feat(ui): Campaign OP slice OP5 — the Chat tab

Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and
OP3's per-page OptionPage model: the General Options header + two
DualHash-linked opacity sliders (Option_DefaultOpacity_Property
0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on
drag through RetailWindowOpacityController, defaults read from the
installed DAT's DBProperties collection at DID 0x78000001 via
ChatOptionsDatDefaults), and the five per-window text-filter blocks
(main window 12 rows minus Gameplay, four floaties 13 rows each — the
byte-verified authored order cross-checked against the raw
gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not
just the research doc's own table) writing AcDream.Core.Chat.
ChatWindowState directly, the same state CH6's chat windows already
read.

AP-195 retired: ported both halves left open at the OP2 re-review —
the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by
the block-level P0x10000082/P0x10000083 sprites now threaded through
ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail
(UiCheckboxBitfield64.Height grows with its stacked row content; the
enclosing ListBox reflows around the block's FINAL height via the new
UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking
rather than a third stacking path). AP-187 broadened to cover the main
window's own filter (previously only the four floaties) and the new
live-editing write path.

The main chat window's filter (retail window id 8, ChatWindowState id
0) gains its own settings.json persistence (ChatSettings.
ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields;
opacity persistence is now wired on every live slider change, not only
through the old dev-scaffold Settings panel.

Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the
new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all
19 committed layout fixtures — purely additive, confirmed against the
live installed DAT (0x10000520's own 0x82/0x83 properties resolve to
0x06004D17/0x06004D19 exactly as AP-195 documented).

Conformance: FilterRows/FilterBlocks pinned against the byte-verified
authored order and ChatWindowState's own default constants; the AP-195
LED swap and self-sizing behavior; the DAT opacity-default extraction
against the live installed DAT; live filter/opacity writes reaching
ChatWindowState/RetailWindowOpacityController; OnShown re-seed and
Reset/Defaults ghosting per the OP4 binding-pattern discipline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 06:25:59 +02:00
parent 4798302226
commit e71e5a9614
52 changed files with 4540 additions and 40 deletions

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using AcDream.Content;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Campaign OP slice OP5: reads the Chat tab's two opacity-slider defaults from the
/// installed DAT's <c>DBProperties</c> collection — retail
/// <c>UIOption::InqDefaultGameplayOptionProperty @0x004ef8d0</c>'s
/// <c>m_propName</c>-bound path, the ONE genuine consumer of that mechanism (the
/// Character tab's 49/50 checkboxes are <c>PlayerOption</c>-bound, not
/// <c>m_propName</c>-bound — see <see cref="CharacterOptionsPageController"/>'s own
/// U1 trace for why THAT tab does not use this seam).
///
/// <para>
/// Byte-verified recipe (<c>DBCache::GetDIDFromEnum @0x00413940</c>): the outer call
/// site is <c>GetDIDFromEnumStatic(&amp;ret, 0x16, 2)</c> — outer arg2 (<c>0x16</c>)
/// feeds the inner function's arg3 (the SUB-MAP lookup key), outer arg3 (<c>2</c>)
/// feeds arg4 (the MASTER-MAP lookup key FIRST). So:
/// <c>master.ClientEnumToID[2] → subMapDid; subMap.ClientEnumToID[0x16] → DID</c> —
/// i.e. <see cref="RetailDataIdResolver.Resolve"/>'s own <c>(enumValue, enumCategory)</c>
/// parameter order is <c>(0x16, 2)</c>, matching
/// <c>RetailUiRuntime.cs</c>'s existing <c>Resolve(dats, 2u, 5u)</c> convention
/// (enumCategory selects the master-map submap FIRST, enumValue indexes it SECOND).
/// Empirically confirmed against the installed DATs: resolves to DID
/// <c>0x78000001</c>, a 3-entry <c>DBProperties</c> —
/// <c>0x1000007F</c> (<c>Bitfield64</c>, the Chat filter blocks' shared
/// <c>m_propName</c> — NOT a per-window default; the five blocks' actual defaults are
/// the literal constants <c>gmChatOptionsUI::InitOptions</c> authors per window,
/// ported verbatim in <c>ChatWindowState</c>/<see cref="ChatOptionsPageController"/>),
/// <c>0x10000080</c> (<c>Float</c>, <c>0.5</c> — <c>Option_DefaultOpacity_Property</c>),
/// <c>0x10000081</c> (<c>Float</c>, <c>1.0</c> — <c>Option_ActiveOpacity_Property</c>).
/// </para>
/// </summary>
public static class ChatOptionsDatDefaults
{
/// <summary>DAT enum-category key for the FIRST (master-map) lookup — see the
/// class doc's byte-verified recipe.</summary>
private const uint EnumCategory = 2u;
/// <summary>DAT enum-value key for the SECOND (sub-map) lookup.</summary>
private const uint EnumValue = 0x16u;
/// <summary><c>Option_DefaultOpacity_Property</c> — the unfocused-window opacity
/// slider's <c>m_propName</c>.</summary>
public const uint DefaultOpacityPropertyId = 0x10000080u;
/// <summary><c>Option_ActiveOpacity_Property</c> — the focused-window opacity
/// slider's <c>m_propName</c>.</summary>
public const uint ActiveOpacityPropertyId = 0x10000081u;
/// <summary>Retail base-constructor fallback (<c>ChatInterface::ChatInterface
/// @0x004F4550</c>) — used only when the DAT read fails (missing DAT entry,
/// corrupt install); the live installed DAT resolves to these exact values today.</summary>
public const float FallbackDefaultOpacity = 0.5f;
public const float FallbackActiveOpacity = 1.0f;
/// <summary>
/// Resolves the two slider defaults from the live DAT. Returns
/// <see langword="false"/> (with both out params set to the retail-constructor
/// fallback) if the DID does not resolve, the <c>DBProperties</c> object is
/// missing, or either property is absent/not a <c>Float</c> — matching this
/// codebase's "degrade to a documented fallback, never invent a value" discipline.
/// </summary>
public static bool TryRead(
IDatReaderWriter dats, out float defaultOpacity, out float activeOpacity)
{
defaultOpacity = FallbackDefaultOpacity;
activeOpacity = FallbackActiveOpacity;
uint did = RetailDataIdResolver.Resolve(dats, EnumValue, EnumCategory);
if (did == 0u || !dats.Portal.TryGet<DBProperties>(did, out DBProperties? props) || props is null)
return false;
bool ok = true;
if (props.Properties.TryGetValue(DefaultOpacityPropertyId, out BaseProperty? d)
&& d is FloatBaseProperty defaultProp)
defaultOpacity = defaultProp.Value;
else
ok = false;
if (props.Properties.TryGetValue(ActiveOpacityPropertyId, out BaseProperty? a)
&& a is FloatBaseProperty activeProp)
activeOpacity = activeProp.Value;
else
ok = false;
return ok;
}
}

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using System;
using AcDream.App.UI;
using AcDream.Core.Chat;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Campaign OP slice OP5 (2026-08-11): binds the Chat tab (LayoutDesc
/// <c>0x2100005C</c>, root <c>0x1000050A</c>, ListBox <c>0x1000050D</c>) — retail's
/// <c>gmChatOptionsUI::InitOptions @0x0049FC60</c> — through OP2's template-list
/// mechanism and OP3's per-page <see cref="OptionPage"/> model, exactly like
/// <see cref="CharacterOptionsPageController"/>. Six authored sections, byte-verified
/// end-to-end against <c>docs/research/2026-08-10-options-panel-structure.md</c> §5
/// AND the raw <c>gmChatOptionsUI::InitOptions</c>/<c>AddCheckboxBitfield64Option</c>
/// pseudo-C (research doc's own row table was cross-checked against BOTH the inline
/// main/floaty4 call sites and the shared helper's <c>switch</c> — every mask, header
/// key, separator, and the 12-vs-13-row Gameplay-row gap matched exactly):
///
/// <list type="number">
/// <item><description>General Options — header, then TWO LINKED opacity sliders
/// (<c>Option_DefaultOpacity_Property 0x10000080</c> / <c>Option_ActiveOpacity_Property
/// 0x10000081</c>), then a separator.</description></item>
/// <item><description>Five per-window filter sections (main window id 8, floaties
/// 2-5) — header, one <see cref="UiCheckboxBitfield64"/> block, separator. Main gets
/// 12 rows (no "Gameplay" row); every floaty gets 13.</description></item>
/// </list>
///
/// <para>
/// <b>The one 64-bit register, not 128 bits.</b> Retail's own
/// <c>UIOption_CheckboxBitfield64::AddChild(this, uint64_t mask, uint32_t labelId,
/// uint32_t tooltipId)</c> signature (byte-verified from the pseudo-C function
/// declaration, not just call-site operands) takes exactly ONE 64-bit mask — matching
/// <c>ChatWindowState</c>'s own single-<c>ulong</c>-per-window model (its committed
/// defaults, e.g. main <c>0xFBFFFFFFu</c>, are byte-identical to the research doc's
/// "(high:low)" row/window tables once "high:low" is read as bits[63:32]:bits[31:0] of
/// THAT one register — a BN push-immediate artifact for the 64-bit argument, not a
/// genuine 128-bit two-register value). <see cref="UiCheckboxBitfield64"/>'s own
/// <c>CurrentLow</c>/<c>CurrentHigh</c> pair is exactly that split, so every mask this
/// controller feeds it is produced by <see cref="SplitMask"/> from ONE canonical
/// <see cref="ulong"/> — never independently derived low/high literals.
/// </para>
///
/// <para>
/// <b>Retail window id vs acdream compact id.</b> Retail's <c>SetUserData</c> argument
/// (8 main, 2-5 floaties) is the id <c>PlayerModule::SetChatWindowOption</c> dispatches
/// on; <see cref="ChatWindowState"/> uses its OWN compact <c>0</c>-<c>4</c> range
/// (Campaign CH slice CH6b). <see cref="FilterBlockSpec.CompactWindowId"/> carries the
/// mapping so nothing downstream needs to know retail's raw numbering.
/// </para>
/// </summary>
public static class ChatOptionsPageController
{
/// <summary>Chat page root — <c>gmChatOptionsUI</c> — the STANDALONE
/// <c>0x2100005C</c> layout's own root id. Only present as its own distinct node
/// when <c>0x2100005C</c> is imported directly (e.g.
/// <c>FixtureLoader.LoadOptionsChat()</c>); when mounted through the tab host
/// (<c>0x2100006E</c>/<c>0x2100002B</c>, what <see cref="Bind"/> actually
/// operates on), <c>ElementReader.Merge</c>'s "derived id wins" rule means the
/// PAGE SLOT keeps its own id (<see cref="PageSlotElementId"/>) instead — use
/// that one for any host-tree lookup.</summary>
public const uint RootElementId = 0x1000050Au;
/// <summary>The Chat page's SLOT element within the tab host
/// (<c>OptionsPanelController</c>'s own private <c>ChatPageId</c>) — the id that
/// actually survives base-merge in the host-mounted tree <see cref="Bind"/>
/// operates on. Used to SCOPE the scrollbar lookup below.</summary>
private const uint PageSlotElementId = 0x1000050Cu;
/// <summary>The row ListBox (dat Type 5) — <c>m_pOptionBox</c>.</summary>
public const uint ListBoxElementId = 0x1000050Du;
/// <summary>The ListBox's linked scrollbar — shared with the Config tab (research
/// doc §10.1: both tabs author the SAME scrollbar element id).</summary>
public const uint ScrollbarElementId = 0x10000201u;
private const int HeaderTemplateIndex = 0;
private const int SeparatorTemplateIndex = 1;
private const int UnlabelledSliderTemplateIndex = 3;
private const int LabelledSliderTemplateIndex = 6;
private const int BitfieldTemplateIndex = 8;
private const uint StringTableId = 0x23000003u;
/// <summary>The slider leaf inside either slider row template's subtree.</summary>
private const uint SliderElementId = 0x1000021Cu;
/// <summary>Labelled slider template's low/high range-caption children
/// (research doc §1.5's template array; present only on template idx 6).</summary>
private const uint SliderRangeMinElementId = 0x1000021Eu;
private const uint SliderRangeMaxElementId = 0x1000021Fu;
/// <summary>One authored filter row: its combined 64-bit mask (bits[63:32] =
/// research doc's "high", bits[31:0] = "low") and retail's own
/// <c>ID_ChatOption_TextFilter_*</c> symbol name (used verbatim as the hash key —
/// "Allegience" is retail's OWN misspelling in the symbol; the STRING TABLE value
/// it resolves to is properly spelled "Allegiance", per structure doc §10.4 item 8
/// and §5.2's own footnote).</summary>
public readonly record struct FilterRowSpec(ulong Mask, string RetailLabelKey);
/// <summary>
/// The 13-row authored order, byte-verified against BOTH
/// <c>AddCheckboxBitfield64Option</c>'s shared tail (Combat..Error, always present)
/// and the two inline blocks' own Gameplay-row prefix (main SKIPS it; window 5
/// INCLUDES it) — research doc §5.2. Row 0 (Gameplay) is the one
/// <see cref="FilterBlockSpec.IncludesGameplayRow"/> gates per block.
/// </summary>
public static readonly FilterRowSpec[] FilterRows =
{
new(0x0000000083912021ul, "ID_ChatOption_TextFilter_Gameplay"),
new(0x0000000000600040ul, "ID_ChatOption_TextFilter_Combat"),
new(0x0000000000020080ul, "ID_ChatOption_TextFilter_Magic"),
new(0x0000000000001004ul, "ID_ChatOption_TextFilter_AreaSpeech"),
new(0x0000000000000018ul, "ID_ChatOption_TextFilter_Tells"),
new(0x0000000000040C00ul, "ID_ChatOption_TextFilter_Allegience"), // retail's own misspelling
new(0x0000000000080000ul, "ID_ChatOption_TextFilter_Fellowship"),
new(0x0000000008000000ul, "ID_ChatOption_TextFilter_General"),
new(0x0000000010000000ul, "ID_ChatOption_TextFilter_Trade"),
new(0x0000000020000000ul, "ID_ChatOption_TextFilter_LFG"),
new(0x0000000040000000ul, "ID_ChatOption_TextFilter_Roleplay"),
new(0x0000000100000000ul, "ID_ChatOption_TextFilter_Society"),
new(0x0000000004000000ul, "ID_ChatOption_TextFilter_Error"),
};
/// <summary>One authored per-window filter block/section.</summary>
public readonly record struct FilterBlockSpec(
int RetailWindowId,
int CompactWindowId,
string HeaderKey,
ulong DefaultFilter,
bool IncludesGameplayRow);
/// <summary>
/// The five window sections in authored order — research doc §5/§5.2, byte-
/// verified defaults matching <see cref="ChatWindowState"/>'s own committed
/// constants exactly (both sides derive from the SAME retail literals; this table
/// reuses <see cref="ChatWindowState"/>'s named constants rather than re-declaring
/// them, so the two can never drift).
/// </summary>
public static readonly FilterBlockSpec[] FilterBlocks =
{
new(8, ChatWindowState.MainWindowId, "ID_ChatOption_MainChatWindow_Section",
ChatWindowState.MainWindowDefaultFilter, IncludesGameplayRow: false),
new(2, 1, "ID_ChatOption_FloatyChatWindow1_Section",
ChatWindowState.Floaty1DefaultFilter, IncludesGameplayRow: true),
new(3, 2, "ID_ChatOption_FloatyChatWindow2_Section",
ChatWindowState.Floaty2DefaultFilter, IncludesGameplayRow: true),
new(4, 3, "ID_ChatOption_FloatyChatWindow3_Section",
ChatWindowState.Floaty3DefaultFilter, IncludesGameplayRow: true),
new(5, 4, "ID_ChatOption_FloatyChatWindow4_Section",
ChatWindowState.Floaty4DefaultFilter, IncludesGameplayRow: true),
};
/// <summary>The live read/write seam every row on this page writes/reads
/// through. Opacity routes to <c>RetailWindowOpacityController</c> (AP-190's
/// live per-window fade); filters route to the shared <see cref="ChatWindowState"/>
/// CH6 already consumes. The two DAT-extracted defaults are resolved ONCE by the
/// caller (<c>RetailUiRuntime</c>) — <see cref="ChatOptionsDatDefaults"/> — since
/// they never change within a session.</summary>
public sealed record Bindings(
Func<float> CurrentDefaultOpacity,
Func<float> CurrentActiveOpacity,
Action<float> SetDefaultOpacity,
Action<float> SetActiveOpacity,
float DefaultOpacityDatDefault,
float ActiveOpacityDatDefault,
Func<int, ulong> CurrentFilter,
Action<int, ulong> SetFilter);
/// <summary>
/// Builds the General Options header + 2 sliders + 5 filter sections (header +
/// block each) into <paramref name="layout"/>'s Chat ListBox, links its
/// scrollbar, seeds every row's current/default state, and registers each row
/// into <paramref name="page"/>.
/// </summary>
/// <param name="layout">The already-built Options panel tree — the Chat page's
/// ListBox is a descendant of it via the tab host's page-slot base-merge (same
/// import <see cref="OptionsPanelController.Bind"/> used).</param>
/// <param name="page">The Chat tab's <see cref="OptionPage"/> model
/// (<see cref="OptionsPanelController.ChatPage"/>).</param>
/// <param name="templateResolver">Builds one row template's subtree — wired onto
/// the ListBox's <see cref="UiTemplateListBox.TemplateResolver"/> AND called
/// directly for the five bitfield blocks (bypassing
/// <see cref="UiTemplateListBox.AddItemFromTemplateList"/>'s own resolve step —
/// see <see cref="UiTemplateListBox.AddPrebuiltRow"/> for why).</param>
/// <param name="resolveString">Resolves ONE <c>ID_ChatOption_*</c> string by
/// (table id, hash) — never hard-coded English.</param>
/// <param name="bindings">The live read/write seam for every row.</param>
/// <returns><see langword="false"/> if the Chat page's ListBox did not resolve as
/// a <see cref="UiTemplateListBox"/>.</returns>
public static bool Bind(
ImportedLayout layout,
OptionPage page,
Func<uint, uint, UiElement?> templateResolver,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
ArgumentNullException.ThrowIfNull(layout);
ArgumentNullException.ThrowIfNull(page);
ArgumentNullException.ThrowIfNull(templateResolver);
ArgumentNullException.ThrowIfNull(resolveString);
ArgumentNullException.ThrowIfNull(bindings);
if (layout.FindElement(ListBoxElementId) is not UiTemplateListBox listBox)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: ListBox 0x{ListBoxElementId:X8} "
+ "not found (or not a UiTemplateListBox) in the built Options panel tree — "
+ "the Chat tab will have no rows.");
return false;
}
listBox.TemplateResolver = templateResolver;
// ScrollbarElementId (0x10000201) is SHARED with the Config tab (research
// doc §10.1 — both tabs author the same scrollbar element id). ImportedLayout's
// FindElement is a flat id->widget dictionary (last-build-wins on a
// collision), so a plain layout.FindElement(ScrollbarElementId) here can
// silently wire THIS scroll model onto Config's own scrollbar instance
// instead of Chat's — scope the search to the Chat page's own subtree
// instead (same "scoped search for a shared id" shape
// OptionsPanelController uses for the Apply/Reset/Defaults buttons). Scoped
// from PageSlotElementId, NOT RootElementId — see that field's own doc for
// why the standalone layout's root id does not survive base-merge here.
UiElement? chatPageSlot = layout.FindElement(PageSlotElementId);
UiElement? scrollbarElement = chatPageSlot is null
? null
: UiElement.FindDescendant(chatPageSlot, ScrollbarElementId);
if (scrollbarElement is UiScrollbar scrollbar)
scrollbar.Model = listBox.Scroll;
else
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: scrollbar 0x{ScrollbarElementId:X8} "
+ $"not found under Chat page slot 0x{PageSlotElementId:X8} — the Chat "
+ "tab's row list will not scroll.");
BuildHeaderRow(listBox, "ID_ChatOption_GeneralOptions_Section", resolveString);
BuildOpacitySliders(listBox, page, resolveString, bindings);
BuildSeparatorRow(listBox);
foreach (FilterBlockSpec spec in FilterBlocks)
{
BuildHeaderRow(listBox, spec.HeaderKey, resolveString);
BuildFilterBlock(listBox, spec, page, templateResolver, resolveString, bindings);
BuildSeparatorRow(listBox);
}
return true;
}
private static void BuildHeaderRow(
UiTemplateListBox listBox, string headerKey, Func<uint, uint, string?> resolveString)
{
if (listBox.AddItemFromTemplateList(HeaderTemplateIndex) is not UiText header)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: header template did not build as "
+ $"UiText for '{headerKey}'.");
return;
}
string? label = resolveString(StringTableId, DatStringResolver.ComputeHash(headerKey));
if (label is null)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: header string '{headerKey}' did not "
+ "resolve from the DAT string table — the row renders with no text rather "
+ "than an invented label.");
return;
}
header.LinesProvider = () => new[] { new UiText.Line(label, header.DefaultColor) };
}
private static void BuildSeparatorRow(UiTemplateListBox listBox)
{
if (listBox.AddItemFromTemplateList(SeparatorTemplateIndex) is null)
Console.WriteLine("[D.2b] ChatOptionsPageController: separator template did not build.");
}
/// <summary>
/// Slider 1 (template idx 3, unlabelled — <c>Option_DefaultOpacity_Property</c>)
/// and slider 2 (template idx 6, labelled with the
/// <c>ID_UI_Value_Transparent</c>/<c>ID_UI_Value_Opaque</c> range captions —
/// <c>Option_ActiveOpacity_Property</c>). Retail's <c>DualHash</c> slider link
/// (research doc §5.1) is ported through <see cref="FloatOptionRow.RefreshFromLink"/>:
/// dragging one applies through <paramref name="bindings"/> (which itself runs
/// <c>ChatOpacityLink</c> and re-applies live), then pushes whatever the OTHER
/// value became onto its own row/slider — raising one drags the other, never
/// clamps.
/// </summary>
private static void BuildOpacitySliders(
UiTemplateListBox listBox,
OptionPage page,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
UiElement? row1 = listBox.AddItemFromTemplateList(UnlabelledSliderTemplateIndex);
UiScrollbar? slider1 = row1 is null ? null : UiElement.FindDescendant(row1, SliderElementId) as UiScrollbar;
if (slider1 is null)
Console.WriteLine(
"[D.2b] ChatOptionsPageController: default-opacity slider template did not "
+ "build a UiScrollbar leaf.");
UiElement? row2 = listBox.AddItemFromTemplateList(LabelledSliderTemplateIndex);
UiScrollbar? slider2 = row2 is null ? null : UiElement.FindDescendant(row2, SliderElementId) as UiScrollbar;
if (slider2 is null)
Console.WriteLine(
"[D.2b] ChatOptionsPageController: active-opacity slider template did not "
+ "build a UiScrollbar leaf.");
if (row2 is not null)
{
SetRangeLabel(row2, SliderRangeMinElementId, "ID_UI_Value_Transparent", resolveString);
SetRangeLabel(row2, SliderRangeMaxElementId, "ID_UI_Value_Opaque", resolveString);
}
if (slider1 is null || slider2 is null)
return;
float initialDefault = bindings.CurrentDefaultOpacity();
float initialActive = bindings.CurrentActiveOpacity();
slider1.SetScalarPosition(initialDefault);
slider2.SetScalarPosition(initialActive);
FloatOptionRow? defaultRow = null;
FloatOptionRow? activeRow = null;
defaultRow = new FloatOptionRow(
initialDefault,
bindings.DefaultOpacityDatDefault,
apply: value =>
{
bindings.SetDefaultOpacity(value);
activeRow!.RefreshFromLink(bindings.CurrentActiveOpacity());
},
read: bindings.CurrentDefaultOpacity,
refresh: value => slider1.SetScalarPosition(value));
activeRow = new FloatOptionRow(
initialActive,
bindings.ActiveOpacityDatDefault,
apply: value =>
{
bindings.SetActiveOpacity(value);
defaultRow!.RefreshFromLink(bindings.CurrentDefaultOpacity());
},
read: bindings.CurrentActiveOpacity,
refresh: value => slider2.SetScalarPosition(value));
slider1.ScalarChanged = value => defaultRow.SetCurrentValue(value);
slider2.ScalarChanged = value => activeRow.SetCurrentValue(value);
page.Register(defaultRow);
page.Register(activeRow);
}
private static void SetRangeLabel(
UiElement row, uint elementId, string labelKey, Func<uint, uint, string?> resolveString)
{
if (UiElement.FindDescendant(row, elementId) is not UiText text)
return;
string? label = resolveString(StringTableId, DatStringResolver.ComputeHash(labelKey));
if (label is null)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: range label '{labelKey}' did not "
+ "resolve — rendered with no text rather than invented English.");
return;
}
text.LinesProvider = () => new[] { new UiText.Line(label, text.DefaultColor) };
}
/// <summary>
/// One per-window filter block: resolves the block template DIRECTLY through
/// <paramref name="templateResolver"/> (NOT via
/// <see cref="UiTemplateListBox.AddItemFromTemplateList"/> — the block must be
/// fully populated, growing to its final self-sized height (AP-195), BEFORE it is
/// stacked into <paramref name="listBox"/>'s viewport), seeds it with retail's
/// authored window default, adds every authored row (skipping "Gameplay" on the
/// main window per <see cref="FilterBlockSpec.IncludesGameplayRow"/>), THEN inserts
/// it via <see cref="UiTemplateListBox.AddPrebuiltRow"/>.
/// </summary>
private static void BuildFilterBlock(
UiTemplateListBox listBox,
FilterBlockSpec spec,
OptionPage page,
Func<uint, uint, UiElement?> templateResolver,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
if (BitfieldTemplateIndex >= listBox.Templates.Count)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: bitfield template index "
+ $"{BitfieldTemplateIndex} missing from the Chat ListBox's authored "
+ $"template list — window {spec.RetailWindowId}'s filter block was not built.");
return;
}
UiTemplateListEntry entry = listBox.Templates[BitfieldTemplateIndex];
UiElement? built = templateResolver(entry.TemplateLayoutId, entry.TemplateElementId);
if (built is not UiCheckboxBitfield64 block)
{
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: filter block template did not build as "
+ $"UiCheckboxBitfield64 for window {spec.RetailWindowId}.");
return;
}
// The block resolved fresh through templateResolver above — it needs its
// OWN TemplateResolver wired (a SEPARATE property from the outer
// listBox.TemplateResolver) before AddChild can resolve its per-row
// template (0x10000521), exactly like the outer ListBox's own wiring a
// few lines up in Bind().
block.TemplateResolver = templateResolver;
(ulong defaultLow, ulong defaultHigh) = SplitMask(spec.DefaultFilter);
block.SetDefaultValue(defaultLow, defaultHigh);
for (int i = 0; i < FilterRows.Length; i++)
{
if (i == 0 && !spec.IncludesGameplayRow)
continue; // research doc §5.2: the main window has no Gameplay row.
FilterRowSpec rowSpec = FilterRows[i];
string? label = resolveString(StringTableId, DatStringResolver.ComputeHash(rowSpec.RetailLabelKey));
string? tooltip = resolveString(
StringTableId, DatStringResolver.ComputeHash(rowSpec.RetailLabelKey + "_Desc"));
if (label is null)
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: filter row label "
+ $"'{rowSpec.RetailLabelKey}' did not resolve — row renders with no "
+ "caption rather than invented English.");
(ulong low, ulong high) = SplitMask(rowSpec.Mask);
if (block.AddChild(low, high, label ?? string.Empty, tooltip) is null)
Console.WriteLine(
$"[D.2b] ChatOptionsPageController: filter row '{rowSpec.RetailLabelKey}' "
+ $"did not build for window {spec.RetailWindowId}.");
}
listBox.AddPrebuiltRow(block);
ulong initial = bindings.CurrentFilter(spec.CompactWindowId);
(ulong initialLow, ulong initialHigh) = SplitMask(initial);
block.SetCurrentValue(initialLow, initialHigh); // live seed, not the window default
var row = new BitfieldOptionRow(
initial,
spec.DefaultFilter,
apply: value =>
{
(ulong low, ulong high) = SplitMask(value);
block.SetCurrentValue(low, high);
bindings.SetFilter(spec.CompactWindowId, value);
},
read: () => bindings.CurrentFilter(spec.CompactWindowId),
refresh: value =>
{
(ulong low, ulong high) = SplitMask(value);
block.SetCurrentValue(low, high);
});
block.ValueChanged = (low, high) => row.SetCurrentValue(CombineMask(low, high));
page.Register(row);
}
/// <summary>Splits ONE 64-bit filter value into (bits[31:0], bits[63:32]) —
/// the same split <see cref="UiCheckboxBitfield64"/>'s Low/High pair encodes (see
/// this class's own doc for why that is not a genuine 128-bit value).</summary>
private static (ulong Low, ulong High) SplitMask(ulong combined)
=> (combined & 0xFFFFFFFFul, (combined >> 32) & 0xFFFFFFFFul);
/// <summary>Inverse of <see cref="SplitMask"/>.</summary>
private static ulong CombineMask(ulong low, ulong high)
=> ((high & 0xFFFFFFFFul) << 32) | (low & 0xFFFFFFFFul);
}

View file

@ -159,7 +159,11 @@ public static class DatWidgetFactory
// gmChatOptionsUI::AddCheckboxBitfield64Option call pattern (research doc
// §5.2). AddChild(lowMask, highMask, label, tooltip) resolves that SAME
// template per row instead of synthesizing a fake ElementInfo.
0x10000044u => new UiCheckboxBitfield64(info.TemplateList),
// AP-195 (OP5): the block ALSO authors its own all/partial-set LED media
// (dat properties 0x10000082/0x10000083) directly on this element — thread
// them through so Refresh's ported LED swap has real sprites to apply.
0x10000044u => new UiCheckboxBitfield64(
info.TemplateList, info.LedCheckedSprite, info.LedUncheckedSprite),
_ => new UiDatElement(info, resolve), // generic fallback (incl. Type 3 chrome/containers)
};

View file

@ -198,6 +198,25 @@ public sealed class ElementInfo
/// </summary>
public List<UiTemplateListEntry> TemplateList = new();
/// <summary>
/// AP-195 (Campaign OP slice OP5): <c>UIOption_CheckboxBitfield64</c>'s block-level
/// "all mask bits set" LED media (dat property <c>0x10000082</c>,
/// <c>P0x10000082 = 0x06004D17</c> on the authored template consumer
/// <c>0x10000520</c>) — retail <c>Refresh @0x004859C0</c> swaps a row's LED to THIS
/// sprite when every bit of that row's mask is currently set. 0 when absent.
/// Populated the same way as <see cref="TabTable"/>.
/// </summary>
public uint LedCheckedSprite;
/// <summary>
/// AP-195 counterpart of <see cref="LedCheckedSprite"/>: the "some but not all mask
/// bits set" LED media (dat property <c>0x10000083</c>,
/// <c>P0x10000083 = 0x06004D19</c>). Retail applies this ONLY while the row is
/// checked (any-set) but not fully checked (all-set) — see
/// <c>UiCheckboxBitfield64</c>'s own doc for the full any/all-set decode.
/// </summary>
public uint LedUncheckedSprite;
/// <summary>
/// Element id of this ListBox's linked scrollbar, read from dat property
/// <c>0x72</c> (e.g. the Character page's ListBox <c>0x100001FA</c> names
@ -503,6 +522,13 @@ public static class ElementReader
// (same doc §10.1 — e.g. Character ListBox 0x100001FA names scrollbar
// 0x100001FB).
info.ScrollbarElementId = ReadReferencedElementId(info, 0x72u);
// AP-195: the CheckboxBitfield64 block's own all/partial-set LED media DIDs
// (0x10000082/0x10000083 — DataId-kind properties, verified against the
// committed options_2100002B.json fixture at element 0x10000520: Kind=2
// (DataId), UnsignedValue 100683031/100683033 == 0x06004D17/0x06004D19).
info.LedCheckedSprite = ReadReferencedElementId(info, 0x10000082u);
info.LedUncheckedSprite = ReadReferencedElementId(info, 0x10000083u);
}
private static List<UiTabTableEntry> ReadTabTable(ElementInfo info)

View file

@ -168,6 +168,198 @@ public sealed class BoolOptionRow : IOptionRow
}
}
/// <summary>
/// Campaign OP slice OP5: the Chat tab's two linked opacity sliders' leaf —
/// <c>UIOption_Slider</c>'s current/saved/default triple over a <see cref="float"/>,
/// same shape as <see cref="BoolOptionRow"/> (research doc §3.3's leaf semantics apply
/// identically; retail's <c>UIOption_Slider</c> shares the same base <c>UIOption</c>
/// verbs as <c>UIOption_Checkbox</c>, just over a float value). <see cref="SetCurrentValue"/>
/// is what dragging the slider thumb runs — retail's <c>SetCurrentValue → Apply(1)</c>
/// applies LIVE, immediately, on every drag tick (not just mouse-up), which is what
/// makes the two Chat-tab sliders visibly fade windows WHILE dragging rather than only
/// on release.
/// </summary>
public sealed class FloatOptionRow : IOptionRow
{
private readonly Action<float>? _apply;
private readonly Func<float>? _read;
private readonly Action<float>? _refresh;
private Action? _notifyPageOptionChanged;
private float _current;
private float _saved;
private float _default;
/// <param name="read">Re-reads the LIVE value on <see cref="SaveCurrentValue"/>
/// (OnShown/Apply) — same MUST-FIX 1 discipline as <see cref="BoolOptionRow"/>'s
/// own <c>read</c> parameter.</param>
/// <param name="refresh">Pushes a re-read/linked value onto the slider widget
/// WITHOUT invoking <paramref name="apply"/> — used by both the OnShown re-seed
/// AND by <see cref="RefreshFromLink"/> (the linked slider's own drag moving THIS
/// row's value as a side effect, per <c>ChatOpacityLink</c>'s never-clamp-always-
/// drag-the-other invariant).</param>
public FloatOptionRow(
float initial,
float defaultValue,
Action<float>? apply = null,
Func<float>? read = null,
Action<float>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
/// <summary>The live value — what the slider thumb currently shows.</summary>
public float Current => _current;
/// <summary>The committed baseline Reset reverts to.</summary>
public float Saved => _saved;
/// <summary>The value Defaults restores (the DAT <c>DBProperties</c>-extracted
/// slider default for the Chat tab's two sliders — U1's
/// <c>InqDefaultGameplayOptionProperty</c> mechanism, this tab's genuine
/// consumer).</summary>
public float DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(float value) => _default = value;
/// <summary>Retail <c>SetCurrentValue</c> — the drag-tick entry point. Writes
/// <c>m_current</c> and applies it live IMMEDIATELY; does not touch
/// <see cref="Saved"/>.</summary>
public void SetCurrentValue(float value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
/// <summary>
/// The LINKED slider's own drag already ran <c>ChatOpacityLink</c>'s math and
/// applied the new pair live (a single <c>RetailWindowOpacityController</c> call
/// covers both values) — this pushes the resulting value onto THIS row/widget
/// without re-applying (that would double-fire the live opacity write) but still
/// notifies the page, since the OTHER slider's <c>Changed</c> baseline may now
/// differ too (retail's <c>DualHash</c> link moves both sliders' own
/// <c>m_current</c>).
/// </summary>
public void RefreshFromLink(float value)
{
_current = value;
_refresh?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP5: one of the Chat tab's five per-window text-filter
/// <c>UIOption_CheckboxBitfield64</c> blocks — the current/saved/default triple over
/// the block's combined 64-bit filter value (retail's genuine one-register
/// <c>m_llTextTypeFilter</c> shape; see <c>UiCheckboxBitfield64</c>'s own class doc for
/// why the widget's <c>CurrentLow</c>/<c>CurrentHigh</c> pair is just that ONE 64-bit
/// value split at the 32-bit boundary, not a 128-bit value). Unlike
/// <see cref="BoolOptionRow"/>/<see cref="FloatOptionRow"/>, the WIDGET already IS the
/// live UI for N individual checkboxes and fires <see cref="UiCheckboxBitfield64.ValueChanged"/>
/// on any row toggle — this row wraps that composite value the same way a page needs,
/// translating widget-originated edits into <see cref="AttachPageNotify"/>/
/// <c>bindings.SetFilter</c> and page-originated reverts (Reset/Defaults/OnShown) into
/// <see cref="UiCheckboxBitfield64.SetCurrentValue"/> pushes.
/// </summary>
public sealed class BitfieldOptionRow : IOptionRow
{
private readonly Action<ulong>? _apply;
private readonly Func<ulong>? _read;
private readonly Action<ulong>? _refresh;
private Action? _notifyPageOptionChanged;
private ulong _current;
private ulong _saved;
private ulong _default;
public BitfieldOptionRow(
ulong initial,
ulong defaultValue,
Action<ulong>? apply = null,
Func<ulong>? read = null,
Action<ulong>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
public ulong Current => _current;
public ulong Saved => _saved;
public ulong DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(ulong value) => _default = value;
/// <summary>The widget-originated entry point — wired to
/// <see cref="UiCheckboxBitfield64.ValueChanged"/>, fired the instant a row
/// checkbox toggles (retail's own per-checkbox <c>Apply(1)</c>).</summary>
public void SetCurrentValue(ulong value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Retail <c>OptionPage</c>/<c>PlayerOptionPage</c>: a page's registered-option
/// array plus the four verbs (Apply/Reset/Defaults/visibility) with retail's

View file

@ -657,19 +657,18 @@ public sealed class RetailUiRuntime : IDisposable
};
/// <summary>
/// Capture the four floating windows' current text-type filters into
/// the local settings store (research doc §4.4/§6.1 — local-only until
/// CH6f's wire format). No-op when no store was wired.
/// Capture the main window's and four floating windows' current text-type
/// filters into the local settings store (research doc §4.4/§6.1 — local-only
/// until a future retail <c>0x1000008C</c> wire format). No-op when no store was
/// wired.
///
/// <para>
/// CH6a/b REJECT-review NIT 1: unlike window geometry/visibility (which
/// <see cref="_persistence"/> auto-saves on every change), a filter
/// change is only captured here — i.e. only when <see cref="SaveLayout"/>
/// runs, which today is exclusively the explicit <c>/saveautoui</c>
/// command. Harmless in practice (nothing currently mutates a window's
/// filter live — no options UI exists yet), but worth tightening to
/// auto-save-on-change once CH6e/CH6f gives filters a live settings
/// surface a user can actually edit mid-session.
/// CH6a/b REJECT-review NIT 1 — CLOSED by Campaign OP slice OP5: filters are now
/// ALSO captured on every live edit through the Chat tab's five filter blocks
/// (each block's <c>BitfieldOptionRow.apply</c> closure calls this directly), not
/// only when <see cref="SaveLayout"/> runs via the explicit <c>/saveautoui</c>
/// command — OP5 is the "live settings surface a user can actually edit
/// mid-session" this NIT was waiting on.
/// </para>
/// </summary>
private void SaveChatWindowFilters()
@ -679,6 +678,7 @@ public sealed class RetailUiRuntime : IDisposable
ChatSettings current = store.LoadChat();
store.SaveChat(current with
{
ChatWindowMainFilter = windows.GetFilter(ChatWindowState.MainWindowId),
ChatWindow1Filter = windows.GetFilter(1),
ChatWindow2Filter = windows.GetFilter(2),
ChatWindow3Filter = windows.GetFilter(3),
@ -686,6 +686,25 @@ public sealed class RetailUiRuntime : IDisposable
});
}
/// <summary>
/// Campaign OP slice OP5: persists the Chat tab's two opacity-slider values —
/// the "worth tightening to auto-save-on-change" gap
/// <see cref="SaveChatWindowFilters"/>'s own doc flagged before a live options UI
/// existed to edit them. Called from the Chat tab's slider apply closures, so
/// every drag tick is captured (matching the filter blocks' own auto-save-on-
/// change wiring below, not the old "only on /saveautoui" schedule).
/// </summary>
private void SaveChatOpacity()
{
if (_bindings.Chat.Store is not { } store) return;
ChatSettings current = store.LoadChat();
store.SaveChat(current with
{
DefaultOpacity = WindowOpacity.DefaultOpacity,
ActiveOpacity = WindowOpacity.ActiveOpacity,
});
}
public void CloseWindow(string name)
{
if (RetailPanelCatalog.TryGetPanelId(name, out uint panelId))
@ -898,6 +917,16 @@ public sealed class RetailUiRuntime : IDisposable
return;
}
// Campaign OP slice OP5: the main window's own filter (id 0) is now
// user-settable through the Chat tab's main-window filter block
// (research doc §5.2) — seed it from the local store here, the same
// "local-only persistence" leg MountFloatingChatWindows already runs
// for windows 1-4 (research doc §4.4/§6.1 — the retail 0x1000008C
// gameplay-options wire remains explicitly deferred).
if (_bindings.Chat.Store is { } chatStore)
_bindings.Chat.Windows.SetFilter(
ChatWindowState.MainWindowId, chatStore.LoadChat().ChatWindowMainFilter);
ChatWindowController? controller = ChatWindowController.Bind(
info,
layout,
@ -2040,6 +2069,68 @@ public sealed class RetailUiRuntime : IDisposable
Console.WriteLine("[UI] options panel: Character tab rows did not bind.");
}
// Campaign OP slice OP5 (2026-08-11): the Chat tab's 6 headers, 2 linked
// opacity sliders, and 5 per-window filter blocks. Same "runs before
// ActivateTabs, own dat-lock scope" shape as the Character-tab block above.
lock (_bindings.Assets.DatLock)
{
var strings = new DatStringResolver(_bindings.Assets.Dats);
// U1's Chat-tab-specific consumer (this class's own doc trace): the
// two sliders' Defaults values come from the DAT DBProperties
// collection, resolved ONCE — the installed DAT does not change
// within a session.
if (!Layout.ChatOptionsDatDefaults.TryRead(
_bindings.Assets.Dats, out float datDefaultOpacity, out float datActiveOpacity))
{
Console.WriteLine(
"[UI] options panel: Chat tab opacity DAT defaults did not resolve "
+ "(DID 0x78000001) — falling back to retail's ChatInterface base-"
+ "constructor values (0.5/1.0).");
}
bool chatBound = Layout.ChatOptionsPageController.Bind(
layout,
controller.ChatPage,
templateResolver: (templateLayoutId, templateElementId) =>
{
ElementInfo? info = LayoutImporter.ImportInfos(
_bindings.Assets.Dats, templateLayoutId, templateElementId);
return info is null
? null
: LayoutImporter.Build(
info,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont,
strings.Resolve).Root;
},
resolveString: (tableId, stringId) => strings.Resolve(tableId, stringId),
new Layout.ChatOptionsPageController.Bindings(
CurrentDefaultOpacity: () => WindowOpacity.DefaultOpacity,
CurrentActiveOpacity: () => WindowOpacity.ActiveOpacity,
SetDefaultOpacity: value =>
{
WindowOpacity.SetDefaultOpacity(value);
SaveChatOpacity();
},
SetActiveOpacity: value =>
{
WindowOpacity.SetActiveOpacity(value);
SaveChatOpacity();
},
DefaultOpacityDatDefault: datDefaultOpacity,
ActiveOpacityDatDefault: datActiveOpacity,
CurrentFilter: windowId => _bindings.Chat.Windows.GetFilter(windowId),
SetFilter: (windowId, value) =>
{
_bindings.Chat.Windows.SetFilter(windowId, value);
SaveChatWindowFilters();
}));
if (!chatBound)
Console.WriteLine("[UI] options panel: Chat tab rows did not bind.");
}
controller.ActivateTabs();
RetailWindowHandle handle = RetailWindowFrame.Mount(

View file

@ -116,6 +116,24 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
public float FaceWidth { get; set; }
public float FaceHeight { get; set; }
/// <summary>
/// AP-195 (Campaign OP slice OP5): when non-null, drawn as the face media INSTEAD
/// of <see cref="ActiveState"/>'s resolved sprite — a dat RenderSurface id, not a
/// pre-resolved texture handle (resolved through the same <c>_resolve</c> callback
/// as the normal path, so tiling/UV math stays identical). Ports retail
/// <c>UIOption_CheckboxBitfield64::Refresh @0x004859C0</c>'s
/// <c>SetMediaImageForState(indicatorChild, dataId, 1, 6)</c>: the Chat tab's
/// per-window filter rows force their 5-state LED indicator to ONE fixed image
/// (the block-level all/partial-set sprite) regardless of hover/press state,
/// bypassing the checkbox's own per-state media entirely. Null (default) restores
/// the ordinary <see cref="ActiveState"/>-driven lookup — every other button
/// instance in the codebase is unaffected. Same shape as
/// <see cref="Layout.UiDatElement.RuntimeImageTexture"/>, deliberately a DID here
/// (not a texture handle) because the checkbox draw path already resolves its
/// file id through <c>_resolve</c> for correct native-size UV tiling.
/// </summary>
public uint? FaceFileOverride { get; set; }
/// <summary>Additional left inset for left-aligned labels.</summary>
public float LabelOffsetX { get; set; } = 3f;
@ -326,7 +344,7 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
}
else
{
uint file = ActiveFile(_mediaInfo);
uint file = FaceFileOverride ?? ActiveFile(_mediaInfo);
if (file != 0)
{
var (tex, tw, th) = _resolve(file);

View file

@ -70,6 +70,19 @@ public sealed class UiCheckboxBitfield64 : UiPanel
/// </summary>
public IReadOnlyList<UiTemplateListEntry> Templates { get; }
/// <summary>
/// AP-195 (Campaign OP slice OP5): block-level "all mask bits set" LED media
/// (dat property <c>0x10000082</c> on THIS element, <c>0x06004D17</c> on the
/// installed DAT). 0 when the authoring template carries none — the LED override
/// is then simply never applied (rows keep their per-row authored art).
/// </summary>
public uint CheckedLedSprite { get; }
/// <summary>AP-195 counterpart of <see cref="CheckedLedSprite"/>: block-level
/// "checked but not every mask bit set" LED media (dat property
/// <c>0x10000083</c>, <c>0x06004D19</c>).</summary>
public uint UncheckedLedSprite { get; }
/// <summary>Same seam as <see cref="UiTemplateListBox.TemplateResolver"/> — a page
/// controller wires this with real DAT access (Campaign OP slice OP5+). Left null
/// by <c>DatWidgetFactory</c> itself.</summary>
@ -84,12 +97,21 @@ public sealed class UiCheckboxBitfield64 : UiPanel
// SpriteResolve (forwarded to each row's built subtree) is inherited from UiPanel —
// same resolver shape, no need to redeclare it.
/// <summary>Fired with the new (low, high) value after any row toggles.</summary>
/// <summary>Fired with the new (low, high) value after any row toggles — a LIVE
/// user edit only (retail's <c>Apply(1)</c> path). NEVER fired by
/// <see cref="SetCurrentValue"/> (the OnShown/Reset/Defaults re-seed path — pushing
/// an externally-sourced value must not loop back into "the user changed this").
/// </summary>
public Action<ulong, ulong>? ValueChanged { get; set; }
public UiCheckboxBitfield64(IReadOnlyList<UiTemplateListEntry> templates)
public UiCheckboxBitfield64(
IReadOnlyList<UiTemplateListEntry> templates,
uint checkedLedSprite = 0u,
uint uncheckedLedSprite = 0u)
{
Templates = templates;
CheckedLedSprite = checkedLedSprite;
UncheckedLedSprite = uncheckedLedSprite;
BackgroundColor = Vector4.Zero;
BorderColor = Vector4.Zero;
}
@ -121,6 +143,24 @@ public sealed class UiCheckboxBitfield64 : UiPanel
ValueChanged?.Invoke(CurrentLow, CurrentHigh);
}
/// <summary>
/// Pushes an externally-sourced (low, high) value onto the widget — the page-model
/// re-seed path (retail's <c>Refresh</c> re-run after
/// <c>OptionPage::RestoreSavedValues</c>/<c>RestoreDefaultValues</c>/the OnShown
/// <c>SaveCurrentValue</c> re-read). Updates <see cref="CurrentLow"/>/
/// <see cref="CurrentHigh"/> and every row's checked state + AP-195 LED media, but
/// deliberately does NOT invoke <see cref="ValueChanged"/> — the caller (an
/// <c>IOptionRow</c> wrapper) already owns whatever notification it needs, and
/// firing here would loop a re-seed back into "the user changed this" (the same
/// live/refresh distinction <c>BoolOptionRow</c>'s <c>refresh</c> delegate makes).
/// </summary>
public void SetCurrentValue(ulong low, ulong high)
{
CurrentLow = low;
CurrentHigh = high;
RefreshRowVisuals();
}
/// <summary>
/// Retail <c>UIOption_CheckboxBitfield64::AddChild(lowMask, highMask, labelId,
/// tooltipId)</c> → <c>CreateChildren</c>'s per-row loop: instantiates the authored
@ -174,7 +214,6 @@ public sealed class UiCheckboxBitfield64 : UiPanel
// replaced by the typed mask closure below: equivalent routing,
// without a stringly attribute round-trip.
checkbox.TooltipText = tooltip;
checkbox.Selected = IsSet(lowMask, highMask);
checkbox.OnClick = () => ToggleRow(lowMask, highMask, checkbox);
row.Left = 0f;
@ -182,7 +221,24 @@ public sealed class UiCheckboxBitfield64 : UiPanel
_contentHeight += row.Height;
base.AddChild(row);
_rows.Add(new Row(lowMask, highMask, label, tooltip, row, checkbox));
// AP-195 self-sizing tail: retail's own CreateChildren ends with
// ResizeTo(GetWidth(), CalculatePaperSize(0, -1)) because
// UIOption_CheckboxBitfield64 IS a UIElement_ListBox (its PostInit
// tail-calls UIElement_Scrollable::PostInit) — the block grows to fit its
// rows instead of keeping its authored 272x100 extent. Width is untouched
// (GetWidth() — the ListBox's own authored column width); only Height
// grows, exactly matching the stacked _contentHeight this class already
// tracks per row. A dedicated ListBox-unification pass (reusing
// UiTemplateListBox's own viewport) remains future work per AP-195's own
// disposition menu; this direct resize is the recorded-rationale half of
// that menu — see UiTemplateListBox.AddPrebuiltRow for how a page
// controller reflows the ENCLOSING ListBox around this widget's now-final
// height instead of the pre-build authored one.
Height = _contentHeight;
var newRow = new Row(lowMask, highMask, label, tooltip, row, checkbox);
_rows.Add(newRow);
ApplyRowVisuals(newRow);
return checkbox;
}
@ -199,18 +255,26 @@ public sealed class UiCheckboxBitfield64 : UiPanel
}
/// <summary>
/// Retail <c>UIOption_CheckboxBitfield64::Refresh @0x004859C0</c>: a row is checked
/// when ANY bit of its mask is set in the current value — NOT when every bit is
/// set. <c>lowHit = current.low &amp; mask.low; highHit = current.high &amp;
/// mask.high; checked = (lowHit | highHit) != 0</c>. This is HALF of Refresh:
/// the same pass also computes the ALL-set predicate to swap each row's LED
/// media between the two authored surfaces (<c>P0x10000082 = 0x06004D17</c> /
/// <c>P0x10000083 = 0x06004D19</c>) — not ported yet, register row AP-195,
/// due with the Chat tab (OP5) alongside the ListBox self-sizing tail.
/// Retail <c>UIOption_CheckboxBitfield64::Refresh @0x004859C0</c>'s ANY-set half:
/// a row is checked when ANY bit of its mask is set in the current value — NOT
/// when every bit is set. <c>lowHit = current.low &amp; mask.low; highHit =
/// current.high &amp; mask.high; checked = (lowHit | highHit) != 0</c>.
/// </summary>
private bool IsSet(ulong lowMask, ulong highMask)
private bool IsAnySet(ulong lowMask, ulong highMask)
=> (CurrentLow & lowMask) != 0 || (CurrentHigh & highMask) != 0;
/// <summary>
/// AP-195: retail <c>Refresh</c>'s ALL-set half, computed by the SAME pass as
/// <see cref="IsAnySet"/> — <c>(current.low &amp; mask.low) == mask.low &amp;&amp;
/// (current.high &amp; mask.high) == mask.high</c>. Drives which of
/// <see cref="CheckedLedSprite"/>/<see cref="UncheckedLedSprite"/> a checked row's
/// LED shows: composite masks (e.g. the Gameplay row's <c>0x83912021</c>, five
/// bits) can be PARTIALLY satisfied — checked (any-set) but not fully (all-set) —
/// which single-bit rows (e.g. "General") can never observably distinguish.
/// </summary>
private bool IsAllSet(ulong lowMask, ulong highMask)
=> (CurrentLow & lowMask) == lowMask && (CurrentHigh & highMask) == highMask;
/// <summary>
/// Retail <c>UIOption_CheckboxBitfield64::ListenToElementMessage @0x00485AE0</c>:
/// <c>BitUtils::SetBitsOnOrOff(&amp;m_current, mask, onOff)</c> — decomp-confirmed
@ -219,7 +283,7 @@ public sealed class UiCheckboxBitfield64 : UiPanel
/// </summary>
private void ToggleRow(ulong lowMask, ulong highMask, UiButton toggle)
{
bool turnOn = !IsSet(lowMask, highMask);
bool turnOn = !IsAnySet(lowMask, highMask);
if (turnOn)
{
CurrentLow |= lowMask;
@ -230,13 +294,37 @@ public sealed class UiCheckboxBitfield64 : UiPanel
CurrentLow &= ~lowMask;
CurrentHigh &= ~highMask;
}
toggle.Selected = turnOn;
ApplyRowVisualsForMask(lowMask, highMask, toggle);
ValueChanged?.Invoke(CurrentLow, CurrentHigh);
}
private void RefreshRowVisuals()
{
foreach (Row row in _rows)
row.Toggle.Selected = IsSet(row.LowMask, row.HighMask);
ApplyRowVisuals(row);
}
private void ApplyRowVisuals(Row row) => ApplyRowVisualsForMask(row.LowMask, row.HighMask, row.Toggle);
/// <summary>
/// One row's complete <c>Refresh</c> visual: the ANY-set checked bool
/// (<see cref="UiButton.Selected"/>, always) plus AP-195's ALL-set-driven LED
/// media swap (<see cref="UiButton.FaceFileOverride"/>) — retail's own gate: the
/// swap ONLY applies while ANY-set is true; a fully-unchecked row keeps its
/// authored per-row art untouched (<c>Refresh @0x004859C0</c>'s
/// <c>if (ebx == 0) { ... media swap ... }</c> branch, where <c>ebx == 0</c> is
/// the ANY-set case per the byte trace in this class's own research citations).
/// </summary>
private void ApplyRowVisualsForMask(ulong lowMask, ulong highMask, UiButton toggle)
{
bool anySet = IsAnySet(lowMask, highMask);
toggle.Selected = anySet;
if (!anySet)
{
toggle.FaceFileOverride = null;
return;
}
uint overrideSprite = IsAllSet(lowMask, highMask) ? CheckedLedSprite : UncheckedLedSprite;
toggle.FaceFileOverride = overrideSprite != 0u ? overrideSprite : null;
}
}

View file

@ -179,6 +179,35 @@ public sealed class UiTemplateListBox : UiDatElement
UiElement? row = resolver(entry.TemplateLayoutId, entry.TemplateElementId);
if (row is null) return null;
return AddPrebuiltRow(row);
}
/// <summary>
/// AP-195 (Campaign OP slice OP5): stacks an ALREADY-BUILT row using the exact
/// same "below the previous row, then grow ContentHeight" placement
/// <see cref="AddItemFromTemplateList"/> uses internally, WITHOUT resolving it
/// through <see cref="TemplateResolver"/> first. For a row whose own final size
/// is not known until AFTER it is fully populated — the Chat tab's five
/// <see cref="UiCheckboxBitfield64"/> filter blocks, which self-size to fit
/// their N rows (retail's own <c>CreateChildren</c> tail,
/// <c>docs/architecture/retail-divergence-register.md</c> AP-195) — a page
/// controller resolves the block directly through the SAME
/// <see cref="TemplateResolver"/> delegate (bypassing
/// <see cref="AddItemFromTemplateList"/>'s own resolve step), calls
/// <c>SetDefaultValue</c> + N <c>AddChild</c> on it (growing its
/// <see cref="UiElement.Height"/> to its final, fully-populated extent), THEN
/// calls this method to insert it. Because the row is placed at its FINAL height
/// instead of its authored pre-build extent, this viewport's own
/// <see cref="UiScrollablePanel.ContentHeight"/> — and every row placed AFTER
/// it — accounts for the real size from the start; no retroactive reflow of
/// already-placed siblings is needed (this class has no such reflow mechanism —
/// each row's <see cref="UiElement.Top"/> is fixed at insertion time). This is
/// literally "reuse UiTemplateListBox's stacking," the disposition AP-195 itself
/// names as an acceptable alternative to a full ListBox-unification pass.
/// </summary>
public UiElement AddPrebuiltRow(UiElement row)
{
ArgumentNullException.ThrowIfNull(row);
UiScrollablePanel viewport = Viewport;
row.Left = 0f;
row.Top = viewport.ContentHeight;