fix(CT-GF1): review fix round — literal DrawHere clip shape, empty-clip cull, popup input routing
Applies all 11 items from the Opus dual-lens review of989f6652(0 blockers, 7 SHOULD-FIX, 4 NOTE): - S2: UiElement.DrawSelfAndChildren now pushes the ambient clip right after PushAlpha and wraps OnDraw + the children walk + OnDrawAfterChildren in ONE block — the literal UIRegion::DrawHere @0x0069FA30 shape, which clips an element's OWN DrawSelf too, not just its children (UIElement_Text::DrawSelf @0x00467AA0 locks glyph blits to its own clipped surface rect; UIRegion::DrawSelf @0x0069F1A0 blits per clip rect). Deleted the two now-redundant ad-hoc self-clips this supersedes: UiText.DrawText and UiField.DrawMultiLine both pushed their own (0,0,Width,Height) — exactly what the new ambient clip already provides one level up. Kept UiButton.DrawBlockLabel's clip: it clips to LabelBox/ValueBox, an authored INNER sub-rect that can be smaller than and offset from the button's own full rect — a genuine narrower viewport, not a redundant duplicate. - S3: deleted UiItemList's `ClipsChildren => CellWidth > 0f` override — correct under the old opt-in-false default, inverted under the new default-true (an unconfigured list would stop clipping instead of clipping like everything else). - S4: pinned the escaped-popup input path end to end. New UiAncestorClipTests test mounts a menu inside a short window on a real UiRoot, opens it, and proves a click in the escaped popup region reaches the menu through UiRoot.PopupHit (a plain top-down walk is proven to reject the same point first). UiRoot.WantsMouse now also checks PopupHit — it previously only checked Captured/ HitTestTopDown, so a game action could fire underneath an open dropdown's escaped region. OnMouseDown/OnScroll already routed through PopupHit first (#374); unchanged. - S5: strengthened the Titles-divider regression test's positive half. The old assertion only checked SOME quad's Y fell in a band — vacuously true given other same-band content. Now asserts the divider's exact rect (X and Y), then diffs against the same rect with the divider hidden (Visible=false) to prove the quad was actually attributable to it. - S1: added UiWindowDrawCaptureSweepTests — Character/Chat/Vendor/ Options mounted through their real production Bind entry points with a non-zero sprite resolver, drawn via RecordingGpuDevice, asserting a per-window vertex floor (~40-45% of this session's observed baseline: Character 588, Chat 162, Vendor 54, Options 240) plus one key sprite id read LIVE off the bound controller/element (never hardcoded). Character's key sprite (RetailChromeSprites. TopEdge) specifically exercises OnDrawAfterChildren, the exact path S2's caution note flagged. Inventory/Paperdoll/social/map-house skipped — no single fixture-driven top-level Bind entry point. - S6: added the CT-GF1 subsection to the campaign plan's ledger (989f6652+ this fix round; CT7 re-gate still owed). - S7: UiRenderContext.PushClipUnbounded now resets to the CANVAS rect (0,0,ScreenSize), not null — retail's own popup region is SCREEN-clipped (UIElement_Menu::MakePopup spawns a top-level region bounded by the screen), not truly unbounded. AD-113 amended. - N1: UiRoot overrides ClipsChildren => false — the root's own region IS the screen (the viewport already scissors it), so this is a safety net against a momentarily zero-sized root silently blanking the whole UI tree under the new ancestor-clip default. - N2: added the empty-clip subtree cull (retail's var_24 gate @0x0069FB8E) to DrawSelfAndChildren only — DrawOverlays is a wholly separate traversal untouched by this change. New test proves a menu inside a fully-clipped (zero-width) window still draws its open popup via the overlay pass while the main pass draws nothing. - N3: CT7 script §5 now names the collapsed-toolbar check and the four highest-overflow windows (combat/vitals bar, Options bottom-button row, map/house page, floaty chat) as explicit eyeball items for the re-gate. - N4: verification below covers both the working tree and the clean committed tree. Decomp anchors: UIRegion::DrawHere @0x0069FA30 (var_24 gate @0x0069FB8E); UIElement_Text::DrawSelf @0x00467AA0 (self-clip); UIRegion::DrawSelf @0x0069F1A0; UIElement_Menu::MakePopup (screen- clipped popup region). Verification (both runs green, --filter "Lane!=InstalledDat& Lane!=PreparedPackage&Lane!=Live&Lane!=Manual&Lane!=Timing& Lane!=Windows&Lane!=Linux&Lane!=SystemFont&Purpose!=Diagnostic& Status!=KnownFailure"): full Release solution build green; working tree 14,900+ tests across every project (one LandblockPresentation PipelineTests flake reproduced ONLY under full-solution parallel load, passes standalone and on rerun — unrelated to this change, streaming domain); InstalledDat lane green (ACDREAM_RUN_INSTALLED_DAT _TESTS=1, Status!=KnownFailure, 205+34+3+172 App/Content/Bake/Core tests). Clean committed tree (git stash push -u the uncommitted owner probe + docs files, rerun, stash pop) reported in the session summary. src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) — staged selectively (git add -p) so only this commit's own two hunks (ClipsChildren override, WantsMouse) landed; the probe hunk is untouched and stays uncommitted, same as before this fix round. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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parent
989f665214
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025108a8aa
13 changed files with 717 additions and 120 deletions
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@ -721,7 +721,24 @@ public sealed class CharacterTitlesControllerTests
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dividerGrown.Y >= 0f && dividerGrown.Y + divider.Height <= 600f,
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"expected the Titles divider to land inside the grown window at its authored " +
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$"spot; got {dividerGrown.Y}");
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AssertQuadCoversY(renderer, dividerGrown.Y, dividerGrown.Y + divider.Height);
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// CT-GF1 fix round (S5): AssertQuadCoversY alone only proves SOMETHING drew
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// in that Y band -- not that it was specifically THIS divider's own quad (the
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// grown Titles page has other rows/backgrounds that could coincidentally
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// share the band). Strengthen both halves: pin the divider's exact rect (X
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// AND Y range, not Y alone), THEN diff against the same rect with the
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// divider hidden -- if hiding it does not empty the rect out, whatever drew
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// there was never uniquely attributable to the divider in the first place.
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AssertQuadCoversRect(
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renderer, dividerGrown.X, dividerGrown.Y,
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dividerGrown.X + divider.Width, dividerGrown.Y + divider.Height);
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divider.Visible = false;
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renderer.Begin(new Vector2(screen.Width, screen.Height));
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handle.OuterFrame.DrawSelfAndChildren(ctx);
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AssertNoQuadCoversRect(
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renderer, dividerGrown.X, dividerGrown.Y,
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dividerGrown.X + divider.Width, dividerGrown.Y + divider.Height);
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}
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private sealed class NullGpuFrameSource : ICurrentGpuFrameSource
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@ -744,6 +761,45 @@ public sealed class CharacterTitlesControllerTests
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}
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}
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/// <summary>CT-GF1 fix round (S5): the X-and-Y-range companion to
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/// <see cref="AssertQuadCoversY"/> — a passing vertex must land inside BOTH
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/// axes' rect, not just the Y band, so an unrelated same-band element (a
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/// background, another row) cannot satisfy this vacuously.</summary>
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private static void AssertQuadCoversRect(TextRenderer renderer, float xLo, float yLo, float xHi, float yHi)
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{
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bool found = renderer.DebugSpriteSegmentVerts.Any(seg =>
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{
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for (int i = 0; i < seg.Verts.Count / 8; i++)
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{
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float vx = seg.Verts[i * 8];
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float vy = seg.Verts[i * 8 + 1];
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if (vx >= xLo - 0.5f && vx <= xHi + 0.5f && vy >= yLo - 0.5f && vy <= yHi + 0.5f)
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return true;
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}
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return false;
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});
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Assert.True(found, $"expected at least one quad vertex inside rect [{xLo},{yLo}]..[{xHi},{yHi}]");
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}
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/// <summary>CT-GF1 fix round (S5): the negative half of <see cref="AssertQuadCoversRect"/> —
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/// used after hiding the divider to prove the earlier positive assertion was
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/// attributable to it specifically (a diff, not a coincidence).</summary>
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private static void AssertNoQuadCoversRect(TextRenderer renderer, float xLo, float yLo, float xHi, float yHi)
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{
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foreach (var seg in renderer.DebugSpriteSegmentVerts)
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{
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for (int i = 0; i < seg.Verts.Count / 8; i++)
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{
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float vx = seg.Verts[i * 8];
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float vy = seg.Verts[i * 8 + 1];
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Assert.False(
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vx >= xLo - 0.5f && vx <= xHi + 0.5f && vy >= yLo - 0.5f && vy <= yHi + 0.5f,
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$"unexpected quad vertex at ({vx},{vy}) inside the divider's own rect " +
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$"[{xLo},{yLo}]..[{xHi},{yHi}] after hiding it");
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}
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}
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}
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private static void AssertQuadCoversY(TextRenderer renderer, float yLo, float yHi)
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{
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bool found = renderer.DebugSpriteSegmentVerts.Any(seg =>
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