feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -284,6 +284,37 @@ no-workarounds rule forbids without explicit approval.
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collision generation spans more than a couple of scheduler ticks (the
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default case against a real DAT-loaded landblock).
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## #369 — Unconfirmed whether retail's floating chat windows share the main window's currently-selected talk-focus channel
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**Status:** OPEN — filed 2026-08-10, Campaign CH slice CH6b (register row
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AP-188). The floating chat window LayoutDesc (`0x2100005B`) authors no
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talk-focus menu (`docs/research/2026-08-09-chat-retail-window-shell.md`
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§2.2 — only the main window's `0x2100006F` has one, element `0x10000014`),
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so acdream's `FloatingChatWindowController` hardcodes every floaty window's
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chat entry to send on `ChatChannelKind.Say`. What is UNVERIFIED is retail's
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actual send path: does a floaty `ChatInterface` instance's typed message go
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out on a per-window channel (also always Say, since there's nothing to pick
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from), or does it read the single globally-current talk-focus
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channel/target the MAIN window's menu (and `gmMainChatUI::UseTime
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@0x004CDB20`'s selected-target tracking) last set? If the latter, a real
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retail floaty window sends on whatever channel the player most recently
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picked from the main window — acdream would then need to promote
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`ChatWindowController`'s private `_activeChannel` to a shared owner all
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five window controllers read, rather than each owning its own (the main
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window keeps its own local state; the four floaties currently have no
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state at all, just the Say constant).
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**Where:** `src/AcDream.App/UI/Layout/FloatingChatWindowController.cs`
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(`Bind`'s `OnSubmit`); `src/AcDream.App/UI/Layout/ChatWindowController.cs`
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(`_activeChannel`, the eventual shared-state candidate).
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**Fix shape (needs research first):** trace `gmCCommunicationSystem`'s
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send-command path starting from a floaty `ChatInterface` instance (not the
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main window) to confirm which channel/target it actually uses; if it's
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shared, wire a single shared active-channel owner (Runtime-level, matching
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the J4.1 pattern the rest of chat state now follows) that all five
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controllers read instead of the main window's private field.
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## #366 — Chat window's new-unseen-text indicator (0x1000048C) imports but is never independently wired
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**Status:** OPEN — filed 2026-08-10, Campaign CH slice CH6a. The retail main
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File diff suppressed because one or more lines are too long
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@ -43,10 +43,13 @@ mounts flush to the viewport top and resolves a real (smaller) retail dat
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font instead of the unwired 15px debug fallback; bare `/help` and
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`/help <verb>` (including `/help death`) now print retail's exact
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`DoHelp` shape — two scroll entries in the right order, not one
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acdream-invented blob. Status stays CODE-COMPLETE pending the next user
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gate round (still needed for CH6a's own visual confirmation, CH6b/CH6c,
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round 3's fixes, and a final in-client visual pass on everything fixed so
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far).
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acdream-invented blob. **CH6b (floating chat windows 1-4) landed
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CODE-COMPLETE 2026-08-10** under this session's hard constraints (no
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subagents, no client launches) — see its ledger row and Slices bullet;
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CH6c (opacity) remains not started. Status stays CODE-COMPLETE pending
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the next user gate round (still needed for CH6a's own visual
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confirmation, CH6b's keybind/mirror/filter behavior, CH6c, round 3's
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fixes, and a final in-client visual pass on everything fixed so far).
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**Why now:** first track of the alpha-release program (chat is the most
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visible daily surface for the friend-alpha). User-directed 2026-08-09.
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@ -179,6 +182,37 @@ implementer per slice against a pinned contract (per
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the toggle; per-window PostInit filter defaults (color research §4)
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with the `windowId == m_eWindowID OR (windowId==0 && TypeIsActive)`
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display rule.
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**CODE-COMPLETE 2026-08-10 (this commit — hard constraint: no
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subagents, no client launches).** `ChatWindowState` (Runtime, borrowed
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from `RuntimeCommunicationState.ChatWindows`) owns the exact
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PostInit-default filters + open flags for ids 0-4 and the full
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`ShouldDisplay(windowId, targetWindowId, logTextType)` predicate;
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`FloatingChatWindowController` (new sibling to `ChatWindowController`,
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sharing the wrap/color algorithm via the new `ChatTranscriptRenderer`)
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binds all four windows, each importing its own widget tree from one
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shared `0x2100005B` `ElementInfo` parse. The keymap default confirmed
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**Alt+1..4** (`MetaKeys` index 3 = `0x00000004`, cross-checked against
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the file's own Alt+A/D strafe and Alt+Enter/Tab/F4 rows — `KeyBindings`
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already carried this binding since Phase K.1c). A direct decomp read of
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`gmMainChatUI::ListenToElementMessage @0x004CDA80` (the only function
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in the binary that branches on a click message) settled the
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button-mirror-vs-toggle question the research doc had left as a
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hedge: **the four indicator buttons carry NO click handler in
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retail** — `ChatWindowController.SetIndicatorOpen` ports this as a
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pure one-directional mirror, no `OnClick`. `RetailUiRuntime.
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OnWindowVisibilityChanged` is the single chokepoint that both syncs
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`ChatWindowState.SetOpen` and calls the indicator mirror, regardless
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of what changed a window's visibility (keybind, close button, or a
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restored layout). Geometry + open/visible persist for free through
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the existing `RetailWindowLayoutPersistence` path once each window
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registers under its own `WindowNames` entry; the filter masks get a
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dedicated local `ChatSettings` round-trip (register row AP-187 — no
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retail `0x1000008C` wire yet). One approximation, register row
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AP-188: a floaty window's entry field always sends on `Say` (no
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talk-focus menu is authored on `0x2100005B`, and whether retail's
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ACTUAL send path reads a per-window or a shared globally-current
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channel is unconfirmed). Full Release suite 12,392 passed / 4
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skipped / 0 failed.
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- **CH6c — opacity.** Implement `UiRenderContext.AlphaMod`
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consumption (whole-composited-window alpha per
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`ChatInterface::SetOpacity @0x004F3120`); the two GLOBAL retail
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@ -209,11 +243,13 @@ implementer per slice against a pinned contract (per
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| CH5 closeout | (this commit) | — (docs/memory only, no build) | — | pending (connected gate — see test script) |
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| User gate round 1 | (this commit) | 12,221 passed / 4 skipped / 0 failed (baseline; items A–G fixed this commit) | — | items A–G user-gate round 1 fixed; ten findings total, see "User gate — round 1" below |
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| CH6a main-window layout + 8-grip resize | (this commit) | 12,317 passed / 4 skipped / 0 failed | pending (no subagent review pass this session — implementer-only) | pending — needs the next in-client round (items H/I round 1, item 6 round 2) |
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| CH6b/CH6c floating windows + opacity | not started | — | — | not started |
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| CH6b/CH6c floating windows + opacity | superseded — split below | — | — | superseded |
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| User gate round 2 | (this commit) | 12,267 passed / 4 skipped / 0 failed | — | items 2/4/5 fixed this commit, item 3 confirmed-fixed, item 6 folded into CH6a's spec, item 1 NOT reproduced (see "User gate — round 2" below) |
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| CH6a main-window layout + 8-grip resize | `1fd51543` | 12,317 passed / 4 skipped / 0 failed | pending | pending — landed same day as round 2 |
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| Jump-in-air root cause (round-2 item 1, resolved) | `a5a7eb4f` | Runtime tests 1,323/0 | — | round-3 probe evidence pinpointed a missing `OnInterfaceText` wire on the production controller-commit path (`RuntimeLocalPlayerMovementState.CommitRuntimeOwnedController`); FIXED, regression test added |
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| User gate round 3 | (this commit) | Debug (all projects): 12,329 passed / 4 skipped / 1 failed (pre-existing #351 Debug-only flake — reproduces identically on the pristine pre-round-3 commit, not a regression); Release (every project reachable while a live `AcDream.App.exe` client — PID 15064, must not be killed per project policy — holds its own Release binaries locked, blocking `AcDream.App`/`AcDream.App.Tests`/`AcDream.Core.Tests` specifically): `AcDream.UI.Abstractions.Tests` (the layer this round's `/help` fix lives in) 867/867, plus `Core.Net.Tests` 823/823, `Runtime.Tests` 1,323/1,323, `Content.Tests` 130/130, `Headless.Tests` 89/89, `Bake.Tests` 15/15, `Cli.Tests` 4/4 — all 0 failed | — | findings (a)-(c) fixed this commit — SpewBox flush-top + retail dat font, `/help`/`/help death` exact retail print sequence (see "User gate — round 3" below) |
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| CH6b floating windows 1–4 | (this commit) | 12,392 passed / 4 skipped / 0 failed | pending (no subagent review pass this session — implementer-only, per this session's HARD CONSTRAINT of no subagents) | pending — no client launches this session (hard constraint); needs the next connected round for keybind/mirror/filter visual confirmation |
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| CH6c opacity | not started | — | — | not started |
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### CH4 closeout (2026-08-09)
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switches on `0x10000522..0x10000525` as a *source* of a click — `grep` over the
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whole pseudo-C returns only `gmMainChatUI::RecvNotice_SetPanelVisibility`.
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UNVERIFIED (and the one place I would not guess): whether clicking those four
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buttons does anything in retail at all. Two readings are consistent with the
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decomp — (a) they are pure indicators, and (b) they carry the same LayoutDesc
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property `0x24` input-action value as the windows themselves, so a click routes
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through the generic `UIElement` action path rather than through any chat code.
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(b) is the more likely reading given §1.3's generic mechanism. Cheapest
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resolution: the same LayoutDesc property dump as above, reading property `0x24`
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on `0x10000522`–`0x10000525`. **For CH6 it is safe to wire both: keybind AND
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button click both call the same toggle**, because retail's observable behaviour
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(button lights up iff window is visible) is satisfied either way.
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**RESOLVED 2026-08-10 at Campaign CH slice CH6b.** The prior UNVERIFIED
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paragraph's hedge ("safe to wire both") is superseded by a direct read of
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`gmMainChatUI::ListenToElementMessage @0x004CDA80` — the ONLY function in the
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whole 2013 binary that branches on `idMessage == 1` ("clicked"). It handles
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exactly two element ids: `0x1000046f` (max/min, dispatching
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`HandleMaximizeButton`) and the talk-focus menu's selection message
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(`idMessage == 7`, checked against `this->m_pCCS` / a `0x1000000b` attribute
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read). There is no case, anywhere in that function or its base-class fallback
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(`ChatInterface::ListenToElementMessage`, called unconditionally at the
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function's tail), for `0x10000522`–`0x10000525`. **Clicking a chat-window
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indicator button does NOTHING in retail — reading (a), pure indicator, is
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correct; reading (b) is refuted.** The `0x24` input-action-property theory
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in reading (b) does not even apply to a mouse click on the button itself: that
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property only wires *keyboard* dispatch (`UIElementManager::
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DoVisibilityToggleAction` in §1.3), not a button's own `UIElement` click
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message, which routes to its LISTENING PARENT — and that parent's handler has
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no case for these four ids. acdream ports this exactly: the four indicator
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buttons (`ChatWindowController._indicatorButtons`) carry no `OnClick` at all;
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`ChatWindowController.SetIndicatorOpen` is their only writer, called only from
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`RetailUiRuntime.OnWindowVisibilityChanged` in response to the floating
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window's own visibility changing (keybind or otherwise) — a pure one-directional
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mirror, matching retail exactly.
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### 1.5 Closing a floaty window from its own title bar
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