User gate on 1.0.3-tt.a: tooltips appeared NOWHERE in-world except one on
the paperdoll. Root-caused, fixed, and live-verified against a connected
client the same day. Two findings, both measured; neither is a broken
hover/hit-test.
1. DOMINANT ROOT CAUSE — RetailTooltipPresenter.OnTooltipShow gated on
widget.AuthoredTooltipText (P0x49) alone. Retail's
UIElement::StartTooltipAtMouse @0x00460D70 takes the RUNTIME m_TTText
first (@0x00460DA3 IsValid -> @0x00460DAA verbatim) and only falls back
to InqProperty(0x49) at @0x00460DDF. acdream ALREADY had the runtime
layer — UiElement.GetTooltipText(), written by the Options/Chat/Config
page controllers, KeyboardConfigController, the social pages and
UiCheckboxBitfield64 — but nothing read it.
Live-DAT measured: the Options toggle-row checkbox (0x2100002B template
root 0x10000218, leaf 0x10000219) authors P0x47=0x10000397
P0x48=0x21000041 P0x4B=true and an EMPTY P0x49 — the popup locator and
the on-bit are authored; only the text arrives at runtime, exactly as
UIOption_CheckboxBitfield64::CreateChildren @0x00485E65 stamps its
siTooltip array. Re-measured client-wide: ALL 187 no-literal-text
tooltip elements author both locator ids, i.e. the whole set is
runtime-text targets.
Fixed by ResolveTooltipText (retail's order), plus:
- the P0x4B gate now applies only to the AUTHORED-text path, because
retail's eight game-code SetTooltip sites set the on-bit themselves
(__bitfield164 |= 0x20 at @0x004E1D5E/@0x004A52F4/@0x004C63AC/
@0x004C67ED/@0x004C7000/@0x004C7218/@0x004D9617/@0x00467076);
- the P0x48-absent fallback to the element's own LayoutDesc
(@0x00460E7E, this->m_layout->m_DID) is ported via the new
UiElement.SourceLayoutDid, threaded from LayoutImporter.Build's new
sourceLayoutDid parameter and passed by Import + the four template
resolvers.
2. THE "243 SHOWABLE" NUMBER WAS NEVER AN IN-WORLD NUMBER. Grouped
re-sweep: all 243 sit in CHARACTER-CREATION layouts. The inventory
window (0x21000023) and paperdoll (0x21000024) author exactly two
between them — 0x100001D6 "Drag clothing and armor here to wear them"
(the doll drag mask) and 0x100005BE (the Slots button). The first IS
the user's single working tooltip, so the paperdoll was never a
differential against a broken mechanism. Reachability was measured and
is fine: 238/243 build as real non-ClickThrough hover targets.
LIVE VERIFICATION (connected testaccount/+Acdream, Release,
ACDREAM_RETAIL_UI=1): Options -> Character -> "Vivid Targeting Indicator"
now shows its full ID_PlayerOption_*_Help sentence; a temporary hover probe
confirmed the hover target is element 0x10000219 with runtime=True. The
paperdoll tooltip still shows. An inventory ITEM still shows nothing —
that is UIElement_UIItem::UpdateTooltip @0x004E1CB0 (retail shows the item
name, "%d %s"-prefixed when the stack is > 1), which stays deferred:
UiItemSlot is constructed programmatically at 6+ sites and carries neither
the P0x47 locator nor a name source, so it is its own slice.
Bookkeeping: register TS-85 narrowed (m_TTText READ side now ported; the
row now enumerates all 15 SetTooltip call sites split into ported vs
no-acdream-analog). #409's gate note rewritten to lead with the in-world
surfaces — the old note listed only chargen, which is why it could not
have caught this. Filed #411 for the hover-cursor scope addition: an
exhaustive raw scan of every ElementDesc found only 101 authored
MediaDescCursor entries, all on Dragbar/Resizebar with the 5 DIDs
RetailCursorCatalog already hardcodes, so retail has NO per-element cursor
for inventory items; the likely mechanism is the rollover STATE
(UIElement::MouseOverTop @0x004615D0) that UiItemSlot lacks entirely.
Gates: Release build 0 errors; App suite (live-DAT env) 5424/5421 passed/3
skips (was 5416/5413/3, +8 new tests); Runtime 1735/0; full solution (no
env) 14,631/14,561 passed/70 skipped/0 failed (was 14,623/14,554/69).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| Layout | ||
| Testing | ||
| AutoWieldController.cs | ||
| ClientCommandController.cs | ||
| ControlsIni.cs | ||
| CursorFeedbackController.cs | ||
| GameplayConfirmationController.cs | ||
| IconComposer.cs | ||
| IItemListDragHandler.cs | ||
| IRetainedPanelController.cs | ||
| IRetainedWindowStateController.cs | ||
| ItemDragPayload.cs | ||
| ItemEquipRules.cs | ||
| ItemInteractionController.cs | ||
| IUiChildrenAttachedListener.cs | ||
| IUiDatStateful.cs | ||
| IUiGlobalTimeListener.cs | ||
| IUiViewportRenderer.cs | ||
| MarkupDocument.cs | ||
| README.md | ||
| RetailChromeSprites.cs | ||
| RetailCursorCatalog.cs | ||
| RetailItemConfirmationController.cs | ||
| RetailPanelCatalog.cs | ||
| RetailSkillTrainingConfirmationController.cs | ||
| RetailUiRuntime.cs | ||
| RetailUiRuntimeLease.cs | ||
| RetailWindowHandle.cs | ||
| RetailWindowLayoutPersistence.cs | ||
| RetailWindowManager.cs | ||
| RetailWindowOpacityController.cs | ||
| RetainedPanelControllerGroup.cs | ||
| RetainedUiInputBinding.cs | ||
| SpewBoxController.cs | ||
| UiButton.cs | ||
| UiButtonStateMachine.cs | ||
| UiCatalogSlot.cs | ||
| UiCheckboxBitfield64.cs | ||
| UiCollapsibleFrame.cs | ||
| UiDatFont.cs | ||
| UiDialogRoot.cs | ||
| UiElement.cs | ||
| UiEvent.cs | ||
| UiField.cs | ||
| UiHost.cs | ||
| UiItemList.cs | ||
| UiItemSlot.cs | ||
| UiLayoutPolicy.cs | ||
| UiMenu.cs | ||
| UiMeter.cs | ||
| UiNineSlicePanel.cs | ||
| UiOptionToggleSlider.cs | ||
| UiPanel.cs | ||
| UiRadar.cs | ||
| UiRenderContext.cs | ||
| UiResizeGrip.cs | ||
| UiRoot.cs | ||
| UiScrollable.cs | ||
| UiScrollablePanel.cs | ||
| UiScrollbar.cs | ||
| UiShortcutDigitGraphics.cs | ||
| UiSolidSpriteFill.cs | ||
| UiTabPanel.cs | ||
| UiTemplateListBox.cs | ||
| UiText.cs | ||
| UiTextureElement.cs | ||
| UiViewport.cs | ||
| WindowNames.cs | ||
| WorldDropDispatch.cs | ||
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 (0x01click,0x15drag-begin,0x3Edrop,0x201WM_LBUTTONDOWN, …)UiElement.cs— base widget withOnDraw/OnEvent/OnHitTest/OnTickvirtuals, children list, ZOrder, focus/capture flagsUiPanel.cs—UiPanel(rect + optional bg/border),UiLabel,UiButtonUiRenderContext.cs— per-frame draw context with translate stackUiRoot.cs— top-of-tree + "Device" responsibilities (mouse/keyboard state, focus, modal, capture, drag-drop, tooltip timer). Mirrors the retailDAT_00837ff4Device 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 theUiRoot, aTextRenderer, and a defaultBitmapFont. ProvidesWireMouse/WireKeyboardhelpers 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+TextRendererpipeline
To build next
AcFont+FontCache— loadFontDBObjs fromportal.datrange0x40000000..0x40000FFF, bake 256×256 glyph atlas from the referencedRenderSurface(0x06xxxxxx). See slice 03 §4.- Dat sprite loader — decode
RenderSurfacedats as GL textures; addDrawSprite(uint datId, Rectangle dest, uint rgba)toUiRenderContext. CursorManager— OS cursor + dat-sourced custom cursors via slice 03 §7.- Scissor clipping — for panels with scrollable interiors (chat,
inventory grid).
GL_SCISSOR_TESTwrapped inUiRenderContext.PushScissor/PopScissor. - First concrete panel —
ChatWindowsince we have all 6 wire messages parsed already. See slice 05 §1. - 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.