Clean handoff for the next M1.5 "indoor world feels right" session, picking up
the two indoor-lighting gaps the user spotted at the #140 visual gate.
#142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors".
Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells
draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun,
regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the
player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside)
+ look-ins stay in the outdoor regime. This is the AP-43 residual surfaced.
Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid
out for a brainstorm). Resolves AP-43.
#143 (SECONDARY): portal swirl casts no light. acdream registers only static
Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light ->
minimize_envcell_lighting). Fix: register a dynamic LightSource for portals.
Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells
stages), current acdream line refs, the three gaps, the fix fork, validation
plan, and DO-NOT-RETRY. Neither issue is a regression from #140.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.
Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).
Build + full suite green on the merged tree (2,713 passed / 4 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Selected-object meter health half passed the visual gate (2026-06-20): name on
the black band, attackable-only health gate, UpdateHealth-driven bar, green flash,
no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).
- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
health is known for the selected guid — HasHealth at select or HealthChanged),
not shown-on-select; brief green selection flash via Tick revert; overlay floated
above the meter so the flash isn't hidden by the bar; name top-aligned into the
bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
hides it in HandleSelectionChanged; it was rendering as a stray black box.
Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.
Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.
Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).
Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).
Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.
Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match,
so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4,
all correct but off-target) — those light the wrong surfaces. The Holtburg building
exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point
lights gated OFF) made it match retail => cause is the torch REACH being too long
(acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small
facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach.
Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design for the action bar's bottom strip: name + Health meter
on selection (mana deferred #140). Decisions: SelectionChanged via property
setter; send QueryHealth(0x01BF) on select. Grounded in retail
gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) —
clear-then-populate, overlay state 0x1000000b, health gate
IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image
back+fill meter; UiMeter already renders it).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Next D.2b-UI work after D.5.4. 3 streams (spell bar deferred): selected-object
meter, shortcut drag/add/reorder/remove, inventory+paperdoll window. Current-code
anchors + dependency graph + build order + brainstorm questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
AP-35: the "numerically equivalent" claim was false. Residual is now two
parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf
difference only; formula matches), and (b) SelectForObject 8-cap means a
surface reached by >8 point lights is dimmer than retail's uncapped bake.
Cross-references AP-16 for the cap ownership.
AP-16: the old "global nearest-8 viewer-distance into UBO" description was
stale — the UBO point-light path is now vestigial (mesh_modern.vert skips
posAndKind.w!=0 entries; point lights come exclusively from the per-object
SSBO binding 5). Retargeted to the current SelectForObject per-object/cell
8-cap mechanism with correct file:line (LightManager.cs:234), both call
sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle
distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not).
Preserved the UBO-directional-only note inline rather than losing it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the
half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate
point-light accumulator clamped to [0,1] matching retail's
SetStaticLightingVertexColors bake clamp.
AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and
that wrap + normalization factor were "neither ported" — both wrong. Rewrite
to reflect current state: per-vertex in mesh_modern.vert (pointContribution),
wrap + norm ported, point sum clamped. Residual is architecture-only (per-
frame GPU evaluate vs retail bake-once), not a visual divergence.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor
WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the
captured golden torches; (3) D-1 clamp the point-light sum on its own in
mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5)
via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B.
Concrete code + exact insertion points; visual verification is the acceptance gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolve the Fix D contradiction with decomp (workflow wf_f660eb88 + adversarial
verify) + 4 live cdb captures. The D3D-FF model was the WRONG oracle: retail has
TWO light systems — STATIC torches BAKE into wall vertices (calc_point_light,
triple-clamped: range gate + per-channel min(scale*color,color) + per-vertex
[0,1] from black), DYNAMIC lights go D3D hardware. The captured intensity=100 is
the purple PORTAL (magenta, dynamic), not a wall torch. Ground truth: 38 static
warm torches (orange (1,0.588,0.314)/cream, intensity=100, falloff 3-5) + 2 dynamic.
acdream over-brightness = two confirmed bugs: D-1 mesh_modern.vert folds
ambient+sun+torches into one UNCLAMPED accumulator (single frag clamp) -> warm
blowout; D-2 EnvCellRenderer never binds SSBO 4/5 so the cell shell reads a leaked
light set. Spec: D-1 in-shader clamp-split (clamp the torch sum on its own before
ambient/sun); D-2 bind the shell's own per-cell light set (mirror WbDrawDispatcher);
LightBake.cs is the C# conformance oracle. Adds the 4 reusable cdb capture scripts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review follow-up from Task 2: align StackSizeMax with the other quantity
fields (int?, ACE PropertyInt convention) in Tasks 3/4/5; drop the (int) cast.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness)
grounded but blocked on the render-path capture. Filed as #140 + divergence
register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18
handoff doc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings Fix C (57c1135, sun-vector magnitude / ~32% over-bright) + the A7 lighting
handoff doc onto main. Auto-merged clean against the D.2b line. Merged tree builds
green; 18/18 sky tests pass. Fix A/B already on main (37911ed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Session handoff: live-cdb grounding shipped Fix A (point-light shape), Fix B
(per-object selection), Fix C (sun-vector magnitude / ~32% over-bright). Fix D
(outdoor objects too bright near torches) is fully grounded but BLOCKED on one
capture (the building's render path) — the D3D-FF math says it'd make objects
brighter, so not ported. Full cdb cheat-sheet + the contradiction + the next
capture in the doc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two guid-keyed tables (retail shape), CreateObject = canonical merge-upsert
for the data table (ACCWeenieObject-equivalent holding ALL server objects),
container membership index, retire _liveEntityInfoByGuid + EnrichItem. Settles
the handoff crux against the named decomp: retail is TWO tables, not one, so
acdream's WorldEntity + item-table split is already faithful — fix ingestion,
don't unify.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient
surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range
419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item
data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window
manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Frames the root cause of the live-Coldeve 4/6-missing-hotbar-icons (acdream's
enrich-existing-only item model drops CreateObjects without a pre-seeded stub) and
the retail ClientObjMaintSystem model to port. CRUX to settle first: unify the
WorldEntity + ItemRepository tracks, or keep separate with shared ingestion.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual verification (Coldeve, Energy Crystal) showed acdream's Magical blue as a
flat tint vs retail's gradient. Root cause: RenderIcons calls the SURFACE overload
of SurfaceWindow::ReplaceColor (0x004415b0), which copies the textured effect tile
pixel-by-pixel into the icon's pure-white pixels — not the flat color->color overload
(0x00441530) I'd approximated with the tile's mean color. Port the surface overload
exactly (dst[x,y]=src[x,y] where dst==white); confirmed via clean Ghidra decompile +
named decomp. Retires AP-43 (mean-color approximation); IA-18 updated to the surface op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual verification caught it: a no-mana scroll's icon edges are BLACK in retail
but rendered WHITE in acdream. Cause = the effects!=0 gate (registered AP-44) that
skipped retail's effects==0 recolor. Retail's effect tile is non-null even for
effects==0 (the 0x21 SOLID-BLACK fallback 0x060011C5), so RenderIcons recolors
pure-white pixels to black on mundane items and to the effect hue on magical ones.
Remove the gate (always recolor); retire AP-44 (now faithful). TryGetEffectColor
made internal + a golden test pins effects==0 -> ~black.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the stateful item-icon system. Corrects spec 5.8:
the live 0x02CE event binds in GameWindow (next to VitalUpdated), not
GameEventWiring (which only handles the 0xF7B0 GameEvent dispatcher).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Research basis (clean Ghidra decompile via MCP + live-dat probe + ACE oracle)
overturns two handoff hypotheses:
- Appraise carries NO icon/UiEffects data (Icon/IconOverlay/IconUnderlay +
PropertyInt.UiEffects all lack [AssessmentProperty]); every icon input is
CreateObject-only. The "wire appraise -> enrichment" item is a no-op.
- The effect overlay (enum 0x10000005) is a ReplaceColor tint SOURCE, not a
blit layer (RenderIcons 0x0058d180 + ReplaceColor 0x00441530); effect tiles
are 32x32 fully-opaque colored squares.
Design (user-approved): capture UiEffects (weenieFlags 0x80, currently discarded)
-> ItemInstance.Effects; faithful 2-stage IconComposer recolor (white pixels ->
effect hue); live PublicUpdatePropertyInt(0x02CE) wire-up so the icon updates as
state changes ("item with mana vs out of mana"). Drops the appraise no-op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Five report-only deep-dives + synthesis for the next D.2b UI panels, built on the shipped widget toolkit. Confirms LayoutDesc ids (toolbar 0x21000016, inventory 0x21000023, backpack 0x21000022, paperdoll 0x21000024, 3ditems 0x21000021), the shared item-slot/item-list spine (UIElement_UIItem 0x10000032 / UIElement_ItemList 0x10000031), the 5-layer icon composite (IconData::RenderIcons @407524), the cross-panel wire catalog with acdream parse-status, and the dependency-ordered build plan.
Produced via a multi-agent research workflow; the spine agent died on a transient API error and was re-run as a focused follow-up with its decomp anchors verified against source.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Deferred cosmetic polish after the widget-generalization landing: tune the
per-ChatKind transcript text colors against retail, and add pressed/hover state
feedback to the chat buttons (UiButton draws only its default state today; the
dat carries Normal/Pressed/Highlight). Not a regression — the generalized chat
matches the prior hand-made build (user-confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Record the D.2b widget-generalization landing: generic Type-registered widgets
built by DatWidgetFactory, thin find-by-id controllers, the ConsumesDatChildren
leaf rule, Type-3-not-registered decision, and the centered-UiText vitals numbers.
Both visual gates user-confirmed; 404 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The vitals cur/max numbers now render through the generic UiText widget — retail
gmVitalsUI uses UIElement_Text for them, not a meter-internal label. VitalsController
attaches a centered, non-interactive UiText child to each meter and stops the meter
drawing its own label (UiMeter.Label -> null). New UiText.Centered draws the first line
centered H+V with the SAME formula UiMeter's overlay used, so the numbers are
pixel-identical — user-confirmed in the live client.
This completes the D.2b widget-generalization pass: every chat + vitals widget is now
built generically and registered to its retail Type (Button/Field*/Menu/Meter/Scrollbar/
Text), with thin find-by-id controllers. (*Field is controller-placed; Type 3 stays
UiDatElement for chrome.)
Divergence register: AP-37 vitals-numbers-via-UiMeter.Label clause retired. Full suite:
404 passed, 2 skipped, 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Record the two execution-time corrections to the design's registration
assumptions: the editable input resolves to Type 12 (Variant B, controller-placed
UiField), and Type 3 is NOT factory-registered (acdream's Type-3 elements are
chrome/containers, kept on the UiDatElement fallback).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rename UiChatView -> UiText (the retail UIElement_Text class,
RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655).
Factory changes (DatWidgetFactory.cs):
- Remove the Type-12 skip (was: no-media -> null, with-media -> UiDatElement).
- Add Type 12 -> BuildText() -> UiText in the switch.
- BuildText extracts the element's Direct/Normal sprite as BackgroundSprite
so any dat-media the element carried keeps rendering under the text.
UiText changes (renamed from UiChatView.cs):
- BackgroundColor default: (0,0,0,0.35) -> (0,0,0,0) (transparent).
An unbound UiText draws nothing; the controller opts in to the translucent bg.
- New BackgroundSprite + SpriteResolve: optional dat state-sprite background
drawn UNDER DrawFill+text (faithful UIElement_Text media support).
ChatWindowController.cs (Task 5 Step 8):
- Transcript property: UiChatView -> UiText.
- Bind() now uses layout.FindElement(TranscriptId) as UiText (factory-built)
instead of manually constructing + AddChild-ing a new UiChatView.
- Sets BackgroundColor = (0,0,0,0.35) on the found widget (retail translucent bg).
- Removes the tInfo null-check from the early guard (transcript is factory-built;
iInfo lookup kept for the input widget which is still manually constructed).
- BuildLines: UiChatView.Line -> UiText.Line throughout.
Vitals frozen: the Type-12 vitals number elements are meter children and are
never recursed by BuildWidget (the `if (w is not UiMeter)` gate), so they are
not built as widgets and keep rendering via UiMeter.Label. Vitals fixture
vitals_2100006C.json unchanged; LayoutConformanceTests + VitalsBindingTests green.
Tests:
- UiChatViewTests.cs -> UiTextTests.cs (class: UiTextTests, all UiChatView.* -> UiText.*)
- UiChatViewDatFontTests.cs -> UiTextDatFontTests.cs (same)
- DatWidgetFactoryTests: delete Type12_StylePrototype_ReturnsNull +
DatWidgetFactory_Type12WithMedia_Renders; add Type12_Text_MakesUiText +
DatWidgetFactory_Type12_AlwaysMakesUiText.
- LayoutImporterTests: BuildFromInfos_Type12Child_IsSkipped_Type3Present updated
to assert IsType<UiText> (element is now in tree, transparent, not skipped).
Divergence register: AP-37 amended -- removed the "standalone Type-0 text
elements skipped / dat-text widget is Plan 2" clause (now shipped as UiText);
kept the meter-collapse clause and the vitals-numbers-via-UiMeter.Label clause.
AP-38/AP-39/AD-28 file references updated UiChatView.cs -> UiText.cs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiChannelMenu → UiMenu: removed ChatChannelKind, the 14-item array, the
button-text map, and the availability default. Generic surface: MenuItem
(label + object? Payload), Selected (object?), OnSelect, EnabledProvider,
ButtonLabelProvider, RowsPerColumn/RowHeight/ColumnWidth (all settable).
All draw/event mechanics unchanged — same popup geometry, same click
coordinates, same 8-piece bevel, same 3-slice button face.
ChatWindowController gains ChannelItems[], ChannelButtonLabel(), and
ChannelAvailable() (verbatim from old widget), and populates the
factory-built Type-6 UiMenu via find-by-id rather than constructing a
replacement widget. The Menu property type is now UiMenu. OnChannelChanged
wrap replaced with the generic OnSelect wrap for the ReflowInputRow hook.
DatWidgetFactory registers Type 6 → new UiMenu().
Tests: UiChannelMenuTests → UiMenuTests (10 tests, all green); factory
Type6 test added; ChatWindowControllerTests updated to use OnSelect.
Divergence register: AP-42 added (flat item model vs retail nested-submenu
MakePopup @0x46d310 — latent, unreachable through the chat menu).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- git mv UiChatScrollbar.cs → UiScrollbar.cs; rename class + update doc summary to
"Generic scrollbar. Ports retail UIElement_Scrollbar (RegisterElementClass(0xb) @
acclient_2013_pseudo_c.txt:124137); thumb size = trackLen * ThumbRatio (min 8px); step ±1 line."
- git mv UiChatScrollbarTests.cs → UiScrollbarTests.cs; rename test class + replace
every UiChatScrollbar reference with UiScrollbar (bodies unchanged).
- DatWidgetFactory: register Type 11 → new UiScrollbar() before the _ fallback case.
- ChatWindowController: change Scrollbar property type to UiScrollbar; replace the old
"construct-remove-add" block with a "find factory-built UiScrollbar and bind in place"
block (no RemoveChild/AddChild); keep `var track` assignment in scope so the Max/Min
block's track.Left/track.Width reads still compile against UiElement?.
- AP-41 divergence register: update file:line to UiScrollbar.cs:35; narrow wording to
"fallback only — single-tile drawn only when cap ids are unset; the chat controller
passes all three cap ids so the 3-slice path is the active code path."
- Update inline UiChatScrollbar doc-comment references in UiScrollable.cs + UiChatView.cs.
- Full suite: 399 passed, 2 skipped (dat/tower fixture skips), 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Capture the 'why beyond chat' the user articulated: chat is the proving ground;
the real payoff is inventory/spell-bar/vendor/character-sheet/trade becoming
data-driven assembly + thin controller. Notes what carries forward (the generic
widget toolkit + the find-by-id controller pattern) vs what those windows still
need (ListBox/Panel + Field drag-drop, the window-manager half of Plan 2, and
per-domain item/container data).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Design for refactoring the hand-named chat widgets + Send/MaxMin click-wiring
into generic, Type-registered widgets built by DatWidgetFactory, collapsing
ChatWindowController (and, gated-last, VitalsController) to a thin retail
gm*UI::PostInit-style find-by-id binder.
Key finding that reframes the pass: the importer's base-chain Type resolution
is already retail-faithful, and Type 12 is UIElement_Text (a real behavioral
class), not a style prototype to skip — verified against
acclient_2013_pseudo_c.txt:115655. The generalization is therefore a
registration task (register Types 1/3/6/11/12 -> generic widgets, delete the
Type-12 skip), not a new mechanism.
Approved scope: full registry (bounded to the Types chat+vitals use; rest stays
UiDatElement fallback), chat-first, vitals rewire as the final separately-gated
step. 7-step one-widget-per-commit migration; new chat_21000006.json golden
fixture; vitals fixture stays frozen through steps 1-6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The live session + its LiveCommandBus are created after the retail-UI block in
OnLoad, so binding the bus by value captured NullCommandBus and silently dropped
outbound chat. Pass a Func<ICommandBus> resolved at submit time (mirrors how the
ImGui ChatPanel re-reads the bus each frame).
AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of
retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37,
registered per the divergence-register rule.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window. The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome. The dead local statics are deleted.
Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward. Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.
Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.
Build: 0 errors/warnings. Tests: 392 passed, 1 skipped (expected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
docs(D.2b): chat-window re-drive design spec + list-ui-layouts research tool
Plan-2 chat piece of the LayoutDesc importer. Identifies the chat window as
LayoutDesc 0x21000006 (gmMainChatUI, element class 0x10000041) and grounds a
faithful, data-driven re-drive in the named retail decomp (ChatInterface +
gmMainChatUI + UIElement_Text/_Scrollable/_Scrollbar/_Menu) plus a user-provided
retail screenshot.
Design (full-faithful scope, user-approved):
- transcript = UIElement_Text 0x10000011 (dat font, bottom-pinned, 10k behead cap,
pixel scroll, 1 line/wheel-notch)
- scrollbar = right-side track 0x10000012 + thumb 0x1000048c + up/down
- input = editable UIElement_Text 0x10000016 (caret, 100-entry history, Enter/Send)
- channel menu = UIElement_Menu 0x10000014 ("Chat" selector -> active channel)
- shared ChatCommandRouter extracted from ChatPanel
- screenshot correction: the four 0x10000522-525 left-edge elements are the
numbered CHAT TABS (1-4), not scroll buttons (a research-agent inference the
retail screenshot refutes)
- deferred (need non-UI plumbing, each gets a divergence row): tab switching/
filtering, squelch, clickable name-tags, in-element word-wrap, styled runs,
font config, opacity transition
Tooling: AcDream.Cli `list-ui-layouts <datdir> [0xRootType]` — read-only index of
every UI LayoutDesc by root element class + size + element-Type histogram; how the
chat layout was located (root type 0x10000041). Reusable for future panel re-drives.
Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
Captures: current hand-authored chat window (UiNineSlicePanel + UiChatView,
read-only, debug font), the importer toolkit to reuse, the retail gmMainChatUI
oracles, the open design questions (scope / behavioral widgets / dat font), and
the first research step (find the chat LayoutDesc id). Resume via brainstorming.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The earlier 'not resizable / fixed-size' note was wrong (inverted edge-flag
reading). Resize shipped: dat edge-anchors reflow per UIElement::UpdateForParentSizeChange.
Noted the two number-render fixes (submission-order + glyph pixel-snap).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>