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>
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52 changed files with 4540 additions and 40 deletions
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@ -69,6 +69,22 @@ public sealed class ChatWindowState
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public const int MinFloatingWindowId = 1;
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public const int MaxFloatingWindowId = 4;
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/// <summary>
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/// Retail's authored per-window text-type filter defaults
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/// (<c>gmChatOptionsUI::InitOptions @0x0049FC60</c> /
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/// <c>AddCheckboxBitfield64Option @0x0049EDA0</c>'s <c>SetDefaultValue</c> calls,
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/// <c>docs/research/2026-08-10-options-panel-structure.md</c> §5.2). Named here
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/// (rather than only as the private literals in <see cref="ResetToDefaults"/>)
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/// because Campaign OP slice OP5's Chat-tab Defaults button needs the SAME
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/// values <see cref="ResetToDefaults"/> seeds — one source, not two independently
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/// literal tables that could drift.
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/// </summary>
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public const ulong MainWindowDefaultFilter = 0xFBFFFFFFul;
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public const ulong Floaty1DefaultFilter = 0x0000101Cul;
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public const ulong Floaty2DefaultFilter = 0x00040C00ul;
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public const ulong Floaty3DefaultFilter = 0x00080000ul;
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public const ulong Floaty4DefaultFilter = 0x78000000ul;
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/// <summary>
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/// Sentinel <c>targetWindowId</c> meaning "broadcast to every window,
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/// subject to each window's own filter" — the acdream-internal analogue
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@ -108,15 +124,15 @@ public sealed class ChatWindowState
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// "everything 0x00-0x1F except 0x1A" (m_oldState 1/8) — genuinely
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// consulted for broadcast lines now that BroadcastTargetWindow is
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// distinct from MainWindowId (see class doc).
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_filters[0] = 0xFBFFFFFFu;
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_filters[0] = MainWindowDefaultFilter;
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// Speech, Tell, Speech_Direct_Send, Emote (m_oldState 2).
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_filters[1] = 0x0000101Cu;
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_filters[1] = Floaty1DefaultFilter;
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// Social, Social_Send, Allegiance (m_oldState 3).
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_filters[2] = 0x00040C00u;
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_filters[2] = Floaty2DefaultFilter;
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// Fellowship (m_oldState 4).
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_filters[3] = 0x00080000u;
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_filters[3] = Floaty3DefaultFilter;
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// Turbine General/Trade/LFG/Roleplay (m_oldState 5).
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_filters[4] = 0x78000000u;
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_filters[4] = Floaty4DefaultFilter;
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_open[0] = true;
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for (int i = MinFloatingWindowId; i <= MaxFloatingWindowId; i++)
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