# D.5.1 — Toolbar (action bar) — Phase 1 design **Date:** 2026-06-16 **Status:** design approved (brainstorm), spec under review → writing-plans next **Phase:** D.5.1 — first sub-phase of D.5 "Core panels" (D.2b retail-look track). NEW sub-phase; roadmap registration is plan step 0 (roadmap discipline rule 4). **Builds on:** the shipped D.2b widget toolkit (`b7f7e2b`→`89626cd`) — generic Type-registered widgets built by `DatWidgetFactory`, assembled by `LayoutImporter`, bound by thin `gm*UI::PostInit`-style controllers. See [`claude-memory/project_d2b_retail_ui.md`](../../../claude-memory/project_d2b_retail_ui.md). **Research evidence base (the anchors live here — this spec cites, does not re-derive):** - [`docs/research/2026-06-16-ui-panels-synthesis.md`](../../research/2026-06-16-ui-panels-synthesis.md) — the build plan + consolidated widget list + cross-panel wire table - [`docs/research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md`](../../research/2026-06-16-ui-item-slot-icon-dragdrop-spine-deep-dive.md) — `UIElement_UIItem`/`UIElement_ItemList` port spec, the icon composite, drag-drop spine - [`docs/research/2026-06-16-action-bar-toolbar-deep-dive.md`](../../research/2026-06-16-action-bar-toolbar-deep-dive.md) — `gmToolbarUI` shortcut model + wire + element map --- ## 1. Goal Ship the **action bar (`gmToolbarUI`)** as the first data-driven *game* panel (vitals and chat were HUD). 18 shortcut slots built from `LayoutDesc 0x21000016` via the existing `LayoutImporter`, populated from the persisted `PlayerDescription` shortcut block, each pinned item rendering its **real composited icon**, with **click-to-use**. Gated `ACDREAM_RETAIL_UI=1`, whole-window-drag. The point of doing the toolbar first is that it is the **thinnest end-to-end slice that exercises the entire shared item spine** — the `UiItemSlot` widget, the icon composite pipeline, the `UiItemList` widget, a find-by-id controller, and the `CreateObject` icon extension — on the simplest of the three panels (no nested sub-windows, no 3D viewport, no multi-column grid). Everything built here is reused verbatim by the inventory and paperdoll phases. ## 2. Scope **In scope (Phase 1):** - `UiItemSlot` widget (port of `UIElement_UIItem`, class `0x10000032`) — empty-slot + icon render. - `UiItemList` widget (port of `UIElement_ItemList`, class `0x10000031`) — single-cell instances. - Icon composite pipeline (faithful CPU pre-composite — Approach A, §4.3). - `CreateObject.TryParse` extension to capture `IconId` onto `ItemInstance`. - `ToolbarController` — find-by-id bind, populate-from-shortcuts, deferred re-bind, click-to-use. - Toolbar window mounted under `ACDREAM_RETAIL_UI=1`, whole-window-drag. **Out of scope (later D.5 sub-phases):** - Drag/reorder within the bar; drag-to-add from inventory (needs inventory as a drag source). - The `AddShortCut`/`RemoveShortCut` mutate wire (`0x019C`/`0x019D`) — builders already exist; wiring them is deferred to the drag phase. - The hidden selected-object Health/Mana meters (`0x100001A1`/`A2`) + the stack-split slider (`0x100001A4`) — stay `SetVisible(0)`, matching `gmToolbarUI::PostInit`. - Spell shortcuts (`ItemList_InsertSpellShortcut`, `CM_Magic` path). - Faithful window manager (Dragbar/Resizebar drag-resize) — uses the accepted IA-12 whole-window-drag approximation. - Inventory and paperdoll panels. ## 3. Retail anchors (the load-bearing facts, verified) All confirmed against the named decomp during the research phase and re-verified for this spec. Lines are `acclient_2013_pseudo_c.txt`. - **Window:** `gmToolbarUI` element class `0x10000007` → `LayoutDesc 0x21000016` (300×122). `gmToolbarUI::Register` (decomp 196897), `GetUIElementType`→`0x10000007` (196707). - **18 slots, two rows of 9:** element ids `0x100001A7-AF` (top) + `0x100006B7-BF` (bottom), wired in `gmToolbarUI::InitShortcutArray` (decomp 197051); each is a `DynamicCast(0x10000031)` = `UIElement_ItemList`, pushed into `m_shortcutSlots` in slot-index order. - **Slot content:** each slot list holds one `UIElement_UIItem` (item-cell, class `0x10000032`). The cell's bound weenie guid is `UIElement_UIItem::itemID` (offset `+0x5FC`), read in `UIItem_Update` (decomp 230230: `uint32_t itemID = this->itemID; … GetWeenieObject(itemID)`). - **Persisted model:** `ShortCutManager::shortCuts_[18]` (`acclient.h:36492`); the struct is `ShortCutData { int index_; uint objectID_; uint spellID_; }` (`acclient.h:36484`). Delivered at login in the `PlayerDescription` `SHORTCUT` block (`CharacterOptionDataFlag.SHORTCUT 0x1`). acdream already parses it → `PlayerDescriptionParser.cs:345-356` → `Parsed.Shortcuts` (`ShortcutEntry{Index, ObjectGuid, SpellId, Layer}`). - **Populate at login:** `gmToolbarUI::UpdateFromPlayerDesc` (decomp 198838) — `FlushShortcuts` then for i in 0..0x12 read `shortCuts_[i]->objectID_` and `AddShortcut(this, objId, i, send=0)`. - **Deferred bind:** `UIElement_UIItem::SetDelayedShortcutNum` / `AddShortcut` (decomp 196867) re-binds a slot whose weenie hasn't loaded yet once `CreateObject` for that guid arrives. - **Activation (click-to-use):** `gmToolbarUI::UseShortcut` (decomp 196395) → `ItemHolder::UseObject` (decomp 402923, 0.2s throttle `m_timeLastUsed + 0.2`) → ordinary use-item dispatch (NOT a shortcut-specific wire message). acdream's use-item path = `InteractRequests.BuildUse` (`0x0036`). - **Icon composite:** `UIElement_UIItem::UIItem_SetIcon` (230143) → `ACCWeenieObject::GetIconData` (408224) → `IconData::RenderIcons` (407524). Five layers, bottom→top: item-type default underlay `DBObj::GetByEnum(0x10000004, lsb(itemType)+1)`; custom underlay `_iconUnderlayID`; base `_iconID`; custom overlay `_iconOverlayID` + `SurfaceWindow::ReplaceColor` tint; effect overlay `DBObj::GetByEnum(0x10000005, lsb(effects)+1)`. **Every layer is DBObj type `0xc` = RenderSurface, id range `0x06000000-0x07FFFFFF`** — decoded DIRECTLY via `TextureCache.GetOrUploadRenderSurface` (the D.2b RenderSurface-vs-Surface gotcha: feeding a `0x06` id to `GetOrUpload` returns 1×1 magenta). Icon is NOT appraise-gated (no appraise branch in the icon path; appraise gates `UpdateTooltip` only). - **acdream gap:** `CreateObject.TryParse` currently DISCARDS `IconId` (`CreateObject.cs:516`: `_ = ReadPackedDwordOfKnownType(..., IconTypePrefix)`). `ItemInstance` already has the `IconId`/`IconUnderlayId`/`IconOverlayId`/`StackSize`/`ContainerId` fields. ## 4. Architecture & components Five new/extended units, each with one purpose and a defined interface. The pattern mirrors the shipped vitals/chat re-drive exactly: dat `LayoutDesc` → `LayoutImporter` → `DatWidgetFactory` builds widgets generically → a thin controller binds by id. ### 4.1 `UiItemSlot` (new behavioral widget) — port of `UIElement_UIItem` (`0x10000032`) - **Location:** `src/AcDream.App/UI/UiItemSlot.cs`. - **Registration:** `DatWidgetFactory` dispatches it on the resolved element **class id** `0x10000032`. NOTE: the shipped factory keys off the small *numeric* Types (1–0x12); the item-slot/item-list are `UIElement` subclasses identified by a high class id, so the plan must add a class-id dispatch branch (the class id is already surfaced — `ElementReader.Merge` resolves it through the `BaseElement` chain, and `UIElement_UIItem` derives from `UIElement_Field`/Type 3, so do NOT register numeric Type 3 — that stays chrome `UiDatElement`, per the shipped toolkit's deliberate Type-3 rule). Behavioral **leaf** — overrides `ConsumesDatChildren => true` so the importer does NOT build its dat sub-elements (it reproduces them procedurally). - **State:** `uint ItemId` (the bound weenie guid, retail `+0x5FC`). Phase 1 needs only this. Quantity / selection / drag-accept / ghost / open-container overlay states are *structurally reserved* (documented as later-phase hooks) but inert. - **Render:** if `ItemId == 0` → draw the empty-slot sprite (the dat state `ItemSlot_Empty` → `0x060074CF`, read from the element's states like every other `UiDatElement` sprite). Else → draw the composited icon (§4.3) into the 32×32 cell. Phase 1 draws no quantity text / no overlays. - **Depends on:** the icon pipeline (§4.3), `UiRenderContext.DrawSprite`. ### 4.2 `UiItemList` (new behavioral widget) — port of `UIElement_ItemList` (`0x10000031`) - **Location:** `src/AcDream.App/UI/UiItemList.cs`. - **Registration:** `DatWidgetFactory` keyed off class id `0x10000031`. Behavioral leaf (`ConsumesDatChildren => true`) — manages its `UiItemSlot` children procedurally. - **Phase-1 API subset:** `AddItem(UiItemSlot)` / `Flush()` / `GetNumUIItems()` / `GetItem(int)`. The toolbar uses 18 **single-cell** instances (one `UiItemSlot` each), so the N-cell grid layout (column wrap, cell pitch) is NOT needed yet — deferred to the inventory phase. A single-cell list just hosts at most one slot. - **Depends on:** `UiItemSlot`. ### 4.3 Icon pipeline (Approach A — faithful CPU pre-composite) - **Location:** `src/AcDream.App/UI/IconComposer.cs` (App layer — it touches GL texture upload). Pure-decode helpers may live alongside `TextureCache`. - **Behaviour:** port `IconData::RenderIcons` (407524). For a given item's icon ids, build a single 32×32 BGRA composite on the CPU by alpha-compositing the layers bottom→top (§3 list), apply the `ReplaceColor` palette tint to the custom-overlay layer, then upload the result once as a GL texture and **cache it keyed by the icon-id tuple** (so identical items share one composite). The slot draws one sprite. - **Layer decode:** each layer id is a `0x06` RenderSurface decoded DIRECTLY (Portal/HighRes `TryGet` → `SurfaceDecoder.DecodeRenderSurface(palette:null)`), the same path `TextureCache.GetOrUploadRenderSurface` already uses — but composited on the CPU rather than drawn as separate sprites. - **Enum-mapper layers:** the type-default underlay (`GetByEnum(0x10000004, …)`) and effect overlay (`GetByEnum(0x10000005, …)`) require reading the two DBObj enum-mapper tables. These are bounded lookups (index → RenderSurface id); port them as part of this unit. If a mapper proves more involved than the research suggests, the base + custom underlay/overlay layers still composite correctly and the enum layers can land as a tight follow-up within the phase (documented, not silently dropped). - **Why pre-composite, not stacked draws:** the custom-overlay `ReplaceColor` tint is a per-pixel palette operation, not a simple alpha-blend — it cannot be reproduced by a tinted `DrawSprite`. CPU compositing is therefore the faithful path, and it's the shared spine for all three panels, so it's built correctly once. - **Depends on:** `DatCollection` (RenderSurface decode), GL texture upload. ### 4.4 `CreateObject` icon extension + `ItemInstance` - **Location:** `src/AcDream.Core.Net/Messages/CreateObject.cs`, `src/AcDream.Core/Items/ItemInstance.cs`. - **Change:** in `CreateObject.TryParse`, capture the `IconId` (currently discarded at `CreateObject.cs:516`) — and the underlay/overlay/effect ids if present in the same block — onto the parsed object so `ItemRepository` stores them on `ItemInstance` (fields already exist). - **Planning delta (see the plan):** fact-gathering found this is wider than "just capture IconId." acdream has NO `CreateObject`→`ItemRepository` wiring at all (the repo is populated only from `PlayerDescription` with stub `ItemInstance`s), and `Parsed.Shortcuts` is parsed then discarded in `GameEventWiring`. So the plan adds three small wiring pieces: capture IconId (Task 1), enrich the repo from the `WorldSession.EntitySpawned` event (Tasks 2–3, `ItemRepository.EnrichItem`), and persist the shortcut list (Task 4). The icon source is CONFIRMED to be `CreateObject` for contained pack items (ACE `WorldObject_Networking.cs:79` writes IconId unconditionally). - **Step 0 verification:** confirm against **ACE source** (`WorldObject.SerializeCreateObject` / the weenie property serialization) that a *contained* pack item's `CreateObject` actually carries `IconId` (synthesis risk #3 — LIKELY, not yet byte-traced). Reading ACE is sufficient; no live capture needed. If ACE only sends `IconId` for world-visible objects and relies on `PlayerDescription` for pack items, fall back to the PD inventory block as the icon source — this is a branch the plan must resolve before the icon pipeline is wired. ### 4.5 `ToolbarController` (new) — the `gmToolbarUI::PostInit` analogue - **Location:** `src/AcDream.App/UI/ToolbarController.cs` (alongside `VitalsController`, `ChatWindowController`). - **Bind:** `Bind(LayoutDesc 0x21000016, …)` — find the 18 slot `UiItemList`s by id (`0x100001A7-AF` + `0x100006B7-BF`) into an ordered `_slots[18]`. Force the 2 meters (`0x100001A1`/`A2`) + slider (`0x100001A4`) hidden (matches `gmToolbarUI::PostInit`). - **Populate (port `UpdateFromPlayerDesc`):** on the `PlayerDescription` arriving, `Flush` all slots, then for each `Parsed.Shortcuts` entry resolve `ObjectGuid` → `ItemRepository` item → set `_slots[Index]`'s cell `ItemId`. The cell renders the composited icon from the item's `IconId`. - **Deferred re-bind (port `SetDelayedShortcutNum`):** if a shortcut's guid is not yet in `ItemRepository`, record it pending; when `ItemRepository` raises item-added for that guid, bind the waiting slot. (Reuse `ItemRepository`'s existing item-change events.) - **Click-to-use (port `UseShortcut`):** a slot click → controller → existing `InteractRequests.BuildUse` (`0x0036`) for the cell's `ItemId`, gated by the 0.2s use-throttle (`ItemHolder::UseObject`). No special shortcut wire. - **Depends on:** `PlayerDescriptionParser.Parsed.Shortcuts`, `ItemRepository`, the slot widgets, the command/interact send path. ### 4.6 Wiring & gating - The toolbar window is built by `LayoutImporter` from `0x21000016` and mounted in `UiRoot` under `ACDREAM_RETAIL_UI=1`, like vitals/chat. Always-on this phase. Root is `Anchors=None` + `Draggable` (whole-window-drag, IA-12 approximation) — NOT `Resizable` (faithful resize is the deferred window manager). - `GameWindow` wiring follows the existing vitals/chat drain pattern (one controller constructed + bound; per-panel try/catch fault isolation already exists). ## 5. Data flow (login → visible toolbar) 1. Login → `PlayerDescription` arrives → `PlayerDescriptionParser` fills `Parsed.Shortcuts`. 2. In parallel, the player's pack items arrive as `CreateObject` messages → `ItemRepository` stores `ItemInstance`s **including `IconId`** (the §4.4 extension). 3. `ToolbarController` (bound to the imported `0x21000016` window) runs its populate pass: for each shortcut, resolve guid → item → set slot `ItemId`. Missing items → pending, re-bound on item-added. 4. Each filled `UiItemSlot` asks `IconComposer` for the composited 32×32 texture (cached by icon-id tuple) and draws it; empty slots draw `0x060074CF`. 5. Click a filled slot → use-item (`0x0036`) with throttle. ## 6. Testing strategy Conformance tests in the layer matching each unit; dat-free fixtures where possible (mirror the vitals `0x2100006C` golden-fixture approach). - **`CreateObject` IconId** (`tests/AcDream.Core.Net.Tests`): a golden `CreateObject` byte buffer parses with the expected `IconId` (and the previously-discarded fields). - **`IconComposer`** (`tests/AcDream.App.Tests`): layer ORDER + presence given a synthetic icon-id tuple (assert the composite requests layers bottom→top in the `RenderIcons` order; assert the cache returns the same texture for the same tuple). The `ReplaceColor` tint math gets a small unit test against a known palette index. - **`UiItemSlot`** (`tests/AcDream.App.Tests`): `ItemId==0` selects the empty sprite; `ItemId!=0` requests the composite. `ConsumesDatChildren==true`. - **`UiItemList`**: `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` over single-cell instances. - **`ToolbarController`**: find-by-id binds 18 slots from a fixture tree; shortcut→item resolution sets the right slot; an item arriving late triggers the deferred re-bind; a slot click emits a use-item for the bound guid with the throttle respected. Meters/slider hidden. - **Build + full suite green** before the visual gate. ## 7. Acceptance criteria - `dotnet build` + `dotnet test` green. - **Visual (the user's gate):** launch, log in `+Acdream` → an 18-slot action bar renders with the correct dat chrome + empty-slot sprites; any persisted shortcuts show their **real composited item icons**; clicking a pinned item **uses** it (observable server-side / in-world). Whole-window drag works. - Every AC-specific algorithm cites its named-decomp anchor in a comment (per the phase checklist). - Divergence rows added (§8); D.5.1 registered in the roadmap; memory updated if a durable lesson emerges. ## 8. Divergence register + roadmap (bookkeeping) - **Whole-window-drag** instead of faithful Dragbar-driven drag — already covered by the existing **IA-12** row (reuse, no new row). - **Icon enum-mapper layers**: if the type-default-underlay / effect-overlay layers land as a follow-up rather than in the first commit, add a register row noting the temporarily-absent layers (and delete it when they land). The base + custom underlay/overlay layers are faithful from the first commit. - **Roadmap:** register **D.5.1 — Toolbar** under D.5 "Core panels" as plan step 0 (avoids the retroactive-registration deviation that the D.2b importer hit at roadmap line 428). ## 9. Open items carried from research (resolve in the plan, before the dependent step) - **Step 0 — `CreateObject` IconId for contained items** (synthesis risk #3): read ACE source to confirm pack-item `CreateObject` carries `IconId`; if not, use the PD inventory block. Gates §4.3/§4.4. - **Use-item opcode** (synthesis risk #4): `ItemHolder::UseObject` dispatch is confirmed; the precise `0x0035` vs `0x0036` branch was not traced to the send. acdream has both in `InteractRequests`; the toolbar uses single-item use (`0x0036`). Reconcile when wiring §4.5. - The empty-slot baseline is itself a valid visual verification even if `+Acdream` has no persisted shortcuts; pinning real items to verify icons may require the inventory phase (drag-to-add) or a server-side pre-pin. ## 10. Component boundary summary (isolation check) | Unit | One purpose | Interface | Depends on | |---|---|---|---| | `UiItemSlot` | render one item-in-a-slot | `ItemId` setter; standard `UiElement` draw/hit | `IconComposer`, render context | | `UiItemList` | hold N item slots | `AddItem`/`Flush`/`GetNumUIItems`/`GetItem` | `UiItemSlot` | | `IconComposer` | icon-id tuple → composited 32×32 texture | `GetIcon(iconIds) → texture` (cached) | `DatCollection`, GL upload | | `CreateObject`/`ItemInstance` | carry `IconId` from wire to model | existing parse + fields | — | | `ToolbarController` | bind + populate + use | `Bind(layout, deps)` | shortcuts, `ItemRepository`, slots, send path | Each can be understood and tested without reading the others' internals; the controller is the only unit that knows about wire + model, keeping the widgets pure-presentation.