fix(ui): chat window retail parity — focus rails, authored captions, menu flick, drag-stable text
Four of the five owner-reported chat deltas (2026-08-24), each traced to
its retail mechanism:
1. Missing gold separator left of the input: the chat input authors two
1px Type-3 rail CHILDREN (0x10000017 at X=0, 0x10000018
right-anchored) whose only media is Normal_focussed (0x06004D67,
live-DAT probed). UiField consumes its DAT children, so the rails
were swallowed and never drawn. The factory now folds them into the
field, which draws both while focused.
2. Button says "General", retail says "Gen": the talk button's short
caption comes from per-target ID_Chat_ChatTargetMenu* strings
(HandleSelection @0x004cd540, StringTable 0x23000001 via
compute_str_hash — recovered from the raw binary after BN elided the
ids into name-hash globals). Authored set: Chat/Tell/Fell/Pat/Mon/
Vas/Alg/Gen/Trade/LFG/RP/Soc/Olt. Menu rows + squelch/tell specials
resolve from the same table (ID_Chat_TellTo*); production resolves
through DatStringResolver, fallbacks ARE the authored EoR English.
ChatStringsLiveDatTests pins the whole set against the installed DAT.
3. Channel button stayed green while the popup was open: retail's
pressed face is the momentary physical press ("flicks"); the OPEN
state drives only the arrow-cap child's StateDesc swap
(UIElement_Menu::UpdateState @0x0046cad0 writes attribute 0xe).
UiMenu now keys the face on the press, not on IsOpen.
4. Window-title/button text "vibrates" while dragging windows:
DrawStringDatPass snapped glyphs with MathF.Round — banker's
rounding. A centered label with a constant .5 fraction alternates
round-up/round-down across successive integers, double-stepping then
sticking while the background glides. Half-up Floor(v+0.5) snaps
every tie one way: uniform 1px steps in lock-step with sprites.
The fifth report (input row sticking out on window resize) did not
reproduce: a controller-bound fixture resize at 220/300/600px keeps the
whole input row inside the window (test added) — awaiting the owner's
exact gesture.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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11 changed files with 401 additions and 46 deletions
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@ -561,4 +561,38 @@ public class UiMenuTests
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Assert.False(menu.ItemTextCentered);
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Assert.False(menu.PopupSizeToContent);
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}
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/// <summary>
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/// 2026-08-24 owner report: the chat channel button stayed green
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/// (pressed art) the whole time the popup was open — retail's pressed
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/// face is the momentary physical press ("flicks green"); the OPEN
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/// state drives only the arrow-cap child (UIElement_Menu::UpdateState
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/// @0x0046cad0 writes attribute 0xe for the cap's own StateDesc).
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/// </summary>
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[Fact]
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public void ButtonFace_FlicksPressedOnClick_NotLatchedWhileOpen()
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{
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UiMenu menu = MakeMenu();
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menu.NormalSprite = 10u;
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menu.PressedSprite = 20u;
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Assert.Equal(10u, menu.CurrentFaceSpriteForTest);
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// Press on the face: pressed art while the button is held.
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menu.OnEvent(new UiEvent(0u, menu, UiEventType.MouseDown, Data1: 5, Data2: 5));
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Assert.True(menu.IsOpen);
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Assert.Equal(20u, menu.CurrentFaceSpriteForTest);
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// Release: the flick ends — face returns to normal WHILE open.
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menu.OnEvent(new UiEvent(0u, menu, UiEventType.MouseUp, Data1: 5, Data2: 5));
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Assert.True(menu.IsOpen);
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Assert.Equal(10u, menu.CurrentFaceSpriteForTest);
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// Second face press closes and flicks again; release ends the flick.
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menu.OnEvent(new UiEvent(0u, menu, UiEventType.MouseDown, Data1: 5, Data2: 5));
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Assert.False(menu.IsOpen);
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Assert.Equal(20u, menu.CurrentFaceSpriteForTest);
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menu.OnEvent(new UiEvent(0u, menu, UiEventType.MouseUp, Data1: 5, Data2: 5));
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Assert.Equal(10u, menu.CurrentFaceSpriteForTest);
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}
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}
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