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

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using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.UI.Abstractions.Panels.Chat;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Shared word-wrap + retail color-carry-forward transcript line builder.
/// Factored out of <see cref="ChatWindowController.GetTranscriptLines"/>
/// (Campaign CH slice CH6b) so <see cref="FloatingChatWindowController"/>
/// reuses the exact same algorithm instead of duplicating it — both the main
/// chat window and the four floating windows are views over the SAME
/// <see cref="ChatVM"/> transcript (J4.1 pattern: one canonical log, many
/// filtered presentations).
///
/// <para>
/// Pure function — callers own their own per-controller layout cache
/// (revision/wrap-width/font keyed), matching the caching each controller
/// already had before this extraction.
/// </para>
/// </summary>
internal static class ChatTranscriptRenderer
{
/// <param name="detailed">Tail of the shared chat log, formatted with retail metadata.</param>
/// <param name="maxW">Wrap width in pixels.</param>
/// <param name="measure">Glyph-width measurer for the active font.</param>
/// <param name="accept">
/// Optional per-line filter — retail's <c>ChatInterface::TypeIsActive</c>
/// (or the full <c>ShouldDisplay</c> predicate) for THIS window. Null
/// accepts every line (the main window has no user filter — color-table
/// research doc §4). A line that fails the filter is dropped from this
/// window's view WITHOUT advancing the carried-forward color, matching
/// retail's <c>m_curFontColor</c> only advancing for lines actually
/// appended to THIS window's own scroll (<c>AppendStringInfoWithFont</c>
/// only runs for displayed lines).
/// </param>
public static List<UiText.Line> BuildLines(
IReadOnlyList<FormattedLine> detailed,
float maxW,
Func<string, float> measure,
Func<uint, bool>? accept)
{
var result = new List<UiText.Line>(detailed.Count);
if (detailed.Count == 0)
return result;
// Retail's font-color state (m_curFontColor) persists across every
// line actually appended to this window — an out-of-range LogTextType
// leaves it unchanged rather than reverting to a default (color-table
// doc §3.2). Seed the carry with retail's own unfilled-slot default
// (colorGreen, index 0x00).
RetailChatColorTable.TryGetColor(0x00u, out Vector4 currentColor);
foreach (FormattedLine d in detailed)
{
if (accept is not null && !accept(d.LogTextType))
continue;
if (RetailChatColorTable.TryGetColor(d.LogTextType, out Vector4 resolved))
currentColor = resolved;
foreach (string frag in ChatWindowController.WrapText(d.Text, maxW, measure))
result.Add(new UiText.Line(frag, currentColor));
}
return result;
}
}