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4 commits

Author SHA1 Message Date
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
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
c9eef1d7cd feat(D.2b): textured-sprite path in TextRenderer + UV-rect DrawSprite
Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites
can be drawn through the existing 2D batcher without touching the font path.

TextRenderer gains _spriteBufs (per-GL-handle List<float>), DrawSprite(), and
a Flush block that issues one draw call per distinct texture with uUseTexture=2.
Also adds DepthMask(false) in the state-save block (restored to true after) to
prevent the transparent-quad pass from writing depth and corrupting the 3D scene
if the UI is flushed mid-frame.

TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel
dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs
from the source image size without a second decode.

UiRenderContext gains a DrawSprite forwarder that applies the current 2D
translate stack, matching the DrawRect / DrawRectOutline pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:28:29 +02:00
Erik
7230c1590f docs+feat(ui): retail UI deep-dive research + C# port scaffold
Deep investigation of the retail AC client's GUI subsystem, driven by 6
parallel Opus research agents, plus the first cut of a retail-faithful
retained-mode widget toolkit that scaffolds Phase D.

Research (docs/research/retail-ui/):
- 00-master-synthesis.md        — cross-slice synthesis + port plan
- 01-architecture-and-init.md   — WinMain, CreateMainWindow, frame loop,
                                  Keystone bring-up (7 globals mapped)
- 02-class-hierarchy.md         — key finding: UI lives in keystone.dll,
                                  not acclient.exe; CUIManager + CUIListener
                                  MI pattern, CFont + CSurface + CString
- 03-rendering.md               — 24-byte XYZRHW+UV verts, per-font
                                  256x256 atlas baked from RenderSurface,
                                  TEXTUREFACTOR coloring, DrawPrimitiveUP
- 04-input-events.md            — Win32 WndProc → Device (DAT_00837ff4)
                                  → widget OnEvent(+0x128); full event-type
                                  table (0x01 click, 0x07 tooltip ~1000ms,
                                  0x15 drag-begin, 0x21 enter, 0x3E drop)
- 05-panels.md                  — chat, attributes, skills, spells, paperdoll
                                  (25-slot layout), inventory, fellowship,
                                  allegiance — with wire-message bindings
- 06-hud-and-assets.md          — vital orbs (scissor fill), radar
                                  (0x06001388/0x06004CC1, 1.18× shrink),
                                  compass strip, dat asset catalog

Key insight: keystone.dll owns the actual widget toolkit — we cannot
port a class hierarchy from the decompile because it's not there.
Instead we implement our own retained-mode toolkit with retail-faithful
behavior (event codes, focus/modal/capture, drag-drop state machine)
and will consume the same portal.dat fonts + sprites so the visual
identity is preserved.

C# scaffold (src/AcDream.App/UI/):
- UiEvent          — 24-byte event struct + retail event-type constants
                     (0x01 click, 0x15 drag-begin, 0x201 WM_LBUTTONDOWN,
                     etc.) matching retail decompile switches
- UiElement        — base widget: children, ZOrder, focus/capture flags,
                     virtual OnDraw/OnEvent/OnHitTest/OnTick; children-
                     first hit test + back-to-front composite
- UiPanel          — panel, label, button primitives
- UiRenderContext  — 2D draw context with translate stack
- UiRoot           — top-of-tree + Device responsibilities (mouse/
                     keyboard state, focus, modal, capture, drag-drop,
                     tooltip timer); WorldMouseFallThrough/
                     WorldKeyFallThrough preserves existing camera
                     controls when no widget consumes
- UiHost           — packages UiRoot + TextRenderer + input wiring
                     helpers for one-line integration into GameWindow
- README.md        — orientation for future agents

Roadmap (docs/plans/2026-04-11-roadmap.md):
- D.1 marked shipped (debug overlay from 2026-04-17)
- D.2 expanded to include the retail UI framework landed here
- D.3-D.7 added: AcFont, dat sprites, core panels, HUD, CursorManager
- D.8 remains sound

All existing 470 tests pass. 0 warnings, 0 errors.
2026-04-17 19:13:02 +02:00