feat(chat): Campaign CH slice CH6c — window opacity + transparency setting

Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.

RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.

Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.

Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.

Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.

Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-10 14:00:55 +02:00
parent ccab53d9a1
commit a819687cf0
23 changed files with 1174 additions and 38 deletions

View file

@ -61,7 +61,17 @@ public sealed record ChatSettings(
ulong ChatWindow1Filter = 0x0000101Cu, // Speech, Tell, Speech_Direct_Send, Emote
ulong ChatWindow2Filter = 0x00040C00u, // Social, Social_Send, Allegiance
ulong ChatWindow3Filter = 0x00080000u, // Fellowship
ulong ChatWindow4Filter = 0x78000000u) // Turbine General/Trade/LFG/Roleplay
ulong ChatWindow4Filter = 0x78000000u, // Turbine General/Trade/LFG/Roleplay
// Campaign CH slice CH6c: retail's two GLOBAL window-opacity options
// (Option_DefaultOpacity_Property 0x10000080 / Option_ActiveOpacity_Property
// 0x10000081, docs/research/2026-08-09-chat-retail-window-shell.md §3).
// DefaultOpacity applies while a window's descendant does NOT have keyboard
// focus; ActiveOpacity while it does. Always active >= default — enforced by
// ChatOpacityLink at every setter, not by clamping here. acdream applies this
// GLOBALLY to every RetailWindowManager-registered window (register row
// AP-190), where retail scopes it to ChatInterface-derived windows only.
float DefaultOpacity = 0.5f,
float ActiveOpacity = 1.0f)
{
/// <summary>
/// N4 (CH3 Opus review): matches ACE's ACTUAL