Port gmPanelUI's persistent parent placement semantics across Inventory, Character, and Magic while preserving each imported child's content and resize policy. Synchronize typed retained-window handles so drag, switching, close/reopen, and layout persistence all observe one canonical location; keep effect panels independent. User-verified in normal Release. Release build and all 5,770 tests passed with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
3.8 KiB
Retail shared main-panel placement — pseudocode
Date: 2026-07-17 Symptom: moving Inventory and then opening Character/Skills or Magic opens the new panel at its own stale saved position instead of the position just used.
Retail oracle
Named Sept-2013 retail symbols:
gmPanelUI::SetupChildren @ 0x004BC9E0gmPanelUI::RecvNotice_SetPanelVisibility @ 0x004BC6F0gmPanelUI::PostInit @ 0x004BD010gmPanelUI::ResizeTo @ 0x004BC6E0
Verbatim acclient.h ownership:
gmPanelUI : UIElement_Field
SmartArray<PanelChildInfo> m_childrenInfoArray
UIElement* m_currentlyShownPanel
UIElement* m_previouslyShownPanel
UIElement* m_pPanelPagesFrame
bool m_bStretchMode
PanelChildInfo
UIElement* child
uint panelID
SetupChildren resolves each known panel element recursively, stores the
child pointer together with its property-0x10000029 panel ID, and initially
hides every child. It does not create independent top-level windows.
Retail behavior
SetPanelVisibility(panelId, show):
requested = find m_childrenInfoArray entry by panelId
if requested is missing:
return
if show:
if requested.child == m_currentlyShownPanel:
requested.child.SetVisible(true)
parent.SetVisible(true)
return
previous = m_currentlyShownPanel
m_currentlyShownPanel = requested.child
if previous is visible:
if requested restores previous and previous does not:
m_previouslyShownPanel = previous
else:
m_previouslyShownPanel = null
send SetPanelVisibility(previous.panelID, false)
requested.child.SetVisible(true)
parent.SetVisible(true)
return
if requested.child == m_currentlyShownPanel:
requested.child.SetVisible(false)
if m_previouslyShownPanel exists:
send SetPanelVisibility(previous.panelID, true)
m_previouslyShownPanel = null
else:
m_currentlyShownPanel = null
parent.SetVisible(false)
return
requested.child.SetVisible(false)
The decisive placement fact is structural: Inventory, Character/Skills, and
Magic are children of one gmPanelUI. The switch changes child visibility;
there is no child move and no per-panel top-level position. Dragging the parent
therefore moves the one position subsequently used by every child.
acdream port shape
acdream imports these child LayoutDesc roots independently, so each currently
has its own retained wrapper. RetailPanelUiController already ports retail's
one-active-child and restore-previous lifecycle. Complete that logical-parent
ownership by adding one canonical placement for the primary toolbar children
(Inventory 7, Character 11, Magic 13):
on primary child frame moved:
canonicalPosition = moved frame position
move every other primary child frame to canonicalPosition
before showing a primary child:
if canonicalPosition exists:
move requested child frame to canonicalPosition
else:
canonicalPosition = requested child frame position
before hiding the active primary child:
capture its current position as canonicalPosition
The controller owns this synchronization and subscribes to typed
RetailWindowHandle.Moved events. Toolbar commands, keyboard commands,
restore-previous effects, persistence restore, and direct window dragging all
therefore pass through the same owner. Panel-authored size/resize policy stays
with the active child; only the retail parent placement is shared.
ACE contains no client UI implementation, and the in-tree WorldBuilder
reference contains no gmPanelUI port, so neither supplies a competing
behavioral interpretation. The named retail client and verbatim header are the
oracle for this UI ownership rule.