diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 709822ba..385e1cb1 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -2002,7 +2002,7 @@ public sealed class GameWindow : IDisposable
_toolbarController = AcDream.App.UI.Layout.ToolbarController.Bind(
toolbarLayout, Items,
() => Shortcuts,
- iconIds: (type, icon, under, over) => iconComposer.GetIcon(type, icon, under, over),
+ iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
useItem: guid => UseItemByGuid(guid),
combatState: Combat,
peaceDigits: toolbarPeaceDigits,
@@ -2646,7 +2646,7 @@ public sealed class GameWindow : IDisposable
// WeenieHeader tail so IconComposer composites all icon layers.
Items.EnrichItem(spawn.Guid, spawn.IconId, spawn.Name ?? string.Empty,
(AcDream.Core.Items.ItemType)(spawn.ItemType ?? 0),
- spawn.IconOverlayId, spawn.IconUnderlayId);
+ spawn.IconOverlayId, spawn.IconUnderlayId, spawn.UiEffects);
// Phase A.1 hotfix: live CreateObject handler reads dats extensively
// (Setup, GfxObj, Surface, SurfaceTexture) to hydrate the spawned
diff --git a/src/AcDream.App/UI/IconComposer.cs b/src/AcDream.App/UI/IconComposer.cs
index 68b59ffa..a0182b1f 100644
--- a/src/AcDream.App/UI/IconComposer.cs
+++ b/src/AcDream.App/UI/IconComposer.cs
@@ -33,7 +33,7 @@ public sealed class IconComposer
{
private readonly DatCollection _dats;
private readonly TextureCache _cache;
- private readonly Dictionary<(uint, uint, uint, uint), uint> _byTuple = new();
+ private readonly Dictionary<(uint, uint, uint, uint, uint), uint> _byTuple = new();
// ── type-default underlay resolve (EnumIDMap 0x10000004) ─────────────────
// Portal MasterMap (0x25000000) maps enum 0x10000004 → submap DID (0x25000008).
@@ -210,26 +210,42 @@ public sealed class IconComposer
}
///
- /// Resolve (and cache) the composited GL texture for an item's icon layers.
- /// Returns 0 if no base icon is available.
- ///
- /// Layer order mirrors retail IconData::RenderIcons (decomp 407524):
- /// type-default underlay (OPAQUE) → custom underlay → base icon → custom overlay.
- /// The type-default underlay is resolved via the EnumIDMap 0x10000004 chain;
- /// its presence ensures filled slots are never transparent.
+ /// Resolve (and cache) the composited GL texture for an item's icon state.
+ /// Returns 0 if no base icon. Mirrors retail IconData::RenderIcons (0x0058d180):
+ /// a DRAG composite (base + custom overlay + effect recolor) blitted over the
+ /// type-default underlay + custom underlay. The effect tile (enum 0x10000005) is a
+ /// ReplaceColor tint SOURCE, not a blit layer (DR-1). The 2-stage form is
+ /// associative-equivalent to a single Compose when effects==0, so D.5.1 visuals are
+ /// unchanged for non-effect items.
///
- public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId)
+ public uint GetIcon(ItemType itemType, uint iconId, uint underlayId, uint overlayId, uint effects)
{
if (iconId == 0) return 0;
uint typeUnderlayDid = ResolveUnderlayDid(itemType);
- var key = (typeUnderlayDid, iconId, underlayId, overlayId);
+ var key = (typeUnderlayDid, iconId, underlayId, overlayId, effects);
if (_byTuple.TryGetValue(key, out var tex)) return tex;
+ // Stage 1 — retail m_pDragIcon: base + custom overlay, then the effect recolor.
+ var dragLayers = new List<(byte[] rgba, int w, int h)>();
+ AddLayer(dragLayers, iconId);
+ AddLayer(dragLayers, overlayId);
+ (byte[] rgba, int w, int h)? drag = null;
+ if (dragLayers.Count > 0)
+ {
+ var composed = Compose(dragLayers);
+ // Effect recolor only when an effect bit is set. Retail nominally also runs the
+ // effects==0 black-fallback recolor; we skip it (DR-3: white→black on every item
+ // is a likely no-op but a regression risk, pending visual/cdb confirmation).
+ if (effects != 0 && TryGetEffectColor(effects, out var ec))
+ ReplaceColorWhite(composed.rgba, composed.w, composed.h, ec);
+ drag = composed;
+ }
+
+ // Stage 2 — retail m_pIcon: type-default underlay (opaque) + custom underlay + drag.
var layers = new List<(byte[] rgba, int w, int h)>();
- AddLayer(layers, typeUnderlayDid); // OPAQUE bottom; sizes the 32x32 output
+ AddLayer(layers, typeUnderlayDid);
AddLayer(layers, underlayId);
- AddLayer(layers, iconId);
- AddLayer(layers, overlayId);
+ if (drag is { } d) layers.Add(d);
if (layers.Count == 0) return 0;
var (rgba, w, h) = Compose(layers);
diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs
index 5ebd61da..f33ddfe2 100644
--- a/src/AcDream.App/UI/Layout/ToolbarController.cs
+++ b/src/AcDream.App/UI/Layout/ToolbarController.cs
@@ -51,7 +51,7 @@ public sealed class ToolbarController
private readonly UiElement?[] _combatIndicators = new UiElement?[CombatIndicatorIds.Length];
private readonly ItemRepository _repo;
private readonly Func> _shortcuts;
- private readonly Func _iconIds; // (itemType, iconId, underlayId, overlayId) → GL tex
+ private readonly Func _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
private readonly Action _useItem; // guid → fire UseObject
// Digit sprite DID arrays for slot labels (top row, numbers 1-9).
@@ -70,7 +70,7 @@ public sealed class ToolbarController
ImportedLayout layout,
ItemRepository repo,
Func> shortcuts,
- Func iconIds,
+ Func iconIds,
Action useItem,
CombatState? combatState,
uint[]? peaceDigits,
@@ -123,7 +123,7 @@ public sealed class ToolbarController
/// Imported toolbar layout (LayoutDesc 0x21000016).
/// Live item repository — must stay alive for the controller's lifetime.
/// Provider for the current shortcut bar list.
- /// Resolves (itemType, iconId, underlayId, overlayId) → GL texture handle.
+ /// Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle.
/// Callback fired when a bound slot is clicked; receives the item guid.
///
/// Optional live combat state — when provided, the toolbar subscribes to
@@ -148,7 +148,7 @@ public sealed class ToolbarController
ImportedLayout layout,
ItemRepository repo,
Func> shortcuts,
- Func iconIds,
+ Func iconIds,
Action useItem,
CombatState? combatState = null,
uint[]? peaceDigits = null,
@@ -183,7 +183,7 @@ public sealed class ToolbarController
var item = _repo.GetItem(sc.ObjectGuid);
if (item is null) continue; // deferred: ItemAdded will re-call Populate
- uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId);
+ uint tex = _iconIds(item.Type, item.IconId, item.IconUnderlayId, item.IconOverlayId, item.Effects);
list.Cell.SetItem(sc.ObjectGuid, tex);
}
diff --git a/tests/AcDream.App.Tests/UI/IconComposerTests.cs b/tests/AcDream.App.Tests/UI/IconComposerTests.cs
index 2e4ad458..a953e843 100644
--- a/tests/AcDream.App.Tests/UI/IconComposerTests.cs
+++ b/tests/AcDream.App.Tests/UI/IconComposerTests.cs
@@ -144,4 +144,17 @@ public class IconComposerTests
Assert.Equal(new byte[] { 255, 255, 255, 0 }, px[8..12]); // untouched
Assert.Equal(new byte[] { 10, 20, 30, 255 }, px[12..16]); // replaced
}
+
+ [Fact]
+ public void TwoStageWithEffect_recolorsWhiteBeforeUnderlay()
+ {
+ // drag = base (white pixel) over overlay (none); recolor white→blue; then over
+ // an opaque tawny underlay. The white pixel must become blue in the final.
+ var baseIcon = (new byte[] { 255,255,255,255 }, 1, 1); // 1x1 white opaque
+ var drag = IconComposer.Compose(new[] { baseIcon });
+ IconComposer.ReplaceColorWhite(drag.rgba, drag.w, drag.h, (0, 0, 255, 255)); // blue
+ var underlay = (new byte[] { 105, 70, 50, 255 }, 1, 1); // tawny opaque
+ var final = IconComposer.Compose(new[] { underlay, (drag.rgba, drag.w, drag.h) });
+ Assert.Equal(new byte[] { 0, 0, 255, 255 }, final.rgba); // blue on top
+ }
}