acdream/src/AcDream.App/UI
Erik 6fcc510d5d feat(ui): complete retail cursor state machine
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:31:40 +02:00
..
Layout feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
Testing feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
ControlsIni.cs feat(D.2b): controls.ini stylesheet loader + apply title color 2026-06-14 17:31:55 +02:00
CursorFeedbackController.cs feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
IconComposer.cs fix(D.5.2): effect tint = per-pixel tile copy (surface ReplaceColor overload) 2026-06-18 10:21:33 +02:00
IItemListDragHandler.cs feat(ui): D.5.3/B.2 — spine: drag-lift hook + ghost snapshot (full opacity) + drop-on-hit-only 2026-06-20 15:22:27 +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): D.5.3/B.1 — drag payload + handler interface + UiItemList registration 2026-06-20 12:34:21 +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(ui): unify target-mode primary clicks 2026-07-11 01:36:43 +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 feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
RetailUiRuntime.cs feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
RetailWindowHandle.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
RetailWindowLayoutPersistence.cs feat(ui): persist retained window layouts 2026-07-10 23:17:29 +02:00
RetailWindowManager.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
RetainedPanelControllerGroup.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
TargetIndicatorPanel.cs feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
UiButton.cs fix(ui): preserve cropped chat and button faces 2026-07-10 18:11:14 +02:00
UiButtonStateMachine.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +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
UiElement.cs feat(ui): persist retained window layouts 2026-07-10 23:17:29 +02:00
UiEvent.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
UiField.cs feat(ui): port retained widget foundations 2026-07-10 17:55:41 +02:00
UiHost.cs refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
UiItemList.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
UiItemSlot.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +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): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00
UiNineSlicePanel.cs feat(ui): D.2b — toolbar collapse-to-one-row (bottom-edge snap resize hides/shows row 2) 2026-06-20 18:33:35 +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 feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus 2026-06-16 15:23:48 +02:00
UiRoot.cs feat(ui): persist retained window layouts 2026-07-10 23:17:29 +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(ui): unify retained window mounts 2026-07-10 22:22:25 +02:00
UiText.cs feat(ui): unify retained window mounts 2026-07-10 22:22:25 +02:00
UiViewport.cs fix(ui): retail-faithful use-target compat gate + paperdoll doll self-target 2026-07-03 10:09:13 +02:00
WindowNames.cs feat(ui): port retail radar and compass 2026-07-10 16:14:37 +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.