feat(ui): finish retail toolbar controls

Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 12:11:53 +02:00
parent 21fefce0e0
commit d3d1c895a0
19 changed files with 478 additions and 72 deletions

View file

@ -203,7 +203,7 @@ AP-94..AP-110 for the confirmed retail-UI completion gaps.
| ~~AP-97~~ | **RETIRED 2026-07-10 (Wave 1 retained-widget foundation)** — the prior generic Device-timer premise was a decomp misread. Named retail polls the hovered element's tooltip deadline, then broadcasts global UI time message `3`; it does not expose the assumed arbitrary timer queue. `UiRoot.Tick` now preserves that order and subtree removal clears input/time ownership before another pulse. | `src/AcDream.App/UI/UiRoot.cs`; `IUiGlobalTimeListener.cs` | — | — | `UIElementManager::UseTime` and hover/focus paths, pinned in `docs/research/2026-07-10-retained-widget-foundations-pseudocode.md` |
| ~~AP-98~~ | **RETIRED 2026-07-10 (Wave 2.3)** — typed handles/manager own lifecycle; every production/Studio window uses `RetailWindowFrame`; schema-v2 `UiWindowLayout` persists outer bounds, visibility, toolbar collapse, and chat maximize by character/resolution with legacy-radar migration, nearest-resolution fallback, clamping, and a pre-login `default` write guard. Chat maximize uses DAT 100360 limits and preserves its lower edge when growing upward. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowLayoutPersistence.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs`; `SettingsStore.cs` | — | — | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail `saveui/loadui` behavior |
| ~~AP-99~~ | **RETIRED 2026-07-11 (Wave 3.2)** — Core `ItemInteractionPolicy` ports the complete ordered `DetermineUseResult`/`UseObject`/`AttemptPlaceIn3D` matrix; PWD flags and `CombatUse` survive CreateObject; component-pack membership comes from portal.dat; App owns throttle, UseDone-balanced busy state, target mode, wire/optimistic dispatch, and typed confirmation/auxiliary seams. The two corrupt decompiler operands were pinned from matching x86 as `BF_REQUIRES_PACKSLOT` and `BF_VENDOR`. | `src/AcDream.Core/Items/ItemInteractionPolicy.cs`; `src/AcDream.App/UI/ItemInteractionController.cs` | — | — | `ItemHolder::DetermineUseResult @ 0x00588460`; `UseObject @ 0x00588A80`; `AttemptPlaceIn3D @ 0x00588600` |
| AP-101 | Most toolbar panel/Use/Examine controls are not fully dispatched | `src/AcDream.App/UI/Layout/ToolbarController.cs`; `GameWindow.OnInputAction` | Item click/use, health/name, selected-item mana with exact query/cancel validity handling, exact stack name/entry/slider, shared split quantity, quick-slot actions, some panel toggles, and all four combat indicators work | Remaining bound retail buttons do nothing | `gmToolbarUI @ 0x004BD0C0..0x004BF380`; LayoutDesc `0x21000016` |
| AP-101 | Toolbar ammo-number updates are not wired | `src/AcDream.App/UI/Layout/ToolbarController.cs` | All seven DAT-discovered panel launchers, combat, Use, Examine, selected health/mana/name/stack controls, and shortcut actions work; unavailable panels are ghosted and mounted-panel highlights follow window lifecycle events | Missile combat does not display the equipped ammunition count | `gmToolbarUI::UpdateAmmoNumber`; `gmToolbarUI @ 0x004BD0C0..0x004BF380`; LayoutDesc `0x21000016` |
| AP-104 | Vitals detail element `0x100004A9` and root `HideDetail`/`ShowDetail` transitions are not wired | `src/AcDream.App/UI/Layout/VitalsController.cs` | Compact vitals values/bars are correct | Detail click does nothing and expanded retail state is unreachable | `gmVitalsUI::ListenToElementMessage @ 0x004BFC00`; `PostInit @ 0x004BFCE0` |
| AP-105 | **PARTIAL 2026-07-10 (Wave 2.2)** — inherited scrollbar media/roles now come from DAT (decrement/top `0x06004C69`, increment/bottom `0x06004C6C`). Retained chat still lacks complete tab/filter/unread, social availability, squelch, and focus-opacity behavior; a second ChatVM still loses FPS/position providers. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`; `ChatWindowController.cs`; chat mount in `GameWindow.cs` | Shared log/send path, wrapping, scrollbar roles, and outer maximize geometry work; Wave 5 consolidates remaining chat state | Commands degrade, tabs are no-ops, moderation/channel state is wrong, and focus visuals diverge | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; `UIElement_Scrollbar::OnSetAttribute @ 0x004714D0`; `ChatInterface` methods |
| AP-106 | The retained UI has no external/ground-container window lifecycle, while the original owned-side-bag `NoLongerViewingContents` premise was incorrect (#196) | `src/AcDream.App/UI`; window runtime; absent external-container controller | Owned inventory navigation remains usable and must not gain an unproven `0x0195` send; Wave 2/6 adds lifecycle ownership and the separate external surface | External container replacement/close cannot notify the server exactly once; adding the packet to owned bag close would itself diverge from the named retail call graph | `ClientUISystem.groundObject`; `CM_Inventory::Event_NoLongerViewingContents @ 0x006ABC50`; `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |