feat(ui): Campaign CT slice CT3 — Titles page live via standard GUI classes
Titles tab (AP-109's known-inert gap) now switches to a real page and CharacterTitlesController binds it entirely through UiTemplateListBox/ UiScrollbar/UiButton — zero bespoke widgets, matching every other social/options row-list page in this codebase. Retail anchors: gmCharacterTitleUI::PostInit @0x0049A610; AddTitleToList @0x0049A840 + FindSortedInsertPosition @0x0049A760 (rows sorted by resolved display text — this port rebuilds the full sorted set on every change rather than a positional splice, since UiTemplateListBox has no insert-at-index primitive and no other consumer needs one either); InfoRegion::SetState(selected?6:1) (row Highlight/DirectState swap, the same mechanism CT1's SEALED VERDICT confirmed for the stat rows); UpdateButtons @0x0049A500 CORRECTED direction (Ghosted unless a row is selected whose id differs from the current display title — no selection IS the Ghosted case); Refresh @0x0049abc0 (display-title text, including the hardcoded "Unknown" fallback, refreshed on both TableReplaced and DisplayTitleChanged per CT2's review anchor 1); Event_SetDisplayCharacterTitle @0x006a5720 (wire-only TitleSet 0x002C send, no local mutation). CharacterStatController.Bind now three-way switches Attributes/Skills/ Titles — Titles is a genuinely separate, non-duplicated page container (CT1 ground truth §3), unlike Attributes/Skills which share one mounted page and only rebind content. The two page captions (0x1000052E/0x10000531) are left untouched: LayoutImporter.BuildText already resolves every element's authored StringInfo caption at import time, so no controller-side string lookup was added. New IGameRuntimeCommands.SetTitle seam on DeferredGameRuntimeStateCommands (InteractionUiRuntimeSources.cs) mirrors the existing Advance() shape. CharacterRuntimeBindings gains Titles/TitleResolver/SendSetTitle; CharacterTitleResolver (CT2) is constructed once at composition time and its .Resolve method group is passed to the controller as a delegate (not the concrete DAT-backed type) so the controller stays hermetically testable without a live IDatReaderWriter. Tests (tests/AcDream.App.Tests/UI/Layout/CharacterTitlesControllerTests.cs): binding-seam coverage against the REAL committed character_2100002E.json fixture (verified this session to already carry the Titles page subtree, including the ListBox's own authored TemplateList=[(0x2100005E, 0x10000536)] entry — RowTemplateResolver_ReceivesTheFixturesOwnAuthoredTemplateIds proves the controller reads that authored pair, not a hardcoded one); a hand-authored ElementInfo standing in only for the row template itself (a separate LayoutDesc with no committed fixture yet — CT1 was a live-DAT probe only); sorted-row order, Unknown fallback, row selection/highlight, the ghost truth table (no selection / selected==display / selected!= display), click-sends-exactly-one-SetTitle-and-mutates-nothing, click-while-ghosted-sends-nothing, TableReplaced rebuild (including selection survival when the id is still earned), TitleAdded single-row growth, DisplayTitleChanged text+ghost refresh, and Dispose unsubscription. CharacterStatControllerTests updated for the Titles tab no longer being ClickThrough, plus a new tab-switch visibility test. Register: amends AP-109 (docs/architecture/retail-divergence-register.md) to record the Titles-page half as LIVE; the header identity block and luminance fields remain open for CT4. Suites: full solution 15,405 tests / 0 skips (App 6,130) green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 913 additions and 14 deletions
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@ -35,10 +35,15 @@ namespace AcDream.App.UI.Layout;
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/// line-1 label = "Experience To Raise:", line-1 value = raise cost,
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/// line-2 label = "Unassigned Experience:", line-2 value = UnassignedXp.</para>
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///
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/// <para>Tab states: Attributes = "Open", Skills = "Closed", Titles = "Closed".
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/// Source: <c>UIElement::SetState @ 0x00464E70</c> and UIStateId.Open (0x0C) /
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/// UIStateId.Closed (0x0B). The imported Type-12 tab owns its authored font color and
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/// propagates the state to its three chrome children through PassToChildren.</para>
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/// <para>Tab states: whichever of Attributes/Skills/Titles is active shows "Open"
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/// (0x0C); the other two show "Closed" (0x0B) — Attributes is the retail-authored
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/// default. Source: <c>UIElement::SetState @ 0x00464E70</c>. The imported Type-12
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/// tab owns its authored font color and propagates the state to its three chrome
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/// children through PassToChildren. Campaign CT slice CT3 (2026-08-24) wires the
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/// Titles tab click to a real page switch (previously a known-inert AP-109 gap);
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/// <see cref="CharacterTitlesController"/> owns the Titles page's OWN content
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/// (row list, display-title text, Set-as-Display button) once its page container
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/// is shown.</para>
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///
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/// <para>Raise buttons: 0x10000246 (×1) + 0x100005EB (×10). State "Normal" = affordable
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/// (UIStateId.Normal, 0x01), state "Ghosted" = unaffordable or no selection
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@ -146,6 +151,7 @@ public static class CharacterStatController
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{
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Attributes,
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Skills,
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Titles,
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}
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public enum RaiseTargetKind
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@ -278,6 +284,11 @@ public static class CharacterStatController
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UiElement? skillsTab = layout.FindElement(TabSkillsId);
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UiElement? titlesTab = layout.FindElement(TabTitlesId);
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UiElement? contentPage = FindDirectChildById(layout.Root, AttributesPageId);
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// CT3: unlike Attributes/Skills (which share ONE mounted page and just
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// rebind its content — see the Attributes/Skills tab-switch note above),
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// the Titles page (0x10000539) is its OWN separate, non-duplicated subtree
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// (CT1 ground truth §3) that must be actually shown/hidden.
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UiElement? titlesPage = FindDirectChildById(layout.Root, TitlesPageId);
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// Name (18px from dat FontDid), Heritage (14px), PkStatus (14px):
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// Fix C: pass null → Label's null-guard keeps the build-time dat font.
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@ -472,9 +483,12 @@ public static class CharacterStatController
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RetailTabBinding.SetClick(attributesTab, () => SwitchTab(CharacterStatTab.Attributes));
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RetailTabBinding.SetClick(skillsTab, () => SwitchTab(CharacterStatTab.Skills));
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// Titles remain the known AP-109 gap. Keep its retail-authored closed visual,
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// but do not make an inert page look interactive until that controller lands.
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RetailTabBinding.SetClick(titlesTab, null);
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// CT3 (2026-08-24): the Titles tab now switches to its own real page
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// (previously the known AP-109 gap — retail-authored closed visual, but
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// no click routing at all). Content population is
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// CharacterTitlesController's job, bound separately by the caller
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// against the SAME imported layout root.
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RetailTabBinding.SetClick(titlesTab, () => SwitchTab(CharacterStatTab.Titles));
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UpdateTabStates();
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// ── Active-page selection (fixes the dark-overlay) ─────────────────────
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@ -501,8 +515,30 @@ public static class CharacterStatController
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attrSel[0] = -1;
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skillSel[0] = -1;
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SetFooterSelected(false);
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RebuildActiveList();
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RefreshActiveRaiseButtons();
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// CT3: Titles is a genuinely separate page container (unlike
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// Attributes/Skills, which share one mounted page and only rebind
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// its content — see RebuildActiveList) — actually flip visibility
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// between it and the shared Attributes/Skills content page.
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bool showTitles = tab == CharacterStatTab.Titles;
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if (titlesPage is not null) titlesPage.Visible = showTitles;
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if (contentPage is not null) contentPage.Visible = !showTitles;
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if (showTitles)
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{
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// Titles authors its own (unused) copies of the raise buttons
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// (CT1 ground truth); nothing on this page ever selects a stat
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// row, so keep them hidden rather than rebuilding a list this
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// tab does not show.
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foreach (var b in allRaise1) b.Visible = false;
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foreach (var b in allRaise10) b.Visible = false;
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}
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else
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{
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RebuildActiveList();
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RefreshActiveRaiseButtons();
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}
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UpdateTabStates();
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Console.WriteLine($"[CharacterStat] Tab click: {tab}");
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}
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@ -511,7 +547,7 @@ public static class CharacterStatController
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{
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RetailTabBinding.SetOpen(attributesTab, activeTab[0] == CharacterStatTab.Attributes);
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RetailTabBinding.SetOpen(skillsTab, activeTab[0] == CharacterStatTab.Skills);
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RetailTabBinding.SetOpen(titlesTab, false);
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RetailTabBinding.SetOpen(titlesTab, activeTab[0] == CharacterStatTab.Titles);
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}
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void RebuildActiveList()
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