feat(CT-GF1): port retail ancestor-clip to the retained UI tree

Fixes the CT7 gate finding: on the Titles tab, the authored divider
0x10000530 escapes the Character window above its top edge at the
CT6-correct 372px mounted default (computed Y ~ -178, matching the
owner's screenshot). Retail clips child rendering to the intersected
ancestor clip-rect chain -- UIRegion::DrawHere @0x0069FA30 takes the
element's screen Box2D plus a SmartArray<Box2D> of inherited clip
rects, intersects them (the min/max clamp loop @0x0069FAA7..0x0069FB82),
and draws EraseSelf/DrawChildren/DrawSelf with the intersected rect
only when non-empty (the var_24 gate @0x0069FB8E). Our UiElement draw
walk rendered children unclipped by default, so any authored element
relying on clipping -- this divider, and the chat input row at small
window sizes (the owner's earlier "text input sticks out on resize"
report) -- became a visible artifact.

Mechanism (element-level, reusing the existing clip-rect-stack
infrastructure in UiRenderContext.PushClip/PopClip):

- UiElement.ClipsChildren now defaults to TRUE for every element
  (was an opt-in used only by UiScrollablePanel/UiItemList). Each
  element's children draw AND hit-test clipped to the intersection
  of its own rect with the inherited ancestor clip; an element
  positioned outside its parent's box silently disappears, matching
  retail's non-empty-intersection gate. HitTest's existing early
  bounds check already implemented this shape for ClipsChildren=true
  elements -- flipping the default aligns hit-testing with the new
  draw-clip default in one property, per the plan's own point 4.

- UiElement.ExpandsClipForPopup (default false) is the one opt-out:
  retail spawns a menu popup as a SEPARATE top-level region
  (UIElement_Menu::MakePopup), clipped only by the screen; acdream
  draws UiMenu's popup inline from the owning button in a second
  traversal (OnDrawOverlay, pre-existing -- its own doc comment
  already says "regardless of this element's position in the tree").
  DrawOverlays now resets the accumulated clip to unbounded
  (UiRenderContext.PushClipUnbounded, sharing the existing clip
  stack) for exactly the OnDrawOverlay call of an opted-in element.
  UiMenu overrides ExpandsClipForPopup=>true, paired with
  ClipsChildren=>false so its own out-of-bounds OnHitTest union (the
  popup occupies ly<0 or ly>=Height depending on open direction)
  stays reachable through the same early-bounds gate that now
  defaults on for every other element.

Opt-out audit (grep for OnDrawOverlay overrides + negative/overflow
OnDraw coordinates across src/AcDream.App/UI): UiMenu's popup is the
ONLY OnDrawOverlay override client-wide, so it is the only element
needing ExpandsClipForPopup. RetailTooltipPresenter's popup and
UiRoot's drag ghost both already escape structurally -- the tooltip
mounts as an ordinary UiRoot CHILD (sibling of every window, clipped
only by the canvas), and the drag ghost is drawn directly by UiRoot
outside the tree entirely -- neither needed a code change, both are
covered by new tests proving the invariant. UiResizeGrip and
UiNineSlicePanel's frame/bevel draw entirely within their own
[0,Width]x[0,Height] (grip flush at the window's own edges; the
window's own Width/Height already represents the OUTER frame
including its 5px bevel, so its ClipsChildren push already covers
the frame's own content children correctly -- no negative insets
found). UiScrollbar draws entirely within its own bounds (confirmed
by reading OnDraw).

Hit-testing: aligned with the new default via the single
ClipsChildren flip (see above); UiMenu's own opt-out override keeps
its popup hit-test union working, verified by the full UiMenuTests
suite staying green.

Divergence register: AD-113 filed for the ExpandsClipForPopup
adaptation (inline popup drawing vs retail's separate top-level
region).

Fixed two pre-existing test-harness gaps the new default surfaced
(both real bugs in the harnesses, not workarounds around the fix):
- ChatLayoutConformanceTests' bottom-right-grip grow test read a
  STALE (pre-shrink) grip screen position because it drove two resize
  gestures back-to-back with no intervening Draw pass -- the only
  place UiElement.ApplyAnchor/LayoutPolicy.Apply run. A real frame
  draws every tick, so production never hits this; the test now
  inserts a real DrawSelfAndChildren pass between the two gestures,
  matching a real frame boundary.
- VendorUiControllerTests' hand-built Items/Buying/Selling page
  containers were left at their bare 0x0 UiElement default (the
  harness never runs a real DAT-driven layout pass) -- harmless
  before ancestor clipping existed, but now hides every child of an
  unsized page. Sized them to the window's own content root, matching
  production's shape (a tab page fills the window body).

Tests (all confirmed as genuine regression pins by temporarily
reverting the relevant default/override and observing the exact
predicted failure, then reverting back):
- CharacterTitlesControllerTests.TitlesPage_Divider_ClipsAwayAtThe
  CT6Default_AndAppearsWhenTheWindowGrowsTaller: the literal gate
  repro against the real character_2100002E.json fixture through
  RetailWindowFrame.Mount at the CT6 372px default -- the divider
  renders nothing (computed Y ~ -173, matching the owner's ~-178);
  growing the window to 600px renders it at its authored spot.
- ChatLayoutConformanceTests.ResizingTheWindowSmall_NoInputRowQuad
  RendersOutsideTheWindowRect: no input-row quad escapes the chat
  window rect at three small sizes (300x100 sanity control,
  120x40/80x30 genuine pre-fix overflow -- verified failing without
  the fix at Y=38/55 past the window edge).
- UiAncestorClipTests (new file): the core mechanism against plain
  synthetic elements (culled-outside / clipped-at-the-edge / hit-test
  parity), UiMenu's popup escaping a tiny owning window (and staying
  clipped while closed), and the tooltip's structural immunity
  (mounts as a UiRoot sibling, unaffected by a tiny ancestor window).

Verification: full solution build green; hermetic suite green
(--filter "Lane!=InstalledDat&Lane!=PreparedPackage&Lane!=Live&
Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux&
Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure",
14,000+ tests across every project); InstalledDat lane green
(ACDREAM_RUN_INSTALLED_DAT_TESTS=1, Status!=KnownFailure,
205+34+3+172 tests). CharacterTitlesControllerTests' existing suite
and the full UiMenuTests/UiScrollbarTests suites are unaffected.

src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing
uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) -- untouched by
this change and deliberately left out of this commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-25 06:29:15 +02:00
parent 6561d08fa8
commit 989f665214
8 changed files with 627 additions and 6 deletions

View file

@ -1,4 +1,7 @@
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Runtime;
@ -611,6 +614,150 @@ public sealed class CharacterTitlesControllerTests
}
}
// ── CT-GF1 ancestor-clip gate repro ─────────────────────────────────
/// <summary>
/// OWNER GATE FINDING (screenshots on file, Campaign CT slice CT-GF1):
/// on the Titles tab, the page's authored divider 0x10000530 (300x9,
/// authored Y=60 in the 575px page, top-edge mode 2 = bottom-anchored at
/// 515px from the page bottom) escapes the window at the CT6-correct
/// 372px mounted default — the page is only ~337px tall there, so the
/// divider's bottom-anchor math computes a NEGATIVE Y and renders ABOVE
/// the window entirely. Retail clips this away
/// (<c>UIRegion::DrawHere @0x0069FA30</c>'s ancestor-clip rect
/// intersection, non-empty gate @0x0069FB8E); acdream drew it floating
/// above the window before this fix. Sibling divider 0x10000534
/// (authored Y=550) has the same shape but lands harmlessly at this
/// size — both share sprite 0x06001420, which is why the assertions
/// below key on Y-RANGE (this divider's own resolved screen position),
/// not texture.
///
/// Mounts the real fixture through the same <see cref="RetailWindowFrame"/>
/// production shape as <c>RetailUiRuntime.MountCharacter</c> (372px
/// default: ContentHeight=362f + the 10px NineSlice inset), switches to
/// the REAL Titles tab via <see cref="CharacterStatController"/>'s own
/// click handler (not a manual <c>Visible</c> poke — the CT3 tab-switch
/// closure this file's own <c>CharacterTabs_UseImportedChromeWithout...</c>
/// sibling test already exercises), and draws through a
/// <see cref="RecordingGpuDevice"/>. Unlike <see cref="BindWithEarnedTitles"/>'s
/// harness (which resolves every sprite to texture 0 for the OTHER
/// Titles tests in this file — sufficient for their geometry/wiring
/// assertions), this test resolves real non-zero textures so
/// <c>UiDatElement.OnDraw</c> actually queues quad geometry to inspect.
/// </summary>
[Fact]
public void TitlesPage_Divider_ClipsAwayAtTheCT6Default_AndAppearsWhenTheWindowGrowsTaller()
{
ImportedLayout layout = LayoutImporter.Build(
FixtureLoader.LoadCharacterInfos(), id => (id, 8, 8), null);
CharacterStatController.Bind(
layout, SampleData.SampleCharacter, spriteResolve: id => (id, 8, 8));
var titlesTab = Assert.IsType<UiText>(
layout.FindElement(CharacterStatController.TabTitlesId));
Assert.NotNull(titlesTab.OnClick);
titlesTab.OnClick!(); // the REAL tab-switch path — flips TitlesPage.Visible
UiElement divider = UiElement.FindDescendant(layout.Root, 0x10000530u)!;
Assert.NotNull(divider);
UiElement siblingDivider = UiElement.FindDescendant(layout.Root, 0x10000534u)!;
Assert.NotNull(siblingDivider);
var screen = new UiRoot { Width = 1600f, Height = 1200f };
RetailWindowHandle handle = RetailWindowFrame.Mount(
screen,
layout.Root,
id => (id, 8, 8),
new RetailWindowFrame.Options
{
WindowName = WindowNames.Character,
Chrome = RetailWindowChrome.NineSlice,
Left = 0f,
Top = 0f,
// CT6's own corrected default: the host's content parent is
// 300x362, not 0x2100002E's raw 300x600 authoring canvas.
ContentHeight = 362f,
MinWidth = 310f,
MaxWidth = 310f,
MinHeight = 372f,
MaxHeight = 1000f,
ResizeX = false,
ResizeY = true,
ContentAnchors = AnchorEdges.Left | AnchorEdges.Top | AnchorEdges.Bottom,
});
Assert.Equal(372f, handle.Height); // the CT6-correct mounted default
var device = new RecordingGpuDevice();
var renderer = new TextRenderer(device, new NullGpuFrameSource(), "unused");
renderer.Begin(new Vector2(screen.Width, screen.Height));
var ctx = new UiRenderContext(renderer, new Vector2(screen.Width, screen.Height));
handle.OuterFrame.DrawSelfAndChildren(ctx);
// At the 372px default the divider's computed Y must be negative
// (above the window) — the owner's reported Y≈-178 shape.
Vector2 dividerAtDefault = divider.ScreenPosition;
Assert.True(
dividerAtDefault.Y + divider.Height <= 0f,
"expected the Titles divider to compute a Y above the window at the 372px " +
$"default (owner-reported ≈-178); got {dividerAtDefault.Y}");
// Nothing at all may render meaningfully above the window's own top
// edge (Y=0 itself is the window's own top border/frame, not "above
// the window") — the exact shape of the owner's screenshot finding.
AssertNoQuadCoversY(renderer, -10_000f, -1f);
// Grow the window taller. A real frame draws every tick, which is
// what reflows a bottom-anchored child against its parent's CURRENT
// size (UiElement.ApplyAnchor / LayoutPolicy.Apply run only from
// DrawSelfAndChildren) — two passes, matching the CT6 sibling test's
// own raw-edge-LayoutPolicy "policies settle" pattern above.
handle.OuterFrame.Height = 600f;
renderer.Begin(new Vector2(screen.Width, screen.Height));
handle.OuterFrame.DrawSelfAndChildren(ctx);
renderer.Begin(new Vector2(screen.Width, screen.Height));
handle.OuterFrame.DrawSelfAndChildren(ctx);
Vector2 dividerGrown = divider.ScreenPosition;
Assert.True(
dividerGrown.Y >= 0f && dividerGrown.Y + divider.Height <= 600f,
"expected the Titles divider to land inside the grown window at its authored " +
$"spot; got {dividerGrown.Y}");
AssertQuadCoversY(renderer, dividerGrown.Y, dividerGrown.Y + divider.Height);
}
private sealed class NullGpuFrameSource : ICurrentGpuFrameSource
{
public IGpuFrame? CurrentFrame => null;
}
private static void AssertNoQuadCoversY(TextRenderer renderer, float yLo, float yHi)
{
foreach (var seg in renderer.DebugSpriteSegmentVerts)
{
for (int i = 0; i < seg.Verts.Count / 8; i++)
{
float vy = seg.Verts[i * 8 + 1];
Assert.False(
vy > yLo - 0.01f && vy < yHi + 0.01f,
$"unexpected quad vertex at Y={vy} inside the clipped-away range " +
$"[{yLo},{yHi}] (texture {seg.Texture})");
}
}
}
private static void AssertQuadCoversY(TextRenderer renderer, float yLo, float yHi)
{
bool found = renderer.DebugSpriteSegmentVerts.Any(seg =>
{
for (int i = 0; i < seg.Verts.Count / 8; i++)
{
float vy = seg.Verts[i * 8 + 1];
if (vy >= yLo - 0.5f && vy <= yHi + 0.5f) return true;
}
return false;
});
Assert.True(found, $"expected at least one quad in Y range [{yLo},{yHi}]");
}
// ── Lifecycle ───────────────────────────────────────────────────────
[Fact]