndex(list));
Assert.Equal(0x060011F9u, slot2.DragAcceptSprite);
// A live per-frame tick (production RetailUiRuntime.Tick) must not
// destroy the ringed cell -- the #354 deferral keeps the frozen bar.
controller.Tick();
Assert.Equal(2, SingleAcceptRingIndex(list));
// The ring tracks the pointer: moving onto spell 2's cell moves it.
screen.OnMouseMove(x1, y1);
Assert.Equal(1, SingleAcceptRingIndex(list));
Assert.Equal(UiItemSlot.DragAcceptState.None, slot2.DragAcceptVisual);
// Back over spell 3's cell; capture what the ring promises through the
// one shared computation, then drop there.
screen.OnMouseMove(x2, y2);
var payload = Assert.IsType<SpellFavoriteDragPayload>(screen.DragPayload);
int ringIndex = SingleAcceptRingIndex(list);
Assert.Equal(2, ringIndex);
int promised = controller.FavoriteDropIndex(payload, 0, list, list.GetItem(ringIndex)!);
screen.OnMouseUp(UiMouseButton.Left, x2, y2);
Assert.Null(screen.DragSource);
Assert.Equal([(0, promised, 1u)], adds);
Assert.Equal(new uint[] { 2u, 1u, 3u }, spellbook.GetFavorites(0));
Assert.Equal(-1, SingleAcceptRingIndex(list));
}
/// <summary>
/// The empty-tail landing: retail's -1 adjustment in
/// SpellCastSubMenu::AddFavorite @ 0x004C7060 is gated on
/// RemoveSpellFromMenu's RETURN -- the dragged spell's LIVE list index at
/// add-time. At a drag-drop the spell already left the live list at lift
/// (RecvNotice_ItemListBeginDrag @ 0x004C7360), so a live-numbered target
/// gets NO adjustment. acdream's empty-cell index is clamped to the live
/// favorite count (a post-lift number); applying the pre-lift -1 on top of
/// that double-corrected: lifting a non-last favorite onto the empty tail
/// landed it second-to-last ([2,1,3]) instead of last ([2,3,1]). This drags
/// spell 1 onto the first empty cell through the real pointer pipeline and
/// pins the retail-faithful append -- and that the ring's promise equals
/// the landing.
/// </summary>
[Fact]
public void SpellFavoriteDrag_DroppedOnTheEmptyTail_AppendsAtTheEnd()
{
var (controller, spellbook, screen, list, adds, _) = BindPointerFixture();
using SpellcastingUiController _1 = controller;
UiCatalogSlot slot0 = Assert.IsType<UiCatalogSlot>(list.GetItem(0));
UiCatalogSlot empty = Assert.IsType<UiCatalogSlot>(list.GetItem(3));
Assert.True(empty.IsEmptySlot);
(int x0, int y0) = CellCenter(slot0);
(int ex, int ey) = CellCenter(empty);
screen.OnMouseDown(UiMouseButton.Left, x0, y0);
screen.OnMouseMove(x0 + 10, y0);
Assert.Same(slot0, screen.DragSource);
// Retail's empty tail cells are UIItems in the same list -- they ring too.
screen.OnMouseMove(ex, ey);
Assert.Equal(3, SingleAcceptRingIndex(list));
var payload = Assert.IsType<SpellFavoriteDragPayload>(screen.DragPayload);
int promised = controller.FavoriteDropIndex(payload, 0, list, empty);
Assert.Equal(2, promised); // live count after the lift -- append at end
screen.OnMouseUp(UiMouseButton.Left, ex, ey);
Assert.Equal([(0, promised, 1u)], adds);
Assert.Equal(new uint[] { 2u, 3u, 1u }, spellbook.GetFavorites(0));
Assert.Equal(-1, SingleAcceptRingIndex(list));
}
/// <summary>
/// Leaving the bar clears the ring (retail's dwParam1 == 0 reset to
/// ItemSlot_DragOver_Normal 0x1000003F @ 0x004E1438), and an off-bar release
/// keeps the lift's removal (retail's shape: the drag-begin
/// RemoveSpellFavorite stands when no drop lands).
/// </summary>
[Fact]
public void SpellFavoriteDrag_RingClearsOnLeave_AndAnOffBarReleaseKeepsTheLiftRemoval()
{
var (controller, spellbook, screen, list, adds, removes) = BindPointerFixture();
using SpellcastingUiController _1 = controller;
UiCatalogSlot slot0 = Assert.IsType<UiCatalogSlot>(list.GetItem(0));
UiCatalogSlot slot2 = Assert.IsType<UiCatalogSlot>(list.GetItem(2));
(int x0, int y0) = CellCenter(slot0);
(int x2, int y2) = CellCenter(slot2);
screen.OnMouseDown(UiMouseButton.Left, x0, y0);
screen.OnMouseMove(x0 + 10, y0);
screen.OnMouseMove(x2, y2);
Assert.Equal(2, SingleAcceptRingIndex(list));
// Pointer leaves every cell (screen corner, off the bar).
screen.OnMouseMove((int)screen.Width - 2, (int)screen.Height - 2);
Assert.Equal(-1, SingleAcceptRingIndex(list));
screen.OnMouseUp(UiMouseButton.Left, (int)screen.Width - 2, (int)screen.Height - 2);
Assert.Null(screen.DragSource);
Assert.Empty(adds);
Assert.Equal([(0, 1u)], removes);
Assert.Equal(new uint[] { 2u, 3u }, spellbook.GetFavorites(0));
Assert.Equal(-1, SingleAcceptRingIndex(list));
}
/// <summary>
/// Retail's spell-bar handler keys the ring off the dragged payload carrying
/// a spell id (@ 0x004C5990: SetDragAcceptState(0x10000040) only when the
/// InqDropIconInfo spellID != 0, returning 1 so the generic physical-item
/// fallback @ 0x004E3492 never runs for this list). A physical inventory
/// payload therefore leaves favorite cells NEUTRAL -- no ring, no reject --
/// while both spell payload kinds ring, on occupied and empty cells alike.
/// </summary>
[Fact]
public void FavoriteCellRing_AcceptsSpellPayloads_StaysNeutralForPhysicalItems()
{
var (controller, _, _, list, _, _) = BindPointerFixture();
using SpellcastingUiController _1 = controller;
UiCatalogSlot occupied = Assert.IsType<UiCatalogSlot>(list.GetItem(0));
UiCatalogSlot empty = Assert.IsType<UiCatalogSlot>(list.GetItem(3));
var physical = new ItemDragPayload(9u, ItemDragSource.Inventory, 0, new UiItemSlot(), null);
occupied.OnEvent(new UiEvent(0, occupied, UiEventType.DragEnter, Payload: physical));
Assert.Equal(UiItemSlot.DragAcceptState.None, occupied.DragAcceptVisual);
occupied.OnEvent(new UiEvent(
0, occupied, UiEventType.DragEnter, Payload: new SpellbookShortcutDragPayload(42u)));
Assert.Equal(UiItemSlot.DragAcceptState.Accept, occupied.DragAcceptVisual);
occupied.OnEvent(new UiEvent(0, occupied, UiEventType.DragOver));
Assert.Equal(UiItemSlot.DragAcceptState.None, occupied.DragAcceptVisual);
empty.OnEvent(new UiEvent(
0, empty, UiEventType.DragEnter, Payload: new SpellFavoriteDragPayload(0, 0, 1u)));
Assert.Equal(UiItemSlot.DragAcceptState.Accept, empty.DragAcceptVisual);
empty.OnEvent(new UiEvent(0, empty, UiEventType.DropReleased, Payload: physical));
Assert.Equal(UiItemSlot.DragAcceptState.None, empty.DragAcceptVisual);
}
/// <summary>Shared real-pointer fixture: favorites [1,2,3] on tab 0, the layout
/// mounted in a UiRoot, adds/removes recorded and applied to the Spellbook.</summary>
private (SpellcastingUiController Controller,
Spellbook Spellbook,
UiRoot Screen,
UiItemList List,
List<(int Tab, int Position, uint SpellId)> Adds,
List<(int Tab, uint SpellId)> Removes) BindPointerFixture()
{
ImportedLayout layout = LayoutImporter.Build(
FixtureLoader.LoadCombatInfos(), NoTex, datFont: null);
RetailCombatLayout.FitFavoriteSlots(layout);
var spellbook = new Spellbook();
spellbook.OnSpellLearned(1u, 1f);
spellbook.OnSpellLearned(2u, 1f);
spellbook.OnSpellLearned(3u, 1f);
spellbook.SetFavorite(0, 0, 1u);
spellbook.SetFavorite(0, 1, 2u);
spellbook.SetFavorite(0, 2, 3u);
var objects = new ClientObjectTable();
objects.AddOrUpdate(new ClientObject { ObjectId = 1u, Name = "Player" });
var selection = new SelectionState();
var casting = new RuntimeSpellCastState(spellbook, selection, new NoopSpellCastOperations());
var adds = new List<(int Tab, int Position, uint SpellId)>();
var removes = new List<(int Tab, uint SpellId)>();
SpellcastingUiController? controller = SpellcastingUiController.Bind(
layout, spellbook, casting, objects, () => 1u,
spellId => spellId,
item => item.ObjectId,
_ => { },
selection,
(tab, position, spellId) =>
{
adds.Add((tab, position, spellId));
spellbook.SetFavorite(tab, position, spellId);
},
(tab, spellId) =>
{
removes.Add((tab, spellId));
spellbook.RemoveFavorite(tab, spellId);
});
Assert.True(controller is not null, DescribeBinding(layout));
var screen = new UiRoot { Width = 1280f, Height = 800f };
screen.AddChild(layout.Root);
controller!.Tick();
UiElement group = layout.FindElement(0x100000AAu)!;
UiItemList list = Descendants(group).OfType<UiItemList>().First();
return (controller, spellbook, screen, list, adds, removes);
}
private static (int X, int Y) CellCenter(UiItemSlot cell)
{
System.Numerics.Vector2 p = cell.ScreenPosition;
return ((int)(p.X + cell.Width / 2f), (int)(p.Y + cell.Height / 2f));
}
/// <summary>Index of the single cell showing the Accept ring, or -1 when none;
/// fails the test if more than one cell rings at once.</summary>
private static int SingleAcceptRingIndex(UiItemList list)
{
int found = -1;
for (int i = 0; i < list.GetNumUIItems(); i++)
{
if (list.GetItem(i) is { } cell
&& cell.DragAcceptVisual == UiItemSlot.DragAcceptState.Accept)
{
Assert.Equal(-1, found);
found = i;
}
}
return found;
}
[Fact]
public void FavoriteDrop_IgnoresForeignInventoryPayload()
{