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:
parent
41b408f3e6
commit
22020ef2c4
21 changed files with 1699 additions and 46 deletions
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@ -596,7 +596,11 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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Host: host,
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Assets: assets,
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Vitals: new VitalsRuntimeBindings(vitals),
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Chat: new ChatRuntimeBindings(chat, () => late.Session.Commands),
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Chat: new ChatRuntimeBindings(
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chat,
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() => late.Session.Commands,
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d.Communication.ChatWindows,
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layoutStore),
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Radar: new RadarRuntimeBindings(
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late.Radar.Snapshot,
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d.Actions.Selection,
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@ -10,6 +10,9 @@ namespace AcDream.App.Input;
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internal interface IRetainedGameplayWindowCommands
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{
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void ToggleInventory();
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/// <summary>Toggle floating chat window <paramref name="windowId"/> (1-4).</summary>
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void ToggleFloatingChatWindow(int windowId);
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}
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internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime)
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@ -19,6 +22,9 @@ internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime)
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public void ToggleInventory() =>
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_runtime?.ToggleWindow(WindowNames.Inventory);
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public void ToggleFloatingChatWindow(int windowId) =>
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_runtime?.ToggleFloatingChatWindow(windowId);
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}
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internal interface IDevToolsGameplayCommands
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@ -188,6 +194,18 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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case InputAction.ToggleInventoryPanel:
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_retained.ToggleInventory();
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return true;
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case InputAction.ToggleFloatingChatWindow1:
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_retained.ToggleFloatingChatWindow(1);
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return true;
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case InputAction.ToggleFloatingChatWindow2:
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_retained.ToggleFloatingChatWindow(2);
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return true;
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case InputAction.ToggleFloatingChatWindow3:
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_retained.ToggleFloatingChatWindow(3);
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return true;
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case InputAction.ToggleFloatingChatWindow4:
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_retained.ToggleFloatingChatWindow(4);
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return true;
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case InputAction.AcdreamToggleAudioMute:
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_toggleAudioMute?.Invoke();
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return true;
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65
src/AcDream.App/UI/Layout/ChatTranscriptRenderer.cs
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65
src/AcDream.App/UI/Layout/ChatTranscriptRenderer.cs
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@ -0,0 +1,65 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.UI.Abstractions.Panels.Chat;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Shared word-wrap + retail color-carry-forward transcript line builder.
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/// Factored out of <see cref="ChatWindowController.GetTranscriptLines"/>
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/// (Campaign CH slice CH6b) so <see cref="FloatingChatWindowController"/>
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/// reuses the exact same algorithm instead of duplicating it — both the main
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/// chat window and the four floating windows are views over the SAME
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/// <see cref="ChatVM"/> transcript (J4.1 pattern: one canonical log, many
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/// filtered presentations).
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///
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/// <para>
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/// Pure function — callers own their own per-controller layout cache
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/// (revision/wrap-width/font keyed), matching the caching each controller
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/// already had before this extraction.
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/// </para>
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/// </summary>
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internal static class ChatTranscriptRenderer
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{
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/// <param name="detailed">Tail of the shared chat log, formatted with retail metadata.</param>
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/// <param name="maxW">Wrap width in pixels.</param>
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/// <param name="measure">Glyph-width measurer for the active font.</param>
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/// <param name="accept">
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/// Optional per-line filter — retail's <c>ChatInterface::TypeIsActive</c>
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/// (or the full <c>ShouldDisplay</c> predicate) for THIS window. Null
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/// accepts every line (the main window has no user filter — color-table
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/// research doc §4). A line that fails the filter is dropped from this
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/// window's view WITHOUT advancing the carried-forward color, matching
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/// retail's <c>m_curFontColor</c> only advancing for lines actually
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/// appended to THIS window's own scroll (<c>AppendStringInfoWithFont</c>
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/// only runs for displayed lines).
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/// </param>
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public static List<UiText.Line> BuildLines(
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IReadOnlyList<FormattedLine> detailed,
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float maxW,
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Func<string, float> measure,
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Func<uint, bool>? accept)
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{
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var result = new List<UiText.Line>(detailed.Count);
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if (detailed.Count == 0)
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return result;
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// Retail's font-color state (m_curFontColor) persists across every
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// line actually appended to this window — an out-of-range LogTextType
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// leaves it unchanged rather than reverting to a default (color-table
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// doc §3.2). Seed the carry with retail's own unfilled-slot default
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// (colorGreen, index 0x00).
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RetailChatColorTable.TryGetColor(0x00u, out Vector4 currentColor);
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foreach (FormattedLine d in detailed)
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{
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if (accept is not null && !accept(d.LogTextType))
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continue;
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if (RetailChatColorTable.TryGetColor(d.LogTextType, out Vector4 resolved))
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currentColor = resolved;
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foreach (string frag in ChatWindowController.WrapText(d.Text, maxW, measure))
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result.Add(new UiText.Line(frag, currentColor));
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}
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return result;
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}
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}
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@ -62,9 +62,10 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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// Chat-window 1-4 state-mirror indicator buttons
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// (gmMainChatUI::RecvNotice_SetPanelVisibility @0x004CCD80): the button lights
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// up iff the corresponding floating chat window is visible. The mechanism is
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// one-directional (window visibility drives the button, not the reverse) and
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// the floating windows themselves are CH6b's scope — these import generically
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// (visible, inert) here and are left for CH6b to wire.
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// one-directional (window visibility drives the button, never the reverse —
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// see SetIndicatorOpen's doc for the decomp confirmation). Campaign CH slice
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// CH6b resolves these to _indicatorButtons and wires them via SetIndicatorOpen,
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// called by RetailUiRuntime whenever a floating chat window's visibility changes.
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private const uint Indicator1Id = 0x10000522u;
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private const uint Indicator2Id = 0x10000523u;
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private const uint Indicator3Id = 0x10000524u;
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@ -176,6 +177,11 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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private bool _maximized;
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private UiButton? _maxMinButton;
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// Chat-window 1-4 indicator buttons, indexed [windowId - 1]. Resolved at
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// Bind() time (see the Indicator1Id..Indicator4Id class doc above);
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// CH6b wires SetIndicatorOpen as their only writer.
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private readonly UiButton?[] _indicatorButtons = new UiButton?[4];
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// ── Factory ────────────────────────────────────────────────────────────
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/// <summary>
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@ -244,6 +250,14 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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if (layout.FindElement(id) is { } twin)
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twin.Visible = false;
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// ── Chat-window 1-4 indicator buttons — resolve now, wired later by
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// RetailUiRuntime via SetIndicatorOpen as each floating window's own
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// visibility changes (gmMainChatUI::RecvNotice_SetPanelVisibility
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// @0x004CCD80 — see this class's doc + Indicator1Id..Indicator4Id). ──
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uint[] indicatorIds = { Indicator1Id, Indicator2Id, Indicator3Id, Indicator4Id };
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for (int i = 0; i < indicatorIds.Length; i++)
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c._indicatorButtons[i] = layout.FindElement(indicatorIds[i]) as UiButton;
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// ── Transcript ───────────────────────────────────────────────────
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// The factory now builds the Type-12 transcript element (0x10000011) as a UiText.
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// Find it in the widget tree and bind the live providers — no remove/add needed.
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@ -460,6 +474,35 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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handle.MoveTo(frame.Left, targetTop);
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}
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/// <summary>
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/// Mirror a floating chat window's (<paramref name="windowId"/> 1-4)
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/// open/closed state onto its main-window indicator button — the exact
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/// state transition <c>gmMainChatUI::RecvNotice_SetPanelVisibility
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/// @0x004CCD80</c> performs: <c>State 6</c> (Highlight/"lit") when the
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/// floating window is visible, <c>State 1</c> (Normal) when it is not.
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///
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/// <para>
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/// One-directional by design — a decomp read of
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/// <c>gmMainChatUI::ListenToElementMessage @0x004CDA80</c> (the ONLY
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/// function in the whole 2013 binary that branches on
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/// <c>idMessage == 1</c>, i.e. "clicked") shows it handles exactly two
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/// element ids: <c>0x1000046f</c> (max/min) and the talk-focus menu's
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/// selection message. There is no case for
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/// <c>0x10000522</c>-<c>0x10000525</c> — clicking a chat-window
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/// indicator button does NOTHING in retail. acdream ports this exactly:
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/// these buttons have no <c>OnClick</c> (research doc §1.4 corrected —
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/// its own hedge that "it is safe to wire both" is a weaker reading than
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/// this direct decomp confirmation, and is now superseded by it).
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/// </para>
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/// </summary>
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public void SetIndicatorOpen(int windowId, bool open)
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{
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if (windowId < 1 || windowId > _indicatorButtons.Length)
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throw new ArgumentOutOfRangeException(nameof(windowId));
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_indicatorButtons[windowId - 1]?.TrySetRetailState(
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open ? UiButtonStateMachine.Highlight : UiButtonStateMachine.Normal);
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}
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public RetainedWindowState CaptureWindowState()
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=> new(
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Maximized: _maximized,
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@ -524,27 +567,13 @@ public sealed class ChatWindowController : IRetainedWindowStateController, IReta
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: debugFont is { } bf ? s => bf.MeasureWidth(s)
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: static s => s.Length * 7f;
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// Retail's font-color state (m_curFontColor) persists across every
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// appended line — an out-of-range LogTextType leaves it unchanged
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// rather than reverting to a default (research doc §3.2). Seed the
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// carry with retail's own unfilled-slot default (colorGreen, index
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// 0x00) and fold forward across the transcript in order. This is an
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// approximation of retail's LayoutDesc-initialized m_curFontColor:
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// acdream re-seeds at 0x00 and restarts the fold every render
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// window rather than carrying one persistent field across the
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// window's whole lifetime. Unreachable in practice today — no
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// producer emits a LogTextType >= 0x22 (RetailChatColorTable.Colors
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// covers the full 0x00-0x21 retail index space), so the carry path
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// below never actually fires outside tests.
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RetailChatColorTable.TryGetColor(0x00u, out Vector4 currentColor);
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var result = new List<UiText.Line>(detailed.Count);
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foreach (var d in detailed)
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{
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if (RetailChatColorTable.TryGetColor(d.LogTextType, out Vector4 resolved))
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currentColor = resolved;
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foreach (var frag in WrapText(d.Text, maxW, measure))
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result.Add(new UiText.Line(frag, currentColor));
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}
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// Campaign CH slice CH6b: the wrap + retail color-carry-forward
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// algorithm is now shared with FloatingChatWindowController via
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// ChatTranscriptRenderer (approximation note on the color carry
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// moved there). The main window passes accept:null — it has no
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// user filter (color-table research doc §4); this is behaviorally
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// identical to the inline loop this replaced.
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var result = ChatTranscriptRenderer.BuildLines(detailed, maxW, measure, accept: null);
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return StoreTranscriptLayout(result, revision, maxW, datFont, debugFont);
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}
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296
src/AcDream.App/UI/Layout/FloatingChatWindowController.cs
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296
src/AcDream.App/UI/Layout/FloatingChatWindowController.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.App.UI;
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using AcDream.Core.Chat;
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using AcDream.UI.Abstractions;
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using AcDream.UI.Abstractions.Panels.Chat;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Binds one of retail's four floating chat windows — LayoutDesc
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/// <c>0x2100005B</c>, window elements <c>0x10000505</c>/<c>0x1000050E</c>/
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/// <c>0x1000050F</c>/<c>0x10000510</c> — to live behavior (Campaign CH
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/// slice CH6b). All four windows share the SAME LayoutDesc; only the
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/// window-id attribute (<c>0x1000007E</c>, carried here as
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/// <see cref="WindowId"/> rather than re-read from the dat, since acdream's
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/// importer does not resolve LayoutDesc attributes into runtime state) and
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/// the mounted screen position differ per instance.
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///
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/// <para>
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/// Shares <see cref="ChatTranscriptRenderer"/> with
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/// <see cref="ChatWindowController"/> (the main window) rather than
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/// duplicating the word-wrap/color-carry algorithm — both are views over the
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/// SAME <see cref="ChatVM"/> transcript (research doc §6.1's "one
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/// ChatWindowController instance per window" recommendation, generalized to
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/// two sibling classes because the main and floaty layouts diverge enough
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/// in their own element sets — talk-focus menu, max/min button, four
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/// indicator buttons on main; title bar and close button on floaty,
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/// research doc §2.1 vs §2.2 — to make one shared Bind() unreadable).
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/// </para>
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///
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/// <para>
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/// A floaty window has no talk-focus menu (research doc §2.2), so its chat
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/// entry always sends on <see cref="ChatChannelKind.Say"/> — there is no
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/// authored control to pick another channel from this window.
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/// </para>
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/// </summary>
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public sealed class FloatingChatWindowController : IRetainedPanelController
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{
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public const uint LayoutId = 0x2100005Bu;
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// Element ids from floating chat LayoutDesc 0x2100005B (research doc §2.2).
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private const uint RootId = 0x100004F7u; // window root, 250x108
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private const uint TranscriptPanelId = 0x10000010u;
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private const uint TranscriptId = 0x10000011u; // Type-12 prototype — skipped by factory
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private const uint TrackId = 0x10000012u;
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private const uint InputRowId = 0x10000509u; // NOTE: differs from the main window's 0x10000013
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private const uint InputId = 0x10000016u; // Type-12 Text + Editable 0x16 -> UiField
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private const uint SendId = 0x10000019u;
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private const uint TitleBarId = 0x100004D9u; // gmFloatyChatUI::SetWindowTitle target
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private const uint CloseButtonId = 0x1000052Au;
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private bool _disposed;
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/// <summary>The retail window id this instance is bound to (1-4).</summary>
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public int WindowId { get; }
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public UiElement Root { get; private set; } = null!;
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public UiText Transcript { get; private set; } = null!;
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public UiField Input { get; private set; } = null!;
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public UiScrollbar? Scrollbar { get; private set; }
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/// <summary>Resolved window-root metadata, including DAT size constraints.</summary>
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public ElementInfo DatWindowInfo { get; private set; } = null!;
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public RetailWindowHandle? WindowHandle { get; private set; }
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// Same idle-frame caching shape as ChatWindowController — an unchanged
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// transcript/filter/wrap-width does not re-wrap or re-resolve colors.
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private IReadOnlyList<UiText.Line> _cachedTranscriptLines = Array.Empty<UiText.Line>();
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private long _cachedTranscriptRevision = -1;
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private ulong _cachedFilter;
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private float _cachedTranscriptWrapWidth = float.NaN;
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private UiDatFont? _cachedTranscriptDatFont;
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private BitmapFont? _cachedTranscriptDebugFont;
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internal int TranscriptLayoutBuildCount { get; private set; }
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private FloatingChatWindowController(int windowId)
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{
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WindowId = windowId;
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}
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/// <summary>
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/// Bind an imported floating-chat layout to live behavior.
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/// </summary>
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/// <param name="windowId">Retail chat window id, 1 through 4.</param>
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/// <param name="rootInfo">Full <see cref="ElementInfo"/> tree from an
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/// <see cref="LayoutImporter.ImportInfos"/> call against
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/// <see cref="LayoutId"/>.</param>
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/// <param name="layout">Widget tree from a matching
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/// <see cref="LayoutImporter.Build"/> call — a FRESH call per window
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/// instance, since four independent windows need four independent
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/// widget trees even though they share one imported <c>rootInfo</c>.</param>
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/// <param name="vm">The SAME chat view-model the main window binds —
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/// one canonical transcript, filtered per window.</param>
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/// <param name="busProvider">Factory for the live command bus at submit time.</param>
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/// <param name="windowFilters">
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/// Runtime's canonical per-window filter/open state
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/// (<see cref="RuntimeCommunicationState.ChatWindows"/>). Read live on
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/// every transcript rebuild — never copied — so a filter change is
|
||||
/// visible on the next frame without a separate notification.
|
||||
/// </param>
|
||||
public static FloatingChatWindowController? Bind(
|
||||
int windowId,
|
||||
ElementInfo rootInfo,
|
||||
ImportedLayout layout,
|
||||
ChatVM vm,
|
||||
Func<ICommandBus> busProvider,
|
||||
ChatWindowState windowFilters,
|
||||
UiDatFont? datFont,
|
||||
BitmapFont? debugFont,
|
||||
Func<uint, (uint tex, int w, int h)> resolve)
|
||||
{
|
||||
if (windowId < ChatWindowState.MinFloatingWindowId || windowId > ChatWindowState.MaxFloatingWindowId)
|
||||
throw new ArgumentOutOfRangeException(nameof(windowId));
|
||||
ArgumentNullException.ThrowIfNull(windowFilters);
|
||||
|
||||
var transcriptPanel = layout.FindElement(TranscriptPanelId);
|
||||
var inputRow = layout.FindElement(InputRowId);
|
||||
var input = layout.FindElement(InputId) as UiField;
|
||||
|
||||
if (input is null || transcriptPanel is null || inputRow is null)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"[D.2b] FloatingChatWindowController.Bind(window {windowId}): missing required elements " +
|
||||
$"(input={input is not null}, panel={transcriptPanel is not null}, row={inputRow is not null}) — " +
|
||||
$"floating chat window will not be interactive.");
|
||||
return null;
|
||||
}
|
||||
|
||||
var window = layout.FindElement(RootId) ?? layout.Root;
|
||||
var c = new FloatingChatWindowController(windowId)
|
||||
{
|
||||
Root = window,
|
||||
DatWindowInfo = FindInfo(rootInfo, RootId) ?? rootInfo,
|
||||
};
|
||||
|
||||
// ── Transcript ───────────────────────────────────────────────────
|
||||
c.Transcript = layout.FindElement(TranscriptId) as UiText
|
||||
?? throw new InvalidOperationException("floating chat transcript 0x10000011 not built as UiText");
|
||||
c.Transcript.DatFont = datFont;
|
||||
c.Transcript.Font = debugFont;
|
||||
c.Transcript.Centered = false;
|
||||
c.Transcript.RightAligned = false;
|
||||
c.Transcript.OneLine = false;
|
||||
c.Transcript.Selectable = true;
|
||||
c.Transcript.LinesProvider = () => c.GetTranscriptLines(vm, windowFilters);
|
||||
|
||||
// ── Input — no talk-focus menu on the floaty layout, so the
|
||||
// channel is always Say (class doc). ─────────────────────────────
|
||||
c.Input = input;
|
||||
c.Input.DatFont = datFont;
|
||||
c.Input.Font = debugFont;
|
||||
c.Input.SpriteResolve = resolve;
|
||||
c.Input.OnSubmit = text => ChatCommandRouter.Submit(text, vm, busProvider(), ChatChannelKind.Say);
|
||||
|
||||
// Same right-edge-tracks-resize fix as the main window
|
||||
// (ChatWindowController.Bind) — see that method's comment for the
|
||||
// full retail edge-mode citation.
|
||||
if (c.Input.LayoutPolicy is { } inputPolicy)
|
||||
{
|
||||
c.Input.LayoutPolicy = new UiLayoutPolicy(
|
||||
inputPolicy.LeftMode,
|
||||
inputPolicy.TopMode,
|
||||
rightMode: 1u,
|
||||
inputPolicy.BottomMode,
|
||||
inputPolicy.OriginalChild,
|
||||
inputPolicy.OriginalParent);
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Input.Anchors |= AnchorEdges.Right;
|
||||
}
|
||||
|
||||
// ── Scrollbar — bind the factory-built Type-11 track element ────
|
||||
if (layout.FindElement(TrackId) is UiScrollbar bar)
|
||||
{
|
||||
bar.Model = c.Transcript.Scroll;
|
||||
bar.SpriteResolve ??= resolve;
|
||||
c.Scrollbar = bar;
|
||||
}
|
||||
|
||||
// ── Send button ─────────────────────────────────────────────────
|
||||
if (layout.FindElement(SendId) is UiButton sendEl)
|
||||
{
|
||||
sendEl.OnClick = () => c.Input.Submit();
|
||||
sendEl.Label = "Send";
|
||||
sendEl.LabelFont = datFont;
|
||||
sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f);
|
||||
}
|
||||
|
||||
// ── Title bar — gmFloatyChatUI::SetWindowTitle @0x004CEAA0 sets a
|
||||
// localized "Chat N" string here; acdream has no LayoutDesc string
|
||||
// table wired for it yet, so this is a hardcoded English label —
|
||||
// the same stopgap the channel menu's item labels already use
|
||||
// (ChatWindowController.ChannelItems). ──────────────────────────
|
||||
if (layout.FindElement(TitleBarId) is UiText titleText)
|
||||
{
|
||||
titleText.DatFont = datFont;
|
||||
titleText.Font = debugFont;
|
||||
titleText.OneLine = true;
|
||||
string title = $"Chat {windowId}";
|
||||
var titleColor = new Vector4(1f, 0.92f, 0.72f, 1f);
|
||||
titleText.LinesProvider = () => new[] { new UiText.Line(title, titleColor) };
|
||||
}
|
||||
|
||||
// ── Close button — gmFloatyChatUI::ListenToElementMessage
|
||||
// @0x004CE330: idMessage==1 (clicked) on 0x1000052A -> SetVisible(false). ──
|
||||
if (layout.FindElement(CloseButtonId) is UiButton closeEl)
|
||||
{
|
||||
closeEl.OnClick = () => c.WindowHandle?.Hide();
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attach the typed outer-frame handle after the controller's imported
|
||||
/// content has been mounted. The close button needs this to hide the
|
||||
/// window (retail's own <c>SetVisible(false)</c>).
|
||||
/// </summary>
|
||||
public void AttachWindow(RetailWindowHandle handle)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(handle);
|
||||
if (!ReferenceEquals(handle.ContentRoot, Root))
|
||||
throw new ArgumentException(
|
||||
"Floating chat handle content root does not match the bound layout.", nameof(handle));
|
||||
if (WindowHandle is not null && !ReferenceEquals(WindowHandle, handle))
|
||||
throw new InvalidOperationException("Floating chat controller is already attached to another window.");
|
||||
WindowHandle = handle;
|
||||
}
|
||||
|
||||
private static ElementInfo? FindInfo(ElementInfo node, uint id)
|
||||
{
|
||||
if (node.Id == id) return node;
|
||||
foreach (ElementInfo child in node.Children)
|
||||
{
|
||||
ElementInfo? found = FindInfo(child, id);
|
||||
if (found is not null) return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert the shared ChatVM's detailed lines to this window's filtered,
|
||||
/// wrapped, colored transcript — <see cref="ChatWindowState.TypeIsActive"/>
|
||||
/// is retail's broadcast half of the display rule
|
||||
/// (<c>ChatInterface::RecvNotice_DisplayFinalStringInfo</c>); the
|
||||
/// explicit-address half is inert today because no production
|
||||
/// <c>ChatEntry</c> carries a target window id yet (register row
|
||||
/// AP-180 — see <see cref="ChatWindowState"/>'s class doc).
|
||||
/// </summary>
|
||||
private IReadOnlyList<UiText.Line> GetTranscriptLines(ChatVM vm, ChatWindowState windowFilters)
|
||||
{
|
||||
float maxW = Transcript.Width - 2f * Transcript.Padding;
|
||||
UiDatFont? datFont = Transcript.DatFont;
|
||||
BitmapFont? debugFont = Transcript.Font;
|
||||
long revision = vm.Revision;
|
||||
ulong filter = windowFilters.GetFilter(WindowId);
|
||||
|
||||
if (_cachedTranscriptRevision == revision
|
||||
&& _cachedFilter == filter
|
||||
&& _cachedTranscriptWrapWidth.Equals(maxW)
|
||||
&& ReferenceEquals(_cachedTranscriptDatFont, datFont)
|
||||
&& ReferenceEquals(_cachedTranscriptDebugFont, debugFont))
|
||||
{
|
||||
return _cachedTranscriptLines;
|
||||
}
|
||||
|
||||
var detailed = vm.RecentLinesDetailed();
|
||||
Func<string, float> measure =
|
||||
datFont is { } df ? s => df.MeasureWidth(s)
|
||||
: debugFont is { } bf ? s => bf.MeasureWidth(s)
|
||||
: static s => s.Length * 7f;
|
||||
|
||||
bool Accept(uint logTextType) => windowFilters.ShouldDisplay(WindowId, targetWindowId: 0u, logTextType);
|
||||
var result = ChatTranscriptRenderer.BuildLines(detailed, maxW, measure, Accept);
|
||||
|
||||
_cachedTranscriptRevision = revision;
|
||||
_cachedFilter = filter;
|
||||
_cachedTranscriptWrapWidth = maxW;
|
||||
_cachedTranscriptDatFont = datFont;
|
||||
_cachedTranscriptDebugFont = debugFont;
|
||||
_cachedTranscriptLines = result;
|
||||
TranscriptLayoutBuildCount++;
|
||||
return result;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -6,6 +6,7 @@ using AcDream.App.Rendering;
|
|||
using AcDream.App.Spells;
|
||||
using AcDream.App.UI.Layout;
|
||||
using AcDream.App.UI.Testing;
|
||||
using AcDream.Core.Chat;
|
||||
using AcDream.Core.Combat;
|
||||
using AcDream.Core.Items;
|
||||
using AcDream.Core.Net;
|
||||
|
|
@ -36,7 +37,29 @@ public sealed record RetailUiAssets(
|
|||
|
||||
public sealed record VitalsRuntimeBindings(VitalsVM ViewModel);
|
||||
|
||||
public sealed record ChatRuntimeBindings(ChatVM ViewModel, Func<ICommandBus> CommandBus);
|
||||
/// <param name="Windows">
|
||||
/// Runtime's canonical per-window filter/open state
|
||||
/// (<see cref="AcDream.Runtime.Gameplay.RuntimeCommunicationState.ChatWindows"/>).
|
||||
/// Campaign CH slice CH6b: the four floating chat windows read/write this
|
||||
/// exact instance — never a presentation-owned copy.
|
||||
/// </param>
|
||||
/// <param name="Store">
|
||||
/// Optional local settings store used to persist the four floating
|
||||
/// windows' text-type filters (open/visible + geometry already persist for
|
||||
/// free through the generic <see cref="RetailWindowLayoutPersistence"/>
|
||||
/// path once each window is registered under a distinct
|
||||
/// <see cref="WindowNames"/> entry). Null in hosts that don't have a
|
||||
/// settings store wired (e.g. some tests) — filters then simply keep their
|
||||
/// retail <c>PostInit</c> defaults for the session. The wire format
|
||||
/// (retail's <c>0x1000008B</c>/<c>0x1000008C</c> gameplay-options blob) is
|
||||
/// explicitly deferred — see
|
||||
/// <c>docs/plans/2026-08-09-chat-parity-campaign.md</c>'s CH6f row.
|
||||
/// </param>
|
||||
public sealed record ChatRuntimeBindings(
|
||||
ChatVM ViewModel,
|
||||
Func<ICommandBus> CommandBus,
|
||||
ChatWindowState Windows,
|
||||
SettingsStore? Store = null);
|
||||
|
||||
public sealed record RadarRuntimeBindings(
|
||||
Func<UiRadarSnapshot> Snapshot,
|
||||
|
|
@ -225,6 +248,8 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
private RetailWindowLayoutPersistence? _persistence;
|
||||
private RetailUiAutomationScriptRunner? _automation;
|
||||
private readonly RetailPanelUiController _panelUi;
|
||||
private ChatWindowController? _chatWindowController;
|
||||
private readonly FloatingChatWindowController?[] _floatingChatControllers = new FloatingChatWindowController?[4];
|
||||
private GameplayConfirmationController? _gameplayConfirmationController;
|
||||
private RetailItemConfirmationController? _itemConfirmationController;
|
||||
private RetailSkillTrainingConfirmationController? _skillTrainingConfirmationController;
|
||||
|
|
@ -263,6 +288,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
MountVitals();
|
||||
MountRadar();
|
||||
MountChat();
|
||||
MountFloatingChatWindows();
|
||||
MountToolbar();
|
||||
MountCombat();
|
||||
MountSpellbook();
|
||||
|
|
@ -500,7 +526,11 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
|
||||
public void RestoreLayout() => _persistence?.RestoreAll();
|
||||
|
||||
public void SaveLayout() => _persistence?.SaveAll();
|
||||
public void SaveLayout()
|
||||
{
|
||||
_persistence?.SaveAll();
|
||||
SaveChatWindowFilters();
|
||||
}
|
||||
|
||||
public void SaveNamedLayout(string profileName) => _persistence?.SaveNamed(profileName);
|
||||
|
||||
|
|
@ -511,6 +541,55 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
? _panelUi.TogglePanel(panelId)
|
||||
: Host.ToggleWindow(name);
|
||||
|
||||
/// <summary>
|
||||
/// The four floating chat window controllers, indexed <c>[windowId - 1]</c>
|
||||
/// (null entries are windows whose required elements were missing —
|
||||
/// see <see cref="MountFloatingChatWindows"/>).
|
||||
/// </summary>
|
||||
public IReadOnlyList<FloatingChatWindowController?> FloatingChatWindows => _floatingChatControllers;
|
||||
|
||||
/// <summary>
|
||||
/// Toggle floating chat window <paramref name="windowId"/> (1-4) — the
|
||||
/// <c>ToggleFloatingChatWindow1..4</c> keybind's landing point
|
||||
/// (research doc §1.3: the keybind mechanism, not a button click, is
|
||||
/// what drives this in retail). Routes through the generic
|
||||
/// <see cref="UiHost.ToggleWindow"/>, whose visibility-change event
|
||||
/// drives both the persisted open state
|
||||
/// (<see cref="OnWindowVisibilityChanged"/> syncing
|
||||
/// <see cref="ChatWindowState"/>) and the main window's indicator-button
|
||||
/// mirror — one chokepoint for every trigger.
|
||||
/// </summary>
|
||||
public bool ToggleFloatingChatWindow(int windowId)
|
||||
=> Host.ToggleWindow(FloatingChatWindowName(windowId));
|
||||
|
||||
private static string FloatingChatWindowName(int windowId) => windowId switch
|
||||
{
|
||||
1 => WindowNames.ChatWindow1,
|
||||
2 => WindowNames.ChatWindow2,
|
||||
3 => WindowNames.ChatWindow3,
|
||||
4 => WindowNames.ChatWindow4,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(windowId), windowId, "floating chat window id must be 1-4."),
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Capture the four floating windows' current text-type filters into
|
||||
/// the local settings store (research doc §4.4/§6.1 — local-only until
|
||||
/// CH6f's wire format). No-op when no store was wired.
|
||||
/// </summary>
|
||||
private void SaveChatWindowFilters()
|
||||
{
|
||||
if (_bindings.Chat.Store is not { } store) return;
|
||||
ChatWindowState windows = _bindings.Chat.Windows;
|
||||
ChatSettings current = store.LoadChat();
|
||||
store.SaveChat(current with
|
||||
{
|
||||
ChatWindow1Filter = windows.GetFilter(1),
|
||||
ChatWindow2Filter = windows.GetFilter(2),
|
||||
ChatWindow3Filter = windows.GetFilter(3),
|
||||
ChatWindow4Filter = windows.GetFilter(4),
|
||||
});
|
||||
}
|
||||
|
||||
public void CloseWindow(string name)
|
||||
{
|
||||
if (RetailPanelCatalog.TryGetPanelId(name, out uint panelId))
|
||||
|
|
@ -543,6 +622,30 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
_panelUi.ObserveWindowVisibility(windowName, visible);
|
||||
if (RetailPanelCatalog.TryGetPanelId(windowName, out uint panelId))
|
||||
ToolbarController?.SetPanelOpen(panelId, visible);
|
||||
|
||||
if (TryGetFloatingChatWindowId(windowName, out int chatWindowId))
|
||||
{
|
||||
// Keep Runtime's canonical open flag in sync regardless of what
|
||||
// triggered the visibility change (keybind, restored layout,
|
||||
// or the window's own close button) — one write path, matching
|
||||
// gmFloatyChatUI::SetVisible's own single call site
|
||||
// (persistence research doc §4.2).
|
||||
_bindings.Chat.Windows.SetOpen(chatWindowId, visible);
|
||||
_chatWindowController?.SetIndicatorOpen(chatWindowId, visible);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool TryGetFloatingChatWindowId(string windowName, out int windowId)
|
||||
{
|
||||
windowId = windowName switch
|
||||
{
|
||||
WindowNames.ChatWindow1 => 1,
|
||||
WindowNames.ChatWindow2 => 2,
|
||||
WindowNames.ChatWindow3 => 3,
|
||||
WindowNames.ChatWindow4 => 4,
|
||||
_ => 0,
|
||||
};
|
||||
return windowId != 0;
|
||||
}
|
||||
|
||||
private ImportedLayout? Import(uint layoutId)
|
||||
|
|
@ -755,9 +858,133 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
});
|
||||
controller.AttachWindow(handle);
|
||||
Host.Root.DefaultTextInput = controller.Input;
|
||||
_chatWindowController = controller;
|
||||
Console.WriteLine("[D.2b] retail chat window from LayoutDesc importer (0x2100006F).");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mount the four retail floating chat windows — always-resident
|
||||
/// authored children per <c>gmGamePlayUI::SetupChildren @0x004E9EC0</c>
|
||||
/// (research doc §1.1), all four sharing LayoutDesc <c>0x2100005B</c>
|
||||
/// but each with its own widget tree, window-registry name, and
|
||||
/// screen position; every one starts hidden
|
||||
/// (<c>gmFloatyChatUI</c> instances are born closed and toggled by
|
||||
/// keybind/indicator button — research doc §1.3-§1.4). Must run after
|
||||
/// <see cref="MountChat"/> so <see cref="_chatWindowController"/> is
|
||||
/// available for the indicator-button mirror wired in
|
||||
/// <see cref="OnWindowVisibilityChanged"/>.
|
||||
/// </summary>
|
||||
private void MountFloatingChatWindows()
|
||||
{
|
||||
ElementInfo? info;
|
||||
lock (_bindings.Assets.DatLock)
|
||||
{
|
||||
info = LayoutImporter.ImportInfos(_bindings.Assets.Dats, FloatingChatWindowController.LayoutId);
|
||||
}
|
||||
if (info is null)
|
||||
{
|
||||
Console.WriteLine("[D.2b] floating chat: LayoutDesc 0x2100005B not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
ChatWindowState windowFilters = _bindings.Chat.Windows;
|
||||
if (_bindings.Chat.Store is { } store)
|
||||
{
|
||||
// Local-only persistence (research doc §4.4/§6.1 — the retail
|
||||
// 0x1000008B/0x1000008C gameplay-options wire is explicitly
|
||||
// deferred to CH6f). Open/visible + geometry persist for free
|
||||
// through the generic RetailWindowLayoutPersistence path once
|
||||
// each window registers below; only the filter mask needs its
|
||||
// own load/save leg.
|
||||
ChatSettings chat = store.LoadChat();
|
||||
windowFilters.SetFilter(1, chat.ChatWindow1Filter);
|
||||
windowFilters.SetFilter(2, chat.ChatWindow2Filter);
|
||||
windowFilters.SetFilter(3, chat.ChatWindow3Filter);
|
||||
windowFilters.SetFilter(4, chat.ChatWindow4Filter);
|
||||
}
|
||||
|
||||
// acdream-chosen default screen positions — retail's own authored
|
||||
// rect (0,80 in the shared LayoutDesc's local space) is identical
|
||||
// for all four windows, so a literal port would stack every window
|
||||
// at the same spot on first open; stagger them the same way the
|
||||
// main chat window's own (10,440) default is an acdream placement
|
||||
// choice, not a retail-authored screen position (MountChat above).
|
||||
(string windowName, float left, float top)[] slots =
|
||||
{
|
||||
(WindowNames.ChatWindow1, 440f, 40f),
|
||||
(WindowNames.ChatWindow2, 440f, 170f),
|
||||
(WindowNames.ChatWindow3, 440f, 300f),
|
||||
(WindowNames.ChatWindow4, 440f, 430f),
|
||||
};
|
||||
|
||||
var strings = new DatStringResolver(_bindings.Assets.Dats);
|
||||
for (int windowId = 1; windowId <= 4; windowId++)
|
||||
{
|
||||
ImportedLayout layout;
|
||||
lock (_bindings.Assets.DatLock)
|
||||
{
|
||||
layout = LayoutImporter.Build(
|
||||
info,
|
||||
_bindings.Assets.ResolveSprite,
|
||||
_bindings.Assets.DefaultFont,
|
||||
_bindings.Assets.ResolveFont,
|
||||
strings.Resolve);
|
||||
}
|
||||
|
||||
FloatingChatWindowController? controller = FloatingChatWindowController.Bind(
|
||||
windowId,
|
||||
info,
|
||||
layout,
|
||||
_bindings.Chat.ViewModel,
|
||||
_bindings.Chat.CommandBus,
|
||||
windowFilters,
|
||||
_bindings.Assets.DefaultFont,
|
||||
_bindings.Assets.DebugFont,
|
||||
_bindings.Assets.ResolveSprite);
|
||||
if (controller is null)
|
||||
{
|
||||
Console.WriteLine($"[D.2b] floating chat window {windowId}: required role elements missing in 0x2100005B.");
|
||||
continue;
|
||||
}
|
||||
|
||||
controller.Transcript.Keyboard = Host.Keyboard;
|
||||
controller.Input.Keyboard = Host.Keyboard;
|
||||
(string windowName, float left, float top) = slots[windowId - 1];
|
||||
UiElement root = controller.Root;
|
||||
RetailWindowHandle handle = RetailWindowFrame.Mount(
|
||||
Host.Root,
|
||||
root,
|
||||
_bindings.Assets.ResolveSprite,
|
||||
new RetailWindowFrame.Options
|
||||
{
|
||||
WindowName = windowName,
|
||||
// Same reasoning as MountChat: 0x2100005B's root is its
|
||||
// own complete chrome (title bar, close button, and
|
||||
// whichever mix of Resizebar/Dragbar grips the DAT
|
||||
// authors for this layout — CH6a's importer/UiRoot
|
||||
// priority logic is fully data-driven and needs no
|
||||
// per-layout grip-count knowledge here).
|
||||
Chrome = RetailWindowChrome.Imported,
|
||||
Left = left,
|
||||
Top = top,
|
||||
DatConstraintSource = controller.DatWindowInfo,
|
||||
AuthoredGeometryRevision = 1,
|
||||
ResizeX = true,
|
||||
ResizeY = true,
|
||||
// Born hidden (research doc §1.1) — opened only via
|
||||
// ToggleFloatingChatWindow (keybind) or a saved
|
||||
// "visible" layout entry restored by
|
||||
// RetailWindowLayoutPersistence.
|
||||
Visible = false,
|
||||
Controller = controller,
|
||||
});
|
||||
controller.AttachWindow(handle);
|
||||
_floatingChatControllers[windowId - 1] = controller;
|
||||
}
|
||||
|
||||
Console.WriteLine("[D.2b] retail floating chat windows 1-4 from LayoutDesc importer (0x2100005B).");
|
||||
}
|
||||
|
||||
private void MountToolbar()
|
||||
{
|
||||
ImportedLayout? layout = Import(0x21000016u);
|
||||
|
|
|
|||
|
|
@ -11,6 +11,10 @@ public static class WindowNames
|
|||
public const string Inventory = "inventory";
|
||||
public const string ExternalContainer = "external-container";
|
||||
public const string Chat = "chat";
|
||||
public const string ChatWindow1 = "chat-window-1";
|
||||
public const string ChatWindow2 = "chat-window-2";
|
||||
public const string ChatWindow3 = "chat-window-3";
|
||||
public const string ChatWindow4 = "chat-window-4";
|
||||
public const string Radar = "radar";
|
||||
public const string Combat = "combat";
|
||||
public const string JumpPowerbar = "jump-powerbar";
|
||||
|
|
|
|||
199
src/AcDream.Core/Chat/ChatWindowState.cs
Normal file
199
src/AcDream.Core/Chat/ChatWindowState.cs
Normal file
|
|
@ -0,0 +1,199 @@
|
|||
using System;
|
||||
using System.Threading;
|
||||
|
||||
namespace AcDream.Core.Chat;
|
||||
|
||||
/// <summary>
|
||||
/// Retail's per-chat-window text-type filter and open/visible state — window
|
||||
/// id <c>0</c> is the main chat window, ids <c>1</c>-<c>4</c> are the four
|
||||
/// floating chat windows (Campaign CH slice CH6b,
|
||||
/// <c>docs/research/2026-08-09-chat-retail-window-shell.md</c> §1.2 and
|
||||
/// <c>docs/research/2026-08-09-chat-retail-color-table.md</c> §4).
|
||||
///
|
||||
/// <para>
|
||||
/// Ports two retail mechanisms exactly:
|
||||
/// <list type="bullet">
|
||||
/// <item><c>ChatInterface::PostInit @0x004F3DD0</c>'s <c>m_oldState</c>
|
||||
/// switch seeds each window's default 64-bit
|
||||
/// <c>m_llTextTypeFilter</c> (color-table doc §4's table — the constants
|
||||
/// below are byte-identical to that table).</item>
|
||||
/// <item><c>ChatInterface::RecvNotice_DisplayFinalStringInfo
|
||||
/// @0x004F4640</c>'s display predicate: a line shows in window
|
||||
/// <c>W</c> when the message's target window id equals <c>W</c>
|
||||
/// (explicit addressing) OR the message is broadcast (target id
|
||||
/// <c>0</c>) AND <c>W</c>'s filter accepts the line's
|
||||
/// <see cref="RetailLogTextType"/> (<c>ChatInterface::TypeIsActive
|
||||
/// @0x004F2F10</c>).</item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <c>UpdateFromPlayerModule @0x004F3920</c> early-returns for window id
|
||||
/// <c>0</c> — the main window never has a user-settable filter. That
|
||||
/// invariant needs no special case here: for <c>windowId == 0</c>,
|
||||
/// <see cref="ShouldDisplay"/>'s first branch (<c>targetWindowId ==
|
||||
/// windowId</c>) is already true for every broadcast line (target id
|
||||
/// <c>0</c>), so the main window's filter is never actually consulted —
|
||||
/// exactly matching retail's "no user filter" behavior without a guard.
|
||||
/// <see cref="SetFilter"/> and <see cref="SetOpen"/> are still no-ops for
|
||||
/// window <c>0</c> (it is always open and its seeded filter is inert), for
|
||||
/// the same reason retail's setters gate on <c>m_eWindowID != 0</c>
|
||||
/// (persistence doc §4.2).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// No production <see cref="ChatEntry"/> carries an explicit target window
|
||||
/// id yet (register row AP-180 — the <c>windowId</c> dual-destination echo
|
||||
/// is deferred); every current line is effectively broadcast
|
||||
/// (<c>targetWindowId == 0</c>). <see cref="ShouldDisplay"/> still accepts
|
||||
/// the full retail shape so the routing predicate does not need to change
|
||||
/// shape when AP-180 lands.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class ChatWindowState
|
||||
{
|
||||
public const int MainWindowId = 0;
|
||||
public const int MinFloatingWindowId = 1;
|
||||
public const int MaxFloatingWindowId = 4;
|
||||
|
||||
private const int WindowCount = MaxFloatingWindowId + 1;
|
||||
|
||||
private readonly object _gate = new();
|
||||
private readonly ulong[] _filters = new ulong[WindowCount];
|
||||
private readonly bool[] _open = new bool[WindowCount];
|
||||
private long _revision;
|
||||
|
||||
public ChatWindowState() => ResetToDefaults();
|
||||
|
||||
/// <summary>
|
||||
/// Monotonic counter bumped on every filter or open-state change.
|
||||
/// Lets presentation caches (per-window transcript layout) detect a
|
||||
/// filter/visibility change without re-deriving it from the raw arrays.
|
||||
/// </summary>
|
||||
public long Revision => Interlocked.Read(ref _revision);
|
||||
|
||||
/// <summary>
|
||||
/// Reset every window to retail's <c>PostInit</c> defaults (color-table
|
||||
/// doc §4). The high dword is always <c>0</c> for every window — Society
|
||||
/// (<c>0x20</c>) and the reserved slot (<c>0x21</c>) are opt-in only,
|
||||
/// matching retail. Windows 1-4 start closed; window 0 (main) is always
|
||||
/// open.
|
||||
/// </summary>
|
||||
public void ResetToDefaults()
|
||||
{
|
||||
lock (_gate)
|
||||
{
|
||||
// "everything 0x00-0x1F except 0x1A" (m_oldState 1/8) — inert for
|
||||
// routing (see class doc) but seeded for fidelity/inspection.
|
||||
_filters[0] = 0xFBFFFFFFu;
|
||||
// Speech, Tell, Speech_Direct_Send, Emote (m_oldState 2).
|
||||
_filters[1] = 0x0000101Cu;
|
||||
// Social, Social_Send, Allegiance (m_oldState 3).
|
||||
_filters[2] = 0x00040C00u;
|
||||
// Fellowship (m_oldState 4).
|
||||
_filters[3] = 0x00080000u;
|
||||
// Turbine General/Trade/LFG/Roleplay (m_oldState 5).
|
||||
_filters[4] = 0x78000000u;
|
||||
|
||||
_open[0] = true;
|
||||
for (int i = MinFloatingWindowId; i <= MaxFloatingWindowId; i++)
|
||||
_open[i] = false;
|
||||
|
||||
Interlocked.Increment(ref _revision);
|
||||
}
|
||||
}
|
||||
|
||||
public ulong GetFilter(int windowId)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
lock (_gate) return _filters[windowId];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set window <paramref name="windowId"/>'s 64-bit type filter. No-op for
|
||||
/// the main window (id <c>0</c>) — see the class doc.
|
||||
/// </summary>
|
||||
public void SetFilter(int windowId, ulong filter)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (windowId == MainWindowId) return;
|
||||
lock (_gate)
|
||||
{
|
||||
if (_filters[windowId] == filter) return;
|
||||
_filters[windowId] = filter;
|
||||
Interlocked.Increment(ref _revision);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Main window (id 0) is always open.</summary>
|
||||
public bool IsOpen(int windowId)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (windowId == MainWindowId) return true;
|
||||
lock (_gate) return _open[windowId];
|
||||
}
|
||||
|
||||
/// <summary>No-op for the main window — it cannot be closed.</summary>
|
||||
public void SetOpen(int windowId, bool open)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (windowId == MainWindowId) return;
|
||||
lock (_gate)
|
||||
{
|
||||
if (_open[windowId] == open) return;
|
||||
_open[windowId] = open;
|
||||
Interlocked.Increment(ref _revision);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flip window <paramref name="windowId"/>'s open state and return the
|
||||
/// new value. Always returns <see langword="true"/> for the main window
|
||||
/// (it cannot be toggled closed).
|
||||
/// </summary>
|
||||
public bool Toggle(int windowId)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (windowId == MainWindowId) return true;
|
||||
lock (_gate)
|
||||
{
|
||||
bool next = !_open[windowId];
|
||||
_open[windowId] = next;
|
||||
Interlocked.Increment(ref _revision);
|
||||
return next;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>ChatInterface::TypeIsActive @0x004F2F10</c>: does window
|
||||
/// <paramref name="windowId"/>'s filter accept retail
|
||||
/// <see cref="RetailLogTextType"/> <paramref name="logTextType"/>?
|
||||
/// Types <c>>= 64</c> are never active (there is no such bit).
|
||||
/// </summary>
|
||||
public bool TypeIsActive(int windowId, uint logTextType)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (logTextType >= 64u) return false;
|
||||
ulong filter;
|
||||
lock (_gate) filter = _filters[windowId];
|
||||
return ((1UL << (int)logTextType) & filter) != 0UL;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <c>ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640</c>'s
|
||||
/// exact display predicate — see the class doc for the two branches.
|
||||
/// </summary>
|
||||
public bool ShouldDisplay(int windowId, uint targetWindowId, uint logTextType)
|
||||
{
|
||||
ValidateWindowId(windowId);
|
||||
if (targetWindowId == (uint)windowId) return true;
|
||||
return targetWindowId == 0u && TypeIsActive(windowId, logTextType);
|
||||
}
|
||||
|
||||
private static void ValidateWindowId(int windowId)
|
||||
{
|
||||
if (windowId < MainWindowId || windowId > MaxFloatingWindowId)
|
||||
throw new ArgumentOutOfRangeException(
|
||||
nameof(windowId), windowId, "chat window id must be 0 (main) through 4 (floating).");
|
||||
}
|
||||
}
|
||||
|
|
@ -66,6 +66,7 @@ public sealed class RuntimeCommunicationState : IDisposable
|
|||
TurbineChat = new TurbineChatState();
|
||||
Friends = new FriendsState();
|
||||
Squelch = new SquelchState();
|
||||
ChatWindows = new ChatWindowState();
|
||||
View = new CommunicationView(Chat);
|
||||
SocialView = new CommunicationSocialView(
|
||||
TurbineChat,
|
||||
|
|
@ -75,6 +76,15 @@ public sealed class RuntimeCommunicationState : IDisposable
|
|||
|
||||
public ChatLog Chat { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Campaign CH slice CH6b: retail's per-window text-type filter and
|
||||
/// open/visible state for the main chat window (id 0) and the four
|
||||
/// floating chat windows (ids 1-4). Graphical, headless, and plugin
|
||||
/// hosts all borrow this exact instance — presentation never owns a
|
||||
/// second copy of filter/open state.
|
||||
/// </summary>
|
||||
public ChatWindowState ChatWindows { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Campaign CH slice CH2: retail's transient on-screen "interface text"
|
||||
/// queue (<c>gmSpewBoxUI</c>) — the SECOND sink <see cref="AddText"/>
|
||||
|
|
@ -206,6 +216,7 @@ public sealed class RuntimeCommunicationState : IDisposable
|
|||
Squelch.Clear();
|
||||
Chat.ResetSessionIdentity();
|
||||
SpewBox.Reset();
|
||||
ChatWindows.ResetToDefaults();
|
||||
}
|
||||
|
||||
private sealed class CommunicationView(ChatLog chat) : IRuntimeChatView
|
||||
|
|
|
|||
|
|
@ -46,7 +46,22 @@ public sealed record ChatSettings(
|
|||
bool ShowTimestamps, // 0x40 — TimeStamp prefix on chat lines
|
||||
bool FilterProfanity, // 0x20000 — FilterLanguage (Turbine's profanity filter)
|
||||
// Visual / UX (no retail bitfield).
|
||||
float FontSize) // chat panel font, 10..20 pt
|
||||
float FontSize, // chat panel font, 10..20 pt
|
||||
// Campaign CH slice CH6b: local-only persistence of the four floating
|
||||
// chat windows' 64-bit text-type filters
|
||||
// (AcDream.Core.Chat.ChatWindowState — retail's per-window
|
||||
// 0x1000007F option, docs/research/2026-08-09-chat-retail-color-table.md
|
||||
// §4). Retail persists these server-side inside the opaque
|
||||
// 0x1000008C GameplayOptions blob (window-shell research doc §4.4);
|
||||
// acdream has no writer for that blob yet, so these fields are the
|
||||
// interim local store, with default values matching retail's own
|
||||
// ChatInterface::PostInit @0x004F3DD0 seed exactly. Trailing with
|
||||
// defaults so no existing positional/named ChatSettings construction
|
||||
// site needed to change.
|
||||
ulong ChatWindow1Filter = 0x0000101Cu, // Speech, Tell, Speech_Direct_Send, Emote
|
||||
ulong ChatWindow2Filter = 0x00040C00u, // Social, Social_Send, Allegiance
|
||||
ulong ChatWindow3Filter = 0x00080000u, // Fellowship
|
||||
ulong ChatWindow4Filter = 0x78000000u) // Turbine General/Trade/LFG/Roleplay
|
||||
{
|
||||
/// <summary>
|
||||
/// N4 (CH3 Opus review): matches ACE's ACTUAL
|
||||
|
|
|
|||
|
|
@ -195,7 +195,11 @@ public sealed class SettingsStore
|
|||
AppearOffline: ReadBool (chat, "appearOffline", d.AppearOffline),
|
||||
ShowTimestamps: ReadBool (chat, "showTimestamps", d.ShowTimestamps),
|
||||
FilterProfanity: ReadBool (chat, "filterProfanity", d.FilterProfanity),
|
||||
FontSize: ReadFloat(chat, "fontSize", d.FontSize));
|
||||
FontSize: ReadFloat(chat, "fontSize", d.FontSize),
|
||||
ChatWindow1Filter: ReadULong(chat, "chatWindow1Filter", d.ChatWindow1Filter),
|
||||
ChatWindow2Filter: ReadULong(chat, "chatWindow2Filter", d.ChatWindow2Filter),
|
||||
ChatWindow3Filter: ReadULong(chat, "chatWindow3Filter", d.ChatWindow3Filter),
|
||||
ChatWindow4Filter: ReadULong(chat, "chatWindow4Filter", d.ChatWindow4Filter));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
|
@ -537,7 +541,11 @@ public sealed class SettingsStore
|
|||
private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
|
||||
=> new(StringComparer.Ordinal)
|
||||
{
|
||||
["appearOffline"] = c.AppearOffline,
|
||||
["appearOffline"] = c.AppearOffline,
|
||||
["chatWindow1Filter"] = c.ChatWindow1Filter,
|
||||
["chatWindow2Filter"] = c.ChatWindow2Filter,
|
||||
["chatWindow3Filter"] = c.ChatWindow3Filter,
|
||||
["chatWindow4Filter"] = c.ChatWindow4Filter,
|
||||
["filterProfanity"] = c.FilterProfanity,
|
||||
["fontSize"] = c.FontSize,
|
||||
["hearGeneralChat"] = c.HearGeneralChat,
|
||||
|
|
@ -655,6 +663,13 @@ public sealed class SettingsStore
|
|||
=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.Number
|
||||
? el.GetSingle() : fallback;
|
||||
|
||||
private static ulong ReadULong(JsonElement obj, string name, ulong fallback)
|
||||
{
|
||||
if (!obj.TryGetProperty(name, out var el) || el.ValueKind != JsonValueKind.Number)
|
||||
return fallback;
|
||||
return el.TryGetUInt64(out ulong value) ? value : fallback;
|
||||
}
|
||||
|
||||
private static QualityPreset ReadQuality(JsonElement obj, string name, QualityPreset fallback)
|
||||
{
|
||||
if (!obj.TryGetProperty(name, out var el) || el.ValueKind != JsonValueKind.String)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue