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>
This commit is contained in:
Erik 2026-08-10 14:45:14 +02:00
parent 964af62e25
commit cc58289967
14 changed files with 319 additions and 18 deletions

File diff suppressed because one or more lines are too long

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@ -287,7 +287,7 @@ implementer per slice against a pinned contract (per
| 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 |
| 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) |
| CH6b floating windows 14 | `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 |
| 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) |
| 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) |
### 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
through, and even then only until the user's first slider drag pushes one
shared value into every live window via `RecvNotice_GameplayOptionChanged`.
acdream ships ONE shared global default — the base `ChatInterface` value,
0.5/1.0 — applied uniformly to every window including the main chat window
(register row AP-190 in `docs/architecture/retail-divergence-register.md`),
rather than replicating `gmMainChatUI`'s per-class 1.0/1.0 override. The
**CH6c review-fix round (2026-08-10): the shared default above was WRONG.**
Shipping the base `ChatInterface` value (0.5/1.0) as ONE shared global
default, combined with the scope extension to every registered window, faded
the WHOLE registered UI (radar, vitals, toolbar, main chat, ...) to 50%
opacity out of the box — including several windows that can never take
keyboard focus at all, so they were stuck at 0.5 permanently. acdream now
ships `gmMainChatUI`'s per-class 1.0/1.0 override (`0x004CD0F0`) as the
shared global default instead (register row AP-190 in
`docs/architecture/retail-divergence-register.md`), which is retail-identical
for the 11 non-chat windows and the main chat window and leaves only the four
floating chat windows diverging from retail's 0.5-while-idle fade — a
default-VALUE divergence the transparency slider still fully covers. The
linking invariant (active >= default, restored by dragging the OTHER value —
verified from `SetDefaultOpacity`/`SetActiveOpacity`'s own bodies, matching
the summary already recorded above) is ported exactly regardless of which
default seeds it.
### 3.1 Two more residuals found at the CH6c review (not yet ported)
Both are decomp-verified and both are recorded as new AP-190 clauses; neither
is implemented this round.
**(a) Retail eases opacity between endpoints; acdream snaps.**
`ChatInterface::ListenToGlobalMessage @0x004F3840` is the handler for global
message id `3`, armed (`UIListener::RegisterForGlobalMessage(this, 3)`) from
the element-focus messages `0x1A`/`0x1E`/`0x28`/`0x29`/`0x2E` inside the
window's `ListenToElementMessage` switch at `0x004F5275`. Once armed, every
tick nudges the live opacity toward whichever endpoint
`IsTextEntryFocused` currently selects by 5% of the endpoint delta
(`fabsl(target - current) * 0.05f`), and unregisters from the global message
once the value lands within FP-epsilon of the target. acdream's
`RetailWindowOpacityController.Apply` sets the target opacity directly on the
focus-change event — the START and END states are retail-exact, but the
transition is an instant snap instead of a roughly 20-tick fade. Porting the
lerp needs a UI frame-tick hook `RetailWindowOpacityController` does not have
today (it only reacts to `DescendantFocusChanged`); deferred.
**(b) Retail's focus predicate is the chat entry field specifically; acdream's
is any focusable descendant.** `ChatInterface::IsTextEntryFocused @0x004F30A0`
tests `GetFocusDescendant(rootElement) == this->m_chatEntry` — literally the
window's text-entry element, not "some descendant of this window has focus."
acdream's `RetailWindowHandle.DescendantFocusChanged` (the event
`RetailWindowOpacityController` subscribes to) fires whenever ANY focusable
descendant of the window gains focus. For a window with exactly one
focusable child the two predicates coincide; for a window with several (a
settings panel's multiple controls, for example) acdream's broader predicate
holds ActiveOpacity while retail would already have faded back to
DefaultOpacity once focus left the specific text-entry widget.
**Pre-existing, unrelated: `UiMenu.cs:293`'s opacity bypass.** Popup menus
call `ctx.PushAlphaAbsolute(1f)` before drawing so a menu always reads solid
even when it is opened from a translucent (faded) window — this is a
deliberate acdream-only presentation choice (menus must stay legible
regardless of the host window's current fade state), not a divergence from
either of the two opacity mechanisms documented in this section, and it
predates the CH6c slice.
---
## 4. Persistence — how filters, geometry, visibility and title survive

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@ -115,6 +115,21 @@ public sealed class TextRenderer : IDisposable
}
}
/// <summary>
/// Test-only snapshot of the current frame's queued NORMAL-layer BITMAP FONT
/// text buffer (<see cref="DrawString"/>/<see cref="DrawStringClipped"/>,
/// the <see cref="AcDream.App.UI.UiRenderContext.DrawString"/> path used for
/// D.6 world-space HUD text): (vertex count, alpha of the first emitted
/// vertex — color.W at float index 7 of the 8-float vertex layout). Unlike
/// <see cref="DebugSpriteSegments"/> this buffer is not split per-texture —
/// bitmap-font glyphs all sample the one atlas — so there is exactly one
/// (count, alpha) pair to check. CH6c review NIT: pins that
/// <see cref="UiRenderContext.DrawString"/>'s alpha chokepoint is guarded
/// the same way <see cref="DrawStringDat"/>'s already was.
/// </summary>
internal (int VertexCount, float Alpha) DebugTextBuffer
=> (_textVerts, _textBuf.Count > 0 ? _textBuf[7] : 0f);
// Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text
// buckets, so open popups/menus composite on top of EVERYTHING, including translucent
// rect panel backgrounds (which otherwise always win because rects flush after

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@ -43,6 +43,17 @@ public sealed class RetailWindowManager : IDisposable
/// </summary>
public event Action<RetailWindowHandle>? WindowRegistered;
/// <summary>
/// Fires when a window is REMOVED from the registry (<see cref="Unregister"/>),
/// after teardown (<c>NotifyClosed</c>/<c>DisposeController</c>) but before the
/// handle is discarded. CH6c review NIT: <see cref="RetailWindowOpacityController"/>
/// subscribes here so it can drop its per-handle <c>DescendantFocusChanged</c>
/// subscription and forget the handle from its focused-window set — without this,
/// a window unregistered while it held keyboard focus stayed referenced by the
/// controller for the rest of the session.
/// </summary>
public event Action<RetailWindowHandle>? WindowUnregistered;
public RetailWindowHandle Register(
string name,
UiElement outerFrame,
@ -215,6 +226,7 @@ public sealed class RetailWindowManager : IDisposable
_defaultInputs.Remove(handle);
handle.NotifyClosed();
handle.DisposeController();
WindowUnregistered?.Invoke(handle);
return true;
}

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@ -29,9 +29,24 @@ namespace AcDream.App.UI;
/// (<c>0x004F4550</c>, DefaultOpacity=0.5/ActiveOpacity=1.0) to DefaultOpacity=1.0
/// (always fully opaque); <c>gmFloatyChatUI::Create</c> (<c>0x004CE2C0</c>) calls
/// <c>ChatInterface::ChatInterface</c> directly with no override, so the four
/// floating windows keep the base 0.5/1.0. acdream ships ONE shared default (the
/// base ChatInterface value, 0.5/1.0) applied uniformly, including to the main
/// chat window — a simplification recorded alongside the scope extension above.
/// floating windows keep the base 0.5/1.0. <b>CH6c review fix:</b> acdream ships ONE
/// shared default — <c>gmMainChatUI</c>'s 1.0/1.0 override, not the base
/// ChatInterface value — applied uniformly to every window including the four
/// floating chat windows. Shipping the base 0.5/1.0 pair globally (the original
/// CH6c behavior) faded the WHOLE registered UI to 50% opacity out of the box,
/// including windows that can never take keyboard focus and so were stuck at 0.5
/// permanently; 1.0/1.0 is retail-identical for the 11 non-chat windows and the
/// main chat window, and only the four floaties diverge from retail's
/// 0.5-while-idle default now — user-settable via the same slider (register row
/// AP-190).
/// </para>
///
/// <para>
/// Retail also EASES the live opacity toward its target by 5% of the delta per
/// tick (<c>ChatInterface::ListenToGlobalMessage @0x004F3840</c>) rather than
/// snapping, and its focus predicate is the chat ENTRY FIELD specifically
/// (<c>ChatInterface::IsTextEntryFocused @0x004F30A0</c>), not "any descendant has
/// focus". Both are recorded as AP-190 residuals — CH6c review, not yet ported.
/// </para>
/// </summary>
public sealed class RetailWindowOpacityController : IDisposable
@ -55,6 +70,7 @@ public sealed class RetailWindowOpacityController : IDisposable
System.Math.Clamp(activeOpacity, 0f, 1f));
_manager.WindowRegistered += OnWindowRegistered;
_manager.WindowUnregistered += OnWindowUnregistered;
foreach (RetailWindowHandle handle in _manager.Windows)
Attach(handle);
}
@ -72,6 +88,7 @@ public sealed class RetailWindowOpacityController : IDisposable
/// </summary>
public void SetDefaultOpacity(float value)
{
if (_disposed) return;
(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetDefault(ActiveOpacity, value);
ReapplyAll();
}
@ -82,6 +99,7 @@ public sealed class RetailWindowOpacityController : IDisposable
/// </summary>
public void SetActiveOpacity(float value)
{
if (_disposed) return;
(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetActive(DefaultOpacity, value);
ReapplyAll();
}
@ -94,6 +112,7 @@ public sealed class RetailWindowOpacityController : IDisposable
/// </summary>
public void SetOpacity(float defaultOpacity, float activeOpacity)
{
if (_disposed) return;
(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetDefault(ActiveOpacity, defaultOpacity);
(DefaultOpacity, ActiveOpacity) = ChatOpacityLink.SetActive(DefaultOpacity, activeOpacity);
ReapplyAll();
@ -101,6 +120,19 @@ public sealed class RetailWindowOpacityController : IDisposable
private void OnWindowRegistered(RetailWindowHandle handle) => Attach(handle);
/// <summary>
/// CH6c review NIT: without this, a window unregistered while it held
/// keyboard focus stayed in <see cref="_focused"/> — and its
/// <see cref="RetailWindowHandle.DescendantFocusChanged"/> subscription
/// stayed live — for the rest of the session, because the only prior
/// detach point was <see cref="Dispose"/>.
/// </summary>
private void OnWindowUnregistered(RetailWindowHandle handle)
{
handle.DescendantFocusChanged -= OnDescendantFocusChanged;
_focused.Remove(handle);
}
private void Attach(RetailWindowHandle handle)
{
handle.DescendantFocusChanged += OnDescendantFocusChanged;
@ -133,7 +165,9 @@ public sealed class RetailWindowOpacityController : IDisposable
_disposed = true;
_manager.WindowRegistered -= OnWindowRegistered;
_manager.WindowUnregistered -= OnWindowUnregistered;
foreach (RetailWindowHandle handle in _manager.Windows)
handle.DescendantFocusChanged -= OnDescendantFocusChanged;
_focused.Clear();
}
}

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@ -460,7 +460,10 @@ public abstract class UiElement
if (!Visible) return;
// Translate into our local space + push this window's opacity (multiplies into
// descendants' sprite/rect draws; text bypasses the alpha so it stays sharp).
// descendants' sprite, rect, AND text draws — CH6c ported DrawStringDat/DrawString
// through the same ApplyAlpha chokepoint as sprites/rects, matching retail's
// ChatInterface::SetOpacity (0x004F3120), which fades the whole composited window
// surface, chrome and glyphs together, not text-stays-sharp over a translucent panel).
ctx.PushTransform(Left, Top);
ctx.PushAlpha(Opacity);
try

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@ -70,7 +70,20 @@ public sealed record ChatSettings(
// 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,
//
// CH6c review fix (2026-08-10): the base ChatInterface ctor's 0.5/1.0 pair
// is retail-correct ONLY for the four floating chat windows —
// gmMainChatUI overrides to 1.0/1.0 (0x004CD0F0), and every other
// RetailWindowManager-registered window (radar, vitals, toolbar, ...) has
// no retail opacity fade at all, so applying 0.5 to them out of the box
// rendered the whole registered UI half-transparent forever, including
// several windows that can never take keyboard focus and so were
// PERMANENTLY stuck at 0.5. DefaultOpacity now ships 1.0, matching
// retail-identical opaque presentation for the 11 non-chat windows and
// the main chat window; the four floating chat windows lose their
// retail 0.5-while-idle fade by default, but the Settings → Chat
// transparency slider remains fully user-settable (AP-190).
float DefaultOpacity = 1.0f,
float ActiveOpacity = 1.0f)
{
/// <summary>

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@ -312,7 +312,7 @@ public sealed class RuntimeSettingsControllerTests
"save-gameplay",
"target-ui-lock:True",
"save-chat",
"target-chat-opacity:0.5:1",
"target-chat-opacity:1:1",
"save-character:default",
],
events);

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@ -185,4 +185,63 @@ public sealed class RetailWindowOpacityControllerTests
// focus change after Dispose is not observed anymore.
Assert.Equal(0.5f, handle.Opacity);
}
[Fact]
public void WindowUnregistered_DetachesSubscription_AndForgetsFocusedState()
{
// CH6c review NIT: before this fix, the only detach point for a
// handle's DescendantFocusChanged subscription (and its membership in
// _focused) was the CONTROLLER's own Dispose — a window unregistered
// while it held focus stayed subscribed and pinned in _focused for
// the rest of the session. Prove the RetailWindowManager.WindowUnregistered
// wiring actually detaches: a stray post-unregister notification (the
// kind a lingering external reference to the handle could still fire)
// must not reach the controller anymore.
UiRoot root = NewRoot();
(RetailWindowHandle handle, UiElement child) = RegisterWindow(root, "Chat");
var controller = new RetailWindowOpacityController(
root.WindowManager, defaultOpacity: 0.5f, activeOpacity: 1.0f);
root.SetKeyboardFocus(child);
Assert.Equal(1.0f, handle.Opacity);
root.WindowManager.Unregister("Chat");
// Unregister hides the outer frame, which drops keyboard focus off
// the now-invisible child — the manager's (still-live at that point)
// focus-change plumbing reapplies DefaultOpacity naturally. Expected
// either way; not itself the thing this test pins.
Assert.Equal(0.5f, handle.Opacity);
controller.SetActiveOpacity(0.7f);
// A stray post-unregister focus-gain notification (the kind a
// lingering external reference to the handle could still fire). If
// the controller were STILL subscribed, this would re-add the stale
// handle to _focused and apply the NEW active opacity (0.7).
handle.NotifyDescendantFocusChanged(child);
Assert.Equal(0.5f, handle.Opacity);
}
[Fact]
public void SetMutators_AfterDispose_AreNoOps()
{
UiRoot root = NewRoot();
(RetailWindowHandle handle, _) = RegisterWindow(root, "Chat");
var controller = new RetailWindowOpacityController(
root.WindowManager, defaultOpacity: 0.5f, activeOpacity: 1.0f);
controller.Dispose();
controller.SetDefaultOpacity(0.9f);
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);
}
}

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@ -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);
}
}

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@ -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);
}

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@ -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
{

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@ -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);
}