docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory

Divergence register:
- Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete).
- Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail
  behavior; anti-regression guard — do NOT re-implement as a blit layer;
  cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530).
- Add AP-43 (effect tint = mean-opaque color; exact retail byte
  decompiler-ambiguous, visual/cdb confirmation pending).
- Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk
  avoidance, pending visual/cdb confirm).
- Add AP-45 (0x02CE sequence byte not honored, latest-wins).
Section header counts updated: IA 15→17, AP 41→44.

Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op;
effect recolor + live 0x02CE).

Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the
D.5.2 GetIcon signature change (was caught by the build).

Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry
(via claude-memory symlink to ~/.claude/projects/.../memory/).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-17 18:52:15 +02:00
parent 2f789da73d
commit 73adc3768c
3 changed files with 19 additions and 16 deletions

View file

@ -432,7 +432,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **✓ 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by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only.
- **✓ 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 19** (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 14 (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).**
- **✓ SHIPPED — D.5.2 — Stateful item-icon system.** Shipped 2026-06-17 (`419c3ac`..`2f789da`, branch claude/hopeful-maxwell-214a12). Full retail icon composite (`IconData::RenderIcons` @407524, 5 layers + recolor): (1) `UiEffects` bitfield captured from `CreateObject` weenie header (was discarded) → `ItemInstance.Effects`; (2) `IconComposer.GetIcon` rewritten as a 2-stage composite — Stage 1 = drag icon (base + overlay) + effect `ReplaceColor` tint (tile from `EnumIDMap 0x10000005` submap, mean-opaque color → white pixels recolored), Stage 2 = underlay + drag; (3) `PublicUpdatePropertyInt (0x02CE)` parser + `WorldSession.ObjectIntPropertyUpdated` event + `GameWindow` subscription → `ItemRepository.UpdateIntProperty` → icon re-composites live. **Appraise (`0x00C9`) carries NO icon data** (WireMCP confirmed, no overlay/effects in appraise payload) — dropped from scope as a no-op. Retire IA-16 (partial composite); add IA-18 (ReplaceColor anti-regression), AP-43 (effect mean-color), AP-44 (effects==0 recolor skipped), AP-45 (0x02CE sequence not honored). Spec: `docs/superpowers/specs/2026-06-17-d2b-stateful-icon-design.md`; plan: `docs/superpowers/plans/2026-06-17-d2b-stateful-icon.md`; research: `docs/research/2026-06-17-stateful-icon-RESOLVED.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.