Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 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 | ||
| 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 | ||
| RetainedPanelControllerGroup.cs | ||
| RetainedUiInputBinding.cs | ||
| SpewBoxController.cs | ||
| UiButton.cs | ||
| UiButtonStateMachine.cs | ||
| UiCatalogSlot.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 | ||
| UiPanel.cs | ||
| UiRadar.cs | ||
| UiRenderContext.cs | ||
| UiResizeGrip.cs | ||
| UiRoot.cs | ||
| UiScrollable.cs | ||
| UiScrollablePanel.cs | ||
| UiScrollbar.cs | ||
| UiShortcutDigitGraphics.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.