Owner report 2026-09-06: MossTank's shelf icon (0x06002C41) drew with a white ring. DAT icon art reserves pure-white-opaque pixels as the recolor key that retail IconData::RenderIcons (0x0058d180) replaces per pixel through SurfaceWindow::ReplaceColor (0x004415b0) from the effect tile — the solid-black 0x21 tile when there are no effects. The inventory already does this through IconComposer; the plugin did sink (markup <icon did>, <button icon>, <list icons> and the shelf button) blitted the art raw. RetailMarkupIconResolver.ResolveDid now hands out IconComposer.GetKeyedIcon — the drag-icon composite (base art + effects==0 recolor, no overlay, no underlay), sharing that cache — so did icons look like a mundane inventory item does. The resolver no longer needs a TextureCache. KeyedIconInstalledDatTests pins both halves against the real DAT: the raw art carries the key, the composite carries none, and ResolveDid returns exactly the keyed composite. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
329 lines
18 KiB
Markdown
329 lines
18 KiB
Markdown
# Plugin UI markup
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SSOT for `AcDream.Plugin.Abstractions.IUiRegistry`'s markup vocabulary — every
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element and attribute a plugin can put in the KSML-style XML it hands the host
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via `AddPanel`/`RegisterPanel`/`RegisterPanelContent`, the `{Binding}` rules
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those attributes follow, the DAT-icon grammar (Slice B), and the movable
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plugin shelf (Slice A). Both slices are recorded in
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[`plans/2026-09-06-plugin-shelf-and-dat-icons.md`](plans/2026-09-06-plugin-shelf-and-dat-icons.md);
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this page is the day-to-day reference for writing a panel, that plan is the
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design record.
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Plugins stay BCL-only: nothing in `AcDream.Plugin.Abstractions` references
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App/UI or Core.Items types. A plugin hands the host raw ids (spell ids,
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object guids, DAT indices); the host owns every texture, every composited
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icon, and the parser that turns markup into a live `UiElement` tree
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(`AcDream.App.UI.MarkupDocument`).
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## Registering a panel
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```csharp
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host.Ui.AddPanel(
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new PluginPanelDescriptor("main", "MossTank")
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{
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IconText = "MT", // fallback initials if IconSurfaceId is 0
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IconSurfaceId = 0x06002C41, // Decal-style bare index OR a full DID — both normalize
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StartVisible = true,
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ShowInSidePanel = true,
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},
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Path.Combine(pluginDirectory, "mosstank.xml"),
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binding);
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```
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`RegisterPanel` (same signature, returns `IDisposable`) removes the window
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independently of the plugin's own lifetime. `RegisterPanelContent` takes an
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in-memory KSML string instead of a file path — the route to reach for when a
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panel is small enough not to need its own shipped `.xml` asset.
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Every registered window gets a stable persisted key
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(`plugin:{pluginId}:{windowId}`), drag, resize (where the markup opts in),
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the global UI lock, and a button in the shared plugin shelf
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(`ShowInSidePanel = true`, the default). Hiding or minimizing a window never
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disables the plugin or pauses its `Tick`.
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## The `{Binding}` rule
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Every attribute that isn't a plain literal is either:
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- a **literal** — a number, color, or string typed directly in the markup, or
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- a **binding** — `{PropertyName}`, resolved once at `Build` time against the
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binding object's public properties/`Action`/`Action<T>` members via
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reflection, then **re-read every frame** through a `Func<T>` (or invoked
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live for actions). A plugin updates its panel by assigning a property; it
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never touches `UiElement` objects directly, and never from a thread other
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than the one that calls `Tick`.
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A binding failure's severity is per-attribute, not one blanket rule — see the
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table below. An unrecognized `{Prop}` that resolves loudly (any row marked
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"Throws") throws `FormatException` **at `Build`**, the same moment any other
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malformed attribute throws, never silently at draw time. The attributes
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marked "Silent" instead fall back to something visible-but-harmless at
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*runtime* (the literal text, `null`, or `0`) — a plugin author who typos one
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of those sees a wrong-looking value on screen rather than a crash, so double
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check those four against the markup by eye.
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| Attribute(s) | On a missing/mistyped `{Prop}` | Bound CLR type |
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|---|---|---|
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| `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()`) |
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| `meter cur`, `meter max` | **Silent** — `BindUint` returns `null` (the meter shows no cur/max) | `uint?` (accepts any integral type) |
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| `meter fill`, `slider value` | **Silent** — `BindFloat` returns `0` | `float?`/`float` |
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| `list items`, `menu items` | Throws | `IEnumerable<string>` |
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| `list colors` | **Silent** if omitted (no color override); throws if present but mistyped | `IEnumerable<uint>` **or** `IEnumerable<int>` (shared `BindUintList`) |
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| `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>` |
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| `<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` |
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| `list selected` | Throws (required int reader) | `int` |
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| `tab selected`, `toggle checked` | Throws (required bool reader) | `bool` |
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| root `panel visible` | Throws (required bool reader; see the root-only note below) | `bool` |
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| `onclick` (button/tab/toggle) | Throws | `Action` |
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| `slider onchange` | Throws | `Action<float>` |
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| `field onchange`, `field onsubmit`, `menu onchange` | Throws | `Action<string>` |
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| `list onchange` | Throws | `Action<int>` |
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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.
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## Elements
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Every element name is validated at `Build`: an unknown or miscased tag (e.g.
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`<Icon>`, `<butotn>`) throws `FormatException` rather than silently
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vanishing from the built tree.
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| Element | Purpose | Key attributes |
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|---|---|---|
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| `panel` (root) | The window itself | `x y w h title resize visible` |
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| `group` | Transparent layout container | `x y w h background border visible` |
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| `label` | Static or bound text | `x y text color` |
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| `button` | Clickable rect + caption (+ Slice B icon) | `x y w h text color background border onclick icon iconkind` |
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| `icon` | Slice B: a standalone DAT icon | `x y w h did spell item tooltip` |
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| `meter` | Retail-style nine-slice bar | `x y w h fill cur max color anchor backleft/backtile/backright frontleft/fronttile/frontright` |
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| `tab` | Selectable tab button | `x y w h text selected onclick` |
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| `toggle` | Lamp-style checkbox | `x y w h text checked onclick color` |
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| `slider` | Horizontal scalar | `x y w h value onchange` |
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| `field` | Single-line editable text | `x y w h text maxlength clearonsubmit onchange onsubmit color background` |
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| `menu` | Dropdown selector | `x y w h items selected onchange rows rowheight openupward` |
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| `list` | Scrollable row list (+ Slice B icon column) | `x y w h items colors selected onchange rowheight icons iconkind` |
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Common to every element via `ApplyCommon`: `name`/`id` (a stable control
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name), `visible` (literal `true`/`false` or a bound `bool` property),
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`enabled` (same rule), and `tooltip` (a literal string or `{Binding}` shown
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through retail's own runtime tooltip popup, empty/whitespace treated as no
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tooltip). The root `<panel>` is the one exception: it does **not** go
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through `ApplyCommon` (no `name`/`enabled`/`tooltip`), and its `visible`
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attribute accepts a `{Binding}` only — a literal `visible="true"` on the
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root is not parsed (unlike every child element, where a literal is fine).
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**LIMITATION:** `<list>` has exactly one text column (plus the optional
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Slice B icon column) — there is no multi-column list yet. A plugin that
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needs tabular rows today pads its own fixed-width text (`$"{name,-16}{value,6}"`).
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Real multi-column support is deferred to the MossTank plugin work.
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`list colors`' values are `0xRRGGBB` (opaque, no alpha channel), while every
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`color=`/`background=`/`border=` attribute elsewhere is `#AARRGGBB` (alpha
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first) — the two grammars look similar but are not interchangeable.
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Every hex literal (`did`, `0x` id bindings, `list colors` entries) requires
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the `0x` prefix to parse as hex; an all-digit string with no prefix
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(`did="165"`) parses as **decimal**, not hex — `did="165"` and `did="0x165"`
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are different ids.
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## The icon-id grammar (Slice B)
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Decal/VirindiViewService plugins (the reference usage this ported:
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MosswartMassacre's `HudPictureBox.Image` assignments, fed from Decal's
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`FileService.SpellTable`/`SkillTable` icon columns) hand out **bare portal.dat
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indices** — small integers, not full `0x06xxxxxx` RenderSurface DIDs. acdream's
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host normalizes every icon id through one function so both styles work
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everywhere an icon id is accepted:
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```csharp
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// AcDream.Plugin.Abstractions.PluginIcons
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static uint Normalize(uint idOrIndex);
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// 0 -> 0 (no icon)
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// 7735 -> 0x06001E37 (bare index -> RenderSurface DID)
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// 0x00FFFFFF -> 0x06FFFFFF (largest bare index, just below the boundary)
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// 0x01000000 -> 0x01000000 (AT the boundary -> already a DID, unchanged)
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// 0x06002D14 -> 0x06002D14 (already a DID, unchanged)
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```
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The boundary is `0x01000000`: any value below it is treated as a bare
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Decal-style index and gets the `0x06000000` RenderSurface block prefix added;
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any value at or above it (including `0x01000000` itself) is assumed to
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already be a resolvable DID and passes through unchanged.
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The host applies `Normalize` at **every** `did`-shaped sink: the descriptor's
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`IconSurfaceId` (drawn on the plugin shelf button), and every `<icon did>` /
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`<button icon>` (`iconkind="did"`) / `<list icons>` (`iconkind="did"`) value —
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literal or bound, re-normalized every frame for a bound value. A plugin never
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needs to call `Normalize` itself; handing the host either a Decal-style index
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or a full DID produces the same drawn icon.
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Plugin-facing records that already carry full retail RenderSurface DIDs
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(`PluginSpellInfo.IconId`, `PluginSkillInfo.IconId`,
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`PluginInventoryItem.IconId`, `PluginWorldObject.IconId`) are **not**
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re-normalized — they are already in DID space, read straight from the
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client's SpellTable/SkillTable/object state. `Normalize` only matters at a
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markup `did` sink, where a plugin author might type a bare index by hand.
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**Do NOT add `0x06000000` to any of the four `IconId` records above by
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hand** — they are already full DIDs, not bare indices. `PluginSkillInfo.IconId`
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in particular comes straight from `SkillBase.IconId`, and retail's own
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`UIRegion::SetImageByDID(SkillBase._iconID)` (`@0x004f150e`) draws that field
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directly as a DID with no `+0x06000000` step of its own — adding the block
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prefix again would double-normalize it and resolve nothing (see
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`src/AcDream.App/UI/Layout/SampleData.cs:69-83` for the real values: Melee
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Defense is `0x06000165`, never `7735`/`0x165`, in that field).
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**API-v1 note:** `IconId` is a positional/`init` member on each of the four
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records above, so it participates in record equality (`Equals`/`GetHashCode`)
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along with every other field. Plugin code that compares two
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`PluginSpellInfo`/`PluginSkillInfo`/`PluginInventoryItem`/`PluginWorldObject`
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values for equality now also compares their `IconId` — harmless for code
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built against the new host (both sides fill it identically), but worth
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knowing if you see an equality check that used to succeed start failing
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against a host that populates `IconId` where an older one left it `0`.
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## The three icon sources
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Every icon-bearing attribute (`<icon>`'s `did`/`spell`/`item`, `<button icon>`,
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`<list icons>`) resolves through one of three sources, selected by which
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attribute is set (`<icon>`) or by `iconkind` (`<button>`/`<list>`, default
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`"did"`):
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| Source | What it draws | Backing API |
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|---|---|---|
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| `did` | The raw RenderSurface art at that DID, nothing composited on top | `IMarkupIconResolver.ResolveDid` (a plain sprite resolve, after `PluginIcons.Normalize`) |
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| `spell` | Retail's **composited** spell icon: power-level backing + spell art + reversed/normal tint + self/fellow-targeted overlay | `IconComposer.GetSpellIcon` (retail `ClientMagicSystem::CompositeSpellIcon`) |
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| `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 |
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`did` accepts a literal (`did="7735"` decimal, or `did="0x06002D14"` hex) or a
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binding (`did="{IconDid}"`, a `uint` property re-read every frame). `spell`
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and `item` are almost always bindings (`spell="{SpellId}"`,
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`item="{ObjectId}"`) but accept the same literal grammar. Any of the three
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resolving to 0, or the resolver returning no texture, draws nothing — never a
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placeholder, never a throw.
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A `did` icon is **not blitted raw**. It is drawn the way retail draws every
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icon it composites (`IconData::RenderIcons` with no overlay and no effects):
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the art's pure-white pixels are the DAT's "recolor me" key and are replaced
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with the solid-black fallback tile, exactly as a mundane item in the inventory.
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Raw art shows a white ring around the icon (Decal's `HudPictureBox` draws it
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that way); acdream does not. Art without any pure-white pixel is unaffected.
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### `<icon>`
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```xml
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<icon x="8" y="8" w="32" h="32" did="7735" tooltip="Decal-style index"/>
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<icon x="48" y="8" w="32" h="32" did="0x06002D14"/>
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<icon x="88" y="8" w="32" h="32" spell="{SpellId}" tooltip="{SpellName}"/>
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```
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Exactly one of `did`/`spell`/`item` must be present — two sources on one
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`<icon>` throws `FormatException` at `Build`. `w`/`h` default to 32 (retail's
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standard icon size) when omitted. The sprite is drawn nearest-filtered,
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aspect-preserved, and centered inside the `w`×`h` box — a non-square source
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never stretches. A `tooltip` attribute makes the icon a real hit-test target
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(it is click-through otherwise, so it never steals clicks meant for something
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underneath it).
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`<icon>` derives its kind from WHICH of `did`/`spell`/`item` is set — unlike
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`<button>`/`<list>`, it has no per-element `iconkind` to disambiguate.
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Putting `iconkind` on an `<icon>` throws `FormatException` at `Build`
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("`iconkind applies to button and list; icon derives its kind from
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did/spell/item`") rather than silently ignoring it.
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### `<button icon="..." iconkind="did|spell|item">`
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```xml
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<button x="12" y="68" w="120" h="24" text="Report"
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icon="0x06002D14" onclick="{Report}"/>
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```
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The icon draws flush left inside the button; the caption's centering region
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shifts right to make room. `text` may be empty for an icon-only button.
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`iconkind` defaults to `"did"`.
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### `<list icons="{IconIds}" iconkind="did|spell|item">`
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```xml
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<list x="12" y="100" w="256" h="108"
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items="{SpellRows}" icons="{SpellIds}" iconkind="spell"
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selected="{SelectedIndex}"/>
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```
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`icons` is an `IEnumerable<uint>` (or `IEnumerable<int>`) binding parallel to
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`items` — Decal's `IconColumn` convention: a leading square column,
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`RowHeight - 2` pixels wide, one icon per row. A row past the end of the
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icons list, or an id that resolves to nothing, draws no icon for that row
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(the text still draws, just without an icon). Omitting `icons` entirely
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keeps the list exactly as it was before Slice B (full-width text, no
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column).
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`iconkind` is **per-`<list>`**, not per-row: every id in one list's `icons`
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binding is resolved the same way (all `did`, all `spell`, or all `item`).
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There is no way to mix kinds within a single list. Two consequences:
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- If a plugin's data genuinely mixes id spaces (some rows are raw DIDs, some
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are spell ids needing a composited badge), it must pre-normalize/pre-resolve
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outside the markup and expose ONE consistent `IEnumerable<uint>` of
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`did`-space ids — `iconkind="did"` on the list.
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- retail's composited spell badge (power-level backing + tint + self/fellow
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overlay) can **only** be reached through `iconkind="spell"` with real spell
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ids — there is no DID that already IS the composited result, so a list
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that wants the badge look has no `did`-space escape hatch.
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MosswartMassacre-style example — a list column composited from spell ids,
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with the spell's own raw art DID printed alongside the name for comparison:
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```csharp
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// iconkind="spell": the values MUST be spell ids (what ResolveSpell composites
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// a badge from), NOT the spell's raw IconId — those are different id spaces.
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public IEnumerable<uint> SpellIds =>
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host.Automation.Spells.KnownSelfBuffs.Select(s => s.SpellId);
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public IEnumerable<string> SpellRows =>
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host.Automation.Spells.KnownSelfBuffs.Select(
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s => $"{s.Name} (icon 0x{s.IconId:X8})");
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```
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```xml
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<list items="{SpellRows}" icons="{SpellIds}" iconkind="spell" .../>
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```
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(A list backed by `PluginSpellInfo.IconId` directly — the spell's own raw art
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tile, no composited badge — uses `iconkind="did"` instead, with `icons`
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yielding `IconId` rather than `SpellId`.)
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## The plugin shelf (Slice A)
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The shelf (`AcDream.App.UI.PluginSidePanel`) is the right-edge strip of
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per-plugin-window buttons. It is a real retained window
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(`RetailWindowManager` key `plugin-shelf`), so it gets drag, the global UI
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lock, and persisted position/visibility/collapsed state for free, exactly
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like every other window.
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- **Drag**: a grip strip across its top (three short dashes) is the move
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handle. Dragging elsewhere on the shelf (the buttons themselves, the
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padding between them) does not move the window.
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- **Collapse**: a small `>`/`<` toggle at the grip's right end (expanded
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shows `>`, collapsed shows `<`) shrinks the shelf to a 28px-tall,
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button-sized tab (deliberately findable-sized, not a thin sliver) rather
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than just the grip band; button entries stay laid out underneath so
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expanding is instant. Persists through the same window-state channel as
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position/visibility.
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- **Hide/show**: `Shift+Ctrl+F1` (retail's plugin-manager chord,
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`InputAction.TogglePluginManager` — acdream has no separate plugin manager,
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so this is its honest home). Hiding the shelf never disables a plugin or
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touches any individual plugin window's own visibility; a new plugin window
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registering while the shelf is hidden does not un-hide it. If no plugin has
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registered a shelf entry yet, the chord reports "No plugin windows are
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registered." instead.
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- **Default dock**: with no saved layout, the shelf sits at the right screen
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edge, top 116px — until the user drags it (or a saved layout restores a
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different position), after which it stays put and growth preserves whatever
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corner it's anchored from.
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## Testing conventions
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`MarkupDocumentTests`/`MarkupIconTests` build panels with a fake
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`resolve`/`IMarkupIconResolver` (`_ => (1u, 32, 32)` for sprites; a small
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in-test class recording which id/kind it was asked to resolve) rather than a
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live DAT — see `tests/AcDream.App.Tests/UI/`. `PluginSidePanelTests` exercises
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the shelf's drag/collapse/hide/persistence behavior against a bare `UiRoot`.
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