fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface value (0.5) as ONE shared global default applied to every RetailWindowManager-registered window, not just the four floating chat windows retail itself fades. That faded the whole out-of-box registered UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including several windows that can never take keyboard focus and so were stuck at 0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override (0x004CD0F0) instead — retail-identical opaque presentation for the 11 non-chat windows and the main chat window; only the four floating chat windows now diverge from retail's 0.5-while-idle default, and the Settings -> Chat transparency slider remains fully user-settable. AP-190 reworded and gains two new decomp-verified clauses: (3) retail eases opacity toward its target by 5% of the delta per tick (ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus element-messages at @0x004F5275) where acdream snaps -- deferred, needs a UI frame-tick hook the opacity controller doesn't have; (4) retail's focus predicate is the chat ENTRY FIELD specifically (ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses any-focusable-descendant. Both findings + the pre-existing UiMenu.cs PushAlphaAbsolute(1f) popup bypass are folded into the window-shell research doc's opacity section. NITs: fixed the stale "text bypasses the alpha" comment in UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/ DrawString through the same ApplyAlpha chokepoint as sprites/rects); added RetailWindowManager.WindowUnregistered + wired RetailWindowOpacityController to detach and forget a window unregistered while it held focus (previously only Dispose detached, leaking any window unregistered mid-focus for the rest of the session); added post-Dispose no-op guards to the three Set* opacity mutators; added a DrawString (BitmapFont path) alpha regression test and a DrawStringDat outline/background-pass alpha test (the existing tests only ever exercised the foreground/fill pass). Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation (caught by the full-suite run this fix requires) to match the new 1.0 default. Campaign ledger CH6c row updated to APPROVE-WITH-FIXES. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -287,7 +287,7 @@ implementer per slice against a pinned contract (per
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| Jump-in-air root cause (round-2 item 1, resolved) | `a5a7eb4f` | Runtime tests 1,323/0 | — | round-3 probe evidence pinpointed a missing `OnInterfaceText` wire on the production controller-commit path (`RuntimeLocalPlayerMovementState.CommitRuntimeOwnedController`); FIXED, regression test added |
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| User gate round 3 | `98de4f5a` | Debug (all projects): 12,329 passed / 4 skipped / 1 failed (pre-existing #351 Debug-only flake — reproduces identically on the pristine pre-round-3 commit, not a regression); Release (every project reachable while a live `AcDream.App.exe` client — PID 15064, must not be killed per project policy — holds its own Release binaries locked, blocking `AcDream.App`/`AcDream.App.Tests`/`AcDream.Core.Tests` specifically): `AcDream.UI.Abstractions.Tests` (the layer this round's `/help` fix lives in) 867/867, plus `Core.Net.Tests` 823/823, `Runtime.Tests` 1,323/1,323, `Content.Tests` 130/130, `Headless.Tests` 89/89, `Bake.Tests` 15/15, `Cli.Tests` 4/4 — all 0 failed | — | findings (a)-(c) fixed this commit — SpewBox flush-top + retail dat font, `/help`/`/help death` exact retail print sequence (see "User gate — round 3" below) |
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| CH6b floating windows 1–4 | `22020ef2`, reworked `1aa77099` | 12,420 passed / 4 skipped / 0 failed | REJECT (docs/research/2026-08-10-ch6ab-review-findings.md) → reworked `1aa77099` — SHOULD-FIXES 2/3/4/5 + NITs 1-5 applied | pending — no client launches this session (hard constraint); needs the next connected round for keybind/mirror/filter visual confirmation, plus the new 0x2100005B fixture's resolved-type assumptions |
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| CH6c opacity | `a819687c` | 12,459 passed / 4 skipped / 0 failed | pending (no subagent review pass this session — implementer-only) | pending — needs the next connected round for visual confirmation (window fade on focus change, Settings slider live-apply) |
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| CH6c opacity | `a819687c` | 12,459 passed / 4 skipped / 0 failed | APPROVE-WITH-FIXES; fixed this commit — BLOCKER (out-of-box `DefaultOpacity` 0.5→1.0), AP-190 reworded + two new decomp-verified clauses (retail's per-tick ease, retail's entry-field-specific focus predicate), NITs (`UiElement.cs` stale comment, `WindowUnregistered` detach, post-Dispose `Set*` guards, `DrawString`/outline-pass alpha tests) | pending — needs the next connected round for visual confirmation (window fade on focus change, Settings slider live-apply) |
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### CH4 closeout (2026-08-09)
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@ -503,15 +503,63 @@ than per-window: only a NEVER-SAVED option (a fresh character, nothing in the
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through, and even then only until the user's first slider drag pushes one
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shared value into every live window via `RecvNotice_GameplayOptionChanged`.
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acdream ships ONE shared global default — the base `ChatInterface` value,
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0.5/1.0 — applied uniformly to every window including the main chat window
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(register row AP-190 in `docs/architecture/retail-divergence-register.md`),
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rather than replicating `gmMainChatUI`'s per-class 1.0/1.0 override. The
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**CH6c review-fix round (2026-08-10): the shared default above was WRONG.**
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Shipping the base `ChatInterface` value (0.5/1.0) as ONE shared global
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default, combined with the scope extension to every registered window, faded
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the WHOLE registered UI (radar, vitals, toolbar, main chat, ...) to 50%
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opacity out of the box — including several windows that can never take
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keyboard focus at all, so they were stuck at 0.5 permanently. acdream now
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ships `gmMainChatUI`'s per-class 1.0/1.0 override (`0x004CD0F0`) as the
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shared global default instead (register row AP-190 in
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`docs/architecture/retail-divergence-register.md`), which is retail-identical
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for the 11 non-chat windows and the main chat window and leaves only the four
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floating chat windows diverging from retail's 0.5-while-idle fade — a
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default-VALUE divergence the transparency slider still fully covers. The
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linking invariant (active >= default, restored by dragging the OTHER value —
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verified from `SetDefaultOpacity`/`SetActiveOpacity`'s own bodies, matching
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the summary already recorded above) is ported exactly regardless of which
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default seeds it.
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### 3.1 Two more residuals found at the CH6c review (not yet ported)
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Both are decomp-verified and both are recorded as new AP-190 clauses; neither
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is implemented this round.
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**(a) Retail eases opacity between endpoints; acdream snaps.**
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`ChatInterface::ListenToGlobalMessage @0x004F3840` is the handler for global
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message id `3`, armed (`UIListener::RegisterForGlobalMessage(this, 3)`) from
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the element-focus messages `0x1A`/`0x1E`/`0x28`/`0x29`/`0x2E` inside the
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window's `ListenToElementMessage` switch at `0x004F5275`. Once armed, every
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tick nudges the live opacity toward whichever endpoint
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`IsTextEntryFocused` currently selects by 5% of the endpoint delta
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(`fabsl(target - current) * 0.05f`), and unregisters from the global message
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once the value lands within FP-epsilon of the target. acdream's
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`RetailWindowOpacityController.Apply` sets the target opacity directly on the
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focus-change event — the START and END states are retail-exact, but the
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transition is an instant snap instead of a roughly 20-tick fade. Porting the
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lerp needs a UI frame-tick hook `RetailWindowOpacityController` does not have
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today (it only reacts to `DescendantFocusChanged`); deferred.
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**(b) Retail's focus predicate is the chat entry field specifically; acdream's
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is any focusable descendant.** `ChatInterface::IsTextEntryFocused @0x004F30A0`
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tests `GetFocusDescendant(rootElement) == this->m_chatEntry` — literally the
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window's text-entry element, not "some descendant of this window has focus."
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acdream's `RetailWindowHandle.DescendantFocusChanged` (the event
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`RetailWindowOpacityController` subscribes to) fires whenever ANY focusable
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descendant of the window gains focus. For a window with exactly one
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focusable child the two predicates coincide; for a window with several (a
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settings panel's multiple controls, for example) acdream's broader predicate
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holds ActiveOpacity while retail would already have faded back to
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DefaultOpacity once focus left the specific text-entry widget.
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**Pre-existing, unrelated: `UiMenu.cs:293`'s opacity bypass.** Popup menus
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call `ctx.PushAlphaAbsolute(1f)` before drawing so a menu always reads solid
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even when it is opened from a translucent (faded) window — this is a
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deliberate acdream-only presentation choice (menus must stay legible
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regardless of the host window's current fade state), not a divergence from
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either of the two opacity mechanisms documented in this section, and it
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predates the CH6c slice.
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---
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## 4. Persistence — how filters, geometry, visibility and title survive
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@ -115,6 +115,21 @@ public sealed class TextRenderer : IDisposable
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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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/// the <see cref="AcDream.App.UI.UiRenderContext.DrawString"/> path used for
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/// D.6 world-space HUD text): (vertex count, alpha of the first emitted
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/// vertex — color.W at float index 7 of the 8-float vertex layout). Unlike
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/// <see cref="DebugSpriteSegments"/> this buffer is not split per-texture —
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/// bitmap-font glyphs all sample the one atlas — so there is exactly one
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/// (count, alpha) pair to check. CH6c review NIT: pins that
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/// <see cref="UiRenderContext.DrawString"/>'s alpha chokepoint is guarded
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/// the same way <see cref="DrawStringDat"/>'s already was.
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/// </summary>
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internal (int VertexCount, float Alpha) DebugTextBuffer
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=> (_textVerts, _textBuf.Count > 0 ? _textBuf[7] : 0f);
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// Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text
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// buckets, so open popups/menus composite on top of EVERYTHING, including translucent
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// rect panel backgrounds (which otherwise always win because rects flush after
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@ -43,6 +43,17 @@ public sealed class RetailWindowManager : IDisposable
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/// </summary>
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public event Action<RetailWindowHandle>? WindowRegistered;
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/// <summary>
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/// Fires when a window is REMOVED from the registry (<see cref="Unregister"/>),
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/// after teardown (<c>NotifyClosed</c>/<c>DisposeController</c>) but before the
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/// handle is discarded. CH6c review NIT: <see cref="RetailWindowOpacityController"/>
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/// subscribes here so it can drop its per-handle <c>DescendantFocusChanged</c>
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/// subscription and forget the handle from its focused-window set — without this,
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/// a window unregistered while it held keyboard focus stayed referenced by the
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/// controller for the rest of the session.
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/// </summary>
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public event Action<RetailWindowHandle>? WindowUnregistered;
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public RetailWindowHandle Register(
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string name,
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UiElement outerFrame,
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@ -215,6 +226,7 @@ public sealed class RetailWindowManager : IDisposable
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_defaultInputs.Remove(handle);
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handle.NotifyClosed();
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handle.DisposeController();
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WindowUnregistered?.Invoke(handle);
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return true;
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}
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@ -29,9 +29,24 @@ namespace AcDream.App.UI;
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/// (<c>0x004F4550</c>, DefaultOpacity=0.5/ActiveOpacity=1.0) to DefaultOpacity=1.0
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/// (always fully opaque); <c>gmFloatyChatUI::Create</c> (<c>0x004CE2C0</c>) calls
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/// <c>ChatInterface::ChatInterface</c> directly with no override, so the four
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/// floating windows keep the base 0.5/1.0. acdream ships ONE shared default (the
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/// base ChatInterface value, 0.5/1.0) applied uniformly, including to the main
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/// chat window — a simplification recorded alongside the scope extension above.
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/// floating windows keep the base 0.5/1.0. <b>CH6c review fix:</b> acdream ships ONE
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/// shared default — <c>gmMainChatUI</c>'s 1.0/1.0 override, not the base
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/// ChatInterface value — applied uniformly to every window including the four
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/// floating chat windows. Shipping the base 0.5/1.0 pair globally (the original
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/// CH6c behavior) faded the WHOLE registered UI to 50% opacity out of the box,
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/// including windows that can never take keyboard focus and so were stuck at 0.5
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/// permanently; 1.0/1.0 is retail-identical for the 11 non-chat windows and the
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/// main chat window, and only the four floaties diverge from retail's
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/// 0.5-while-idle default now — user-settable via the same slider (register row
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/// AP-190).
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/// </para>
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///
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/// <para>
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/// Retail also EASES the live opacity toward its target by 5% of the delta per
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/// tick (<c>ChatInterface::ListenToGlobalMessage @0x004F3840</c>) rather than
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/// snapping, and its focus predicate is the chat ENTRY FIELD specifically
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/// (<c>ChatInterface::IsTextEntryFocused @0x004F30A0</c>), not "any descendant has
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/// focus". Both are recorded as AP-190 residuals — CH6c review, not yet ported.
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/// </para>
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/// </summary>
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public sealed class RetailWindowOpacityController : IDisposable
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@ -55,6 +70,7 @@ public sealed class RetailWindowOpacityController : IDisposable
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System.Math.Clamp(activeOpacity, 0f, 1f));
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_manager.WindowRegistered += OnWindowRegistered;
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_manager.WindowUnregistered += OnWindowUnregistered;
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foreach (RetailWindowHandle handle in _manager.Windows)
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Attach(handle);
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}
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@ -72,6 +88,7 @@ public sealed class RetailWindowOpacityController : IDisposable
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/// </summary>
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public void SetDefaultOpacity(float value)
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{
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if (_disposed) return;
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(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetDefault(ActiveOpacity, value);
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ReapplyAll();
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}
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@ -82,6 +99,7 @@ public sealed class RetailWindowOpacityController : IDisposable
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/// </summary>
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public void SetActiveOpacity(float value)
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{
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if (_disposed) return;
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(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetActive(DefaultOpacity, value);
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ReapplyAll();
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}
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@ -94,6 +112,7 @@ public sealed class RetailWindowOpacityController : IDisposable
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/// </summary>
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public void SetOpacity(float defaultOpacity, float activeOpacity)
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{
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if (_disposed) return;
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(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetDefault(ActiveOpacity, defaultOpacity);
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(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetActive(DefaultOpacity, activeOpacity);
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ReapplyAll();
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@ -101,6 +120,19 @@ public sealed class RetailWindowOpacityController : IDisposable
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private void OnWindowRegistered(RetailWindowHandle handle) => Attach(handle);
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/// <summary>
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/// CH6c review NIT: without this, a window unregistered while it held
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/// keyboard focus stayed in <see cref="_focused"/> — and its
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/// <see cref="RetailWindowHandle.DescendantFocusChanged"/> subscription
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/// stayed live — for the rest of the session, because the only prior
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/// detach point was <see cref="Dispose"/>.
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/// </summary>
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private void OnWindowUnregistered(RetailWindowHandle handle)
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{
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handle.DescendantFocusChanged -= OnDescendantFocusChanged;
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_focused.Remove(handle);
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}
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private void Attach(RetailWindowHandle handle)
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{
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handle.DescendantFocusChanged += OnDescendantFocusChanged;
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_disposed = true;
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_manager.WindowRegistered -= OnWindowRegistered;
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_manager.WindowUnregistered -= OnWindowUnregistered;
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foreach (RetailWindowHandle handle in _manager.Windows)
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handle.DescendantFocusChanged -= OnDescendantFocusChanged;
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_focused.Clear();
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}
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}
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@ -460,7 +460,10 @@ public abstract class UiElement
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if (!Visible) return;
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// Translate into our local space + push this window's opacity (multiplies into
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// descendants' sprite/rect draws; text bypasses the alpha so it stays sharp).
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// descendants' sprite, rect, AND text draws — CH6c ported DrawStringDat/DrawString
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// through the same ApplyAlpha chokepoint as sprites/rects, matching retail's
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// ChatInterface::SetOpacity (0x004F3120), which fades the whole composited window
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// surface, chrome and glyphs together, not text-stays-sharp over a translucent panel).
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ctx.PushTransform(Left, Top);
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ctx.PushAlpha(Opacity);
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try
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@ -70,7 +70,20 @@ public sealed record ChatSettings(
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// ChatOpacityLink at every setter, not by clamping here. acdream applies this
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// GLOBALLY to every RetailWindowManager-registered window (register row
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// AP-190), where retail scopes it to ChatInterface-derived windows only.
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float DefaultOpacity = 0.5f,
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//
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// CH6c review fix (2026-08-10): the base ChatInterface ctor's 0.5/1.0 pair
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// is retail-correct ONLY for the four floating chat windows —
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// gmMainChatUI overrides to 1.0/1.0 (0x004CD0F0), and every other
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// RetailWindowManager-registered window (radar, vitals, toolbar, ...) has
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// no retail opacity fade at all, so applying 0.5 to them out of the box
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// rendered the whole registered UI half-transparent forever, including
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// several windows that can never take keyboard focus and so were
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// PERMANENTLY stuck at 0.5. DefaultOpacity now ships 1.0, matching
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// retail-identical opaque presentation for the 11 non-chat windows and
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// the main chat window; the four floating chat windows lose their
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// retail 0.5-while-idle fade by default, but the Settings → Chat
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// transparency slider remains fully user-settable (AP-190).
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float DefaultOpacity = 1.0f,
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float ActiveOpacity = 1.0f)
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{
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/// <summary>
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"save-gameplay",
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"target-ui-lock:True",
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"save-chat",
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"target-chat-opacity:0.5:1",
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"target-chat-opacity:1:1",
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"save-character:default",
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],
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events);
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@ -185,4 +185,63 @@ public sealed class RetailWindowOpacityControllerTests
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// focus change after Dispose is not observed anymore.
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Assert.Equal(0.5f, handle.Opacity);
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}
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[Fact]
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public void WindowUnregistered_DetachesSubscription_AndForgetsFocusedState()
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{
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// CH6c review NIT: before this fix, the only detach point for a
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// handle's DescendantFocusChanged subscription (and its membership in
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// _focused) was the CONTROLLER's own Dispose — a window unregistered
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// while it held focus stayed subscribed and pinned in _focused for
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// the rest of the session. Prove the RetailWindowManager.WindowUnregistered
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// wiring actually detaches: a stray post-unregister notification (the
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// kind a lingering external reference to the handle could still fire)
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// must not reach the controller anymore.
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UiRoot root = NewRoot();
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(RetailWindowHandle handle, UiElement child) = RegisterWindow(root, "Chat");
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var controller = new RetailWindowOpacityController(
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root.WindowManager, defaultOpacity: 0.5f, activeOpacity: 1.0f);
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root.SetKeyboardFocus(child);
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Assert.Equal(1.0f, handle.Opacity);
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root.WindowManager.Unregister("Chat");
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// Unregister hides the outer frame, which drops keyboard focus off
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// the now-invisible child — the manager's (still-live at that point)
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// focus-change plumbing reapplies DefaultOpacity naturally. Expected
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// either way; not itself the thing this test pins.
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Assert.Equal(0.5f, handle.Opacity);
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controller.SetActiveOpacity(0.7f);
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// A stray post-unregister focus-gain notification (the kind a
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// lingering external reference to the handle could still fire). If
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// the controller were STILL subscribed, this would re-add the stale
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// handle to _focused and apply the NEW active opacity (0.7).
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handle.NotifyDescendantFocusChanged(child);
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Assert.Equal(0.5f, handle.Opacity);
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}
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[Fact]
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public void SetMutators_AfterDispose_AreNoOps()
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{
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UiRoot root = NewRoot();
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(RetailWindowHandle handle, _) = RegisterWindow(root, "Chat");
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var controller = new RetailWindowOpacityController(
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root.WindowManager, defaultOpacity: 0.5f, activeOpacity: 1.0f);
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controller.Dispose();
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controller.SetDefaultOpacity(0.9f);
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controller.SetActiveOpacity(0.9f);
|
||||
controller.SetOpacity(0.2f, 0.3f);
|
||||
|
||||
// None of the three post-Dispose calls changed anything — no
|
||||
// ObjectDisposedException either, matching Dispose's own idempotent
|
||||
// shape.
|
||||
Assert.Equal(0.5f, controller.DefaultOpacity);
|
||||
Assert.Equal(1.0f, controller.ActiveOpacity);
|
||||
Assert.Equal(0.5f, handle.Opacity);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ using AcDream.App.Rendering.Gpu;
|
|||
using AcDream.App.Tests.Rendering.Gpu;
|
||||
using AcDream.App.UI;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit.Sdk;
|
||||
|
||||
namespace AcDream.App.Tests.UI;
|
||||
|
||||
|
|
@ -62,6 +63,43 @@ public sealed class UiRenderContextAlphaTests
|
|||
},
|
||||
});
|
||||
|
||||
/// <summary>Same shape as <see cref="BuildFont"/> but with a non-zero
|
||||
/// background (outline) atlas, so <see cref="UiRenderContext.DrawStringDat"/>'s
|
||||
/// <c>outline: true</c> branch actually emits its background sprite pass.</summary>
|
||||
private static UiDatFont BuildOutlinedFont() => new(
|
||||
fgTex: 1, fgW: 64, fgH: 64,
|
||||
bgTex: 2, bgW: 64, bgH: 64,
|
||||
lineHeight: 16f, baselineOffset: 12f,
|
||||
glyphs: new Dictionary<char, FontCharDesc>
|
||||
{
|
||||
['A'] = new FontCharDesc
|
||||
{
|
||||
Unicode = 'A',
|
||||
Width = 8,
|
||||
Height = 16,
|
||||
OffsetX = 0,
|
||||
OffsetY = 0,
|
||||
HorizontalOffsetBefore = 0,
|
||||
HorizontalOffsetAfter = 0,
|
||||
VerticalOffsetBefore = 0,
|
||||
},
|
||||
});
|
||||
|
||||
/// <summary>Bakes a real <see cref="BitmapFont"/> from a system TTF so
|
||||
/// <see cref="UiRenderContext.DrawString"/> (the BitmapFont path, distinct
|
||||
/// from the dat-font <see cref="UiRenderContext.DrawStringDat"/> above) can
|
||||
/// be exercised end-to-end. Skips rather than fails on a machine with none
|
||||
/// of <see cref="BitmapFont.TryLoadSystemMonospaceFont"/>'s well-known
|
||||
/// paths — matches the skip pattern other environment-dependent tests in
|
||||
/// this suite already use (e.g. <c>RetailSelectionAssetTests</c>).</summary>
|
||||
private static BitmapFont BuildBitmapFontOrSkip(IGpuDevice device)
|
||||
{
|
||||
byte[]? ttf = BitmapFont.TryLoadSystemMonospaceFont();
|
||||
if (ttf is null)
|
||||
throw SkipException.ForSkip("No system TTF font found for BitmapFont construction.");
|
||||
return new BitmapFont(device, ttf, pixelHeight: 16f);
|
||||
}
|
||||
|
||||
// -- DrawSprite: full-opacity identity ---------------------------------
|
||||
|
||||
[Fact]
|
||||
|
|
@ -172,4 +210,68 @@ public sealed class UiRenderContextAlphaTests
|
|||
var seg = Assert.Single(renderer.DebugSpriteSegments);
|
||||
Assert.Equal(0.5f, seg.Alpha);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HalfOpacityWindow_MultipliesDatFontOutlineAndForegroundPassAlpha()
|
||||
{
|
||||
// CH6c review NIT: BuildFont() above has bgTex == 0, so every existing
|
||||
// DrawStringDat alpha test only ever exercised the foreground (fill)
|
||||
// sprite pass. The background (outline) pass is a SEPARATE
|
||||
// DrawSpriteAbsolute(applyAlpha: true) call site — this pins it too,
|
||||
// with a font whose background atlas is actually present (bgTex != 0)
|
||||
// and outline: true so both passes fire.
|
||||
(TextRenderer renderer, UiRenderContext ctx) = Build();
|
||||
UiDatFont font = BuildOutlinedFont();
|
||||
|
||||
ctx.PushAlpha(0.5f);
|
||||
ctx.DrawStringDat(font, "A", 0, 0, new Vector4(1f, 1f, 1f, 1f), outline: true);
|
||||
ctx.PopAlpha();
|
||||
|
||||
// Background pass (texture 2) submitted first, then foreground (texture 1) —
|
||||
// both routes guarded by the same ApplyAlpha chokepoint.
|
||||
Assert.Equal(2, renderer.DebugSpriteSegments.Count);
|
||||
foreach (var seg in renderer.DebugSpriteSegments)
|
||||
Assert.Equal(0.5f, seg.Alpha);
|
||||
}
|
||||
|
||||
// -- DrawString (BitmapFont path): the same alpha chokepoint, guarded ---
|
||||
|
||||
[Fact]
|
||||
public void FullOpacity_DrawString_BitmapFontPath_MatchesRequestedAlpha_Identity()
|
||||
{
|
||||
// CH6c review NIT: DrawStringDat (retail dat-font glyphs) had its own
|
||||
// alpha regression tests above; UiRenderContext.DrawString — the
|
||||
// BitmapFont path used for D.6 world-space HUD text — had none. Both
|
||||
// route through the SAME private ApplyAlpha, but nothing pinned it for
|
||||
// this path specifically.
|
||||
var device = new RecordingGpuDevice();
|
||||
using BitmapFont font = BuildBitmapFontOrSkip(device);
|
||||
var renderer = new TextRenderer(device, new NullGpuFrameSource(), "unused");
|
||||
renderer.Begin(new Vector2(800f, 600f));
|
||||
var ctx = new UiRenderContext(renderer, new Vector2(800f, 600f));
|
||||
|
||||
ctx.DrawString("A", 0, 0, new Vector4(1f, 1f, 1f, 1f), font);
|
||||
|
||||
(int vertexCount, float alpha) = renderer.DebugTextBuffer;
|
||||
Assert.True(vertexCount > 0);
|
||||
Assert.Equal(1f, alpha);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void HalfOpacityWindow_MultipliesBitmapFontGlyphAlpha()
|
||||
{
|
||||
var device = new RecordingGpuDevice();
|
||||
using BitmapFont font = BuildBitmapFontOrSkip(device);
|
||||
var renderer = new TextRenderer(device, new NullGpuFrameSource(), "unused");
|
||||
renderer.Begin(new Vector2(800f, 600f));
|
||||
var ctx = new UiRenderContext(renderer, new Vector2(800f, 600f));
|
||||
|
||||
ctx.PushAlpha(0.5f);
|
||||
ctx.DrawString("A", 0, 0, new Vector4(1f, 1f, 1f, 1f), font);
|
||||
ctx.PopAlpha();
|
||||
|
||||
(int vertexCount, float alpha) = renderer.DebugTextBuffer;
|
||||
Assert.True(vertexCount > 0);
|
||||
Assert.Equal(0.5f, alpha);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,9 +28,18 @@ public sealed class ChatSettingsTests
|
|||
// Campaign CH slice CH6c: retail's base ChatInterface constructor
|
||||
// (0x004F4550) sets DefaultOpacity=0.5/ActiveOpacity=1.0 — the value
|
||||
// every gmFloatyChatUI (the four floating windows) keeps unmodified.
|
||||
// acdream ships that pair as ONE shared global default (register row
|
||||
// AP-190), rather than gmMainChatUI's own 1.0/1.0 override.
|
||||
Assert.Equal(0.5f, d.DefaultOpacity);
|
||||
// CH6c review fix (2026-08-10): shipping the base pair as acdream's
|
||||
// ONE shared global default faded every registered window (radar,
|
||||
// vitals, toolbar, main chat, ...) to 50% opacity out of the box,
|
||||
// including several that can never take keyboard focus and so were
|
||||
// permanently half-transparent. acdream now ships gmMainChatUI's own
|
||||
// 1.0/1.0 override (0x004CD0F0) as the shared global default instead
|
||||
// — retail-identical opaque presentation for the 11 non-chat windows
|
||||
// and the main chat window; only the four floating chat windows
|
||||
// diverge from retail's 0.5-while-idle fade, and the Settings → Chat
|
||||
// transparency slider remains fully user-settable (register row
|
||||
// AP-190).
|
||||
Assert.Equal(1.0f, d.DefaultOpacity);
|
||||
Assert.Equal(1.0f, d.ActiveOpacity);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -523,7 +523,8 @@ public sealed class SettingsPanelTests
|
|||
// LAST-rendered opacity slider ("Active", rendered after "Background")
|
||||
// determines the final draft. That exercises ChatOpacityLink.SetActive's
|
||||
// drag-background-down path end-to-end through the real panel code,
|
||||
// starting from ChatSettings.Default (DefaultOpacity=0.5, ActiveOpacity=1.0).
|
||||
// starting from ChatSettings.Default (DefaultOpacity=1.0, ActiveOpacity=1.0
|
||||
// as of the CH6c review fix).
|
||||
var (panel, vm, _, _) = Build();
|
||||
var r = new FakePanelRenderer
|
||||
{
|
||||
|
|
|
|||
|
|
@ -333,12 +333,17 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
// -- Campaign CH slice CH6c: window opacity round-trip -----------------
|
||||
|
||||
[Fact]
|
||||
public void LoadChat_returns_retail_ChatInterface_opacity_defaults_when_file_is_missing()
|
||||
public void LoadChat_returns_acdream_opaque_opacity_defaults_when_file_is_missing()
|
||||
{
|
||||
// CH6c review fix (2026-08-10): the pre-fix default was retail's base
|
||||
// ChatInterface value (0.5/1.0), which faded every registered window
|
||||
// to 50% opacity out of the box. acdream now ships gmMainChatUI's own
|
||||
// 1.0/1.0 override (0x004CD0F0) as the shared global default — see
|
||||
// ChatSettings.DefaultOpacity and register row AP-190.
|
||||
var store = new SettingsStore(_tempPath);
|
||||
ChatSettings loaded = store.LoadChat();
|
||||
|
||||
Assert.Equal(0.5f, loaded.DefaultOpacity);
|
||||
Assert.Equal(1.0f, loaded.DefaultOpacity);
|
||||
Assert.Equal(1.0f, loaded.ActiveOpacity);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue