Route corpse Use through the shared ItemHolder policy so Stuck corpses open instead of being sent as pickup requests. Restore the framed, horizontally resizable external-container strip and use a compact initial width. Port retail's target-list pending item projection so loot is marked in the chosen inventory slot without changing canonical ownership before the server confirms.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the retail horizontal ItemList empty-slot padding and share UIItem shortcut-number graphics with the status toolbar. Preserve all authored face children on compound DAT buttons so the three-piece Cast control reflows and renders as one complete button.
Co-authored-by: OpenAI Codex <codex@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Port the retail m_bShortcutGhosted meaning instead of treating SetShortcutNum's boolean as peace versus war. Keep occupied shortcut numbers on the gold sheet in NonCombat, Melee, and Missile, reserve the gray sheet for Magic, and lock the four-mode matrix with conformance tests and corrected research.
Co-Authored-By: Codex <codex@openai.com>
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.
Co-Authored-By: Codex <codex@openai.com>
Keep retail's underlay-free m_pDragIcon separate from the full cell icon and reveal the authored ghost mesh on physical source cells for the complete drag lifecycle. This removes the backpack backing from the cursor and retires AP-47.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.
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>
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>
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>
- 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>
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>
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>
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>