docs+feat(ui): retail UI deep-dive research + C# port scaffold

Deep investigation of the retail AC client's GUI subsystem, driven by 6
parallel Opus research agents, plus the first cut of a retail-faithful
retained-mode widget toolkit that scaffolds Phase D.

Research (docs/research/retail-ui/):
- 00-master-synthesis.md        — cross-slice synthesis + port plan
- 01-architecture-and-init.md   — WinMain, CreateMainWindow, frame loop,
                                  Keystone bring-up (7 globals mapped)
- 02-class-hierarchy.md         — key finding: UI lives in keystone.dll,
                                  not acclient.exe; CUIManager + CUIListener
                                  MI pattern, CFont + CSurface + CString
- 03-rendering.md               — 24-byte XYZRHW+UV verts, per-font
                                  256x256 atlas baked from RenderSurface,
                                  TEXTUREFACTOR coloring, DrawPrimitiveUP
- 04-input-events.md            — Win32 WndProc → Device (DAT_00837ff4)
                                  → widget OnEvent(+0x128); full event-type
                                  table (0x01 click, 0x07 tooltip ~1000ms,
                                  0x15 drag-begin, 0x21 enter, 0x3E drop)
- 05-panels.md                  — chat, attributes, skills, spells, paperdoll
                                  (25-slot layout), inventory, fellowship,
                                  allegiance — with wire-message bindings
- 06-hud-and-assets.md          — vital orbs (scissor fill), radar
                                  (0x06001388/0x06004CC1, 1.18× shrink),
                                  compass strip, dat asset catalog

Key insight: keystone.dll owns the actual widget toolkit — we cannot
port a class hierarchy from the decompile because it's not there.
Instead we implement our own retained-mode toolkit with retail-faithful
behavior (event codes, focus/modal/capture, drag-drop state machine)
and will consume the same portal.dat fonts + sprites so the visual
identity is preserved.

C# scaffold (src/AcDream.App/UI/):
- UiEvent          — 24-byte event struct + retail event-type constants
                     (0x01 click, 0x15 drag-begin, 0x201 WM_LBUTTONDOWN,
                     etc.) matching retail decompile switches
- UiElement        — base widget: children, ZOrder, focus/capture flags,
                     virtual OnDraw/OnEvent/OnHitTest/OnTick; children-
                     first hit test + back-to-front composite
- UiPanel          — panel, label, button primitives
- UiRenderContext  — 2D draw context with translate stack
- UiRoot           — top-of-tree + Device responsibilities (mouse/
                     keyboard state, focus, modal, capture, drag-drop,
                     tooltip timer); WorldMouseFallThrough/
                     WorldKeyFallThrough preserves existing camera
                     controls when no widget consumes
- UiHost           — packages UiRoot + TextRenderer + input wiring
                     helpers for one-line integration into GameWindow
- README.md        — orientation for future agents

Roadmap (docs/plans/2026-04-11-roadmap.md):
- D.1 marked shipped (debug overlay from 2026-04-17)
- D.2 expanded to include the retail UI framework landed here
- D.3-D.7 added: AcFont, dat sprites, core panels, HUD, CursorManager
- D.8 remains sound

All existing 470 tests pass. 0 warnings, 0 errors.
This commit is contained in:
Erik 2026-04-17 19:13:02 +02:00
parent ff325abd7b
commit 7230c1590f
15 changed files with 8041 additions and 5 deletions

View file

@ -0,0 +1,473 @@
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>
/// Top-level UI container. Implements the retail "Device" responsibilities
/// (mouse cursor tracking, keyboard focus, modal overlay, mouse capture,
/// drag-drop state machine, tooltip timer). Routes Silk.NET input events
/// into the widget tree with retail-faithful <see cref="UiEvent"/>
/// semantics.
///
/// Retail analog: the <c>DAT_00837ff4</c> Device object (see
/// <c>docs/research/retail-ui/04-input-events.md §2</c>). That object has
/// a ~20-slot vtable; the methods we emulate here are:
///
/// <list type="bullet">
/// <item>+0x18 / +0x1C : <see cref="MouseX"/> / <see cref="MouseY"/></item>
/// <item>+0x34 : <see cref="RegisterTimerEvent"/> (tooltip delay)</item>
/// <item>+0x38 : <see cref="FireEvent"/></item>
/// <item>+0x44 : <see cref="KeyboardFocus"/></item>
/// <item>+0x48 / +0x4C : <see cref="SetCapture"/> / <see cref="ReleaseCapture"/></item>
/// <item>+0x74 / +0x78 : drag cursor set / reset</item>
/// </list>
///
/// When no widget consumes an event, the <see cref="WorldMouseFallThrough"/>
/// or <see cref="WorldKeyFallThrough"/> event fires so the game world
/// (camera, player controller) still receives input.
/// </summary>
public sealed class UiRoot : UiElement
{
// ── Device-level state ───────────────────────────────────────────────
public int MouseX { get; private set; }
public int MouseY { get; private set; }
public bool LeftButtonDown { get; private set; }
public bool RightButtonDown { get; private set; }
public bool MiddleButtonDown { get; private set; }
/// <summary>Widget currently receiving keyboard events.</summary>
public UiElement? KeyboardFocus { get; private set; }
/// <summary>
/// Single modal overlay; while set, mouse clicks outside its rect
/// are ignored. Retail sets this via Device vtable +0x48.
/// </summary>
public UiPanel? Modal { get; set; }
/// <summary>Widget with mouse capture (during click-drag).</summary>
public UiElement? Captured { get; private set; }
/// <summary>Current drag source (set between drag-begin and drop/cancel).</summary>
public UiElement? DragSource { get; private set; }
public object? DragPayload { get; private set; }
private UiElement? _lastDragHoverTarget;
private int _pressX, _pressY;
private bool _dragCandidate;
private const int DragDistanceThreshold = 3; // pixels, retail-observed
// Hover / tooltip tracking.
private UiElement? _hoverWidget;
private long _hoverStartedMs;
private const int TooltipDelayMs = 1000; // retail typical
private bool _tooltipFired;
private long _nowMs;
/// <summary>Raised when an event was not consumed by any widget.</summary>
public event Action<UiMouseButton, int, int, uint>? WorldMouseFallThrough;
/// <summary>Raised when a key was not consumed by any widget.</summary>
public event Action<int /*vk*/, uint /*lparam*/>? WorldKeyFallThrough;
/// <summary>Raised when mouse moved and no widget captured.</summary>
public event Action<int, int>? WorldMouseMoveFallThrough;
/// <summary>Raised on scroll fall-through (world zoom, etc.).</summary>
public event Action<int /*dy*/>? WorldScrollFallThrough;
private uint _nextEventId = 0x10000001u;
public override void AddChild(UiElement child)
{
if (child.EventId == 0) child.EventId = _nextEventId++;
base.AddChild(child);
}
// ── Per-frame pumping ────────────────────────────────────────────────
public void Tick(double dt, long nowMs)
{
_nowMs = nowMs;
// Tooltip timer: once mouse has hovered over the same widget for
// TooltipDelayMs, fire a Tooltip event on it exactly once.
if (_hoverWidget is not null && !_tooltipFired
&& _nowMs - _hoverStartedMs >= TooltipDelayMs)
{
var e = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.Tooltip);
_hoverWidget.OnEvent(in e);
_tooltipFired = true;
}
TickSelfAndChildren(dt);
}
public void Draw(UiRenderContext ctx)
{
// Render children (panels) sorted by z-order — modal last so it
// sits on top.
DrawSelfAndChildren(ctx);
}
// ── Input entry points (called from GameWindow's Silk.NET handlers) ──
public void OnMouseMove(int x, int y)
{
int dx = x - MouseX;
int dy = y - MouseY;
MouseX = x;
MouseY = y;
// If we have capture, deliver MouseMove to the captured widget
// AND drive drag state machine; do NOT fall through.
if (Captured is not null)
{
DispatchMouseMove(Captured, x, y);
// Promote to drag if candidate and moved far enough.
if (_dragCandidate && DragSource is null)
{
if (Math.Abs(x - _pressX) > DragDistanceThreshold
|| Math.Abs(y - _pressY) > DragDistanceThreshold)
{
BeginDrag(Captured, payload: null);
}
}
if (DragSource is not null)
UpdateDragHover(x, y);
return;
}
// Not captured: track hover for tooltips + fall through.
UpdateHover(x, y);
WorldMouseMoveFallThrough?.Invoke(x, y);
}
public void OnMouseDown(UiMouseButton btn, int x, int y, uint flags = 0)
{
MouseX = x; MouseY = y;
UpdateButtonFlag(btn, down: true);
_pressX = x; _pressY = y;
// Modal blocks clicks outside its bounds.
if (Modal is not null && !ContainsAbsolute(Modal, x, y))
return;
var (target, lx, ly) = HitTestTopDown(x, y);
if (target is null)
{
WorldMouseFallThrough?.Invoke(btn, x, y, flags);
return;
}
// Set keyboard focus if target accepts it.
if (target.AcceptsFocus) SetKeyboardFocus(target);
// Capture + arm drag candidate (drag promotes on subsequent MouseMove > threshold).
SetCapture(target);
_dragCandidate = true;
// Dispatch raw MouseDown event (retail uses WM_LBUTTONDOWN = 0x201).
int rawType = btn switch
{
UiMouseButton.Left => UiEventType.MouseDown,
UiMouseButton.Right => UiEventType.RightDown,
UiMouseButton.Middle => UiEventType.MiddleDown,
_ => UiEventType.MouseDown,
};
var e = new UiEvent(target.EventId, target, rawType,
Data0: (int)flags, Data1: (int)lx, Data2: (int)ly);
BubbleEvent(target, in e);
}
public void OnMouseUp(UiMouseButton btn, int x, int y, uint flags = 0)
{
MouseX = x; MouseY = y;
UpdateButtonFlag(btn, down: false);
if (DragSource is not null)
{
FinishDrag(x, y);
ReleaseCapture();
_dragCandidate = false;
return;
}
if (Captured is not null)
{
int rawType = btn switch
{
UiMouseButton.Left => UiEventType.MouseUp,
UiMouseButton.Right => UiEventType.RightUp,
UiMouseButton.Middle => UiEventType.MiddleUp,
_ => UiEventType.MouseUp,
};
var sp = Captured.ScreenPosition;
var raw = new UiEvent(Captured.EventId, Captured, rawType,
Data0: (int)flags,
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
BubbleEvent(Captured, in raw);
// If left-up over the same element that received the down, emit Click.
if (btn == UiMouseButton.Left && ContainsAbsolute(Captured, x, y))
{
var click = new UiEvent(Captured.EventId, Captured, UiEventType.Click,
Data0: (int)flags,
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
BubbleEvent(Captured, in click);
}
else if (btn == UiMouseButton.Right && ContainsAbsolute(Captured, x, y))
{
var click = new UiEvent(Captured.EventId, Captured, UiEventType.RightClick,
Data0: (int)flags);
BubbleEvent(Captured, in click);
}
ReleaseCapture();
_dragCandidate = false;
return;
}
// No capture — give the world a chance.
WorldMouseFallThrough?.Invoke(btn, x, y, flags);
}
public void OnScroll(int dy)
{
// Scroll goes to the widget under the cursor (not the focused one).
var (target, lx, ly) = HitTestTopDown(MouseX, MouseY);
if (target is null)
{
WorldScrollFallThrough?.Invoke(dy);
return;
}
var e = new UiEvent(target.EventId, target, UiEventType.Scroll, Data0: dy,
Data1: (int)lx, Data2: (int)ly);
BubbleEvent(target, in e);
}
public void OnKeyDown(int vk, uint lparam = 0)
{
// Focus widget first.
if (KeyboardFocus is not null)
{
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyDown,
Data0: vk, Data1: (int)lparam);
if (BubbleEvent(KeyboardFocus, in e)) return;
}
// If the focused widget is NOT an edit control, also consult the modal /
// top panel. Edit controls absorb all keys (prevents hotkeys while typing).
if (KeyboardFocus is null || !KeyboardFocus.IsEditControl)
{
var root = Modal ?? (UiElement)this;
var e = new UiEvent(root.EventId, root, UiEventType.KeyDown,
Data0: vk, Data1: (int)lparam);
if (BubbleEvent(root, in e)) return;
}
WorldKeyFallThrough?.Invoke(vk, lparam);
}
public void OnKeyUp(int vk, uint lparam = 0)
{
if (KeyboardFocus is not null)
{
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.KeyUp,
Data0: vk, Data1: (int)lparam);
if (BubbleEvent(KeyboardFocus, in e)) return;
}
// Key up rarely falls through; game logic generally keys off KeyDown.
}
public void OnChar(int codepoint)
{
if (KeyboardFocus is null || !KeyboardFocus.IsEditControl) return;
var e = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.Char,
Data0: codepoint);
BubbleEvent(KeyboardFocus, in e);
}
// ── Focus + capture ─────────────────────────────────────────────────
public void SetKeyboardFocus(UiElement? e)
{
if (KeyboardFocus == e) return;
if (KeyboardFocus is not null)
{
var lost = new UiEvent(KeyboardFocus.EventId, KeyboardFocus, UiEventType.FocusLost);
KeyboardFocus.OnEvent(in lost);
}
KeyboardFocus = e;
if (e is not null)
{
var gained = new UiEvent(e.EventId, e, UiEventType.FocusGained);
e.OnEvent(in gained);
}
}
public void SetCapture(UiElement e) => Captured = e;
public void ReleaseCapture() => Captured = null;
// ── Drag-drop (retail event chain 0x15 → 0x21 → 0x1C → 0x3E) ────────
private void BeginDrag(UiElement source, object? payload)
{
DragSource = source;
DragPayload = payload;
var e = new UiEvent(source.EventId, source, UiEventType.DragBegin, Payload: payload);
source.OnEvent(in e);
}
private void UpdateDragHover(int x, int y)
{
var (t, lx, ly) = HitTestTopDown(x, y);
if (ReferenceEquals(t, _lastDragHoverTarget)) return;
// Leave old target.
if (_lastDragHoverTarget is not null)
{
var eLeave = new UiEvent(DragSource!.EventId, _lastDragHoverTarget,
UiEventType.DragOver, Data1: x, Data2: y,
Payload: DragPayload);
_lastDragHoverTarget.OnEvent(in eLeave);
}
// Enter new target.
if (t is not null)
{
var eEnter = new UiEvent(DragSource!.EventId, t, UiEventType.DragEnter,
Data1: (int)lx, Data2: (int)ly,
Payload: DragPayload);
t.OnEvent(in eEnter);
}
_lastDragHoverTarget = t;
}
private void FinishDrag(int x, int y)
{
var (t, lx, ly) = HitTestTopDown(x, y);
var target = t ?? DragSource!;
var accepted = t is not null && t != DragSource;
var e = new UiEvent(DragSource!.EventId, target, UiEventType.DropReleased,
Data0: accepted ? 1 : 0,
Data1: (int)lx, Data2: (int)ly,
Payload: DragPayload);
target.OnEvent(in e);
DragSource = null;
DragPayload = null;
_lastDragHoverTarget = null;
}
// ── Hover / tooltip ─────────────────────────────────────────────────
private void UpdateHover(int x, int y)
{
var (w, _, _) = HitTestTopDown(x, y);
if (ReferenceEquals(w, _hoverWidget)) return;
if (_hoverWidget is not null)
{
var leave = new UiEvent(_hoverWidget.EventId, _hoverWidget, UiEventType.HoverLeave);
_hoverWidget.OnEvent(in leave);
}
_hoverWidget = w;
_hoverStartedMs = _nowMs;
_tooltipFired = false;
if (w is not null)
{
var enter = new UiEvent(w.EventId, w, UiEventType.HoverEnter);
w.OnEvent(in enter);
}
}
// ── Helpers ─────────────────────────────────────────────────────────
public void FireEvent(int type, UiElement target, object? payload = null)
{
var e = new UiEvent(target.EventId, target, type, Payload: payload);
target.OnEvent(in e);
}
public void RegisterTimerEvent(int type, UiElement target, int delayMs,
object? payload = null)
{
_timers.Add((_nowMs + delayMs, new UiEvent(target.EventId, target, type, Payload: payload)));
}
private readonly List<(long fireAt, UiEvent e)> _timers = new();
private void UpdateButtonFlag(UiMouseButton b, bool down)
{
switch (b)
{
case UiMouseButton.Left: LeftButtonDown = down; break;
case UiMouseButton.Right: RightButtonDown = down; break;
case UiMouseButton.Middle: MiddleButtonDown = down; break;
}
}
private (UiElement? element, float localX, float localY) HitTestTopDown(int x, int y)
{
// Modal gets exclusive hit-test.
if (Modal is not null)
{
var mp = Modal.ScreenPosition;
var mh = Modal.HitTest(x - mp.X, y - mp.Y);
if (mh is not null) return (mh, x - mp.X, y - mp.Y);
return (null, 0, 0);
}
// Walk top-level children in reverse Z-order (topmost first).
var kids = new UiElement[Children.Count];
for (int i = 0; i < Children.Count; i++) kids[i] = Children[i];
Array.Sort(kids, static (a, b) => b.ZOrder.CompareTo(a.ZOrder));
foreach (var c in kids)
{
var cp = c.ScreenPosition;
var hit = c.HitTest(x - cp.X, y - cp.Y);
if (hit is not null)
return (hit, x - cp.X, y - cp.Y);
}
return (null, 0, 0);
}
private static bool ContainsAbsolute(UiElement e, int x, int y)
{
var sp = e.ScreenPosition;
return x >= sp.X && x < sp.X + e.Width
&& y >= sp.Y && y < sp.Y + e.Height;
}
private void DispatchMouseMove(UiElement target, int x, int y)
{
var sp = target.ScreenPosition;
var e = new UiEvent(target.EventId, target, UiEventType.MouseMove,
Data1: (int)(x - sp.X), Data2: (int)(y - sp.Y));
BubbleEvent(target, in e);
}
/// <summary>
/// Call <see cref="UiElement.OnEvent"/> on <paramref name="start"/>;
/// if it returns false, walk the Parent chain.
/// </summary>
private bool BubbleEvent(UiElement start, in UiEvent e)
{
var w = start;
while (w is not null)
{
if (w.OnEvent(in e)) return true;
w = w.Parent;
}
return false;
}
protected override void OnDraw(UiRenderContext ctx)
{
// Root itself draws nothing; children do.
}
}