acdream/src/AcDream.App/UI
Erik 9afa05b563 fix(ui): FA3 fix-round — wire Friends/Squelch scrollbars, gate rebuild on visibility, fix revision-latch ordering
Campaign FA slice FA3 dual-lens review fix round.

Blast MUST-FIX 1: SocialFriendsPageController/SocialSquelchPageController
never wired their ListBox's own sibling scrollbar (Friends
0x10000517->0x10000518, Squelch 0x1000053E->0x10000543) — the two lists
had NO scroll driver at all (no wheel fallback exists on
UiScrollablePanel), making any roster past the visible extent completely
unreachable, not just awkward to scroll. Both controllers now wire
`scrollbar.Model = listBox.Scroll` scoped to their own page root, exactly
like the four existing UiTemplateListBox consumers
(Character/Chat/Config/KeyboardConfig). New tests prove the wiring AND
that a >panel-height roster is actually reachable through it.

Blast SHOULD-FIX 2/3: the Friends/Squelch resolver re-ran
LayoutImporter.ImportInfos (a full DAT tree walk) under the shared DAT
lock on EVERY row, every revision, even while the panel was closed —
RetailUiRuntime.MountSocialPanel's TemplateResolver now caches each row
template's ElementInfo the first time it is resolved and never
re-Imports for that template id again. SocialPanelController additionally
gates the Friends/Squelch Tick-driven rebuild on the panel's own
visibility via the (previously unused) IRetainedPanelController
OnShown/OnHidden hooks, so no DAT-locked rebuild work runs at all while
the panel is closed. SocialFriendsPageController/SocialSquelchPageController
also now only advance _lastRevision after every row resolves — a
transient resolver miss no longer latches an empty roster until the next
server-side change; it retries on the next Tick instead.

Mechanism SHOULD-FIX 8: SocialPanelController.Tick() now returns early
once disposed, matching every other J-slice teardown discipline (it was
being ticked unconditionally forever since RetailUiRuntime never nulls
the field).

Mechanism SHOULD-FIX 1: IsShowingAllegiance's doc claimed the F3/F4
close-on-second-press semantics were "retail's Toggle-action semantics" —
re-derived and confirmed NO retail OnAction consumer exists for either
action anywhere in the binary. Relabeled as acdream's own
OpenSpellbook-precedent convention; no register row added, following the
same no-row precedent OpenSpellbook and every other non-toolbar Toggle
panel already sets. Unknown filed as U11 in the panel-structure research
doc's §8 table.

Tests: 5 new (2 scrollbar-wiring pins, 2 long-roster-reachable-via-
scrollbar, 1 hidden-panel-does-not-rebuild/shown-panel-catches-up); 2
existing tests updated for the new visibility gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 03:43:35 +02:00
..
Layout fix(ui): FA3 fix-round — wire Friends/Squelch scrollbars, gate rebuild on visibility, fix revision-latch ordering 2026-08-12 03:43:35 +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
IUiChildrenAttachedListener.cs feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings 2026-08-11 00:06:43 +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 feat(ui): FA3 -- mount the social panel shell (Friends/Allegiance/Fellowship/Squelch) 2026-08-12 02:58:09 +02:00
RetailSkillTrainingConfirmationController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailUiRuntime.cs fix(ui): FA3 fix-round — wire Friends/Squelch scrollbars, gate rebuild on visibility, fix revision-latch ordering 2026-08-12 03:43:35 +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(chat): CH6c review fixes — opaque default, opacity-transition register clauses 2026-08-10 14:48:39 +02:00
RetailWindowOpacityController.cs fix #379: chat opacity fade was scoped to every window, not just chat 2026-08-11 23:00:57 +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 feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles 2026-08-10 19:28:34 +02:00
UiButton.cs fix #382: chat-window indicator buttons invisible until first hovered 2026-08-11 23:03:31 +02:00
UiButtonStateMachine.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiCatalogSlot.cs fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix 2026-08-10 22:15:20 +02:00
UiCheckboxBitfield64.cs feat(ui): Campaign OP slice OP5 — the Chat tab 2026-08-11 06:25:59 +02:00
UiCollapsibleFrame.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiDatFont.cs feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles 2026-08-10 19:28:34 +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): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
UiEvent.cs fix(ui): OP5 re-check residuals R1/R2 (coordinator pass) — OP5 CLOSED 2026-08-11 08:13:24 +02:00
UiField.cs fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix 2026-08-10 22:15:20 +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 #374: open dropdown popups get first claim on pointer routing 2026-08-11 15:17:17 +02:00
UiMeter.cs fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix 2026-08-10 22:15:20 +02:00
UiNineSlicePanel.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiOptionToggleSlider.cs feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings 2026-08-11 00:06:43 +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 feat(ui): mark store-only option rows dimmed (user-directed, gate 2) 2026-08-11 15:52:20 +02:00
UiResizeGrip.cs fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture 2026-08-10 13:09:32 +02:00
UiRoot.cs fix #374: open dropdown popups get first claim on pointer routing 2026-08-11 15:17:17 +02:00
UiScrollable.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiScrollablePanel.cs fix #371: straddling rows clip at the viewport edge instead of vanishing whole 2026-08-11 17:08:21 +02:00
UiScrollbar.cs fix(ui): OP5 re-check residuals R1/R2 (coordinator pass) — OP5 CLOSED 2026-08-11 08:13:24 +02:00
UiShortcutDigitGraphics.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UiSolidSpriteFill.cs fix #381: Options-panel footer needs an opaque backing field 2026-08-11 23:01:43 +02:00
UiTabPanel.cs feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
UiTemplateListBox.cs feat(ui): FA3 -- mount the social panel shell (Friends/Allegiance/Fellowship/Squelch) 2026-08-12 02:58:09 +02:00
UiText.cs fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix 2026-08-10 22:15:20 +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(ui): FA3 -- mount the social panel shell (Friends/Allegiance/Fellowship/Squelch) 2026-08-12 02:58:09 +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.