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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@ -398,11 +398,13 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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if (!HasStateMedia(""))
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return false;
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ActiveState = "";
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CascadeStateToChildren(stateId);
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return true;
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}
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if (TryFindState(stateId, out var state))
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{
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ActiveState = state.Name;
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CascadeStateToChildren(stateId);
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return true;
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}
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string stateName = UiButtonStateMachine.StateName(stateId);
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@ -411,6 +413,7 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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if (!string.IsNullOrEmpty(stateName) && HasStateMedia(stateName))
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{
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ActiveState = stateName;
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CascadeStateToChildren(stateId);
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return true;
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}
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return false;
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@ -993,6 +996,40 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
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// segments carry no Highlight art), so ActiveState stays "Normal"
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// forever, but the spin's OWN label color must still swap.
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ApplyPerStateLabelStyle(requested);
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// Same unconditional-commit principle for the child cascade: retail
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// UIElement::SetState @0x00464E70 propagates the committed state to
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// children whenever the StateDesc authors PassToChildren, regardless
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// of whether THIS element's own sprite changed — keyed off the
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// REQUESTED id for the same reason as the label style above.
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CascadeStateToChildren(requested);
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}
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/// <summary>
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/// Retail <c>UIElement::SetState @0x00464E70</c>'s PassToChildren
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/// cascade, ported for buttons (2026-08-17 morning gate finding 3 —
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/// previously only <see cref="Layout.UiDatElement.TrySetRetailState"/>
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/// had it). First consumer: the map town-hotspot template
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/// (<c>0x100001F0</c> in <c>0x21000026</c>) authors media-less
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/// <c>Normal</c>/<c>Normal_rollover</c> state descriptors with
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/// <c>PassToChildren=true</c> whose only job is driving the highlight
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/// child's per-state <c>P0x3B</c> visibility flip (the green
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/// <c>0x06004CC9</c> rollover frame). No-op unless a state descriptor
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/// for <paramref name="stateId"/> exists AND authors PassToChildren AND
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/// this button actually has stateful children — dat-built buttons
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/// normally have none (<see cref="ConsumesDatChildren"/>); only
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/// explicitly-attached subtrees (the map markers' highlight, the
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/// AD-108 icon seam) can receive the cascade.
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/// </summary>
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private void CascadeStateToChildren(uint stateId)
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{
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if (Children.Count == 0)
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return;
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if (!TryFindState(stateId, out UiStateInfo state) || !state.PassToChildren)
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return;
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foreach (UiElement child in Children)
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if (child is IUiDatStateful stateful)
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stateful.TrySetRetailState(stateId);
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}
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private uint ComputeRequestedStateId()
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