feat(ui): D.2b item interaction + retail cursors + live character sheet

Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:

- ItemInteractionController: single owner of double-click use/equip/
  container-open, targeted-use mode (health kits), drag-out drop;
  toolbar shortcut drags don't drop the real item. ItemEquipRules for
  multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
  drag > resize > window-move > target-mode > text) + RetailCursorCatalog
  (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
  0x00564630) resolved through the portal EnumIDMap chain by
  RetailCursorResolver; RetailCursorManager applies dat cursor art to the
  OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
  XP-curve/raise-cost math and the raise flow — extracted out of
  GameWindow per Code Structure Rule 1 instead of committing the ~430-line
  feature body there. Optimistic XP/credit debits go through eventful
  store APIs (new ClientObjectTable.UpdateInt64Property +
  LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
  property-dictionary writes; register row AP-73 covers the still-missing
  raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
  character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
  backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.

GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-03 09:18:43 +02:00
parent e3fc7ac5ba
commit b7dc91a053
74 changed files with 6669 additions and 238 deletions

View file

@ -0,0 +1,54 @@
using System;
using AcDream.App.UI;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Shared bindings for imported retail window chrome. The same max/min button id is
/// reused by several LayoutDesc windows; per-window controllers decide what the click
/// means for their window.
/// </summary>
internal static class WindowChromeController
{
public const uint MaxMinButtonId = 0x1000046Fu;
public const uint InventoryCloseButtonId = 0x100001D2u;
public const uint CharacterCloseButtonId = 0x1000022Au;
public static int BindCloseButton(ImportedLayout layout, Action? onClose)
{
if (onClose is null)
return 0;
return BindCloseButton(layout.Root, onClose);
}
private static int BindCloseButton(UiElement node, Action onClose)
{
int count = TryBindCloseButton(node, onClose) ? 1 : 0;
foreach (var child in node.Children)
count += BindCloseButton(child, onClose);
return count;
}
private static bool TryBindCloseButton(UiElement element, Action onClose)
{
switch (element)
{
case UiButton button when IsCloseButtonId(button.ElementId):
button.OnClick = onClose;
return true;
case UiDatElement datElement when IsCloseButtonId(datElement.ElementId):
datElement.ClickThrough = false;
datElement.CapturesPointerDrag = true;
datElement.OnClick = onClose;
return true;
default:
return false;
}
}
private static bool IsCloseButtonId(uint id) =>
id is MaxMinButtonId or InventoryCloseButtonId or CharacterCloseButtonId;
}