Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).
UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.
Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>