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+# LayoutDesc Importer — Implementation Plan (Plan 1: foundation + vitals conformance)
+
+> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
+
+**Goal:** Read the retail vitals `LayoutDesc` (`0x2100006C`) from the dat and build a `UiElement` tree that reproduces the hand-built vitals window — proving a data-driven importer that needs no per-window graphics code.
+
+**Architecture:** A `LayoutImporter` reads a layout, resolves `BaseElement`/`BaseLayoutId` inheritance, and walks the `ElementDesc` tree. A hybrid factory maps each element's `Type` to either a dedicated behavioral widget (meter → `UiMeter`, text → dat-font label) or a generic `UiDatElement` that draws any element's media by draw-mode (reusing the proven tiling primitive). A per-window `VitalsController` binds live data to elements by id, mirroring retail's `gmVitalsUI`. Everything renders through the existing `UiRoot` + primitives — nothing is deleted.
+
+**Tech Stack:** C# .NET 10, Silk.NET, `Chorizite.DatReaderWriter` 2.1.7, xUnit. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`.
+
+**Scope of Plan 1:** rollout steps 1–6 (enumeration → importer → inheritance → generic renderer → factory → vitals controller → conformance). NOT in Plan 1: window manager, chat re-drive, the full long-tail of element types (Plan 2). The generic renderer's fallback means un-widgeted types still draw their sprites.
+
+---
+
+## File structure
+
+```
+src/AcDream.App/UI/Layout/ ← new namespace for the importer
+ ElementReader.cs — typed read of ElementDesc fields + inheritance merge (pure, GL-free)
+ LayoutImporter.cs — read a LayoutDesc, walk the tree, build the UiElement tree
+ UiDatElement.cs — generic element: draws its state media by DrawMode (tile/blend)
+ DatWidgetFactory.cs — Type → widget (UiMeter / dat-font label) else UiDatElement
+ VitalsController.cs — bind live data to elements by id (mirrors gmVitalsUI)
+src/AcDream.App/Rendering/GameWindow.cs ← wire importer under a flag, alongside the existing path
+docs/research/2026-06-15-layoutdesc-format.md ← Task 1 enumeration reference
+tests/AcDream.App.Tests/UI/Layout/ ← new test folder
+ ElementReaderTests.cs — inheritance merge, edge-flags → anchors (pure)
+ DatWidgetFactoryTests.cs— Type → widget mapping
+ VitalsBindingTests.cs — bind-by-id wiring
+ LayoutConformanceTests.cs — vitals tree golden checks (uses a committed fixture)
+tests/AcDream.App.Tests/UI/Layout/fixtures/
+ vitals_2100006C.json — dumped vitals layout tree (so tests need no dats)
+```
+
+Pure logic (inheritance merge, anchor mapping, factory decision, draw-mode UV) is GL-free and dat-free so it unit-tests without the user's dats. The dat-reading shell is exercised by the headless conformance tool + the committed fixture.
+
+---
+
+### Task 1: Format enumeration reference doc (research)
+
+Pins down the exact `DatReaderWriter` API and the format vocabulary the later tasks depend on. No production code.
+
+**Files:**
+- Create: `docs/research/2026-06-15-layoutdesc-format.md`
+
+- [ ] **Step 1: Enumerate the DatReaderWriter types**
+
+Run (PowerShell), capturing output:
+```
+dotnet run --project src\AcDream.Cli\AcDream.Cli.csproj --no-build -- dump-vitals-layout "$env:USERPROFILE\Documents\Asheron's Call" 0x2100006C
+```
+From this + the package, record the exact member names/types of `ElementDesc` (confirm `ElementId, Type, X, Y, Width, Height, LeftEdge, TopEdge, RightEdge, BottomEdge, ZLevel, BaseElement, BaseLayoutId, StateDesc, States, Children`), `StateDesc` (its `Media` collection + how properties like font `0x1A` / fill `0x69` are stored), and `MediaDescImage` (`File, DrawMode`) / `MediaDescCursor`.
+
+- [ ] **Step 2: Enumerate the Type + DrawMode vocabulary from the decomp**
+
+Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the `UIElement_*` class names + their render methods, the `DrawModeType` values, and the KSML keyword registrations (`KW_*` near `0x71b540`). Record each element `Type` value → meaning + render method, and each `DrawMode` value → behavior (Normal=tile, Alphablend, Stretch, …).
+
+- [ ] **Step 3: Cross-check against real layouts**
+
+Dump `0x21000014`, `0x21000075`, and `0x2100003F` (the vitals number-text base layout) and confirm which Types/DrawModes/properties actually occur. Note the inheritance chain for the vitals number-text element.
+
+- [ ] **Step 4: Write the reference doc**
+
+Write `docs/research/2026-06-15-layoutdesc-format.md` with sections: ElementDesc API, StateDesc/properties, MediaDesc kinds, the Type table (value → meaning → render method → generic-or-widget bucket), the DrawMode table, and the inheritance rules. Mark which types/draw-modes the vitals window uses (Plan 1 surface) vs the long tail (Plan 2).
+
+- [ ] **Step 5: Commit**
+
+```
+git add docs/research/2026-06-15-layoutdesc-format.md
+git commit -m "docs(D.2b): LayoutDesc format enumeration (importer groundwork)"
+```
+
+---
+
+### Task 2: ElementReader — inheritance merge + edge-flags → anchors (pure)
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/ElementReader.cs`
+- Test: `tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs`
+
+`ElementReader` holds the pure, GL-free, dat-free transforms the importer needs. Model the element as a small POCO `ElementInfo` so the pure logic is testable without constructing `DatReaderWriter.ElementDesc`.
+
+- [ ] **Step 1: Write the failing tests**
+
+```csharp
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class ElementReaderTests
+{
+ [Fact]
+ public void EdgeFlagsToAnchors_LeftRight_Stretches()
+ {
+ // Edge flag value 4 = "anchor to that side" per the format doc; left+right both anchored ⇒ width stretches.
+ var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1);
+ Assert.True(a.HasFlag(AnchorEdges.Left));
+ Assert.True(a.HasFlag(AnchorEdges.Right));
+ Assert.False(a.HasFlag(AnchorEdges.Bottom));
+ }
+
+ [Fact]
+ public void Merge_BaseThenOverride_DerivedWins()
+ {
+ var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 };
+ var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height
+ var merged = ElementReader.Merge(base_, derived);
+ Assert.Equal(200, merged.Width); // override
+ Assert.Equal(16, merged.Height); // inherited
+ Assert.Equal(0x40000000u, merged.FontDid);// inherited
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify failure**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"`
+Expected: FAIL — `ElementReader` / `ElementInfo` not defined.
+
+- [ ] **Step 3: Implement ElementReader + ElementInfo**
+
+```csharp
+namespace AcDream.App.UI.Layout;
+
+/// GL-free, dat-free snapshot of a resolved layout element. Populated by the
+/// importer from DatReaderWriter.ElementDesc (after inheritance); the pure transforms
+/// below operate on it so they unit-test without the dats.
+public sealed class ElementInfo
+{
+ public uint Id;
+ public int Type;
+ public float X, Y, Width, Height;
+ public int Left, Top, Right, Bottom; // edge-anchor flags
+ public uint FontDid; // 0 = none (inherited via Merge)
+ // sprite per state: state name -> (file, drawMode). "" = DirectState.
+ public Dictionary StateMedia = new();
+}
+
+public static class ElementReader
+{
+ /// Edge-anchor flags → AnchorEdges. Flag value 4 (per format doc) = "pinned
+ /// to that side"; any other value = not pinned. Left+Right ⇒ width stretches.
+ public static AnchorEdges ToAnchors(int left, int top, int right, int bottom)
+ {
+ var a = AnchorEdges.None;
+ if (left == 4) a |= AnchorEdges.Left;
+ if (top == 4) a |= AnchorEdges.Top;
+ if (right == 4) a |= AnchorEdges.Right;
+ if (bottom == 4) a |= AnchorEdges.Bottom;
+ if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left
+ return a;
+ }
+
+ /// Merge a base element with a derived override: start from base, apply any
+ /// non-default field the derived element sets. Mirrors BaseElement/BaseLayoutId.
+ public static ElementInfo Merge(ElementInfo base_, ElementInfo derived)
+ {
+ var m = new ElementInfo
+ {
+ Id = derived.Id != 0 ? derived.Id : base_.Id,
+ Type = derived.Type != 0 ? derived.Type : base_.Type,
+ X = derived.X, Y = derived.Y, // position is the derived placement
+ Width = derived.Width != 0 ? derived.Width : base_.Width,
+ Height = derived.Height != 0 ? derived.Height : base_.Height,
+ Left = derived.Left, Top = derived.Top, Right = derived.Right, Bottom = derived.Bottom,
+ FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid,
+ StateMedia = new Dictionary(base_.StateMedia),
+ };
+ foreach (var kv in derived.StateMedia) m.StateMedia[kv.Key] = kv.Value; // derived overrides
+ return m;
+ }
+}
+```
+> NOTE: confirm the edge-flag "pinned" value (4) and the font-property key against Task 1's doc; adjust the `== 4` test if the doc says otherwise.
+
+- [ ] **Step 4: Run to verify pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"`
+Expected: PASS (2 tests).
+
+- [ ] **Step 5: Commit**
+
+```
+git add src/AcDream.App/UI/Layout/ElementReader.cs tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs
+git commit -m "feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors"
+```
+
+---
+
+### Task 3: UiDatElement — generic element + draw-mode render
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/UiDatElement.cs`
+
+Generic widget: holds an `ElementInfo` + the active state name, draws that state's media by draw-mode. Reuses the proven tiling render (UV-repeat at native width; UI textures are `GL_REPEAT`-wrapped).
+
+- [ ] **Step 1: Write the failing test (active-state selection is pure)**
+
+```csharp
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class UiDatElementTests
+{
+ [Fact]
+ public void ActiveMedia_PrefersNamedStateOverDirect()
+ {
+ var info = new ElementInfo();
+ info.StateMedia[""] = (0x06000001, 0); // DirectState
+ info.StateMedia["ShowDetail"] = (0x06000002, 1); // named
+ var e = new UiDatElement(info, (_, _) => (0, 0, 0)) { ActiveState = "ShowDetail" };
+ Assert.Equal(0x06000002u, e.ActiveMedia().File);
+ e.ActiveState = "";
+ Assert.Equal(0x06000001u, e.ActiveMedia().File);
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify failure**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"`
+Expected: FAIL — `UiDatElement` not defined.
+
+- [ ] **Step 3: Implement UiDatElement**
+
+```csharp
+using System;
+using System.Numerics;
+
+namespace AcDream.App.UI.Layout;
+
+/// Generic dat element: draws its active state's media by DrawMode (Normal=tile,
+/// Alphablend=blended overlay). The fallback renderer for every element type without a
+/// dedicated behavioral widget; faithful because retail's base element render is exactly
+/// "stamp the media per draw-mode".
+public sealed class UiDatElement : UiElement
+{
+ private readonly ElementInfo _info;
+ private readonly Func _resolve;
+ public string ActiveState { get; set; } = "";
+
+ public UiDatElement(ElementInfo info, Func resolve)
+ {
+ _info = info; _resolve = resolve;
+ ClickThrough = true; // generic decoration; behavioral widgets opt back in
+ }
+
+ public (uint File, int DrawMode) ActiveMedia()
+ => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m
+ : _info.StateMedia.TryGetValue("", out var d) ? d
+ : (0u, 0);
+
+ protected override void OnDraw(UiRenderContext ctx)
+ {
+ var (file, drawMode) = ActiveMedia();
+ if (file == 0) return;
+ var (tex, tw, th) = _resolve(file);
+ if (tex == 0 || tw == 0 || th == 0) return;
+ // DrawMode 0 = Normal → TILE at native size (UV-repeat; GL_REPEAT-wrapped UI texture),
+ // matching ImgTex::TileCSI. (Alphablend/others are the same blit with a blend state;
+ // the sprite shader already alpha-blends, so the quad is identical here.)
+ ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
+ }
+}
+```
+> NOTE: confirm `DrawMode` enum values against Task 1; if a value needs a non-tiled blit (e.g. a true Stretch), branch here. For the vitals surface (Normal + Alphablend) the tiled UV-repeat quad is correct.
+
+- [ ] **Step 4: Run to verify pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"`
+Expected: PASS.
+
+- [ ] **Step 5: Commit**
+
+```
+git add src/AcDream.App/UI/Layout/UiDatElement.cs tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs
+git commit -m "feat(D.2b): UiDatElement — generic per-drawmode element renderer"
+```
+
+---
+
+### Task 4: DatWidgetFactory — Type → widget (else generic)
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`
+- Test: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs`
+
+- [ ] **Step 1: Write the failing tests**
+
+```csharp
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class DatWidgetFactoryTests
+{
+ private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
+
+ [Fact]
+ public void Type7_Meter_MakesUiMeter()
+ {
+ var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null);
+ Assert.IsType(e);
+ }
+
+ [Fact]
+ public void UnknownType_FallsBackToGeneric()
+ {
+ var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null);
+ Assert.IsType(e);
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify failure**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"`
+Expected: FAIL — `DatWidgetFactory` not defined.
+
+- [ ] **Step 3: Implement DatWidgetFactory**
+
+```csharp
+using System;
+
+namespace AcDream.App.UI.Layout;
+
+/// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim
+/// algorithm ports); everything else (and unknown Types) falls back to UiDatElement.
+/// The Type→bucket assignment comes from the format enumeration (Task 1).
+public static class DatWidgetFactory
+{
+ /// RenderSurface id → (GL tex, w, h).
+ /// Retail UI font for text elements (may be null pre-load).
+ public static UiElement Create(ElementInfo info,
+ Func resolve, UiDatFont? datFont)
+ {
+ var e = info.Type switch
+ {
+ 7 => BuildMeter(info, resolve), // UIElement_Meter
+ _ => new UiDatElement(info, resolve),
+ };
+ e.Left = info.X; e.Top = info.Y; e.Width = info.Width; e.Height = info.Height;
+ e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom);
+ return e;
+ }
+
+ private static UiElement BuildMeter(ElementInfo info, Func resolve)
+ => new UiMeter { SpriteResolve = resolve }; // back/front slice ids + binding set by the controller
+}
+```
+> NOTE: text (Type 0) keeps using the generic element for now; the dat-font label binding happens in the controller via `UiDatFont`. Add a dedicated text widget in Plan 2 if the enumeration shows behavior beyond "draw a bound string".
+
+- [ ] **Step 4: Run to verify pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"`
+Expected: PASS.
+
+- [ ] **Step 5: Commit**
+
+```
+git add src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs
+git commit -m "feat(D.2b): DatWidgetFactory — Type→widget hybrid mapping"
+```
+
+---
+
+### Task 5: LayoutImporter — read layout, resolve inheritance, build tree
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/LayoutImporter.cs`
+
+Reads a `LayoutDesc` via `DatCollection`, converts each `ElementDesc` to `ElementInfo` (resolving `BaseElement`/`BaseLayoutId` via `ElementReader.Merge`), builds the widget tree via the factory, and recurses into children. Exposes `FindElement(uint id)`.
+
+- [ ] **Step 1: Write the failing test (uses the committed fixture, no dats)**
+
+Create `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` by serializing the dumped tree (a list of `ElementInfo`-shaped records). Test that the importer's pure `BuildFromInfos` produces the right tree:
+```csharp
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class LayoutImporterTests
+{
+ [Fact]
+ public void BuildFromInfos_HealthMeter_IsUiMeterAtRect()
+ {
+ // health meter element 0x100000E6: X=5,Y=5,150x16,Type=7
+ var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 };
+ var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 };
+ var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, (_, _) => (0, 0, 0), null);
+ var found = tree.FindElement(0x100000E6);
+ Assert.IsType(found);
+ Assert.Equal(5f, found!.Left); Assert.Equal(150f, found.Width);
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify failure**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"`
+Expected: FAIL — `LayoutImporter` not defined.
+
+- [ ] **Step 3: Implement LayoutImporter**
+
+```csharp
+using System;
+using System.Collections.Generic;
+using DatReaderWriter;
+using DatReaderWriter.DBObjs;
+using DatReaderWriter.Types;
+
+namespace AcDream.App.UI.Layout;
+
+/// Reads a retail LayoutDesc into a UiElement tree. Pure tree-building
+/// (BuildFromInfos) is dat-free + testable; Import(dats, id, ...) is the dat shell.
+public sealed class ImportedLayout
+{
+ public required UiElement Root { get; init; }
+ private readonly Dictionary _byId;
+ public ImportedLayout(UiElement root, Dictionary byId) { Root = root; _byId = byId; }
+ public UiElement? FindElement(uint id) => _byId.TryGetValue(id, out var e) ? e : null;
+}
+
+public static class LayoutImporter
+{
+ /// Dat shell: load the layout, convert ElementDescs to ElementInfo (resolving
+ /// inheritance), then BuildFromInfos. Returns null if the layout is missing.
+ public static ImportedLayout? Import(DatCollection dats, uint layoutId,
+ Func resolve, UiDatFont? datFont)
+ {
+ var ld = dats.Get(layoutId);
+ if (ld is null) return null;
+ // Convert top-level + nested ElementDescs to resolved ElementInfo.
+ ElementInfo Convert(ElementDesc d) => Resolve(dats, d);
+ // Build a synthetic root that holds the top-level elements as children.
+ var rootInfo = new ElementInfo { Id = 0, Type = 3 };
+ var children = new List();
+ var nested = new Dictionary();
+ foreach (var kv in ld.Elements) { var info = Convert(kv.Value); children.Add(info); nested[info] = kv.Value; }
+ return BuildFromInfosRecursive(rootInfo, ld, dats, resolve, datFont);
+ }
+
+ /// Pure builder used by tests + the shell: build a tree from a root info + its
+ /// direct children infos. (The recursive dat variant handles real nested trees.)
+ public static ImportedLayout BuildFromInfos(ElementInfo rootInfo, IEnumerable children,
+ Func resolve, UiDatFont? datFont)
+ {
+ var byId = new Dictionary();
+ var root = DatWidgetFactory.Create(rootInfo, resolve, datFont);
+ if (rootInfo.Id != 0) byId[rootInfo.Id] = root;
+ foreach (var c in children)
+ {
+ var w = DatWidgetFactory.Create(c, resolve, datFont);
+ root.AddChild(w);
+ if (c.Id != 0) byId[c.Id] = w;
+ }
+ return new ImportedLayout(root, byId);
+ }
+
+ // ---- dat-side helpers ----
+
+ private static ImportedLayout BuildFromInfosRecursive(ElementInfo rootInfo, LayoutDesc ld,
+ DatCollection dats, Func resolve, UiDatFont? datFont)
+ {
+ var byId = new Dictionary();
+ var root = DatWidgetFactory.Create(rootInfo, resolve, datFont);
+ foreach (var kv in ld.Elements)
+ AddElement(root, kv.Value, dats, resolve, datFont, byId);
+ return new ImportedLayout(root, byId);
+ }
+
+ private static void AddElement(UiElement parent, ElementDesc d, DatCollection dats,
+ Func resolve, UiDatFont? datFont, Dictionary byId)
+ {
+ var info = Resolve(dats, d);
+ var w = DatWidgetFactory.Create(info, resolve, datFont);
+ parent.AddChild(w);
+ if (info.Id != 0) byId[info.Id] = w;
+ foreach (var kv in d.Children)
+ AddElement(w, kv.Value, dats, resolve, datFont, byId);
+ }
+
+ /// ElementDesc → ElementInfo, resolving BaseElement/BaseLayoutId inheritance.
+ private static ElementInfo Resolve(DatCollection dats, ElementDesc d)
+ {
+ var self = ToInfo(d);
+ if (d.BaseElement != 0 && d.BaseLayoutId != 0)
+ {
+ var baseLd = dats.Get(d.BaseLayoutId);
+ var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement);
+ if (baseDesc is not null) return ElementReader.Merge(Resolve(dats, baseDesc), self); // recursive base chain
+ }
+ return self;
+ }
+
+ private static ElementDesc? FindDesc(LayoutDesc ld, uint id)
+ {
+ foreach (var kv in ld.Elements) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; }
+ return null;
+ }
+ private static ElementDesc? FindDescIn(ElementDesc d, uint id)
+ {
+ if (d.ElementId == id) return d;
+ foreach (var kv in d.Children) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; }
+ return null;
+ }
+
+ /// Read the verified ElementDesc fields into ElementInfo (no inheritance).
+ private static ElementInfo ToInfo(ElementDesc d)
+ {
+ var info = new ElementInfo
+ {
+ Id = d.ElementId, Type = (int)d.Type,
+ X = d.X, Y = d.Y, Width = d.Width, Height = d.Height,
+ Left = (int)d.LeftEdge, Top = (int)d.TopEdge, Right = (int)d.RightEdge, Bottom = (int)d.BottomEdge,
+ };
+ if (d.StateDesc is not null) ReadState(d.StateDesc, "", info);
+ foreach (var s in d.States) ReadState(s.Value, s.Key, info);
+ return info;
+ }
+
+ private static void ReadState(StateDesc sd, string name, ElementInfo info)
+ {
+ foreach (var m in sd.Media)
+ if (m is MediaDescImage img && img.File != 0)
+ info.StateMedia[name] = (img.File, (int)img.DrawMode);
+ // font DID (property 0x1A) read here once the format doc confirms the property API.
+ }
+}
+```
+> NOTE: the exact `ElementDesc`/`StateDesc` member access (`d.X`, `d.Type`, `d.States`, `sd.Media`, `img.DrawMode`, the font property) must match Task 1's verified API; `dump-vitals-layout` confirms these members exist. Adjust casts/names to the real API.
+
+- [ ] **Step 4: Run to verify pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"`
+Expected: PASS.
+
+- [ ] **Step 5: Commit**
+
+```
+git add src/AcDream.App/UI/Layout/LayoutImporter.cs tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
+git commit -m "feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree"
+```
+
+---
+
+### Task 6: VitalsController — bind live data by id
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/VitalsController.cs`
+- Test: `tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs`
+
+Mirrors `gmVitalsUI`: grab the meter elements by id and wire their fill + numbers + the correct per-vital sprite slice ids (which are dat-driven, but the back/front-slice split + the live data binding are the controller's job).
+
+- [ ] **Step 1: Write the failing test**
+
+```csharp
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class VitalsBindingTests
+{
+ [Fact]
+ public void Bind_SetsHealthMeterFillFromProvider()
+ {
+ var health = new UiMeter();
+ var layout = FakeLayout(("0x100000E6", health));
+ float hp = 0.42f;
+ VitalsController.Bind(layout, healthPct: () => hp, staminaPct: () => 1, manaPct: () => 1,
+ healthText: () => "42/100", staminaText: () => "", manaText: () => "");
+ Assert.Equal(0.42f, health.Fill());
+ }
+
+ private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items)
+ {
+ var dict = new System.Collections.Generic.Dictionary();
+ var root = new UiPanel();
+ foreach (var (idHex, e) in items)
+ { uint id = System.Convert.ToUInt32(idHex, 16); root.AddChild(e); dict[id] = e; }
+ return new ImportedLayout(root, dict);
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify failure**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"`
+Expected: FAIL — `VitalsController` not defined.
+
+- [ ] **Step 3: Implement VitalsController**
+
+```csharp
+using System;
+
+namespace AcDream.App.UI.Layout;
+
+/// Per-window controller for the vitals layout (0x2100006C). Mirrors retail
+/// gmVitalsUI::PostInit: grab the meter elements by id and bind live data. The ONLY
+/// per-window code — data wiring, not graphics.
+public static class VitalsController
+{
+ public const uint Health = 0x100000E6, Stamina = 0x100000EC, Mana = 0x100000EE;
+
+ public static void Bind(ImportedLayout layout,
+ Func healthPct, Func staminaPct, Func manaPct,
+ Func healthText, Func staminaText, Func manaText)
+ {
+ BindMeter(layout, Health, healthPct, healthText);
+ BindMeter(layout, Stamina, staminaPct, staminaText);
+ BindMeter(layout, Mana, manaPct, manaText);
+ }
+
+ private static void BindMeter(ImportedLayout layout, uint id, Func pct, Func text)
+ {
+ if (layout.FindElement(id) is UiMeter m)
+ {
+ m.Fill = () => pct();
+ m.Label = () => text();
+ }
+ }
+}
+```
+> NOTE: the per-vital back/front 3-slice sprite ids live on the meter's child image elements in the dat; the importer sets them on the `UiMeter` (extend `DatWidgetFactory.BuildMeter` to read the meter's `E8/E9/EA` + back/front child sprites once the tree is built). For Plan 1 conformance, the controller binds the dynamic data; the static slice ids come from the dat via the importer.
+
+- [ ] **Step 4: Run to verify pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"`
+Expected: PASS.
+
+- [ ] **Step 5: Commit**
+
+```
+git add src/AcDream.App/UI/Layout/VitalsController.cs tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs
+git commit -m "feat(D.2b): VitalsController — bind live vitals data by element id"
+```
+
+---
+
+### Task 7: Wire the importer into GameWindow behind a flag
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `_options.RetailUi` block where the vitals panel is built)
+- Modify: `src/AcDream.App/RuntimeOptions.cs` (add `RetailUiImporter` flag from `ACDREAM_RETAIL_UI_IMPORTER`)
+
+Run the importer-built vitals window when `ACDREAM_RETAIL_UI_IMPORTER=1`, ALONGSIDE the existing hand-authored path (which stays the default). This is the conformance harness + the eventual switch-over.
+
+- [ ] **Step 1: Add the RuntimeOptions flag**
+
+In `RuntimeOptions.cs`, add `public bool RetailUiImporter { get; init; }` and read it in `Program.cs` from `ACDREAM_RETAIL_UI_IMPORTER == "1"` (follow the existing `RetailUi` pattern).
+
+- [ ] **Step 2: Wire the importer in the RetailUi block**
+
+In `GameWindow.cs`, in the `if (_options.RetailUi)` block, after the existing vitals panel is built, add:
+```csharp
+if (_options.RetailUiImporter)
+{
+ var imported = AcDream.App.UI.Layout.LayoutImporter.Import(
+ _dats, 0x2100006Cu, ResolveChrome, _datFont);
+ if (imported is not null)
+ {
+ AcDream.App.UI.Layout.VitalsController.Bind(imported,
+ healthPct: () => _vitalsVm!.HealthPercent ?? 0f,
+ staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f,
+ manaPct: () => _vitalsVm!.ManaPercent ?? 0f,
+ healthText: () => $"{_vitalsVm!.HealthCurrent}/{_vitalsVm.HealthMax}",
+ staminaText: () => $"{_vitalsVm!.StaminaCurrent}/{_vitalsVm.StaminaMax}",
+ manaText: () => $"{_vitalsVm!.ManaCurrent}/{_vitalsVm.ManaMax}");
+ imported.Root.Left = 240; imported.Root.Top = 30; // offset so it sits beside the hand-built one for A/B
+ _uiHost.Root.AddChild(imported.Root);
+ Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored).");
+ }
+}
+```
+> NOTE: confirm `_dats` (the `DatCollection`) + `_datFont` (the `UiDatFont`) field names in `GameWindow`; both already exist (the chrome resolve + the dat-font load use them).
+
+- [ ] **Step 3: Build**
+
+Run: `dotnet build src\AcDream.App\AcDream.App.csproj -c Debug`
+Expected: 0 errors.
+
+- [ ] **Step 4: Commit**
+
+```
+git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.App/RuntimeOptions.cs src/AcDream.App/Program.cs
+git commit -m "feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)"
+```
+
+---
+
+### Task 8: Vitals conformance — golden tree checks + headless render diff
+
+**Files:**
+- Create: `tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs`
+- Modify: `src/AcDream.Cli/VitalsMockup.cs` (add an importer-render mode if needed for the visual diff)
+
+- [ ] **Step 1: Write the golden tree conformance test (against the fixture)**
+
+```csharp
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+namespace AcDream.App.Tests.UI.Layout;
+
+public class LayoutConformanceTests
+{
+ [Fact]
+ public void VitalsTree_HasThreeMetersAtExpectedRects()
+ {
+ var layout = FixtureLoader.LoadVitals(); // deserializes vitals_2100006C.json → ImportedLayout via BuildFromInfos
+ (uint id, float y)[] expected = { (0x100000E6, 5), (0x100000EC, 21), (0x100000EE, 37) };
+ foreach (var (id, y) in expected)
+ {
+ var m = layout.FindElement(id);
+ Assert.IsType(m);
+ Assert.Equal(5f, m!.Left);
+ Assert.Equal(150f, m.Width);
+ Assert.Equal(16f, m.Height);
+ Assert.Equal(y, m.Top);
+ }
+ }
+}
+```
+Add a tiny `FixtureLoader` that reads the committed JSON into `ElementInfo`s and calls `LayoutImporter.BuildFromInfos`.
+
+- [ ] **Step 2: Run to verify failure, then implement FixtureLoader, then pass**
+
+Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutConformanceTests"`
+Expected: FAIL → implement `FixtureLoader` → PASS.
+
+- [ ] **Step 3: Headless visual diff**
+
+Launch the client with both windows (`ACDREAM_RETAIL_UI=1 ACDREAM_RETAIL_UI_IMPORTER=1`, testaccount2) and confirm the importer window (offset) is pixel-identical to the hand-authored one. (Manual visual gate — the user confirms. No assertion.)
+
+- [ ] **Step 4: Full test sweep**
+
+Run: `dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~UI"`
+Expected: PASS (all prior UI tests + the new Layout tests).
+
+- [ ] **Step 5: Commit**
+
+```
+git add tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs
+git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render gate)"
+```
+
+---
+
+## After Plan 1
+
+Once the importer window is pixel-identical to the hand-authored vitals (Task 8 gate), a follow-up commit flips vitals to the importer as the default and the hand-authored `vitals.xml` path is retired (kept in git history). **Plan 2** then covers: the `WindowManager` (open/close/z-order/persist), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register the phase id in `docs/plans/2026-04-11-roadmap.md` before starting Plan 2.
+
+## Self-review
+
+- **Spec coverage:** enumeration (Task 1) ✓, importer + inheritance (Tasks 2,5) ✓, generic renderer (Task 3) ✓, hybrid factory (Task 4) ✓, controller/binding (Task 6) ✓, coexistence/flag (Task 7) ✓, conformance (Task 8) ✓. Window manager + chat + full long-tail = explicitly deferred to Plan 2 (spec rollout 7–8).
+- **Placeholder scan:** every code step has concrete code; `NOTE`s flag where Task 1's verified API must confirm a member name/value — that's a real dependency, not a vague requirement.
+- **Type consistency:** `ElementInfo`, `ImportedLayout`, `LayoutImporter.BuildFromInfos`/`Import`, `DatWidgetFactory.Create`, `UiDatElement.ActiveMedia`, `VitalsController.Bind` are used consistently across tasks; `UiMeter.Fill`/`Label`/`SpriteResolve` match the existing widget.