Retail authors ONE caption element per bar with per-mode state strings, switched by a PassToChildren state cascade (gmPowerbarUI:: RecvNotice_BeginPowerbar @0x004DA730 sets 0x10000042 Jump / 0x10000043 Melee / 0x10000044 Missile / 0x10000045 DDD; installed-DAT probe confirmed every string + PassToChildren flag). - Jump bar (user gate): the floaty powerbar's caption child (0x10000035: JumpMode 'Height', authored HJustify=Center over the bar) was dropped by UiMeter's child absorption. The stateful-fill meter build now absorbs it into per-state labels; TrySetRetailState latches the caption and OnDraw shows it when no live Label provider is bound. JumpPowerbarController's existing JumpMode flip now surfaces 'Height' with zero controller changes. The mount gained the string resolver the Build call never passed. - Combat bar (user gate): label 0x10000052 authors 'MeleeCombat' -> 'Power' and 'MissileCombat' -> 'Accuracy'; the controller latched the MELEE string once at bind. CombatUiLabels now resolves both authored strings and OnCombatModeChanged sets the mode's string - switching live when swapping melee <-> missile weapons in combat. Also fixed the mode-state flip target: the states live on the BASIC PANEL (0x1000005C, PassToChildren), not the layout root (Hide/ShowDetail only) - the old _root flip was a silent no-op. New env-gated ACDREAM_PROBE_POWERBAR layout probe (kept, house pattern). App suite 4,987/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| Layout | ||
| Testing | ||
| AutoWieldController.cs | ||
| ClientCommandController.cs | ||
| ControlsIni.cs | ||
| CursorFeedbackController.cs | ||
| GameplayConfirmationController.cs | ||
| IconComposer.cs | ||
| IItemListDragHandler.cs | ||
| IRetainedPanelController.cs | ||
| IRetainedWindowStateController.cs | ||
| ItemDragPayload.cs | ||
| ItemEquipRules.cs | ||
| ItemInteractionController.cs | ||
| IUiChildrenAttachedListener.cs | ||
| IUiDatStateful.cs | ||
| IUiGlobalTimeListener.cs | ||
| IUiViewportRenderer.cs | ||
| MarkupDocument.cs | ||
| README.md | ||
| RetailChromeSprites.cs | ||
| RetailCursorCatalog.cs | ||
| RetailItemConfirmationController.cs | ||
| RetailPanelCatalog.cs | ||
| RetailSkillTrainingConfirmationController.cs | ||
| RetailUiRuntime.cs | ||
| RetailUiRuntimeLease.cs | ||
| RetailWindowHandle.cs | ||
| RetailWindowLayoutPersistence.cs | ||
| RetailWindowManager.cs | ||
| RetailWindowOpacityController.cs | ||
| RetainedPanelControllerGroup.cs | ||
| RetainedUiInputBinding.cs | ||
| SpewBoxController.cs | ||
| UiButton.cs | ||
| UiButtonStateMachine.cs | ||
| UiCatalogSlot.cs | ||
| UiCheckboxBitfield64.cs | ||
| UiCollapsibleFrame.cs | ||
| UiDatFont.cs | ||
| UiDialogRoot.cs | ||
| UiElement.cs | ||
| UiEvent.cs | ||
| UiField.cs | ||
| UiHost.cs | ||
| UiItemList.cs | ||
| UiItemSlot.cs | ||
| UiLayoutPolicy.cs | ||
| UiMenu.cs | ||
| UiMeter.cs | ||
| UiNineSlicePanel.cs | ||
| UiOptionToggleSlider.cs | ||
| UiPanel.cs | ||
| UiRadar.cs | ||
| UiRenderContext.cs | ||
| UiResizeGrip.cs | ||
| UiRoot.cs | ||
| UiScrollable.cs | ||
| UiScrollablePanel.cs | ||
| UiScrollbar.cs | ||
| UiShortcutDigitGraphics.cs | ||
| UiSolidSpriteFill.cs | ||
| UiTabPanel.cs | ||
| UiTemplateListBox.cs | ||
| UiText.cs | ||
| UiTextureElement.cs | ||
| UiViewport.cs | ||
| WindowNames.cs | ||
| WorldDropDispatch.cs | ||
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 (0x01click,0x15drag-begin,0x3Edrop,0x201WM_LBUTTONDOWN, …)UiElement.cs— base widget withOnDraw/OnEvent/OnHitTest/OnTickvirtuals, children list, ZOrder, focus/capture flagsUiPanel.cs—UiPanel(rect + optional bg/border),UiLabel,UiButtonUiRenderContext.cs— per-frame draw context with translate stackUiRoot.cs— top-of-tree + "Device" responsibilities (mouse/keyboard state, focus, modal, capture, drag-drop, tooltip timer). Mirrors the retailDAT_00837ff4Device 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 theUiRoot, aTextRenderer, and a defaultBitmapFont. ProvidesWireMouse/WireKeyboardhelpers 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+TextRendererpipeline
To build next
AcFont+FontCache— loadFontDBObjs fromportal.datrange0x40000000..0x40000FFF, bake 256×256 glyph atlas from the referencedRenderSurface(0x06xxxxxx). See slice 03 §4.- Dat sprite loader — decode
RenderSurfacedats as GL textures; addDrawSprite(uint datId, Rectangle dest, uint rgba)toUiRenderContext. CursorManager— OS cursor + dat-sourced custom cursors via slice 03 §7.- Scissor clipping — for panels with scrollable interiors (chat,
inventory grid).
GL_SCISSOR_TESTwrapped inUiRenderContext.PushScissor/PopScissor. - First concrete panel —
ChatWindowsince we have all 6 wire messages parsed already. See slice 05 §1. - 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.