fix(ui): OP2 rework — dormant UiDatElement subclasses, fixed Panel/CheckboxBitfield64 mechanism

OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.

Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.

Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
  UIElement_TabControl exists in the PDB), resolves buttons/pages via a
  GetChildRecursive-equivalent descendant search (not direct-children-only),
  performs no switch when no entry authors 0x32 (deleted the _tabs[0]
  fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
  + a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
  retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
  (property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
  deleting the synthesized ElementInfo + invented RowHeight=14 — matching
  retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
  call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
  not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
  decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).

Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.

Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 01:06:31 +02:00
parent 8a05fda445
commit b236a44279
40 changed files with 6249 additions and 1145 deletions

View file

@ -27,8 +27,20 @@ namespace AcDream.App.UI.Layout;
/// <see cref="AcDream.App.Rendering.TextureCache.UploadRgba8"/> sets
/// <c>GL_REPEAT</c> on both S and T, so vertical tiling is always active.
/// </para>
///
/// <para>
/// <b>OP2 rework (2026-08-11):</b> unsealed so behavioral Type-8/Type-5 widgets
/// (<see cref="UiTabPanel"/>, <see cref="UiTemplateListBox"/>) can subclass it and stay
/// DORMANT by default — every element of those two dat Types that reaches
/// <see cref="DatWidgetFactory"/> gets this exact media-draw / <c>ClickThrough</c> /
/// <see cref="IUiDatStateful"/> behavior unless a controller explicitly opts a specific
/// instance into its behavioral mechanism. This is what makes the unconditional Type-8/
/// Type-5 factory mappings safe for the pre-existing shipped panels the OP2 REJECT
/// findings named (`docs/research/2026-08-11-op2-review-blast.md`,
/// `docs/research/2026-08-11-op2-review-mechanism.md`).
/// </para>
/// </summary>
public sealed class UiDatElement : UiElement, IUiDatStateful
public class UiDatElement : UiElement, IUiDatStateful
{
// DrawModeType enum values from DatReaderWriter.Enums.
// See docs/research/2026-06-15-layoutdesc-format.md §6.
@ -39,13 +51,16 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
private const int DrawAlphablend = 3;
#pragma warning restore IDE0051
private readonly ElementInfo _info;
/// <summary>Protected so subclasses (e.g. <see cref="UiTabPanel"/>,
/// <see cref="UiTemplateListBox"/>) can read authored state/media for their own
/// mechanism-specific fields without a second copy of the merged snapshot.</summary>
protected readonly ElementInfo Info;
private readonly Func<uint, (uint tex, int w, int h)> _resolve;
/// <summary>The dat element id from <see cref="ElementInfo.Id"/>. Exposed so controllers
/// can identify which logical element a UiDatElement represents when walking subtrees
/// (e.g. footer state groups that appear once per tab page but share the same dat id).</summary>
public uint ElementId => _info.Id;
public uint ElementId => Info.Id;
/// <summary>Which state name to render. <c>""</c> = the unnamed DirectState.
/// Falls back to DirectState if the named state is absent.</summary>
@ -57,7 +72,7 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
{
if (string.IsNullOrEmpty(ActiveState))
return UiStateInfo.DirectStateId;
foreach (var (id, state) in _info.States)
foreach (var (id, state) in Info.States)
if (string.Equals(state.Name, ActiveState, StringComparison.Ordinal))
return id;
return UiButtonStateMachine.TryStateId(ActiveState, out uint standard)
@ -73,12 +88,12 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
UiStateInfo? selectedState = null;
if (stateId == UiStateInfo.DirectStateId)
{
if (!_info.States.TryGetValue(stateId, out selectedState)
&& !_info.StateMedia.ContainsKey(""))
if (!Info.States.TryGetValue(stateId, out selectedState)
&& !Info.StateMedia.ContainsKey(""))
return false;
ActiveState = "";
}
else if (_info.States.TryGetValue(stateId, out selectedState))
else if (Info.States.TryGetValue(stateId, out selectedState))
{
ActiveState = selectedState.Name;
}
@ -87,7 +102,7 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
string stateName = UiButtonStateMachine.StateName(stateId);
if (string.IsNullOrEmpty(stateName))
stateName = RetailUiStateIds.StateName(stateId);
if (string.IsNullOrEmpty(stateName) || !_info.StateMedia.ContainsKey(stateName))
if (string.IsNullOrEmpty(stateName) || !Info.StateMedia.ContainsKey(stateName))
return false;
ActiveState = stateName;
}
@ -106,7 +121,7 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
/// Returns (0,0,0) when the texture is not yet uploaded.</param>
public UiDatElement(ElementInfo info, Func<uint, (uint tex, int w, int h)> resolve)
{
_info = info;
Info = info;
_resolve = resolve;
ClickThrough = true; // generic decoration; behavioral widgets opt back in
@ -133,8 +148,8 @@ public sealed class UiDatElement : UiElement, IUiDatStateful
/// </summary>
// exposed for unit testing
public (uint File, int DrawMode) ActiveMedia()
=> _info.StateMedia.TryGetValue(ActiveState, out var m) ? m
: _info.StateMedia.TryGetValue("", out var d) ? d
=> Info.StateMedia.TryGetValue(ActiveState, out var m) ? m
: Info.StateMedia.TryGetValue("", out var d) ? d
: (0u, 0);
/// <summary>Optional click handler. Set by a controller for interactive dat