# D.2b inventory window finish (Stage 1) — design / spec **Date:** 2026-06-21 **Phase:** D.2b inventory, **Stage 1 of the "full retail inventory" arc** (Stage 2 = paperdoll, separate spec). **Branch:** `claude/hopeful-maxwell-214a12` (follows B-Wire, tip `7c006d1`). **Predecessor:** B-Wire (inventory wire layer) — shipped + burden gate passed. **Status:** approved design → write plan next. This was triggered by a side-by-side: acdream's inventory vs. a retail client (`+Je`). The gaps the user flagged — "scroll bar, background all the way, slots for backpacks" — are the 2D window finish. The 3D paperdoll doll is the heavier, separable Stage 2. --- ## 1. Goal / non-goals **Goal.** Make the inventory window match retail's 2D presentation: 1. The "Contents of Backpack" grid **clips to its panel and scrolls** (today it renders every row unclipped, so a full pack overflows off-window — which is *also* why picked-up items "don't appear" and why the backdrop looks torn at the bottom). 2. The dark **backdrop covers the whole window** (no grass showing through). 3. The **side-bag selector** renders as a proper slot column (bags + empty frames), like retail. **Non-goals (deferred):** - **Paperdoll** (3D character doll + per-slot equip silhouettes) → **Stage 2** (needs a Core→App `UiViewport` render seam + `0x10000032` `UiItemSlot` registration). Research: `docs/research/2026-06-16-equipment-paperdoll-deep-dive.md`. - **Drag-to-drop / drag-from-inventory** → B-Drag. - The **side-bag column's own scrollbar** (`0x100001CB`): 7 slots fit the 252px column exactly, so no scroll is needed there; leave it inert. --- ## 2. Grounding (from the dat layout dumps — authoritative geometry) Read from `.layout-dumps/inventory-0x21000023.txt`, `items3d-0x21000021.txt`, `backpack-0x21000022.txt`: - **Outer frame `0x21000023`** (300×362): the **backdrop `0x100001D0`** is **X=0,Y=0, 300×362** (full window), Type 3, Alphablend sprite `0x06004D0A`, ZLevel 100. Three sub-windows mount inside: paperdoll `0x100001CD` (0,23 224×214), backpack `0x100001CE` (239,23 61×339), 3D-items `0x100001CF` (0,237 234×120). - **3D-items `0x21000021`** (234×120): **contents grid `0x100001C6` = X=15,Y=20, 192×96** (exactly 6 cols × 3 rows of 32px); **scrollbar `0x100001C7` = X=207,Y=20, 16×96**, Type 0 inheriting base layout `0x2100003E` (the scrollbar base → resolves to a Type-11 `UiScrollbar` via the inheritance chain), ZLevel 9 (just behind the grid's 10). - **Backpack `0x21000022`** (61×339): main-pack cell `0x100001C9` (6,32 36×36); **side-bag column `0x100001CA` = X=6,Y=73, 36×252** (= 7 slots of 36px), inherits the ItemList base `0x2100003D`; side-bag scrollbar gutter `0x100001CB` (41,73 16×252) — unused (7 slots fit). Burden meter `0x100001D9` + captions `0x100001D7/D8` (already wired by B-Controller). **Key deduction:** the backdrop is geometrically full-window, so the "torn" look is the **unclipped grid overflowing below Y=362** (41 items / 6 cols = 7 rows × 32 = 224px, drawn from abs Y≈257 down to ≈481, far past the frame's 362 bottom). Clipping the grid (component A) removes that overflow and the torn-bottom backdrop with it. --- ## 3. Components ### A — Contents-grid clip + scroll (the core) **A1. `UiItemList` gains a clip+scroll capability**, backed by the existing **`UiScrollable`** model (the same one `UiText`/the chat transcript + `UiScrollbar` use — do not invent a second scroll model). - The list clips cell drawing to its own rect (`0x100001C6` = 192×96 = 3 visible rows). Content height = `ceil(count / Columns) × CellHeight`; view height = the list's `Height`. - A scroll offset (whole rows, or pixels) shifts the cells up; cells fully outside the view are not drawn (scissor-clip via `UiRenderContext`, mirroring the transcript's clip). - Mouse-wheel over the list scrolls it (reuse the wheel→`UiScrollable` path the transcript uses). - `UiScrollable` exposes the thumb-size + position ratios the bound `UiScrollbar` reads (already its contract). **A2. `InventoryController` binds the gutter scrollbar.** Resolve `0x100001C7` from the layout; it is built by `DatWidgetFactory` as a Type-11 `UiScrollbar` (via its `0x2100003E` base). Bind it to `_contentsGrid`'s `UiScrollable` — exactly as `ChatWindowController` binds its transcript scrollbar (`ChatWindowController.cs:237-254`). If `0x100001C7` does not resolve to a `UiScrollbar` (inheritance surprise), the plan's first step pins why before wiring. **Acceptance:** with > 18 loose items the grid shows 3 rows + a working scrollbar; picked-up items are reachable by scrolling; the grid no longer draws past the frame; the bottom backdrop is intact. ### B — Backdrop full coverage The backdrop `0x100001D0` is already full-window (300×362). **Primary fix is A** (clipping the grid removes the overflow that tears the bottom). After A lands, the implementer verifies at the visual gate that the dark backing covers the whole window. **If a residual gap remains** (e.g. the Alphablend backdrop sprite drawn at native size instead of filled to the element's 300×362 bounds, or a sub-window region uncovered), root-cause it then — the candidate is `UiDatElement`'s Alphablend draw not stretching/tiling to bounds. This is a **root-cause-then-fix** task gated on the post-A screenshot, not a pre-committed code change (a render-coverage bug must be confirmed visually before fixing). **Acceptance:** no world/grass shows through the inventory window anywhere (matches retail's solid backing). ### C — Side-bag slot column The side-bag column `0x100001CA` (36×252 = 7 slots) currently renders **only the actual side bags** (via `InventoryController.Populate`'s `isBag → _containerList` branch), so a character with one bag shows one lone cell. Retail shows the bag(s) **plus empty slot frames** filling the column. - `InventoryController.Populate`: after adding the player's side bags to `_containerList`, **pad with empty `UiItemSlot`s** up to the slot count. Slot count = the column capacity (252 / cellPitch = 7), optionally clamped to the player's `ContainersCapacity` when known (> 0); default to the 7-slot column height otherwise. Empty cells draw the empty-slot art already (the toolbar empty-slot path). - **Cell pitch = 36** for `_containerList` + `_topContainer` (match `0x100001C9`/`0x100001CA`'s 36px geometry), not the 32px used for the contents grid. (Today the controller sets `CellPx = 32` for all three — split the contents-grid pitch (32) from the backpack-column pitch (36).) **Acceptance:** the side-bag column shows the character's bag(s) in the top slot(s) + empty frames below, a clean column like retail's. --- ## 4. Design decisions - **Reuse `UiScrollable`, don't fork it.** It already models content/view/offset + thumb ratios and is battle-tested by the chat transcript. `UiItemList` becomes a second consumer. (DRY; matches the widget-generalization ethos.) - **Scroll by whole rows vs. pixels:** scroll by **pixels** (smooth), clamped so the last row aligns to the view bottom — matches the transcript's pixel scroll and avoids a janky row-snap. (Plan may choose row-snap if the dat/retail behavior says so; default pixels.) - **Backdrop fix is gated on the post-A screenshot** (decision §B) — don't pre-change the Alphablend draw before confirming A didn't already fix it; avoids touching shared `UiDatElement` render for every window without cause. - **Side-bag slot count from `ContainersCapacity` when known, else 7** — the column is physically 7 slots; clamping to capacity matches retail (you see only as many slots as you can use) without a wire dependency (capacity ships in the weenie header, already parsed). --- ## 5. Testing - **`UiItemList` clip/scroll (unit, App.Tests):** content-height for N cells; the visible-cell index range at scroll offset 0 and at max offset; wheel delta updates the offset (clamped); `UiScrollable` thumb/position ratios for a known content/view. (No GL — assert the model + which cells are in-view.) - **`InventoryController` (unit, App.Tests, `BuildLayout` harness):** the side-bag column renders `bags + empties = slotCount` cells (filled first, then empty); the contents grid is bound to the scrollbar (the `0x100001C7` widget's scroll model is the grid's). A >18-item grid reports content height > view height (scrollable). - **Backdrop:** visual gate only (no unit test). - Full `dotnet build` + `dotnet test` green; existing inventory tests (incl. the B-Wire burden tests) unbroken. --- ## 6. Divergence register - If the side-bag slot count uses a fallback (7) when `ContainersCapacity` is absent, add a row noting the approximation. If B's residual fix stretches the Alphablend backdrop in a way that differs from retail's exact draw, add a row. Otherwise no new deviations (faithful 2D layout). Any row lands in the same commit as its deviation (register rule). --- ## 7. Out of scope (explicit) Paperdoll doll + equip-slot silhouettes (Stage 2); drag-to-drop / drag-from-inventory (B-Drag); the side-bag column scrollbar `0x100001CB` (inert — 7 slots fit); contents-grid drag-reorder; stack-quantity overlays. --- ## 8. Acceptance + visual gate - [ ] Contents grid clips to 3 rows + scrolls (wheel + scrollbar); picked-up items reachable; no overflow past the frame. - [ ] Backdrop covers the whole window (no grass through), confirmed at the gate. - [ ] Side-bag column shows bag(s) + empty slot frames (36px pitch). - [ ] `dotnet build` + `dotnet test` green. - [ ] **Visual gate:** open F12 with a full pack → matches retail screenshot 2 (minus the doll): scrollable grid, solid backdrop, bag-slot column. Then Stage 2 (paperdoll) gets its own brainstorm → spec → plan.