Commit graph

7 commits

Author SHA1 Message Date
Erik
b506f53633 refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:36:16 +02:00
Erik
73adc3768c docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory
Divergence register:
- Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete).
- Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail
  behavior; anti-regression guard — do NOT re-implement as a blit layer;
  cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530).
- Add AP-43 (effect tint = mean-opaque color; exact retail byte
  decompiler-ambiguous, visual/cdb confirmation pending).
- Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk
  avoidance, pending visual/cdb confirm).
- Add AP-45 (0x02CE sequence byte not honored, latest-wins).
Section header counts updated: IA 15→17, AP 41→44.

Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op;
effect recolor + live 0x02CE).

Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the
D.5.2 GetIcon signature change (was caught by the build).

Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry
(via claude-memory symlink to ~/.claude/projects/.../memory/).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:52:15 +02:00
Erik
a7cad5566b fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe
FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source
branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043
(war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent).
acdream previously only had the peace/war pair and drew them regardless of occupancy.

Changes:
- GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback;
  null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe]
  block logging screen pos + size of 7 bottom-right element ids via ScreenPosition.
- ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null
  default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481.
- UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam
  (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment
  updated with three-way source table.
- Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new
  ToolbarControllerTests (emptyDigits injection + null-safe).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:27:27 +02:00
Erik
b2a812d1fa feat(D.5.1): faithful toolbar slot numbers 1-9 (SetShortcutNum digit sprites, peace/war)
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.

Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().

Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
  ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
  warDigits optional params; RestampShortcutNumbers() helper; Populate() and
  SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
  Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
  ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:52:50 +02:00
Erik
f21dbfad80 feat(D.5.1): faithful item-icon type-default underlay (EnumIDMap 0x10000004) — opaque icon backing
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay.  acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.

Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID.  Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.

Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
  widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
  param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
  Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
  ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)

No divergence-register row existed for this omission; none added (fully ported now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:37:53 +02:00
Erik
bfc452d610 fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.

D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.

C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.

V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:03:07 +02:00
Erik
383a969c70 feat(D.5.1): ToolbarController — bind 18 slots, populate, deferred rebind, click-to-use
Port of gmToolbarUI::PostInit (slot wiring) + UpdateFromPlayerDesc (flush-and-bind
shortcuts from PlayerDescription) + SetDelayedShortcutNum (deferred ItemAdded rebind)
+ UseShortcut (click → useItem callback).

UiItemSlot gains Clicked (Action?) + OnEvent override (MouseDown → Clicked?.Invoke())
matching the retail UIElement_UIItem click dispatch pattern. UiEvent is a positional
record struct so the OnEvent override reads e.Type (int) against UiEventType.MouseDown
(const int 0x201) — confirmed from UiEvent.cs + UiText.cs before writing.

Three tests green (populate bound slot, deferred rebind on ItemAdded, click fires useItem).
Full suite: 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:36:48 +02:00