acdream/src/AcDream.App/UI
2026-07-18 07:41:12 +02:00
..
Layout feat(selection): port retail offscreen target indicator 2026-07-18 07:41:12 +02:00
Testing fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
AutoWieldController.cs fix(items): preserve wand stance and corpse use order 2026-07-17 19:32:01 +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 fix(items): preserve wand stance and corpse use order 2026-07-17 19:32:01 +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 feat(selection): port retail polygon picking and vivid marker 2026-07-17 21:32:51 +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
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 feat(items): port retail external-container looting 2026-07-17 16:18:10 +02:00
UiItemSlot.cs fix(items): complete retail corpse looting feedback 2026-07-17 16:53:49 +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 feat(items): port retail external-container looting 2026-07-17 16:18:10 +02:00
UiShortcutDigitGraphics.cs fix(ui): resolve retail spell slot background 2026-07-15 19:23:46 +02:00
UiText.cs fix(ui): restore effect detail scrolling 2026-07-17 13:28:18 +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 feat(items): port retail external-container looting 2026-07-17 16:18:10 +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.