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>
De-risk gate for Sub-phase C: verifies that the gmPaperDollUI subtree
imported under the inventory frame (0x21000023) materialises a
representative set of 6 equip-slot element ids as UiItemList widgets,
confirming the controller-binding plan can proceed without an importer
pre-fix.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Visual verification surfaced two render bugs (controller LOGIC was already correct):
1. BACKDROP WASH-OUT (the big one — #145 continuation). The mounted backpack/
3D-items panels inherited their sub-window root's ZLevel 1000 via the merge's
zero-wins-base rule. The #145 ZOrder fold (ReadOrder − ZLevel·10000) turned 1000
into ZOrder ≈ −10,000,000 — sinking the panels BEHIND the frame's Alphablend
backdrop (ZLevel 100 → ≈ −1,000,000). The backdrop then overpainted the panels'
captions/burden-meter/cells (the paperdoll root is ZLevel 0 so it escaped, which
is why the previous session thought #145 was done). Fix: the sub-window mount now
keeps each slot's OWN frame ZLevel, so panels sit in front of the backdrop.
Root-caused via a one-shot sprite-segment-order dump (backdrop was painting after
the panel content) + a live ZLevel probe.
2. CAPTIONS. The caption elements resolve to UiText; driving a nested child UiText
didn't paint. AttachCaption now drives the host UiText directly.
Locked by InventoryFrameImportProbe (real-dat smoke: asserts each mounted panel's
ZOrder > the backdrop's). Visually confirmed by the user: dark backdrop behind,
Burden 17% + vertical bar + Contents-of-Backpack + full item grid all visible.
Build + App(532)/Core(1526) tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>