Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.
Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiNineSlicePanel drew its full chrome in OnDraw, before children, so content painted OVER the frame. The toolbar's row-2 right cap (0x100006C0, W=8) extends 2px past the 300px content and was poking over the frame's bottom-right border (the 'missing frame' the user circled). Split the panel: center fill stays in OnDraw (background, under content); the bevel border + grip move to a new UiElement.OnDrawAfterChildren hook (foreground, over content edges) so the frame is the outermost layer. Chat is unaffected (its content is inset 5px, so the border never overlaps it).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The toolbar LayoutDesc (0x21000016, 300x122) was mounted bare — no window
chrome. This commit wraps it in a UiNineSlicePanel (the same 8-piece bevel +
gold grip chrome used by the vitals and chat windows), matching the pattern at
GameWindow.cs ~line 1885 verbatim.
- toolbarFrame is the top-level UiNineSlicePanel (Draggable=true, Anchors=None
per UiNineSlicePanel ctor defaults). Outer size = 310x132 (300+2*5 x 122+2*5).
- toolbarRoot sits inside at offset (5,5) — the border thickness — with all-edge
anchors so it reflows if the frame is resized. Draggable=false, Resizable=false
on the content (only the frame is the drag handle).
- The frame's right border (x=305..310 screen) covers the row-2 right cap
overhang (~2px past the content edge at x=300..302), since the border region
starts at content_right=300 and extends to frame_right=310.
- Probe block untouched: still calls toolbarLayout.FindElement for diagnostic ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The empty/background digit array (property 0x1000005e) lives under cell composite 0x10000341, not 0x10000346 where peace/war are read; reading it from the wrong composite returned 0 entries so empty top-row slots showed no number. Live dat probe confirmed: 0x10000341 element 0x1000034A property 0x1000005e = 0x060010FA..0x06001102 (digits 1-9) + 0x060074CF (bottom row). Now empty top-row slots show the faint background number, occupied show the dark-box peace/war digit (decomp UIElement_UIItem::SetShortcutNum:229481/229493).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.
Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
Container(u32) → Wielder(u32) → ValidLocations(u32) →
CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
IconOverlay(PackedDwordKnownType) ← CAPTURE →
IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE
RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.
weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.
The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.
Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).
No change to IconComposer or ToolbarController (they already consume the ids).
Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.
Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().
Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
warDigits optional params; RestampShortcutNumbers() helper; Populate() and
SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay. acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.
Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID. Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.
Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)
No divergence-register row existed for this omission; none added (fully ported now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.
D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.
C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.
V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire IconComposer + ToolbarController.Bind + the LayoutDesc 0x21000016
import into the if (_options.RetailUi) block in GameWindow, mirroring
the vitals/chat pattern. Add UseItemByGuid helper (direct send, no
proximity gate) near the B.4b use-item path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::PostInit (slot wiring) + UpdateFromPlayerDesc (flush-and-bind
shortcuts from PlayerDescription) + SetDelayedShortcutNum (deferred ItemAdded rebind)
+ UseShortcut (click → useItem callback).
UiItemSlot gains Clicked (Action?) + OnEvent override (MouseDown → Clicked?.Invoke())
matching the retail UIElement_UIItem click dispatch pattern. UiEvent is a positional
record struct so the OnEvent override reads e.Type (int) against UiEventType.MouseDown
(const int 0x201) — confirmed from UiEvent.cs + UiText.cs before writing.
Three tests green (populate bound slot, deferred rebind on ItemAdded, click fires useItem).
Full suite: 0 failures.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports retail UIElement_ItemList (class 0x10000031) as a behavioral-leaf
container that owns its UiItemSlot children procedurally. Single-cell
default covers every toolbar slot; N-cell grid is deferred to the inventory
phase. OnDraw syncs the cell rect to the list's Width/Height each frame so
the cell is sized and hit-testable from the first rendered frame, even
though the factory sets rect AFTER construction.
Factory: adds `0x10000031u => new UiItemList(resolve)` arm before the
fallback, so all 18 toolbar itemlist slots route to UiItemList instead of
UiDatElement.
Tests: 4 new (IsLeafWidget, StartsWithOneCell, Cell_returnsFirstSlot,
Create_buildsUiItemList_forItemListClassId). All 4 pass; full suite green
(415 pass / 2 skip in App.Tests; 0 fail total).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Behavioral leaf widget for the toolbar item cell. Draws the empty-slot
sprite (0x060074CF) when unbound; draws the pre-composited icon texture
when a weenie is bound via SetItem(). ConsumesDatChildren=true prevents
the LayoutImporter from double-building the dat sub-elements. SpriteResolve
is configurable so paperdoll equip slots can swap in per-slot silhouettes
later. No Clicked/OnEvent — that wiring comes in Task 8 (ToolbarController).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two GL texture leaks plugged, both found in code review of 6e82807:
1. _handlesByRenderSurfaceId (pre-existing gap): populated by
GetOrUploadRenderSurface for UI sprites but absent from Dispose's
Phase 3 sweep. Added foreach/_gl.DeleteTexture/Clear in Dispose.
2. _adhocHandles (new): the public UploadRgba8(byte[],int,int,bool)
wrapper used by IconComposer stored composited icon handles nowhere,
so they leaked. Added _adhocHandles list; wrapper now appends the
returned GL name before returning. Dispose sweeps + clears the list.
Tracking is intentionally in the PUBLIC wrapper only — the private
UploadRgba8(DecodedTexture,bool) is shared by all keyed-cache paths
and tracking there would cause double-deletes.
No behavior change to icon rendering. No GL-context unit test added
(no context in test projects); correctness is by-inspection + green
suite (2598 passing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons
(decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder,
composites them bottom-to-top with Porter-Duff alpha-over, and uploads the
result to a GL texture via TextureCache. Composited handles are keyed by the
(iconId, underlayId, overlayId) tuple so each unique combo is uploaded once.
Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a
thin shell around the existing private overload — so IconComposer can upload
its CPU-side composite without duplicating any GL state logic.
Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent
top preserves bottom). Dat-decode + GL-upload exercised by the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke
it with `parsed.Shortcuts` after the inventory/equipped loops in the
PlayerDescription handler. `GameWindow` holds the list in a new
`Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5)
can read hotbar slots without keeping a parser reference. Existing callers
compile unchanged — the parameter defaults to null.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Added uint IconId = 0 (defaulted, last positional param) to the EntitySpawn
record so existing call sites outside WorldSession compile unchanged. The
WorldSession invoke now passes parsed.Value.IconId as the final arg.
OnLiveEntitySpawned calls Items.EnrichItem unconditionally — it's a no-op
for non-item spawns (players/NPCs/furniture aren't in the repo), so the call
is safe for every incoming CreateObject.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds EnrichItem(objectId, iconId, name, type) — enriches an existing
stub created from PlayerDescription with the fuller data carried by its
CreateObject message. Returns false when the item isn't tracked yet
(phase 1: enrich-existing only). Raises ItemPropertiesUpdated on success
so bound widgets (the toolbar) re-render.
Two xUnit tests: enrich-existing updates IconId/Name/raises event (true),
unknown-id returns false.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ReadPackedDwordOfKnownType at the old line 516 was throwing the icon dat
id away. Declare iconId before the try-block, assign it there, and pass
IconId: iconId in the Parsed initializer so downstream UI (action bar /
equipment panels) can read the 0x06xxxxxx dat id without a separate lookup.
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>
The generalized channel menu wouldn't open: the factory recursed the Type-6
menu element's dat children, building its invisible Type-12 label child as a
UiText. Hit-testing is children-first and UiText consumes MouseDown (selection),
so the label child swallowed the menu button click and the dropdown never opened.
The transcript similarly gained an invisible Ghosted-button child (a 16x16
selection dead-zone). The old hand-made build never had these — it skipped Type 12
and hand-placed the widgets with no children.
Fix: behavioral widgets (Meter/Menu/Button/Scrollbar/Text/Field) draw their full
appearance and reproduce their dat sub-elements procedurally, so they are LEAF —
the importer must not build their dat children as separate (click-stealing)
widgets. Add UiElement.ConsumesDatChildren (default false; the 6 behavioral
widgets override true) and gate LayoutImporter recursion on it (replacing the
UiMeter-only special case). Only generic containers (UiDatElement, panels) recurse.
Visually confirmed in the live client (channel menu opens; General/Trade selected
and sent). Vitals unchanged (UiMeter was already leaf). Full suite: 404 passed.
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>
Task 6 registered Type 3 -> UiField globally, which broke acdream's Type-3 dat
elements: in these layouts Type 3 is sprite-bearing CHROME (the 8-piece bevel
corners, e.g. vitals 0x10000633 -> sprite 0x060074C3) and the transcript/input
CONTAINER panels — NOT editable fields. UiField draws no dat sprite, so the
vitals bevel corners would render empty; the regression was masked by weakening
VitalsTree_ChromeCornerHasExpectedSprite (UiDatElement+sprite -> UiField+exists).
Retail Type 3 IS UIElement_Field, but retail draws those chrome elements as inert
media-bearing Fields, which our UiDatElement reproduces pixel-for-pixel without a
spurious focus/edit affordance. The one true editable field — the chat input
0x10000016 — resolves to Type 12 and is controller-placed as a UiField (Variant B,
kept). So Type 3 stays on the generic fallback; register it as UiField only when a
window carries a factory-built editable Type-3 field (and UiField grows a
background-media draw + an opt-in editable flag then).
Restored the chrome-corner conformance test (asserts UiDatElement + sprite, an
early warning if Type 3 is ever wrongly routed to UiField). Kept the good Task-6
work: UiField rename + the Variant-B input wiring (stray Type-12 placeholder
removed). Full suite: 404 passed, 2 skipped, 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Rename UiChatInput → UiField (UIElement_Field, RegisterElementClass(3) @ :126190);
update doc to cite retail's CatchDroppedItem/MouseOverTop drag-drop hooks for
future item windows. BackgroundColor default → transparent (controller sets
the translucent 0.35α value explicitly, matching UiText pattern).
- Register Type 3 in DatWidgetFactory.Create: `3 => new UiField()`.
- ChatWindowController.Bind (Variant B): factory now builds 0x10000016 as an
invisible UiText placeholder (Type 12); Bind removes that placeholder via
FindElement(InputId).Parent.RemoveChild and places a UiField at the same rect.
Result: exactly ONE input widget in the input bar, no stray UiText duplicate.
- Input property type changed from UiChatInput to UiField; GameWindow.cs:1861
UiField.Keyboard assignment compiles unchanged (field exists).
- Tests: UiChatInputTests → UiFieldTests (class + all ctor refs renamed);
DatWidgetFactoryTests: new Type3_Field_MakesUiField test; ChatWindowControllerTests:
updated stale "skipped by factory" comments; LayoutConformanceTests: updated
VitalsTree_ChromeCornerHasExpectedSprite — Type-3 chrome-corner elements are
now UiField (sprite rendering for Type-3 dat image elements is a known
limitation, tracked for post-Task-8 UiField.BackgroundSprite follow-up).
- Full suite: 404 passed, 2 skipped, 0 failed.
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>
Review caught a behavior divergence: the generic UiMenu auto-set its own
Selected on any enabled pick, while the controller's EnabledProvider keeps the
null-payload specials (Squelch / Tell-to-Selected) enabled/white like retail.
So a special-item click set Selected=null and shifted the highlight onto the
deferred placeholders — and the menu tests masked it by using a different
(specials-disabled) gate than the controller ships.
Fix: clean MVC contract mirroring retail UIElement_Menu::NewSelection — the
widget REPORTS the pick via OnSelect; the controller OWNS Selected (it sets it
only for talk-channel payloads). A special-item click now fires OnSelect(null),
the controller ignores it, and the active channel + highlight stay put —
observably identical to the pre-generalization widget, and extensible for when
Squelch lands. Tests realigned to the controller's gate (specials white) and to
the controller-owns-Selected contract.
Full suite: 403 passed, 2 skipped, 0 failed.
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>
Introduces UiButton: a dedicated dat-widget button that ports UIElement_Button
(RegisterElementClass(1,...) @ acclient_2013_pseudo_c.txt:125828). State selection,
tiled DrawSprite, and label rendering mirror UiDatElement exactly so the chat Send
and Max/Min buttons have zero behavioral change.
DatWidgetFactory now maps Type 1 → UiButton (beside Type 7 → UiMeter, Type 11 →
UiScrollbar). ChatWindowController's Send and Max/Min bind blocks updated from
UiDatElement casts to UiButton casts; ClickThrough=false lines dropped (UiButton
is interactive by construction).
The old UiPanel.cs UiButton (a plain dev-scaffold rect+text button with no dat
sprites) is renamed UiSimpleButton to free the name — no production code
instantiated it.
Full suite: 402 passed, 2 skipped, 0 failed.
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>
- Add ChatLayoutFixtureGenerator.cs (Skip-by-default) to regenerate
chat_21000006.json from the live portal.dat via LayoutImporter.ImportInfos
- Commit generated fixture chat_21000006.json (13 KB, 400 lines) — dat-free,
auto-copied to test output via existing *.json csproj glob
- Refactor FixtureLoader: extract shared LoadInfos(fileName) helper; add
LoadChat() + LoadChatInfos() mirroring the vitals pattern; LoadVitalsInfos()
now delegates to the shared loader (behavior unchanged, vitals tests green)
- Add ChatLayoutConformanceTests: ResolvesKnownElements + ResolvedTypes_MatchRetailRegistry
Confirmed resolved Types from live dat:
0x10000011 (transcript) → Type 12 (style-prototype, skipped by factory)
0x10000016 (input) → Type 12 (style-prototype, skipped by factory)
0x10000014 (menu) → Type 6
0x10000012 (scrollbar) → Type 11
0x10000019 (send) → Type 1
0x1000046F (max/min) → Type 1
Also fix pre-existing build break: UiChatInput.MoveCaret(int delta) was made
private in ce848c1 but UiChatInputTests.Backspace_DeletesBeforeCaret called it
as public. Expose a public MoveCaret(int) overload (no-shift) alongside the
private MoveCaret(int,bool) — restores the intended test surface.
Full suite: 398 passed, 2 skipped (generator + pre-existing), 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>
A `dump-font-atlas` subcommand renders a dat Font's fg/bg atlases (alpha as
luminance) plus a sample string composited exactly the way DrawStringDat does
it (outline + fill, integer-snapped). Used to reproduce the glyph-baseline
jitter offline (fractional-origin bug vs the fix) without launching the client.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- ChatWindowController: wires the menu chrome (popup bevel, row/checkbox
sprites), the input focused-field sprite + keyboard, and autosizes the channel
button + reflows the input field to start after it (anchor re-capture so the
per-frame layout doesn't fight it). DefaultTextInput / write-mode focus hooked
up.
- WrapText now breaks an over-long UNBROKEN token at character boundaries (no
hyphen), packed onto the current line first — so a spaceless token wraps
instead of overflowing, and a "You say," prefix stays on the same row as the
start of the message.
- UiChatView: transcript background + selection highlight use DrawFill (sprite
bucket) so the transcript text draws ON TOP instead of being dimmed by its own
translucent rect background.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
In chat write mode the keyboard belongs to the input — typing "swd" must not
walk the character — but AUTORUN must keep going (the user can chat while
running).
- InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is
set (a focused chat input), the polling-path twin of the existing gate on
Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which
also killed autorun. Gating here instead lets the movement block keep running,
so autorun — a separate latched bool ORed into Forward at the call site, not a
polled key — survives. Test updated to encode the new contract.
- GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the
retail write mode no longer early-returns); wires DefaultTextInput = the chat
input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the
one-shot UI-scale diagnostic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port the retail UIElement_Text editable single-line field:
- Focused = "write mode": draws the gold lit field sprite (0x060011AB, the
Normal_focussed state) instead of the flat translucent rect; Enter submits
AND blurs (exits write mode).
- Single-line SELECTION: click-drag, Shift+Arrows, Shift+Home/End, Ctrl+A;
translucent-blue highlight behind the span; typing/Backspace/Delete/Paste
replace the selection first.
- CLIPBOARD: Ctrl+C copy, Ctrl+X cut, Ctrl+V paste at the caret (control chars
stripped — single-line). Wired to the keyboard device for clipboard + Ctrl/
Shift state.
- Held-key AUTO-REPEAT (Silk delivers one KeyDown per press): Backspace /
Delete / Left / Right repeat via a 0.4s-delay, ~25/s OnTick timer.
- Horizontal SCROLL + clip: keeps the caret in the field and draws only the
glyph window that fits inside it, so long input scrolls within the box
instead of spilling past Send into the 3D world.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Match the talk-focus menu + button to retail (decomp-verified):
- Menu item text is FILL-ONLY (retail UIElement_Text outlines only when
SetOutline(true); the talk-focus items don't) — kills the grey halo. Available
items render white; UNAVAILABLE items render grey (not the salmon colorPink,
which is a chat-MESSAGE color we'd misapplied). Special items (Squelch /
Tell-to-Selected) render white. Labels indent past the baked checkbox in the
row sprite (0600124E empty box / 0600124D white checkmark) instead of
overlapping it.
- The popup is wrapped in the universal 8-piece window bevel (the menu sprite
family has no border) and draws in OnDrawOverlay so the translucent chat
panel no longer greys its right column.
- The button face (0600124D/66, a fixed 46px LED+arrow sprite) is now 3-sliced
(LED cap / stretch / arrow cap) and autosizes to its label via
NaturalButtonWidth, so "Chat" fits in the body instead of running into the
arrow. The status LED (red Normal / green Pressed) is no longer overdrawn.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The retail-look render + focus primitives this chat pass builds on:
- TextRenderer: an OVERLAY layer (sprite/rect/text buckets flushed AFTER the
normal layer) so an open popup composites on top of everything incl. rect
panel backgrounds; a DrawFill primitive (solid quad via a 1x1 white texture)
routed through the SPRITE bucket so a panel background draws UNDER its text
instead of being washed by the later rect bucket; and the text pass now
disables SampleAlphaToCoverage + Multisample so glyph alpha edges aren't
dithered into MSAA coverage (the "fuzzy text") — self-contained GL state
per feedback_render_self_contained_gl_state.
- UiRenderContext.DrawStringDat: snap the line baseline to a whole pixel ONCE
then add the integer per-glyph offset (retail DrawCharacter takes an int
pen-Y + schar m_VerticalOffsetBefore) — fixes the "letters dip down" jitter
at a fractional line origin. Outline pass is now opt-in (retail gates it per
element via SetOutline; default off = crisp fill-only). Adds DrawFill +
Begin/EndOverlayLayer.
- UiElement: OnDrawOverlay + DrawOverlays (second traversal), FindRoot (blur
self), ResetAnchorCapture (re-baseline an anchored element after reflow).
- UiRoot: runs the overlay pass after the main tree; Tab/Enter focuses the
DefaultTextInput (write-mode activation); a left click on a non-edit target
blurs the focused input (exit write mode without submitting).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>