docs(D.5.1): divergence rows IA-16/IA-17 + ISSUES toolbar-interactivity entry
IA-16: partial icon composite (layers 1-4 only; effect glow + ReplaceColor tint deferred to D.5.2). IA-17: per-window UiNineSlicePanel chrome vs window-manager- owned bevel (retail toolbar has no baked frame in LayoutDesc 0x21000016). #140: toolbar interactivity (selected-object meters 0x100001A1/A2 + stack slider 0x100001A4 + name line) deferred to roadmap D.5.3. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
0e7a083da6
commit
b1e45bee1c
2 changed files with 21 additions and 0 deletions
|
|
@ -46,6 +46,25 @@ Copy this block when adding a new issue:
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
## #140 — Toolbar interactivity — selected-object display
|
||||||
|
|
||||||
|
**Status:** OPEN
|
||||||
|
**Severity:** MEDIUM
|
||||||
|
**Filed:** 2026-06-17
|
||||||
|
**Component:** ui — D.5 toolbar / selection
|
||||||
|
|
||||||
|
**Description:** The action bar (D.5.1) is the retail "selected object" display. Wire the B.4 WorldPicker/selection state to the toolbar's currently-hidden elements: the two meters 0x100001A1 (selected-object Health) / 0x100001A2 (selected-object 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 shipped in D.5.1. Promote to roadmap D.5.3 (already listed there).
|
||||||
|
|
||||||
|
**Root cause / status:** The selection-state wire was deferred out of D.5.1 scope; the meter/slider elements are present in LayoutDesc 0x21000016 but hidden (no backing data). D.5.3 is the planned port.
|
||||||
|
|
||||||
|
**Files:** `src/AcDream.App/UI/Layout/ToolbarController.cs` + the selection/WorldPicker state (see `claude-memory/project_interaction_pipeline.md`).
|
||||||
|
|
||||||
|
**Research:** `docs/research/2026-06-16-action-bar-toolbar-deep-dive.md` (meter element ids + wire catalog).
|
||||||
|
|
||||||
|
**Acceptance:** Selecting a world object populates the toolbar meters and name line; deselecting clears them. Matches retail side-by-side.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## #139 — D.2b retail UI polish: chat text colors + buttons
|
## #139 — D.2b retail UI polish: chat text colors + buttons
|
||||||
|
|
||||||
**Status:** OPEN
|
**Status:** OPEN
|
||||||
|
|
|
||||||
|
|
@ -56,6 +56,8 @@ accepted-divergence entries (#96, #49, #50).
|
||||||
| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
|
| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
|
||||||
| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
|
| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
|
||||||
| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
|
| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
|
||||||
|
| IA-16 | Item-icon composite is PARTIAL — layers 1-4 (type-default underlay via EnumIDMap 0x10000004 + custom underlay/base/overlay) only; the effect-overlay layer (0x10000005 by _effects) and the overlay ReplaceColor tint are DEFERRED to D.5.2 | `src/AcDream.App/UI/IconComposer.cs` | Layers 1-4 cover the common item (opaque tile + base icon); the effect glow + overlay tint are state-overlays for charged/enchanted items. Full system handed off: docs/research/2026-06-17-stateful-icon-system-handoff.md (D.5.2) | An item whose distinctive look is the effect glow or the tinted overlay renders without it (the pinned-scroll "missing overlay" symptom). Retired when D.5.2 lands the effect layer + tint + appraise-driven re-composition | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524 (layer 5 GetByEnum 0x10000005 @407575; ReplaceColor @407614) |
|
||||||
|
| IA-17 | Toolbar window FRAME is toolkit-supplied (per-window UiNineSlicePanel 8-piece bevel, drawn over content via UiElement.OnDrawAfterChildren) rather than the window-manager-owned chrome retail paints uniformly around every window | `src/AcDream.App/Rendering/GameWindow.cs` (toolbar mount) + `src/AcDream.App/UI/UiNineSlicePanel.cs` | LayoutDesc 0x21000016 has NO baked frame; retail's toolbar frame is window-manager chrome (keystone.dll). We draw the same reusable 8-piece bevel chat/vitals use; border drawn over content so the toolbar's 2px-wide row-2 right cap (W=8) can't poke through. Same pattern as the chat window. | Until a central window manager owns chrome uniformly, per-window wraps can drift (size/offset/z-order) from each other and from retail; the border-over-content rule is the toolkit's, not the WM's | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue