feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.
- ElementReader/ElementInfo gain three new dat-property readers, following
the existing effective-state-resolution pattern (never a per-state
first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
(property 0x2E -> TabTable), a ListBox's row-template list (property
0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
ScrollbarElementId). LayoutImporter gains one hook
(IUiChildrenAttachedListener) so a widget can resolve cross-references
its own dat properties name by id once its subtree actually exists.
- UiTabControl (Type 8): switches exactly one page-slot child visible,
syncs each tab button's Open/Closed state via the existing
RetailTabBinding helper, and honors the authored default tab on mount.
- UiTemplateListBox (Type 5 with an authored template list): wraps a
UiScrollablePanel viewport (sealed, so composition not inheritance) and
ports AddItemFromTemplateList(index) — the resolver seam a page
controller wires with real DAT access via the SAME
LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
RetailDialogFactory already uses for its catalog LayoutDesc.
- DatWidgetFactory maps the four remaining UIOption_* widgets, each
verified against the regenerated options_2100002B.json fixture before
writing any code: 0x10000037 (Slider) is structurally an ordinary
horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
0x10000038 (Menu) is structurally identical to the vendor category
dropdown UiMenu already models, so it reuses `new UiMenu()` like the
Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
UIOption_Checkbox child + UIOption_Slider child via the new
UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
zero children in the dat (every row is added at runtime via retail's own
AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
UiCheckboxBitfield64 composing UiButton per row. No new drawing code
anywhere in this set.
- Five new committed fixtures (options_2100002B/2100002A/21000028/
2100005C/21000029) plus 25 new conformance tests pinning the tab table
(4 entries, Gameplay default), all three template arrays, scrollbar
linkage, every new widget-type mapping, and a UiTabControl behavioral
test (switch -> exactly one page visible, click-through the tab
button). The Character ListBox's authored 6-header/49-toggle shape
(lane B section counts) is proven reachable end-to-end through
AddItemFromTemplateList against the committed fixture.
- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
(an Outline/OutlineColor field pair added by an earlier commit,
bcc34ee3, that predates when those fixtures were last regenerated).
Per the slice contract, that drift was NOT committed — reverted back to
HEAD, only the five new Options-panel fixtures are new files here.
- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
set/clear semantics) is a documented approximation — the decompiled
excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
Chat tab controller, the first consumer that reaches the wire) to
verify against the real decomp before any live transaction depends on
it; nothing user-reachable can observe this yet.
Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
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17 changed files with 51896 additions and 1 deletions
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@ -93,8 +93,21 @@ public static class DatWidgetFactory
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or IndicatorBarController.VitaeClassId => BuildButton(
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info, resolve, elementFont, fontResolve, stringResolve),
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// gmUIElement_*Indicator custom button classes
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// UIElement_ListBox (Type 5) with an authored row-template list (dat
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// property 0x64) — the Options panel's Character/Chat/Config ListBoxes
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// (docs/research/2026-08-10-options-panel-structure.md §1.5). Gated on
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// info.TemplateList.Count > 0 so an ORDINARY Type-5 ListBox that authors
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// no template array (none currently reach this factory — vendor's category
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// dropdown is drawn procedurally by UiMenu.Scrollable, not imported as a
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// live Type-5 widget) keeps falling to the generic UiDatElement fallback
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// unchanged (OP2 acceptance: no behavior change to any existing widget).
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5 when info.TemplateList.Count > 0 => new UiTemplateListBox(
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info.TemplateList, info.ScrollbarElementId),
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6 => new UiMenu(), // UIElement_Menu (reg :120163)
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7 => BuildMeter(info, resolve, elementFont), // UIElement_Meter
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// UIElement_TabControl (Type 8) — the Options panel's tab strip (dat
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// property 0x2E; same research doc §1.3/§10.1).
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8 => new UiTabControl(info.TabTable),
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9 => BuildResizeGrip(info, resolve), // UIElement_Resizebar (reg 0x0046B920)
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0xD => new UiViewport(), // UIElement_Viewport — 3-D mini-scene blit leaf
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11 => BuildScrollbar(info, resolve), // UIElement_Scrollbar (reg :124137)
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@ -103,6 +116,37 @@ public static class DatWidgetFactory
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0x10000031u => new UiItemList(resolve), // UIElement_ItemList — toolbar/inventory/paperdoll slots
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0x10000035u => BuildCheckbox(
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info, resolve, elementFont, fontResolve, stringResolve), // UIOption_Checkbox
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// UIOption_CheckboxSlider (Type 0x10000036): a composite row whose class id
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// lands on the row root itself, but whose content is two NESTED option
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// widgets (a UIOption_Checkbox child + a UIOption_Slider child — verified
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// against options_2100002B.json's templates 0x10000220/0x10000221). It does
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// not consume its dat children, so those build normally through the two
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// mappings immediately below; UiOptionToggleSlider just grabs references to
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// them once attached (see docs/research/2026-08-10-options-panel-structure.md
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// §1.1/§1.5).
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0x10000036u => new UiOptionToggleSlider(),
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// UIOption_Slider (Type 0x10000037): structurally an ordinary HORIZONTAL
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// UIElement_Scrollbar — its own DirectState carries the track sprite and its
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// child id 1 is the drag thumb, the exact convention BuildScrollbar's
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// horizontal branch already implements (verified against
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// options_2100002B.json's slider control 0x1000021C: W=120 > H=12, one
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// Type-1 child at id 1). No new drawing code — same "compose existing
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// primitives" directive as UiOptionToggleSlider above.
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0x10000037u => BuildScrollbar(info, resolve),
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// UIOption_Menu (Type 0x10000038): a label + arrow-cap dropdown button,
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// structurally identical to the vendor category dropdown UiMenu already
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// models (verified against options_2100002B.json's menu control 0x10000224:
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// a Text label child + a 17x19 image child, matching UiMenu's own
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// ArrowCapClosedSprite doc comment). Built blank, exactly like the Type-6
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// case above — a page controller wires its sprites/items the same way
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// ChatWindowController wires the channel menu.
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0x10000038u => new UiMenu(),
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// UIOption_CheckboxBitfield64 (Type 0x10000044): the Chat tab's per-window
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// text-filter block. Its authored template (0x10000520) carries no children
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// or media at all — every row is added at runtime via AddChild(lowMask,
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// highMask, label, tooltip), matching retail's own
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// gmChatOptionsUI::AddCheckboxBitfield64Option call pattern (research doc §5.2).
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0x10000044u => BuildCheckboxBitfield64(resolve, elementFont),
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_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
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};
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@ -756,6 +800,21 @@ public static class DatWidgetFactory
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return button;
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}
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/// <summary>
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/// Builds a blank <see cref="UiCheckboxBitfield64"/> seeded with the sprite
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/// resolver and dat font a page controller's later
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/// <see cref="UiCheckboxBitfield64.AddChild(ulong, ulong, string, string?)"/>
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/// calls need — the template authors no rows, so there is nothing else to read
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/// from <c>ElementInfo</c> at import time.
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/// </summary>
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private static UiCheckboxBitfield64 BuildCheckboxBitfield64(
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Func<uint, (uint, int, int)> resolve, UiDatFont? elementFont)
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=> new()
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{
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SpriteResolve = resolve,
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LabelFont = elementFont,
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};
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private static ElementInfo? FindStatefulFaceChild(ElementInfo info)
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=> FindStatefulFaceChildren(info).FirstOrDefault();
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