fix(ui): morning gate — map town markers: green rollover highlight + the authored map-note tooltip skin/font
User finding 3 (retail screenshot): hovering a town on the Map tab turns its marker GREEN and shows the name on a special-font tooltip — clearly not our generic 0x10000395 popup skin, and we had no hover highlight at all. Re-derivation (live-DAT probe + raw ElementDesc dump + surface byte-decode; MapNoteLiveDatTests pins all of it): - m_pMap (0x100001EC)'s P0x47/P0x48 = 0x100001F0 @ 0x21000026 are the note CONSTRUCTION template (AddMapNote @0x004a1bb0's CreateChildElement args) — that part we had right. - The TEMPLATE's own DirectState authors the note's tooltip popup locator P0x47=0x10000398/P0x48=0x21000041 — the FOURTH popup skin, whose incorporated text child 0x10000396 fonts 0x40000015 where the other three skins font 0x40000002 (the user's "special font") — plus P0x50=0.0 (zero per-element tooltip delay: town tooltips fire the instant the dwell arms; UiRoot already honors it), P0x4B TooltipOn, and P0x13 RolloverEnabled. Batch C's "the template authors no locator of its own" claim was WRONG, and BuildTownMarkers' hardcoded shared-skin override was clobbering the authored values — removed. - The hover highlight: the template's Normal/Normal_rollover states are PassToChildren descriptors driving the swallowed highlight child 0x100001F1 (base 0x100002B7@0x21000042 — a four-piece frame all drawing 0x06004CC9, byte-decoded PURE GREEN A=FF R=00 G=FF B=00) via per-state P0x3B (Invisible): hidden at rest, green on rollover. Port: - UiButton.CascadeStateToChildren — retail UIElement::SetState @0x00464E70's PassToChildren cascade, keyed off the REQUESTED state id (properties commit unconditionally; only the sprite draw is art-gated, the existing #382/AP-222 distinction). - UiDatElement.TrySetRetailState honors per-state P0x3B for NAMED states (OnSetAttribute @0x00462d80 case 8: SetVisible(value==0)). The unnamed-DirectState case is explicitly excluded — honoring it would un-gate ISSUES #408 (1,083 authored-invisible elements) through BuildWidget's post-children state reapply; measured breaking the spell-favorite drag tests before the scoping (note added to #408). - MapPageController.BuildTownMarkers rebuilds the button-swallowed highlight child per marker through the AD-108 IconBuilder seam (Bindings.TemplateInfoResolver, backed by RowTemplateResolver.ResolveInfo — same cache) and arms it with the initial Normal cascade. Register TS-85's Batch C paragraph corrected; RetailTooltipPresenter's F10 shared-skin remark updated (MapPageController no longer a consumer). Tests: 3 installed-DAT pins (locator/delay/rollover; per-state P0x3B + green frame; the four-skin font sweep), UiButton cascade + UiDatElement P0x3B units, MapHousePanel marker no-clobber + hover-highlight fixture. App suite 5487 passed / 3 skips (5490 total, +11 over baseline); Runtime 1744/1744. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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12 changed files with 682 additions and 46 deletions
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@ -107,6 +107,36 @@ public class UiDatElement : UiElement, IUiDatStateful
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ActiveState = stateName;
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}
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// Per-state Invisible (dat property 0x3B): retail's SetState applies
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// the committed state's properties through UIElement::OnSetAttribute,
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// whose case 8 (@0x00462d80, property id 0x33 + 8 = 0x3B) is
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// `SetVisible(value == 0)` — an authored per-STATE true hides the
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// element for that state. First consumer (2026-08-17 morning gate
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// finding 3): the map town-hotspot template's highlight child
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// (0x100001F1 in 0x21000026, base 0x100002B7@0x21000042 — the green
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// 0x06004CC9 frame) authors Normal={0x3B:true} /
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// Normal_rollover={0x3B:false}, i.e. hidden at rest, shown on
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// rollover.
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//
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// SCOPED TO NAMED STATES ONLY: a 0x3B authored in the unnamed
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// DirectState is the CONSTRUCTION-time "authored invisible" class
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// (1,083 elements client-wide — docs/ISSUES.md #408, its own
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// separately-gated general-honor item; ElementReader.Invisible/GF-13
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// captures it and only chargen's scoped walk acts on it, register
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// AP-230). Honoring it here would un-gate #408 through the back
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// door: LayoutImporter.BuildWidget's post-children state reapply
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// calls TrySetRetailState(DirectStateId) on every built widget, so
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// a DirectState honor would hide all 1,083 at import (measured
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// same-round: 10 combat-layout elements incl. 0x10000454 went
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// un-hit-testable, breaking the spell-favorite drag tests). The
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// NAMED-state flip below is a live visibility state machine that
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// cannot work at all without the honor — that is this port's line.
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if (stateId != UiStateInfo.DirectStateId
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&& selectedState is not null
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&& selectedState.Properties.TryGetValue(0x3Bu, out var invisibleProp)
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&& invisibleProp.Kind == UiPropertyKind.Bool)
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Visible = !invisibleProp.BoolValue;
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if (selectedState?.PassToChildren == true)
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{
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foreach (UiElement child in Children)
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