acdream/docs/plugin-ui-markup.md
Erik 959a694823 feat(vt): Campaign VT slice 1 Part B — multi-column <list> markup
VVS HudList parity (docs/research/vtank-kb/08-ui-views.md 2-3): <list>
accepts <column type="text|check|icon" width=... [iconkind] [colors]/>
children, each binding its own per-row source parallel to the row count.
Row count is the longest bound column; a click in a text column selects
(the list's own selected/onchange, unchanged), a click in a check/icon
column fires that column's own required onchange/onclick with the row
index and does NOT change selection. Last column always absorbs the
remaining width, recomputed live off the list's own Width rather than
baked in at Build. Per-cell horizontal clipping via UiRenderContext's
existing PushClip/PopClip. The check-column glyph reuses <toggle>'s own
five-band lamp primitive (UiMarkupToggle.DrawLamp/colors promoted from
private to internal) so it looks like every other checkbox. Unknown
column type, a missing required column binding, <column> combined with
the legacy items/icons/colors list attributes, or any non-<column> child
of <list> all throw FormatException at Build. A column-less <list> is
byte-for-byte the original single-text-column widget (new if/Columns
branch in OnDraw/OnEvent; the legacy branch's code is untouched).

New UiMarkupListColumn model (src/AcDream.App/UI/UiMarkupListColumn.cs)
carries each column's kind/width/bindings; MarkupDocument's `list` case
now builds either the legacy single-column fields or a Columns list,
never both. MarkupListColumnsTests (27 new tests) cover parse/binding
validation, draw-level column-offset/clipping/check-glyph/icon pins
against the recording renderer, hit-test routing, and a backward-
compatibility proof (a column-less list built through MarkupDocument
produces a byte-identical draw record to a hand-built UiMarkupList with
equivalent fields). Every new assertion was verified to fail first via
targeted temporary mutations (hit-test isolation, clip removal, last-
column-absorbs-remainder, required onchange/onclick, row-count = max),
each reverted after confirming failure.

docs/plugin-ui-markup.md gets a full Columns section (attribute grammar,
a Monsters-tab-style example, the no-header-row idiom, backward
compatibility) and the old single-text-column LIMITATION note is
retired; the bindings truth table gains the six new column-attribute
rows.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 20:21:16 +02:00

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# Plugin UI markup
SSOT for `AcDream.Plugin.Abstractions.IUiRegistry`'s markup vocabulary — every
element and attribute a plugin can put in the KSML-style XML it hands the host
via `AddPanel`/`RegisterPanel`/`RegisterPanelContent`, the `{Binding}` rules
those attributes follow, the DAT-icon grammar (Slice B), and the movable
plugin shelf (Slice A). Both slices are recorded in
[`plans/2026-09-06-plugin-shelf-and-dat-icons.md`](plans/2026-09-06-plugin-shelf-and-dat-icons.md);
this page is the day-to-day reference for writing a panel, that plan is the
design record.
Plugins stay BCL-only: nothing in `AcDream.Plugin.Abstractions` references
App/UI or Core.Items types. A plugin hands the host raw ids (spell ids,
object guids, DAT indices); the host owns every texture, every composited
icon, and the parser that turns markup into a live `UiElement` tree
(`AcDream.App.UI.MarkupDocument`).
## Registering a panel
```csharp
host.Ui.AddPanel(
new PluginPanelDescriptor("main", "MossTank")
{
IconText = "MT", // fallback initials if IconSurfaceId is 0
IconSurfaceId = 0x06002C41, // Decal-style bare index OR a full DID — both normalize
StartVisible = true,
ShowInSidePanel = true,
},
Path.Combine(pluginDirectory, "mosstank.xml"),
binding);
```
`RegisterPanel` (same signature, returns `IDisposable`) removes the window
independently of the plugin's own lifetime. `RegisterPanelContent` takes an
in-memory KSML string instead of a file path — the route to reach for when a
panel is small enough not to need its own shipped `.xml` asset.
Every registered window gets a stable persisted key
(`plugin:{pluginId}:{windowId}`), drag, resize (where the markup opts in),
the global UI lock, and a button in the shared plugin shelf
(`ShowInSidePanel = true`, the default). Hiding or minimizing a window never
disables the plugin or pauses its `Tick`.
## The `{Binding}` rule
Every attribute that isn't a plain literal is either:
- a **literal** — a number, color, or string typed directly in the markup, or
- a **binding**`{PropertyName}`, resolved once at `Build` time against the
binding object's public properties/`Action`/`Action<T>` members via
reflection, then **re-read every frame** through a `Func<T>` (or invoked
live for actions). A plugin updates its panel by assigning a property; it
never touches `UiElement` objects directly, and never from a thread other
than the one that calls `Tick`.
A binding failure's severity is per-attribute, not one blanket rule — see the
table below. An unrecognized `{Prop}` that resolves loudly (any row marked
"Throws") throws `FormatException` **at `Build`**, the same moment any other
malformed attribute throws, never silently at draw time. The attributes
marked "Silent" instead fall back to something visible-but-harmless at
*runtime* (the literal text, `null`, or `0`) — a plugin author who typos one
of those sees a wrong-looking value on screen rather than a crash, so double
check those four against the markup by eye.
| Attribute(s) | On a missing/mistyped `{Prop}` | Bound CLR type |
|---|---|---|
| `label text`, `field text`, `menu selected`, `tooltip` (any element) | **Silent**`BindString` falls back to the literal attribute text itself (a typo'd `{Typo}` renders as the literal string `{Typo}`) | `string` (via `.ToString()`) |
| `meter cur`, `meter max` | **Silent**`BindUint` returns `null` (the meter shows no cur/max) | `uint?` (accepts any integral type) |
| `meter fill`, `slider value` | **Silent**`BindFloat` returns `0` | `float?`/`float` |
| `list items`, `menu items` | Throws | `IEnumerable<string>` |
| `list colors` | **Silent** if omitted (no color override); throws if present but mistyped | `IEnumerable<uint>` **or** `IEnumerable<int>` (shared `BindUintList`) |
| `list icons` (Slice B) | Throws if present but mistyped; omitting it entirely means no icon column at all. A negative `int` element is **silent**: it maps to `0u` (no icon for that row), matching the scalar `did`/`spell`/`item` row above | `IEnumerable<uint>` **or** `IEnumerable<int>` |
| `<icon>`/`<button icon>` `did`/`spell`/`item` bindings (Slice B) | **Build-time:** throws only for a missing bound property (or, for a literal, one that isn't valid hex/decimal) — the binder never checks the property's static CLR type. **Draw-time:** a resolved value that is negative or above `uint.MaxValue` is **silent** (maps to `0u`, draws nothing); a resolved value that cannot convert to a number at all throws `InvalidCastException`/`FormatException` from the draw, not from `Build` | any integral type (`uint`, `int`, `long`, `ushort`, a nullable of one, …) via `Convert.ToUInt32` |
| `list selected` | Throws (required int reader) | `int` |
| `tab selected`, `toggle checked` | Throws (required bool reader) | `bool` |
| root `panel visible` | Throws (required bool reader; see the root-only note below) | `bool` |
| `onclick` (button/tab/toggle) | Throws | `Action` |
| `slider onchange` | Throws | `Action<float>` |
| `field onchange`, `field onsubmit`, `menu onchange` | Throws | `Action<string>` |
| `list onchange` | Throws | `Action<int>` |
| `column items` (`type="text"`) | Throws — REQUIRED, unlike the single-column list's own `items` sugar it mirrors | `IReadOnlyList<string>` |
| `column colors` (`type="text"`) | **Silent** if omitted (no per-row override, same rule as `list colors`); throws if present but mistyped | `IReadOnlyList<uint>` **or** `IReadOnlyList<int>` |
| `column values` (`type="check"`) | Throws — REQUIRED (there is no "no check column" fallback the way `list icons` has "no icon column") | `IReadOnlyList<bool>` |
| `column values` (`type="icon"`) | Throws — REQUIRED | `IReadOnlyList<uint>` **or** `IReadOnlyList<int>` |
| `column onchange` (`type="check"`) | Throws — REQUIRED (unlike the list's own optional `onchange`) | `Action<int>` (row index) |
| `column onclick` (`type="icon"`) | Throws — REQUIRED | `Action<int>` (row index) |
The icon-id row is the one binding here whose failure mode depends on WHEN you look: a typo'd property name is caught immediately at `Build`, but a property that exists yet holds the wrong kind of value at runtime is only ever discovered later, from inside a live draw.
## Elements
Every element name is validated at `Build`: an unknown or miscased tag (e.g.
`<Icon>`, `<butotn>`) throws `FormatException` rather than silently
vanishing from the built tree.
| Element | Purpose | Key attributes |
|---|---|---|
| `panel` (root) | The window itself | `x y w h title resize visible` |
| `group` | Transparent layout container | `x y w h background border visible` |
| `label` | Static or bound text | `x y text color` |
| `button` | Clickable rect + caption (+ Slice B icon) | `x y w h text color background border onclick icon iconkind` |
| `icon` | Slice B: a standalone DAT icon | `x y w h did spell item tooltip` |
| `meter` | Retail-style nine-slice bar | `x y w h fill cur max color anchor backleft/backtile/backright frontleft/fronttile/frontright` |
| `tab` | Selectable tab button | `x y w h text selected onclick` |
| `toggle` | Lamp-style checkbox | `x y w h text checked onclick color` |
| `slider` | Horizontal scalar | `x y w h value onchange` |
| `field` | Single-line editable text | `x y w h text maxlength clearonsubmit onchange onsubmit color background` |
| `menu` | Dropdown selector | `x y w h items selected onchange rows rowheight openupward` |
| `list` | Scrollable row list (+ Slice B icon column, + Campaign VT slice 1 multi-column) | `x y w h selected onchange rowheight` + either the single-column `items colors icons iconkind`, or one-to-many `<column>` children (see "Columns" below) — never both |
Common to every element via `ApplyCommon`: `name`/`id` (a stable control
name), `visible` (literal `true`/`false` or a bound `bool` property),
`enabled` (same rule), and `tooltip` (a literal string or `{Binding}` shown
through retail's own runtime tooltip popup, empty/whitespace treated as no
tooltip). The root `<panel>` is the one exception: it does **not** go
through `ApplyCommon` (no `name`/`enabled`/`tooltip`), and its `visible`
attribute accepts a `{Binding}` only — a literal `visible="true"` on the
root is not parsed (unlike every child element, where a literal is fine).
Multi-column lists are real (Campaign VT slice 1 Part B, below) — a `<list>`
with `<column>` children is no longer limited to one padded text column. A
`<list>` with no `<column>` children stays exactly the older single-column
form (`items`/`colors`/`icons`/`iconkind` on the element itself); the two
forms are mutually exclusive on one element.
`list colors`' values are `0xRRGGBB` (opaque, no alpha channel), while every
`color=`/`background=`/`border=` attribute elsewhere is `#AARRGGBB` (alpha
first) — the two grammars look similar but are not interchangeable.
Every hex literal (`did`, `0x` id bindings, `list colors` entries) requires
the `0x` prefix to parse as hex; an all-digit string with no prefix
(`did="165"`) parses as **decimal**, not hex — `did="165"` and `did="0x165"`
are different ids.
## The icon-id grammar (Slice B)
Decal/VirindiViewService plugins (the reference usage this ported:
MosswartMassacre's `HudPictureBox.Image` assignments, fed from Decal's
`FileService.SpellTable`/`SkillTable` icon columns) hand out **bare portal.dat
indices** — small integers, not full `0x06xxxxxx` RenderSurface DIDs. acdream's
host normalizes every icon id through one function so both styles work
everywhere an icon id is accepted:
```csharp
// AcDream.Plugin.Abstractions.PluginIcons
static uint Normalize(uint idOrIndex);
// 0 -> 0 (no icon)
// 7735 -> 0x06001E37 (bare index -> RenderSurface DID)
// 0x00FFFFFF -> 0x06FFFFFF (largest bare index, just below the boundary)
// 0x01000000 -> 0x01000000 (AT the boundary -> already a DID, unchanged)
// 0x06002D14 -> 0x06002D14 (already a DID, unchanged)
```
The boundary is `0x01000000`: any value below it is treated as a bare
Decal-style index and gets the `0x06000000` RenderSurface block prefix added;
any value at or above it (including `0x01000000` itself) is assumed to
already be a resolvable DID and passes through unchanged.
The host applies `Normalize` at **every** `did`-shaped sink: the descriptor's
`IconSurfaceId` (drawn on the plugin shelf button), and every `<icon did>` /
`<button icon>` (`iconkind="did"`) / `<list icons>` (`iconkind="did"`) value —
literal or bound, re-normalized every frame for a bound value. A plugin never
needs to call `Normalize` itself; handing the host either a Decal-style index
or a full DID produces the same drawn icon.
Plugin-facing records that already carry full retail RenderSurface DIDs
(`PluginSpellInfo.IconId`, `PluginSkillInfo.IconId`,
`PluginInventoryItem.IconId`, `PluginWorldObject.IconId`) are **not**
re-normalized — they are already in DID space, read straight from the
client's SpellTable/SkillTable/object state. `Normalize` only matters at a
markup `did` sink, where a plugin author might type a bare index by hand.
**Do NOT add `0x06000000` to any of the four `IconId` records above by
hand** — they are already full DIDs, not bare indices. `PluginSkillInfo.IconId`
in particular comes straight from `SkillBase.IconId`, and retail's own
`UIRegion::SetImageByDID(SkillBase._iconID)` (`@0x004f150e`) draws that field
directly as a DID with no `+0x06000000` step of its own — adding the block
prefix again would double-normalize it and resolve nothing (see
`src/AcDream.App/UI/Layout/SampleData.cs:69-83` for the real values: Melee
Defense is `0x06000165`, never `7735`/`0x165`, in that field).
**API-v1 note:** `IconId` is a positional/`init` member on each of the four
records above, so it participates in record equality (`Equals`/`GetHashCode`)
along with every other field. Plugin code that compares two
`PluginSpellInfo`/`PluginSkillInfo`/`PluginInventoryItem`/`PluginWorldObject`
values for equality now also compares their `IconId` — harmless for code
built against the new host (both sides fill it identically), but worth
knowing if you see an equality check that used to succeed start failing
against a host that populates `IconId` where an older one left it `0`.
## The three icon sources
Every icon-bearing attribute (`<icon>`'s `did`/`spell`/`item`, `<button icon>`,
`<list icons>`) resolves through one of three sources, selected by which
attribute is set (`<icon>`) or by `iconkind` (`<button>`/`<list>`, default
`"did"`):
| Source | What it draws | Backing API |
|---|---|---|
| `did` | The raw RenderSurface art at that DID, nothing composited on top | `IMarkupIconResolver.ResolveDid` (a plain sprite resolve, after `PluginIcons.Normalize`) |
| `spell` | Retail's **composited** spell icon: power-level backing + spell art + reversed/normal tint + self/fellow-targeted overlay | `IconComposer.GetSpellIcon` (retail `ClientMagicSystem::CompositeSpellIcon`) |
| `item` | Retail's **composited** item icon for a *live* object id: type-default underlay + custom underlay + base icon + custom overlay + effect recolor | `IconComposer.GetIcon`, reading the id's fields from the same `ClientObjectTable` the inventory UI already uses |
`did` accepts a literal (`did="7735"` decimal, or `did="0x06002D14"` hex) or a
binding (`did="{IconDid}"`, a `uint` property re-read every frame). `spell`
and `item` are almost always bindings (`spell="{SpellId}"`,
`item="{ObjectId}"`) but accept the same literal grammar. Any of the three
resolving to 0, or the resolver returning no texture, draws nothing — never a
placeholder, never a throw.
A `did` icon is **not blitted raw**. It is drawn the way retail draws every
icon it composites (`IconData::RenderIcons` with no overlay and no effects):
the art's pure-white pixels are the DAT's "recolor me" key and are replaced
with the solid-black fallback tile, exactly as a mundane item in the inventory.
Raw art shows a white ring around the icon (Decal's `HudPictureBox` draws it
that way); acdream does not. Art without any pure-white pixel is unaffected.
### `<icon>`
```xml
<icon x="8" y="8" w="32" h="32" did="7735" tooltip="Decal-style index"/>
<icon x="48" y="8" w="32" h="32" did="0x06002D14"/>
<icon x="88" y="8" w="32" h="32" spell="{SpellId}" tooltip="{SpellName}"/>
```
Exactly one of `did`/`spell`/`item` must be present — two sources on one
`<icon>` throws `FormatException` at `Build`. `w`/`h` default to 32 (retail's
standard icon size) when omitted. The sprite is drawn nearest-filtered,
aspect-preserved, and centered inside the `w`×`h` box — a non-square source
never stretches. A `tooltip` attribute makes the icon a real hit-test target
(it is click-through otherwise, so it never steals clicks meant for something
underneath it).
`<icon>` derives its kind from WHICH of `did`/`spell`/`item` is set — unlike
`<button>`/`<list>`, it has no per-element `iconkind` to disambiguate.
Putting `iconkind` on an `<icon>` throws `FormatException` at `Build`
("`iconkind applies to button and list; icon derives its kind from
did/spell/item`") rather than silently ignoring it.
### `<button icon="..." iconkind="did|spell|item">`
```xml
<button x="12" y="68" w="120" h="24" text="Report"
icon="0x06002D14" onclick="{Report}"/>
```
The icon draws flush left inside the button; the caption's centering region
shifts right to make room. `text` may be empty for an icon-only button.
`iconkind` defaults to `"did"`.
### `<list icons="{IconIds}" iconkind="did|spell|item">`
```xml
<list x="12" y="100" w="256" h="108"
items="{SpellRows}" icons="{SpellIds}" iconkind="spell"
selected="{SelectedIndex}"/>
```
`icons` is an `IEnumerable<uint>` (or `IEnumerable<int>`) binding parallel to
`items` — Decal's `IconColumn` convention: a leading square column,
`RowHeight - 2` pixels wide, one icon per row. A row past the end of the
icons list, or an id that resolves to nothing, draws no icon for that row
(the text still draws, just without an icon). Omitting `icons` entirely
keeps the list exactly as it was before Slice B (full-width text, no
column).
`iconkind` is **per-`<list>`**, not per-row: every id in one list's `icons`
binding is resolved the same way (all `did`, all `spell`, or all `item`).
There is no way to mix kinds within a single list. Two consequences:
- If a plugin's data genuinely mixes id spaces (some rows are raw DIDs, some
are spell ids needing a composited badge), it must pre-normalize/pre-resolve
outside the markup and expose ONE consistent `IEnumerable<uint>` of
`did`-space ids — `iconkind="did"` on the list.
- retail's composited spell badge (power-level backing + tint + self/fellow
overlay) can **only** be reached through `iconkind="spell"` with real spell
ids — there is no DID that already IS the composited result, so a list
that wants the badge look has no `did`-space escape hatch.
MosswartMassacre-style example — a list column composited from spell ids,
with the spell's own raw art DID printed alongside the name for comparison:
```csharp
// iconkind="spell": the values MUST be spell ids (what ResolveSpell composites
// a badge from), NOT the spell's raw IconId — those are different id spaces.
public IEnumerable<uint> SpellIds =>
host.Automation.Spells.KnownSelfBuffs.Select(s => s.SpellId);
public IEnumerable<string> SpellRows =>
host.Automation.Spells.KnownSelfBuffs.Select(
s => $"{s.Name} (icon 0x{s.IconId:X8})");
```
```xml
<list items="{SpellRows}" icons="{SpellIds}" iconkind="spell" .../>
```
(A list backed by `PluginSpellInfo.IconId` directly — the spell's own raw art
tile, no composited badge — uses `iconkind="did"` instead, with `icons`
yielding `IconId` rather than `SpellId`.)
## Columns (Campaign VT slice 1 Part B)
VVS's `HudList` (the VirindiViewService list control VTank's own `mainView.xml`
uses) supports N independently-typed columns per row — text, checkbox, and
icon cells side by side in one scrolling grid, each with its own `Click(row,
col)`. acdream's `<list>` matches this by letting a `<list>` declare
`<column>` children instead of the single-column `items`/`colors`/`icons`
attributes:
```xml
<list x="8" y="24" w="256" h="120" rowheight="17"
selected="{SelectedMonster}" onchange="{SelectMonster}">
<column type="text" width="140" items="{MonsterNames}"/>
<column type="check" width="24" values="{MonsterFester}" onchange="{ToggleFester}"/>
<column type="icon" width="24" iconkind="did" values="{MonsterIcons}" onclick="{PingMonster}"/>
</list>
```
This mirrors VTank's own Monsters tab (a name column plus several boolean
flag columns plus an icon-button column) — see
`docs/research/vtank-kb/08-ui-views.md` §3's "Multi-column lists with typed
columns" gap and its proposed extension, which this implements verbatim.
### `<column>` attribute grammar
| Attribute | Applies to | Required | Meaning |
|---|---|---|---|
| `type` | every column | yes | `text`, `check`, or `icon` — any other value throws `FormatException` at `Build` |
| `width` | every column | no (defaults to `0`) | Column width in px. **The LAST column in a `<list>` ignores its own declared width and always absorbs whatever room remains** after every earlier column — recomputed every frame off the list's live width, so a resizable list re-flows its last column like every other retained widget |
| `items` | `type="text"` | yes | `{IReadOnlyList<string>}` — one row of text per index |
| `colors` | `type="text"` | no | `{IReadOnlyList<uint>}`, `0xRRGGBB` per row (same grammar as the single-column list's own `colors`); omitted rows (or the whole attribute) fall back to the list's `TextColor` |
| `values` | `type="check"` | yes | `{IReadOnlyList<bool>}` — the checked state per row |
| `onchange` | `type="check"` | yes | `{Action<int>}` — fired with the ROW INDEX on a click anywhere in the cell; the plugin flips its own bool, the column never mutates `values`' backing collection itself |
| `values` | `type="icon"` | yes | `{IReadOnlyList<uint>}` (or `IReadOnlyList<int>`) — one icon id per row, same id-space rules as `list icons` |
| `iconkind` | `type="icon"` | no (defaults `"did"`) | `did`/`spell`/`item`, same three-source dispatch as `<list icons iconkind>` above — one kind per column, not per row |
| `onclick` | `type="icon"` | yes | `{Action<int>}` — fired with the ROW INDEX on a click anywhere in the cell |
Unlike the single-column list's optional `icons`/`onchange`, a `check`/`icon`
column's own `values` and `onchange`/`onclick` are **required** — a column
that can never fire anything, or has nothing to draw, is a Build-time author
error, not a silently-inert control. A `<column>` with an unrecognized `type`,
a missing required binding for its type, or any `<list>` child element that
isn't `<column>` at all, throws `FormatException` at `Build`. A `<list>` with
`<column>` children cannot ALSO use the single-column `items`/`colors`/`icons`
attributes on the `<list>` element itself — pick one form per list.
### Row count, selection, and clicks
Row count is the longest bound column (a text column with 20 rows next to a
check column with only 5 simply draws 15 rows of empty checkboxes — short
columns never truncate the whole list). The list's own `selected`/`onchange`
attributes keep exactly their single-column meaning: a click in a **text**
column selects that row (and fires the list's `onchange` with the row index,
same as today). A click in a **check** or **icon** column instead fires that
column's own `onchange`/`onclick` and does **not** change the list's
selection — VVS's per-cell `Click(row, col)` folded into a per-column
callback, since acdream's binding model is per-attribute rather than
per-cell. Scrolling works exactly as the single-column list already does.
### No header row
VVS's `HudList` has no built-in header row either — the column-caption
glyphs seen in VTank's own `mainView.xml` (e.g. the Monsters tab's single-letter
"F"/"B"/"G"/"I"/… flag headers) are ordinary `StaticText` controls placed
manually above the list. acdream matches this for free: put a `<label>` (or
several, one per column, hand-positioned) directly above the `<list>` — there
is no dedicated header markup to learn.
### Check-column glyph
A `type="check"` cell draws with the exact same five-band lamp glyph as
`<toggle>` (`UiMarkupToggle`'s checked/unchecked colors and `DrawLamp`
primitive), so a column checkbox reads identically to every other checkbox
in the client rather than a bespoke box-and-tick.
### Backward compatibility
A `<list>` with no `<column>` children is byte-for-byte the original
single-text-column widget — every existing panel (including every current
MossTank tab) keeps working unchanged; `<column>` is additive, not a
migration.
## The plugin shelf (Slice A)
The shelf (`AcDream.App.UI.PluginSidePanel`) is the right-edge strip of
per-plugin-window buttons. It is a real retained window
(`RetailWindowManager` key `plugin-shelf`), so it gets drag, the global UI
lock, and persisted position/visibility/collapsed state for free, exactly
like every other window.
- **Drag**: a grip strip across its top (three short dashes) is the move
handle. Dragging elsewhere on the shelf (the buttons themselves, the
padding between them) does not move the window.
- **Collapse**: a small `>`/`<` toggle at the grip's right end (expanded
shows `>`, collapsed shows `<`) shrinks the shelf to a 28px-tall,
button-sized tab (deliberately findable-sized, not a thin sliver) rather
than just the grip band; button entries stay laid out underneath so
expanding is instant. Persists through the same window-state channel as
position/visibility.
- **Hide/show**: `Shift+Ctrl+F1` (retail's plugin-manager chord,
`InputAction.TogglePluginManager` — acdream has no separate plugin manager,
so this is its honest home). Hiding the shelf never disables a plugin or
touches any individual plugin window's own visibility; a new plugin window
registering while the shelf is hidden does not un-hide it. If no plugin has
registered a shelf entry yet, the chord reports "No plugin windows are
registered." instead.
- **Default dock**: with no saved layout, the shelf sits at the right screen
edge, top 116px — until the user drags it (or a saved layout restores a
different position), after which it stays put and growth preserves whatever
corner it's anchored from.
## Testing conventions
`MarkupDocumentTests`/`MarkupIconTests` build panels with a fake
`resolve`/`IMarkupIconResolver` (`_ => (1u, 32, 32)` for sprites; a small
in-test class recording which id/kind it was asked to resolve) rather than a
live DAT — see `tests/AcDream.App.Tests/UI/`. `PluginSidePanelTests` exercises
the shelf's drag/collapse/hide/persistence behavior against a bare `UiRoot`.
`MarkupListColumnsTests` covers the Columns extension above: per-column
binding-type validation, draw-level column-offset/clipping/check-glyph pins
against the same recording-renderer apparatus, hit-test routing (text
selects; check/icon fire their own callback and never touch selection), and
a backward-compatibility proof that a column-less `<list>` is unaffected.