acdream/src/AcDream.App/UI
Erik 16c21e299c fix(ui): match retail vitae and character info
Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.

Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 12:06:14 +02:00
..
Layout fix(ui): match retail vitae and character info 2026-07-17 12:06:14 +02:00
Testing fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
AutoWieldController.cs fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
ClientCommandController.cs feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
ControlsIni.cs feat(D.2b): controls.ini stylesheet loader + apply title color 2026-06-14 17:31:55 +02:00
CursorFeedbackController.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
GameplayConfirmationController.cs feat(ui): port retail dialog factory lifecycle 2026-07-13 16:30:05 +02:00
IconComposer.cs feat: port retail magic lifecycle and retained spell UI 2026-07-15 10:55:22 +02:00
IItemListDragHandler.cs feat(ui): complete retail quick-slot input 2026-07-11 08:59:49 +02:00
InteractionState.cs feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
IRetainedPanelController.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
IRetainedWindowStateController.cs feat(ui): persist retained window layouts 2026-07-10 23:17:29 +02:00
ItemDragPayload.cs feat(ui): preserve exact retail shortcut records 2026-07-11 09:17:33 +02:00
ItemEquipRules.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
ItemInteractionController.cs feat: port retail magic lifecycle and retained spell UI 2026-07-15 10:55:22 +02:00
IUiDatStateful.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
IUiGlobalTimeListener.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
IUiViewportRenderer.cs feat(D.2b): Slice 2 — UiViewport widget (dat Type 0xD) + IUiViewportRenderer seam 2026-06-23 09:03:42 +02:00
MarkupDocument.cs feat(D.2b): retail 3-slice vital bars + headless mockup verifier 2026-06-14 21:40:11 +02:00
README.md refactor(ui): extract retained runtime composition 2026-07-11 00:03:45 +02:00
RetailChromeSprites.cs feat(D.2b): draw the window resize-grip overlay (gold ridges + corner studs) 2026-06-15 11:05:18 +02:00
RetailCursorCatalog.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
RetailDataIdResolver.cs feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
RetailItemConfirmationController.cs feat(ui): port retail dialog factory lifecycle 2026-07-13 16:30:05 +02:00
RetailPanelCatalog.cs fix(ui): complete retail indicator detail panels 2026-07-17 11:36:43 +02:00
RetailSkillTrainingConfirmationController.cs fix(ui): restore retail skill training confirmation 2026-07-13 17:57:29 +02:00
RetailUiRuntime.cs fix(ui): match retail vitae and character info 2026-07-17 12:06:14 +02:00
RetailWindowHandle.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
RetailWindowLayoutPersistence.cs feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
RetailWindowManager.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
RetainedPanelControllerGroup.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
TargetIndicatorPanel.cs feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
UiButton.cs fix(ui): restore retail magic shortcut bar 2026-07-15 19:11:07 +02:00
UiButtonStateMachine.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
UiCatalogSlot.cs fix(ui): restore retail magic shortcut bar 2026-07-15 19:11:07 +02:00
UiCollapsibleFrame.cs feat(ui): persist retained window layouts 2026-07-10 23:17:29 +02:00
UiDatFont.cs @ 2026-06-16 12:02:07 +02:00
UiDialogRoot.cs feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
UiElement.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
UiEvent.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
UiField.cs feat: port retail magic lifecycle and retained spell UI 2026-07-15 10:55:22 +02:00
UiHost.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
UiItemList.cs fix(ui): restore retail magic shortcut bar 2026-07-15 19:11:07 +02:00
UiItemSlot.cs fix(ui): restore retail magic shortcut bar 2026-07-15 19:11:07 +02:00
UiLayoutPolicy.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
UiMenu.cs fix(D.2b): behavioral widgets are leaf — ConsumesDatChildren (chat menu open) 2026-06-16 18:36:40 +02:00
UiMeter.cs feat(ui): port retail jump power bar 2026-07-13 10:22:12 +02:00
UiNineSlicePanel.cs fix(ui): match retail vitae and character info 2026-07-17 12:06:14 +02:00
UiPanel.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
UiRadar.cs feat(ui): port retail radar and compass 2026-07-10 16:14:37 +02:00
UiRenderContext.cs fix(ui): render live component counts 2026-07-15 18:11:02 +02:00
UiRoot.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
UiScrollable.cs feat(ui): unify retained window mounts 2026-07-10 22:22:25 +02:00
UiScrollablePanel.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
UiScrollbar.cs fix(combat): preserve authored meter child geometry 2026-07-12 21:57:53 +02:00
UiShortcutDigitGraphics.cs fix(ui): resolve retail spell slot background 2026-07-15 19:23:46 +02:00
UiText.cs fix(ui): complete retail indicator detail panels 2026-07-17 11:36:43 +02:00
UiTextureElement.cs feat(ui): port retail component book rows 2026-07-15 17:38:24 +02:00
UiViewport.cs fix(ui): port exact paperdoll body selection 2026-07-11 11:56:26 +02:00
WindowNames.cs fix(ui): complete retail indicator detail panels 2026-07-17 11:36:43 +02:00

AcDream.App.UI — Retail-style UI toolkit

This is acdream's retained-mode UI toolkit. It mirrors the behavior of the retail AC client (hit-testing, modal, capture, drag-drop, tooltip delay, focus routing, event type codes) without trying to byte-match the retail binary — because the retail widgets live in keystone.dll, which we don't decompile.

Research

All design decisions in this directory are grounded in the master synthesis + six deep-dive docs under docs/research/retail-ui/:

Document Topic
00-master-synthesis.md Cross-slice synthesis + C# port plan
01-architecture-and-init.md Process entry, window, main loop
02-class-hierarchy.md CUIManager / CUIListener / CFont / CSurface
03-rendering.md Font atlas, 2D quad batch, cursor
04-input-events.md WndProc → Device → widget event routing
05-panels.md Chat, attributes, spells, paperdoll, inventory
06-hud-and-assets.md Vital orbs, radar, compass + dat asset catalog

Files

  • UiEvent.cs — 24-byte event struct + retail-faithful type constants (0x01 click, 0x15 drag-begin, 0x3E drop, 0x201 WM_LBUTTONDOWN, …)
  • UiElement.cs — base widget with OnDraw / OnEvent / OnHitTest / OnTick virtuals, children list, ZOrder, focus/capture flags
  • UiPanel.csUiPanel (rect + optional bg/border), UiLabel, UiButton
  • UiRenderContext.cs — per-frame draw context with translate stack
  • UiRoot.cs — top-of-tree + "Device" responsibilities (mouse/keyboard state, focus, modal, capture, drag-drop, tooltip timer). Mirrors the retail DAT_00837ff4 Device object's vtable.
  • RetailWindowManager.cs / RetailWindowHandle.cs — named top-level window registry, raise policy, visibility/focus/capture lifecycle, geometry events, lock propagation, and controller teardown.
  • IRetainedPanelController.cs — disposable lifecycle contract for panel-specific show/hide and descendant-focus behavior.
  • RetainedPanelControllerGroup.cs — one typed lifecycle owner for windows whose imported subtree is bound by multiple focused controllers; teardown is idempotent and runs in reverse construction order.
  • RetailWindowLayoutPersistence.cs / IRetainedWindowStateController.cs — per-character/per-resolution bounds, visibility, collapse/maximize, legacy migration, and safe resolution-clamped restore.
  • RetailUiRuntime.cs — production composition owner. Focused binding records carry state/action delegates and DAT/GL resolvers in; the runtime imports and mounts every gameplay window and owns controller, cursor, persistence, probe, tick, draw, restore, and disposal paths.
  • Layout/RetailWindowFrame.cs — the single production/Studio mount contract for imported-chrome and shared-wrapper windows.
  • UiHost.cs — one-shot wrapper: owns the UiRoot, a TextRenderer, and a default BitmapFont. Provides WireMouse / WireKeyboard helpers for Silk.NET plumbing and removes those device subscriptions before disposing the window manager/controllers and renderer.

Integration pattern

// GameWindow.OnLoad
_uiHost = new UiHost(_gl!, shadersDir, _debugFont);
_uiHost.Root.WorldMouseFallThrough += (btn, x, y, flags) => HandleWorldClick(btn, x, y, flags);
_uiHost.Root.WorldKeyFallThrough   += (vk, lp) => HandleHotkey(vk);
foreach (var mouse in _input.Mice) _uiHost.WireMouse(mouse);
foreach (var kb in _input.Keyboards) _uiHost.WireKeyboard(kb);

// Add panels
var chat = new Panels.ChatWindow { Left = 10, Top = 400, Width = 500, Height = 250 };
_uiHost.Root.AddChild(chat);

// GameWindow.OnRender — after the 3D scene
_uiHost.Tick(deltaSeconds);
_uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));

What's scaffolded vs what still needs building

Shipped in the scaffold (this session)

  • UI tree + event routing + focus + modal + capture + drag-drop
  • Hit-testing (children-first, Z-order tie-break)
  • Tooltip timer (~1000ms)
  • Hover enter/leave, click vs right-click, scroll, keyboard
  • World fall-through so existing camera/player controls still work
  • Simple text/rect drawing through the existing BitmapFont + TextRenderer pipeline

To build next

  1. AcFont + FontCache — load Font DBObjs from portal.dat range 0x40000000..0x40000FFF, bake 256×256 glyph atlas from the referenced RenderSurface (0x06xxxxxx). See slice 03 §4.
  2. Dat sprite loader — decode RenderSurface dats as GL textures; add DrawSprite(uint datId, Rectangle dest, uint rgba) to UiRenderContext.
  3. CursorManager — OS cursor + dat-sourced custom cursors via slice 03 §7.
  4. Scissor clipping — for panels with scrollable interiors (chat, inventory grid). GL_SCISSOR_TEST wrapped in UiRenderContext.PushScissor / PopScissor.
  5. First concrete panel — ChatWindow since we have all 6 wire messages parsed already. See slice 05 §1.
  6. Vital orbs HUD once the server sends GameMessagePrivateUpdateVital. See slice 06 A.1.

Retail magic numbers the scaffold preserves

Because hand-ported panel code will copy the retail switch-case structure, we keep the magic constants:

// Event types
UiEventType.Click          == 0x01   // chunk_00470000.c ~11140
UiEventType.Tooltip        == 0x07   // chunk_00460000.c ~6253 (~1000ms delay)
UiEventType.DragBegin      == 0x15   // chunk_004A0000.c ~2707
UiEventType.DragEnter      == 0x21   // chunk_004A0000.c ~2714
UiEventType.DragOver       == 0x1C   // chunk_004A0000.c ~2723
UiEventType.DropReleased   == 0x3E   // chunk_004A0000.c ~2754
UiEventType.MouseDown      == 0x201  // WM_LBUTTONDOWN
UiEventType.MouseUp        == 0x202  // WM_LBUTTONUP

// Event IDs
// Widget event IDs live in the 0x10000000+ range (retail convention).
// UiRoot auto-assigns EventIds starting at 0x10000001.