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:
parent
964af62e25
commit
cc58289967
14 changed files with 319 additions and 18 deletions
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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