feat(ui): complete retail cursor state machine

Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 08:31:40 +02:00
parent 05f6222865
commit 6fcc510d5d
16 changed files with 535 additions and 164 deletions

View file

@ -2009,7 +2009,8 @@ public sealed class GameWindow : IDisposable
// Retail UpdateCursorState (0x00564630) keys target-mode
// valid/invalid off the SmartBox found object — the world
// entity under the cursor, self included.
worldTargetProvider: () => PickWorldGuidAtCursor(includeSelf: true) ?? 0u);
worldTargetProvider: () => PickWorldGuidAtCursor(includeSelf: true) ?? 0u,
combatModeProvider: () => Combat.CurrentMode);
var retailCursorManager = new RetailCursorManager(_dats!, _datLock);
_characterSheetProvider = new AcDream.App.UI.Layout.CharacterSheetProvider(
Objects, LocalPlayer,
@ -2111,6 +2112,7 @@ public sealed class GameWindow : IDisposable
(type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
UseItemByGuid,
Combat,
ToggleLiveCombatMode,
_itemInteractionController,
(index, guid) => _liveSession?.SendAddShortcut(index, guid),
index => _liveSession?.SendRemoveShortcut(index),