Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.
Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.
Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.
Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.
Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.
Co-Authored-By: Codex <noreply@openai.com>
Port the retail m_bShortcutGhosted meaning instead of treating SetShortcutNum's boolean as peace versus war. Keep occupied shortcut numbers on the gold sheet in NonCombat, Melee, and Missile, reserve the gray sheet for Magic, and lock the four-mode matrix with conformance tests and corrected research.
Co-Authored-By: Codex <codex@openai.com>
Add the three authored blue, yellow, and red sigil backgrounds and drive their visibility from player PropertyInt.AetheriaBitfield bits 1/2/4 at login and on live updates, matching gmPaperDollUI::UpdateAetheria. Include the sigil equip masks in the shared slot table and narrow AP-108.
Co-Authored-By: Codex <codex@openai.com>
Port the retail UIItem catalog path so every supported equipment location resolves its exact empty-state silhouette from live DAT. Share one definition table between equip behavior and presentation, wire runtime plus UI Studio, pin all 21 prototypes and surfaces, and retire AP-66.
Co-Authored-By: Codex <codex@openai.com>
Read the authored meter direction instead of inferring it from the combat element id, so the bright charge texture grows left-to-right from Speed. Keep the user-approved dark-red middle baseline visible independently and record its exact retail Recklessness visibility edge.
Co-Authored-By: Codex <codex@openai.com>
Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.
Co-Authored-By: Codex <codex@openai.com>
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.
Co-Authored-By: Codex <codex@openai.com>
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create AGENTS.md as a thin bridge to CLAUDE.md, fix isolated dat-layout previews by normalizing panel roots to the studio canvas, add a --mockup mode that mounts production-backed UI windows into one UiHost, and thread the per-element dat-font resolver through GameWindow's live imports.
Verified with dotnet test and headless studio screenshots for inventory and the mockup desktop.
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.
RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).
CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
still use datFont directly since they have no dat origin
All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).
8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior
Build + all 710 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- RowHeight reduced 44→30px to pack the 9 rows tighter, matching retail's denser list
- Attribute row name/value text now uses Font 0x40000001 (MaxCharHeight=18px) instead of
the default 0x40000000 (16px); both fonts are in client_portal.dat (confirmed 2026-06-26)
- RenderStack gains LargeDatFont field; RenderBootstrap.Create loads both fonts
- FixtureProvider passes LargeDatFont as rowDatFont to CharacterStatController.Bind
- CharacterStatController.Bind gains rowDatFont? parameter (falls back to datFont);
passed to BuildAttributeRows so row UiText elements use the larger font
- Full solution tests green (681/683 App + 1579/1581 Core + 343 Net + 425 UI)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
so row clicks survive whole-window-Draggable ancestor frames.
- CharacterStatController overhaul (Pass 2):
- Tab bar button states: SetButtonStateRecursive walks each tab group container
(0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
"Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
- Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
- Toggle: clicking the same row deselects (→ footer State A); click a new row
updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
value=cost, line-2="Unassigned Experience:" in both states.
- Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
- Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
(not just the last-registered _byId copy) so all instances are controlled.
- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
(maxed), Focus@10→110 matching the retail screenshot (spec §4).
- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
toggle deselect→footer A, switch row, highlight set/clear, raise button
hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
GetRowName helper, SampleData fixture sanity.
Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Canvas clicks now reach the panel UiHost so buttons, tabs, and slots
respond to user interaction. Previously only UiRoot.Pick (inspector
selection) received click events; the panel itself was inert.
Key changes:
- StudioInspector.DrawCanvas now returns a CanvasInputEvent struct
(was nullable click tuple) — carries isHovered, move position,
leftDown/Up, and scroll delta, all in panel-local pixels.
- Coordinate mapping: panel_local = mouse_screen - GetItemRectMin()
(1:1, no scale factor). V-flip (uv0.Y=1, uv1.Y=0) makes screen
top = panel Y=0, so NO extra Y inversion. Documented in comments.
- StudioWindow.OnLoad: removed WireMouse — raw Silk window coords are
offset by the canvas sub-window position and land in the wrong place.
WireKeyboard kept (keyboard input needs no spatial remapping).
- StudioWindow.OnRender: forwards OnMouseMove always (hover states),
plus OnMouseDown/Up/OnScroll in Interact mode. Console.WriteLine
on each forwarded left-click for live verification.
- Interact/Inspect toggle: checkbox in the Studio toolbar (default
Interact). Inspect mode restores old click-to-select-element behavior
while still forwarding OnMouseMove for hover states.
- CanvasCoordMappingTests: 7 pure-math unit tests covering the
origin, interior points, corner, chrome OOB, and the no-extra-flip
invariant (no GL required).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.
Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.
Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535
Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).
CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.
Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
a UiText; LinesProvider builds the report. Report section order mirrors
gmCharacterInfoUI::Update (0x004ba790):
1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
= Strength, Endurance, Quickness, Coordination, Focus, Self
4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
6. UpdateLoad 0x004b8a20 — burden cur/max/pct
Element 0x1000011d imports as UiText (Type 12); multi-line text set via
LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).
Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
picker combo now lives in the always-on-top menu bar and cannot be occluded by
Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.
Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Fix 1 (Selection highlight): StudioInspector.DrawCanvas draws a bright-green
2px outline over Selected using the window draw list. ScreenPosition maps
directly to FBO pixel space; rectMin offsets into screen space.
Fix 2 (In-studio panel picker): DrawToolbar (BeginCombo over ListSlugs output).
StudioWindow resolves _dumpFile once in OnLoad, tracks _currentSlug, and calls
LoadDumpPanel on combo change. LoadDumpPanel removes old root via RemoveChild,
loads new slug, resets Selected. No relaunch needed.
Fix 3 (Fixed layout): All four panes use SetNextWindowPos + SetNextWindowSize
with ImGuiCond.FirstUseEver. Toolbar (0,0 x windowW x 40), tree (0,40 x 280),
canvas (280,40 x centre), props (right-340,40 x 340). User can drag from these.
Build + dotnet test green (609 passed, 0 failed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add `--screenshot <path>` to the UI Studio: when set the window is
created hidden (WindowOptions.IsVisible = false), the panel is loaded
and rendered into PanelFbo on the first OnRender tick, pixels are read
back with the new PanelFbo.ReadColorRgba(), rows are flipped (GL
bottom-left → PNG top-left), and the result is saved via ImageSharp
SaveAsPng before calling _window.Close().
Render size is derived from the loaded root's Width/Height (clamped
256–2048 px); falls back to 1280×720 when the root has no explicit
size. In headless mode ImGui, the inspector, and input wiring are
all skipped — only PanelFbo is created. Interactive path is
unchanged. SixLabors.ImageSharp 3.1.12 was already a direct dep of
AcDream.App (Phase O-T7); no new PackageReference needed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.
New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
out err): parses the dump, finds the panel by slug, builds a UiElement tree.
Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
this static mockup). DumpGroupElement is a transparent container for Group
nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
absolute x=500 and its children also start at x≈500 — child offset from
parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
root at origin, children are parent-relative, all 26 slugs smoke-load.
Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
--dump-file <path> args; ResolveDumpFile() walks up to the solution root
to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
--dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
FixtureProvider, no controllers — static structure only); else falls
through to the existing LayoutSource + FixtureProvider path.
Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table. Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.
Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
(mirrors the GameWindow.OnLoad lookup at line 2233-2235).
The 0x21000023 case now resolves all three empty sprites via
ItemListCellTemplate.ResolveEmptySprite and passes them to
InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
in the same 0x21000023 case, matching GameWindow:2257-2265
(same layout subtree, contentsEmpty as the equip-slot placeholder,
sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.
SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid]. No SampleData change
needed.
Tests: 2 new assertions in FixtureProviderTests —
sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
|| ItemsCapacity > 0 filter must match both bags) and
equippedItems_retainLocationAndAreInContents (equipped items have
CurrentlyEquippedLocation != None AND appear in GetContents so the
paperdoll controller can find them). 604 pass / 2 skip / 0 fail.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 4 of the UI Studio plan: adds SampleData (static ClientObjectTable
builder with a synthetic player, 6 loose items, 2 side bags, and 3 equipped
pieces) and FixtureProvider (switches on layoutId and calls the production
controller Bind methods — VitalsController, ToolbarController,
InventoryController — so the studio previews panels with plausible data
instead of empty widgets).
Icon ids approach: raw-resolve stub — resolves the base iconId via
RenderStack.ResolveChrome and returns the GL handle directly. This is v1
(single-layer icon); the full 5-layer IconComposer composite is a live-game
concern, not a layout-preview concern.
StudioWindow wires FixtureProvider.Populate after _source.Load; the
ClientObjectTable is stored on _objects so controller event subscriptions
(ObjectAdded/ObjectMoved) remain live for the window's lifetime.
4 new FixtureProviderTests (SampleTable_hasPackContents,
SampleTable_hasWeaponAndArmor, SampleTable_hasEquippedItems,
SampleTable_hasSideBags) — all pass. Full App suite: 602 passed / 2
skipped (pre-existing) / 0 failed. Build green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Code-review follow-ups to the ImGui inspector:
- Add public UiRoot.Pick(x,y) over the private HitTestTopDown (honors
Z-order + modal exclusivity); StudioWindow uses it instead of a manual
UiElement.HitTest with subtracted ScreenPosition.
- RenderStack : IDisposable — disposes the GL pieces it owns in one place;
StudioWindow OnClosing + Dispose both call _stack?.Dispose(), closing the
error-path leak (only UiHost was disposed on the Dispose-without-OnClosing
path).
- Drop the stale _dt field; OnRender passes its own dt to Tick + BeginFrame.
- Fix a stale PanelFbo comment.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 3 of the acdream UI Studio plan. The studio previously drew the
panel straight to the window; it now renders the panel into an off-screen
FBO (PanelFbo) and displays it in an ImGui Canvas pane alongside a Tree
pane (recursive element hierarchy, click-to-select) and a Properties pane
(EventId/type/rect/anchors/ZOrder/flags of the selected element).
Click-to-inspect: a left-click inside the Canvas calls UiElement.HitTest
on the panel root (same-assembly internal access) and selects the topmost
element at the cursor, wiring the canvas directly to the tree selection.
PanelFbo lifecycle mirrors PaperdollViewportRenderer (RGBA8 color +
Depth24Stencil8 renderbuffer, GLStateScope-sealed, lazy resize on size
change). V-flip in DrawCanvas (uv0=(0,1)/uv1=(1,0)) corrects GL's
bottom-left FBO origin to ImGui's top-left convention so click Y maps
directly to panel-local Y without inversion.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 2 of the acdream UI Studio plan. Adds three new files under
src/AcDream.App/Studio/ and one new test file:
- StudioOptions.cs: record + Parse() for the ui-studio CLI args (positional
dat dir or ACDREAM_DAT_DIR, --layout 0xNNNN, --markup <path>; defaults to
vitals 0x2100006C when neither layout nor markup given).
- LayoutSource.cs: wraps LayoutImporter.Import for dat-backed layouts; markup
path sets LastError "markup unsupported (Task 6)" and returns null for now.
Exposes Kind / LayoutId / MarkupPath / LastError / CurrentLayout / Reload().
- StudioWindow.cs: Silk.NET 1280×720 GL 4.3 window; boots RenderBootstrap,
wires input to UiHost, loads the panel via LayoutSource, adds the root to
UiHost.Root.AddChild. QualitySettings resolved the same way GameWindow.Run()
does (SettingsStore → QualitySettings.From → WithEnvOverrides).
- Program.cs: ui-studio dispatch at the top of top-level statements (before
the dat-dir parse) so `dotnet run -- ui-studio` routes to StudioWindow.
- LayoutSourceTests.cs: dat-gated test (skips when dats absent); verifies that
the vitals LayoutDesc (0x2100006C) loads, root is non-null, byId contains the
vitals root element (0x100005F9), and Kind == DatLayout. Passes (1/1 with dats
present; silently skips on CI).
Note: the spec asserts FindElement(0x2100006Cu) — that id is the LayoutDesc
dat id, not a widget element id. The actual vitals root element id is 0x100005F9
(confirmed from the vitals_2100006C.json fixture). The test uses the correct
element id and documents the discrepancy.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>