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>
This commit is contained in:
Erik 2026-08-10 12:10:20 +02:00
parent 41b408f3e6
commit 22020ef2c4
21 changed files with 1699 additions and 46 deletions

View file

@ -151,16 +151,28 @@ State 6 = "on/depressed", state 1 = "normal". No handler anywhere in the binary
switches on `0x10000522..0x10000525` as a *source* of a click — `grep` over the
whole pseudo-C returns only `gmMainChatUI::RecvNotice_SetPanelVisibility`.
UNVERIFIED (and the one place I would not guess): whether clicking those four
buttons does anything in retail at all. Two readings are consistent with the
decomp — (a) they are pure indicators, and (b) they carry the same LayoutDesc
property `0x24` input-action value as the windows themselves, so a click routes
through the generic `UIElement` action path rather than through any chat code.
(b) is the more likely reading given §1.3's generic mechanism. Cheapest
resolution: the same LayoutDesc property dump as above, reading property `0x24`
on `0x10000522``0x10000525`. **For CH6 it is safe to wire both: keybind AND
button click both call the same toggle**, because retail's observable behaviour
(button lights up iff window is visible) is satisfied either way.
**RESOLVED 2026-08-10 at Campaign CH slice CH6b.** The prior UNVERIFIED
paragraph's hedge ("safe to wire both") is superseded by a direct read of
`gmMainChatUI::ListenToElementMessage @0x004CDA80` — the ONLY function in the
whole 2013 binary that branches on `idMessage == 1` ("clicked"). It handles
exactly two element ids: `0x1000046f` (max/min, dispatching
`HandleMaximizeButton`) and the talk-focus menu's selection message
(`idMessage == 7`, checked against `this->m_pCCS` / a `0x1000000b` attribute
read). There is no case, anywhere in that function or its base-class fallback
(`ChatInterface::ListenToElementMessage`, called unconditionally at the
function's tail), for `0x10000522``0x10000525`. **Clicking a chat-window
indicator button does NOTHING in retail — reading (a), pure indicator, is
correct; reading (b) is refuted.** The `0x24` input-action-property theory
in reading (b) does not even apply to a mouse click on the button itself: that
property only wires *keyboard* dispatch (`UIElementManager::
DoVisibilityToggleAction` in §1.3), not a button's own `UIElement` click
message, which routes to its LISTENING PARENT — and that parent's handler has
no case for these four ids. acdream ports this exactly: the four indicator
buttons (`ChatWindowController._indicatorButtons`) carry no `OnClick` at all;
`ChatWindowController.SetIndicatorOpen` is their only writer, called only from
`RetailUiRuntime.OnWindowVisibilityChanged` in response to the floating
window's own visibility changing (keybind or otherwise) — a pure one-directional
mirror, matching retail exactly.
### 1.5 Closing a floaty window from its own title bar