Commit graph

1315 commits

Author SHA1 Message Date
Erik
4b5961ec04 fix(studio): Character window polish — XP-label left-align, smaller icons/tighter rows, selection bar full-width + top/bottom
Item 1 — XP-next label left-alignment: the "XP for next level:" label (child of the
XP meter) was not left-aligned with the "Total Experience (XP):" caption above it.
Fixed by computing the meter's x-offset at bind time and setting xpLabel.Left =
TotalXpLabel.Left - meter.Left, plus Centered=false/RightAligned=false.

Item 2 — icon size / row height: attribute-row icons reduced from 24px → 16px,
row height from 30px → 22px. The 9 rows are now compact and tightly packed matching
the retail reference (2026-06-26). Row font (18px dat) still fits the 22px row.

Item 3 — selection bar: UiClickablePanel gains UseSelectionBars (default false) and
SelectionBarHeight (default 3px). When UseSelectionBars=true and BackgroundSprite is
set, OnDraw draws the sprite as a thin horizontal bar at the TOP edge (y=0) and BOTTOM
edge (y=H-barH) of the row — full panel width, no left/right end-caps, UV-tiled
horizontally (u1=Width/nativeW). Falls back to the base UiPanel fill (BackgroundColor
or full-stretch sprite) when UseSelectionBars=false. AddRow sets UseSelectionBars=true
on all attribute/vital rows so the selection highlight shows as retail-style bars.
Sprite 0x06001397 is 300×32 px; at 3px bar height the UV crop shows the sprite's
top 3px (top bar) and bottom 3px (bottom bar). Temp pre-select for screenshot
verification was added then removed before this commit.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:01:42 +02:00
Erik
ad4ed51d6b feat(ui): importer Fix 5 — build meter text children; drop character XP injection hacks
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.

This fixes the XP meter (0x10000236): its two Type-12 children
  0x10000237 "XP for next level:" label
  0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.

CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.

New constants XpNextLabelId + XpNextValueId replace the old comment block.

TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.

VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.

Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:35:19 +02:00
Erik
1b9dd6c7a8 docs(ui): Fix 4 — dat UIState model has no Group visibility encoding; CharacterStatController hacks are correct
Investigation (2026-06-26): the character footer three sibling groups (0x10000240/241/247)
all carry DefaultState=0x10000011 (StatManagement_Footer_Default) — the dat does NOT
differentiate them by visibility.  Parent 0x1000022F has States {Default, Text, Meter}
with PassToChildren=true, but each child group registers all three states with
IncorporationFlags=None and Media=0, so state-propagation produces no visual change
on any group.  Retail gmStatManagementUI uses hardcoded element-id dispatch for
0x10000240/241/247 — the groups are never hidden/shown via the dat state mechanism
(decomp gmStatManagementUI::GetFooterTitleLabel @0x004f0170).

Tab-page containers (0x1000022B/22C/10000539) have DefaultState=Undef — no visibility
encoding.  Tab visibility is managed purely at runtime by gmTabUI.

IncorporationFlags (DatReaderWriter): {None, PassToChildren, X, Y, Width, Height,
ZLevel} — no Visible flag.  The importer cannot set initial Group visibility from
the dat; the controller is the correct and only place.  CharacterStatController
HideAllById footer pass and ContainsWidget page-visibility walk are retail-faithful
and must be kept.

No logic changes — comment-only documentation.  Build green, 710 App tests green.
Studio screenshots: character footer shows State-A by default with no overlap;
vitals and toolbar unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:19:03 +02:00
Erik
a0d33956f6 feat(ui): importer Fix C — per-element dat FontDid resolver (studio path); character level uses its retail font
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.

RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).

CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
  to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
  still use datFont directly since they have no dat origin

All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).

8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior

Build + all 710 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 10:30:13 +02:00
Erik
6e0be4bd34 feat(ui): importer carries dat FontColor (0x1B) onto text widgets; character colors from dat where present
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.

Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.

Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:15:55 +02:00
Erik
41430420b3 feat(ui): importer carries dat justification (0x14/0x15) onto text widgets; drop character footer-title height hack
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.

DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.

UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.

CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.

Dat justify values (studio diagnostic, 2026-06-26):
  0x1000024E footer title: HJustify=Center, VJustify=Center
  0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
  header name/heritage/pk/level: HJustify=Center

+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:05:36 +02:00
Erik
8f222f7506 fix(studio): Character window — level number uses large dat font (18px) for better retail match
Retail's m_pLevelText (0x1000023B) element is a plain UIElement_Text, not a
sprite-digit widget — the "large gold" appearance comes from the dat font
size on that specific element. Since 0x40000001 (18px) is the largest font
confirmed in client_portal.dat and there is no per-element font override in
our LayoutImporter, use rowDatFont (18px) for the level value so it fills
more of the 65×50 element and approaches the retail appearance.

Investigation: namedretail grep gmStatManagementUI + UpdateCharacterInfo
(0x004f0770) confirmed Type-12 UIElement_Text + SetText(L"%d"). No NumberSprite
or DigitSprite widget type exists in retail — the diff is purely font size.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:31:54 +02:00
Erik
dfb4c81133 fix(studio): Character window — selected-row highlight uses retail bar sprite
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).

UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:26:46 +02:00
Erik
a236dc33ac fix(studio): Character window — larger row text + tighter attribute rows
- RowHeight reduced 44→30px to pack the 9 rows tighter, matching retail's denser list
- Attribute row name/value text now uses Font 0x40000001 (MaxCharHeight=18px) instead of
  the default 0x40000000 (16px); both fonts are in client_portal.dat (confirmed 2026-06-26)
- RenderStack gains LargeDatFont field; RenderBootstrap.Create loads both fonts
- FixtureProvider passes LargeDatFont as rowDatFont to CharacterStatController.Bind
- CharacterStatController.Bind gains rowDatFont? parameter (falls back to datFont);
  passed to BuildAttributeRows so row UiText elements use the larger font
- Full solution tests green (681/683 App + 1579/1581 Core + 343 Net + 425 UI)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:22:00 +02:00
Erik
405b0d5077 fix(studio): Character window polish — name white, XP captions, selected-title white, Infinity! cost
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
  LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
  the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
  framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:16:11 +02:00
Erik
31666c0e85 fix(studio): Character footer — title was centered in the full-height (H=55) box, overlapping the lines
A position dump (the apparatus, after 5 speculative passes) showed the footer title element is H=55
(the whole footer box) in the dat; centering "Select an Attribute to Improve" in it landed the text
dead-center (~y572), painting over "Skill Credits Available:" (y565) and "Unassigned Experience:"
(y582). Constrain the title to a thin line (H=18) at the footer top + drop its anchors so the
per-frame stretch doesn't re-grow it. All three State-A lines now read cleanly. Diagnosed from data,
not guessing — exactly the apparatus-over-cdb call.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 01:04:43 +02:00
Erik
5aa65dbd43 fix(D.2b): Character window — tab bar sprites on root + footer State-A all 3 lines
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.

BUG 2 (footer): Three root causes, all fixed.
  (a) _byId stores LAST registered copy per id: stateA (0x10000240) was
      the Titles-page copy, hidden by the page-visibility pass. Fixed by
      walking root.Children to find the Attributes page (contains NameId)
      then FindInSubtree for stateA within that subtree.
  (b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
      Visible=True, drawing over stateA line-1/line-2. Fixed with
      HideAllById walking the Attributes page subtree for ids 241/247.
  (c) Footer label elements (H=17-18px, Padding=4f) were routed through
      UiTexts scroll path: bottom-pinned baseY ended above the top clip
      boundary, silently blanking all text. Fixed: LabelProvider sets
      Padding=0f for directly-bound footer single-line labels.

UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 22:59:44 +02:00
Erik
99291595bb feat(D.2b): Character window — value captions + tab bar sprites + footer legibility
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
  (0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
  code comments; XP meter fill still bound via Fill=XpFraction.

Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
  (ConsumesDatChildren=true), so the three button children (left-cap, center,
  right-cap) are consumed at import and absent from the widget tree. Old
  SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
  the known RenderSurface ids confirmed from the retail UI layout dump:
  Open (active)   0x06005D92/0x06005D94/0x06005D96
  Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
  Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
  state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).

Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
  groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
  State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
  Visible=false), walk State A container (0x10000240) positionally to bind the
  wider State A labels (195px). FooterLine1Label now reads "Skill Credits
  Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.

Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 22:17:40 +02:00
Erik
defbde1f86 feat(studio): Attributes tab Pass 2 — click-to-select (highlight + footer B + raise triangles) + tab states
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
  so row clicks survive whole-window-Draggable ancestor frames.

- CharacterStatController overhaul (Pass 2):
  - Tab bar button states: SetButtonStateRecursive walks each tab group container
    (0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
    "Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
  - Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
  - Toggle: clicking the same row deselects (→ footer State A); click a new row
    updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
    value=cost, line-2="Unassigned Experience:" in both states.
  - Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
  - Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
    selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
    CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
    (not just the last-registered _byId copy) so all instances are controlled.

- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
  display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
  (maxed), Focus@10→110 matching the retail screenshot (spec §4).

- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
  toggle deselect→footer A, switch row, highlight set/clear, raise button
  hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
  GetRowName helper, SampleData fixture sanity.

Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:48:16 +02:00
Erik
21d8485053 feat(studio): forward canvas mouse to the previewed panel (interactive preview)
Canvas clicks now reach the panel UiHost so buttons, tabs, and slots
respond to user interaction. Previously only UiRoot.Pick (inspector
selection) received click events; the panel itself was inert.

Key changes:
- StudioInspector.DrawCanvas now returns a CanvasInputEvent struct
  (was nullable click tuple) — carries isHovered, move position,
  leftDown/Up, and scroll delta, all in panel-local pixels.
- Coordinate mapping: panel_local = mouse_screen - GetItemRectMin()
  (1:1, no scale factor). V-flip (uv0.Y=1, uv1.Y=0) makes screen
  top = panel Y=0, so NO extra Y inversion. Documented in comments.
- StudioWindow.OnLoad: removed WireMouse — raw Silk window coords are
  offset by the canvas sub-window position and land in the wrong place.
  WireKeyboard kept (keyboard input needs no spatial remapping).
- StudioWindow.OnRender: forwards OnMouseMove always (hover states),
  plus OnMouseDown/Up/OnScroll in Interact mode. Console.WriteLine
  on each forwarded left-click for live verification.
- Interact/Inspect toggle: checkbox in the Studio toolbar (default
  Interact). Inspect mode restores old click-to-select-element behavior
  while still forwarding OnMouseMove for hover states.
- CanvasCoordMappingTests: 7 pure-math unit tests covering the
  origin, interior points, corner, chrome OOB, and the no-extra-flip
  invariant (no GL required).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:32:00 +02:00
Erik
eccacc59de fix(D.2b): Attributes tab — fill panel height, center row icons, footer at bottom
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.

Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.

Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535

Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:19:45 +02:00
Erik
902160098a feat(D.2b): Character Attributes tab — 9-row list (icons + values + vitals) + footer State-A
Pass 1 of the Attributes tab interactive controller. Replaces the placeholder
UiText attribute list with 9 real manual-layout rows matching retail's
gmAttributeUI::PostInit (0x0049db70) structure:
- 6 attribute rows (Strength/Endurance/Coordination/Quickness/Focus/Self) in
  retail display order (Coord enum 4 before Quick enum 3 — spec §1)
- 3 vital rows (Health/Stamina/Mana) with cur/max format per
  Attribute2ndInfoRegion::Update (0x004f19e0)
- Each row: icon (UiText.BackgroundSprite = 0x06xxxxxx RenderSurface via spriteResolve),
  name (left-justified), value (new RightAligned mode)

Icon DataIDs from SubMap 0x25000006/0x25000007 via spec §2:
  STR 0x060002C8, END 0x060002C4, COORD 0x060002C9, QUICK 0x060002C6,
  FOCUS 0x060002C5, SELF 0x060002C7, HP 0x06004C3B, SP 0x06004C3C, MP 0x06004C3D

Footer State-A (DisplayDefaultFooter 0x0049cde0):
  0x1000024e title = "", 0x10000243 line-1-value = "Select an Attribute to Improve",
  0x10000245 line-2-value = SkillCredits (InqInt(0x18))

Other changes:
- UiText: add RightAligned bool (single-line right-justified, mirrors Centered path)
- CharacterSheet: add SkillCredits property (retail InqInt(0x18))
- SampleData: update to spec fixture values (Str/Quick=200, rest=10, SkillCredits=96,
  Health=5/5, Stamina=10/10, Mana=10/10)
- FixtureProvider: pass stack.ResolveChrome as spriteResolve for icon rendering
- Tests: 13 targeted tests (9-row count, row order, attr+vital values,
  icon DataIDs, RightAligned flag, footer State-A all 5 elements)

Pass 2 (selection/raise buttons) is separate per spec.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 20:36:00 +02:00
Erik
27819514af fix(studio): Character window — show only the active tab page (clears the dark overlay)
LayoutDesc 0x2100002E is a tabbed window; all three pages (Attributes/Skills/Titles) mount
their content as overlapping root children. acdream drew all three, so the inactive pages'
backdrops painted over the active content — the dim "almost opaque" cover the user reported,
and it displaced the XP meter. The shared gmStatManagement ids are duplicated across pages and
_byId keeps the LAST-mounted copy, so every bound widget lives in exactly one page; the
controller now keeps that page visible (ContainsWidget reference-walk from the bound name
element) and hides the rest. Header/attrs/XP-bar now render clean + correctly placed.
Tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 20:00:09 +02:00
Erik
0e644b5887 fix(studio): Character window — bind the REAL Attributes-tab elements (no guessing)
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).

CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.

Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:47:33 +02:00
Erik
33693c6412 fix(studio): Character pilot — CREATE m_pMainText (it's a runtime element, not static)
The character report element m_pMainText (0x1000011d) is created at RUNTIME by
gmCharacterInfoUI — it is NOT in any static LayoutDesc (confirmed: acdream's
dat-import of both 0x2100002E and 0x2100006E lacks it; only a runtime UI-tree
capture has it). So CharacterController.Bind now CREATES the UiText report
element + attaches it to the panel body (Left 12 / Top 44 / fills, ZOrder above
chrome) and fills it via LinesProvider — replicating what the retail gm*UI does.
Verified: the studio (--layout 0x2100002E) renders the full report — identity,
birth/age/deaths, vitals, the 6 attributes, skills, augmentations, encumbrance.
Tests rewritten to assert the CREATED element (10 pass); full App suite 619 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:01:09 +02:00
Erik
4988dd4dfe feat(studio): Character panel pilot — gmCharacterInfoUI report text + menu-bar picker
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
  with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
  0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
  EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
  0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
  a UiText; LinesProvider builds the report. Report section order mirrors
  gmCharacterInfoUI::Update (0x004ba790):
  1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
  2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
  3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
     = Strength, Endurance, Quickness, Coordination, Focus, Self
  4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
  5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
  6. UpdateLoad 0x004b8a20 — burden cur/max/pct
  Element 0x1000011d imports as UiText (Type 12); multi-line text set via
  LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
  SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).

Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
  40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
  picker combo now lives in the always-on-top menu bar and cannot be occluded by
  Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.

Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 18:37:30 +02:00
Erik
c03a241884 feat(studio): UX pass — selection highlight, in-studio panel picker, fixed layout
Fix 1 (Selection highlight): StudioInspector.DrawCanvas draws a bright-green
2px outline over Selected using the window draw list. ScreenPosition maps
directly to FBO pixel space; rectMin offsets into screen space.

Fix 2 (In-studio panel picker): DrawToolbar (BeginCombo over ListSlugs output).
StudioWindow resolves _dumpFile once in OnLoad, tracks _currentSlug, and calls
LoadDumpPanel on combo change. LoadDumpPanel removes old root via RemoveChild,
loads new slug, resets Selected. No relaunch needed.

Fix 3 (Fixed layout): All four panes use SetNextWindowPos + SetNextWindowSize
with ImGuiCond.FirstUseEver. Toolbar (0,0 x windowW x 40), tree (0,40 x 280),
canvas (280,40 x centre), props (right-340,40 x 340). User can drag from these.

Build + dotnet test green (609 passed, 0 failed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 17:58:50 +02:00
Erik
f778b100b7 feat(studio): headless --screenshot mode (render panel to PNG + exit)
Add `--screenshot <path>` to the UI Studio: when set the window is
created hidden (WindowOptions.IsVisible = false), the panel is loaded
and rendered into PanelFbo on the first OnRender tick, pixels are read
back with the new PanelFbo.ReadColorRgba(), rows are flipped (GL
bottom-left → PNG top-left), and the result is saved via ImageSharp
SaveAsPng before calling _window.Close().

Render size is derived from the loaded root's Width/Height (clamped
256–2048 px); falls back to 1280×720 when the root has no explicit
size.  In headless mode ImGui, the inspector, and input wiring are
all skipped — only PanelFbo is created.  Interactive path is
unchanged.  SixLabors.ImageSharp 3.1.12 was already a direct dep of
AcDream.App (Phase O-T7); no new PackageReference needed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:36:10 +02:00
Erik
e3de7f0dab feat(studio): dump LayoutSource — preview any retail window from the UI dump
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.

New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
  the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
  DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
  out err): parses the dump, finds the panel by slug, builds a UiElement tree.
  Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
  UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
  this static mockup). DumpGroupElement is a transparent container for Group
  nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
  absolute x=500 and its children also start at x≈500 — child offset from
  parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
  parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
  inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
  root at origin, children are parent-relative, all 26 slugs smoke-load.

Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
  --dump-file <path> args; ResolveDumpFile() walks up to the solution root
  to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
  --dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
  FixtureProvider, no controllers — static structure only); else falls
  through to the existing LayoutSource + FixtureProvider path.

Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:25:23 +02:00
Erik
9ed9d8dbd9 fix(studio): Task 4 — bind PaperdollController + wire empty-slot sprites
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table.  Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.

Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
  (mirrors the GameWindow.OnLoad lookup at line 2233-2235).
  The 0x21000023 case now resolves all three empty sprites via
  ItemListCellTemplate.ResolveEmptySprite and passes them to
  InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
  in the same 0x21000023 case, matching GameWindow:2257-2265
  (same layout subtree, contentsEmpty as the equip-slot placeholder,
  sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.

SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid].  No SampleData change
needed.

Tests: 2 new assertions in FixtureProviderTests —
  sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
  || ItemsCapacity > 0 filter must match both bags) and
  equippedItems_retainLocationAndAreInContents (equipped items have
  CurrentlyEquippedLocation != None AND appear in GetContents so the
  paperdoll controller can find them).  604 pass / 2 skip / 0 fail.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:59:13 +02:00
Erik
0bdc866c15 feat(studio): FixtureProvider — sample data populates the 2-D panels
Task 4 of the UI Studio plan: adds SampleData (static ClientObjectTable
builder with a synthetic player, 6 loose items, 2 side bags, and 3 equipped
pieces) and FixtureProvider (switches on layoutId and calls the production
controller Bind methods — VitalsController, ToolbarController,
InventoryController — so the studio previews panels with plausible data
instead of empty widgets).

Icon ids approach: raw-resolve stub — resolves the base iconId via
RenderStack.ResolveChrome and returns the GL handle directly. This is v1
(single-layer icon); the full 5-layer IconComposer composite is a live-game
concern, not a layout-preview concern.

StudioWindow wires FixtureProvider.Populate after _source.Load; the
ClientObjectTable is stored on _objects so controller event subscriptions
(ObjectAdded/ObjectMoved) remain live for the window's lifetime.

4 new FixtureProviderTests (SampleTable_hasPackContents,
SampleTable_hasWeaponAndArmor, SampleTable_hasEquippedItems,
SampleTable_hasSideBags) — all pass. Full App suite: 602 passed / 2
skipped (pre-existing) / 0 failed. Build green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:45:11 +02:00
Erik
101a35cc2d fix(studio): Task 3 review — UiRoot.Pick, RenderStack IDisposable, dt cleanup
Code-review follow-ups to the ImGui inspector:
- Add public UiRoot.Pick(x,y) over the private HitTestTopDown (honors
  Z-order + modal exclusivity); StudioWindow uses it instead of a manual
  UiElement.HitTest with subtracted ScreenPosition.
- RenderStack : IDisposable — disposes the GL pieces it owns in one place;
  StudioWindow OnClosing + Dispose both call _stack?.Dispose(), closing the
  error-path leak (only UiHost was disposed on the Dispose-without-OnClosing
  path).
- Drop the stale _dt field; OnRender passes its own dt to Tick + BeginFrame.
- Fix a stale PanelFbo comment.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 15:14:47 +02:00
Erik
d2240974ec feat(studio): ImGui inspector — canvas FBO, element tree, props, click-to-inspect
Task 3 of the acdream UI Studio plan. The studio previously drew the
panel straight to the window; it now renders the panel into an off-screen
FBO (PanelFbo) and displays it in an ImGui Canvas pane alongside a Tree
pane (recursive element hierarchy, click-to-select) and a Properties pane
(EventId/type/rect/anchors/ZOrder/flags of the selected element).

Click-to-inspect: a left-click inside the Canvas calls UiElement.HitTest
on the panel root (same-assembly internal access) and selects the topmost
element at the cursor, wiring the canvas directly to the tree selection.

PanelFbo lifecycle mirrors PaperdollViewportRenderer (RGBA8 color +
Depth24Stencil8 renderbuffer, GLStateScope-sealed, lazy resize on size
change). V-flip in DrawCanvas (uv0=(0,1)/uv1=(1,0)) corrects GL's
bottom-left FBO origin to ImGui's top-left convention so click Y maps
directly to panel-local Y without inversion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:06:12 +02:00
Erik
df6b5b3b39 feat(studio): StudioWindow + LayoutSource — render a dat panel standalone
Task 2 of the acdream UI Studio plan. Adds three new files under
src/AcDream.App/Studio/ and one new test file:

- StudioOptions.cs: record + Parse() for the ui-studio CLI args (positional
  dat dir or ACDREAM_DAT_DIR, --layout 0xNNNN, --markup <path>; defaults to
  vitals 0x2100006C when neither layout nor markup given).
- LayoutSource.cs: wraps LayoutImporter.Import for dat-backed layouts; markup
  path sets LastError "markup unsupported (Task 6)" and returns null for now.
  Exposes Kind / LayoutId / MarkupPath / LastError / CurrentLayout / Reload().
- StudioWindow.cs: Silk.NET 1280×720 GL 4.3 window; boots RenderBootstrap,
  wires input to UiHost, loads the panel via LayoutSource, adds the root to
  UiHost.Root.AddChild. QualitySettings resolved the same way GameWindow.Run()
  does (SettingsStore → QualitySettings.From → WithEnvOverrides).
- Program.cs: ui-studio dispatch at the top of top-level statements (before
  the dat-dir parse) so `dotnet run -- ui-studio` routes to StudioWindow.
- LayoutSourceTests.cs: dat-gated test (skips when dats absent); verifies that
  the vitals LayoutDesc (0x2100006C) loads, root is non-null, byId contains the
  vitals root element (0x100005F9), and Kind == DatLayout. Passes (1/1 with dats
  present; silently skips on CI).

Note: the spec asserts FindElement(0x2100006Cu) — that id is the LayoutDesc
dat id, not a widget element id. The actual vitals root element id is 0x100005F9
(confirmed from the vitals_2100006C.json fixture). The test uses the correct
element id and documents the discrepancy.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:26:47 +02:00
Erik
79ee3ffbe2 feat(studio): RenderBootstrap — shared render stack for the UI previewer
Extracts the subset of GameWindow.OnLoad the UI Studio needs into a
standalone RenderBootstrap.Create factory: bindless detection, shaderDir,
SceneLightingUboBinding, mesh shader, TextureCache, animLoader,
WbMeshAdapter, SequencerFactory, EntitySpawnAdapter,
EntityClassificationCache, WbDrawDispatcher (+ A2C gate from
QualitySettings), UiDatFont load, and UiHost.  No terrain / sky /
physics / streaming — only the pieces listed in the RenderStack record.

GameWindow is untouched; this is additive new code only.

Note: task spec listed VitalsDatFont as AcDream.App.UI.Layout.UiDatFont
but the type lives in AcDream.App.UI — corrected here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:17:43 +02:00
Erik
8fa66c23d5 fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.

Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).

Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.

Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.

Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:16:27 +02:00
Erik
594942f127 fix(D.2b): Slice 2 — Slots caption white + left-aligned (visual gate)
User gate: the "Slots" toggle caption was gold (should be white) and centered
(should sit at the left, before the slots). UiButton gains a LabelAlignment
(Center default / Left); the paperdoll caption is set white + Left-aligned.
The retail checkbox box (green-checked / circle-unchecked) + the exact pose
are the two remaining pieces, done next.

Build + full App suite green (596).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 22:31:44 +02:00
Erik
8ee3d89feb fix(D.2b): Slice 2 — buttons inside a whole-window-Draggable frame get their Click
Visual gate 2 (user): the "Slots" toggle caption was visible but unclickable.

Root cause (UiRoot.OnMouseDown/OnMouseUp): a left-press on a non-drag-source
widget inside a whole-window-Draggable frame (the inventory window's IA-12
drag) set _windowDragTarget; OnMouseUp then early-returned before emitting the
Click. So the paperdoll Slots button (the first plain button inside the
draggable inventory frame) never received its click. Chat/toolbar buttons
escape this — their frames aren't whole-window-draggable.

Fix (toolkit, root cause not band-aid): add UiElement.HandlesClick (a virtual
opt-out parallel to IsDragSource); UiButton overrides it true; OnMouseDown
routes a HandlesClick press to the widget (like CapturesPointerDrag) instead of
the window-drag, so OnMouseUp emits the Click. 2 regression tests lock it
(HandlesClick widget in a Draggable frame emits Click; a plain one doesn't).

Build + full App suite green (596, +2).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 10:08:59 +02:00
Erik
fe319bd2aa fix(D.2b): Slice 2 visual gate — frame the whole doll + caption the Slots toggle
Visual gate 1 (user): the doll rendered but only the legs showed (camera
aimed at the model origin = the feet) and the Slots button was invisible.

- DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m
  so the whole ~1.9 m figure fits. (Size is a later retail-comparison
  polish per the user.)
- PaperdollController: the Slots button (0x100005BE) is found + wired
  (diagnostic confirmed armorSlots=9/9, viewport=UiViewport,
  slotsButton=UiButton) but its dat element has no face sprite, so it drew
  nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send)
  via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic
  logs the button rect + the found widgets (stripped at wrap-up).

Idle animation deferred to a focused follow-up (faithful idle needs a full
AnimatedEntity + Sequencer through the TickAnimations multi-branch path +
re-dress coordination — real integration risk vs the verified static doll).

Build + full App suite green (594).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:58:22 +02:00
Erik
8b0365e7a9 feat(D.2b): Slice 2 — wire paperdoll doll RTT pass + re-dress into GameWindow
Drives the doll 3-D pass in a pre-UI hook (after the world passes, before
_uiHost.Draw), gated on inventory-open AND doll-view (the viewport widget's
Visible, set by the Slots toggle). RefreshPaperdollDoll clones the live
player entity (_entitiesByServerGuid[player]) into a DollEntityBuilder doll
with COPIED MeshRefs (frozen pose); re-dress is triggered by a dirty flag
set in OnLiveAppearanceUpdated (0xF625) — the C# analog of RedressCreature.

Correctness fix: the doll is passed in animatedEntityIds so the dispatcher
BYPASSES the Tier-1 classification cache (WbDrawDispatcher.cs:1142). Without
it, a re-dress (a new WorldEntity with the same fixed DollRenderId) would
serve the previous doll's cached batches and the new gear wouldn't appear.

Renderer disposed in the GameWindow teardown. Build + full App suite green
(594). Static doll (no idle animation yet — next slice). Visual gate next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:22:45 +02:00
Erik
3cdecb536b feat(D.2b): Slice 2 — PaperdollViewportRenderer RTT pass (static doll)
The C# analog of CreatureMode::Render: draws one re-dressed player clone
into a private FBO (RGBA8 + depth24-stencil8) with the fixed DollCamera +
one distant light (retail 0.3,1.9,0.65 @ 2.0), sealed in a GLStateScope so
it can't disturb world/UI GL state. frustum:null ⇒ the doll's synthetic
landblock is always visible ⇒ walked from entry.Entities and drawn from its
current MeshRefs (static pose; idle animation is a later slice).

Manages the FBO directly via GL (ManagedGLFramebuffer is unused/bitrotted
WB infra). UiViewport blit flips V (FBO bottom-left origin vs UI top-left)
so the doll isn't upside-down. Not yet wired — GameWindow hook is next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:14:20 +02:00
Erik
362d41aacf feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity)
Mirrors the palette/part-override mapping at GameWindow.cs:3390-3431 in a
testable static helper. Build() accepts plain (SubPaletteId, Offset, Length)
and (PartIndex, GfxObjId) tuples, builds PaletteOverride only when
subPalettes.Count > 0 (same gate as GameWindow), and poses the entity at
origin facing the viewer (191.367905° / +Z). Reserved synthetic guid
0xDA11D011 keeps the doll distinct from the live player and satisfies
EntitySpawnAdapter's ServerGuid != 0 guard. 7 new tests green; suite 594/0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:07:02 +02:00
Erik
ebcdf44c0c feat(D.2b): Slice 2 — UiViewport widget (dat Type 0xD) + IUiViewportRenderer seam
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:03:42 +02:00
Erik
10cb31223f feat(D.2b): Slice 2 — DollCamera (fixed paperdoll ICamera)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:00:27 +02:00
Erik
c5604ff6ad feat(D.2b): Slice 2 — paperdoll armor/non-armor partition + Slots toggle state
Adds ArmorSlotElementIds (the exact 9 ids gmPaperDollUI::ListenToElementMessage
flips per decomp 175674-175706) and PaperdollViewState (SlotView/DollVisible/
ArmorSlotsVisible/Toggle) as a nested public class on PaperdollController.

Wires ApplyView() into the constructor so the Slots button (0x100005BE) drives
armor-slot Visible and the doll viewport Visible on every click. Initial state
is doll-view (armor slots hidden). The doll viewport element (0x100001D5) is
bound as UiElement? so this slice stays independent of Slice 3's IUiViewportRenderer
seam; _armorSlots collects whichever of the 9 ids were found in the live layout.

Three new unit tests verify the id set, the default state, and the round-trip
toggle against the public PaperdollViewState surface only.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-23 08:57:50 +02:00
Erik
a4c68520ea fix(D.2b): paperdoll empty slots show a visible frame (not transparent)
User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.

For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.

App suite 580 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 00:02:11 +02:00
Erik
db0cac03c4 fix(D.2b): PickupEvent removes the 3D render, not the weenie — unwield lands in the pack
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
  the 3D WorldEntity, but the weenie persists in ClientObjectTable

Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.

Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.

GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.

Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).

Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 23:39:27 +02:00
Erik
058da60212 feat(D.2b): wire PaperdollController into the inventory frame (Slice 1)
Adds the _paperdollController field and PaperdollController.Bind(...)
call in the inventory-frame block alongside InventoryController, wiring
up the paperdoll equip slots with their icon composer and wield action.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:35:51 +02:00
Erik
3b8a39c49e fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity
Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
  wielded item (which also carries that wire field) triggered spurious full
  repaints. Narrowed to (WielderId==p || ContainerId==p), matching
  InventoryController; OnObjectMoved's from/to-player backstop still catches
  unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
  this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
  SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
  reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
  (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
  the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
  optimistic wield is ContainerId-based and does NOT write WielderId).

App suite 580 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:32:34 +02:00
Erik
9f187c3e31 feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:24:52 +02:00
Erik
f8799489c2 fix(D.2b): ConfirmMove on the WieldObject 0x0023 echo (clears optimistic wield)
Mirrors the InventoryPutObjInContainer 0x0022 handler which already does
MoveItem + ConfirmMove. Without this, WieldItemOptimistic's pending snapshot
would linger until the session ended (or incorrectly roll back on 0x00A0).
ConfirmMove is a no-op when nothing is pending, so safe for server-initiated
login wields.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:19:39 +02:00
Erik
c5c636674d docs(D.2b): IsCarriedBy — note WielderId is wire-only; optimistic wields detected via ContainerId
Code-review minor: prevents a future WielderId-only 'is this wielded?' check
from silently missing an optimistically-wielded item (WielderId==0 until the
server confirm; ContainerId==wielder is the live signal).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:18:10 +02:00
Erik
c1a84cbe0c fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review)
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.

Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).

Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:15:18 +02:00
Erik
0c353185c3 feat(D.2b): WieldItemOptimistic + equip-aware rollback snapshot (Core)
Add WieldItemOptimistic (instant optimistic wield — sets ContainerId=WielderId=player,
CurrentlyEquippedLocation=equipMask, snapshots pre-wield position) and extend the
_pendingMoves tuple to carry the pre-move EquipMask so RollbackMove restores EQUIPPED
state faithfully on server rejection. Shared RecordPending helper replaces the inline
snapshot block in MoveItemOptimistic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:03:47 +02:00
Erik
6d65177357 style(D.2b): EquipMask polish — align FingerWearRight, note bit 31 (code review)
Code-quality review minors on Task 2: fix the missing space in the
FingerWearRight= alignment and document why bit 31 (0x80000000, present
only in the header's CLOTHING_LOC composite) has no named member.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:01:07 +02:00