Collects the post-gate polish left uncommitted by the killed round-5 agent
(S1/S3 + review fixes N1/N3/N4) and completes the missing S2 half:
- S1: UiText multi-line transcript + colored-run label now submit EVERY
line/run's outline pass before ANY fill pass, matching retail's
UIElement_Text::DrawSelf @0x00467aa0 whole-block walk. DrawStringDatPass
is exposed for block-level batching; single lines keep DrawStringDat.
- S2 (completed this commit): authored outline 0x21/0x22 now reaches every
text-bearing widget — UiButton, UiDatElement, UiField, UiMeter, UiMenu,
UiCatalogSlot — seeded from the element's effective-default state exactly
like UiText (BuildButton lifts the label-bearing Text child's authored
value first, same chain as the label color). Per-STATE outline switching
(dialog/character/combat buttons author 0x21 in state 0x3 only) is NOT
ported — filed as register row AP-192 in this commit.
- S3: ChatWindowController reconciliation comment corrects the misread
indicator action ids 0x10000514-17 -> 0x10000114-17 and re-attributes the
id-coincidence to the pagination widget's m_prevButton/m_nextButton, not
gmFriendsUI; register + window-shell research doc corrected to match.
- N1: LayoutImporter's duplicate per-state any-state-first-wins 0x21 read is
deleted — ElementReader.ApplyCanonicalLegacyProjection's DirectState-then-
effective-default resolution is the single source (the duplicate would have
lit state-0x3-only outlines permanently once S2 widened consumption).
- N3: the outline pass tints with the outline color's OWN alpha, not the
fill's (retail tints m_curOutlineColor and m_curTextColor independently).
- N4: the outline-inflated glyph SOURCE rect is clamped to the atlas bounds
with matching dest shrink, porting CreateCharRectPair @0x00441480's edge
behavior — edge glyphs crop instead of sampling a neighbour's texels.
Full Release suite: 12,610 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.
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>
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).
- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
health is known for the selected guid — HasHealth at select or HealthChanged),
not shown-on-select; brief green selection flash via Tick revert; overlay floated
above the meter so the flash isn't hidden by the bar; name top-aligned into the
bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
hides it in HandleSelectionChanged; it was rendering as a stray black box.
Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>