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1696 commits

Author SHA1 Message Date
Erik
3d25e8760f @
docs(D.2b): chat-window re-drive implementation plan (8 tasks A-H)

TDD task breakdown for the data-driven chat window: ChatCommandRouter extraction
(A), UiChatView dat-font (B), UiScrollable + wire-in (C/C2), UiChatScrollbar (D),
UiChatInput (E), UiChannelMenu (F), ChatWindowController bind/route (G), GameWindow
cutover + divergence rows (H). Each ported widget cites its retail class::method.

Plan: docs/superpowers/plans/2026-06-15-chat-window-redrive.md
Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-15 22:04:35 +02:00
Erik
26cb34f126 @
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>
@
2026-06-15 19:38:27 +02:00
Erik
50758d4795 docs(D.2b): chat-window re-drive session handoff (Plan 2 chat piece)
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>
2026-06-15 19:07:05 +02:00
Erik
0474feb6ca docs(D.2b): correct roadmap/plan — vitals window IS resizable (resize shipped 8aa643f)
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>
2026-06-15 18:35:29 +02:00
Erik
34243f2c26 fix(D.2b): pixel-snap dat-font glyphs so vitals numbers stay sharp on resize
DrawStringDat placed each glyph quad at the raw (often fractional) pen/origin.
When a bar resizes to a fractional width, the centered cur/max number lands on a
sub-pixel x and the glyph atlas (linear-filtered) smears — the 'unsharp at certain
sizes' artifact. Round each glyph's destination to whole pixels (the pen keeps its
true fractional advance, so spacing is unaffected) — matches retail blitting glyphs
to integer dest. User-confirmed sharp across resize widths.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:31:58 +02:00
Erik
43064bab09 fix(D.2b): draw UI sprites in submission order so stamina/mana numbers render
TextRenderer batched sprites per-texture and drew each texture's whole buffer at
its FIRST-insertion point. The dat-font glyph atlas is one shared texture used by
all three vital numbers; it first appeared at the health bar, so all three numbers
were emitted right after the health bars — then the stamina + mana bar sprites
painted over their own numbers (only health survived). Replaced the per-texture
dictionary with submission-ordered segments (consecutive same-texture quads still
batch); each meter's number now draws after its own bars. The renderer's own
comment had predicted this break once bars became sprites (importer did that).
Removed the temporary UiMeter label diagnostic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:27:13 +02:00
Erik
8aa643f3e0 fix(D.2b): correct edge-anchor mapping (RightEdge==1=stretch) + enable vitals horizontal resize
ToAnchors was inverted vs retail UIElement::UpdateForParentSizeChange @0x00462640:
stretch is RightEdge==1 (not ==2/==4), LeftEdge==2 = track-right. Verified against
all 19 vitals fixture pieces. Enables Resizable/ResizeX on the importer vitals root
(the prior 'dat is fixed-size' conclusion was wrong). At-rest render unchanged
(anchors only fire on resize). Added a 160->200 resize conformance test.
Also fixed DatWidgetFactoryTests.RectAndAnchors_SetFromElementInfo which encoded
the old inverted model (Right=2 expecting Right anchor; corrected to Right=1).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 17:05:04 +02:00
Erik
825536a2bd docs(D.2b): re-retire TS-30 in register (restore branch state lost in --theirs merge)
The earlier 'git checkout --theirs' resolution of the register merge conflict
took main's whole file, which reverted two branch-only changes: IA-15 (re-added
in c100484) and the TS-30 retirement. TS-30 (flat-rect UI panels) was retired by
D.2b Spec 1 when UiNineSlicePanel shipped the 8-piece chrome and is doubly moot
now that vitals draw the dat chrome via the importer. Removed the TS-30 row +
its phase-gated reference; TS count 30->29. All section counts now match actual
rows (IA 15 / AD 27 / AP 37 / TS 29 / UN 5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:41:41 +02:00
Erik
c1004847a2 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>
2026-06-15 16:36:47 +02:00
Erik
bf77a23ad3 feat(D.2b): flip vitals to the LayoutDesc importer; retire hand-authored vitals.xml
The importer (proven pixel-identical at the 2026-06-15 A/B gate) is now the
default vitals window when ACDREAM_RETAIL_UI=1 — data-driven from LayoutDesc
0x2100006C. Removed: the hand-authored vitals.xml build path, the asset file
(recoverable from git history), and the now-obsolete ACDREAM_RETAIL_UI_IMPORTER
flag (RuntimeOptions param + parse + 2 tests). The window is user-positioned at
(10,30) and movable; resize stays off — the dat stacked-vitals layout is fixed-
size (chrome edges near-pinned), faithful grip/dragbar resize is Plan 2.
MarkupDocument/UiNineSlicePanel remain for the chat window + plugin panels.

AcDream.App builds 0/0; AcDream.App.Tests 352 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:30:24 +02:00
Erik
5ac9d8c19c merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:19:15 +02:00
Erik
07cf120939 docs(D.2b): mark LayoutDesc importer Plan 1 shipped; defer default-flip to Plan 2 (drag/resize)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 15:03:31 +02:00
Erik
4dcc90cb51 docs(D.2b): register AP-32 + IA-15 amend for importer; doc/test review fixes (N1/N4)
Process/quality items from the LayoutDesc-importer final review — no runtime
behavior change.

I1a — amend IA-15: the 8-piece chrome edge/corner→position mapping is no longer
a guess.  The LayoutImporter (ACDREAM_RETAIL_UI_IMPORTER) reads real LayoutDesc
dat data and resolves positions + sprite ids directly; locked by the conformance
fixture vitals_2100006C.json.  Residual risk trimmed to anchor resolution at
non-800×600 + controls.ini cascade.  Pointers added to LayoutImporter.cs and the
format-doc.

I1b — add AP-32: the importer collapses the dat's nested meter structure
(Type-7 → two Type-3 containers → three image-slice grandchildren each) into
UiMeter's programmatic 3-slice fields instead of building those nodes generically
and porting UIElement_Meter::DrawChildren.  Standalone Type-0 text elements are
also skipped (Plan 2).  Retail oracles: UIElement_Meter::DrawChildren @0x46fbd0,
UIElement_Text::DrawSelf @0x467aa0.

I1c — AP section header 31 → 32.

N1 — ElementReader.cs: comment at the Type-merge line explaining that a derived
Type 0 (text element) inherits the base's Type 12 (style prototype), which
DatWidgetFactory skips; safe for Plan 1 because vitals numbers render via
UiMeter.Label.  Format-doc §10: correct the "render as UiDatElement" sentence to
"skipped entirely" (Type-0 → inherits Type-12 via Merge → factory returns null).

N4 — new conformance test VitalsTree_TextLabel_InheritsFontDidFromBaseLayout:
walks the raw ElementInfo tree from the fixture and asserts at least one element
carries FontDid==0x40000000, proving Resolve()'s inheritance merge fired against
real dat data.  FixtureLoader gains LoadVitalsInfos() that returns the raw tree
without calling Build.

Tests: 36 pass (was 35), 0 errors, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:55:01 +02:00
Erik
2b653b8fc0 test(D.2b): conformance polish — table-driven slice asserts + BOM-safe loader
Fix 1: replace 3 copy-paste meter blocks in VitalsTree_MetersHaveExpectedSliceIds
with a single table-driven loop — a 4th meter is now a one-liner and failures
name the failing meter id directly.

Fix 2: FixtureLoader now reads the fixture as bytes and strips the UTF-8 BOM
(EF BB BF) before passing the span to JsonSerializer, so a BOM-bearing fixture
file never causes a spurious JsonReaderException.

Fix 3: add [Trait("Category", "Conformance")] at the class level so conformance
tests are selectable by category filter.

Fix 4: add missing <param name="layoutId"> doc tag to LayoutImporter.ImportInfos.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:38:55 +02:00
Erik
3567135a04 test(D.2b): vitals importer conformance — golden fixture + tree/slice/chrome checks
Job 1: extract LayoutImporter.ImportInfos() (public dat-shell half that returns the
resolved ElementInfo tree without building widgets) so fixture generation and
conformance tests can call it directly. Import() now delegates to ImportInfos() +
Build() — existing 32 Layout tests stay green.

Job 2: generate tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
from the real portal.dat via a throwaway [Fact] generator (deleted, not committed).
System.Text.Json with IncludeFields=true — ValueTuple serializes as Item1/Item2.
Pre-write validation confirmed health meter BackLeft=0x0600747E FrontRight=0x06007483
rect (5,5,150,16). Round-trip deserialization re-validated before writing.

Job 3: FixtureLoader.LoadVitals() deserializes the fixture from the test output
directory (CopyToOutputDirectory item in csproj) and returns ImportedLayout via
LayoutImporter.Build(root, _ => (0,0,0), null) — no dats, no GL.

Job 4: LayoutConformanceTests — 3 golden tests (35 asserts total):
  - VitalsTree_HasThreeMetersAtExpectedRects: 3 meters at x=5, w=150, h=16, y=5/21/37
  - VitalsTree_MetersHaveExpectedSliceIds: all 18 back+front slice ids health/stamina/mana
  - VitalsTree_ChromeCornerHasExpectedSprite: TL corner 0x10000633 → sprite 0x060074C3

Full App suite: 326 pass / 1 skip (pre-existing) / 0 fail. Build: 0 errors, 0 warnings.
Throwaway generator not committed (confirmed via git status).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:29:30 +02:00
Erik
25be30b1a7 style(D.2b): split two-statement line in importer wiring (review nit)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 14:23:01 +02:00
Erik
ab3ab79380 feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)
Adds RuntimeOptions.RetailUiImporter (ACDREAM_RETAIL_UI_IMPORTER=1) — a new
opt-in flag that runs the LayoutImporter-built vitals window ALONGSIDE the
hand-authored vitals panel for pixel-for-pixel A/B comparison. The importer
window is placed at x=200, y=30 so both render simultaneously within the same
ACDREAM_RETAIL_UI=1 session. The hand-authored path is entirely untouched and
remains the default; the importer path is the eventual switch-over target.

Also adds two RuntimeOptionsRetailUiTests covering the new flag: value "1" →
true, unset/other → false.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:18:16 +02:00
Erik
e8ddb68801 feat(D.2b): factory propagates ReadOrder→ZOrder for faithful draw layering
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:14:28 +02:00
Erik
7e56eff884 refactor(D.2b): VitalsController review fixes — cite format doc + use consts in test
Fix 1: Added a <para> to the VitalsController class summary citing
docs/research/2026-06-15-layoutdesc-format.md §11 as the source of the
three dat element ids, giving a paper trail back to the evidence per
the project's cite-in-comments rule.

Fix 2: Changed FakeLayout in VitalsBindingTests to accept (uint id,
UiElement e) tuples instead of (string idHex, UiElement e), and updated
all three call sites to pass VitalsController.Health/.Stamina/.Mana.
Tests now follow the constants automatically if they ever change rather
than silently passing with stale hex literals.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:10:17 +02:00
Erik
9d2527d9c8 feat(D.2b): VitalsController — bind live vitals data by element id
Mirrors retail gmVitalsUI::PostInit: grab Health/Stamina/Mana meters from
the imported layout by their dat element ids (0x100000E6 / EC / EE) and
wire Func<float> fill + Func<string> label providers. Missing ids are
silently skipped (no throw). Slice sprites + dat font already set by the
factory — this is pure data wiring, not graphics.

3 TDD tests: single-meter fill+label, all-three distinct providers, missing-id no-throw.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:06:14 +02:00
Erik
9a55a688ca refactor(D.2b): LayoutImporter review fixes — root-fallback trace + cursor-discard note
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:03:24 +02:00
Erik
bd01a29eb2 feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree
Implements Task 5 of the LayoutDesc Importer (Plan 1 — vitals conformance).

Pure layer (BuildFromInfos / Build):
- ImportedLayout result type: UiElement root + O(1) FindElement(uint id) lookup
- BuildWidget dispatches via DatWidgetFactory.Create; skips Type-12 prototypes (null)
- Meters consume their children (DatWidgetFactory already extracted slice ids —
  adding the dat children as UiElement nodes would duplicate geometry)
- All other element types recurse children generically via AddChild

Dat shell (Import):
- Loads LayoutDesc from dats; null-safe if layout is absent
- Resolves each top-level ElementDesc to ElementInfo via Resolve():
  BaseElement/BaseLayoutId chain with (layoutId,elementId) cycle guard
- ToInfo(): reads ElementDesc scalar fields (uint → float cast) + DirectState +
  named States (UIStateId.ToString() as key)
- ReadState(): extracts first MediaDescImage (File + DrawMode) per state +
  font DID from Properties[0x1A] → ArrayBaseProperty → DataIdBaseProperty.Value
- Each sibling element gets a fresh base-chain set (siblings don't share guards)

DRW API: all members confirmed from VitalsLayoutDump.cs usings — no
adjustments needed: LayoutDesc in DBObjs; ElementDesc/StateDesc/MediaDescImage/
ArrayBaseProperty/DataIdBaseProperty in Types; DrawModeType/UIStateId in Enums.

Tests (3/3 green):
- BuildFromInfos_HealthMeter_IsUiMeterAtRect — Type-7 child → UiMeter, Left=5, Width=150
- BuildFromInfos_Type12Child_IsSkipped_Type3Present — prototype absent, container present
- BuildFromInfos_MeterWithChildren_MeterPresent_ChildrenNotInTree — meter findable,
  both dat-children absent, UiMeter.Children empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:52:50 +02:00
Erik
fc79fd519d refactor(D.2b): DatWidgetFactory review fixes — single lookup + malformed-meter trace
Fix 1: SliceIds now projects the File id during Select rather than calling
TryGetValue twice (once in Where, once in the local File() helper). Added a
comment noting that OrderBy is stable so X-tie order follows insertion order.

Fix 2: BuildMeter emits a [D.2b] Console.WriteLine when the Type-3 container
count is not exactly 2, surfacing malformed or non-vitals meter elements during
Task 8 conformance testing without disturbing the existing solid-color fallback.

Fix 3: Test 5 adds two explicit NotEqual assertions confirming the
ShowDetail-only overlay sprite (OverlayFile = 0x06007490) did not leak into
FrontRight or FrontTile.

5/5 tests pass, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:45:38 +02:00
Erik
38855e7a7b feat(D.2b): DatWidgetFactory — Type→widget hybrid + meter slice extraction
Hybrid factory mapping ElementInfo.Type to a behavioral widget or the
UiDatElement generic fallback.  Type 7 (UIElement_Meter) → UiMeter with
back/front 3-slice ids populated from grandchild image elements; Type 12
(style prototypes / BaseElement stores) → null so the importer skips
them; all other types → UiDatElement.  Rect + anchors are set on every
returned widget via ElementReader.ToAnchors.

BuildMeter walks two levels of the element tree: the two Type-3 slice
containers ordered by ReadOrder (back behind, front on top), then within
each container the image children that carry a DirectState ("" key)
ordered by X for left-cap/center-tile/right-cap.  The expand-detail
overlay (present in the front container with only named ShowDetail/
HideDetail states and no "" entry) is excluded by the TryGetValue("")
filter automatically — no name-matching needed.

Fill/Label providers are intentionally NOT set here; Task 6
(VitalsController) binds them to live stat data.

5 TDD tests: Type7→UiMeter, UnknownType→UiDatElement, Type12→null,
rect+anchors propagation, and meter slice extraction with overlay exclusion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:39:31 +02:00
Erik
70dc391c41 test(D.2b): UiDatElement — cover DrawMode passthrough + media fallbacks
- Assert DrawMode values (not just File) in the existing named-vs-direct test
- Add ActiveMedia_NoMedia_ReturnsZero: empty StateMedia → (0,0)
- Add ActiveMedia_MissingNamedState_FallsBackToDirect: absent named key → DirectState
- OnDraw: replace `var (file, drawMode) = ...; _ = drawMode;` with idiomatic `var (file, _) = ...`
- Add `// exposed for unit testing` comment above ActiveMedia()

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:34:50 +02:00
Erik
cc4de3ef77 feat(D.2b): UiDatElement — generic per-drawmode element renderer
Generic fallback widget for every LayoutDesc element type without a
dedicated behavioral widget (chrome corners/edges, drag bars, resize grips).
Holds an ElementInfo + active-state name; draws that state's media by tiling
(UV-repeat on both S+T axes, matching ImgTex::TileCSI). DrawMode constants
documented per format spec §6 (Undefined=0, Normal=1, Overlay=2,
Alphablend=3 — no Stretch mode). Plan 1: all modes render as the same
alpha-blended tiled quad; per-mode branches deferred to Plan 2.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:29:16 +02:00
Erik
55239575e6 refactor(D.2b): ElementReader review fixes — defensive Children copy + sentinel doc
- Merge: defensive copy `new List<ElementInfo>(derived.Children)` so a
  later mutation of the merged result or the input can't corrupt the other
- Merge: add comment on Width/Height 0-sentinel (Plan-1 safe; Plan-2
  limitation and float?-upgrade path documented inline)
- Test: replace mid-sentence "Wait —" authoring trace in
  EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft with a clean
  conclusion-first summary of the value-3 mapping rule

9/9 ElementReaderTests pass; 0 build errors.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:25:44 +02:00
Erik
f73422a79a feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors
Implements Task 2 of the LayoutDesc Importer (Plan 1 — vitals conformance).

- ElementInfo POCO: GL-free/dat-free snapshot of a resolved layout element.
  Shape matches the plan spec exactly (Id, Type as uint, X/Y/Width/Height as
  float, raw Left/Top/Right/Bottom uint edge flags, ReadOrder, FontDid, StateMedia
  dict, Children list). Tasks 3–6 depend on this shape.

- ElementReader.ToAnchors(uint,uint,uint,uint): maps dat edge-flag values
  (0=none, 1=near-pin, 2=far-pin, 3=floating-center, 4=stretch) to AnchorEdges
  bit flags. Corrects the plan's stale assumption that value 4 was the only anchor
  trigger; the verified format doc §4 shows 1→Left/Top, 2→Right/Bottom, 4→both.
  All-zero falls back to Left|Top (default pin top-left).

- ElementReader.Merge(base_, derived): inheritance merge mirroring BaseElement/
  BaseLayoutId. Derived scalars win when non-zero; position/edge-flags/ReadOrder
  always from derived; StateMedia merged (base defaults, derived overrides);
  Children from derived only.

TDD: tests written first (9 tests covering ToAnchors near-pin/far-pin/stretch/
zero/value-3, Merge scalar override/font inheritance/StateMedia merge/children).
All 9 pass; dotnet build 0 errors 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:20:23 +02:00
Erik
67819f35a4 docs(D.2b): LayoutDesc format enumeration (importer groundwork)
Resolves all 6 open unknowns for Tasks 2–6 of the LayoutDesc importer plan:

1. Edge-anchor flags: 1=near-pin, 2=far-pin, 3=float-center, 4=stretch.
   The plan's assumption of 4="pinned to that side" is corrected — 1 is
   the near-pin, 4 is stretch (both sides). Revised ToAnchors signature given.

2. ElementDesc members: all are public FIELDS (not properties). X/Y/Width/
   Height/LeftEdge/etc. are uint. Type is uint (not enum). States is
   Dictionary<UIStateId, StateDesc>. Children is Dictionary<uint, ElementDesc>.

3. StateDesc shape: Properties is Dictionary<uint, BaseProperty> with concrete
   subclasses (ArrayBaseProperty, DataIdBaseProperty, IntegerBaseProperty, etc.).
   Font DID (0x1A) is ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ].
   Font color (0x1B) is ArrayBaseProperty[ ColorBaseProperty ]. Fill (0x69) is
   NOT in the dat — pushed at runtime by gmVitalsUI::Update.

4. DrawModeType enum: Undefined=0, Normal=1, Overlay=2, Alphablend=3.
   No "Stretch" value exists. Vitals uses Normal(1) and Alphablend(3) only.

5. Type values confirmed from RegisterElementClass: 3=Field/container,
   7=Meter→UiMeter, 9=Resizebar, 0xC=Text, 2=Dragbar, 12=style prototype (skip).

6. Inheritance chain: vitals text labels (Type=0) inherit from base element
   0x10000376 in layout 0x2100003F (Type=12), which carries font DID 0x40000000.
   The full per-vital sprite id tables for 0x2100006C are confirmed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:05:53 +02:00
Erik
a7875cde22 docs(D.2b): LayoutDesc importer implementation plan (Plan 1 — vitals conformance) 2026-06-15 12:46:55 +02:00
Erik
64146bfc2a docs(D.2b): LayoutDesc importer design spec (data-driven retail windows) 2026-06-15 12:38:34 +02:00
Erik
0f55599ba5 feat(D.2b): draw the window resize-grip overlay (gold ridges + corner studs)
The retail vitals window border is TWO layers, not one: the bevel chrome
(0x060074BF-C6) PLUS a resize-grip overlay on top — gold ridged edge strips
and a square corner stud at each corner. acdream only drew the bevel, so the
border looked plainer than retail and the corners lacked the little square
sprite the user spotted.

The overlay ids come from the vitals LayoutDesc 0x2100006C (elements
0x1000063B-0x10000642): corner stud 0x06006129 (same 5x5 at all four corners),
edge strips 0x0600612A/2C (top/bottom) and 0x0600612B/2D (left/right). They
have transparent gaps so the bevel shows through — both layers are drawn.
UiNineSlicePanel now draws the grip overlay (edges tiled via the existing
UV-repeat, corner studs 1:1) after the bevel, so every retail-chrome window
(vitals + chat) gets it.

Verified the grip sprites + the composited result headlessly: dump-sprite-sheet
(new CLI: composite arbitrary sprite ids magnified) showed 0x06006129 is a gold
stud and 0x0600612A-D are gold ridged strips; render-vitals-mockup now renders
the faithful default window with the overlay.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 11:05:18 +02:00
Erik
73468be02a fix(D.2b): tile the vital-bar middle instead of stretching it
Retail repeats the bar's "fill-tile" graphic at native width (verified:
the dat element 0x100000E9 is literally the fill-tile; the engine fills via
ImgTex::TileCSI; and a widened side-by-side shows retail tiling, not
stretching). acdream was stretching one copy of the middle slice across the
whole span, so the bevel/bead pattern smeared as the window widened.

UiMeter.DrawHBar now UV-repeats each slice at its NATIVE width: caps span one
native width (a single 1:1 copy), the wide middle spans many (it tiles, last
copy UV-cropped). This works because the UI textures are already GL_REPEAT-
wrapped (TextureCache.UploadRgba8) — the exact mechanism UiNineSlicePanel's
chrome border already uses, so the border edges were ALREADY tiling and need
no change. One draw call per slice; composes with the existing fill-fraction
clip (the partial last tile shows a partial bead).

render-vitals-mockup now renders a widened window twice (stretch vs tile) so
the difference is verifiable headless. Confirmed the tile repeats seamlessly
(no seams).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 10:39:56 +02:00
Erik
4e60c03a74 feat(D.2b): chat text selection + Ctrl-C copy
Windows-like selection in the retail chat window: left-click-drag selects
characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a
translucent highlight behind the text.

- UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is
  delivered to the widget (text selection) instead of moving/resizing the host
  window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window
  is still resizable from its frame) and BEFORE window-move.
- UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the
  OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local
  point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a
  multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when
  non-empty, so an empty copy never clobbers the clipboard).
- UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state).

Adversarial-review fix (the 99 tests would have stayed green without it): a
coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown
dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child,
while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at
(8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now
delivers target-LOCAL coords like the other mouse events. Added a UiRoot
regression test asserting MouseDown and MouseMove share the target-local frame
for a nested child.

Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET
IKeyboard.ClipboardText. Built with the chat-select-copy implement->review
workflow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 23:21:28 +02:00
Erik
36bd3522f4 feat(D.2b): retail dat-font (Font 0x40000000) for vitals numbers
The vitals cur/max overlay rendered with the consola TTF debug font,
which is wrong for the retail look. Port the retail dat-font render
path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline
atlas) — the same font retail draws on the vitals window.

UiDatFont (new): loads the Font DBObj from the DatCollection and
uploads its two RenderSurface atlases (foreground glyph pixels
0x06005EE5 + background outline 0x06005EE6) through
TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface
path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup
and exposes MeasureWidth + LineHeight. The per-glyph advance
(HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure
static so the pen math is unit-testable without GL or the dat.

UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring
SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND
atlas sub-rect tinted black (outline) first, then the FOREGROUND
sub-rect tinted the text color (fill), with the pen accumulating the
retail advance the way the string loop does at 0x00467ed4. Respects
the UI transform stack. Skips the outline pass for fonts with no
background atlas.

No shader change was needed: the foreground atlas decodes A8 ->
(255,255,255,a), and ui_text.frag's RGBA-sprite path already
MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor),
so tinting white+alpha by a color gives color+alpha (black outline,
text-color fill).

UiMeter: new DatFont property; the label renders via DrawStringDat
(centered with DatFont.MeasureWidth) when set, falling back to the
debug BitmapFont when null.

GameWindow: loads one UiDatFont for the vitals panel (under _datLock)
and assigns it to each UiMeter child; logs + falls back to the debug
font if the Font fails to load (never crashes).

Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth
(synthetic glyphs, negative bearings, missing chars, empty/null). Full
App UI suite green (84 passed).

DatReaderWriter member names verified via reflection on the 2.1.7
package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId,
BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX,
OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter,
VerticalOffsetBefore}.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 23:02:35 +02:00
Erik
ff29787f12 fix(D.2b): vitals from the real stacked-window LayoutDesc (0x2100006C)
The vitals bars were rendered from the WRONG layout. The ids in vitals.xml
(0x0600113x) belong to LayoutDesc 0x21000014 -- the 800x28 floaty side-vitals
ROW. The stacked vitals window the user sees is LayoutDesc 0x2100006C
(160x58), which uses a different sprite set and geometry. Dumped the real
tree (new dump-vitals-layout CLI, reflective) and ported it:

- Sprites (#2): the stacked-window set 0x0600747E-0x0600748F (health/stamina/
  mana, each back+front 3-slice; caps 10px, mid 130px).
- Right cap (#1) + fill model: retail UIElement_Meter::DrawChildren draws the
  back 3-slice full then the front 3-slice CLIPPED to the fill fraction (its
  own right-cap shows at 100%, the back's shows through when partial). UiMeter
  now clips the front per-slice (UV-crop) instead of growing a capless slice.
- Spacing (#5): three flush 150x16 bars at y=5/21/37 in a 160x58 window
  (16px pitch, zero gap), per the dat rects -- not the old 20px-apart guess.
- Border (#3): the window is the 8-piece chrome frame (corners 0x060074C3-C6,
  edges 0x060074BF-C2, 5px) -- dat-confirmed identical to RetailChromeSprites.

The headless render-vitals-mockup now composites this exact window
(0x2100006C) from the real sprites with the same clipped-fill model, so the
look was verified before launch. Font (#4, dat Font 0x40000000) is the next
commit.

Decomp refs: gmVitalsUI::PostInit @0x4bfce0; UIElement_Meter::DrawChildren
@0x46fbd0 (scissor-fill); geometry from LayoutDesc 0x2100006C.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 22:50:17 +02:00
Erik
ada863980c feat(D.2b): scrollable retail chat window (read-only foundation)
Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).

This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).

Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 22:12:12 +02:00
Erik
1453ff7da2 feat(D.2b): retail 3-slice vital bars + headless mockup verifier
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).

UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.

Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 21:40:11 +02:00
Erik
d2b8a51426 docs: wrap-up — file #137 (dungeon collision) + #138 (teleport-out world loading); close #135/#136
- #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro).
- #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/
  scenery, broken collision) + a position desync (avatar moves but player position doesn't)
  — hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135).
- #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide).
- CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 21:08:40 +02:00
Erik
84630517e3 feat(D.2b): vital bars use retail dat sprites (back track + fill-cropped front)
UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.

MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter.  vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41).  The bar prove-out block in GameWindow.cs was already gone.

If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:45:54 +02:00
Erik
56ee5eff60 chore(D.2b): CLI dump-vitals-bars — read vitals LayoutDesc meter sprites
Adds `AcDream.Cli dump-vitals-bars <datDir>` subcommand that:
- Scans all 101 LayoutDesc objects in client_local_English.dat
- Finds the vitals window layout (0x21000014) by locating the Health
  meter element id 0x100000E6 (from gmVitalsUI::PostInit decomp)
- Walks each meter's sub-element tree (typed access via ElementDesc.Children,
  ElementDesc.States, ElementDesc.StateDesc, StateDesc.Media, MediaDescImage.File)
- Prints every RenderSurface DataId (0x06xxxxxx) per vital

Authoritative output:
  HEALTH  (0x100000E6): front-bar fill 0x06005F3D / track fill 0x06005F3C
                        E8/E9/EA pieces: 0x06001131/32/33, 0x06001141/40/3F
  STAMINA (0x100000EC): front-bar fill 0x06005F3F / track fill 0x06005F3E
                        E8/E9/EA pieces: 0x06001137/38/39, 0x06001147/46/45
  MANA    (0x100000EE): front-bar fill 0x06005F41 / track fill 0x06005F40
                        E8/E9/EA pieces: 0x06001134/35/36, 0x06001144/43/42

LayoutDesc shape discovered: Fields Width, Height, Elements (HashTable<uint,ElementDesc>).
ElementDesc shape: ElementId, Type, BaseElement, BaseLayoutId, DefaultState,
  X/Y/Width/Height/ZLevel, LeftEdge/TopEdge/RightEdge/BottomEdge,
  States (Dictionary<UIStateId,StateDesc>), Children (Dictionary<uint,ElementDesc>),
  StateDesc (direct single state).
StateDesc shape: StateId, PassToChildren, IncorporationFlags,
  Properties (Dictionary<uint,BaseProperty>), Media (List<MediaDesc>).
MediaDescImage shape: File (uint DataId), DrawMode.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:39:33 +02:00
Erik
b303baf4a1 fix(D.2b): windows not anchor-managed (regression: move/resize was reset each frame)
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).

Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:06:58 +02:00
Erik
fd0ecfcf2e docs: close #136 — red cone was an editor-only placement marker (fixed 6f81e2c)
Rewrite the #136 entry with the definitive root cause (editor-only dat placement
marker hidden by retail's distance degrade, inherited as visible from the WB-derived
render path) replacing the earlier refuted texture-pipeline hypothesis; mark FIXED.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:05:03 +02:00
Erik
6f81e2c91d fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136)
The "red cone" (+ green floor petals) in the 0x0007 Town Network dungeon is a dat
EnvCell static object (Setup 0x02000C39 / GfxObj 0x010028CA) using pure red/green
MARKER textures (0x08000109 / 0x0800010A). It is an EDITOR-ONLY placement marker:
its DIDDegrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX},
i.e. visible ONLY at distance 0 (the WorldBuilder editor origin) and degraded to
GfxObj id 0 (nothing) at any real distance. retail's distance-based degrade
(CPhysicsPart::UpdateViewerDistance 0x0050E030 -> Draw 0x0050D7A0) therefore never
draws it in the live client.

acdream's render pipeline is extracted from WorldBuilder, which (being an editor)
renders every cell static's base mesh directly and has NO degrade handling at all
(zero DIDDegrade references in references/WorldBuilder) — so acdream inherited the
"show the marker" behavior and drew it forever. It only became visible now because
the #135 login-into-dungeon fix drops the player at the exact saved spawn next to it.

Fix: GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker pattern
(HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). The EnvCell
static-object hydration (GameWindow ~5793) skips such GfxObjs — whole-stab for bare
GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via
meshRefs.Count==0). This is the faithful equivalent of retail's runtime degrade for
static geometry (always viewed at distance > 0); real LOD objects (slot0.MaxDist>0)
and degrade-to-real-mesh objects are untouched.

Diagnosis was extensive (geometry-not-VFX via particle-off; texture-not-lighting via
flat-ambient frame dumps; per-surface runtime decode pinned the red/green marker
surfaces; a draw-time probe pinned the dat-static entity id; a dat dump of the Setup +
degrade table confirmed the editor-marker pattern). Verified live via a frame dump:
the red cone + green petals are gone, all real dungeon decorations still render.
4 new GfxObjDegradeResolver unit tests cover the marker / normal-LOD / no-table /
degrades-to-real-mesh cases.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:03:08 +02:00
Erik
f911b5f0af feat(D.2b): anchor layout — vital bars stretch with window; drop Vitals heading
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.

MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.

vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.

Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:58:58 +02:00
Erik
af91b8432a feat(D.2b): per-window resize-axis lock; vitals window is X-only (retail)
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.

MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.

Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:51:56 +02:00
Erik
0500646f08 fix(D.2b): draw UI chrome behind content (TextRenderer Flush layer order)
TextRenderer.Flush batched by primitive type and flushed rects -> text ->
sprites LAST, so the 8-piece chrome (incl. the center fill) painted OVER the
vital bars + numbers ("the window is drawn in front of the bars"). Reorder to
sprites -> rects -> text so chrome composites behind widget fills + text.

Correct while bars are solid rects; when bars become gradient SPRITES this must
move to true submission/painter order (sprite-on-sprite z) — noted inline as the
D.2b follow-up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:49:52 +02:00
Erik
de4f0167ef feat(D.2b): window resize (UiRoot edge-grip resize-drag mode)
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.

Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
  (replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
  internal, testable); ResizeRect (static, public, testable); OnMouseDown
  checks edge-grip before move; OnMouseMove resize branch precedes move;
  OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
  (min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
  EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)

Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:27:57 +02:00
Erik
b4ed8e7908 docs: file #136 — red-cone dungeon decoration renders red (frozen-phase render divergence)
Investigated the user-reported divergence (a solid-red cone in the 0x0007 dungeon
that retail doesn't draw). Narrowed by elimination:
- geometry, not VFX (survives particles-off)
- object 0x70007055 / Setup 0x020019F0, physState=0x1C — NOT NoDraw/Hidden
- its distinguishing texture 0x06006D65 (DXT1 256x128) DECODES tan/opaque offline,
  identical to a neighbour decoration (0x020019EE / tex 0x06006D63) that renders fine
- not a per-instance tint (hook dropped)
=> the red is introduced at runtime in the WB bindless texture-array upload/sampling
path (a #105-class "samples undefined until flushed" / layer-handle misassignment),
possibly lighting. Both WB-render-migration and sky/lighting are FROZEN phases, so the
fix awaits explicit sign-off. Full diagnosis + reusable diagnostic approach in the issue.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:11:15 +02:00
Erik
4acecffcd6 feat(D.2b): wire UiHost input + moveable windows (UiRoot window-drag + WantCapture gate)
- UiElement: add Draggable flag; left-drag on a draggable element repositions
  it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
  pattern); add FindDraggable helper; inject _windowDragTarget state machine into
  OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
  wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
  game actions (movement, world-pick) are suppressed while the pointer is over a
  retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
  UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
  reposition, and non-draggable panel immobility.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:02:27 +02:00