fix(ui): retail scrollbar parity — button seating, full-track thumb, hover/pressed states
Owner report (2026-08-24): our scrollbar arrows pointed the wrong way, the thumb vanished when there was nothing to scroll, and neither the thumb nor the arrow buttons reacted to hover/press. All three are one retail mechanism we had not ported: 1. Seating: UIElement_Scrollbar::UpdateScrollingArea @0x00470AA0 moves the INCREMENT designee (attribute 0x77) to the top/left corner and the DECREMENT designee (0x78) to the bottom/right, ignoring authored positions. The vertical base skin (0x10000455 in layout 0x2100003E) authors the DOWN-arrow decrement at Y=0 and the UP-arrow increment at Y=32 (live-DAT probed; sprite art visually verified from decoded PNGs), so our authored-Y ordering drew both arrows upside down. DatWidgetFactory now seats by designation; the hand-wired sites (CharacterStatController, ExternalContainerController, the Config/Vendor menu chrome) share the new RetailScrollbarChrome catalog instead of local constants. 2. Full-track thumb: UpdateLayout @0x004710d0 sizes the thumb from proportion attribute 0x88, which DEFAULTS to 1.0 — a content-fits bar shows a thumb filling the whole track; disabled only removes input and the page regions. Our draw skipped the thumb entirely on !HasOverflow. 3. States: every arrow button and thumb slice authors Normal (red gem / dark navy), Normal_rollover (amber gem / bright blue) and Normal_pressed (gold highlight / dark) media. The widget now tracks thumb hover and selects rollover media on hover and pressed media while dragging; the factory extracts the thumb-state media for both the 3-slice and single-sprite thumb shapes. ScrollbarSkinLiveDatTests pins the designations and state media against the installed DAT so a revision or importer regression fails loudly. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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12 changed files with 541 additions and 64 deletions
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@ -471,6 +471,108 @@ public class UiScrollbarTests
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Assert.Equal(expectedWidth, width, 3);
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}
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/// <summary>
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/// 2026-08-24 owner report: retail shows a thumb FILLING the whole
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/// track when there is nothing to scroll — the proportion attribute
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/// 0x88 defaults to 1.0 in <c>UIElement_Scrollbar::UpdateLayout
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/// @0x004710d0</c>, so a content-fits bar sizes the widget to the full
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/// scrolling area; only input goes away with the disabled state. The
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/// previous draw skipped the thumb entirely on <c>!HasOverflow</c>.
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/// </summary>
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[Fact]
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public void NoOverflow_DrawsAFullTrackThumb()
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{
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var device = new RecordingGpuDevice();
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var renderer = new TextRenderer(device, new NullGpuFrameSource(), "unused");
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renderer.Begin(new Vector2(800f, 600f));
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var ctx = new UiRenderContext(renderer, new Vector2(800f, 600f));
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const uint topTex = 60u, midTex = 63u, botTex = 66u;
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var model = new UiScrollable { ContentHeight = 150, ViewHeight = 150 };
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var bar = new UiScrollbar
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{
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Width = 16f,
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Height = 200f,
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SpriteResolve = id => id is topTex or midTex or botTex ? (id, 16, 3) : (0u, 0, 0),
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ThumbTopSprite = topTex,
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ThumbSprite = midTex,
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ThumbBotSprite = botTex,
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Model = model,
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};
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Assert.True(bar.IsModelDisabled);
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bar.DrawSelfAndChildren(ctx);
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// Top cap sits at the top of the track (below the 16px up button)…
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var top = Assert.Single(
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renderer.DebugSpriteSegmentVerts, s => s.Texture == topTex);
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float topMinY = Enumerable.Range(0, top.Verts.Count / 8)
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.Min(i => top.Verts[i * 8 + 1]);
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Assert.Equal(16f, topMinY, 1);
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// …and the bottom cap ends at the bottom of the track (above the
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// 16px down button) — a full-track thumb.
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var bot = Assert.Single(
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renderer.DebugSpriteSegmentVerts, s => s.Texture == botTex);
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float botMaxY = Enumerable.Range(0, bot.Verts.Count / 8)
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.Max(i => bot.Verts[i * 8 + 1]);
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Assert.Equal(184f, botMaxY, 1);
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}
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/// <summary>
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/// 2026-08-24 owner report: hovering the thumb highlights it
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/// (Normal_rollover media — bright blue on the base skin) and holding a
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/// drag shows the pressed media (authored to look like the resting
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/// color). Mirrors retail's authored three-state thumb slices.
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/// </summary>
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[Fact]
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public void ThumbHoverAndDrag_SelectRolloverAndPressedMedia()
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{
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var model = new UiScrollable { ContentHeight = 200, ViewHeight = 150, LineHeight = 10 };
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var bar = new UiScrollbar
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{
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Width = 16f,
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Height = 200f,
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Model = model,
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ThumbSprite = 1u,
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ThumbRolloverSprite = 2u,
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ThumbPressedSprite = 3u,
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ThumbTopSprite = 10u,
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ThumbTopRolloverSprite = 20u,
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ThumbTopPressedSprite = 30u,
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ThumbBotSprite = 100u,
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ThumbBotRolloverSprite = 200u,
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ThumbBotPressedSprite = 300u,
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};
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// Track 16..184 (168px), ratio 0.75 → thumb 16..142 at position 0.
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Assert.Equal(1u, bar.ActiveThumbSpriteForTest);
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// Hover over the thumb → rollover on every slice.
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.HoverEnter, Data1: 8, Data2: 50));
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Assert.Equal(2u, bar.ActiveThumbSpriteForTest);
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Assert.Equal(20u, bar.ActiveThumbTopSpriteForTest);
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Assert.Equal(200u, bar.ActiveThumbBotSpriteForTest);
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// Press and hold (drag) → pressed media.
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.MouseDown, Data1: 8, Data2: 50));
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Assert.True(bar.IsDragging);
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Assert.Equal(3u, bar.ActiveThumbSpriteForTest);
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Assert.Equal(30u, bar.ActiveThumbTopSpriteForTest);
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Assert.Equal(300u, bar.ActiveThumbBotSpriteForTest);
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// Release while still over the thumb → back to the hover highlight.
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.MouseUp, Data1: 8, Data2: 50));
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Assert.Equal(2u, bar.ActiveThumbSpriteForTest);
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// Move to the track BELOW the thumb → back to normal.
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.MouseMove, Data1: 8, Data2: 170));
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Assert.Equal(1u, bar.ActiveThumbSpriteForTest);
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// Leave the bar entirely → normal.
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.HoverEnter, Data1: 8, Data2: 50));
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bar.OnEvent(new UiEvent(0u, bar, UiEventType.HoverLeave));
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Assert.Equal(1u, bar.ActiveThumbSpriteForTest);
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}
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private sealed class NullGpuFrameSource : ICurrentGpuFrameSource
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{
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public IGpuFrame? CurrentFrame => null;
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