12-task TDD plan: register D.5.1 -> CreateObject IconId capture -> ItemRepository.EnrichItem -> spawn-event icon wiring -> persist shortcuts -> IconComposer (CPU composite) -> UiItemSlot -> UiItemList + factory branch -> ToolbarController -> GameWindow mount -> visual gate -> bookkeeping. Concrete call sites pinned (WorldSession.cs:701 EntitySpawned, GameEventWiring.WireAll, GameWindow Items@598, BuildUse 0x0036). Synced the spec's CreateObject section with the wider-than-expected wiring found during planning. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
1104 lines
46 KiB
Markdown
1104 lines
46 KiB
Markdown
# D.5.1 Toolbar (action bar) — Phase 1 Implementation Plan
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> **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.
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**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.
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**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.
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**Tech Stack:** C# .NET 10, Silk.NET OpenGL, the in-tree `AcDream.App/UI` retained-mode toolkit, `DatCollection` for RenderSurface decode, xUnit.
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**Spec:** [`docs/superpowers/specs/2026-06-16-d2b-toolbar-phase1-design.md`](../specs/2026-06-16-d2b-toolbar-phase1-design.md).
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**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).
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**Spec deltas discovered during planning (elaboration, not contradiction):**
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- 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`).
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- 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.
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- 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.
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---
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## Task 0: Register D.5.1 in the roadmap
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**Files:**
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- Modify: `docs/plans/2026-04-11-roadmap.md` (the D.5 entry, ~line 433)
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- [ ] **Step 1: Add the D.5.1 sub-phase entry under D.5**
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In `docs/plans/2026-04-11-roadmap.md`, immediately after the `D.5 — Core panels` bullet (the one at ~line 433), add:
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```markdown
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- **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.
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```
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- [ ] **Step 2: Commit**
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```bash
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git add docs/plans/2026-04-11-roadmap.md
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git commit -m "docs(D.5.1): register toolbar phase-1 in the roadmap"
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```
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---
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## Task 1: Capture `IconId` in `CreateObject.Parsed`
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**Files:**
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- Modify: `src/AcDream.Core.Net/Messages/CreateObject.cs` (the `Parsed` struct ~lines 105-142; the parse at lines 515-516)
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- 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*`)
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- [ ] **Step 1: Write the failing test**
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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:
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```csharp
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[Fact]
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public void TryParse_capturesIconId()
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{
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// A CreateObject body for a simple contained item. Build the bytes with the
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// exact field order TryParse reads (guid, ... name, packed WeenieClassId,
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// packed-of-known-type IconId 0x06xxxxxx, u32 itemType, ...). Reuse the helper
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// that an existing CreateObject test uses to assemble a body; the new assertion:
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var parsed = CreateObject.TryParse(BuildContainedItemBody(iconId: 0x06001234u));
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Assert.NotNull(parsed);
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Assert.Equal(0x06001234u, parsed!.Value.IconId);
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}
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```
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- [ ] **Step 2: Run the test, verify it fails**
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Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId`
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Expected: FAIL — `Parsed` has no member `IconId` (compile error), or `IconId` is 0.
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- [ ] **Step 3: Add `IconId` to the `Parsed` struct and capture it**
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In `src/AcDream.Core.Net/Messages/CreateObject.cs`, add a field to the `Parsed` struct (the readonly struct around lines 105-142):
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```csharp
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public uint IconId; // 0x06xxxxxx RenderSurface id of the item icon (0 = none)
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```
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In `TryParse`, change the discard at line 516 to capture, and assign it into the returned `Parsed`. Replace:
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```csharp
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_ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix);
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```
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with:
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```csharp
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uint iconId = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix);
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```
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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).
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- [ ] **Step 4: Run the test, verify it passes**
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Run: `dotnet test tests/AcDream.Core.Net.Tests --filter TryParse_capturesIconId`
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Expected: PASS.
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.Core.Net/Messages/CreateObject.cs tests/AcDream.Core.Net.Tests/CreateObjectTests.cs
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git commit -m "feat(D.5.1): capture IconId in CreateObject.Parsed (was discarded at cs:516)"
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```
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---
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## Task 2: `ItemRepository.EnrichItem` (icon enrichment, enrich-existing)
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**Files:**
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- Modify: `src/AcDream.Core/Items/ItemRepository.cs` (add a method; events already exist at lines 49-59)
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- Test: `tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs` (verify the dir with `Glob tests/AcDream.Core.Tests/**/*ItemRepository*`; if absent, create it)
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- [ ] **Step 1: Write the failing test**
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```csharp
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[Fact]
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public void EnrichItem_updatesIconOnExistingStub_andRaisesUpdated()
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{
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var repo = new ItemRepository();
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repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 42u }); // stub from PlayerDescription
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ItemInstance? updated = null;
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repo.ItemPropertiesUpdated += i => updated = i;
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bool hit = repo.EnrichItem(0x5001u, iconId: 0x06001234u, name: "Mana Stone", type: ItemType.Misc);
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Assert.True(hit);
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Assert.Equal(0x06001234u, repo.GetItem(0x5001u)!.IconId);
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Assert.Equal("Mana Stone", repo.GetItem(0x5001u)!.Name);
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Assert.NotNull(updated);
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}
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[Fact]
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public void EnrichItem_returnsFalse_whenItemUnknown()
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{
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var repo = new ItemRepository();
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Assert.False(repo.EnrichItem(0x9999u, 0x06001234u, "x", ItemType.Misc));
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}
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```
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- [ ] **Step 2: Run the test, verify it fails**
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Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem`
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Expected: FAIL — `EnrichItem` not defined.
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- [ ] **Step 3: Implement `EnrichItem`**
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Add to `src/AcDream.Core/Items/ItemRepository.cs` (near `AddOrUpdate`):
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```csharp
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/// <summary>
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/// Enrich an already-known item (a stub created from PlayerDescription) with the
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/// fuller data carried by its CreateObject (icon, name, type). Returns false if the
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/// item isn't tracked yet — phase 1 enriches existing items only; full
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/// CreateObject ingestion of newly-acquired items is the inventory phase.
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/// Raises ItemPropertiesUpdated on success so bound widgets (the toolbar) re-render.
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/// </summary>
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public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type)
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{
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if (!_items.TryGetValue(objectId, out var item)) return false;
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if (iconId != 0) item.IconId = iconId;
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if (!string.IsNullOrEmpty(name)) item.Name = name;
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if (type != default) item.Type = type;
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ItemPropertiesUpdated?.Invoke(item);
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return true;
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}
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```
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- [ ] **Step 4: Run the test, verify it passes**
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Run: `dotnet test tests/AcDream.Core.Tests --filter EnrichItem`
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Expected: PASS (both).
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.Core/Items/ItemRepository.cs tests/AcDream.Core.Tests/Items/ItemRepositoryTests.cs
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git commit -m "feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject)"
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```
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---
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## Task 3: Thread `IconId` through the spawn event into `ItemRepository`
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This is integration wiring (no new pure unit; covered by Task 1/2 units + the visual gate). Three edits.
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**Files:**
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- Modify: the `EntitySpawn` record (locate: `Grep "record EntitySpawn" src/AcDream.Core.Net` — likely `src/AcDream.Core.Net/WorldSession.cs` or a sibling)
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- Modify: `src/AcDream.Core.Net/WorldSession.cs:701-719` (the `EntitySpawned?.Invoke(new EntitySpawn(...))`)
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- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the `OnLiveEntitySpawned` handler — subscribed at line 2216)
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- [ ] **Step 1: Add `IconId` to the `EntitySpawn` record**
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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).
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- [ ] **Step 2: Pass `parsed.Value.IconId` at the invoke site**
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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).
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- [ ] **Step 3: Enrich the repo in the spawn handler**
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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`):
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```csharp
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// D.5.1: enrich a known inventory/equipped item (stubbed from PlayerDescription)
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// with the icon/name/type its CreateObject carries, so the toolbar can render it.
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Items.EnrichItem(e.Guid, e.IconId, e.Name, e.ItemType);
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```
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(`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.)
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- [ ] **Step 4: Build + run the full suite**
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Run: `dotnet build` then `dotnet test`
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Expected: green (no behavior regression; the new arg threads through).
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.Core.Net/WorldSession.cs src/AcDream.App/Rendering/GameWindow.cs
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git commit -m "feat(D.5.1): thread CreateObject IconId into ItemRepository via spawn event"
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```
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---
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## Task 4: Persist `Parsed.Shortcuts` (the durable holder)
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`Parsed.Shortcuts` is parsed in `GameEventWiring.WireAll`'s PlayerDescription handler then discarded. Surface it to a durable holder the toolbar reads.
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**Files:**
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- Modify: `src/AcDream.Core.Net/GameEventWiring.cs` (the `WireAll` signature + the PlayerDescription lambda)
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- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (add a `Shortcuts` field; pass a callback at the `WireAll(...)` call ~line 2269)
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- Test: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs`
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- [ ] **Step 1: Write the failing test**
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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:
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```csharp
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[Fact]
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public void WireAll_PlayerDescription_invokesOnShortcuts()
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{
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IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>? got = null;
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// ... build the same harness an existing PD test uses, but pass the new
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// onShortcuts callback into WireAll: onShortcuts: list => got = list
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// then dispatch a PD message whose SHORTCUT block has one entry (idx=0, guid=0x5001, spell=0, layer=0).
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Assert.NotNull(got);
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Assert.Single(got!);
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Assert.Equal(0x5001u, got![0].ObjectGuid);
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}
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```
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- [ ] **Step 2: Run the test, verify it fails**
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Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts`
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Expected: FAIL — `WireAll` has no `onShortcuts` parameter.
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- [ ] **Step 3: Add the callback to `WireAll` and invoke it**
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In `src/AcDream.Core.Net/GameEventWiring.cs`:
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- Add a parameter to `WireAll`: `Action<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>>? onShortcuts = null` (optional, so existing callers/tests compile unchanged).
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- In the PlayerDescription handler lambda (where `Parsed` is in scope, ~lines 281-433), after the existing inventory population, add:
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```csharp
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onShortcuts?.Invoke(parsed.Shortcuts);
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```
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- [ ] **Step 4: Run the test, verify it passes**
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Run: `dotnet test tests/AcDream.Core.Net.Tests --filter WireAll_PlayerDescription_invokesOnShortcuts`
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Expected: PASS.
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- [ ] **Step 5: Store the shortcuts in GameWindow**
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In `src/AcDream.App/Rendering/GameWindow.cs`:
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- Add a field near `Items` (line 598):
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```csharp
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/// <summary>Persisted hotbar shortcuts from the last PlayerDescription (D.5.1 toolbar source).</summary>
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public IReadOnlyList<AcDream.Core.Net.Messages.PlayerDescriptionParser.ShortcutEntry> Shortcuts { get; private set; }
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= System.Array.Empty<AcDream.Core.Net.Messages.PlayerDescriptionParser.ShortcutEntry>();
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```
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- At the `GameEventWiring.WireAll(...)` call (~line 2269), pass `onShortcuts: list => Shortcuts = list`.
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- [ ] **Step 6: Build + commit**
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Run: `dotnet build` then `dotnet test`
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Expected: green.
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```bash
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git add src/AcDream.Core.Net/GameEventWiring.cs src/AcDream.App/Rendering/GameWindow.cs tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs
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git commit -m "feat(D.5.1): persist PlayerDescription shortcuts (were parsed then discarded)"
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```
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---
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## Task 5: `IconComposer` — CPU icon composite + cache
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**Files:**
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- Create: `src/AcDream.App/UI/IconComposer.cs`
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- Modify: `src/AcDream.App/Rendering/TextureCache.cs` (add a public `UploadRgba8` wrapper — it's currently private)
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- Test: `tests/AcDream.App.Tests/UI/IconComposerTests.cs`
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The pure compositing core is testable; the dat-decode + GL-upload is a thin shell exercised by the visual gate.
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- [ ] **Step 1: Write the failing test (pure composite)**
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`tests/AcDream.App.Tests/UI/IconComposerTests.cs`:
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|
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```csharp
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using AcDream.App.UI;
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using Xunit;
|
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|
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public class IconComposerTests
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{
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private static byte[] Solid(int w, int h, byte r, byte g, byte b, byte a)
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{
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var px = new byte[w * h * 4];
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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; }
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return px;
|
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}
|
||
|
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[Fact]
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public void Compose_alphaOver_topOpaqueLayerWins()
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{
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var bottom = (Solid(2, 2, 255, 0, 0, 255), 2, 2); // red, opaque
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var top = (Solid(2, 2, 0, 0, 255, 255), 2, 2); // blue, opaque
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var (rgba, w, h) = IconComposer.Compose(new[] { bottom, top });
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Assert.Equal(2, w); Assert.Equal(2, h);
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Assert.Equal(0, rgba[0]); // R
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Assert.Equal(0, rgba[1]); // G
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Assert.Equal(255, rgba[2]); // B — top layer won
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Assert.Equal(255, rgba[3]); // A
|
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}
|
||
|
||
[Fact]
|
||
public void Compose_alphaOver_transparentTopKeepsBottom()
|
||
{
|
||
var bottom = (Solid(1, 1, 255, 0, 0, 255), 1, 1);
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var top = (Solid(1, 1, 0, 0, 255, 0), 1, 1); // fully transparent blue
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var (rgba, _, _) = IconComposer.Compose(new[] { bottom, top });
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Assert.Equal(255, rgba[0]); // bottom red preserved
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Assert.Equal(0, rgba[2]);
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}
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}
|
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```
|
||
|
||
- [ ] **Step 2: Run the test, verify it fails**
|
||
|
||
Run: `dotnet test tests/AcDream.App.Tests --filter IconComposer`
|
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Expected: FAIL — `IconComposer` not defined.
|
||
|
||
- [ ] **Step 3: Implement `IconComposer`**
|
||
|
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`src/AcDream.App/UI/IconComposer.cs`:
|
||
|
||
```csharp
|
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using System;
|
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using System.Collections.Generic;
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||
using AcDream.App.Rendering;
|
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using DatReaderWriter;
|
||
using DatReaderWriter.DBObjs;
|
||
|
||
namespace AcDream.App.UI;
|
||
|
||
/// <summary>
|
||
/// Builds an item icon by alpha-compositing its RenderSurface layers into one 32×32
|
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/// 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.
|
||
/// </summary>
|
||
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;
|
||
}
|
||
|
||
/// <summary>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).</summary>
|
||
public static (byte[] rgba, int w, int h) Compose(IReadOnlyList<(byte[] rgba, int w, int h)> layers)
|
||
{
|
||
if (layers.Count == 0) return (Array.Empty<byte>(), 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);
|
||
}
|
||
|
||
/// <summary>Resolve (and cache) the composited GL texture for an item's icon
|
||
/// layers. Returns 0 if no base icon is available.</summary>
|
||
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<RenderSurface>(renderSurfaceId, out var rs) &&
|
||
!_dats.HighRes.TryGet<RenderSurface>(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
|
||
/// <summary>Upload raw RGBA8 bytes as a GL texture (used by IconComposer for
|
||
/// CPU-composited icons). Returns the GL handle.</summary>
|
||
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;
|
||
|
||
/// <summary>
|
||
/// 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).
|
||
/// </summary>
|
||
public sealed class UiItemSlot : UiElement
|
||
{
|
||
public UiItemSlot() { ClickThrough = false; }
|
||
|
||
public override bool ConsumesDatChildren => true;
|
||
|
||
/// <summary>Bound weenie guid (0 = empty). Retail UIElement_UIItem::itemID.</summary>
|
||
public uint ItemId { get; private set; }
|
||
|
||
/// <summary>Pre-composited icon GL texture for the bound item (0 = none).</summary>
|
||
public uint IconTexture { get; private set; }
|
||
|
||
/// <summary>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.</summary>
|
||
public uint EmptySprite { get; set; } = 0x060074CFu;
|
||
|
||
/// <summary>RenderSurface id → (GL texture, w, h). Set by the factory/controller.</summary>
|
||
public Func<uint, (uint tex, int w, int h)>? 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<AcDream.App.UI.UiItemList>(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;
|
||
|
||
/// <summary>
|
||
/// 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.
|
||
/// </summary>
|
||
public sealed class UiItemList : UiElement
|
||
{
|
||
private readonly List<UiItemSlot> _cells = new();
|
||
|
||
public UiItemList(Func<uint, (uint tex, int w, int h)>? 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<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
|
||
|
||
/// <summary>Convenience for single-cell slots (the toolbar): the first cell.</summary>
|
||
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<uint, UiItemList> slots) FakeToolbar()
|
||
{
|
||
var dict = new Dictionary<uint, UiElement>();
|
||
var slots = new Dictionary<uint, UiItemList>();
|
||
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<PlayerDescriptionParser.ShortcutEntry>
|
||
{ 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<PlayerDescriptionParser.ShortcutEntry>
|
||
{ 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<PlayerDescriptionParser.ShortcutEntry>
|
||
{ 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;
|
||
|
||
/// <summary>
|
||
/// 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).
|
||
/// </summary>
|
||
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<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> _shortcuts;
|
||
private readonly Func<uint, uint, uint, uint> _iconIds; // (iconId, underlay, overlay) → GL texture
|
||
private readonly Action<uint> _useItem;
|
||
|
||
private ToolbarController(ImportedLayout layout, ItemRepository repo,
|
||
Func<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
|
||
Func<uint, uint, uint, uint> iconIds, Action<uint> 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<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>> shortcuts,
|
||
Func<uint, uint, uint, uint> iconIds, Action<uint> useItem)
|
||
{
|
||
var c = new ToolbarController(layout, repo, shortcuts, iconIds, useItem);
|
||
c.Populate();
|
||
return c;
|
||
}
|
||
|
||
/// <summary>Port of gmToolbarUI::UpdateFromPlayerDesc — flush then bind each shortcut.</summary>
|
||
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<IReadOnlyList<ShortcutEntry>>, Func<uint,uint,uint,uint>, Action<uint>)`. 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.
|