acdream/docs/plugin-ui-markup.md
Erik f2d7562c86 chore(plugin-ui): review cleanup — hermetic memo tests, shelf button anchors, outline pin, bounded miss cache; file #486/#487; correct #461
- Split the two hermetic RetailMarkupIconResolver memoization tests (and
  their counting fakes) out of the Lane=InstalledDat class into a new
  untagged RetailMarkupIconResolverMemoizationTests.cs so CI's portable
  filter (Lane!=InstalledDat) actually runs them.
- PluginSidePanel: move the entry button's Anchors = AnchorEdges.None from
  the Add() call site into PluginShelfButton's own constructor (same
  comment carried over) so a second construction path cannot miss it.
- UiRectOutlinePainterOrderTests: assert the back panel's border segment
  carries exactly 4 quads (24 vertices, FloatsPerVertex each) so a partial
  outline cannot pass the painter-order check.
- RetailMarkupIconResolver: document the type as UI-thread-only (every
  caller is a draw-time icon source) and bound the MISS cache to 256
  entries with FIFO eviction — HIT entries stay unbounded (bounded by the
  DAT's own surface count already). New test proves the 257th distinct
  miss evicts the first (re-probe count rises); verified failing first
  against the un-bounded code (Expected 258, Actual 257) before restoring
  the fix.
- docs/plugin-ui-markup.md: split the icon-binding row's failure mode into
  Build-time (missing property only — the binder never checks CLR type)
  vs. draw-time (a resolved value that cannot convert to a number throws
  from the draw, not from Build).
- docs/ISSUES.md: filed #486 (credits picture scroll frozen by the
  per-draw anchor pass) and #487 (radar compass tokens candidate, same
  mechanism, unconfirmed); corrected #461's causality — the graceful
  logout/reveal-cancel log lines are printed by LiveSessionController.Tick's
  catch -> StopAfterFailure -> StopCore AFTER the motion-update exception,
  then it rethrows, so the logout is a consequence of the crash, not its
  cause; real chain is the #462 stalled login-reveal materialization
  leaving PlayerMovementController in RuntimeOwnedDormant outside its
  SetPosition ground phase when an inbound 0xF74C arrives.
- Plan doc: recorded the three fix-round commits' verdicts (all PASS) and
  the Smoke-plugin cleanup commit SHA in the Review ledger, plus a pointer
  to the two newly filed issues.

Verified: dotnet build AcDream.slnx -c Release (0/0), targeted filter
85/0/0, full App suite 7364 passed / 97 skipped / 36 failed (36 pre-existing
InstalledDat/Manual/Linux-only failures, unchanged by name from baseline;
net +1 passed test from the new eviction test).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 17:09:46 +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>` |
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) | `x y w h items colors selected onchange rowheight icons iconkind` |
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).
**LIMITATION:** `<list>` has exactly one text column (plus the optional
Slice B icon column) — there is no multi-column list yet. A plugin that
needs tabular rows today pads its own fixed-width text (`$"{name,-16}{value,6}"`).
Real multi-column support is deferred to the MossTank plugin work.
`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.
### `<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`.)
## 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`.