feat(ui): centralize retail selection state

This commit is contained in:
Erik 2026-07-11 00:51:20 +02:00
parent c7607f019c
commit 7983309d23
30 changed files with 591 additions and 108 deletions

View file

@ -120,3 +120,19 @@ window mounts, toolbar digit and inventory-cell asset lookup, plugin mounts,
cursor feedback, persistence, automation, and retained tick/draw/restore/dispose
paths live behind the runtime. The live Debug gate passed across two graceful
restart cycles. Do not add panel mount bodies back to `GameWindow`.
## 2026-07-11 selection and interaction ownership
`AcDream.Core.Selection.SelectionState` is the only selected-object truth. It
ports retail `ACCWeenieObject::SetSelectedObject`: deduplicate the current guid,
remember previous and previous-valid guids, commit before firing one typed
transition, and clear with the removed object retained as previous. World pick,
radar, combat targeting, inventory, paperdoll slots, toolbar selected-object
presentation, target indicator, use/pickup, PreviousSelection, and plugins all
read or write this same owner. Plugins use `IPluginHost.Selection`; plugin event
failures are isolated from the client and other plugins.
`AcDream.App.UI.InteractionState` separately owns temporary pointer orchestration:
`None`, `Use`, `Examine`, or `UseItemOnTarget(sourceGuid)`. Item target mode is a
projection of this state, not a second selected-object field. Keep selection in
Core and interaction modes in App when completing Wave 3.