acdream/src/AcDream.App/UI/UiEvent.cs
Erik 7230c1590f docs+feat(ui): retail UI deep-dive research + C# port scaffold
Deep investigation of the retail AC client's GUI subsystem, driven by 6
parallel Opus research agents, plus the first cut of a retail-faithful
retained-mode widget toolkit that scaffolds Phase D.

Research (docs/research/retail-ui/):
- 00-master-synthesis.md        — cross-slice synthesis + port plan
- 01-architecture-and-init.md   — WinMain, CreateMainWindow, frame loop,
                                  Keystone bring-up (7 globals mapped)
- 02-class-hierarchy.md         — key finding: UI lives in keystone.dll,
                                  not acclient.exe; CUIManager + CUIListener
                                  MI pattern, CFont + CSurface + CString
- 03-rendering.md               — 24-byte XYZRHW+UV verts, per-font
                                  256x256 atlas baked from RenderSurface,
                                  TEXTUREFACTOR coloring, DrawPrimitiveUP
- 04-input-events.md            — Win32 WndProc → Device (DAT_00837ff4)
                                  → widget OnEvent(+0x128); full event-type
                                  table (0x01 click, 0x07 tooltip ~1000ms,
                                  0x15 drag-begin, 0x21 enter, 0x3E drop)
- 05-panels.md                  — chat, attributes, skills, spells, paperdoll
                                  (25-slot layout), inventory, fellowship,
                                  allegiance — with wire-message bindings
- 06-hud-and-assets.md          — vital orbs (scissor fill), radar
                                  (0x06001388/0x06004CC1, 1.18× shrink),
                                  compass strip, dat asset catalog

Key insight: keystone.dll owns the actual widget toolkit — we cannot
port a class hierarchy from the decompile because it's not there.
Instead we implement our own retained-mode toolkit with retail-faithful
behavior (event codes, focus/modal/capture, drag-drop state machine)
and will consume the same portal.dat fonts + sprites so the visual
identity is preserved.

C# scaffold (src/AcDream.App/UI/):
- UiEvent          — 24-byte event struct + retail event-type constants
                     (0x01 click, 0x15 drag-begin, 0x201 WM_LBUTTONDOWN,
                     etc.) matching retail decompile switches
- UiElement        — base widget: children, ZOrder, focus/capture flags,
                     virtual OnDraw/OnEvent/OnHitTest/OnTick; children-
                     first hit test + back-to-front composite
- UiPanel          — panel, label, button primitives
- UiRenderContext  — 2D draw context with translate stack
- UiRoot           — top-of-tree + Device responsibilities (mouse/
                     keyboard state, focus, modal, capture, drag-drop,
                     tooltip timer); WorldMouseFallThrough/
                     WorldKeyFallThrough preserves existing camera
                     controls when no widget consumes
- UiHost           — packages UiRoot + TextRenderer + input wiring
                     helpers for one-line integration into GameWindow
- README.md        — orientation for future agents

Roadmap (docs/plans/2026-04-11-roadmap.md):
- D.1 marked shipped (debug overlay from 2026-04-17)
- D.2 expanded to include the retail UI framework landed here
- D.3-D.7 added: AcFont, dat sprites, core panels, HUD, CursorManager
- D.8 remains sound

All existing 470 tests pass. 0 warnings, 0 errors.
2026-04-17 19:13:02 +02:00

90 lines
3.3 KiB
C#

using System.Numerics;
namespace AcDream.App.UI;
/// <summary>
/// Per-event payload delivered to <see cref="UiElement.OnEvent"/>.
/// Mirrors the retail AC client's 24-byte event struct that is passed to
/// every widget's vtable slot +0x128 (<c>OnEvent(int* event)</c>).
///
/// Layout from decompiled <c>chunk_004A0000.c</c> paperdoll handler
/// <c>FUN_004A5FA0</c>:
/// <code>
/// int source_id; // param_2[0] — e.g. 0x100001d6 (drag source)
/// void* target_widget; // param_2[1]
/// int event_type; // param_2[2] — see UiEventType
/// int data0; // param_2[3]
/// int data1; // param_2[4] — typically x in local coords
/// int data2; // param_2[5] — typically y
/// int data3; // param_2[6]
/// </code>
/// </summary>
public readonly record struct UiEvent(
uint SourceId,
UiElement? Target,
int Type, // see <see cref="UiEventType"/>
int Data0 = 0,
int Data1 = 0,
int Data2 = 0,
int Data3 = 0,
object? Payload = null);
/// <summary>
/// Retail AC UI event-type constants. Each value matches the decompiled
/// switch-case in widgets' OnEvent handlers (e.g. 0x01 click, 0x15 drag
/// begin, 0x3E drop released). Win32 WM_* numbers are reused for raw
/// button/key/mouse events (0x200 = WM_MOUSEMOVE etc.) — this matches
/// retail where internal event codes collide deliberately with WM_*.
///
/// Evidence from decompile:
/// - 0x01 click — chunk_00470000.c ~11140, chunk_004C0000.c ~9270
/// - 0x05/0x06 hover — chunk_00460000.c ~6253
/// - 0x07 tooltip — chunk_00460000.c ~6253 (delayed via
/// Device::RegisterTimerEvent(7, widget, delayMs))
/// - 0x0A scroll — chunk_00470000.c ~11210
/// - 0x0E right-click— chunk_004A0000.c ~2674
/// - 0x15 drag begin — chunk_004A0000.c ~2707
/// - 0x1C drag-over — chunk_004A0000.c ~2723
/// - 0x21 drag-enter — chunk_004A0000.c ~2714
/// - 0x3E drop-released — chunk_004A0000.c ~2754
/// </summary>
public static class UiEventType
{
public const int Click = 0x01;
public const int HoverEnter = 0x05;
public const int HoverLeave = 0x06;
public const int Tooltip = 0x07;
public const int DoubleClick = 0x08;
public const int Scroll = 0x0A;
public const int RightClick = 0x0E;
public const int DragBegin = 0x15;
public const int DragOver = 0x1C;
public const int DragEnter = 0x21;
public const int FocusLost = 0x28;
public const int FocusGained = 0x29;
public const int DropReleased = 0x3E;
// Raw Win32-style event numbers (retail uses WM_* verbatim for internal dispatch).
public const int MouseMove = 0x200;
public const int MouseDown = 0x201; // left button down
public const int MouseUp = 0x202; // left button up
public const int DoubleClickLeft = 0x203;
public const int RightDown = 0x204;
public const int RightUp = 0x205;
public const int MiddleDown = 0x207;
public const int MiddleUp = 0x208;
public const int KeyDown = 0x100;
public const int KeyUp = 0x101;
public const int Char = 0x102;
}
/// <summary>
/// Mouse button enum matching retail's 1/2/3 encoding.
/// </summary>
public enum UiMouseButton
{
Left = 1,
Right = 2,
Middle = 3,
}