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

@ -9,6 +9,12 @@ namespace AcDream.App.UI;
[System.Flags]
public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
/// <summary>Retail dat cursor media attached to a UI state.</summary>
public readonly record struct UiCursorMedia(uint File, int HotspotX, int HotspotY)
{
public bool IsValid => File != 0;
}
/// <summary>
/// Base class for every UI widget in the retained-mode tree.
///
@ -40,9 +46,56 @@ public abstract class UiElement
/// </summary>
public uint EventId { get; internal set; }
/// <summary>
/// Dat LayoutDesc element id for widgets imported from retail UI data.
/// Zero for runtime-created helper widgets. This is intentionally separate
/// from <see cref="EventId"/>: event ids are runtime-local, while this id is
/// stable across retail layout dumps, decomp references, and UI probes.
/// </summary>
public uint DatElementId { get; internal set; }
/// <summary>Human-readable name for debugging / FindByName.</summary>
public string? Name { get; init; }
private readonly Dictionary<string, UiCursorMedia> _stateCursors = new();
/// <summary>Retail MediaDescCursor entries keyed by UIStateId.ToString(), or "" for DirectState.</summary>
public IReadOnlyDictionary<string, UiCursorMedia> StateCursors => _stateCursors;
/// <summary>Active state name used for cursor media. Stateful dat widgets override this.</summary>
public virtual string ActiveCursorStateName => "";
public void SetStateCursors(IReadOnlyDictionary<string, UiCursorMedia> cursors)
{
_stateCursors.Clear();
foreach (var kv in cursors)
{
if (kv.Value.IsValid)
_stateCursors[kv.Key] = kv.Value;
}
}
public UiCursorMedia ActiveCursor()
=> CursorForState(ActiveCursorStateName, allowFallback: true);
public UiCursorMedia CursorForState(string stateName, bool allowFallback = true)
{
if (!string.IsNullOrEmpty(stateName)
&& _stateCursors.TryGetValue(stateName, out var named)
&& named.IsValid)
return named;
if (!allowFallback)
return default;
if (_stateCursors.TryGetValue("", out var direct) && direct.IsValid)
return direct;
if (_stateCursors.TryGetValue("Normal", out var normal) && normal.IsValid)
return normal;
return default;
}
// ── Geometry ────────────────────────────────────────────────────────
/// <summary>X in the parent's local pixel space.</summary>
public float Left { get; set; }
@ -130,6 +183,14 @@ public abstract class UiElement
/// self-driven interior drag such as text selection). Default false.</summary>
public virtual bool HandlesClick => false;
/// <summary>
/// Optional game-object target used by item-use cursor/target mode when this UI
/// element represents a target that is not its visible item icon. Example:
/// the status-bar backpack button and paperdoll both mean "self" for a
/// health-kit-style use-with-target action.
/// </summary>
public Func<uint>? UseTargetGuidProvider { get; set; }
/// <summary>Minimum size enforced while resizing.</summary>
public float MinWidth { get; set; } = 40f;
public float MinHeight { get; set; } = 40f;