# LayoutDesc Importer — Implementation Plan (Plan 1: foundation + vitals conformance) > **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:** Read the retail vitals `LayoutDesc` (`0x2100006C`) from the dat and build a `UiElement` tree that reproduces the hand-built vitals window — proving a data-driven importer that needs no per-window graphics code. **Architecture:** A `LayoutImporter` reads a layout, resolves `BaseElement`/`BaseLayoutId` inheritance, and walks the `ElementDesc` tree. A hybrid factory maps each element's `Type` to either a dedicated behavioral widget (meter → `UiMeter`, text → dat-font label) or a generic `UiDatElement` that draws any element's media by draw-mode (reusing the proven tiling primitive). A per-window `VitalsController` binds live data to elements by id, mirroring retail's `gmVitalsUI`. Everything renders through the existing `UiRoot` + primitives — nothing is deleted. **Tech Stack:** C# .NET 10, Silk.NET, `Chorizite.DatReaderWriter` 2.1.7, xUnit. Spec: `docs/superpowers/specs/2026-06-15-layoutdesc-importer-design.md`. **Scope of Plan 1:** rollout steps 1–6 (enumeration → importer → inheritance → generic renderer → factory → vitals controller → conformance). NOT in Plan 1: window manager, chat re-drive, the full long-tail of element types (Plan 2). The generic renderer's fallback means un-widgeted types still draw their sprites. --- ## File structure ``` src/AcDream.App/UI/Layout/ ← new namespace for the importer ElementReader.cs — typed read of ElementDesc fields + inheritance merge (pure, GL-free) LayoutImporter.cs — read a LayoutDesc, walk the tree, build the UiElement tree UiDatElement.cs — generic element: draws its state media by DrawMode (tile/blend) DatWidgetFactory.cs — Type → widget (UiMeter / dat-font label) else UiDatElement VitalsController.cs — bind live data to elements by id (mirrors gmVitalsUI) src/AcDream.App/Rendering/GameWindow.cs ← wire importer under a flag, alongside the existing path docs/research/2026-06-15-layoutdesc-format.md ← Task 1 enumeration reference tests/AcDream.App.Tests/UI/Layout/ ← new test folder ElementReaderTests.cs — inheritance merge, edge-flags → anchors (pure) DatWidgetFactoryTests.cs— Type → widget mapping VitalsBindingTests.cs — bind-by-id wiring LayoutConformanceTests.cs — vitals tree golden checks (uses a committed fixture) tests/AcDream.App.Tests/UI/Layout/fixtures/ vitals_2100006C.json — dumped vitals layout tree (so tests need no dats) ``` Pure logic (inheritance merge, anchor mapping, factory decision, draw-mode UV) is GL-free and dat-free so it unit-tests without the user's dats. The dat-reading shell is exercised by the headless conformance tool + the committed fixture. --- ### Task 1: Format enumeration reference doc (research) Pins down the exact `DatReaderWriter` API and the format vocabulary the later tasks depend on. No production code. **Files:** - Create: `docs/research/2026-06-15-layoutdesc-format.md` - [ ] **Step 1: Enumerate the DatReaderWriter types** Run (PowerShell), capturing output: ``` dotnet run --project src\AcDream.Cli\AcDream.Cli.csproj --no-build -- dump-vitals-layout "$env:USERPROFILE\Documents\Asheron's Call" 0x2100006C ``` From this + the package, record the exact member names/types of `ElementDesc` (confirm `ElementId, Type, X, Y, Width, Height, LeftEdge, TopEdge, RightEdge, BottomEdge, ZLevel, BaseElement, BaseLayoutId, StateDesc, States, Children`), `StateDesc` (its `Media` collection + how properties like font `0x1A` / fill `0x69` are stored), and `MediaDescImage` (`File, DrawMode`) / `MediaDescCursor`. - [ ] **Step 2: Enumerate the Type + DrawMode vocabulary from the decomp** Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the `UIElement_*` class names + their render methods, the `DrawModeType` values, and the KSML keyword registrations (`KW_*` near `0x71b540`). Record each element `Type` value → meaning + render method, and each `DrawMode` value → behavior (Normal=tile, Alphablend, Stretch, …). - [ ] **Step 3: Cross-check against real layouts** Dump `0x21000014`, `0x21000075`, and `0x2100003F` (the vitals number-text base layout) and confirm which Types/DrawModes/properties actually occur. Note the inheritance chain for the vitals number-text element. - [ ] **Step 4: Write the reference doc** Write `docs/research/2026-06-15-layoutdesc-format.md` with sections: ElementDesc API, StateDesc/properties, MediaDesc kinds, the Type table (value → meaning → render method → generic-or-widget bucket), the DrawMode table, and the inheritance rules. Mark which types/draw-modes the vitals window uses (Plan 1 surface) vs the long tail (Plan 2). - [ ] **Step 5: Commit** ``` git add docs/research/2026-06-15-layoutdesc-format.md git commit -m "docs(D.2b): LayoutDesc format enumeration (importer groundwork)" ``` --- ### Task 2: ElementReader — inheritance merge + edge-flags → anchors (pure) **Files:** - Create: `src/AcDream.App/UI/Layout/ElementReader.cs` - Test: `tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs` `ElementReader` holds the pure, GL-free, dat-free transforms the importer needs. Model the element as a small POCO `ElementInfo` so the pure logic is testable without constructing `DatReaderWriter.ElementDesc`. - [ ] **Step 1: Write the failing tests** ```csharp using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class ElementReaderTests { [Fact] public void EdgeFlagsToAnchors_LeftRight_Stretches() { // Edge flag value 4 = "anchor to that side" per the format doc; left+right both anchored ⇒ width stretches. var a = ElementReader.ToAnchors(left: 4, top: 1, right: 4, bottom: 1); Assert.True(a.HasFlag(AnchorEdges.Left)); Assert.True(a.HasFlag(AnchorEdges.Right)); Assert.False(a.HasFlag(AnchorEdges.Bottom)); } [Fact] public void Merge_BaseThenOverride_DerivedWins() { var base_ = new ElementInfo { Type = 0, FontDid = 0x40000000, Width = 150, Height = 16 }; var derived = new ElementInfo { Type = 0, Width = 200 }; // overrides width, inherits font + height var merged = ElementReader.Merge(base_, derived); Assert.Equal(200, merged.Width); // override Assert.Equal(16, merged.Height); // inherited Assert.Equal(0x40000000u, merged.FontDid);// inherited } } ``` - [ ] **Step 2: Run to verify failure** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"` Expected: FAIL — `ElementReader` / `ElementInfo` not defined. - [ ] **Step 3: Implement ElementReader + ElementInfo** ```csharp namespace AcDream.App.UI.Layout; /// GL-free, dat-free snapshot of a resolved layout element. Populated by the /// importer from DatReaderWriter.ElementDesc (after inheritance); the pure transforms /// below operate on it so they unit-test without the dats. public sealed class ElementInfo { public uint Id; public int Type; public float X, Y, Width, Height; public int Left, Top, Right, Bottom; // edge-anchor flags public uint FontDid; // 0 = none (inherited via Merge) // sprite per state: state name -> (file, drawMode). "" = DirectState. public Dictionary StateMedia = new(); } public static class ElementReader { /// Edge-anchor flags → AnchorEdges. Flag value 4 (per format doc) = "pinned /// to that side"; any other value = not pinned. Left+Right ⇒ width stretches. public static AnchorEdges ToAnchors(int left, int top, int right, int bottom) { var a = AnchorEdges.None; if (left == 4) a |= AnchorEdges.Left; if (top == 4) a |= AnchorEdges.Top; if (right == 4) a |= AnchorEdges.Right; if (bottom == 4) a |= AnchorEdges.Bottom; if (a == AnchorEdges.None) a = AnchorEdges.Left | AnchorEdges.Top; // default: pin top-left return a; } /// Merge a base element with a derived override: start from base, apply any /// non-default field the derived element sets. Mirrors BaseElement/BaseLayoutId. public static ElementInfo Merge(ElementInfo base_, ElementInfo derived) { var m = new ElementInfo { Id = derived.Id != 0 ? derived.Id : base_.Id, Type = derived.Type != 0 ? derived.Type : base_.Type, X = derived.X, Y = derived.Y, // position is the derived placement Width = derived.Width != 0 ? derived.Width : base_.Width, Height = derived.Height != 0 ? derived.Height : base_.Height, Left = derived.Left, Top = derived.Top, Right = derived.Right, Bottom = derived.Bottom, FontDid = derived.FontDid != 0 ? derived.FontDid : base_.FontDid, StateMedia = new Dictionary(base_.StateMedia), }; foreach (var kv in derived.StateMedia) m.StateMedia[kv.Key] = kv.Value; // derived overrides return m; } } ``` > NOTE: confirm the edge-flag "pinned" value (4) and the font-property key against Task 1's doc; adjust the `== 4` test if the doc says otherwise. - [ ] **Step 4: Run to verify pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~ElementReaderTests"` Expected: PASS (2 tests). - [ ] **Step 5: Commit** ``` git add src/AcDream.App/UI/Layout/ElementReader.cs tests/AcDream.App.Tests/UI/Layout/ElementReaderTests.cs git commit -m "feat(D.2b): ElementReader — layout inheritance merge + edge-flag anchors" ``` --- ### Task 3: UiDatElement — generic element + draw-mode render **Files:** - Create: `src/AcDream.App/UI/Layout/UiDatElement.cs` Generic widget: holds an `ElementInfo` + the active state name, draws that state's media by draw-mode. Reuses the proven tiling render (UV-repeat at native width; UI textures are `GL_REPEAT`-wrapped). - [ ] **Step 1: Write the failing test (active-state selection is pure)** ```csharp using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class UiDatElementTests { [Fact] public void ActiveMedia_PrefersNamedStateOverDirect() { var info = new ElementInfo(); info.StateMedia[""] = (0x06000001, 0); // DirectState info.StateMedia["ShowDetail"] = (0x06000002, 1); // named var e = new UiDatElement(info, (_, _) => (0, 0, 0)) { ActiveState = "ShowDetail" }; Assert.Equal(0x06000002u, e.ActiveMedia().File); e.ActiveState = ""; Assert.Equal(0x06000001u, e.ActiveMedia().File); } } ``` - [ ] **Step 2: Run to verify failure** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"` Expected: FAIL — `UiDatElement` not defined. - [ ] **Step 3: Implement UiDatElement** ```csharp using System; using System.Numerics; namespace AcDream.App.UI.Layout; /// Generic dat element: draws its active state's media by DrawMode (Normal=tile, /// Alphablend=blended overlay). The fallback renderer for every element type without a /// dedicated behavioral widget; faithful because retail's base element render is exactly /// "stamp the media per draw-mode". public sealed class UiDatElement : UiElement { private readonly ElementInfo _info; private readonly Func _resolve; public string ActiveState { get; set; } = ""; public UiDatElement(ElementInfo info, Func resolve) { _info = info; _resolve = resolve; ClickThrough = true; // generic decoration; behavioral widgets opt back in } public (uint File, int DrawMode) ActiveMedia() => _info.StateMedia.TryGetValue(ActiveState, out var m) ? m : _info.StateMedia.TryGetValue("", out var d) ? d : (0u, 0); protected override void OnDraw(UiRenderContext ctx) { var (file, drawMode) = ActiveMedia(); if (file == 0) return; var (tex, tw, th) = _resolve(file); if (tex == 0 || tw == 0 || th == 0) return; // DrawMode 0 = Normal → TILE at native size (UV-repeat; GL_REPEAT-wrapped UI texture), // matching ImgTex::TileCSI. (Alphablend/others are the same blit with a blend state; // the sprite shader already alpha-blends, so the quad is identical here.) ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One); } } ``` > NOTE: confirm `DrawMode` enum values against Task 1; if a value needs a non-tiled blit (e.g. a true Stretch), branch here. For the vitals surface (Normal + Alphablend) the tiled UV-repeat quad is correct. - [ ] **Step 4: Run to verify pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~UiDatElementTests"` Expected: PASS. - [ ] **Step 5: Commit** ``` git add src/AcDream.App/UI/Layout/UiDatElement.cs tests/AcDream.App.Tests/UI/Layout/UiDatElementTests.cs git commit -m "feat(D.2b): UiDatElement — generic per-drawmode element renderer" ``` --- ### Task 4: DatWidgetFactory — Type → widget (else generic) **Files:** - Create: `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` - Test: `tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs` - [ ] **Step 1: Write the failing tests** ```csharp using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class DatWidgetFactoryTests { private static (uint, int, int) NoTex(uint _) => (0, 0, 0); [Fact] public void Type7_Meter_MakesUiMeter() { var e = DatWidgetFactory.Create(new ElementInfo { Type = 7, Width = 150, Height = 16 }, NoTex, null); Assert.IsType(e); } [Fact] public void UnknownType_FallsBackToGeneric() { var e = DatWidgetFactory.Create(new ElementInfo { Type = 999 }, NoTex, null); Assert.IsType(e); } } ``` - [ ] **Step 2: Run to verify failure** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"` Expected: FAIL — `DatWidgetFactory` not defined. - [ ] **Step 3: Implement DatWidgetFactory** ```csharp using System; namespace AcDream.App.UI.Layout; /// Hybrid factory: behavioral element Types map to dedicated widgets (verbatim /// algorithm ports); everything else (and unknown Types) falls back to UiDatElement. /// The Type→bucket assignment comes from the format enumeration (Task 1). public static class DatWidgetFactory { /// RenderSurface id → (GL tex, w, h). /// Retail UI font for text elements (may be null pre-load). public static UiElement Create(ElementInfo info, Func resolve, UiDatFont? datFont) { var e = info.Type switch { 7 => BuildMeter(info, resolve), // UIElement_Meter _ => new UiDatElement(info, resolve), }; e.Left = info.X; e.Top = info.Y; e.Width = info.Width; e.Height = info.Height; e.Anchors = ElementReader.ToAnchors(info.Left, info.Top, info.Right, info.Bottom); return e; } private static UiElement BuildMeter(ElementInfo info, Func resolve) => new UiMeter { SpriteResolve = resolve }; // back/front slice ids + binding set by the controller } ``` > NOTE: text (Type 0) keeps using the generic element for now; the dat-font label binding happens in the controller via `UiDatFont`. Add a dedicated text widget in Plan 2 if the enumeration shows behavior beyond "draw a bound string". - [ ] **Step 4: Run to verify pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~DatWidgetFactoryTests"` Expected: PASS. - [ ] **Step 5: Commit** ``` git add src/AcDream.App/UI/Layout/DatWidgetFactory.cs tests/AcDream.App.Tests/UI/Layout/DatWidgetFactoryTests.cs git commit -m "feat(D.2b): DatWidgetFactory — Type→widget hybrid mapping" ``` --- ### Task 5: LayoutImporter — read layout, resolve inheritance, build tree **Files:** - Create: `src/AcDream.App/UI/Layout/LayoutImporter.cs` Reads a `LayoutDesc` via `DatCollection`, converts each `ElementDesc` to `ElementInfo` (resolving `BaseElement`/`BaseLayoutId` via `ElementReader.Merge`), builds the widget tree via the factory, and recurses into children. Exposes `FindElement(uint id)`. - [ ] **Step 1: Write the failing test (uses the committed fixture, no dats)** Create `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` by serializing the dumped tree (a list of `ElementInfo`-shaped records). Test that the importer's pure `BuildFromInfos` produces the right tree: ```csharp using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class LayoutImporterTests { [Fact] public void BuildFromInfos_HealthMeter_IsUiMeterAtRect() { // health meter element 0x100000E6: X=5,Y=5,150x16,Type=7 var root = new ElementInfo { Id = 0x100005F9, Type = 3, Width = 160, Height = 58 }; var health = new ElementInfo { Id = 0x100000E6, Type = 7, X = 5, Y = 5, Width = 150, Height = 16 }; var tree = LayoutImporter.BuildFromInfos(root, new[] { health }, (_, _) => (0, 0, 0), null); var found = tree.FindElement(0x100000E6); Assert.IsType(found); Assert.Equal(5f, found!.Left); Assert.Equal(150f, found.Width); } } ``` - [ ] **Step 2: Run to verify failure** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"` Expected: FAIL — `LayoutImporter` not defined. - [ ] **Step 3: Implement LayoutImporter** ```csharp using System; using System.Collections.Generic; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Types; namespace AcDream.App.UI.Layout; /// Reads a retail LayoutDesc into a UiElement tree. Pure tree-building /// (BuildFromInfos) is dat-free + testable; Import(dats, id, ...) is the dat shell. public sealed class ImportedLayout { public required UiElement Root { get; init; } private readonly Dictionary _byId; public ImportedLayout(UiElement root, Dictionary byId) { Root = root; _byId = byId; } public UiElement? FindElement(uint id) => _byId.TryGetValue(id, out var e) ? e : null; } public static class LayoutImporter { /// Dat shell: load the layout, convert ElementDescs to ElementInfo (resolving /// inheritance), then BuildFromInfos. Returns null if the layout is missing. public static ImportedLayout? Import(DatCollection dats, uint layoutId, Func resolve, UiDatFont? datFont) { var ld = dats.Get(layoutId); if (ld is null) return null; // Convert top-level + nested ElementDescs to resolved ElementInfo. ElementInfo Convert(ElementDesc d) => Resolve(dats, d); // Build a synthetic root that holds the top-level elements as children. var rootInfo = new ElementInfo { Id = 0, Type = 3 }; var children = new List(); var nested = new Dictionary(); foreach (var kv in ld.Elements) { var info = Convert(kv.Value); children.Add(info); nested[info] = kv.Value; } return BuildFromInfosRecursive(rootInfo, ld, dats, resolve, datFont); } /// Pure builder used by tests + the shell: build a tree from a root info + its /// direct children infos. (The recursive dat variant handles real nested trees.) public static ImportedLayout BuildFromInfos(ElementInfo rootInfo, IEnumerable children, Func resolve, UiDatFont? datFont) { var byId = new Dictionary(); var root = DatWidgetFactory.Create(rootInfo, resolve, datFont); if (rootInfo.Id != 0) byId[rootInfo.Id] = root; foreach (var c in children) { var w = DatWidgetFactory.Create(c, resolve, datFont); root.AddChild(w); if (c.Id != 0) byId[c.Id] = w; } return new ImportedLayout(root, byId); } // ---- dat-side helpers ---- private static ImportedLayout BuildFromInfosRecursive(ElementInfo rootInfo, LayoutDesc ld, DatCollection dats, Func resolve, UiDatFont? datFont) { var byId = new Dictionary(); var root = DatWidgetFactory.Create(rootInfo, resolve, datFont); foreach (var kv in ld.Elements) AddElement(root, kv.Value, dats, resolve, datFont, byId); return new ImportedLayout(root, byId); } private static void AddElement(UiElement parent, ElementDesc d, DatCollection dats, Func resolve, UiDatFont? datFont, Dictionary byId) { var info = Resolve(dats, d); var w = DatWidgetFactory.Create(info, resolve, datFont); parent.AddChild(w); if (info.Id != 0) byId[info.Id] = w; foreach (var kv in d.Children) AddElement(w, kv.Value, dats, resolve, datFont, byId); } /// ElementDesc → ElementInfo, resolving BaseElement/BaseLayoutId inheritance. private static ElementInfo Resolve(DatCollection dats, ElementDesc d) { var self = ToInfo(d); if (d.BaseElement != 0 && d.BaseLayoutId != 0) { var baseLd = dats.Get(d.BaseLayoutId); var baseDesc = baseLd is null ? null : FindDesc(baseLd, d.BaseElement); if (baseDesc is not null) return ElementReader.Merge(Resolve(dats, baseDesc), self); // recursive base chain } return self; } private static ElementDesc? FindDesc(LayoutDesc ld, uint id) { foreach (var kv in ld.Elements) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; } return null; } private static ElementDesc? FindDescIn(ElementDesc d, uint id) { if (d.ElementId == id) return d; foreach (var kv in d.Children) { var f = FindDescIn(kv.Value, id); if (f is not null) return f; } return null; } /// Read the verified ElementDesc fields into ElementInfo (no inheritance). private static ElementInfo ToInfo(ElementDesc d) { var info = new ElementInfo { Id = d.ElementId, Type = (int)d.Type, X = d.X, Y = d.Y, Width = d.Width, Height = d.Height, Left = (int)d.LeftEdge, Top = (int)d.TopEdge, Right = (int)d.RightEdge, Bottom = (int)d.BottomEdge, }; if (d.StateDesc is not null) ReadState(d.StateDesc, "", info); foreach (var s in d.States) ReadState(s.Value, s.Key, info); return info; } private static void ReadState(StateDesc sd, string name, ElementInfo info) { foreach (var m in sd.Media) if (m is MediaDescImage img && img.File != 0) info.StateMedia[name] = (img.File, (int)img.DrawMode); // font DID (property 0x1A) read here once the format doc confirms the property API. } } ``` > NOTE: the exact `ElementDesc`/`StateDesc` member access (`d.X`, `d.Type`, `d.States`, `sd.Media`, `img.DrawMode`, the font property) must match Task 1's verified API; `dump-vitals-layout` confirms these members exist. Adjust casts/names to the real API. - [ ] **Step 4: Run to verify pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutImporterTests"` Expected: PASS. - [ ] **Step 5: Commit** ``` git add src/AcDream.App/UI/Layout/LayoutImporter.cs tests/AcDream.App.Tests/UI/Layout/LayoutImporterTests.cs tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json git commit -m "feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree" ``` --- ### Task 6: VitalsController — bind live data by id **Files:** - Create: `src/AcDream.App/UI/Layout/VitalsController.cs` - Test: `tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs` Mirrors `gmVitalsUI`: grab the meter elements by id and wire their fill + numbers + the correct per-vital sprite slice ids (which are dat-driven, but the back/front-slice split + the live data binding are the controller's job). - [ ] **Step 1: Write the failing test** ```csharp using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class VitalsBindingTests { [Fact] public void Bind_SetsHealthMeterFillFromProvider() { var health = new UiMeter(); var layout = FakeLayout(("0x100000E6", health)); float hp = 0.42f; VitalsController.Bind(layout, healthPct: () => hp, staminaPct: () => 1, manaPct: () => 1, healthText: () => "42/100", staminaText: () => "", manaText: () => ""); Assert.Equal(0.42f, health.Fill()); } private static ImportedLayout FakeLayout(params (string idHex, UiElement e)[] items) { var dict = new System.Collections.Generic.Dictionary(); var root = new UiPanel(); foreach (var (idHex, e) in items) { uint id = System.Convert.ToUInt32(idHex, 16); root.AddChild(e); dict[id] = e; } return new ImportedLayout(root, dict); } } ``` - [ ] **Step 2: Run to verify failure** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"` Expected: FAIL — `VitalsController` not defined. - [ ] **Step 3: Implement VitalsController** ```csharp using System; namespace AcDream.App.UI.Layout; /// Per-window controller for the vitals layout (0x2100006C). Mirrors retail /// gmVitalsUI::PostInit: grab the meter elements by id and bind live data. The ONLY /// per-window code — data wiring, not graphics. public static class VitalsController { public const uint Health = 0x100000E6, Stamina = 0x100000EC, Mana = 0x100000EE; public static void Bind(ImportedLayout layout, Func healthPct, Func staminaPct, Func manaPct, Func healthText, Func staminaText, Func manaText) { BindMeter(layout, Health, healthPct, healthText); BindMeter(layout, Stamina, staminaPct, staminaText); BindMeter(layout, Mana, manaPct, manaText); } private static void BindMeter(ImportedLayout layout, uint id, Func pct, Func text) { if (layout.FindElement(id) is UiMeter m) { m.Fill = () => pct(); m.Label = () => text(); } } } ``` > NOTE: the per-vital back/front 3-slice sprite ids live on the meter's child image elements in the dat; the importer sets them on the `UiMeter` (extend `DatWidgetFactory.BuildMeter` to read the meter's `E8/E9/EA` + back/front child sprites once the tree is built). For Plan 1 conformance, the controller binds the dynamic data; the static slice ids come from the dat via the importer. - [ ] **Step 4: Run to verify pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~VitalsBindingTests"` Expected: PASS. - [ ] **Step 5: Commit** ``` git add src/AcDream.App/UI/Layout/VitalsController.cs tests/AcDream.App.Tests/UI/Layout/VitalsBindingTests.cs git commit -m "feat(D.2b): VitalsController — bind live vitals data by element id" ``` --- ### Task 7: Wire the importer into GameWindow behind a flag **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `_options.RetailUi` block where the vitals panel is built) - Modify: `src/AcDream.App/RuntimeOptions.cs` (add `RetailUiImporter` flag from `ACDREAM_RETAIL_UI_IMPORTER`) Run the importer-built vitals window when `ACDREAM_RETAIL_UI_IMPORTER=1`, ALONGSIDE the existing hand-authored path (which stays the default). This is the conformance harness + the eventual switch-over. - [ ] **Step 1: Add the RuntimeOptions flag** In `RuntimeOptions.cs`, add `public bool RetailUiImporter { get; init; }` and read it in `Program.cs` from `ACDREAM_RETAIL_UI_IMPORTER == "1"` (follow the existing `RetailUi` pattern). - [ ] **Step 2: Wire the importer in the RetailUi block** In `GameWindow.cs`, in the `if (_options.RetailUi)` block, after the existing vitals panel is built, add: ```csharp if (_options.RetailUiImporter) { var imported = AcDream.App.UI.Layout.LayoutImporter.Import( _dats, 0x2100006Cu, ResolveChrome, _datFont); if (imported is not null) { AcDream.App.UI.Layout.VitalsController.Bind(imported, healthPct: () => _vitalsVm!.HealthPercent ?? 0f, staminaPct: () => _vitalsVm!.StaminaPercent ?? 0f, manaPct: () => _vitalsVm!.ManaPercent ?? 0f, healthText: () => $"{_vitalsVm!.HealthCurrent}/{_vitalsVm.HealthMax}", staminaText: () => $"{_vitalsVm!.StaminaCurrent}/{_vitalsVm.StaminaMax}", manaText: () => $"{_vitalsVm!.ManaCurrent}/{_vitalsVm.ManaMax}"); imported.Root.Left = 240; imported.Root.Top = 30; // offset so it sits beside the hand-built one for A/B _uiHost.Root.AddChild(imported.Root); Console.WriteLine("[D.2b] importer vitals window active (A/B vs hand-authored)."); } } ``` > NOTE: confirm `_dats` (the `DatCollection`) + `_datFont` (the `UiDatFont`) field names in `GameWindow`; both already exist (the chrome resolve + the dat-font load use them). - [ ] **Step 3: Build** Run: `dotnet build src\AcDream.App\AcDream.App.csproj -c Debug` Expected: 0 errors. - [ ] **Step 4: Commit** ``` git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.App/RuntimeOptions.cs src/AcDream.App/Program.cs git commit -m "feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)" ``` --- ### Task 8: Vitals conformance — golden tree checks + headless render diff **Files:** - Create: `tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs` - Modify: `src/AcDream.Cli/VitalsMockup.cs` (add an importer-render mode if needed for the visual diff) - [ ] **Step 1: Write the golden tree conformance test (against the fixture)** ```csharp using AcDream.App.UI; using AcDream.App.UI.Layout; namespace AcDream.App.Tests.UI.Layout; public class LayoutConformanceTests { [Fact] public void VitalsTree_HasThreeMetersAtExpectedRects() { var layout = FixtureLoader.LoadVitals(); // deserializes vitals_2100006C.json → ImportedLayout via BuildFromInfos (uint id, float y)[] expected = { (0x100000E6, 5), (0x100000EC, 21), (0x100000EE, 37) }; foreach (var (id, y) in expected) { var m = layout.FindElement(id); Assert.IsType(m); Assert.Equal(5f, m!.Left); Assert.Equal(150f, m.Width); Assert.Equal(16f, m.Height); Assert.Equal(y, m.Top); } } } ``` Add a tiny `FixtureLoader` that reads the committed JSON into `ElementInfo`s and calls `LayoutImporter.BuildFromInfos`. - [ ] **Step 2: Run to verify failure, then implement FixtureLoader, then pass** Run: `dotnet test tests\AcDream.App.Tests --filter "FullyQualifiedName~LayoutConformanceTests"` Expected: FAIL → implement `FixtureLoader` → PASS. - [ ] **Step 3: Headless visual diff** Launch the client with both windows (`ACDREAM_RETAIL_UI=1 ACDREAM_RETAIL_UI_IMPORTER=1`, testaccount2) and confirm the importer window (offset) is pixel-identical to the hand-authored one. (Manual visual gate — the user confirms. No assertion.) - [ ] **Step 4: Full test sweep** Run: `dotnet test tests\AcDream.App.Tests\AcDream.App.Tests.csproj --filter "FullyQualifiedName~UI"` Expected: PASS (all prior UI tests + the new Layout tests). - [ ] **Step 5: Commit** ``` git add tests/AcDream.App.Tests/UI/Layout/LayoutConformanceTests.cs git commit -m "test(D.2b): vitals importer conformance (golden tree + A/B render gate)" ``` --- ## After Plan 1 **Plan 1 status: SHIPPED 2026-06-15, pixel-identical.** **Default flip DONE 2026-06-15 (`bf77a23`):** the importer is now the default vitals window at `ACDREAM_RETAIL_UI=1`. The hand-authored `vitals.xml` and the `ACDREAM_RETAIL_UI_IMPORTER` flag were retired (`vitals.xml` is recoverable from git history). The window is movable (Anchors=None + Draggable) but NOT resizable — the dat stacked-vitals layout (`0x2100006C`) is fixed-size (chrome edges near-pinned); faithful grip/dragbar resize for the whole toolkit is Plan 2. `MarkupDocument`/`UiNineSlicePanel` remain for the chat window + plugin panels. **Plan 2** covers: the `WindowManager` (open/close/z-order/persist, drag via Type-2 drag bars, resize via Type-9 resize grips for the whole toolkit), re-driving the chat window (`ChatController`), and extending the factory/renderer to the full long-tail of element types per the Task 1 enumeration. Register Plan 2 in the roadmap before starting it. ## Self-review - **Spec coverage:** enumeration (Task 1) ✓, importer + inheritance (Tasks 2,5) ✓, generic renderer (Task 3) ✓, hybrid factory (Task 4) ✓, controller/binding (Task 6) ✓, coexistence/flag (Task 7) ✓, conformance (Task 8) ✓. Window manager + chat + full long-tail = explicitly deferred to Plan 2 (spec rollout 7–8). - **Placeholder scan:** every code step has concrete code; `NOTE`s flag where Task 1's verified API must confirm a member name/value — that's a real dependency, not a vague requirement. - **Type consistency:** `ElementInfo`, `ImportedLayout`, `LayoutImporter.BuildFromInfos`/`Import`, `DatWidgetFactory.Create`, `UiDatElement.ActiveMedia`, `VitalsController.Bind` are used consistently across tasks; `UiMeter.Fill`/`Label`/`SpriteResolve` match the existing widget.