acdream/src/AcDream.App/UI
Erik 22020ef2c4 feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
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>
2026-08-10 12:10:20 +02:00
..
Layout feat(chat): Campaign CH slice CH6b — floating chat windows 1-4 2026-08-10 12:10:20 +02:00
Testing Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
AutoWieldController.cs fix(items): port retail useability and autowear rejection 2026-07-23 08:33:31 +02:00
ClientCommandController.cs fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint 2026-08-09 22:24:43 +02:00
ControlsIni.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
CursorFeedbackController.cs fix(ui): interactive window moves must survive the per-frame anchor layout; lock the dragbar cursor 2026-07-29 21:24:49 +02:00
GameplayConfirmationController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IconComposer.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IItemListDragHandler.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IRetainedPanelController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IRetainedWindowStateController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ItemDragPayload.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +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(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets 2026-08-08 17:17:04 +02:00
IUiDatStateful.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IUiGlobalTimeListener.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IUiViewportRenderer.cs feat(render): Campaign V slice V6l commit 3 - the offscreen viewports draw on Vulkan 2026-07-28 18:05:24 +02:00
MarkupDocument.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
README.md refactor(ui): extract retained runtime composition 2026-07-11 00:03:45 +02:00
RetailChromeSprites.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailCursorCatalog.cs fix(ui): port retail window control feedback 2026-07-17 09:40:08 +02:00
RetailItemConfirmationController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailPanelCatalog.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailSkillTrainingConfirmationController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailUiRuntime.cs feat(chat): Campaign CH slice CH6b — floating chat windows 1-4 2026-08-10 12:10:20 +02:00
RetailUiRuntimeLease.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailWindowHandle.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailWindowLayoutPersistence.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailWindowManager.cs fix(ui): interactive window moves must survive the per-frame anchor layout; lock the dragbar cursor 2026-07-29 21:24:49 +02:00
RetainedPanelControllerGroup.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetainedUiInputBinding.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
SpewBoxController.cs fix(chat): Campaign CH round 3 — SpewBox flush-top/font, /help exact print sequence 2026-08-10 10:40:19 +02:00
UiButton.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiButtonStateMachine.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiCatalogSlot.cs feat(ui): the spell-bar drop ring — retail's authored drag-accept state, and the ring exposed a real drop off-by-one 2026-08-08 20:18:51 +02:00
UiCollapsibleFrame.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiDatFont.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiDialogRoot.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiElement.cs feat(ui): port retail UIElement_Dragbar so authored drag strips move their windows 2026-07-29 21:04:33 +02:00
UiEvent.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiField.cs fix(ui): UiField wrapped-line cache coherent with the text at mouse-hit time 2026-07-29 19:38:52 +02:00
UiHost.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
UiItemList.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiItemSlot.cs feat(ui): the spell-bar drop ring — retail's authored drag-accept state, and the ring exposed a real drop off-by-one 2026-08-08 20:18:51 +02:00
UiLayoutPolicy.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiMenu.cs fix(ui): vendor dropdown polish — authored arrow-cap with open/closed flip, downward popup, left-aligned rows 2026-08-08 10:59:59 +02:00
UiMeter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiNineSlicePanel.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiPanel.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiRadar.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiRenderContext.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiResizeGrip.cs feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize 2026-08-10 09:38:27 +02:00
UiRoot.cs feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize 2026-08-10 09:38:27 +02:00
UiScrollable.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiScrollablePanel.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiScrollbar.cs feat(chat): Campaign CH slice CH6a — retail chat-window layout + 8-grip resize 2026-08-10 09:38:27 +02:00
UiShortcutDigitGraphics.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiText.cs fix(chat): CH2 re-review nits — resize centering, top-aligned flow, sweep wording 2026-08-09 18:48:13 +02:00
UiTextureElement.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiViewport.cs feat(render): Campaign V slice V6l commit 3 - the offscreen viewports draw on Vulkan 2026-07-28 18:05:24 +02:00
WindowNames.cs feat(chat): Campaign CH slice CH6b — floating chat windows 1-4 2026-08-10 12:10:20 +02:00
WorldDropDispatch.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +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.