fix #390: retail display-change UI cascade — clamp + per-res reload
Decomp-first per the block's rule: the research doc
(docs/research/2026-08-13-retail-ui-display-change.md, committed here)
pulled retail's actual mechanism before any code. A display change runs
UIElementManager::RefreshEvent @0x0045C530 ->
UIElement::UpdateForParentSizeChange @0x00462640, which unconditionally
re-applies every floating window's own clamping MoveTo override
(x = max(0, min(x, parentW - selfW)) - top-left priority, oversized
windows pin to 0), then broadcasts global message 0xE whose sole
listener reloads the per-resolution auto layout. No proportional moves,
no resets; retail saves layouts only via @saveui.
Port: RetailWindowLayoutPersistence.ClampAllToScreen() is the cascade
clamp (no store I/O; _restoring suppresses the per-move save so a live
drag-resize cannot write settings.json per frame), and
RetailUiRuntime.Draw carries a two-step screen-size edge detector:
change frame -> clamp; first stable frame -> one
RestoreAll(saveBack:false) per-resolution reload (the 0xE analog; no
lazy save-back, matching retail's save-only-on-command). The login
restore path already used retail's exact clamp math (Apply) - the live
trigger was the missing half, which is precisely the stranding the user
reported.
Deliberate deviation, register AD-91: retail's gmFloatyChatUI windows
have NO clamp and can strand; the block's requirement ("UI windows must
stay reachable") clamps every registered window uniformly.
Tests: 5 new persistence facts (clamp/top-left-pin/no-move/no-save-on-
clamp/no-save-on-live-reload). App suite 4,967/3 skips. Gate script
section D3 filled in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
8463d64311
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7 changed files with 620 additions and 10 deletions
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@ -616,7 +616,41 @@ public sealed class RetailUiRuntime : IDisposable
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_automation?.Tick(deltaSeconds);
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}
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public void Draw(System.Numerics.Vector2 screenSize) => Host.Draw(screenSize);
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private System.Numerics.Vector2 _lastScreenSize;
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private bool _screenSizeSettling;
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public void Draw(System.Numerics.Vector2 screenSize)
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{
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// #390: retail's display-change UI cascade, ported as a two-step edge
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// detector on the per-frame screen size:
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// - the frame a change is seen: re-clamp every floating window into
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// the new bounds (retail's unconditional clamping MoveTo cascade,
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// UIElementManager::RefreshEvent @0x0045C530) — cheap, no I/O,
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// keeps windows reachable through a live drag-resize;
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// - the first frame the size REPEATS after a change: one reload of
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// the per-resolution saved layout (retail's post-change global
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// message 0xE → per-resolution auto-layout reload), without the
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// login path's lazy save-back (retail saves only via @saveui).
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// The first-ever frame seeds the size silently — the login restore
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// owns initial placement.
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if (_lastScreenSize == default)
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{
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_lastScreenSize = screenSize;
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}
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else if (screenSize != _lastScreenSize)
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{
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_persistence?.ClampAllToScreen();
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_lastScreenSize = screenSize;
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_screenSizeSettling = true;
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}
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else if (_screenSizeSettling)
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{
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_screenSizeSettling = false;
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_persistence?.RestoreAll(saveBack: false);
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}
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Host.Draw(screenSize);
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}
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public bool HandleInputAction(AcDream.UI.Abstractions.Input.InputAction action)
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{
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@ -40,8 +40,14 @@ public sealed class RetailWindowLayoutPersistence : IDisposable
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Attach(handle);
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}
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/// <summary>Restore all registered windows after character and screen are known.</summary>
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public void RestoreAll()
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/// <summary>Restore all registered windows after character and screen are
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/// known. <paramref name="saveBack"/> (#390): the login-time restore keeps
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/// its lazy schema-migration save; the LIVE display-change reload passes
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/// false — retail persists layouts only via <c>@saveui</c>/<c>@saveautoui</c>,
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/// never as a side effect of a display change, and writing here from a
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/// mid-drag reload would litter settings.json with intermediate-resolution
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/// keys.</summary>
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public void RestoreAll(bool saveBack = true)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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string character = _characterKey();
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@ -68,7 +74,52 @@ public sealed class RetailWindowLayoutPersistence : IDisposable
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screen,
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restoreVisibility: !_stateManagedVisibilityWindows.Contains(handle.Name));
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// Lazily migrate legacy position-only entries into the complete schema.
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_store.SaveWindowLayout(character, resolution, handle.Name, Capture(handle));
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if (saveBack)
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_store.SaveWindowLayout(character, resolution, handle.Name, Capture(handle));
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}
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}
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finally
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{
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_restoring = false;
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}
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}
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/// <summary>
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/// #390: retail's display-change anti-stranding rule. On every display
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/// change, retail's UI cascade (<c>UIElementManager::RefreshEvent
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/// @0x0045C530</c> → <c>UIElement::UpdateForParentSizeChange
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/// @0x00462640</c>) unconditionally re-applies each floating window's
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/// own <c>MoveTo</c> override, whose clamp is
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/// <c>x = max(0, min(x, parentW − selfW))</c> — top-left priority, so an
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/// oversized window pins to 0 and its top-left chrome stays reachable.
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/// Same math as <see cref="Apply"/>'s restore clamp, run against the live
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/// screen with no store I/O — safe to call on every resize frame.
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/// Deliberate deviation, register-rowed with #390: retail's floating
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/// chats (<c>gmFloatyChatUI</c>) do NOT clamp and can strand; the block's
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/// product requirement ("UI windows must stay reachable") clamps ALL
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/// registered windows including them.
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/// </summary>
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public void ClampAllToScreen()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var screen = ValidScreenSize();
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// _restoring also suppresses OnChanged's per-move save: this runs on
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// every resize FRAME during a live window drag, and each clamping
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// MoveTo would otherwise write settings.json per frame under whatever
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// intermediate resolution the drag is passing through. A USER drag of
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// the window itself still saves (OnChanged, unguarded path) — retail
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// deviation already carried by this class's save-on-move behavior.
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_restoring = true;
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try
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{
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foreach (RetailWindowHandle handle in _attached)
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{
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float maxX = MathF.Max(0f, screen.Width - handle.Width);
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float maxY = MathF.Max(0f, screen.Height - handle.Height);
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float x = Math.Clamp(handle.Left, 0f, maxX);
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float y = Math.Clamp(handle.Top, 0f, maxY);
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if (x != handle.Left || y != handle.Top)
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handle.MoveTo(x, y);
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}
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}
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finally
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