docs(D.2b): record vitals default-flip shipped (importer is now the default vitals)

Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).

Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.

Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
  with "Now the default vitals path (the hand-authored markup vitals was
  retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
  stance, updated to note that the vitals window is now rendered by the
  LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
  UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
  panels. IA count header 14 → 15.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-15 16:36:47 +02:00
parent bf77a23ad3
commit c1004847a2
3 changed files with 7 additions and 6 deletions

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@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50).
--- ---
## 1. Intentional architecture (IA) — 14 rows ## 1. Intentional architecture (IA) — 15 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---| |---|---|---|---|---|---|
@ -55,6 +55,7 @@ accepted-divergence entries (#96, #49, #50).
| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md | | IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
| 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. The vitals window is now rendered by the LayoutDesc importer (dat chrome elements read directly from `LayoutDesc 0x2100006C`), not `UiNineSlicePanel`; `UiNineSlicePanel`/`RetailChromeSprites` now back only the chat window + plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals) + `src/AcDream.App/UI/UiNineSlicePanel.cs` (chat/plugins) | 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` and resolves chrome element positions + sprite ids directly from parsed dat fields; 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` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
--- ---
@ -132,7 +133,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) | | AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) |
| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 | | AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 |
| AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ 0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 | | AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ 0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 |
| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Gated opt-in (`ACDREAM_RETAIL_UI_IMPORTER`) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` | | AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Now the default vitals path (the hand-authored markup vitals was retired) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` |
--- ---

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@ -425,7 +425,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`).
- **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green.
- **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e``019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).** - **✓ SHIPPED — D.2b — Custom retail-look backend (Spec 1: markup engine + first panel).** Shipped 2026-06-14 (`626d06e``019350f`). Wired the dormant `UiHost`/`UiElement` tree into `GameWindow` (`ACDREAM_RETAIL_UI=1`) and built the **Approach-C markup engine**: `MarkupDocument` (XML → `UiElement` subtree, `{Binding}` reflection) + `ControlsIni` stylesheet loader + an `IUiRegistry` plugin UI surface (plugins ship markup + a binding, drained into the same `UiRoot`). First retail-faithful panel: a markup-driven Vitals window (`vitals.xml`) — 8-piece dat-sprite frame (`UiNineSlicePanel`) + three `UiMeter` bars (red/gold/blue + cur/max numbers) bound to `VitalsVM`, rendering live over the 3D world and coexisting with the ImGui devtools path. Retired divergence TS-30, added IA-15. Spec `docs/superpowers/specs/2026-06-14-d2b-retail-panel-frame-design.md`; plan `docs/superpowers/plans/2026-06-14-d2b-retail-panel-frame-plan.md`. NOTE the prove-out corrected two stale "facts": retail vitals are **bars not orbs**, stamina is **gold not cyan**. **Remaining: D.3 (AcFont — using the stb stopgap for now) + the glassy gradient bar sprite / brightness tune (polish); input integration (movable/clickable windows — the `UiRoot` drag/click machinery exists but isn't bridged to the Phase-K dispatcher yet); and the rest of the panels (D.5).**
- **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1).** Shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). Gated `ACDREAM_RETAIL_UI_IMPORTER=1`; coexists with the hand-authored `vitals.xml` path (nothing deleted). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. Default flip (retiring `vitals.xml`) **deferred to Plan 2** — the importer window is static; faithful drag/resize requires the dat's own Type-9 resize grips + Type-2 drag bars (the Plan-2 window manager); flipping now would regress interactivity, violating the no-workaround rule. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`. - **✓ SHIPPED — D.2b LayoutDesc importer (Plan 1 + default flip).** Plan 1 shipped 2026-06-15. *Retroactive registration — the spec requested this phase but it was not pre-registered before implementation.* Data-driven vitals window from `LayoutDesc 0x2100006C`: `LayoutImporter` resolves `BaseElement`/`BaseLayoutId` inheritance, walks the `ElementDesc` tree, and builds a live `UiElement` tree via `DatWidgetFactory` (Type 7 → `UiMeter`; all others → `UiDatElement` generic renderer). `VitalsController` binds live HP/Stamina/Mana by element id (mirrors retail `gmVitalsUI`). A/B visual gate **PASSED**: pixel-identical to the hand-authored window. **Default flip shipped 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`; the hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`; plan: `docs/superpowers/plans/2026-06-15-layoutdesc-importer.md`.
- **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)**
- **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish). - **✓ SHIPPED — D.4 — Dat sprites + 9-slice panel backgrounds.** Shipped 2026-06-14 with D.2b. `TextureCache.GetOrUploadRenderSurface(id, out w, out h)` decodes `RenderSurface` (`0x06xxxxxx`) **directly** (not via the Surface→SurfaceTexture chain — the prove-out finding) → GL `Texture2D`; `DrawSprite` (explicit UV-rect, per-texture batch) added to `TextRenderer` + `UiRenderContext` + a `uUseTexture=2` RGBA frag branch; `UiNineSlicePanel` composes the universal 8-piece bevel (corners `0x060074C3..C6`, edges `0x060074BF/C0/C1/C2`, center `0x06004CC2`). Remaining art polish: the glassy gradient bar fill sprite (D.2b polish).
- **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only.

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@ -747,11 +747,11 @@ git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render
## After Plan 1 ## After Plan 1
**Plan 1 status: SHIPPED 2026-06-15, gated `ACDREAM_RETAIL_UI_IMPORTER=1`, pixel-identical; default flip → Plan 2.** **Plan 1 status: SHIPPED 2026-06-15, pixel-identical.**
The Task 8 A/B visual gate **PASSED**: the importer-built vitals window is pixel-identical to the hand-authored `vitals.xml` window. The default flip (retiring `vitals.xml` and making the importer the sole path) is **DEFERRED to Plan 2**. Reason: the importer window is currently static — it has no drag or resize behavior. A "whole-window-draggable" hack would not be retail-faithful; the retail mechanism wires drag to the dat's own **Type-2 drag bars** and resize to **Type-9 resize grips**, both of which are Plan-2 window-manager responsibilities. Flipping the default now would regress the draggable/resizable hand-authored window without a faithful replacement, violating the no-workaround rule. The hand-authored `vitals.xml` path remains the default and is NOT deleted. **Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout (`0x2100006C`) is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels.
**Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 bars, resize via Type-9 grips), re-driving the chat window (`ChatController`), the default flip retiring `vitals.xml` once drag/resize is wired, and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. The phase is already registered in `docs/plans/2026-04-11-roadmap.md` as "D.2b LayoutDesc importer (Plan 1) — SHIPPED"; register Plan 2 in the roadmap before starting it. **Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 drag bars, resize via Type-9 resize grips for the whole toolkit), 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 Plan 2 in the roadmap before starting it.
## Self-review ## Self-review