Commit graph

9 commits

Author SHA1 Message Date
Erik
a45c421bd1 feat(D.2b): per-container capacity bar on inventory cells
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:54:54 +02:00
Erik
842462e375 feat(D.2b): UiItemSlot open-container triangle + selected-item square overlays
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:29:39 +02:00
Erik
41bb70c11a feat(ui): D.5.3/B.2 — spine: drag-lift hook + ghost snapshot (full opacity) + drop-on-hit-only
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:22:27 +02:00
Erik
acdefc2e21 fix(ui): D.5.3/B.1 — dragging a toolbar item moved the window instead of the item
Found at visual verification: an occupied UiItemSlot sits inside the Draggable
toolbar frame (UiNineSlicePanel.Draggable=true), so UiRoot.OnMouseDown's FindWindow
returned the frame and the window-move branch won — press+drag on a slot moved the
whole bar instead of picking up the item. The slot wasn't CapturesPointerDrag (that
path is for self-driven text-selection and suppresses the BeginDrag promotion), and
UiRoot had no path for "a drag-source inside a draggable window."

Fix: add UiElement.IsDragSource (virtual, default false); UiItemSlot overrides it to
`ItemId != 0` (occupancy-gated). UiRoot.OnMouseDown now prioritizes IsDragSource over
window-move — an OCCUPIED slot starts the item drag (promotes to BeginDrag on >3px),
an EMPTY slot falls through to the IA-12 whole-window-drag so the bar stays movable
by its empty cells / chrome. UiRoot stays item-agnostic (reads only the bool). This
REDUCES divergence (occupied cells now drag like retail) within IA-12's umbrella — no
new register row.

Regression tests reproduce the LIVE topology (slot inside a Draggable frame); the
earlier RootWithBoundSlot tests put the slot directly under the root, so they could
not catch it. Full suite 493 pass / 0 fail / 2 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 14:26:53 +02:00
Erik
1672eaa620 feat(ui): D.5.3/B.1 — UiItemSlot drag source + drop target + accept/reject overlay
- UiElement: two new virtuals GetDragPayload()/GetDragGhost() (default null)
  keep UiRoot item-agnostic; any leaf can opt into drag by overriding these.
- UiItemSlot: SlotIndex + SourceKind properties for payload identity; two
  overrides return ItemDragPayload / icon ghost when the slot is occupied.
  FindList() walks the parent chain to locate the owning UiItemList and its
  registered IItemListDragHandler.
- UiItemSlot.OnEvent: MouseDown now just consumes the press; use-item fires
  on Click (mouse-up) so a drag doesn't also trigger the use-item callback.
  DragEnter → ask handler, set Accept/Reject overlay. DragOver → reset to
  None (fires on leave). DropReleased → clear overlay + dispatch to handler
  when Data0 == 1 (accepted). DragBegin consumed (source).
- OnDraw: accept/reject sprite overlay drawn last, guarded on id != 0 to
  avoid the resolve(0)-→-magenta footgun.
- ToolbarControllerTests: Click_emitsUseForBoundItem changed from MouseDown
  to Click to match the new dispatch.
- 12 new DragDropSpineTests pass; full suite 481/483 (2 pre-existing skips).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:40:53 +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
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
Erik
1270596f30 feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port)
Behavioral leaf widget for the toolbar item cell. Draws the empty-slot
sprite (0x060074CF) when unbound; draws the pre-composited icon texture
when a weenie is bound via SetItem(). ConsumesDatChildren=true prevents
the LayoutImporter from double-building the dat sub-elements. SpriteResolve
is configurable so paperdoll equip slots can swap in per-slot silhouettes
later. No Clicked/OnEvent — that wiring comes in Task 8 (ToolbarController).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:21:21 +02:00