feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles
Campaign CH round 4, user-gate items 1+2. Root cause: retail ships a second (background) glyph atlas per font, dilated 2px on every side, plus two border-pixel scalars (Font.NumHorizontalBorderPixels/ NumVerticalBorderPixels) that acdream's font reader never read — so even the pre-existing outline parameter drew almost nothing once enabled. Landed together (either half alone is a no-op or a regression): - UiDatFont carries BorderX/BorderY from the DAT font resource. - UiRenderContext.DrawStringDat inflates the background blit's source and destination rect by that margin and restructures into retail's exact two-pass whole-string outline-then-fill model (UIElement_Text::DrawSelf), plus the 8-neighbour +-1px fallback for fonts with no background atlas. Corrects the stale "property 0xd" comment to the real ids, 0x21 (Outline) / 0x22 (OutlineColor). - LayoutDesc property 0x21/0x22 import (ElementInfo.Outline/ OutlineColor, LayoutImporter.ReadState, ElementReader.Merge/ ApplyCanonicalLegacyProjection, DatWidgetFactory.BuildText) so every authored-outline element across the DAT set is correct at once. - SpewBox: RetailFontId corrected from a round-3 heuristic (0x40000025) to the actually-authored 0x40000001 (18px bold serif), Outline=true set on the controller's UiText. Fill colour stays the user-gate-round-1-pinned yellow — font atlases are alpha-only (PFID_A8), so there is no baked shading that could explain the screenshot's gold as anything other than the outline itself. - Chat transcript: default fill now seeds from its authored ARGB(255,204,204,204) instead of an unrelated color-table slot (ChatTranscriptRenderer.BuildLines takes the transcript's own DefaultColor as a parameter); the 34-entry LogTextType table is untouched, and every existing CH1 conformance test stays green unmodified. Regenerated the committed chat_2100006f.json fixture from the real installed DAT, confirming end to end (not by missing-field default) that the transcript carries no outline. Tests: font-reader border fields + inflation math pinned against the real DAT font, two-pass draw ordering/tint/inflation via a new TextRenderer.DebugSpriteSegmentVerts test seam, property 0x21/0x22 import at both the ElementReader.Merge and StateDesc-property layers, SpewBox font/outline, and the chat default-shade seed with the color table proven untouched. Full Release suite: 12,610 passed / 4 skipped / 0 failed (AcDream.slnx, complete solution). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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22 changed files with 1995 additions and 105 deletions
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@ -115,6 +115,31 @@ public sealed class TextRenderer : IDisposable
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}
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}
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/// <summary>
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/// Test-only: same submission-ordered segmentation as
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/// <see cref="DebugSpriteSegments"/>, but exposing the FULL per-vertex float
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/// buffer (8 floats/vertex: x,y,u,v,r,g,b,a — see <see cref="AppendQuad"/>,
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/// 6 vertices/quad) instead of just texture/count/alpha. Needed by the
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/// <c>UiRenderContext.DrawStringDat</c> two-pass outline/fill tests — proving
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/// draw ORDER (outline segment before fill segment), TINT (RGB, not just
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/// alpha), and the background-plane INFLATION (dest quad size + UV span)
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/// all requires more than <see cref="DebugSpriteSegments"/> exposes.
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/// <c>AcDream.App.Tests</c>-only via <c>InternalsVisibleTo</c>.
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/// </summary>
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internal IReadOnlyList<(uint Texture, IReadOnlyList<float> Verts)> DebugSpriteSegmentVerts
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{
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get
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{
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var result = new List<(uint, IReadOnlyList<float>)>(_segUsed);
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for (int i = 0; i < _segUsed; i++)
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{
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SpriteSeg seg = _spriteSegs[i];
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result.Add((seg.Texture, seg.Verts.ToArray()));
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}
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return result;
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}
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}
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/// <summary>
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/// Test-only snapshot of the current frame's queued NORMAL-layer BITMAP FONT
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/// text buffer (<see cref="DrawString"/>/<see cref="DrawStringClipped"/>,
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