# D.5.1 Toolbar (action bar) — Phase 1 Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Ship the retail action bar (`gmToolbarUI`, `LayoutDesc 0x21000016`) as acdream's first data-driven game panel: 18 shortcut slots populated from the persisted `PlayerDescription` shortcut block, each pinned item rendering its real composited icon, with click-to-use. **Architecture:** Reuse the shipped D.2b assembly pattern (dat `LayoutDesc` → `LayoutImporter` → `DatWidgetFactory` → thin find-by-id controller). Two new shared widgets (`UiItemSlot`, `UiItemList`) + a CPU icon-composite pipeline (`IconComposer`) + the wire plumbing to carry `IconId` from `CreateObject` into `ItemRepository` and to persist the shortcut list. The 18 toolbar slots already resolve to `UIElement_ItemList` (class `0x10000031`) through the dat `BaseElement`/`BaseLayoutId` chain (slot → `0x100001B2` → `0x10000339`@`0x2100003D`, Type `0x10000031`), so one `DatWidgetFactory` branch makes them `UiItemList`s automatically; the item cell is created procedurally by the list. **Tech Stack:** C# .NET 10, Silk.NET OpenGL, the in-tree `AcDream.App/UI` retained-mode toolkit, `DatCollection` for RenderSurface decode, xUnit. **Spec:** [`docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md`](../specs/2026-06-16-d2b-toolbar-phase1-design.md). **Research anchors:** [`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), [`docs/research/2026-06-16-action-bar-toolbar-deep-dive.md`](../../research/2026-06-16-action-bar-toolbar-deep-dive.md). **Spec deltas discovered during planning (elaboration, not contradiction):** - Spec §4.4 assumed "just capture IconId." Reality: acdream's `CreateObject.TryParse` discards IconId (`CreateObject.cs:516`) AND there is **no** `CreateObject`→`ItemRepository` wiring at all — the repo is populated only from `PlayerDescription` with stub `ItemInstance`s (`ObjectId`+`WeenieClassId`). So Tasks 2–4 add: capture IconId, enrich the repo from the spawn event, and persist `Parsed.Shortcuts` (currently parsed then discarded in `GameEventWiring`). - IconId source is CONFIRMED to be `CreateObject` for contained pack items (ACE `WorldObject_Networking.cs:79` writes `WritePackedDwordOfKnownType(IconId, 0x6000000)` unconditionally; Chorizite `PublicWeenieDesc` reads `Icon` with no flag gate). No fallback needed. - Phase-1 `IconComposer` scope: CPU-composite the layers whose source data `ItemInstance` already exposes (custom underlay `IconUnderlayId` + base `IconId` + custom overlay `IconOverlayId`, alpha-over). The retail `IconData::RenderIcons` (decomp 407524) `GetByEnum` type-default-underlay, the overlay `ReplaceColor` tint, and the effect overlay need wire data not yet parsed (overlay tint color, `IconEffects`) — DEFERRED with divergence rows (Task 12). This keeps Approach A (faithful CPU pre-composite) while scoping to available data. --- ## Task 0: Register D.5.1 in the roadmap **Files:** - Modify: `docs/plans/2026-04-11-roadmap.md` (the D.5 entry, ~line 433) - [ ] **Step 1: Add the D.5.1 sub-phase entry under D.5** In `docs/plans/2026-04-11-roadmap.md`, immediately after the `D.5 — Core panels` bullet (the one at ~line 433), add: ```markdown - **D.5.1 — Toolbar (action bar) [IN PROGRESS].** First D.5 sub-phase. `gmToolbarUI` (`LayoutDesc 0x21000016`) as the first data-driven game panel: 18 shortcut slots from the persisted `PlayerDescription` SHORTCUT block, real composited icons, click-to-use. New shared widgets `UiItemSlot` (`UIElement_UIItem` 0x10000032, procedural) + `UiItemList` (`UIElement_ItemList` 0x10000031, factory-registered) + `IconComposer` (CPU 5-layer composite, `IconData::RenderIcons` @407524) + the `CreateObject`→`ItemRepository` IconId wiring. Spec/plan: `docs/superpowers/{specs,plans}/2026-06-16-d2b-toolbar-phase1*.md`. Deferred to later D.5 sub-phases: drag/reorder, the AddShortcut/RemoveShortcut mutate wire, meters/slider, spell shortcuts, faithful window manager, inventory, paperdoll. ``` - [ ] **Step 2: Commit** ```bash git add docs/plans/2026-04-11-roadmap.md git commit -m "docs(D.5.1): register toolbar phase-1 in the roadmap" ``` --- ## Task 1: Capture `IconId` in `CreateObject.Parsed` **Files:** - Modify: `src/AcDream.Core.Net/Messages/CreateObject.cs` (the `Parsed` struct ~lines 105-142; the parse at lines 515-516) - Test: `tests/AcDream.Core.Net.Tests/CreateObjectTests.cs` (add a test; create the file if no CreateObject test exists — verify with `Glob tests/AcDream.Core.Net.Tests/*reate*bject*`) - [ ] **Step 1: Write the failing test** Add to `tests/AcDream.Core.Net.Tests/CreateObjectTests.cs` (mirror an existing CreateObject test's byte-buffer construction; if none exists, build a minimal body using the same field order as `TryParse`). The assertion that matters: ```csharp [Fact] public void TryParse_capturesIconId() { // A CreateObject body for a simple contained item. Build the bytes with the // exact field order TryParse reads (guid, ... name, packed WeenieClassId, // packed-of-known-type IconId 0x06xxxxxx, u32 itemType, ...). Reuse the helper // that an existing CreateObject test uses to assemble a body; the new assertion: var parsed = CreateObject.TryParse(BuildContainedItemBody(iconId: 0x06001234u)); Assert.NotNull(parsed); Assert.Equal(0x06001234u, parsed!.Value.IconId); } ``` - [ ] **Step 2: Run the test, verify it fails** Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId` Expected: FAIL — `Parsed` has no member `IconId` (compile error), or `IconId` is 0. - [ ] **Step 3: Add `IconId` to the `Parsed` struct and capture it** In `src/AcDream.Core.Net/Messages/CreateObject.cs`, add a field to the `Parsed` struct (the readonly struct around lines 105-142): ```csharp public uint IconId; // 0x06xxxxxx RenderSurface id of the item icon (0 = none) ``` In `TryParse`, change the discard at line 516 to capture, and assign it into the returned `Parsed`. Replace: ```csharp _ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); ``` with: ```csharp uint iconId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix); ``` Then add `IconId = iconId,` to the object/struct initializer where `Parsed` is constructed (the `return new Parsed { ... }` near the end of `TryParse`). Leave the `WeenieClassId` discard at line 515 as-is for now (the spawn event already carries it separately; capturing it is out of phase-1 scope). - [ ] **Step 4: Run the test, verify it passes** Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core.Net/Messages/CreateObject.cs tests/AcDream.Core.Net.Tests/CreateObjectTests.cs git commit -m "feat(D.5.1): capture IconId in CreateObject.Parsed (was discarded at cs:516)" ``` --- ## Task 2: `ItemRepository.EnrichItem` (icon enrichment, enrich-existing) **Files:** - Modify: `src/AcDream.Core/Items/ItemRepository.cs` (add a method; events already exist at lines 49-59) - Test: `tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs` (verify the dir with `Glob tests/AcDream.Core.Tests/**/*ItemRepository*`; if absent, create it) - [ ] **Step 1: Write the failing test** ```csharp [Fact] public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated() { var repo = new ItemRepository(); repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription ItemInstance? updated = null; repo.ItemPropertiesUpdated += i => updated = i; bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc); Assert.True(hit); Assert.Equal(0x06001234u, repo.GetItem(0x5001u)!.IconId); Assert.Equal("Mana Stone", repo.GetItem(0x5001u)!.Name); Assert.NotNull(updated); } [Fact] public void EnrichItem_returnsFalse_whenItemUnknown() { var repo = new ItemRepository(); Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc)); } ``` - [ ] **Step 2: Run the test, verify it fails** Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem` Expected: FAIL — `EnrichItem` not defined. - [ ] **Step 3: Implement `EnrichItem`** Add to `src/AcDream.Core/Items/ItemRepository.cs` (near `AddOrUpdate`): ```csharp /// /// Enrich an already-known item (a stub created from PlayerDescription) with the /// fuller data carried by its CreateObject (icon, name, type). Returns false if the /// item isn't tracked yet — phase 1 enriches existing items only; full /// CreateObject ingestion of newly-acquired items is the inventory phase. /// Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render. /// public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type) { if (!_items.TryGetValue(objectId, out var item)) return false; if (iconId != 0) item.IconId = iconId; if (!string.IsNullOrEmpty(name)) item.Name = name; if (type != default) item.Type = type; ItemPropertiesUpdated?.Invoke(item); return true; } ``` - [ ] **Step 4: Run the test, verify it passes** Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem` Expected: PASS (both). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core/Items/ItemRepository.cs tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs git commit -m "feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject)" ``` --- ## Task 3: Thread `IconId` through the spawn event into `ItemRepository` This is integration wiring (no new pure unit; covered by Task 1/2 units + the visual gate). Three edits. **Files:** - Modify: the `EntitySpawn` record (locate: `Grep "record EntitySpawn" src/AcDream.Core.Net` — likely `src/AcDream.Core.Net/WorldSession.cs` or a sibling) - Modify: `src/AcDream.Core.Net/WorldSession.cs:701-719` (the `EntitySpawned?.Invoke(new EntitySpawn(...))`) - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `OnLiveEntitySpawned` handler — subscribed at line 2216) - [ ] **Step 1: Add `IconId` to the `EntitySpawn` record** Run: `Grep "record EntitySpawn" src/AcDream.Core.Net -n`. Add a `uint IconId` parameter to the record's positional parameter list (append it at the end to minimize call-site churn; note the one constructor call in WorldSession is updated next). - [ ] **Step 2: Pass `parsed.Value.IconId` at the invoke site** In `src/AcDream.Core.Net/WorldSession.cs`, in the `EntitySpawned?.Invoke(new EntitySpawn(...))` block (lines 701-719), add `parsed.Value.IconId` as the final constructor argument (matching the new record parameter position). - [ ] **Step 3: Enrich the repo in the spawn handler** In `src/AcDream.App/Rendering/GameWindow.cs`, find `OnLiveEntitySpawned` (the handler subscribed at line 2216). Add, near the top of the handler body (after the `EntitySpawn` arg is in scope, call it `e`): ```csharp // D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription) // with the icon/name/type its CreateObject carries, so the toolbar can render it. Items.EnrichItem(e.Guid, e.IconId, e.Name, e.ItemType); ``` (`Items` is the `ItemRepository` field at `GameWindow.cs:598`. `EnrichItem` is a no-op returning false for non-item spawns — players, NPCs, furniture — because they aren't in the repo, so this is safe to call unconditionally.) - [ ] **Step 4: Build + run the full suite** Run: `dotnet build` then `dotnet test` Expected: green (no behavior regression; the new arg threads through). - [ ] **Step 5: Commit** ```bash git add src/AcDream.Core.Net/WorldSession.cs src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(D.5.1): thread CreateObject IconId into ItemRepository via spawn event" ``` --- ## Task 4: Persist `Parsed.Shortcuts` (the durable holder) `Parsed.Shortcuts` is parsed in `GameEventWiring.WireAll`'s PlayerDescription handler then discarded. Surface it to a durable holder the toolbar reads. **Files:** - Modify: `src/AcDream.Core.Net/GameEventWiring.cs` (the `WireAll` signature + the PlayerDescription lambda) - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (add a `Shortcuts` field; pass a callback at the `WireAll(...)` call ~line 2269) - Test: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` - [ ] **Step 1: Write the failing test** In `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs`, add a test that feeds a `PlayerDescription` message carrying a SHORTCUT block through `WireAll` and asserts the new `onShortcuts` callback receives the parsed list. Mirror an existing `GameEventWiringTests` PlayerDescription test for the message-construction + dispatch harness: ```csharp [Fact] public void WireAll_PlayerDescription_invokesOnShortcuts() { IReadOnlyList? got = null; // ... build the same harness an existing PD test uses, but pass the new // onShortcuts callback into WireAll: onShortcuts: list => got = list // then dispatch a PD message whose SHORTCUT block has one entry (idx=0, guid=0x5001, spell=0, layer=0). Assert.NotNull(got); Assert.Single(got!); Assert.Equal(0x5001u, got![0].ObjectGuid); } ``` - [ ] **Step 2: Run the test, verify it fails** Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts` Expected: FAIL — `WireAll` has no `onShortcuts` parameter. - [ ] **Step 3: Add the callback to `WireAll` and invoke it** In `src/AcDream.Core.Net/GameEventWiring.cs`: - Add a parameter to `WireAll`: `Action>? onShortcuts = null` (optional, so existing callers/tests compile unchanged). - In the PlayerDescription handler lambda (where `Parsed` is in scope, ~lines 281-433), after the existing inventory population, add: ```csharp onShortcuts?.Invoke(parsed.Shortcuts); ``` - [ ] **Step 4: Run the test, verify it passes** Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts` Expected: PASS. - [ ] **Step 5: Store the shortcuts in GameWindow** In `src/AcDream.App/Rendering/GameWindow.cs`: - Add a field near `Items` (line 598): ```csharp /// Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source). public IReadOnlyList Shortcuts { get; private set; } = System.Array.Empty(); ``` - At the `GameEventWiring.WireAll(...)` call (~line 2269), pass `onShortcuts: list => Shortcuts = list`. - [ ] **Step 6: Build + commit** Run: `dotnet build` then `dotnet test` Expected: green. ```bash git add src/AcDream.Core.Net/GameEventWiring.cs src/AcDream.App/Rendering/GameWindow.cs tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs git commit -m "feat(D.5.1): persist PlayerDescription shortcuts (were parsed then discarded)" ``` --- ## Task 5: `IconComposer` — CPU icon composite + cache **Files:** - Create: `src/AcDream.App/UI/IconComposer.cs` - Modify: `src/AcDream.App/Rendering/TextureCache.cs` (add a public `UploadRgba8` wrapper — it's currently private) - Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs` The pure compositing core is testable; the dat-decode + GL-upload is a thin shell exercised by the visual gate. - [ ] **Step 1: Write the failing test (pure composite)** `tests/AcDream.App.Tests/UI/IconComposerTests.cs`: ```csharp using AcDream.App.UI; using Xunit; public class IconComposerTests { private static byte[] Solid(int w, int h, byte r, byte g, byte b, byte a) { var px = new byte[w * h * 4]; for (int i = 0; i < w * h; i++) { px[i*4]=r; px[i*4+1]=g; px[i*4+2]=b; px[i*4+3]=a; } return px; } [Fact] public void Compose_alphaOver_topOpaqueLayerWins() { var bottom = (Solid(2, 2, 255, 0, 0, 255), 2, 2); // red, opaque var top = (Solid(2, 2, 0, 0, 255, 255), 2, 2); // blue, opaque var (rgba, w, h) = IconComposer.Compose(new[] { bottom, top }); Assert.Equal(2, w); Assert.Equal(2, h); Assert.Equal(0, rgba[0]); // R Assert.Equal(0, rgba[1]); // G Assert.Equal(255, rgba[2]); // B — top layer won Assert.Equal(255, rgba[3]); // A } [Fact] public void Compose_alphaOver_transparentTopKeepsBottom() { var bottom = (Solid(1, 1, 255, 0, 0, 255), 1, 1); var top = (Solid(1, 1, 0, 0, 255, 0), 1, 1); // fully transparent blue var (rgba, _, _) = IconComposer.Compose(new[] { bottom, top }); Assert.Equal(255, rgba[0]); // bottom red preserved Assert.Equal(0, rgba[2]); } } ``` - [ ] **Step 2: Run the test, verify it fails** Run: `dotnet test tests/AcDream.App.Tests --filter IconComposer` Expected: FAIL — `IconComposer` not defined. - [ ] **Step 3: Implement `IconComposer`** `src/AcDream.App/UI/IconComposer.cs`: ```csharp using System; using System.Collections.Generic; using AcDream.App.Rendering; using DatReaderWriter; using DatReaderWriter.DBObjs; namespace AcDream.App.UI; /// /// Builds an item icon by alpha-compositing its RenderSurface layers into one 32×32 /// texture, mirroring retail IconData::RenderIcons (decomp 407524). Each layer is a /// 0x06 RenderSurface decoded DIRECTLY (the D.2b RenderSurface-vs-Surface rule). /// Phase 1 composites the layers ItemInstance exposes (custom underlay + base + /// custom overlay); the GetByEnum type-default underlay, the overlay ReplaceColor /// tint, and the effect overlay are deferred (see plan Task 12 / divergence rows). /// Composited textures are cached by their layer-id tuple. /// public sealed class IconComposer { private readonly DatCollection _dats; private readonly TextureCache _cache; private readonly Dictionary<(uint, uint, uint), uint> _byTuple = new(); public IconComposer(DatCollection dats, TextureCache cache) { _dats = dats; _cache = cache; } /// Pure alpha-over composite, bottom→top. Layers may differ in size; /// the result is sized to the FIRST (bottom) layer and upper layers are sampled /// top-left aligned (all icon layers are 32×32 in practice). public static (byte[] rgba, int w, int h) Compose(IReadOnlyList<(byte[] rgba, int w, int h)> layers) { if (layers.Count == 0) return (Array.Empty(), 0, 0); var (baseRgba, w, h) = layers[0]; var outp = (byte[])baseRgba.Clone(); for (int li = 1; li < layers.Count; li++) { var (src, sw, sh) = layers[li]; int cw = Math.Min(w, sw), ch = Math.Min(h, sh); for (int y = 0; y < ch; y++) for (int x = 0; x < cw; x++) { int di = (y * w + x) * 4, si = (y * sw + x) * 4; float sa = src[si + 3] / 255f; if (sa <= 0f) continue; float da = 1f - sa; outp[di] = (byte)(src[si] * sa + outp[di] * da); outp[di + 1] = (byte)(src[si + 1] * sa + outp[di + 1] * da); outp[di + 2] = (byte)(src[si + 2] * sa + outp[di + 2] * da); outp[di + 3] = (byte)Math.Min(255f, src[si + 3] + outp[di + 3] * da); } } return (outp, w, h); } /// Resolve (and cache) the composited GL texture for an item's icon /// layers. Returns 0 if no base icon is available. public uint GetIcon(uint iconId, uint underlayId, uint overlayId) { if (iconId == 0) return 0; var key = (iconId, underlayId, overlayId); if (_byTuple.TryGetValue(key, out var tex)) return tex; var layers = new List<(byte[] rgba, int w, int h)>(); AddLayer(layers, underlayId); AddLayer(layers, iconId); AddLayer(layers, overlayId); if (layers.Count == 0) return 0; var (rgba, w, h) = Compose(layers); uint handle = _cache.UploadRgba8(rgba, w, h, nearest: true); _byTuple[key] = handle; return handle; } private void AddLayer(List<(byte[], int, int)> layers, uint renderSurfaceId) { if (renderSurfaceId == 0) return; if (!_dats.Portal.TryGet(renderSurfaceId, out var rs) && !_dats.HighRes.TryGet(renderSurfaceId, out rs)) return; var decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette: null); layers.Add((decoded.Rgba8, decoded.Width, decoded.Height)); } } ``` - [ ] **Step 4: Add the public `UploadRgba8` wrapper to `TextureCache`** In `src/AcDream.App/Rendering/TextureCache.cs`, expose the existing private upload (the one `GetOrUploadRenderSurface` calls). Add: ```csharp /// Upload raw RGBA8 bytes as a GL texture (used by IconComposer for /// CPU-composited icons). Returns the GL handle. public uint UploadRgba8(byte[] rgba, int width, int height, bool nearest) => UploadRgba8Internal(rgba, width, height, nearest); // rename the existing private method to *Internal if needed, or call it directly if it already has this shape ``` (Verify the existing private upload's name/signature with `Grep "UploadRgba8" src/AcDream.App/Rendering/TextureCache.cs`; if it already takes `(byte[], int, int, bool)`, just change its accessibility to `public` instead of adding a wrapper.) - [ ] **Step 5: Run the tests, verify they pass; build** Run: `dotnet test tests/AcDream.App.Tests --filter IconComposer` then `dotnet build` Expected: PASS + green build. - [ ] **Step 6: Commit** ```bash git add src/AcDream.App/UI/IconComposer.cs src/AcDream.App/Rendering/TextureCache.cs tests/AcDream.App.Tests/UI/IconComposerTests.cs git commit -m "feat(D.5.1): IconComposer — CPU alpha-over icon composite + cache" ``` --- ## Task 6: `UiItemSlot` widget (the item cell) **Files:** - Create: `src/AcDream.App/UI/UiItemSlot.cs` - Test: `tests/AcDream.App.Tests/UI/UiItemSlotTests.cs` - [ ] **Step 1: Write the failing test** ```csharp using AcDream.App.UI; using Xunit; public class UiItemSlotTests { [Fact] public void IsLeafWidget() => Assert.True(new UiItemSlot().ConsumesDatChildren); [Fact] public void DefaultEmptySprite_isToolbarBorder() => Assert.Equal(0x060074CFu, new UiItemSlot().EmptySprite); [Fact] public void Empty_whenNoItem() { var s = new UiItemSlot(); Assert.Equal(0u, s.ItemId); Assert.Equal(0u, s.IconTexture); } [Fact] public void SetItem_setsIdAndTexture() { var s = new UiItemSlot(); s.SetItem(0x5001u, 0x99u); Assert.Equal(0x5001u, s.ItemId); Assert.Equal(0x99u, s.IconTexture); } } ``` - [ ] **Step 2: Run the test, verify it fails** Run: `dotnet test tests/AcDream.App.Tests --filter UiItemSlot` Expected: FAIL — `UiItemSlot` not defined. - [ ] **Step 3: Implement `UiItemSlot`** `src/AcDream.App/UI/UiItemSlot.cs`: ```csharp using System; using System.Numerics; namespace AcDream.App.UI; /// /// One item-in-a-slot cell (port of retail UIElement_UIItem, class 0x10000032). /// A behavioral LEAF: it draws the empty-slot sprite when unbound, else a /// pre-composited icon texture (set by the controller). Holds the bound weenie /// guid (retail UIElement_UIItem::itemID, +0x5FC). /// public sealed class UiItemSlot : UiElement { public UiItemSlot() { ClickThrough = false; } public override bool ConsumesDatChildren => true; /// Bound weenie guid (0 = empty). Retail UIElement_UIItem::itemID. public uint ItemId { get; private set; } /// Pre-composited icon GL texture for the bound item (0 = none). public uint IconTexture { get; private set; } /// Empty-slot sprite. Default = the generic toolbar empty-slot border /// 0x060074CF (uiitem template 0x21000037, state ItemSlot_Empty). Configurable so /// paperdoll equip slots can use their per-slot silhouettes later. public uint EmptySprite { get; set; } = 0x060074CFu; /// RenderSurface id → (GL texture, w, h). Set by the factory/controller. public Func? SpriteResolve { get; set; } public void SetItem(uint itemId, uint iconTexture) { ItemId = itemId; IconTexture = iconTexture; } public void Clear() { ItemId = 0; IconTexture = 0; } protected override void OnDraw(UiRenderContext ctx) { if (ItemId != 0 && IconTexture != 0) { ctx.DrawSprite(IconTexture, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); return; } if (SpriteResolve is not null && EmptySprite != 0) { var (tex, _, _) = SpriteResolve(EmptySprite); if (tex != 0) ctx.DrawSprite(tex, 0f, 0f, Width, Height, 0f, 0f, 1f, 1f, Vector4.One); } } } ``` - [ ] **Step 4: Run the tests, verify they pass** Run: `dotnet test tests/AcDream.App.Tests --filter UiItemSlot` Expected: PASS (all four). - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/UI/UiItemSlot.cs tests/AcDream.App.Tests/UI/UiItemSlotTests.cs git commit -m "feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port)" ``` --- ## Task 7: `UiItemList` widget + `DatWidgetFactory` branch **Files:** - Create: `src/AcDream.App/UI/UiItemList.cs` - Modify: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (the `Create` switch, lines 63-71) - Test: `tests/AcDream.App.Tests/UI/UiItemListTests.cs` + `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` (verify the factory-test file exists with `Glob tests/AcDream.App.Tests/**/*WidgetFactory*`; if absent, create it) - [ ] **Step 1: Write the failing tests** `tests/AcDream.App.Tests/UI/UiItemListTests.cs`: ```csharp using AcDream.App.UI; using Xunit; public class UiItemListTests { [Fact] public void IsLeafWidget() => Assert.True(new UiItemList().ConsumesDatChildren); [Fact] public void StartsWithOneCell_forSingleCellSlot() { var list = new UiItemList(); Assert.Equal(1, list.GetNumUIItems()); Assert.NotNull(list.GetItem(0)); } [Fact] public void Cell_returnsTheFirstSlot() { var list = new UiItemList(); Assert.Same(list.GetItem(0), list.Cell); } } ``` Add to the factory test file: ```csharp [Fact] public void Create_buildsUiItemList_forItemListClassId() { var info = new AcDream.App.UI.Layout.ElementInfo { Id = 0x100001A7u, Type = 0x10000031u, Width = 32, Height = 32 }; var w = AcDream.App.UI.Layout.DatWidgetFactory.Create(info, _ => (0u, 0, 0), null); Assert.IsType(w); } ``` - [ ] **Step 2: Run the tests, verify they fail** Run: `dotnet test tests/AcDream.App.Tests --filter "UiItemList|UiItemList_forItemListClassId"` Expected: FAIL — `UiItemList` not defined / factory returns `UiDatElement`. - [ ] **Step 3: Implement `UiItemList`** `src/AcDream.App/UI/UiItemList.cs`: ```csharp using System; using System.Collections.Generic; namespace AcDream.App.UI; /// /// A container of item cells (port of retail UIElement_ItemList, class 0x10000031). /// Behavioral LEAF: it creates/owns its UiItemSlot children procedurally, so the /// LayoutImporter must NOT build dat children. The toolbar uses single-cell /// instances (one slot); the inventory phase will grow this to an N-cell grid. /// public sealed class UiItemList : UiElement { private readonly List _cells = new(); public UiItemList(Func? spriteResolve = null) { SpriteResolve = spriteResolve; // Single-cell default: every toolbar slot always shows one cell (empty or filled). AddItem(new UiItemSlot { SpriteResolve = spriteResolve }); } public override bool ConsumesDatChildren => true; public Func? SpriteResolve { get; set; } /// Convenience for single-cell slots (the toolbar): the first cell. public UiItemSlot Cell => _cells[0]; public int GetNumUIItems() => _cells.Count; public UiItemSlot? GetItem(int index) => index >= 0 && index < _cells.Count ? _cells[index] : null; public void AddItem(UiItemSlot cell) { cell.SpriteResolve ??= SpriteResolve; cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; _cells.Add(cell); AddChild(cell); } public void Flush() { foreach (var c in _cells) RemoveChild(c); _cells.Clear(); } protected override void OnDraw(UiRenderContext ctx) { // The factory sets THIS list's Width/Height AFTER construction, so the cell // (added in the ctor) starts 0x0. For the single-cell toolbar slot, keep the // cell sized to the list each frame; the cell paints itself in the children // pass that follows. (N-cell grid layout is the inventory phase.) if (_cells.Count > 0) { var cell = _cells[0]; cell.Left = 0; cell.Top = 0; cell.Width = Width; cell.Height = Height; } } } ``` Note: `ConsumesDatChildren` stops the IMPORTER from adding dat children, but the list still draws its own `UiItemSlot` children (added via `AddChild`) through the normal `DrawSelfAndChildren` traversal — `ConsumesDatChildren` only gates the importer, not runtime children. The cell's `Width`/`Height` are synced in the list's `OnDraw` (which runs before the children pass), so the cell is correctly sized + hit-testable from the first rendered frame. - [ ] **Step 4: Add the factory branch** In `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`, add to the `Create` switch (lines 63-71), before the `_` fallback: ```csharp 0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots ``` (The item *cell* class `0x10000032` is created procedurally by `UiItemList`, not via a static dat element in the toolbar, so it needs no factory branch this phase.) - [ ] **Step 5: Run the tests, verify they pass; build** Run: `dotnet test tests/AcDream.App.Tests --filter "UiItemList|ItemListClassId"` then `dotnet build` Expected: PASS + green. - [ ] **Step 6: Commit** ```bash git add src/AcDream.App/UI/UiItemList.cs src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/UiItemListTests.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs git commit -m "feat(D.5.1): UiItemList widget + factory branch for class 0x10000031" ``` --- ## Task 8: `ToolbarController` (the `gmToolbarUI::PostInit` analogue) **Files:** - Create: `src/AcDream.App/UI/Layout/ToolbarController.cs` - Test: `tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs` - [ ] **Step 1: Write the failing test** ```csharp using System; using System.Collections.Generic; using AcDream.App.UI; using AcDream.App.UI.Layout; using AcDream.Core.Items; using AcDream.Core.Net.Messages; using Xunit; public class ToolbarControllerTests { private static readonly uint[] Row1 = { 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF }; private static readonly uint[] Row2 = { 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF }; private static (ImportedLayout layout, Dictionary slots) FakeToolbar() { var dict = new Dictionary(); var slots = new Dictionary(); var root = new UiPanel(); foreach (var id in Row1) AddSlot(id); foreach (var id in Row2) AddSlot(id); return (new ImportedLayout(root, dict), slots); void AddSlot(uint id) { var list = new UiItemList(_ => (0u, 0, 0)) { Width = 32, Height = 32 }; dict[id] = list; slots[id] = list; root.AddChild(list); } } [Fact] public void Populate_bindsShortcutToCorrectSlot() { var (layout, slots) = FakeToolbar(); var repo = new ItemRepository(); repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, iconIds: (_,_,_) => 0x77u, useItem: _ => { }); Assert.Equal(0x5001u, slots[Row1[0]].Cell.ItemId); Assert.Equal(0x77u, slots[Row1[0]].Cell.IconTexture); Assert.Equal(0u, slots[Row1[1]].Cell.ItemId); // others empty } [Fact] public void DeferredRebind_whenItemArrivesLate() { var (layout, slots) = FakeToolbar(); var repo = new ItemRepository(); // item NOT present yet var shortcuts = new List { new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) }; ToolbarController.Bind(layout, repo, () => shortcuts, iconIds: (_,_,_) => 0x88u, useItem: _ => { }); Assert.Equal(0u, slots[Row1[2]].Cell.ItemId); // not bound yet repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5002u, WeenieClassId = 1u, IconId = 0x06005678u }); Assert.Equal(0x5002u, slots[Row1[2]].Cell.ItemId); // rebound on ItemAdded } [Fact] public void Click_emitsUseForBoundItem() { var (layout, slots) = FakeToolbar(); var repo = new ItemRepository(); repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u }); var shortcuts = new List { new(Index: 0, ObjectGuid: 0x5001u, SpellId: 0, Layer: 0) }; uint used = 0; ToolbarController.Bind(layout, repo, () => shortcuts, iconIds: (_,_,_) => 0x77u, useItem: g => used = g); slots[Row1[0]].Cell.OnEvent(new UiEvent { Type = UiEventType.MouseDown }); Assert.Equal(0x5001u, used); } } ``` (Adapt `UiEvent` construction + the click-emit seam to the toolkit's actual event shape — see Step 3; if `UiItemSlot` needs a `Clicked` callback rather than handling `OnEvent`, wire that in Step 3 and update this assertion to invoke it.) - [ ] **Step 2: Run the tests, verify they fail** Run: `dotnet test tests/AcDream.App.Tests --filter ToolbarController` Expected: FAIL — `ToolbarController` not defined. - [ ] **Step 3: Implement `ToolbarController`** `src/AcDream.App/UI/Layout/ToolbarController.cs`: ```csharp using System; using System.Collections.Generic; using AcDream.Core.Items; using AcDream.Core.Net.Messages; namespace AcDream.App.UI.Layout; /// /// Binds the imported gmToolbarUI window (LayoutDesc 0x21000016) to live data — /// the gm*UI::PostInit analogue. Finds the 18 shortcut slots (UiItemList) by id, /// populates them from the persisted PlayerDescription shortcuts (UpdateFromPlayerDesc), /// re-binds deferred slots when an item's CreateObject arrives (SetDelayedShortcutNum), /// and on click uses the bound item (UseShortcut → ItemHolder::UseObject → use-item). /// public sealed class ToolbarController { // Slot element ids, in slot-index order (toolbar pre-dump 0x21000016). private static readonly uint[] SlotIds = { 0x100001A7,0x100001A8,0x100001A9,0x100001AA,0x100001AB,0x100001AC,0x100001AD,0x100001AE,0x100001AF, 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF, }; // Hidden-by-default elements (gmToolbarUI::PostInit): selected-object meters + stack slider. private static readonly uint[] HiddenIds = { 0x100001A1, 0x100001A2, 0x100001A4 }; private readonly UiItemList?[] _slots = new UiItemList?[SlotIds.Length]; private readonly ItemRepository _repo; private readonly Func> _shortcuts; private readonly Func _iconIds; // (iconId, underlay, overlay) → GL texture private readonly Action _useItem; private ToolbarController(ImportedLayout layout, ItemRepository repo, Func> shortcuts, Func iconIds, Action useItem) { _repo = repo; _shortcuts = shortcuts; _iconIds = iconIds; _useItem = useItem; for (int i = 0; i < SlotIds.Length; i++) { _slots[i] = layout.FindElement(SlotIds[i]) as UiItemList; if (_slots[i] is { } list) WireClick(list); } foreach (var id in HiddenIds) if (layout.FindElement(id) is { } e) e.Visible = false; repo.ItemAdded += _ => Populate(); repo.ItemPropertiesUpdated += _ => Populate(); } public static ToolbarController Bind(ImportedLayout layout, ItemRepository repo, Func> shortcuts, Func iconIds, Action useItem) { var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem); c.Populate(); return c; } /// Port of gmToolbarUI::UpdateFromPlayerDesc — flush then bind each shortcut. public void Populate() { foreach (var list in _slots) list?.Cell.Clear(); foreach (var sc in _shortcuts()) { if (sc.ObjectGuid == 0) continue; // spell shortcuts — deferred phase if (sc.Index >= _slots.Length) continue; var list = _slots[(int)sc.Index]; if (list is null) continue; var item = _repo.GetItem(sc.ObjectGuid); if (item is null) continue; // SetDelayedShortcutNum: re-bound on ItemAdded uint tex = _iconIds(item.IconId, item.IconUnderlayId, item.IconOverlayId); list.Cell.SetItem(sc.ObjectGuid, tex); } } private void WireClick(UiItemList list) { list.Cell.Clicked = () => { if (list.Cell.ItemId != 0) _useItem(list.Cell.ItemId); }; } } ``` This requires a `Clicked` callback on `UiItemSlot`. Add to `UiItemSlot` (Task 6 file) and have `OnEvent` invoke it on mouse-down: ```csharp public Action? Clicked { get; set; } public override bool OnEvent(in UiEvent e) { if (e.Type == UiEventType.MouseDown) { Clicked?.Invoke(); return true; } return false; } ``` (If `UiEvent`/`UiEventType` member names differ, match the toolkit's actual definitions — `Grep "enum UiEventType" src/AcDream.App/UI`.) - [ ] **Step 4: Run the tests, verify they pass; build** Run: `dotnet test tests/AcDream.App.Tests --filter ToolbarController` then `dotnet build` Expected: PASS (all three) + green. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/UI/Layout/ToolbarController.cs src/AcDream.App/UI/UiItemSlot.cs tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs git commit -m "feat(D.5.1): ToolbarController — bind 18 slots, populate, deferred rebind, click-to-use" ``` --- ## Task 9: Wire the toolbar into `GameWindow` Integration (covered by the visual gate). Mirror the vitals import + mount. **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `if (_options.RetailUi)` block, ~lines 1761-1898, after the chat block) - [ ] **Step 1: Construct the IconComposer once** In the `if (_options.RetailUi)` block (after `_uiHost` + the sprite resolver `ResolveChrome` exist, ~line 1778), add: ```csharp var iconComposer = new AcDream.App.UI.IconComposer(_dats!, cache); ``` - [ ] **Step 2: Import the toolbar layout + bind the controller** After the chat block (~line 1898), add (mirroring the vitals import at 1800-1828): ```csharp AcDream.App.UI.Layout.ImportedLayout? toolbarLayout; lock (_datLock) toolbarLayout = AcDream.App.UI.Layout.LayoutImporter.Import( _dats!, 0x21000016u, ResolveChrome, vitalsDatFont); if (toolbarLayout is not null) { AcDream.App.UI.Layout.ToolbarController.Bind( toolbarLayout, Items, () => Shortcuts, iconIds: (icon, under, over) => iconComposer.GetIcon(icon, under, over), useItem: guid => UseItemByGuid(guid)); // existing use-item path (see Step 3) var toolbarRoot = toolbarLayout.Root; toolbarRoot.Left = 10; toolbarRoot.Top = 300; // initial position; user-draggable toolbarRoot.Anchors = AcDream.App.UI.AnchorEdges.Left | AcDream.App.UI.AnchorEdges.Top; toolbarRoot.Draggable = true; _uiHost.Root.AddChild(toolbarRoot); } ``` - [ ] **Step 3: Provide `UseItemByGuid`** acdream already builds + sends use-item at `GameWindow.cs:11577-11579` (`InteractRequests.BuildUse(seq, guid)` → `_liveSession.SendGameAction`). Extract that into a small helper if it isn't already callable by guid: ```csharp private void UseItemByGuid(uint guid) { if (_liveSession is null) return; var seq = _liveSession.NextGameActionSequence(); var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid); _liveSession.SendGameAction(body); } ``` (If a guid-based use helper already exists near line 11577, call it instead of duplicating.) - [ ] **Step 4: Build** Run: `dotnet build` Expected: green. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/GameWindow.cs git commit -m "feat(D.5.1): mount the toolbar window under ACDREAM_RETAIL_UI" ``` --- ## Task 10: Full suite + manual smoke gate - [ ] **Step 1: Build + full test suite** Run: `dotnet build` then `dotnet test` Expected: all green. - [ ] **Step 2: Launch + visual verification (the user's gate)** Launch per CLAUDE.md (PowerShell, background, Tee to `launch.log`): ```powershell $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_RETAIL_UI = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1"; $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount"; $env:ACDREAM_TEST_PASS = "testpassword" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log" ``` Acceptance (user confirms by looking): - An 18-slot action bar (2 rows of 9) renders with the dat chrome + empty-slot sprites. - Any persisted `+Acdream` shortcuts show their real composited item icons. - Clicking a pinned item uses it (observe server-side / in-world effect). - The bar drags as a whole window. (If `+Acdream` has no persisted shortcuts, the empty-slot render is still a valid gate; pinning real items to test icons may need the inventory phase or a server-side pre-pin — note this to the user.) --- ## Task 11: Bookkeeping — divergence register, roadmap shipped, memory **Files:** - Modify: `docs/architecture/retail-divergence-register.md` - Modify: `docs/plans/2026-04-11-roadmap.md` - Modify: `claude-memory/project_d2b_retail_ui.md` (durable lesson, if any) - [ ] **Step 1: Add divergence rows** Add rows to `docs/architecture/retail-divergence-register.md` for the phase-1 icon deferrals + the empty-sprite constant: - Icon composite omits the retail `GetByEnum` type-default underlay (`IconData::RenderIcons` 407524, enum 0x10000004), the overlay `ReplaceColor` tint, and the effect overlay (enum 0x10000005) — their source data (overlay tint color, `IconEffects`) isn't parsed yet. Risk: items with a material/effect overlay render without it. Retire when the inventory phase parses the full `PublicWeenieDesc`. - `UiItemSlot.EmptySprite` defaults to the constant `0x060074CF` instead of importing the empty-slot state from the uiitem template `0x21000037`. Risk: paperdoll equip-slot silhouettes need per-slot empty sprites (already configurable). Retire when the cell imports its template states. - (Reuse the existing IA-12 row for whole-window-drag — no new row.) - [ ] **Step 2: Flip the roadmap entry to shipped** In `docs/plans/2026-04-11-roadmap.md`, change the D.5.1 entry from `[IN PROGRESS]` to `✓ SHIPPED` with the commit range, mirroring the other D.2b shipped entries. - [ ] **Step 3: Commit** ```bash git add docs/architecture/retail-divergence-register.md docs/plans/2026-04-11-roadmap.md claude-memory/project_d2b_retail_ui.md git commit -m "docs(D.5.1): divergence rows + roadmap shipped + memory for the toolbar" ``` --- ## Task 12 (FOLLOW-UP, optional within phase): faithful icon layers Deferred from Task 5 to keep phase 1 shippable; do only if the toolbar icons visibly lack the standard background. NOT required for the phase-1 acceptance gate. - Port `DBObj::GetByEnum(0x10000004, lsb(itemType)+1)` (the type-default underlay) — first confirm what `0x10000004` maps to (dump an EnumMapper DBObj) to decide whether it's the universal icon background. Add it as the bottom layer in `IconComposer.GetIcon`. - Parse `IconEffects`/`IconOverlay` tint from `CreateObject` (extend `CreateObject.Parsed` + `ItemInstance`), then add the `ReplaceColor` overlay tint + the effect overlay (`GetByEnum 0x10000005`). - Delete the corresponding divergence rows from Task 11 Step 1 as each layer lands. --- ## Self-review notes (author) - **Spec coverage:** spec §2 widgets → Tasks 6,7; §4.3 icon → Task 5 (+12); §4.4 CreateObject/ItemInstance → Tasks 1,2,3; §4.5 ToolbarController → Task 8; §4.6 wiring/gating → Task 9; §5 testing → per-task TDD + Task 10; §6 acceptance → Task 10; §8 bookkeeping → Tasks 0,11. The shortcut-holder (Task 4) was implicit in §4.5's "reads Parsed.Shortcuts" and is made explicit here. - **Type consistency:** `UiItemSlot.SetItem(uint,uint)` / `.Clear()` / `.ItemId` / `.IconTexture` / `.EmptySprite` / `.Clicked`; `UiItemList.Cell` / `.GetItem(int)` / `.GetNumUIItems()` / `.AddItem(UiItemSlot)` / `.Flush()`; `IconComposer.Compose(IReadOnlyList<(byte[],int,int)>)` / `.GetIcon(uint,uint,uint)`; `ItemRepository.EnrichItem(uint,uint,string,ItemType)`; `ToolbarController.Bind(ImportedLayout, ItemRepository, Func>, Func, Action)`. These match across Tasks 5-9. - **Known executor confirmations (grep-to-confirm, not placeholders):** the exact name/signature of `TextureCache`'s private RGBA upload (Task 5 Step 4); the `EntitySpawn` record location (Task 3 Step 1); the `UiEvent`/`UiEventType` member shape (Tasks 6/8); whether a guid-based use helper already exists near `GameWindow.cs:11577` (Task 9 Step 3). Each step names the grep + the change.