diff --git a/src/AcDream.App/UI/Layout/ChatWindowController.cs b/src/AcDream.App/UI/Layout/ChatWindowController.cs
index e02efb56..d3b33019 100644
--- a/src/AcDream.App/UI/Layout/ChatWindowController.cs
+++ b/src/AcDream.App/UI/Layout/ChatWindowController.cs
@@ -46,8 +46,8 @@ public sealed class ChatWindowController
private const uint ThumbSprite = 0x06004C63u; // 3-slice middle tile
private const uint ThumbTopSprite = 0x06004C60u; // 3-slice top cap
private const uint ThumbBotSprite = 0x06004C66u; // 3-slice bottom cap
- private const uint UpSprite = 0x06004C69u;
- private const uint DownSprite = 0x06004C6Cu;
+ private const uint UpSprite = 0x06004C6Cu; // up arrow (top button)
+ private const uint DownSprite = 0x06004C69u; // down arrow (bottom button)
// Channel menu sprite ids (confirmed in chat element dump).
private const uint MenuNormal = 0x06004D65u; // button face
@@ -199,10 +199,13 @@ public sealed class ChatWindowController
{
c.Scrollbar = new UiChatScrollbar
{
+ // Pull the bar up to the panel top so the top arrow meets the window
+ // border (and lines up with the max/min button at root y=0); the dat
+ // track sits 6px down, which left a gap after the resize-bar reclaim.
Left = track.Left,
- Top = track.Top,
+ Top = 0f,
Width = track.Width,
- Height = track.Height,
+ Height = track.Height + track.Top,
Anchors = track.Anchors,
Model = c.Transcript.Scroll,
SpriteResolve = resolve,
@@ -248,6 +251,10 @@ public sealed class ChatWindowController
{
sendEl.ClickThrough = false;
sendEl.OnClick = () => c.Input.Submit();
+ // The Send sprite is a blank gold button — retail draws the caption as text.
+ sendEl.Label = "Send";
+ sendEl.LabelFont = datFont;
+ sendEl.LabelColor = new Vector4(1f, 0.92f, 0.72f, 1f);
}
// ── Max/min toggle — simplified gmMainChatUI::HandleMaximizeButton ──
diff --git a/src/AcDream.App/UI/Layout/UiDatElement.cs b/src/AcDream.App/UI/Layout/UiDatElement.cs
index 43cc4032..5f6ea79c 100644
--- a/src/AcDream.App/UI/Layout/UiDatElement.cs
+++ b/src/AcDream.App/UI/Layout/UiDatElement.cs
@@ -87,21 +87,36 @@ public sealed class UiDatElement : UiElement
return false;
}
+ /// Optional centered text label drawn over the sprite (e.g. the "Send"
+ /// button face whose dat sprite is a blank frame). Null = sprite only.
+ public string? Label { get; set; }
+ /// Dat font for . Required for the label to draw.
+ public UiDatFont? LabelFont { get; set; }
+ /// Label color (default white).
+ public Vector4 LabelColor { get; set; } = Vector4.One;
+
protected override void OnDraw(UiRenderContext ctx)
{
var (file, _) = ActiveMedia();
- if (file == 0) return;
+ if (file != 0)
+ {
+ var (tex, tw, th) = _resolve(file);
+ if (tex != 0 && tw != 0 && th != 0)
+ {
+ // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI
+ // texture), matching ImgTex::TileCSI. Overlay/Alphablend use the same blit (the
+ // sprite shader already alpha-blends). No Stretch mode exists in DrawModeType.
+ ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, Width / tw, Height / th, Vector4.One);
+ }
+ }
- var (tex, tw, th) = _resolve(file);
- if (tex == 0 || tw == 0 || th == 0) return;
-
- // Normal → TILE at native size on both axes (UV-repeat; GL_REPEAT-wrapped UI texture),
- // matching ImgTex::TileCSI. Overlay/Alphablend are the same blit with a blend state; the
- // sprite shader already alpha-blends, so the quad is identical for all draw modes in Plan 1.
- // (No Stretch mode exists in DatReaderWriter.Enums.DrawModeType.)
- // DrawMode is not yet branched here — Plan 2 can add per-mode behavior if needed.
- float u1 = Width / tw;
- float v1 = Height / th;
- ctx.DrawSprite(tex, 0, 0, Width, Height, 0, 0, u1, v1, Vector4.One);
+ // Centered text label over the sprite (retail draws button captions as text;
+ // their dat sprites are blank frames).
+ if (Label is { Length: > 0 } label && LabelFont is { } lf)
+ {
+ float tx = (Width - lf.MeasureWidth(label)) * 0.5f;
+ float ty = (Height - lf.LineHeight) * 0.5f;
+ ctx.DrawStringDat(lf, label, tx, ty, LabelColor);
+ }
}
}
diff --git a/src/AcDream.App/UI/UiChannelMenu.cs b/src/AcDream.App/UI/UiChannelMenu.cs
index 01d1f735..b9e01f62 100644
--- a/src/AcDream.App/UI/UiChannelMenu.cs
+++ b/src/AcDream.App/UI/UiChannelMenu.cs
@@ -134,11 +134,12 @@ public sealed class UiChannelMenu : UiElement
bool selected = Items[i].Channel is { } c && c == Selected;
DrawSprite(ctx, resolve, selected ? ItemHighlightSprite : ItemNormalSprite, x, y, ColW, ItemH);
}
+ float textY = (ItemH - LineH()) * 0.5f; // center the label in its row
for (int i = 0; i < Items.Length; i++)
{
int col = i / Rows, row = i % Rows;
bool avail = Items[i].Channel is { } c && IsAvailable(c);
- DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH,
+ DrawLabel(ctx, Items[i].Label, 4f + col * ColW, top + row * ItemH + textY,
avail ? TextColorAvailable : TextColorGhosted);
}
}
diff --git a/src/AcDream.App/UI/UiChatScrollbar.cs b/src/AcDream.App/UI/UiChatScrollbar.cs
index 6d163ef3..debea724 100644
--- a/src/AcDream.App/UI/UiChatScrollbar.cs
+++ b/src/AcDream.App/UI/UiChatScrollbar.cs
@@ -89,11 +89,10 @@ public sealed class UiChatScrollbar : UiElement
// sprite (~16×32) repeats to fill the element height instead of stretch-distorting.
DrawTiled(ctx, resolve, TrackSprite, 0f, 0f, Width, Height);
- // Up button — top ButtonH rows. The dat up/down arrow sprites both point DOWN
- // (confirmed by sprite export), so the TOP button is drawn V-FLIPPED to point UP.
- DrawSpriteFlipV(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH);
+ // Up button — top ButtonH rows. UpSprite (0x06004C6C) is the up-arrow art, drawn 1:1.
+ DrawSprite(ctx, resolve, UpSprite, 0f, 0f, Width, ButtonH);
- // Down button — bottom ButtonH rows (down arrow as-is).
+ // Down button — bottom ButtonH rows. DownSprite (0x06004C69) is the down-arrow art.
DrawSprite(ctx, resolve, DownSprite, 0f, Height - ButtonH, Width, ButtonH);
// Thumb — only when content overflows the view. Retail 3-slice: top cap +