Commit graph

15 commits

Author SHA1 Message Date
Erik
d96ea2de98 feat(ui): complete retail creature appraisal details
Port the separate creature rating list, layer the animated preview between authored row chrome and text, and follow selection while the examination floaty is visible. Preserve the remaining item-preview and font-state gaps in AP-110.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 14:04:19 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
20ce67b625 feat(items): port retail external-container looting
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.

Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.

Release build succeeds and all 5,875 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:18:10 +02:00
Erik
e3605672bb fix(ui): restore retail magic shortcut bar
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>
2026-07-15 19:11:07 +02:00
Erik
ac2ca8f965 feat(ui): port retail spellbook interactions
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.

Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 16:26:30 +02:00
Erik
15aa3b9aff fix(ui): complete retail inventory scroll polish
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:56:33 +02:00
Erik
b7dc91a053 feat(ui): D.2b item interaction + retail cursors + live character sheet
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>
2026-07-03 09:18:43 +02:00
Erik
4785232523 feat(ui): D.2b empty-slot art — UiItemList.CellEmptySprite stamps cells
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:03:19 +02:00
Erik
14ea938c7f fix(ui): D.2b inventory finish — grid cells exempt from the anchor pass
Root cause of the "grid escapes the window when scrolled" bug: UiElement.
DrawSelfAndChildren runs ApplyAnchor on every child AFTER OnDraw, which captured
each cell's scroll-0 position and reset Top to it every frame, fighting
LayoutCells' scroll offset. Cells are laid out procedurally by the list, so they
must be exempt — AddItem now sets cell.Anchors = None, making LayoutCells the
sole authority. Regression test reproduces the anchor-pass interaction (the unit
tests missed it by calling LayoutCells in isolation, never the draw traversal).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:51:08 +02:00
Erik
0d3117596c feat(ui): D.2b inventory finish — UiItemList mouse-wheel scroll
OnEvent handles the Scroll wheel in grid mode (mirrors UiText's sign), driving
the shared UiScrollable. The bound gutter scrollbar (next task) is the primary
scroll affordance; the wheel is the convenience path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:26:57 +02:00
Erik
366af0c34f feat(ui): D.2b inventory finish — UiItemList clip+scroll via UiScrollable
Grid mode now drives a shared UiScrollable from its content + clips whole rows
to the panel (cells offset by -ScrollY, Visible toggled by whole-row clip,
mirroring UiText). Fill mode (toolbar single cell) unchanged. LayoutCells made
internal for tests; RowCount helper added.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:25:11 +02:00
Erik
4fd4b09f3f feat(ui): D.2b-B — UiItemList N-cell grid mode
Columns + CellWidth/CellHeight + a row-major CellOffset/LayoutCells pass.
CellWidth<=0 keeps the single-cell fill mode (toolbar slot sizes to the
list — unchanged); CellWidth>0 tiles cells in a grid. Layout runs on
AddItem and per-frame in OnDraw so a list resize reflows.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:34:30 +02:00
Erik
9d483468d9 feat(ui): D.5.3/B.1 — drag payload + handler interface + UiItemList registration
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:34:21 +02:00
Erik
9327fb64bf fix(D.5.1): UiItemList.Cell guards empty list with a diagnostic (review) 2026-06-16 22:32:53 +02:00
Erik
9c8db0d577 feat(D.5.1): UiItemList widget + factory branch for class 0x10000031
Ports retail UIElement_ItemList (class 0x10000031) as a behavioral-leaf
container that owns its UiItemSlot children procedurally. Single-cell
default covers every toolbar slot; N-cell grid is deferred to the inventory
phase. OnDraw syncs the cell rect to the list's Width/Height each frame so
the cell is sized and hit-testable from the first rendered frame, even
though the factory sets rect AFTER construction.

Factory: adds `0x10000031u => new UiItemList(resolve)` arm before the
fallback, so all 18 toolbar itemlist slots route to UiItemList instead of
UiDatElement.

Tests: 4 new (IsLeafWidget, StartsWithOneCell, Cell_returnsFirstSlot,
Create_buildsUiItemList_forItemListClassId). All 4 pass; full suite green
(415 pass / 2 skip in App.Tests; 0 fail total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:28:37 +02:00